Theme - Armored Korps

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Theme - Armored Korps
Khador Theme Force

With a hiss of steam and the tread of iron, the heavily armored infantry of Khador march to war with heavy warjacks at their side. Though Khador lacks the light warjacks of other nations, they make up for it with a dedicated corps of soldiers who go to war in steam-powered armor. Few opponents possess the weaponry able to chew through so thick a wall of armor, allowing the Man-O-War to crush enemy emplacements.

Theme Rules[edit]

Theme Force Restrictions[edit]

An Armored Korps army can only include models from the following list:

Allowed models Which includes
Last updated 2018.02
Khador warcasters Too many to bother listing
Non-character warjacks
Note: Character warjacks can be taken, but only if bonded with their favourite warcaster (Cankerworm with Asphyxious, etc)
Too many to bother listing
Man-o-War models/units
Various specific models
Up to one mercenary unit and one mercenary solo. Too many to bother listing

Theme Force Bonuses[edit]

  • This army can include one Mercenary solo and one Mercenary unit that will work for Khador.
    • These models/units can be included even if they have the Partisan [Khador] rule.
    • Mercenary units can have attachments.
  • For every full 20 points of Man-o-War and Mechanik models/units gain free a free Khador CA, Tanker solo, or medium-based Man-O-War solo.
    • Free models don't count towards the 20 points.
  • Gain +1 to all Repair rolls.
  • For each Khador unit in this army, one Man-O-War model/unit in this army can gain Advance Move. (Advance Move - Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)

Recent Changes[edit]

2018.02 Armored Korps CID - The core theme force rules didn't change, but a bunch new models were released:

Sorscha3, Kommandant Atanas Arconovich & Standard, Man-o-War Suppression Tanker, Man-o-War Strike Tanker, Man-o-War Siege Chariot, Man-o-War Assault Chariot, and new CAs for the Bombardiers and Demolition Corps

CID week 2 v2. Theme Force Benefit 3 change:

for every full 20 points of Man-O-War or Mechanik models/units in this army, you can add one Khador command attachment, Tanker solo, or medium-based Man-O-War solo to the army free of cost. Free models do not count toward the total point value of Man-O-War models/units in the army when calculating this bonus.

CID week 2 v3. Theme Force Benefit 4 change:

For every unit in the army, one Man-O-War model/unit in this army can gain Advance Move - Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.

CID week 3. Theme Force Benefit 4 (above) change:

For every Khador unit in the army, one Man-O-War model/unit in this army can gain Advance Move - Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.

Thoughts on this Theme Force[edit]

Recent Release icon.jpg

Recent Change
This model/theme's rules have recently changed dramtically, and the "Thoughts On" section has not (yet) been updated to reflect its new capabilities.

Please feel free to update the article and remove this warning.

Armored Korps in a nutshell[edit]

This Khador theme force is used, as the name would indicate, to play the Man-o-War models. Previewed in PP Insider September 5 2017

Do you like heavy metal? Because this is a way to run it. When you run an Armored Korps list, you run a relatively slow, yet highly survivable army. Many opponents will find a MoW heavy army difficult to deal with due to the combination of high ARM and multiple hit boxes. Traditional armor cracking techniques are less effective due to the sheer number of models on the board and most infantry killing methods pose little risk for Shock Trooper units in Shield Wall.

Theme weaknesses & mitigating them[edit]

An Armored Korps army has two major weaknesses: speed/mobility and versatility.

  • Speed/mobility can be mitigated using various methods, most obvious is the Man O War Kovnik's Desperate Pace. For this reason alone at least two Kovniks are recommended in an Armored Korps army. Additional methods are through spells or feats which grant speed or pathfinder, such as Vald 3's Dash, Kozlov's Onrush, Supreme Kommandant Irusk's Desperate Ground, the Old Witch's Weald Secrets, Kommander Oleg Strakhov's Iron Fist and more. Yet, it is clear to see that the only reliable methods are the Kovnik's Desperate Pace and Vlad's Dash. Sadly, other than Dash, the Great Prince of Umbrey does little to support an Armored Korps army other than casting Hand of Fate on a selected unit.
  • Versatility is a big issue in a slow army which has low threat range and very mediocre inherit long range capabilities. In other words, not only it's hard to take your opponent by surprise, simply mitigating basic threats like flanking or incorporeal enemies can be a challenge. Mitigating versatility is hard but possible if you carefully select of the jacks and solos you bring. The best way to increase versatility is to take jacks and solos are not (necessarily) beatsticks, but bring other forms of utility to your army.
    • Long Range - for protecting your flanks and the ability to reach your opponent's rear
    • Knock down/throw/slam capabilities - for controlling the battlefield and maintaining the ability for a sneak assassination from time to time
    • Magic attacks - for ensuring that Incorporeal models don't completely ruin your plans

Additionally, to a lesser degree an Armored Korps army also suffers from the following minor weaknesses

  • Armor Cracking - the Demo Corps are weaker now than ever before and need help cracking armor
  • Crowd handling - expensive models can easily be bogged down by multiple cheap models

List Building Tips[edit]

With the deep weaknesses inherit in an Armored Korps army, sadly very few casters actually have good synergies with it.

  • Irusk2 is the go-to caster for an Armored Korps list due to the following synergies:
    • Tough + Solid Ground + 8 damage boxes + ARM 21 turns your opponent's tactical problems into strategic ones. It's one thing to kill a single hard-to-kill model, but 20 models with high ARM, Tough, and immunity to knock down is a different challenge altogether.
    • Total Obedience is huge in mitigating the crowded nature of MoW armies where dozens of models are crammed together with little space to maneuver (while attempting to avoid difficult terrain where possible). The ability of Demo Corps to hit your opponent's models behind a Shield Wall makes Supreme Kommandant Irusk crucial to the efficiency of an Armored Korps army.
    • Blood Lust is an expensive spell but it's exactly what your Men-O-War need in order to crack armor
    • You are not likely to have many shooty jacks in an Armored Korps list, Fire for Effect is a great way to get the most out of the one you do have.
    • Desperate Ground gives your slow army a turn of Pathfinder, ignoring clouds and forests. In other words: much needed mobility.
  • Strakhov2 is different from Irusk 2. Instead of giving uniform benefits to all the units in the army, he can give each unit a spell or an ability which will help it accomplish a specific task.
    • Mission Critical is very useful in sending your slow troopers running towards the enemy with little risk of being torn to pieces on the way
    • Inviolable Resolve and Quicken are useful to any infantry unit and when a push comes to shove, Last Stand can also buy an expensive victory
  • Vlad3 has Dash which is great for a bit of extra speed, but that's about it. Although Hand of Fate can help one of your units.
  • Lord Kozlov, Viscount of Scarsgrad is not the first choice for leading an Armored Korps army but his feat Onrush and Tactical Supremacy can be of some assistance to your army.

Assuming you'll be spending 60 points on MoW models and a few on support solos, there's not much leftover for jacks and it's wise to invest only your caster's bonus WJP on jacks instead of using the general points budget.

  • Conquest - directly opposing the previous recommendation by eating most of your meager surplus points budget, a Colossal behind lines of Men-O-War is challenge indeed as it is all but safe from melee attacks until it can engage. Additionally, it mitigates some Armored Korps weaknesses like range, armor cracking and it also brings utility in form of Creeping Barrage, two handed throws etc
  • Destroyer - a very straightforward shooter with some armor cracking if you need it
  • Kodiak - Pathfinder and Grab & Smash are two "surprise" utilities which will assist you in creating tactical solutions normally not available to a slow and ponderous Men-O-War army.
  • Marauder - yes, Marauder. Cheap and accurate, it can create tactical options for you by precision slams.
  • Spriggan - the biggest strain on your limited warjack resources, but it brings Bulldoze, anti infantry AOEs, anti stealth and a long shiny stick to stab the enemies of the motherland from 2" away.



Released in the Themeopocalpse (2017.09) before many of the models in the theme were available.

Rules Clarifications[edit]

Rules Clarification : Advance Move - None yet. (Edit)

RC symbol.png

Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.

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

Mercenaries and Partisans
  • When you take a Partisan Mercenary, it counts as your Faction. However this doesn't increase the number of total mercenaries allowed. (Infernal Ruling)
    • Exception: If the Partisan Mercenary is explicitedly listed as one of the models you can take in the theme (such as Cephalyx in Cryx's Black Industries theme), then you can take the full FA plus your "up to one Merc" allotment. (Infernal Ruling)
  • Sometimes a specific Mercenary/Minion model/unit will gain a theme benefit of "If this model is included, it counts as a Faction model" (such as Greygore in Kriel Company). In this case, the model/unit might or might not count against your "up to one merc" limit:
    • If that Merc is in the list of models explicitly allowed (such as Savio in Storm Division), they won't count against your "up to one Merc" allowance.
    • If that Merc isn't in the list, (such as the Devil's Shadows in Slaughter Fleet Raiders), they will count against your "up to one Merc" allowance.
  • Partisans will count towards any relevant free points. For instance, Nyss will count twoards the "20 points of Retribution units" in the Defenders of Ios theme. (Infernal Ruling)
  • Partisans can be eligible to be taken as free choices. For instance, Erysis1 can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)

Mercenaries and Ranking Officers

  • If you can include a Merc unit, and its attachments, then you can attach a Ranking Officer. This is true regardless whether or not that Ranking Officer is on the list of "Allowed models" . (Infernal Ruling)
  • Adding a Ranking Officer to a Merc unit doesn't increase the number of Merc units you can take.
  • The Merc unit will count towards your "X points of [Faction] models/units" benefit (if your theme is worded that way). (Infernal Ruling)

Mercenary Warjacks, Warbeasts, & Companions

  • As per the errata to the core rules, if your "up to one Merc" ...
    • ... can take warbeasts/warjacks, then you can add warbeast(s)/warjack(s) (without exceeding your "up to one" allowance)
    • ... comes with a Companion model, then you'll get that Companion (without exceeding your "up to one" allowance)

Bonus - One [X] gains [Y]

  • If you need to choose which models get your theme bonus, then you do this choice after deployment. (Infernal Ruling)
  • An example is how Winter Guard Kommand gives Advance Move to one-warjack-of-your-choice-per-WG-unit.
    • In comparison, Destruction Initiative gives all Servitors the Shield Guard ability so you don't need to "make" a choice.
  • You should still write on your army list how many of these bonuses you get to hand out, though, so your opponent can clearly see. (Infernal Ruling)
    • ie at the bottom of your list, you'd write "3 warjacks gain Advance Move" but you don't need to state which three are going to get the bonus.

Theme Forces, free models, and Specialists/ADR in Steamroller

  • You can swap out as many models from your main list into your specialists and vice versa as you like, but you must completely recalculate the new army list when you do, including bonuses. As long as the new army list is valid, including all free models, it doesn't matter what the left over points in your specialists are. (Staff Ruling)
  • If your theme only allows one merc solo, you can't have one in your main list and a different one in your specialists.

Unit Attachments & free points

Theme - The Bones of Orboros

  • Una1 cannot be taken in this theme (yet) due to the conflict between the theme's "Only Construct warbeasts allowed" and Una1's "Must take warbeasts with flight". There are no construct warbeasts with flight (yet). But if/when there is, then Una1 can be taken in this theme. (Infernal Ruling)

Theme - Call of the Wild

  • When it comes to other things that alter COST (such as Lamentation), follow basic maths: Double/halve first, then add/subtract.
  • Due to the way Tanith's feat is worded, during her feat turn the COST of animi cannot drop below 1. (Infernal Ruling)

Theme - The Faithful Masses

  • A Mercenary unit with an Attendant Priest does count as Protectorate unit for the purpose of calculating points for free cards. There is a bug in Warroom that prevents it counting properly. (Staff Ruling)

Theme - The Ghost Fleet

  • The "free solo" can be any kind of solo, it doesn't have to be a Revenant solo.

Theme - Kriel Company

  • Greygore/Dannon count against your "up to one Minion unit" allowance. (Infernal Ruling)

Theme - Llaelese Resistance

  • It is 2 Cruicible or 2 Cygnar or 2 Menoth.
    You can't take more than 2, and you can't mix and match from multiple Factions. (Infernal Ruling)

Theme - Scourge of the Broken Coast

Theme - Slaughter Fleet Raiders

  • The Devil's Shadows Mutineers count against your "up to one Mercenary unit" allowance. (Infernal Ruling)

Theme - Clockwork Legions

  • If you attach a small-based model to a medium-based unit, it is no longer a medium-based unit and won't benefit from Vengeance.
  • However, it will regain Vengeance when the small base dies. Furthermore, the small base dying will trigger Vengeance.
  • (Infernal Ruling)

Models in this Theme Force[edit]

Refer to Category:Armored Korps

Other themes[edit]

Theme Forces (Edit)
Cygnar Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division (Edit)
Protectorate of Menoth The Creator's Might - Exemplar Interdiction - The Faithful Masses - Guardians of the Temple (Edit)
Khador Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter (Edit)
Cryx Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders (Edit)
Retribution of Scyrah Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution (Edit)
Mercenaries Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater - The Talion Charter - Llaelese Resistance (Edit)
Convergence of Cyriss Destruction Initiative - Clockwork Legions (Edit)
Crucible Guard Magnum Opus - Prima Materia (Edit)
Trollbloods Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North (Edit)
Circle Orboros Call of the Wild - Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt (Edit)
Skorne Winds of Death - Disciples of Agony - Imperial Warhost - Masters of War - The Exalted (Edit)
Legion of Everblight Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War (Edit)
Minions The Blindwater Congregation - The Thornfall Alliance - Will Work for Food (Edit)
Grymkin Dark Menagerie - Bump in the Night (Edit)