Tyrant Xerxis

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Tyrant Xerxis

Skorne Tyrant Warlock

fluff blurb

Basic Info[edit]

Tyrant Xerxis
Skorne Warlock
Tyrant Xerxis.png
COST N/A
UNIT SIZE N/A
FA N/A
Xerxis 1
BASE Medium
SPD 5
STR 8
MAT 8
RAT N/A
M.A. N/A
DEF 13
ARM 18
CMD 10
FOCUS N/A
FURY 5
THRS N/A
HP 19
WJP N/A
WBP +28
UNIT SIZE N/A
COST N/A
N/A
N/A
FA C
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Weapons[edit]

Pillar of Halaak x2 - melee - RNG 2 P+S 14

  • Damage Type: Magical - This weapon can damage incorporeal models.
  • Combo Smite (★ Attack) - 1) The model hit is slammed d6" directly away from this model. If the model hit is on a larger base, halve the distance. 2) The slam damage roll is 2d6 + STR + 2x POW. Collateral damage is 2d6 + STR.

Special Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • 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.
  • Battle Plan - Once per activation, at any time, this model can issue one of the battle plans listed below:
    • March - Target warrior model/unit within 5" gains Pathfinder for one turn.
    • Push to the Limit - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 SPD when making a full advance. Push to the Limit lasts for one turn.
    • Stir the Blood - Target a nearby warrior unit within 5". All models in the unit gain +2 damage on their first melee attack damage roll.
  • Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".
  • 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.

Spells[edit]

Friendly Faction model/unit gains +2 DEF & ARM.
  • Lurch - COST * RNG 6. Spend 1-3 FURY to move nearby target Friendly Faction battlegroup warbeast that far, in inches.
  • Tactical Supremacy - Cost 2, 6" range, Upkeep
Target friendly faction model/unit gains Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)

Feat[edit]

Total Annihilation - While in Xerxis' control range, friendly Faction models gain an additional die on their melee damage rolls. While in Xerxis' control range and B2B with another friendly Faction model, friendly Faction models gain +2 ARM. Lasts for one round.

Analysis of Tyrant Xerxis[edit]

Tyrant Xerxis in a nutshell[edit]

Xerxis allows his army to hit hard in melee. Whatever the enemy brings, he can wreck it ; his beasts can also threaten from very far due to Lurch.

Maximising his feat & spells[edit]

Xerxis' feat work best on fast models, because having the alpha allow to benefit from both the offensive and defensive aspect of the feat.

Defender's Ward is best on model with both great defense and armor ; Ferox and Cetratis are the usual suspect for that. Molik Karn is interested too

Tactical Supremacy have three main uses : make shield wall infantry advance much faster ; move models after their attacks to bunch up for the feat or retreat outside of threat range ; and help the fairly slow Xerxis put himself in position.

You can't really use Lurch on more than one beast, so you want to maximize the impact of that beast. It usually mean Tiberion, Molik Karn, or a Bronzeback as the BG center piece. Remember it can also serve to make a beast retreat after killing some jammers.

Having two great target for his battle plan is best ; with only one you are much more likely to run out of infantry before the end of the game, and they are extremely good.

Common strategy & army[edit]

Strategy[edit]

Xerxis beats the enemy to a pulp; his army hits very hard and doesn't leave many survivors after that feat. Usually, the army of Xerxis is blisteringly fast while Xerxis himself is relatively ponderous and need to stay in the middle of the table.

While not a specialist of assassination, Lurch allow his beasts to have ridiculously big, non-linear threat range and the feat mean you don't need much attack to drop someone.

Army[edit]

  • Tiberion - The Xerxis personal beast is particulary well rounded to work with his master. With Lurch he have a threat range that is more often limited by Xerxis movement than his own, his shield make him very hard to drop under feat, with an agonizer, or both, and the offensive part of the feat allow him to single-handedly destroy even a very solid colossal.
  • Praetorian Ferox - Have very solid Def and Arm for Defender's Ward to push to the next level. With Leap & Pounce, or Charging, or CMA's, they can hit almost any Def you need them too, while Xerxis makes sure they hit very hard with his feat or battle plan. One unit is close to auto-include with him
  • Cataphract Cetrati - Defender's Ward, the Agonizer,Tyrant Vorkesh and his feat make them almost unkillable. And Press forward and Tactical Supremacy getting up the board fast.
  • Praetorian Swordsmen - the biggest unit around, allowing you to get the most use out of Stir the Blood or even Defender's Ward. And with Tactician you can keep them safe from infantry. With Stir the Blood combined with feat they will deliver P+S 14 5d6 charges. It does not take many of those to end a heavy.
  • Praetorian Karax - the cheaper rival, Karax still get a turn of bouncing everything via the UA.
  • Immortals - an incorporeal immortal charge hits amazingly hard, and Tactical Supremacy can make them more mobile especially if Vengeance triggers.
  • Nihilators And talking of hard-hitting infantry to wreck things with...
  • Tiberion - his personal warbeast is a complete wrecker with Overtake as a bond.
  • Wrong Eye & Snapjaw can stack their Star Crossed Def buff with Defender's Ward, and Xerxis struggles to support a big battlegroup with his poor Fury stat.
  • Venator Slingers - They can fire through your soldiers, and can fix their MAT problem with Flare.

Tyrant Xerxis and Theme Forces[edit]

Xerxis is a caster who loves melee infantry. This means that he has one standard theme force and one effective but unusual one.

  • Masters of War is his normal theme. Praetorians and Cataphracts - what's not to love? Hard hitting and flexible melee is his meat and drink.
  • The Exalted is the other Skorne melee infantry theme - and sometimes has a problem cracking armour. Although not with Xerxis it doesn't.

Winds of Death is missile infantry only, and Imperial Warhost is no infantry and he's far from a beast caster.

Drawbacks and Downsides[edit]

  • He's medium based, so is hard to screen.
  • He does nothing to help with accuracy.
  • He has a very small and often crowded control area. Managing beast fury and positioning in such a small control area can be a major headache.

Tricks and Tips[edit]

  • Lurch and Tactical Supremacy give you a surprising amount of mobility.

Other[edit]

Trivia[edit]

Xerxis has a romanticized spelling of the Persian name Xerxes. He is most likely named after the Persian king Xerxes I the Great, famous for his invasion of Greece.

Halaak means "Annihilation" in Persian.

Theme Forces[edit]

Themes for any-and-all Skorne warlocks (& bonded beasts) (Edit)


Other Skorne models[edit]

Skorne Logo.jpg

(Edit)

Battlegroups
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Rasheth1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
S
K
O
R
N
E
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock)
Warbeasts Packs & Lesser Light Heavy Character Gargantuan
Scarab Pack - Agonizer - Reptile Hounds Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm Aradus Sentinel - Aradus Soldier - Archidon - Bronzeback Titan - Rhinodon - Titan Cannoneer - Titan Gladiator - Titan Sentry Chiron - Despoiler - Molik Karn - Tiberion Desert Hydra - Mammoth
 
Units, Solos, & Battle Engines
Units Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers
Legends of Halaak
Solos Ancestral Guardian - Paingiver Bloodrunner Master Tormentor - Extoller Soulward - Mortitheurge Willbreaker - Paingiver Task Master - Venator Dakar - Void Spirit
Aptimus Marketh - Hakaar the Destroyer - Tyrant Rhadeim - Tyrant Zaadesh
Battle Engines Siege Animantarax
 
Theme Forces
Winds of Death - Disciples of Agony - Imperial Warhost - Masters of War - The Exalted
Minion Skorne.jpg

(Edit)

Minion Battlegroups
Warlocks Arkadius1 - Barnabas1 - Calaban1 - Carver1 - Helga1 - Jaga-Jaga1 - Maelok1 - Midas1 - Rask1 - Sturm & Drang1
Requires a 2+ warlock game
S
K
O
R
N
E
M
I
N
I
O
N
S
Lesser Warlocks Rorsh & Brine - Wrong Eye & Snapjaw
Warbeasts The minion warbeasts you can include in a Skorne 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.
 
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
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 Raiders - Thrullg - Totem Hunter Character Solos
Agata, Queen of Carnage - Eilish Garrity - Gudrun the Wanderer - Hutchuck, Ogrun Bounty Hunter - Maximus - Orin Midwinter, Rogue Inquisitor - Rorsh & Brine - Saxon Orrik - Targ - Wrong Eye & Snapjaw
Battle Engines Meat Thresher

Rules Clarifications[edit]

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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 : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • See also the clarifications on being slammed


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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.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Battle Plan      (Edit)

  • A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
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)
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Rules Clarification : March      (Edit)

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Rules Clarification : Push to the Limit      (Edit)

  • Placeholder


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Rules Clarification : Stir the Blood      (Edit)

  • Placeholder
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Rules Clarification : Overtake      (Edit)

  • Overtake triggers at Step 12 of the attack sequence, before stuff like Berserk.
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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 : Defender's Ward - None yet. (Edit)

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Rules Clarification : Lurch      (Edit)

  • Placeholder
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Rules Clarification : Tactical Supremacy      (Edit)

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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)