Vladimir Tzepesci, Great Prince of Umbrey

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Khador Cavalry Warcaster

Reclaiming his long-denied birthright, Great Prince Vladimir Tzepesci rides his warhorse Vsada into battle to defend the lands of Umbrey restored to his family. He wields weapons of the ancient Tzepesci horselords, carrying a spear in one hand and the mace Huntsman in the other. Should strength of arms alone prove insufficient, Vladimir lashes out with dark sorceries, the blood of kings that runs in his veins lending him the strength to secure victory.

Basic Info[edit]

DEF 15
ARM 17
HP 18
WJP +27

Weapons and Attacks[edit]

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks.
  • Blood-Quenched - This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
  • Relentless Charge - This model gains Pathfinder while it is charging.
  • Reposition [_"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to _", then its activation ends.

Feat : Charge of the Horse Lords[edit]

While in Vladimir's control range, friendly faction warjacks and cavalry gain Side Step and Sprint for a turn. (Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.) (Sprint - If this model kills something in melee during its turn it gets a free move at the end of its turn.)


  • Dash - COST 1, Range SELF. Warrior models in the spellcaster's CTRL gain +1 SPD and Parry for one turn.
  • Flashing Blade - Cost 1, range SELF spell. The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
  • Hand of Fate - COST 2, RNG 6" UPKEEP
Target Faction model/unit gains an extra die on all attack and damage rolls, then discards the lowest.
  • Infernal Machine - COST 2, RNG 6", UPKEEP
    Target warjack in the caster's battlegroup gains +2 SPD and Murderous. (Murderous - This model gains an additional attack die against warrior models.)
  • Razor Wind - Cost 2, 10" range, POW 12.
This spell has no special effects.
This spell affects the caster and other models while they are completely within 3" of the caster. For one round, they cannot make ranged attacks and are automatically missed by non-magical ranged attacks.

Thoughts on Vladimir Tzepesci, Great Prince of Umbrey[edit]

Comparison to Mk2[edit]

He's more or less the same as he was, take note that his Feat doesn't grant Parry and Dash only works on Warriors!

Vladimir Tzepesci, Great Prince of Umbrey in a nutshell[edit]

The Great Prince of Umbrey does a lot of things at once. He's both a big beat stick that likes to get into things and he supports warjacks and cavalry. If you're not interested in running a lot of cavalry you're probably better of playing one of his earlier incarnations, but as a themed 'caster Vlad3 is a lot of fun.

Thoughts on when & how to use hisfeat and spells[edit]

The game is all about setting up one big charge turn for Vlad3's army. Initially you advance cautiously, using the time to set up Hand of Fate, Infernal Machine and Wind Wall until you can get first strike on his Feat turn. Then you pile in, using Dash as necessary for that extra bit of reach for your cavalry and maybe Flashing Blade if you find the right targets. Reposition lets you pull Vlad back a bit into safety where Blood-Quenched should keep him safe. Be wary though, he's by no means unkillable in this position.

Typical Army & Strategy[edit]

Typical for a mounted Warcaster, Vladimir likes his alpha strikes. His spells, abilities and especially his feat really emphasize the importance of getting a big charge off using his 'jacks and cavalry with Vlad himself close to the action. Triggering Blood-Quenched allows him to survive moderate retaliation after the big Feat turn, aided by all of the Sprint movement that should be going off.

Vlad3 and Drago seem pretty much made for each other. Their Bond can be amazing and even Poltergeist can be useful to help survive enemy retaliation, the Feat and Infernal Machine are a perfect fit for Drago, allowing it to slice through throngs of enemies almost without effort through the amazing combination of Berserk, Side Step and Parry. Its issue however is that its power versus other heavies is not as impressive as a lot other Khador 'jacks, which can be a problem in an MK3 meta that promotes heavier use of Warjacks and Warbeasts, not to mention ranged weapons. Critical Amputation helps, but Drago's a lot of points to invest in a world with fewer Warriors running around. Be sure to bring a good amount of anti-armor elsewhere in your lists.

Whatever boons and drawbacks Drago has Berserkers have as well, but their far lower cost make them an interesting (and thematic) value proposition nonetheless. You don't need to kill a lot to make back an investment in a Berserker and you can use its big base to help screen Vlad's bulky silhouette as well.

Nearly functioning as warjacks themselves in Vlad3 lists, up to two units of Iron Fang Uhlans are pretty much a no-brainer. They're a natural fit for his play style and you can even juggle Hand of Fate between two units. Dash helps them out tremendously, and their high SPD lets you get first strike on the heavy armor you should be pointing them towards.

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

As with all cavalry 'casters you have to be very aware of how huge Vladimir is; his large base makes him an easy target if you don't screen him well. Wind Wall makes a HUGE difference in that regard, but you won't be able to cast it all the time and his forward tendency makes him a likely assassination target if you're not very careful with your army's Repositioning. In addition the reliance on mobile warjacks and cavalry tends to over-emphasize melee combat which might leave you short on ways to take out key threats at a distance. Enemy 'casters like Magnus2 can really punish a weak ranged component.

Tricks & Tips[edit]

  • Exploit Vlad3's natural synergies! (Infernal Machine + Berserker(s)/Drago + Feat) and (Dash + Iron Fang Uhlans + Feat) are the keys to breaking your enemy's lines!
  • Flashing Blade is not an attack per se - you can still cast it, if you sacrificed your combat action to get up from Knockdown. It is highly situational, but if you do not need your combat action (for a charge, for example), it costs only 1 focus; just as many as to shake off the above mentioned effects.
  • Another application of Flashing Blade is to pump up your STR before hitting the target of your charge. If there are other, easy-to-kill models nearby your intended target, make your charge move, cast Flashing Blade to get a few extra point of STR, then make your charge attack against your original target (all that demands you not to fail your charge, though).



Theme Forces[edit]

Themes for generic casters (Edit)

Other faction models[edit]

Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Strakhov1 - Strakhov2 - 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) - 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 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


Mercenary Battlegroups
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

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 : Brutal Charge      (Edit)

  • If your charge movement was less than 3", your first attack is not considered a 'charge attack' and thus you won't get the Brutal Charge bonus.

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 : Chain Weapon - None yet. (Edit)

Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Warcaster Cavalry or Warlock Cavalry     (Edit)
This summary just covers the interaction of Warcaster & Cavalry rules. See also the Warcasters & Warlocks and/or Cavalry pages for the more 'generic' rules clarifications.

  • 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.

Rules Clarification : Blood-Quenched - None yet. (Edit)

Rules Clarification : Relentless Charge      (Edit)

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

Rules Clarification : Reposition      (Edit)

  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. Click here 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.
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Side Step      (Edit)

  • You can't trigger Side Step by hitting friendly models.
  • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
  • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.

Rules Clarification : Sprint and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. Locked thread
  • You can't purchase additional attacks after the move, because you can only buy attacks during your combat action and by definition "the end of your activation" happens after "your combat action".
  • Sprint only

Rules Clarification : Dash      (Edit)
Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Thresher and/or Flashing Blade and/or Cyclone     (Edit)

  • Refer to the Thresher page - the list got too long to repeat here.

Rules Clarification : Hand of Fate and/or Manifest Destiny and/or Signs & Portents     (Edit)

  • The lowest dice must be discarded - you can't keep it even if you want it for a critical hit.
    • For instance, if you need 6+ to hit and roll a 3, 3, and a 4 then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.

Rules Clarification : Infernal Machine      (Edit)
Rules Clarification : Murderous - None yet. (Edit)

Rules Clarification : Razor Wind      (Edit)

  • The text description has no in-game effect. It's just for flavour.

Rules Clarification : Wind Wall - None yet. (Edit)