Supreme Kommandant Irusk

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Khador Warcaster

Having failed in his first assault on Northguard, Irusk received a severe dressing down by Empress Vanar. The accusation that he had wasted the lives of his men cut particularly deep. He took a short leave in which he considered falling on his sword, an honorable death for a disgraced soldier such as himself. However he was summoned by the Empress before he could act and promoted to Supreme Kommandant, a direct challenge to his legacy. Irusk knows the empress' unspoken command is that only total victory will suffice. Irusk now enters battle determined to earn his new rank by using all his stratagems and strategic planning to utterly defeat the motherland's enemies.

Basic Info[edit]

Supreme Kommandant Irusk
DEF 15
ARM 15
CMD 10
HP 17
WJP +27
See also How to Read the statblock

Weapons and Attacks[edit]

  • Hand Cannon - 12" range, POW 12 gun.
  • Endgame - 0.5" reach, P+S 13 melee weapon.

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Tactician [Faction warrior] - While in this model's CMD range, friendly Faction warrior models can ignore other friendly Faction warrior models when determining LOS. Friendly Faction warrior models can advance through other friendly Faction warrior models in this model's CMD range if they have enough movement to move completely past them.
  • Total Obedience - While in Irusk's command range, friendly living non-warcaster Faction warrior models gain Tough.

Feat : Desperate Ground[edit]

Friendly Faction models currently in Irusk's control range (1) ignore clouds effects and forests when determining LOS, and (2) gain Pathfinder. (3) Affected models currently knocked down immediately stand up unless they became knocked down this turn. (4) Enemy models/units begining their activations in Irusk's control range suffer -3 SPD. Desperate Ground lasts for one round.


  • 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.
  • Artifice of Deviation - COST 2, RNG CTRL, AOE 5, UPKEEP
    Inoffensive upkeep which lets you place a 5" AOE anywhere completely within Irusk's control range. While in the AOE, friendly Faction models have cover. Enemy models treat the AOE as rough terrain.
  • Battle Lust - COST 3, Range 6"
Friendly Faction warrior model/unit gains an extra die on melee damage for one turn.
  • Energizer - COST 2, RNG SELF
    Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation.
  • Fire for Effect - Upkeep spell which gives a target friendly faction model a boosted attack & damage roll on its first attack each activation.
  • Solid Ground - Low cost, self target upkeep spell. Friendly Faction models in control range get immunity to knockdown and blast damage.

Thoughts on Supreme Kommandant Irusk[edit]

Irusk2 wants to field a large mixed arms army composing primarily of warrior models to benefit from his abilities, but bringing a few jacks along with him to augment his play style and get the most out of his Energizer spell is advisable.

Comparison to Mk2[edit]

  • AoD changes, no more pathfinder for friendly faction but now you have cover on a stick
  • Airburst receives a bigger AoE
  • Gains solid ground and lost Tactical supremacy, allowing you to play heavy infantry easily. Note that solid ground affect all friendly faction models, not only warriors, so also the jacks became immune to knockdown and blasts.
  • Loses his warjack bond, but this is mitigated by solid ground.
  • The feat was nerfed, because now enemies can give/receive orders and because they can still charge even if they have a SPD malus on them.

Supreme Kommandant Irusk in a nutshell[edit]

Irusk2 is considered the best infantry support caster in Khador currently as his spells and feat provide a toolbox from which he is able to deliver his models to the enemy while minimizing the opponent's ways of retaliating. He benefits hard hitting melee and ranged infantry by granting them cover; immunity to blast damage and knockdown; tough; tactician; and his feat provides Pathfinder and LOS through clouds and forest.

Thoughts on when & how to best use his feat and spells[edit]

The feat is a toolbox of abilities so let us unpack it:

  • Friendly faction models in control ignore forests and clouds for LOS: A great counter to certain lists that rely on forest (Circle) or clouds (most factions in some form or another) to block LOS to their important models.
  • FF models gain Pathfinder: Makes forests completely useless to your opponent for a turn combined with the above part of the feat.
  • Knocked down models stand up unless they were KD this turn: Less useful now that Irusk has Solid Ground as a spell, but good for things that managed to wander out of your control range somehow.
  • Enemy models/units activating in Irusk's control range suffer -3 SPD: Generally used to blunt an opponent's initial charge along with rough terrain from Artifice of Deviation.

All of these independent parts make the feat hard to time properly, knowing when to use it can be difficult. It is often hard to get to use every facet of the feat on the same turn, but making sure to get more out of it than just the SPD penalty is when it is used is very important.


  • Airburst: Your multi-use removal tool. It clears out annoying stealth/incorporeal models that wander within 14" of Irusk with ease and ignores almost all defensive tech that may pose a problem. Keep in mind it is only a POW 8 blast and costs almost half of Irusk's focus to cast so you are looking to scalpel out squishy pieces with it that could give your army issues to remove on its own.
  • Artifice of Deviation: Another Control range spell with 2 main uses. A 5" AOE granting cover when and where you need it to help protect and deliver key peices, or 5" of rough terain dropped in front of your enemies non pathfinder melee troops to stop their charge. It is an upkeep so you only get one each turn; choose wisely.
  • Battle Lust: Turns a model/unit into weapon masters, or weapon masters into absolute terrors. Not an upkeep and costs almost half his focus but can be cast twice in a pinch.
  • Energizer: The reason you bring jacks with Irusk other than his jack points. You want most of your points in warrior models, but a few jacks help fill out the list and Energizer extends all of their threat ranges at the same time.
  • Fire for Effect: You want at least one scary gun to make use of this spell, it boosts the to hit and ALL damage rolls on the first ranged attack from the model so AOE guns are advised as it will boost all blast damage as well.
  • Solid Ground: No knockdown and immunity to blast damage to all FF models within 14" of Irusk. This means that warrior models who succeed their tough rolls thanks to Total Obedience are good to make another tough roll. Blast Immunity lets you cluster models without fear of AOE's (though watch out for sprays still) and models such as the Kayazy Eliminators become extremely obnoxious to remove.

Typically Irusk will be upkeeping Solid ground every turn and casting multiple of his amazing, but expensive, spells every turn which will quickly deplete his focus. Prioritize between allocating to jacks; casting Battle Lust; Energizing your jacks; and camping focus to keep Irusk safe very carefully.

Typical Army & Strategy[edit]

Typically a large portion of Irusk's army will be composed of warrior models that can benefit from his many spells and abilities to make them shine, with a few jacks to complement and augment where necessary while using up his warjack points. Ranged and melee playstyles both benefit Irusk in different ways and a mix of the two is generally advised to make use of all his abilities.

Tactician [Faction Warrior] is a game altering ability that allows for interesting tactical choices. Ranged units sitting behind melee models shooting through them with impunity; a 2" reach unit activating first could disengage a shield wall unit by making melee attacks through allied models then allow the shield wall unit to charge; Counter charge models charging through the first ranks; and more.

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

Large scale Infantry hate in the current meta makes it difficult to get single wound models where they need to be, though Irusk does this better than anyone.

Tricks & Tips[edit]




Theme Forces[edit]

Other faction models[edit]

Khador - Faction models (Edit)

Warcasters etc.
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch - Sorscha1 - Sorscha2 - Strakhov - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
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 - 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 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
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
Khador - Theme Forces (Edit)
Winter Guard Kommand

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).
    • 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 : Tactician      (Edit)

  • The moving model doesn't have to be in CMD range, just the model they're moving through.
  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)

Rules Clarification : Total Obedience      (Edit)
Rules Clarification : Tough - None yet. (Edit)

Rules Clarification : Pathfinder      (Edit)

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

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 : Artifice of Deviation      (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 : Battle Lust - None yet. (Edit)

Rules Clarification : Energizer      (Edit)

  • The models affected are determined when you cast the spell. If you then use the Energizer move to move the caster forward and try and get more models into their control range, it makes no difference.

Rules Clarification : Fire for Effect      (Edit)

  • If you use this spell with a spray or AOE weapon, then all attack and damage rolls for that attack are boosted.

Rules Clarification : Solid Ground      (Edit)

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