Vladimir Tzepesci, the Dark Prince
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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
|See also How to Read the statblock|
Weapons and Attacks
- Skirmisher - 1" reach, P+S 13 melee weapon.
- Ruin - 0.5" reach, P+S 10 melee weapon.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
- Parry - This model cannot be targeted by free strikes.
Feat : Forced March
Warjacks in Vladimir's battlegroup beginning their activations in his control range double their base SPD and can run, charge and make power attacks without spending focus. Forced March lasts for one turn.
- Blood of Kings - Cost: 4. Gives Vladimir a good bonus to SPD, STR, MAT, DEF and ARM for one round.
- Boundless Charge - Cost 2, 6" range
- Target friendly Faction model can charge for free and gains +2" movement and Pathfinder when it charges for one turn.
- Razor Wind - Cost 2, 10" range, POW 12
- This spell has no special effects.
- Signs & Portents - Cost 4
- While in caster's control range all friendly Faciton models roll an extra die on all attack and damage rolls, then discard the lowest.
- Wind Wall - Cost 3
- For one round, the caster and models within 3" of the caster cannot make ranged attacks and are automatically missed by non-magical ranged attacks.
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 attrition, since the use of of his spells can seriously swing the bell curve on your opponent; even moderate damage dealers can hit and kill things well above their weight class, and his jacks almost always will have the alpha due to the enormous threat ranges his feat offers.
Vlad himself has a decent, if linear, assassination game. With Blood of Kings active, he's a melee powerhouse (MAT 10, for those keeping score at home) who can reliably hit even the nimblest of targets (boosted, he'll hit DEF 20 on average rolls) with (ideally) four P+S 16 and one P+S 13 swing. That'll kill just about any caster, and if a lock had enough fury to transfer it, their beasts are likely dead or mangled horribly.
Signs and Portents is Vlad's bread and butter; it allows him to take just about anything and make it better. It takes 'decent' and makes it good, turns 'good' into great, and 'great' becomes absolutely outstanding.
There is nothing in the faction that is bad for him, though, as with any caster, there are certain things which make him truly shine.
A common list is in the Winter Guard Kommand to feature several minimum units of the Winter Guard Rifle Corps with all three rocketeer attachments. Utilizing Signs and Portents, those rockets are almost guaranteed to hit where they're aimed for great effect. Throw in a pair of Winter Guard Field Gun Crew for their knockdown-on-hit, anything those rockets hit are going to get thrashed. On average dice, you're looking at between 4 and 6 damage points per shot on a heavy jack, and more on a light. Three rocketeers per unit means heavy warjacks get wrecked fast, and lighter / light warjacks die even faster. The riflemen are used to clear infantry and other annoyances from zones or charge lanes.
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)
Themes for any-and-all casters (Edit)
- Winter Guard Kommand - (Article) (Category)
- Jaws of the Wolf - (Article) (Category)
- Legion of Steel - (Article) (Category)
- Armored Korps - (Article) (Category)
- Wolves of Winter (Article) (Category)
Other faction models
| * 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)