Theme - Winter Guard Kommand

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Painted by Brendon, blog at
Painted by Brendon, blog at

This Khador theme force is used, as the name would indicate, to play the Winter Guard.

Theme Rules[edit]

Theme Force Restrictions[edit]

A Winter Guard Kommand army can only include models from the following list:

Allowed models Which includes
Last updated 2017.03
Khador warcasters Too many to bother listing
Non-character warjacks
Note: Character warjacks can be taken, but only if bonded with their favourite warcaster (Cankerworm with Asphyxious, etc)
Too many to bother listing
Winter Guard models/units
Widowmaker models/units
Battle Mechaniks
Kovnik Andrei Malakov
War Dog

Theme Force Bonuses[edit]

  • For every full 20 points of Winter Guard models/units in this army, you can add one Winter Guard weapon crew unit, Winter Guard command attachment, or Winter Guard Artillery Kapitan solo to the army free of cost.
    • These free models/units do not count toward the total point value of Winter Guard models/units when calculating this bonus.
  • A warjack gains Advance Move for each Winter Guard unit. (Advance Move - Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
  • Warcasters gain Sacrificial Pawn [Winter Guard trooper model]. (Sacrificial Pawn [Winter Guard trooper] - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Winter Guard trooper model within 3" of it hit instead. That model is automatically hit and suffers all damage and effects. )
    • Note that solos are not trooper models.

Recent Changes[edit]

2017.02 Errata

The Advance Move changed to be 'one warjack per unit', to stop players abusing the "I'll take nothing but Karchev and warjacks in my 'Winter Guard' theme list, and thank you for the free move."
The Sacrificial Pawn was changed to just trooper models, because Sac-Pawning to the Gun Carriage was unintended.

Thoughts on this Theme Force[edit]

There are two ways of playing this list;

  1. Lots of Winter Guard for Sacrificial Pawn targets, with jacks to do the heavy lifting;
  2. As Few Winter Guard As Possible, aiming to get the Advance Move bonus as often as possible.

The second method is good for casters that love warjacks (e.g. Karchev the Terrible); by buying cheap artillery units or min-size infantry you gain Advance Move and extra warcaster survivability without sacrificing too many options in comparison to a jack-only list - really just the character jacks.

The Winter Guard theme is versatile due to the wide verity of Winter Guard models available. It is quite easy to form the core of your army around a few Warjacks with fire support provided by the Winter Guard Rifle Corps and Rocketeers or Field Guns, while still gaining a number of advanced moves for your Jacks due to each artillery piece included counting as a "Winter Guard Unit". Keep in Mind while building your lists that the artillery pieces can be selected as theme bonuses and while their points do not count towards more free models they do count towards you unit count providing more advanced moves.



Released 2016.12

Rules Clarifications[edit]

Rules Clarification : Theme Forces    (Edit)

  • Bonus - One [X] gains [Y]
    • If you need to choose which models get your theme bonus, then you do this choice after deployment. (Infernal Ruling)
    • An example is how Winter Guard Kommand gives Advance Move to one-warjack-of-your-choice-per-WG-unit.
      • In comparison, Destruction Initiative gives all Servitors the Shield Guard ability so you don't need to "make" a choice.
    • You should still write on your army list how many of these bonuses you get to hand out, though, so your opponent can clearly see. (Infernal Ruling)
      • ie at the bottom of your list, you'd write "3 warjacks gain Advance Move" but you don't need to state which three are going to get the bonus.
  • Theme Forces, free models, and Specialists in Steamroller
    • When you make substitutions to your list, you need to double-check that you haven't removed something that allows you to take free models.
    • If you have, then you either need to remove those free models, or pay full points cost for them.
  • Unit Attachments & free points
  • Specific Themes
    • Refer to each theme to see if there is anything totally specific to that theme.

Rules Clarification : Advance Move - None yet. (Edit)

Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
Warning: This is a long one.

* Sacrificial Pawn & Grim Salvation are optional, but Sucker! is not
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, or chain attacks.
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells). All of them work against Magical Ranged attacks, though.

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model; including stuff that triggers "on hit" (such as Critical Fire) (even though the Pawn kinda wasn't "hit").
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • A model hit by a spray attack can use Sacrificial Pawn to pass it to another model. The placement of the template does not change.
      • Note that this may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • A model directly hit by a AOE may use Sacificial Pawn to pass it to another model. The AOE template is moved (because Sac Pawn is resolved at Step 6 of the Attack Sequence in Apdx A, but AOE placement occurs at Step 7).
      • Depending on how far apart the original target and Pawn are, the first guy might get clipped by the AOE anyway.
      • A model indirectly hit by an AOE cannot use Sac Pawn.
  • Sacrificial Pawn multiple times
    • If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
    • Models can only use Sac Pawn once each, you cannot set up an infinite loop!
  • Quick Draw vs Sacrificial Pawn
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.

Models in this Theme Force[edit]

Refer to Category:Winter Guard Kommand

Other themes[edit]

Theme Forces (Edit)
Cryx The Ghost Fleet - Infernal Machines - Dark Host - Black Industries (Edit)
Cygnar Storm Division - Heavy Metal - Sons of the Tempest - Gravediggers (Edit)
Khador Armored Korps - Winter Guard Kommand - Legion of Steel - Jaws of the Wolf - Wolves of Winter (Edit)
Protectorate of Menoth The Creator's Might - Guardians of the Temple - Exemplar Interdiction (Edit)
Retribution of Scyrah Forges of War - Defenders of Ios - Shadows of the Retribution (Edit)
Mercenaries Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater - The Talion Charter (Edit)
Convergence of Cyriss Destruction Initiative - Clockwork Legions (Edit)
Circle Orboros Secret Masters (Unreleased) - The Bones of Orboros - The Devourer's Host - The Wild Hunt (Edit)
Legion of Everblight Ravens of War - Children of the Dragon - Oracles of Annihilation (Edit)
Skorne Imperial Warhost - Winds of Death - Disciples of Agony (CID) - The Exalted (Edit)
Trollbloods Band of Heroes - Power of Dhunia - Storm of the North (Edit)
Minions The Blindwater Congregation - The Thornfall Alliance - Will Work for Food (Edit)
Grymkin Dark Menagerie - Bump in the Night (Edit)