Kromac the Ravenous

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Kromac the Ravenous
Circle Tharn Warlock

Fluff blurb

Basic Info[edit]

Kromac the Ravenous.png
Tharn Form Beast Form
Base Size Small Medium
MAT 6 8
DEF 15
ARM 14 17
HP 17
WBP +26
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.

Feat:Blood Rage[edit]

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.


While in Kromac's CTRL range, enemy models cannot cast non-animus spells or be used to channel.
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.
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.
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[edit]

Kromac1 in a nutshell[edit]

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[edit]

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.

Theme thoughts[edit]

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[edit]

  • 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[edit]

  • 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)

Theme Forces[edit]

Themes for any-and-all warlocks (Edit)

Other Circle models[edit]



Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
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


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

Requires a 2+ warlock game

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: Blood Rage

  • Kromac can advance in human form, use his feat to transform, then trigger his beast-only Jump ability. (Infernal Ruling)

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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:  : 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 : Altered States      (Edit)

  • Altered States occurs before resolving Continuous Fire. (Locked Thread)

Rules Clarification : Beast Mind - None yet. (Edit)

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Rules Clarification : Bounding Leap and/or Jump     (Edit)

  • Jump and Bounding Leap are almost exactly the same, but with one important difference:
    • If you're suffering an effect which prevents charging, then you cannot use Jump (but you can use Bounding Leap).
      • This includes choosing to forfeit your Combat Action to stand up. (Infernal Ruling)
      • This Infernal Ruling has been questioned as being inconsistent, given that forfeiting your Combat Action doesn't prevent charging (it prevents you using your Normal Movement to charge which is not quite the same thing. See the thread for the full argument).
  • You cannot use Jump or Bounding Leap if you forfeit your movement. "After making a full advance" is a conditional requirement. (Infernal Ruling)
  • You can only use Jump or Bounding Leap after a full advance, which means you can't do it after a Slam, Trample, or Charge.
  • You can use "At any time" abilities between completing your move and doing the Jump/Leap. (Infernal Ruling)
  • Jumps & Leaps are a "placement". They do not trigger free strikes, and you can even jump over solid buildings of infinite height.
  • If you cannot advance more than 0" (for example suffering from Shadow Bind) then you can Jump/Leap. Making an advance of 0" is sufficient to trigger Jump/Leap.

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)