Vladimir Tzepesci, the Dark Champion

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Khador Warcaster

After nearly dying in battle against Cryx in the Thornwood, Vladmir Tzepesci, the Dark Prince, was rescued and nursed back to health by the Old Witch over many months. When he awoke from his slumber he found the Old Witch had restored his body and taught him much through his dreams about the power of kings and how to command the wind and sky. Before leaving the Witch's lair, he was commanded to reforge his ruined weapons into a blade as powerful as those wielded in the time of the true kings. The greatsword Dominion is the result of Vladmir's toils to meet this command. He emerged from the Old Witch's lair a true champion of Khador. He stands ready to aid the Old Witch when he is most needed to protect the motherland from the dangers few mortal men realize imperil their lives.

Basic Info[edit]

Vladimir2
Vladimer2.jpg
SPD 6
MAT 7
DEF 15
ARM 16
FOCUS 7
HP 18
WJP +27
See also How to Read the statblock

Weapons and Attacks[edit]

  • Dominion - 2" reach, P+S 14 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Thresher (★ Attack) - Make a simultaneous melee attack against each model within its LOS and within melee range of this weapon.

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Great Power - This model can upkeep one spell each turn for free.
  • Might of Kings - Vladimir gains bonus STR & ARM while damaged. If he is ever damaged by a friendly model, he loses Might of Kings for the rest of the game.
  • Righteous Vengeance - If a friendly Faction model dies within 5" model, next turn this model gets a free 3" move and melee attack during the maintenance phase.

Feat : Blood Legacy[edit]

Choose d3 + 3 friendly Faction non-character warrior models currently in Vladimir's control range. Those models gain +3 SPD, STR, MAT, RAT, DEF, and ARM for one round.

Spells[edit]

While in the caster's CTRL range, friendly Faction warrior models can spend focus currently on the caster to boost melee attack or melee damage rolls during their activations.
  • Assail - Cost 2, 6" range, Upkeep
Target friendly Faction warjack can charge, slam, or trample for free and gains +2" when it does so. Also, if it does a slam, the slammed model is moved +2".
Target Faction model/unit gains an extra die on all attack and damage rolls, then discards the lowest.
  • Martial Paragon - Upkeep spell which gives Vladimir an extra die on melee attack rolls and Parry. (Parry - This model cannot be targeted by free strikes.)
  • Razor Wind - Cost 2, 10" range, POW 12.
This spell has no special effects.
  • Wind Blast - Place a large AOE anywhere in the caster's CTRL. It immediately removes clouds it touches, and models can't make ranged attacks while standing in it.


Thoughts on Vlad2[edit]

Vlad2 in a nutshell[edit]

Vlad 2 is a ranged-denial caster, and a solo polisher second to none. Ever wanted to boost attack and damage rolls on models other than Jacks? Well, he is the caster for you. Vlad2 takes models like Drakhuns and Eliminators, who already have extremely good base stats, and makes them insane for a single turn. That makes him chiefly concerned with his feat turn, but he also has quite a potent spell list with strong game against gunlines. As the feat is limited to non-character warrior models you will be filling your lists with models that can (hopefully) get multiple attacks to make the most out of the feat turn. Keep in mind though you want quality pieces as targets for the feat as you are limited to d3+3 models.

Spell thoughts[edit]

  • Arcane Might: Generally cast first turn and then upkept into the late game. Boosting the attack or damage rolls of key warrior attacks allows for some extra pressure to be applied where it is needed. Doom Reavers can boost their attack rolls to keep the Berserk chain going, or some extra damage on melee models who are already dug in and can't get a charge off.
  • Assail: Vlad's Jack threat extender has the added benefit of increasing slam distance which makes a Marauder a decent choice as it has synergy with the combo slam. Crab jacks (the Demolisher and Devastator) can also slam without opening up their shells.
  • Hand of Fate: Cast it on the unit that is going to get the charge off and watch your odds shift in your favor slightly. Dropping the lowest die is generally thought of as approximately a +1.5 bonus to the roll, or some like to say that you are basically always going to get average to above average on your rolls. Not so good for crit fishing, as you have to drop the lowest die always, but great for models with multiple attacks, or axe slinging maniacs with access to Thresher, and like-minded jacks.
  • Martial Paragon: Vlad's panic button/meat grinder spell. By casting this you will automatically drop your other upkeep, Arcane Might, so don't bother upkeeping that turn. Boosted attack rolls and Parry allows Vlad to go on the offensive himself and try for assassinations or walk out of a melee he does not want to be in. Oh, and Threshing around with an extra die is just sweet.
  • Razor Wind: Your sole means of inflicting damage at range. Apart from occasional incorporeal model hunting outside your charge range, you'll rarely use this zap.
  • Wind Blast: Your #1 ranged deterrent, and the tool to win against gunlines. See Tricks and Tips to get the most out of it.

Feat thoughts[edit]

The feat is best used to get off an alpha strike with your super powered warrior models. Between +3 SPD; MAT; and STR they will hit extremely hard, and probably survive well into your opponents turn thanks to +3 DEF and ARM. Use the time where your opponent is trying to deal with your feated models to hit them as hard as you can, you need to win out on the attrition game on feat turn or the following turn.

Strategy[edit]

You cannot regard this section without his feat. First half of the game will boil down to move up and silence the enemy's most dangerous guns with Wind Blasts, while getting into position to pop your feat. From here, you can go either to attrition, outlasting your enemy with your superbly defended solos, or straight assassination. Anyway, this list also has serious scenario pressure, as you can force the opponents to keep his valuable models hidden, or away from the reach of your potentially wrecker models. The amount of models eligible for buffing range from 4 to 6, so you always better to aim for the minimum you require to carry out your plans, and adjust your tactics accordingly, if you have extra units to put on Blood Legacy.

Army[edit]

You will almost always start picking the best non-character solos (and smaller units) with this variant of Vlad.

  • Kayazy Eliminators are exceptional models for his feat as they become DEF 20 in melee and stealth against ranged with 2 very respectable POW 14 MAT 12 attacks. Just remember that there are 2 in the unit so if you feat one it is probably best to feat the other or else lose out on gang.
  • Man-o-War_Drakhuns become ARM 23 while mounted and hit with a POW 17 weapon master attack at MAT 11. Also, knockdown effects won't stop him from bringing the pain.
  • Man-o-War Kovniks can switch from supporting other Man-O-Wars to unleash a catastrophe if positioned correctly.
  • Manhunters are fast, weeapon master solos with good survivability and 2 initial melee attacks
  • Saxon Orrik - rough terrain patches can really ruin his day; make sure you can deliver your most important models
  • Sylys - two free upkeeps leave you with all the more focus for Arcane Might

Of course, you'll need an army to help them too.

  • Greylord models can help you dealing with Incorporeal models, and the Greylord Forge Seer can hand out magic damage source to his jack.
  • Gun Carriage - you can be prone to fast, jamming models. Some strategically placed Crater template can hold them back.
  • Widowmaker Scouts - overall your lists don't offer much support for your own ranged units; Widowmakers can operate well on their own.
  • Doom Reavers were already mentioned. It is tempting to include IFPs or heavier Man-o-War units (especially in theri respective theme force), however Vlad has nothing to increase their mobility.

There are also some warjack point that should be spent:

  • Spriggan - Your army can hardly do anything against stealthy targets; the Spriggan can alleviate this danger. The other 2 clamjacks are also worthy for consideration.
  • Conquest - its Creeping Barrage is a pretty good deterrent against jamming infantry, while Assail ensures you a minimum of 5" slamming (if it is the best course of action). Also, free charger or slam up to 11" is not something you would turn down on a colossal.
  • Drago - your trusty character jack, who really liks assail.
  • Beast-09 - already mentioned for its outstanding Thresher capability under Hand of Fate. Add in Murderous to the mix, and it will hardly if ever going to miss, even against the most elusive targets.

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

  • His army is vulnerable to rough terrain tricks and speed debuffs
  • Outside of the feat he offers little defensive bonus for his army, and no movement bonus apart from Assail.
  • Random amount of enhanced models make your feat a bit risky. Do not overextend yourself.
  • Might of Kings can be a trap; do not expose Vlad without a good reason to enemy attacks.

Tricks & Tips[edit]

  • If you have a unit with CRA, put Blood Legacy on the model who is conducting the attack - all the additional bonuses will be added to his enhanced stats.

Just a few note about Wind Blast's applications:

  • If you stay, you can't shoot. If you move, you can't aim. Use this against models with Arcane Precision to deliver your stealthy models.
  • Open up Trencher or Swamp Gobber smoke wall for your guns and chargers.
  • Cast it in front of shooters to dictate the direction of their movement, if they want to use their guns.
  • Cast it directly on a SPD4 model with huge base (like the AFG, a Conquest or a Judicator to shut down its shooting potential completely. The AFG is especially vulnerable, as it has to remain still to get the extra range on itself from Focused Power.
  • Cast it on your troops, which are already engaged with, or will likely to be engaged by Gunfighters. Watch without giggle as Gun Mages try to put their ceremonial blade to use.

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

K
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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:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
Warning: This is a long one.

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was sitll as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.


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 : Great Power - None yet. (Edit)

Rules Clarification : Might of Kings      (Edit)

  • If an enemy takes control of one of your models and attacks Vlad, it will not make MoK expire. Because for the duration of the control it is considered an enemy model.
  • Collateral damage does not cause Vlad to lose MoK. It's considered 'neutral', neither friendly or enemy.
  • Damage from continuous effects does not cause Vlad to lose MoK. It's considered 'neutral', neither friendly or enemy.

Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
  • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
    • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
    • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".


Rules Clarification : Arcane Might      (Edit)

  • Arcane Might can't be used on charge damage rolls, simply because they're already boosted.
  • It can be used on CMA.

Rules Clarification : Assail      (Edit)

  • If you're planning on casting this spell often, you should probably check out the Trample and Slam clarifications.
  • The extra slam distance applies to any slam the warjack causes, not just Power Attack Slams. For instance, it also applies to the Banshee's Force Cannon.

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 : Martial Paragon      (Edit)
Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Razor Wind      (Edit)

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

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