Kommandant Irusk

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Khador Warcaster

Kommandant Gurvaldt Irusk was born to make war. Irusk’s meteoric rise to power is the product of sheer determination, devotion, and strategic brilliance. His instinctive grasp of tactics allows him to see weaknesses where others do not, his commanding presence inspires his soldiers to greatness, and his innate magical capabilities enable him to exploit every situation to the utmost. His accomplishments have inspired a generation of Khadoran officers and made his name known throughout western Immoren.

Basic Info[edit]

Irusk1
Irusk1.jpg
SPD Average
MAT High
RAT Average
DEF High
ARM Average
FOCUS Average
Relative HP Average
WJP Average

Weapons and Attacks[edit]

  • Sword Cannon - Average range, average POW gun
    • Reload [Click here for help using this template] - This model can spend focus/fury points to make up to {{{1}}} additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each focus/fury point spent.
  • Onslaught - Mid reach, average P+S melee weapon.

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Assault - This model may make a ranged attack as part of its charge.
  • Battle Plan - Once per activation, at any time, this model can issue one of the battle plans listed below:
    • March - Target nearby warrior model/unit gains Pathfinder.
    • Reveille - Faction models in CMD stand up (unless knocked down this same turn).
    • Special Orders - Nearby faction warrior model/unit gains Reposition. (Reposition - At the end of an activation in which it did not run or fail a charge, this model can advance up to its stated value, then its activation ends.)

Feat : Undying Loyalty[edit]

Friendly faction warrior models gain 1) a bonus to attack rolls, 2) Tough, 3) get better at passing Tough checks, and 4) can't be knocked down.

Spells[edit]

  • Airburst - Above average cost, RNG CTRL, medium AoE spell. Ignores LOS, cover, concealment, elevation and stealth and all models hit take a low POW damage roll.
  • Battle Lust - Friendly Faction warrior model/unit gains additional melee damage dice.
  • Grind - Average range, high POW spell. If it hits a warjack, the warjack suffers damage to its Movement system.
  • Inhospitable Ground - Enemy models in the caster's CTRL area treat open terrain as rough terrain.
  • Iron Flesh - Cheap upkeep spell that grants a bonus to ARM and immunity to blast damage.
  • Superiority - Average cost, short range upkeep spell. Target friendly faction warjack gains a bonus to SPD, MAT, and DEF and can't be knocked down.


Thoughts on Kommandant Irusk[edit]

Comparison to Mk2[edit]

  • Lost Quick Work
  • Gained Battle Plan

Kommandant Irusk in a nutshell[edit]

A peerless tactician, Irusk sports awesome board controlling tools, and supports his army like few other caster in the game.

Feat[edit]

A feat with excellent defensive capabilities, Undying Loyality is the dream of any Trollbloods player. Apart of Grievous Wounds, and RFP attacks, there are few things, that can stop the relentless advance of Irusk's army, and it can be downright frustrating, if they shrug off the most devastating blows, and keep coming. However, it is the offensive part of his feat, that truly takers the cake; it offers +2 on attack rolls for warrior models. For a faction, that is choke-full of with quality and quantity units, it is truly godsend. Depending on the enemy, it might even worth waiting with the pop of the feat, and let your forces suffer some casualties, before launching a brutal attack with your pumped-up troops, who are now very resilient to enemy counter-attack.

Spells[edit]

  • Airburst - Its low POW, and the fact, that numerous units are (or can be) immune to blast damage, first make this spell seemingly lackluster. However, it nullifies most of the ranged defence techs, and can threaten squishy, elusive units, from supporting solos (like repair crews, or Beast Handlers) to CRA capable ranged combatants, (like Long Gunners, or Blighted Nyss Archers). Its high FOC cost restricts spamming, but can become very handy in certain situations.
  • Battle Lust - Works wonders on hard hitting units, like Doom Reavers, or charging Iron Fang Uhlans. Its range is short, but if the opportunity arises, units, or even solos with multiple attacks, like the Kayazi Eliminators, or a Manhunter can be ideal recipients for this spell.
  • Grind - you will rarely have the focus on this otherwise OK spell, but if a warjack is only one box away of losing its Movement system, then go for it. His focus level means above average accuracy for this spell.
  • Inhospitable Ground - depending of your enemy's list, this spell's effect can range from "a minor inconvenience" to "completely and utterly broken". Very effective in single-zone scenarios, where you can severely limit your opponent's options.
  • Iron Flesh - Khador's premiere support spell, which synergize very well with nearly any infantry unit. It makes the tough (like the Man-o-War units) even tougher, while blast immunity will counter the squishy units' (like Kayazi Assassins) vulnerability to AOE attacks.
  • Superiority - One of the best jack-support spell in Khador's arsenal; you may probably cast it on turn one and don't drop until the battle is ended. From Colossi to a lowly Rager, all jacks are ideal target for it. Don't forget the Pathfinder element, if your enemy tries to slow down your beatstick with rough terrain tricks, like Rift or the Cipher's shots.

Strategy[edit]

Few excel in the attrition game, as Irusk does. He can slow down the enemy with Inhospitable ground, can eliminate annoying solos with airburst, and support his troops with Iron Flesh and Superiority. Later, he can go on the offensive, cast Battle Lust upon a key unit, and back them with his feat. His battle plans are a bit situational, but can pull out the fangs of various enemy tricks, making him a truly Swiss Army knife of a caster.

Army selection[edit]

Irusk exemplifies the full support potential of Khador; most of the faction's units (and mercenaries, with the help of Koldun Kapitan Valachev) are having excellent synergy with him. His support duties and expensive spells rarely leave enough focus for an extensive battlegroup, but for Superiority alone it worth considering the addition of a few warjacks.

  • Ogrun Bokur or Rager - enemies WILL try to despatch him from afar; a shield guard always comes handy.
  • Sylys Wyshnalyrr - eases the focus burden on him
  • Beast 09 - under Superiority, it truly lives up to its name, delivering Tresher blows at MAT10, and hitting warrior models up to DEF20 on average rolls.
  • Widowmakers - his Battle Plan can give a quasi Tactical Supremacy; allowing annoying yoyo tricks of jumping in and out of cover. If you add a Marksman into the mix, Reposition stacks with Swift Hunter, allowing a total of 5" move, once they killed something.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • He desperately needs his army to get the job done (fortunately, he's good at preserving them)
  • Expensive spells can burn his focus reserve pretty fast, and make him vulnerable to Lamentation.
  • Stay away from the frontline until the last possible moment; Irusk's personal defence stats are nothing to write home about.

Tricks & Tips[edit]

  • Beside his supportive skills, he has an above-average POW ranged attack, that can reliably hit DEF16 targets with a boost. Use it in concert with your Assault ability to wreck targets of opportunity.

Other[edit]

Trivia[edit]

Theme Forces this is a member of[edit]

  • None yet

Other faction models[edit]

Khador - Faction models (Edit)
KhadorLogo.jpg

Warcasters etc.
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Malakov2 - Old Witch - Sorscha1 - Sorscha2 - Strakhov - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2 - Kozlov
Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal)
Heavy warjacks Berserker - Decimator - Destroyer - Grolar - Juggernaut - Kodiak - Marauder - Mad Dog - Rager - Spriggan - Devastator - Demolisher
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
 
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - Bombardiers - Demolition Corps - Shocktroopers - Widowmaker Scouts - Field Gun - Winter Guard Infantry - Mortar Crew - Rifle Corps
Great Bears of the Gallowswood
Ranking Officer CA : Koldun Kapitan Valachev
Solos Iron Fang Kovnik - Koldun Lord - Drakhun - Man-o-War Kovnik - Manhunter - War Dog - Widowmaker Marksman - Artillery Kapitan
Fenris - Malakov1 - Jozef - Markov - Yuri
Battle Engines Gun Carriage
Khador - Mercenary models (Edit)
Merc khador.jpg

Mercenary Warcasters etc.
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
     
Mercenary Units, Solos, & Battle Engines
Units High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr


Rules Clarifications[edit]

Rules Clarification : Reload      (Edit)

  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines) ... [Verification needed]
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). [Verification needed]
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack.
    The phrase "immune to non-magical damage" should be intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")


Rules Clarification : Warcaster or Warlock     (Edit)

  • Please refer to the Warcasters & Warlocks page for a recap of the warcaster rules, and the very few associated rules clarifications.

Rules Clarification : Assault      (Edit)
There is a long and detailed breakdown on the Assault page. The short version, though, is:

  • Assault occurs immediately after Step 5 of the Activation Sequence in Apdx A (or after Step 6 for a unit with Assault). (Infernal Ruling)
  • With a unit you need to move all models, then do all Assault attacks, then start charge attacks. (Infernal Ruling)
  • You may not use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  • If you fail your charge, you may not use "any time" abilities between 'finishing Assault attack' and 'activation ends'. (Infernal Ruling)
  • See the Assault page for more corner-case scenarios, like Drag + Assault and Countercharge vs Assault.

Rules Clarification : Battle Plan      (Edit)

  • Restrictions on "Any Time" abilities (Edit)
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
      1. The model with the "any time" ability has had their activation end prematurely (e.g. running, failing a charge, failing a slam).
        • Even if the ability says "any time during the unit's activation", a model in a unit can't use it after they run/fail a charge. Because that model's activation has ended (even if the unit's is still ongoing) and you can't use abilities on models that are not active.
      2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
      3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
      4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
    • In general you can use "Any Time" abilities while you're knocked down or stationary, except Spells and Feats which you specifically can't.

Rules Clarification : March      (Edit)

  • Pathfinder (Edit) - Pathfinder doesn't apply to involuntary movement (i.e. when you're pushed or slammed).

Rules Clarification : Reveille - None yet. (Edit)

Rules Clarification : Special Orders      (Edit)

Rules Clarification : Reposition      (Edit)

Rules Clarification : Tough - None yet. (Edit)


Rules Clarification : Airburst      (Edit)

  • Abilities that add to the RNG of a spell (such as Sylys Wyshnalyrr's Spiritual Conduit) don't affect Airburst's RNG.
  • Although the spell does blast damage, the POW is not halved. Think of it as already halved.

Rules Clarification : Battle Lust - None yet. (Edit)

Rules Clarification : Grind      (Edit)

  • Apply damage to the Movement System before making the normal damage roll.

Rules Clarification : Inhospitable Ground      (Edit)

  • For models that get a bonus from being near rough terrain (ie the Earthborn Dire Troll), then:
    • If they're outside the CTRL area they don't get any bonus, because the terrain still is Open despite the spell. There is no rough terrain for them to be nearby.
    • If they're inside the CTRL area they do get the bonus, because they're treating the terrain they're within as rough.

Rules Clarification : Iron Flesh - None yet. (Edit)
Rules Clarification : Superiority - None yet. (Edit)