Kromac the Ravenous
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- 1 Basic Info
- 2 Analysis of Kromac1
- 3 Other
|Tharn Form||Beast Form|
|See also How to Read the statblock|
- Dusk - 2" reach, P+S 11 (Tharn form) or P+S 14 (Beast form) melee weapon
- Dawn - Identical to Dusk
- Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
- Altered States - At the start of each Maintenance Phase, pick to be either Human or Beast.
- Beast Form Only
- Beast Mind - While in Beast mode Kromac can't upkeep existing spells, or cast any new spells that aren't animi.
- Jump - After it makes a full advance during its Normal Movement but before it performs its Combat Action, you can place this model anywhere completely within 5" of its current location. Any effects that pervent charging also prevent this model from using Jump.
Kromac can immediately suffer up to 7 damage. For each damage point taken, he gains 1 fury point (up to his current FURY stat). Also, if he is in Tharn form he can immediately transform to Beast form.
- Bestial - Cost 3
- While in Kromac's CTRL range, enemy models cannot cast non-animus spells or be used to channel.
- Inviolable Resolve - Cost 2, 6" range, Upkeep
- Friendly Faction model/unit gains +2 ARM and they cannot be moved by a push or slam. Doesn't work while out of formation.
- Rift - Cost 3, 8" range, 4" AOE, POW 13
- The AOE stays in play for one round as rough terrain.
- Warpath - Cost 3, Upkeep
- Each time a friendly Faction model in the caster's control range destroys one or more enemy models with an attack during their activations, a warbeast in the caster's battlegroup and in control range may advance up to 3". Each warbeast can only move once per turn.
- Wild Aggression - Cost 3, 6" range, Upkeep
- Target friendly living warbeast in the caster's battlegroup gains boosted melee attack rolls and can run, charge, slam, or trample for free.
Analysis of Kromac1
Kromac1 in a nutshell
Kromac is a circle warcaster who tries to force the enemy into a fair fight and then beat them to death or assassinate anyone silly enough to start within 13" of him. In either Skorne or Trollbloods this would be an excellent strategy and there are several casters that try to do this, but a big part of the Circle's identity is as a faction that simply doesn't fight fair because outside their casters (two of whom even have Synergy) they are fairly fragile.
Maximising his Feat & Spells
Feat gives him a monster turn. It's used for one of two things - the assassination on any caster who started too close to him or to spam a lot of animi (normally Primal)
- Bestial is his signature spell and it is incredibly annoying for casters who rely on channeling. Other casters, however, are simply forced back out of his control area, or just allocate their focus to their jacks or even beat face themselves or camp against his assassination.
- Warpath is an excellent battle group spell used to extend threat ranges. Put it up early and upkeep it.
- Wild Aggression is another really nice spell on a heavy warbeast. Especially one with either a chain attack (Riphorn Satyr, Shadowhorn Satyr or Berserk Warpwolf Stalker). Unfortunately with Primal as your only real damage buff this is less useful than for other factions.
- Inviolable Resolve is just nice
- Rift is his zap spell.
There are a couple of choices for themes for Kromac. The traditional option would be Call of the Wild, as warpath and wild aggression both push him towards a large battlegroup, and Warpwolf Stalkers are great targets for warpath (as they can warpath and then sprint, ending the turn up to 11" away from whatever they hit). However, given that living heavy warbeasts are generally considered to be sub-par for their points (and the theme lacks a good source of ranged attacks for triggering warpath), you may want to consider other options.
The Wild Hunt isn't a terrible option - Reeves and ambushing wolves are both good ways of triggering warpath, as are the tried-and-true 'war wolves from a million miles away' strategy. Access to both Wolds and living warbeasts also gives a lot of flexibility in terms of battlegroup composition. However, the lack of Blackclad Wayfarers makes the theme a hard sell (though Lanyssa can help], and Kromac's battlegroup focus can make it hard to make the free point thresholds.
Bones of Orboros is a bit of a strange choice, but one which can be worth considering if you want to built Kromac as more of a brick-breaker. Kromac's main issues are enemy shooting and hitting power (as he has no damage buff), but has lots of threat extension, while Wolds hit (fairly) hard (for Circle warbeasts), but suffer from slow movement speed, so they can help cover each other's weaknesses. Ghetorix can be taken in Bones with Kromac, so you still have a target for Wild Aggression. However, the list will tend to suffer against higher model count lists in a way that a 'traditional' Kromac list typically won't.
Kromac has an 13" threat assassination (walk 6", leap 5", 2" reach). However, it's quite easy to measure his threat, and only the most novice players will walk into his threat (unless they're baiting him). The assassination run is best used to bully enemy casters off of the front lines, and/or when paired with a shadowhorn satyr throwing the enemy warcaster into his threat range.
In most games, Kromac wants to play a mixture of attrition and assassination - if the opponent tries to play cagey (out of fear of his assassination potential), he can easily yo-yo warbeasts in and out of the enemy lines, cheating trades and slowly getting up on attrition, or clearing zones without giving up important pieces. If the opponent tries to push forwards aggressively (to try and overwhelm his less-than-impressive damage potential), that's when you start looking for the assassination run - Warpath, Ghetorix with overtake, Kromac himself, and possible a Shadowhorn Satyr can give you a lot of unpredictable angles for assassination.
To support his strategy, Kromac typically takes:
- Ghetorix - Kromac's character warbeast is awesome. Especially when you combine murderous, overtake, and warpath. Also Spiny Growth makes beast form Kromac really pretty tough.
- Warpwolf Stalker Wild aggression on a model with a long sword and berserk works really well for cleaning out enemies. And it's a very nice beast in general. Kromac can get good use out of sprint.
- Warpborn Skinwalkers - if you want toughness not provided by a warbeast, here it is.
- Wild Argus - to flatten those high DEF casters if you get the assassination off.
- Shadowhorn Satyr does a mini-version of what Kromac does. And with walk 6, warpath 3, leap 5, and then the chain attack into the throw you havfe another assassin here. (You can also primal the Satyr - you aren't getting it back).
Some ranged unit to trigger Warpath.
Drawbacks and Downsides
- Squishy in human form
- He's not as hard hitting as he looks; POW 14 is not what you want to use against heavies although it will kill casters..
Tricks and Tips
- Remember the assassination run. And if you can start the turn in beast form you can still feat for a more reliable one (but you might need the warpath instead)
- Woldwyrd's shooting is an easy way to trigger Warpath and with premeasuring will easily allow them to shoot and reposition out of threat with their Warpath move.
- Remember that Kromac can't move himself with Warpath
- Bestial is a great spell for shutting down any caster that likes to rely on spell assassination or offensive spellcasting. Krueger2, Vayl, and any number of Cryx casters become very sad when they're not able to land their debuffs and offensive spells, and especially sad when they can't use arc nodes.
- Be aware of the models your opponent has that can threaten Kromac. He's made of tissue paper, and dies to shooting very easily, but Bestial makes him very safe against spells. Knowing your matchups will let you assess when you can play him forwards, and when you have to keep him hidden.
Released in Hordes: Evolution (2007)
Themes for any-and-all warlocks (Edit)
- The Bones of Orboros (Article) (Category)
- The Devourer's Host (Article) (Category)
- The Wild Hunt (Article) (Category)
- Call of the Wild - (Article) (Category)
Other Circle models
Rules Clarification : Feat: Blood Rage
| * 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)
Rules Clarification : Bestial - None yet. (Edit)
Rules Clarification : Inviolable Resolve - None yet. (Edit)
Rules Clarification : Rift - None yet. (Edit)
Rules Clarification : Warpath - None yet. (Edit)
Rules Clarification : Wild Aggression - None yet. (Edit)