Vladimir Tzepesci, the Dark Prince
Vladimir is history walking. He is a relic from a time long forgotten when men ruled with iron fists and displays of pure power. The Dark Prince refuses to let this legacy die, and will spill his blood to defend it.
- 1 Basic Info
- 2 Thoughts on Vladimir Tzepesci, the Dark Prince
- 3 Other
Weapons and Attacks
- Skirmisher - Mid reach, above average P+S melee weapon.
- Ruin - Close range, average P+S melee weapon.
- Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
- Parry - This model cannot be targeted by free strikes.
Feat : Forced March
Vladimir's warjacks activating in his CTRL gain double SPD and can run, charge and power attack for free for a turn.
- Blood of Kings - Expensive spell which gives Vladimir a good bonus to SPD, STR, MAT, DEF and ARM for one round.
- Boundless Charge - Low cost, low range spell. Friendly Faction model gains increased charge range, Pathfinder, and can charge for free.
- Razor Wind - Low cost, long range offensive spell with average POW.
- Signs & Portents - Expensive spell which, for one turn, lets all Faction models in Vladimir's CTRL area roll an extra die on all attack and damage rolls, then discard the lowest.
- Wind Wall - Moderate cost, range SELF spell. Prevents the spellcaster and models nearby from making ranged attacks and all non-magical ranged attacks targeting affected models automatically miss.
Thoughts on Vladimir Tzepesci, the Dark Prince
Comparison to Mk2
Vlad didn't really change a whole lot in the conversion, though the increase in warjack points and the advent of power-up allows him to more flexibly run more than one warjack effectively. On any given turn, if planning to use one of his signature spells, Vlad only has a small handful of focus (less than half) to allocate to his jacks. Power-up helps ease that burden tremendously.
Vladimir Tzepesci, the Dark Prince in a nutshell
Vlad is a powerhouse caster who doesn't quite fit any real niche in the Khador world; he's a monster support 'caster for the first few turns, situationally utilizing an awesome feat to get his jacks up the table at breakneck speed (SIXTEEN INCHES in one turn is practically breaking the sound barrier for a several-ton piece of machinery.) Or, using that same feat and Boundless Charge to ensure his 'jacks get the alpha on the enemy, while using Wind Wall to keep himself and a few key support models safe from most enemy shooting.
Once the fight is in full force, Signs & Portents turns even mediocre RAT/MAT troops into accurate hitters, and makes moderate damage rolls become reliable killers, which typically helps with the attrition game by ensuring your models don't miss what they're aiming/swinging at, and they reliably kill what they hit.
If things do start to go south, and the fight looks lost, Vlad can turn on a dime, going from a support 'caster to a melee monster, invoking his ancient lineage with Blood of Kings, boosting his stats to levels that make him nigh-unhittable, and utilizing his incredibly-buffed speed and *double-digit* MAT to start removing threats.
He's not going to wreck a heavy or a gargossal in a single swing, nor leap tall buildings in a single bound. But, man it's fun to try sometimes!
Thoughts on when & how to use his feat and spells
As a general rule, if you're planning to support the army via Signs & Portents, Vlad will be the first or one of the very first models you activate. With his above-average CTRL RNG, he doesn't need to be extremely forward and expose himself to too much danger.
If your intention is to use Blood of Kings for the turn, your order of activation won't matter as much.
As for his feat, it can be used early to get your models up the table towards an objective, or be used later to spring a trap on a model who thinks you're too far away, by charging your warjacks an incredible distance. It's uses are endless, limited only by your imagination. A Khador Heavy Warjack capable of moving sixteen inches on the run, or charging eleven(or thirteen with boundless charge as well), ought to scare your opponents just a little bit.
Typical Army & Strategy
His main method of winning is ...Placeholder.
For example: "using her feat turn to get a melee/ranged/spell assassination" "attrition then win on scenario" "board control then win on scenario" "sending a jack in, to beat the enemy warcaster's face into pulp" "etc"
Things you take in his army to help him with this strategy is Placeholder.
Drawbacks, Downsides, & Bad Match-Ups
Vlad is an absolute monster in melee when using Blood of Kings, bringing his defense to a level that nearly nothing can hit him, and his ARM becomes high enough that anything that can hit him likely won't hurt him much....until you knock him down. And with enough auto-knockdown feats, spells, and abilities, this can become a major concern.
A knocked-down Vlad is a dead Vlad.
Tricks & Tips
For reference, Signs and Portents roughly improves the average of rolls by 1.5 so that normal rolls would be about 8.5 and boosted rolls would be about 12, rather than 7 and 10.5 respectively.
- Originally released in Warmachine: Prime (2003)
Theme Forces this is a member of
- None yet
Other faction models