Obavnik Kommander Zerkova & Reaver Guard

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Khador Warcaster Unit

Through a combination of fearsome reputation, ruthless tactics, and intimate knowledge of the occult, Aleksandra Zerkova has scaled the ranks of the Greylords Covenant. Her open display of mystical power, from forbidden relics to guardians enslaved to her will, has earned her many enemies—but none capable of standing in her way. She is as skilled at espionage as the dark arts, and more than a few of her detractors have disappeared without a trace, while those once vocal about her wrongdoing have grown strangely quiet.

Basic Info[edit]

Zerkova[edit]

Zerkova2
ObavnikKommanderZerkovaAndReaverGuard WEB.jpeg
SPD 6
MAT 6
DEF 15
ARM 15
FOCUS 7
HP 16
WJP +24
See also How to Read the statblock

Weapons and Attacks[edit]

  • Orgoth Blade - 0.5" reach, P+S 12 melee weapon.

Special Abilities[edit]

  • Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around.
  • Officer - This model is the unit commander even if the unit has a Leader model.
  • Immunity: Cold - This model does not suffer cold damage.
  • Call to Sacrifice (Reaver Guard) - If this model would be killed, a nearby Reaver Guard can be killed instead, and this model regains a hitpoint.
  • Sacred Ward - This model can't be targeted by enemy spells.
  • Greylord - Zerkova is a Greylord model. The Reavers are not Greylord models, and the unit is not a Greylord unit.

Feat : Arcane Convergence[edit]

Each friendly Faction model in CTRL range can immediately cast one spell or perform a special action for free.

Spells[edit]

Target model/unit cannot be the target of enemy spells/upkeeps. Also, any upkeep spells and animi on the target immediately expire.
On a critical hit all models in the AOE become stationary (unless they have cold immunity).
RFP a friendly Faction warrior model within the caster's CTRL range. Each warjack in the caster's CTRL range and battlegroup gains 1 focus point. Can only be cast once per turn.
  • Spectral Fire - Average range & POW offensive spell. The POW is increased for every point of focus/fury on the target.
  • Telgesh Mark - Average cost, short range upkeep. This model can channel spells through the target friendly faction model.

Reaver Guard[edit]

Zerkova2 comes with two Reaver Guards. They are not Grunts, they are non-character troopers.

Reaver Guard
SPD 6
MAT 7
DEF 13
ARM 15
HP 5 each

Weapons and Attacks[edit]

Special Abilities[edit]

  • Doom Reaver - The Guards are Doom Reaver models. Zerkova is not a Doom Reaver model, and the unit is not a Doom Reaver unit.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
  • Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
  • Sacred Ward - This model can't be targeted by enemy spells.
  • Silence - This model doesn't have to make additional attacks due to Berserk.

Thoughts on Obavnik Kommander Zerkova & Reaver Guard[edit]

Obavnik Kommander Zerkova & Reaver Guard in a nutshell[edit]

Going epic, Zerkova left most of the flaws of her prime incarnation behind.

  • She can create arc nodes out of friendly faction models.
  • She can fuel her battlegroup, relatively easily for some decisive turns.
  • She has excellent synergy with a very distinct element of the Khadorian arsenal; the magic wielder Greylords (though still struggles to offer support for the rest of her army)
  • She is not hapless in melee, thanks to her two Reaver Guard escorts.

Zerkova is well defended against ranged assassination attempts via spells, and thanks to the complete magic immunity of the Reaver Guards, stray magic AOEs will also mean minimum danger for her. The bodyguards offer a fair degree of protection against melee assassination too and are not slouch in melee either. Sporting the same attack profile, as Doom Reavers, and Berserker with built-in Silence, they can mulch infantry units, or dent heavier targets alike.

Spell thoughts[edit]

  • Banishing Ward - Its usefulness depends greatly on the enemy's list, but in certain match-ups it is incredibly useful in making your army resistant to the enemy's magic. Also counters tricks like Caine1's Thunderstrike assassination run.
  • Hoarfrost - Your primary (and more expensive) attack spell. A nice critical ability, and your favoured tool for assassinations. The stationary affects every model under the AOE, so be on the lookout for models, who are clumped together around some low-DEF target.
  • Occult Whispers - Her signature spell. Weigh your options carefully, whether or not you'll need it, as the focus burden is pretty restrictive. If in desperate need for a sure hit (say, against a wounded Caine2 with Bullet Dodger), you can use it to get 4 dice upon a single, boosted Hoarfrost or Spectral fire - and burn through your entire FOCUS pool in the process.
  • Sacrificial Lamb - Have some chaff infantry, and more than one jack you want to charge in? Then this is your spell. Unfortunately, it does not circumvents Disruption. Situationally, you can also use it to remove a friendly model - even an engaged one - who is blocking an important charge lane.
  • Spectral Fire - longer range, lower POW, but useful against enemies with cold immunity. Focus campers should rightfully fear that one, and will likely to give a second thought about the amount of focus they want to camp on. Especially useful against softer targets, like lesser warlocks, or journeymen warcasters. Usually, Warbeasts fully loaded with fury will shrug off the extra damage they get from the spell, but if they are on the verge of losing an aspect, why not give it a try?
  • Telgesh Mark - Her second signature spell, something, she would desperately have needed for her prime version. You can cast it either on a very fast unit to flank the enemy, and open up some nasty attack vectors for assassinations, or a very durable model, which won't get shot in the first place. Be on the lookout for stuffs, which can remove it, like Purification, or Dispel, as you'll likely be outside of the spell's range to re-cast it onto the same target.

Feat thoughts[edit]

It is the toned-down mixture of both Haley1's and Vayl2's feat. Just like with any support trick, it is all about timing. You must deliver most of your mages to the enemy's lines intact to make the most out of it. It also works on you too, so the 1 Hoarfrost and up to 3 Spectral Fire might occasionally have some nasty assassination potential. Alternatively, you can cast Occult Whispers for free, and let the boosted Hoarfrosts fly.

Typical Army & Strategy[edit]

Strategy[edit]

Zerkova has some nice assassination potential with her readily available arc nodes and spells. On the other side, her feat, Sacrificial Lamb and Occult Whispers may help her to win the attrition game.

No matter what path you choose, you'll need your army to get the job done because Zerkova2 is more support-orientated than not.

Army[edit]

Zerkova supports just about every Greylord units and solos you can imagine, with Occult Whispers and her feat. Double tapping the Outriders' spray, or the Ternions' Ice Cage is self evident.

Don't overspend on spellcasters though; you'll also need some traditional units to operate your army at peak efficiency.

  • Koldun Kapitan Valachev - not only a Greylord model, but also handy if you wish to get some mercenary units in on the action.
    • Put him with a unit of merc spellcasters (TAC, Aiyana), and they'll benefit from her feat too!
  • Battle Mechaniks or Kossite Woodsmen - some cheap bodies for Sacrificial Lamb
  • Doom Reaver Swordsmen with their Greylord CA - heavy hitters who can operate nicely on their own and have a mage escort.
  • Widowmakers - usually the army relies on close-range firepower; Widowmakers can support your army at range
  • Victor or Conquest - once you make the target stationary with Ice Cages, their abysmal RAT matters none. Also, with Telgesh Mark, they become pseudo-Hurricane.
  • Sylys - upkeep Telgesh for free, and make super-accurate magic attacks. OR...
  • War Dog - pump up her DEF to Caine level in close combat against anything, that gets through her guards. With 3, counter-charging models around her, you can set up quite an intricate web to intercept would-be melee assailants.
  • Rager or Ogrun Bokur - even while your Reaver guards are around, you'll probably want an extra layer of protection from ranged assassination attempts.
  • Saxon Orrik - you have almost nothing to increase your army's mobility on rough terrain; so Saxon's help is often beyond measure
  • Fenris - Want to go on the offensive with your Reaver Guards? Then Fenris can give them Relentless Charge which will be most welcome for them.

Drawbacks & Downsides[edit]

  • She needs her army to get the job done - her feat and Occult Whispers have severely diminishing return, once the magic-wielding warriors start to fall around her
  • Susceptible for ranged assassination, even with her guards around
  • It's all too easy to cram all the Greylords into her list, and leave no space for other things
  • Anti-magic techs (Eiryss2, Harlan, Orin Midwinter, Lamentation, Covenant of Menoth, Psychic Vampire, attacks with Brain Damage, Arcane Suppression, etc.) will easily pull out the fangs of her army.
  • Very limited ways to buff her army's damage output and to increase its mobility.

Tricks & Tips[edit]

  • Countercharge on the guards only triggers, if the enemy advances within 6" of them - watch out for placement tricks, like Slip

stream, or Telekinesis. They also must have LOS to the target, so be aware of fast, flanking units, like cavalry.

Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for generic casters (Edit)

Other faction models[edit]

KhadorLogo.jpg
(Edit)
Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
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Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal) - Greylord Forge Seer (Marshal)
Heavy warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
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 - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Winter Guard Kommand - Legion of Steel - Jaws of the Wolf
Merc khador.jpg

(Edit)

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

Requires a 2+ caster game

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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 : 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).
  • 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 : Blessed and/or Creator's Wrath     (Edit)

  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).

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 argii 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).

Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Cold - None yet. (Edit)

Rules Clarification : Call to Sacrifice      (Edit)

Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.

Rules Clarification : Banishing Ward - None yet. (Edit)

Rules Clarification : Hoarfrost      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.

Rules Clarification : Occult Whispers - None yet. (Edit)

Rules Clarification : Sacrificial Lamb      (Edit)

  • You can't go over the normal focus allocation as a result of this spell. Refer to the Cortex rules.

Rules Clarification : Spectral Fire - None yet. (Edit)

Rules Clarification : Telgesh Mark      (Edit)

  • You cannot use Telgesh Mark to channel Telgesh Mark (because it expires when you cast it the second time).
  • See also the clarificaitons on channeling

Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

Rules Clarification : Berserk      (Edit)

  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • If you trigger two effects that grant you an extra attack (such as Berserk + Black Spot), you can only use one. (Refer "Attack-generating Special Rules".)
    • Not only that, due to the way Berserk is worded you must make a melee attack, regardless of which ability you resolve. So you can't say "I trigger Berserk and Black Spot, choose Black Spot, Black Spot is optional, so I'm not making any more attacks". (Infernal Ruling)
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
    • This is a change from Mk2
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Shield Guard).

Rules Clarification:  : Countercharge      (Edit)
Warning: This is a long one.

Triggering Countercharge
  • Countercharge does not trigger off an enemy model being placed or pushed.
  • Changing facing does count as advancing and will trigger Countercharge.
  • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
  • Even when an entire unit is moving, counter-charge is triggered per model. So you can counter charge after any models of the unit had finished his move within range, but you can only counter charge the model who finished its movement. You can't "save it" until the unit finishes moving and then say "I'm going to Countercharge the first guy you moved."

What can your opponent do?

  • Once you trigger countercharge, your opponent cannot use a "Any Time" ability until the countercharge is fully resolved. Even though it's their turn.
  • They can trigger their own abilities from your movement (such as Admonition) and/or your attack (such as Shock Field).

Attacks & Boosting

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • You can't spend fury/focus to boost it, or buy additional attacks afterwards. Because you're only allowed to do spend fury/focus during your own activation.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.

After the Countercharge

  • You cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint) after a Countercharge, as Counter Charge is not an activation. Closed thread

Enemy "Skipping" their movement

  • If your opponent 'forgets' to move their model and didn't declare they're forfeiting movement (they just said "I'm activating this model and making an attack") then do they count as moving or not?
  • Technically the rules don't have a default condition for this, and it becomes a Sportsmanship issue for you to sort out with your opponent.
  • However, the Judges document (which is used to run all official PP events) states that the model officially counts as "Advancing 0 inches" and thus will trigger Counter Charge. Most players follow the Judges document for casual play as well.

Unit with countercharge

  • This applies to Zaadesh2 with Scarab Packs
  • Each model in the unit has its own individual countercharge. They don't have to all countercharge at the same time, and only the specific model within 6" of the trigger will be able to countercharge.
  • If a model is out of formation, it won't be able to countercharge (since it is unable to move out of his normal movement).
  • If a model starts in formation but the countercharge movement takes it out of formation, it won't be able to make the charge attack (but will engage).
  • If several models in the same unit want to countercharge the same model, you fully resolve the counter charge of the first, including the attack, before starting the counter charge of the other(s).
  • If the unit commander countercharges such that the other models become out of formation, they immediately lose the ability to trigger countercharge (because out-of-formation models can't move).

Other interactions

  • Countercharge vs. Admonition (etc) ( Edit )
    • You can trigger Countercharge during your own activation - if a model with Admonition (or similar) uses it to (try to) move away.
      • You move, they trigger admonition and move, you trigger countercharge off their admonition-move.
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge).
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge vs Slipstream ( Edit )
    • Both these abilities trigger at the same time (end of movement). The active player then resolved his first.
    • This can let the Slipstream model place something to block the Countercharge model.
  • Assault vs Countercharge ( Edit )
    • With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)
    • So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...
      • If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.
      • But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).

Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.

Rules Clarification : Silence - None yet. (Edit)


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Note to Editors
To edit the reavers tagged abilities, Click here