Kromac, Champion of the Wurm

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Kromac, Champion of the Wurm
Circle Tharn Warlock

fluff blurb

Basic Info[edit]

Kromac2
Kromac2.jpg
SPD 6
MAT 8
DEF 14
ARM 18
FURY 7
HP 19
WBP +28
See also How to Read the statblock

Weapons[edit]

Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Death Feast - During its activation, this model can spend corpse tokens to remove d3 damage for each token spent.
  • Field Marshal [Hyper-Aggressive] - Warbeasts/warjacks in this model's battlegroup gain Hyper-Aggressive. (Hyper-Aggressive - When this model suffers damage from an enemy attack, except when advancing, after the attack it can make a full advance directly towards the attacker.)
  • Heart Eater - When this model kills something in melee it gets the corpse token (to a maximum of three). It can spend to buy or boost in melee.

Feat: Bloodlust[edit]

Kromac immediately casts Carnage for free. Also, while in his CTRL range, living warbeast in his battlegroup gain +2 STR and ARM. Lasts one round.

Spells[edit]

Target warbeast in the caster's battlegroup may cast its animus once per turn for free. It can still only cast it once per turn.
Friendly Faction models gain +2 to melee attack rolls against enemy models in this caster's CTRL range.
Choose a friendly Faction warbeast in the caster's control range, then target an enemy model within 8" of that warbeast and make a magic attack against that target. The POW of the attack is equal to the base STR of the chosen warbeast. The chosen warbeast is the point of origin.
Target friendly Faction model gains Retaliatory Strike. (Retaliatory Strike - Once per turn when an enemy hits this model in melee, it can hit back. Once.)

Analysis of Kromac2[edit]

Kromac2 in a nutshell[edit]

Kromac2 is Circle's biggest facesmashing warlock. He himself can make a nasty beatdown with Rathrok, he throws his warbeasts into the teeth of the enemy with hyper-aggressive, and makes them accurate with Carnage.

Maximising his feat & spells[edit]

Theme thoughts[edit]

Kromac works pretty well in most themes; his obvious synergies are with his battle group, which would normally say Call of the Wild but he's also fairly decent with The Bones of Orboros although wolds don't gain the strength or arm buff from his feat. He also offers a little to both The Wild Hunt and The Devourer's Host via Carnage, while the latter can give him a heart token, meaning he's often seen there. He can't be used in Secret Masters.

Typical Strategy[edit]

It can be tempting to rush Kromac into the thick of things early but it's often better to hold him back as a late game piece when the enemy has less models that can kill him. That being said, if he can pick up a few corpse tokens for later he will usually be better off. Don't be afraid to use his feat just for the +2 arm to his battlegroup. If Kromac or his warbeasts get killed because your waiting for the perfect alpha they just lost you the game.

Common army selection[edit]

Kromac's biggest abilities help his battlegroup. So:

  • Ghetorix - Kromac's character warbeast is very effective with the combination of murderous, overtake, and carnage for shredding infantry - and hits hard enough to shred beasts
  • Warpwolf Stalker - possibly the best non character warbeast in the game. Kromac gives it extra movement if people shoot it, Carnage helps it's mediocre mat and Kromac loves to be able to sprint away after he kills something.
  • Pureblood Warpwolf - if he's going to buff damage you can safely bring the ranged one.
  • Wold Guardian - although the feat doesn't affect the Guardians (other than Carnage) they are already high ARM and hit hard, but the synergy here is the combination of Hyper-Aggressive and Shield Guard on a model that's normally slow.
  • Woldwarden - again missing the feat, the Warden gets a lot out of Carnage thanks to the chain attack.
  • Satyrs- All three share similar weaknesses that Kromac shores up in some way: low hitting power, short range, low MAT. Also, both the Gnarlhorn Satyr and Riphorn Satyr's animi can be useful on Kromac.
  • Kromac can benefit from th Tharn Ravager Shaman's spell Hunter's Grace which will make him immune to knockdown.
  • The Boil Master & Spirit Cauldron can provide Kromac with corpses, Puppet Master, and threat extension from Spectral Lash.

Drawbacks and Downsides[edit]

  • It's obvious what he does most of the time
  • Kromac is a big target and he will often be in the thick of things, he can die easier then you might think.
  • Limited board control
  • Unlike the previous owner of the axe, Kromac can't throw it like a boomerang.

Tricks and Tips[edit]

  • Be careful when you're about to trigger Hyper-Agressive - make sure your opponent isn't just using it to draw your beast into the range of more attacks, or force them to face directly the wrong way.
    • A good time to trigger it is towards the end of the opponent's turn, when they don't have many more attacks to make.


Other[edit]

Trivia[edit]

  • His weapon was taken from the Trollblood warlock Madrak. Specifically, between Madrak2 and Madrak3.
  • Released in Hordes: Devastation (2015)
  • Kromac is trained as both a Tharn shaman and in the magic of the Blackclads. He is the only Tharn known to have the Wilding.

Theme Forces[edit]

Themes for any-and-all warlocks (Edit)

Other Circle models[edit]

CircleLogo.jpg

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Battlegroups
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
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Warlock attachments Druid Wilder (Attached)
Warbeast Controllers Una1 (Lesser)
Light Warbeasts Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Warbeasts Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Character Heavy Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuan Storm Raptor - Woldwrath
 
Units, Solos, & Battle Engines
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA Tharn Bloodweavers - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Character Units Death Wolves
Solos Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Gallows Grove - Reeve Hunter - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - War Wolf
Character Solos Lord of the Feast - Wolf Lord Morraig
Battle Engines Celestial Fulcrum
 
Theme Forces
Call of the Wild - Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minion circle.jpg

(Edit)

Minion Battlegroups
Warlocks Bloody Barnabas - Calaban - Dr. Arkadius - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang

Requires a 2+ warlock game

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Lesser Warlocks Brun Cragback & Lug - Dahlia Hallyr & Skarath - Rorsh & Brine - Wrong Eye & Snapjaw
Warbeasts The minion warbeasts you can include in a Circle Orboros army depends entirely on what type of model 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.
 
Minion Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Gatorman Bokor & Bog Trog Swamp Shamblers - Gatorman Posse - Swamp Gobber Bellows Crew
Character Units Cylena Raefyll & Nyss Hunters - Lynus Wesselbaum & Edrea Lloryrr
Solos Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scout - Feralgeist - Gatorman Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Swamp Gobber Chef - Swamp Gobber River Raider - Thrullg - Totem Hunter
Character Solos Agata, Queen of Carnage - Alten Ashley - Eilish Garrity - Gudrun the Wanderer - Hutchuk, Ogrun Bounty Hunter - Lanyssa Ryssyl, Nyss Sorceress - Maximus - Saxon Orrik - Viktor Pendrake
Battle Engines Meat Thresher - Sacral Vault

Rules Clarifications[edit]

Rules Clarification : Feat: Bloodlust

  • Since his feat specifically says he "casts" Carnage, it can be negated by normal anti-spell abilities. (Unlike, say Baldur2's feat which just makes models be "affected" by Baldur's spell).


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are 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 interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
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". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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).
    6. 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 specify you can't).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Death Feast      (Edit)

  • You roll a new d3 each time you spend a token.
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". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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).
    6. 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 specify you can't).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Hyper-Aggressive      (Edit)

  • Because you must move directly towards your attacker, you cannot change facing after completing your Hyper-Aggressive move.
  • HA can be triggered more than once per turn.
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Rules Clarification : Heart Eater      (Edit)

  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

Rules Clarification : Awakened Spirit - None yet. (Edit)

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Rules Clarification : Carnage      (Edit)

  • The target needs to be in CTRL range. The location of the attacker doesn't matter.
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Rules Clarification : Primal Shock      (Edit)

  • Let's call the friendly warbeast the "Primed" model and the attack target the "Shocked" model.
  • The "Primed" model is not a channeler so won't be affected by stuff like Arcane Annihilation
    • However, for targeting, concealment bonuses, etc, it works very similar to channeling. That's what "point of origin" means (refer core rule book).
  • You can "Prime" a warbeast that is engaged in melee.
  • Primal Shock is not affected by range reducing effects (such as Mage Static). For "Priming" the range is CTRL, which cannot be reduced. For "Shocking", choosing a target within 8" is not a range (in the normal sense).
  • The "Shock" can gain any benefits that apply vs the target. For example if your warlock is affected by Beast Lore (+d6 damage vs warbeasts) and you "Shock" an enemy warbeast, you'll get that +d6.
  • The "Shock" uses base STR, not current STR. Thus STR buffs (such as Rage) will not affect the "Shock".
  • You can "Shock" a friendly model and it will cause no damage to it. (Infernal Ruling)
  • Arcane Vortex vs Primal Shock (Edit)
    • The warbeast that is chosen as the point of origin can not be negated by Arcane Vortex.
    • The "target a model within 8 inches" is the part that can be negated by arcane vortex.
    • There are some other parts that the Infernals are currently checking.
    • (Infernal Ruling)
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Rules Clarification : Vengeful      (Edit)

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Rules Clarification : Retaliatory Strike      (Edit)

  • "Basic melee attack" also includes Mount Attacks. Refer to the definition of 'Basic Attack' in the rulebook.
  • You can't make Retaliatory Strikes vs free strikes, because the free striker is defined to be in your back arc (regardless of the actual model's facings) and thus you don't have LOS to it. (Infernal Ruling)