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
Irusk2.jpg
SPD 6
MAT 7
RAT 6
DEF 15
ARM 15
CMD 10
FOCUS 7
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.

Spells[edit]

  • 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, Upkeep
Inoffensive upkeep which lets you place a 5" AOE anywhere completely within the caster's control range. While in the AOE, friendly Faction models have cover. Enemy models treat the AOE as rough terrain.
Friendly Faction warrior model/unit gains an extra die on melee damage for one turn.
Each model in the caster's battlegroup that is currently in its CTRL range can immediately advance up to 2". Energizer can be cast only once per activation.
Target friendly Faction model gains boosted attack & damage rolls on its first ranged attack each activation.
While within the caster's CTRL range, friendly Faction models gain immunity to being knocked down 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.

Spells:

  • 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.

- Irusk's unimpressive stat line and need to play within 10" of the army's bulk make him a weak link sometimes, so be wary of assassinations.

Tricks & Tips[edit]

  • If you ever dreamed of pure Man O War army, Irusk 2 is your best choice. His feat negates most of their mobility issues, Battle Lust turns Shock Troopers into monsters and Demo Corps into nightmares and adding Tough to an ARM 21, Repairable units is almost unfair. Take some MoW Kovniks for Desperate Pace and your opponents will never know what hit them.

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 - Sofya - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
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 - Eilish Garrity - 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. 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)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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.")

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

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus 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 warcasters 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 Warcaster rules.
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. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. 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).
    4. 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).
  • Units
    • 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.


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 : 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.

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)


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.
  • FFE is a target model spell, not a target model/unit spell. So:
    • If cast on a model that is in a unit, only the actual model targeted will gain the bonus, not the entire unit.
    • If you put a second upkeep on that same unit it will cause FFE to expire (even if you target a different model).

Rules Clarification : Solid Ground - None yet. (Edit)