Decimator

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Khador Heavy Warjack

Khador’s mechaniks build their warjacks to last. The Juggernaut is a hulking mass of plated armor wielding an ice axe that can encase its target in a layer of crippling ice. This sturdy chassis has given rise to other staples like the Destroyer, whose whistling shells arcing overhead portend explosive obliteration. The Marauder was also built on this frame and uses its piston-driven battering rams to deliver pulverizing impacts that can hurl enemy warjacks away with effortless ease. Another is the Decimator, engineered to annihilate well-armored targets with powerful direct fire. This ’jack’s wide-bored cannon smashes its victims to the ground before it closes to tear them apart with its whirling rip saw.

Basic Info[edit]

Decimator
Decimator.jpg
SPD 4
STR 12
MAT 7
RAT 4
DEF 10
ARM 20
HP 34
Cost 16
See also How to Read the statblock

Weapons and Attacks[edit]

  • Dozer - 10" range, ROF 2, POW 15 gun
    • Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly towards it.
  • Rip Saw - 1" reach, P+S 17 melee weapon.
    • Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

Special Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.


Thoughts on Decimator[edit]

Comparison to Mk2[edit]

The core rule change to ROF made it better, but other than that and the "Revolver Cannon" being renamed "Dozer", the Decimator has made it into the new edition unchanged.

Decimator in a nutshell[edit]

The Decimator, a welcome addition to the Khador warjack family, is a heavy designed to hunt heavies - it has one of the hardest hitting guns in the game, and one of the most effective weapons in the game for cutting heavies apart. For the same cost as the Destroyer, it provides board control with the multi-fire Dozer, movement shenanigans with Beat Back, and a good chance to scrap other 'jacks outright with the Rip Saw and three focus.

Sustained Attack lets the Decimator make very efficient use of any focus points it spends on melee.

At ranged it is a bit inefficient - its low RAT essentially forces you to boost every attack. Depending on your targets, the Decimator can be as efficient or as focus-hungry as you want it:

  • You can allocate zero and go after something low DEF. In this case, it's probably best to use your free Power Up focus to simply boost damage.
  • You can allocate one and go after something mid-DEF. Boosting both attack rolls and you've got decent chances of hitting DEF 12 or so.
  • You can allocate two and go after something mid-DEF. Boost both attack rolls, and boost one damage roll.

Overall, you're better off using a caster that can improve accuracy (or decrease enemy DEF) rather than fueling it with raw focus turn after turn.

But if you can hit at range, Beat Back is very useful and makes the Decimator "agile" with an extra 2" movement each turn which makes a well-handled Decimator a terror.

Combos & Synergies[edit]

The Man-o-War Kovnik could alleviate some of the concerns noted above; under the new 'Jack Marshal rules, Take Aim! would let the Decimator get off a flurry of powerful attacks at no Focus cost. On a charge, the Kovnik's Drive (which grants Assault) lets the Decimator bring both weapons into play. While not very thematic, the Decimator benefits a lot from The Old Witch's Field Marshal (Apparition) and especially Weald Secrets, which lets the Decimator navigate through and fire Dozer shots with impunity from inside a cloud or forest at enemies that are usually unable to return the favor.

While this is true for any warjack practically, the Forge Seer is an amazing pairing with a Decimator. Empower + Dark Sigils is an awesome combination on most Khador Jacks when added to the normal 'Jack Marshall options.

Drawbacks & Downsides[edit]

Decimators can turn into big focus hogs for the unwary.

Tricks & Tips[edit]

  • You can forfeit movement for the aiming bonus, and still move via Beat Back
    • Use with Energizer to set up for aimed shots.
  • If you've only got one focus to play with (from Power Up), then don't boost your first ranged attack. If you hit, then great, spend it to boost damage. If you miss, then you can face the tough decision about whether to spend it to boost the attack, or don't boost & risk missing & having a wasted focus. This approach will potentially save you pulling out your hair with indecisiveness.


Other[edit]

Trivia[edit]

I think this model was first released with the Mk2 faction book, when the model changed to plastic, but I'm not sure. [Verification needed]

Theme Forces[edit]

Themes for generic warjacks (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 - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Winter Guard Kommand - Legion of Steel - Jaws of the Wolf
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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C
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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 - 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 : Beat Back      (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
  • Beat Back can be used to push larger models.
  • See also the clarifications on Pushes.

Rules Clarification : Sustained Attack      (Edit)

  • Translation for newbies : Once you hit your target, your next attack(s) with the same weapon will auto-hit.
  • If your target becomes out of range in between attacks (somehow), then Sustained Attack will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
  • If you have sustained attack on a weapon that makes simultaneous attacks (e.g. Prime Axiom making a Sweep attack), then all the models you hit are "the last model hit" and whichever one you choose to attack next is the one you get the auto-hit bonus vs. (Infernal Ruling)
  • This only applies to the first attack after a simultaneous one - once you make that next attack, it's all reset back to being "just one" last model hit.
    • Example : you Sweep and hit models A, B, C. Then you buy an attack vs model C. It is auto-hit because it was (one of) the last model(s) hit. Then you buy another attack, now you can only auto-hit C because it is the last model hit.

Rules Clarification : Warjack      (Edit)

  • Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.

Rules Clarification : Construct - None yet. (Edit)