Theme - Armored Corps

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Golab (1 year review) Tanith1 (battlebox strategy)

Khador Logo.jpg Theme - Armored Corps

Khador Theme Force
Armored Corps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter

With a hiss of steam and the tread of iron, the heavily armored infantry of Khador march to war with heavy warjacks at their side. Though Khador lacks the light warjacks of other nations, they make up for it with a dedicated corps of soldiers who go to war in steam-powered armor. Few opponents possess the weaponry able to chew through so thick a wall of armor, allowing the Man-O-War to crush enemy emplacements.

Theme Rules[edit]

Theme Restrictions[edit]

An army made use the Armored Korps theme force can include only the following Khador models:

Models allowed[edit]

The models allowed in Armored Korps are:   [Show/Hide]

This list was last updated: 2018.11   (Edit)


  • All Khador warcasters


  • All non-character Khador warjacks
  • Character warjacks can be taken, but only if they're in their bonded model's battlegroup.

Battle Engines




  • Up to one solo
  • Up to one unit

Theme Bonuses[edit]

  1. This army can also include one Mercenary solo and one Mercenary unit that will work for Khador.
    • These models/units can be included even if they have the Partisan [Khador] rule.
    • Mercenary units can have attachments, including a Ranking Officer
  2. For every full 20 points of Man-O-War and/or Mechanik models/units in this army, you can add free of cost either
    • One Khador command attachment, or
    • One Tanker solo, or
    • One medium-based Man-O-War solo.
    Free models do not count toward the total point value of Man-O-War and Mechanik models/units in the army when calculating this bonus.
  3. Gain +1 to all Repair rolls.
  4. For each Khador unit in this army, one Man-O-War model/unit in this army can gain Advance Move.
    • Advance Move - Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.

Recent Changes[edit]

2019.01 Cornucopia Errata

Thoughts on Armored Korps[edit]

Armored Korps in a nutshell[edit]

This Khador theme force is used, as the name would indicate, to play the Man-o-War models. Previewed in PP Insider September 5 2017

Do you like heavy metal? Because this is a way to run it. When you run an Armored Korps list, you run a relatively slow, yet highly survivable army. Many opponents will find a MoW heavy army difficult to deal with due to the combination of high ARM and multiple hit boxes. Traditional armor cracking techniques are less effective due to the sheer number of models on the board and most infantry killing methods pose little risk for Shock Trooper units in Shield Wall.

Theme weaknesses[edit]

An Armored Korps army has two major weaknesses: speed/mobility and versatility. Major issue: Low Speed/mobility
This problem only really applies to the Units and non-cavalry solos, as Drakhuns and Chariots can threat admirable distances. The theme also comes with the inbuilt possiblity to grant Advance Move to MoW units/models which offsets the problem somewhat. It can be further mitigated using various methods, most obvious is the Man O War Kovnik's Desperate Pace. For this reason alone at least one Kovnik is recommended in an Armored Korps army. Additional methods are through spells or feats which grant speed or pathfinder, such as Quicken, Dash or Tactical Supremacy, or Saxon Orrik.

Major issue - Limited Versatility
The theme is straightforward, and it's hard to take your opponent by surprise. Also simply mitigating basic threats like flanking or incorporeal enemies can be a challenge. Fixing your limited versatility is hard but possible if you carefully select the jacks and solos you bring. The best way to increase versatility is to take jacks and solos are not (necessarily) beatsticks, but bring other forms of utility to your army.

    • Long Range jacks such as the Destroyer or Viktor - for protecting your flanks and the ability to reach your opponent's rear
    • Knock down/throw/slam capabilities - for controlling the battlefield and maintaining the ability for a sneak assassination from time to time
    • Magic attacks - for ensuring that Incorporeal models don't completely ruin your plans, granted by the Greylord Adjunct and/or Aiyana

ARM cracking
Outside of Shatter on Demo Corps, MoW don't hit that hard. Shatter is also tied to stationary, which gargossals are immune to.

Low model count, attacks, & Crowd handling
Your expensive models can easily be bogged down by multiple cheap models. Use Man-o-War Suppression Tankers and/or the Man-o-War Assault Chariot to kill soft, cheap models attempting to tie your army down.

You field relatively few models with usually a single attack. Spammed infantries (and sometimes, warjacks) can provide simply too much target to engage them effectively. Look for solutions which provide you with additional attacks (Retaliatory Strike from Battle Plans, Dual Shot, Vengeance).

BAHI models
Though not gameplay related, the two cool and useful battle engines available to the theme are both BAHI models, meaning that they're not available in stores and can only be purchased directly from PP's online store (or 2nd hand). This sucks for players outside the US because PP's international shipping fees are exorbitant, and also many countries charge large customs fees.

Starter Set & Other good early buys[edit]

Starter set

Unlike most themes, the Armored Corps have a starter set. This is a decent purchase as you save about 20% over buying the contents individually. The contents are:

You'll notice that there is no warcaster or warjacks included.

Alternatively (or in addition), an easy way to build an all-comers force is with a unit of Man-O-War Shocktroopers plus their Officer, and a Man-O-War Kovnik. Those three purchases are enough for a 25 point game, and even leave you some points spare for something like a War Dog or a mercenary solo.

List Building Tips[edit]


  • Irusk2 is one of the best Armored Corps casters, which is true for Winter Guard Kommand and Legion of Steel, too, though. You shoudl keep this in mind when deciding your list pair.
    • Tough + Solid Ground + 8 damage boxes + ARM 21 turns your opponent's tactical problems into strategic ones. It's one thing to kill a single hard-to-kill model, but 20 models with high ARM, Tough, and immunity to knock down is a different challenge altogether.
    • Tactician is huge in mitigating the crowded nature of MoW armies where dozens of models are crammed together with little space to maneuver (while attempting to avoid difficult terrain where possible). The ability of Demo Corps to hit your opponent's models behind a Shield Wall makes Supreme Kommandant Irusk crucial to the efficiency of an Armored Korps army.
    • Battle Lust is an expensive spell but it's exactly what your Men-O-War need in order to crack armor
    • Fire for Effect has two great targets in this theme, outside of your ranged jack of choice: Strike Tankers and the Siege Chariot.
    • Desperate Ground gives your slow army a turn of Pathfinder, ignoring clouds and forests. In other words: Much needed mobility.
  • Vlad2 is a great caster as well and is raking in the most tournament results as a pilot of this theme.
    • Wind Blast makes it so you don't fold completely into gunlines, as it protects your force on the advance.
    • Put Hand of Fate on a Demo Corps unit, let one of them boost to hit on an attack. One attack will have a 53 % chance to trigger crit freeze, 3 attacks will have a 90% chance, rolling 4 dice drop lowest on attack rolls. This set up their Shatters, turning them into pseudo weapon masters.
    • This theme provides exactly the kind of quality troopers Vlad2 is looking for, his feat will turn them all into absolute combat monsters for a turn. Demo Corps, Eliminators, Drakhuns and Kovniks and even the Battle Engines will zoom into the enemy to crush them utterly!
  • The Siege Chariot can put clouds in front of your troopers, which together with Wind Blast, makes for some good anti shooting tech.
  • Sorscha3 was made with this theme in mind, so it's not a wonder she works well in it.
    • Flanking Kodiaks are a great way to crack armor and they also provide utility in throws. Conveniently 3 of them leave you with exactly 4 points for a (merc) solo without having to give up 3 free cards.
    • Storm's Embrace and her feat clouds provide some protection against shooting on the advance.
    • Iron Flesh on Shock Troopers is just plain good.
    • Most importantly, she can freeze enemies for the Demo Corps to shatter.
  • Malakov2's feat has some interesting interactons with the Demo Corps CA.
    • Tactical Supremacy is great to bring the MoW further up the table. Especially great on Shocktroopers so they can repo back into shield wall.
    • Veil of Mists is a cloud so it protects against shooting. Most importantly however, it is a bubble of extra mobility.
    • Battle Mechaniks are great Sucker targets.
    • MoW make great use of his battle plans. Giant soldiers in steam powered suits of armor sneaking around are both hilarious to imagine and a great way to deliver them.
  • Strakhov2 is different from Irusk 2. Instead of giving uniform benefits to all the units in the army, he can give each unit a spell or an ability which will help it accomplish a specific task.
    • Mission Critical is very useful in sending your slow troopers running towards the enemy with little risk of being torn to pieces on the way
    • Inviolable Resolve and Quicken are useful to any infantry unit and when a push comes to shove, Last Stand can also buy an expensive victory
  • Vlad3 has Dash which is great for a bit of extra speed, but that's about it. Although Hand of Fate can help one of your units. Drakhuns and Chariots are great target for his feat too.
  • Lord Kozlov, Viscount of Scarsgrad is not the first choice for leading an Armored Korps army but his feat Onrush and Tactical Supremacy can be of some assistance to your army.


Assuming you'll be spending 60 points on MoW models and a few on support solos, there's not much leftover for jacks and it's wise to invest only your caster's bonus WJP on jacks instead of using the general points budget.

  • Conquest or Victor - directly opposing the previous recommendation by eating most of your meager surplus points budget, a Colossal behind lines of Men-O-War is challenge indeed as it is all but safe from melee attacks until it can engage. Additionally, it mitigates some Armored Korps weaknesses like range, armor cracking and it also brings utility in form of Creeping Barrage, two handed throws, Flares etc
  • Destroyer - a very straightforward shooter with some armor cracking if you need it
  • Kodiak - Pathfinder and Grab & Smash are two "surprise" utilities which will assist you in creating tactical solutions normally not available to a slow and ponderous Men-O-War army.
  • Marauder - yes, Marauder. Cheap and accurate, it can create tactical options for you by precision slams. Also, remember that Gargossals cant be frozen, so models with Siege weapons are extremely valuable.
  • Devastator - An exellent choice to contest faraway zones.
  • Spriggan - the biggest strain on your limited warjack resources, but it brings Bulldoze, anti infantry AOEs, anti stealth and a long shiny stick to stab the enemies of the motherland from 2" away.


Any good Armored Corps army features minimum 2 MoW units. One of them is always Shooktroopers, the other depends on your caster.

  • Man-o-War Shocktroopers are probably the best unit in the theme. They screen, are hard to remove and they shoot and whack stuff.
  • Man-o-War Demolition Corps are the best platfroms for damage buffs in the theme, so Vlad2, Malakov2 and Sorscha3 will want them, other than that they are not mandatory.
  • Man-o-War Bombardiers probably the most maligned of the three. If you want more of a gunline style army, go for them plus Victor or a Spriggan to strips stealth.
  • Kayazy Eliminators are just simply great units. Ideal for harassing solos or contesting flags.
  • Kayazy Assassins With Irusk2's Tactician you can buld a one-two-punch style army where MoW go in and Kayazy go around and through them to harass the backline. At 15 points you can also spend 60 points on MoW/Mechanik stuff, sqeeze them into the list using your remaining points and take their CA for free
  • Battle Mechaniks minimum units without CA can be squeezed into also most any list and provide Advance Moves at a budget.


  • Man-o-War Suppression Tankers are amazing, simply put. That's why you always, always want two.
  • Man-o-War Strike Tankers are great too. Grievous Wounds and Armor Piercing on a stick? Yes, please! Usually two, but one can be enough.
  • Man-o-War Kovnik He will usually yell at the Shock Troopers to go faster, thus you should bring as many Kovniks as you brought units of Shocktroopers.
  • Forge Seers are good, but you can do without them. Depends on how focus strapped your caster is.

Both of the chariots bring some more much needed speed and thus scenario presence to any AC list.

  • The Siege Chariot brings a slamming POW 20 gun, Line Breaking POW 15 impacts and a Smoke Launcher. This means it is a prime recipient for damage buffs such as Fire for Effect or Vlad's feat, but also contributes to the delivery of Demo Corps, as a huge base in front of them and a 3" cloud protect them expertly.
  • The Assault Chariot bring high volume fire to decimate even the hardiest infantry, even though this is a role that Suppression Tankers and possibly your jacks already fill.


  • Saxon Orrik pathfinder on a stick is great in a theme with no native access to it. He is also great at contesting due to stealth.
  • Ragman Your army will be full of P+S 14-16 weapons, so -2 ARM will make them truly terrifying.
  • Orin Midwinter He unjams like a champ with Chain Lighning and Arcane Vortex protects you from spells.
  • Gobber Tinker Cheap repairs and contesting.

Starting a 25 point list[edit]

If you want to try this theme but are still stuck for ideas, try this. It's relatively newbie friendly.



Released in the Themeopocalpse (2017.09) before many of the models in the theme were available.

Other Khador models[edit]

Khador Logo.jpg       Khador Index       (Edit)            
Battlegroup & Similar

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

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 - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev

Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Sorscha0 - Yuri

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Corps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2019.01

Rules Clarifications[edit]

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

RC symbol.png

Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.
RC symbol.png

Rules Clarification: Theme Forces     (Edit)

Warjacks/Warbeasts with bonds   [Show/Hide]
  • A warjack/warbeast with a bond can always be included in a theme force, whether or not they're in the list of allowed models, but only if they're controlled by that bonded model.
  • This applies even if that bonded model isn't a full warcaster/warlock (changed as of 2018.06).
Including Mercenaries   [Show/Hide]

Number of Mercenaries

  • For your solo, if you select a solo that comes in multiples (such as Swamp Gobber River Raiders) you get the normal number of solos. Not just a single model. (Locked thread)
  • As per the errata to the core rules, if your "up to one Merc" ...
    • ... can take warbeasts/warjacks, then you can add warbeast(s)/warjack(s) (without exceeding your "up to one" allowance)
    • ... comes with a Companion model, then you'll get that Companion (without exceeding your "up to one" allowance)
  • There is a bug in Warroom that allows you to not only take one Merc solo/unit, but the entire FA of that Merc solo/unit. It's a bug.

Partisans & Theme Forces (Edit)

  1. If the theme force has the Partisan model on the list of allowed models, then it doesn't use up your "Up to one mercenary" slot, and so you can take the full FA plus another mercenary. Example: Cephalyx in Black Industries or Kayazy in Jaws of the Wolf. (Infernal Ruling)
  2. If the Partisan isn't on the list, it does use up your "Up to one mercenary" slot, and you can only take one. There is a bug in Warroom that allows you to take multiple.
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so...
    • they can count towards free points (if applicable). For instance, Nyss will count towards the "20 points of Retribution units" in the Defenders of Ios theme. (Infernal Ruling)
    • they can be taken free of cost (if applicable). For instance, Eiryss1 can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)

Mercenaries and Quasi-Partisans

  • Some themes include a benefit that says "If this model is included, it counts as a Faction model instead of a Mercenary model". For example Greygore in Kriel Company.
    In this case, the mercenary model has effectively gained Partisan and is subject to the FA limits described above. To reiterate:
    • If that Merc is in the list of allowed models allowed (such as Savio in Storm Division), they won't count against your "up to one Merc" allowance.
    • If that Merc isn't in the list, (such as the Devil's Shadows in Slaughter Fleet Raiders), they will count against your "up to one Merc" allowance.

Mercenaries and Ranking Officers

  • If you can include a Merc unit, and its attachments, then you can attach a Ranking Officer. This is true regardless whether or not that Ranking Officer is on the list of "Allowed models" . (Infernal Ruling)
  • Adding a Ranking Officer to a Merc unit doesn't increase the number of Merc units you can take.
  • The Merc unit will count towards your "X points of [Faction] models/units" benefit (if your theme is worded that way). (Infernal Ruling)
Benefits for a single model/unit (eg "One unit of [blah] gains [yaddah]")   [Show/Hide]
  • 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.
Free models and Specialists (ADR)    [Show/Hide]
  • You can swap out as many models from your main list into your specialists and vice versa as you like, but you must completely recalculate the new army list when you do, including bonuses. As long as the new army list is valid, including all free models, it doesn't matter what the left over points in your specialists are. (Staff Ruling)
  • If your theme only allows one merc solo, you can't have one in your main list and a different one in your specialists.
Unit Attachments & free points    [Show/Hide]
When to apply theme benefits   [Show/Hide]
  • Theme force benefits are applied when you construct your list and models keep the benefit for the whole game. You don't gain/lose theme benefits due to in-game changes.
    Also, if you put a new model into play midgame, they immediately gain any relevant benefits too. (Infernal Ruling)
    • For example, Scourge of the Broken Coast gives Dodge to "models in the army." If your opponent takes control of one of them, it keeps Dodge even though it's currently not "in the army".
    • For example, Storm Division gives lightning immunity to "Cygnar models in the army." If you include a Mercenary unit with a Ranking Officer, they will get the theme benefit and also keep it even after the Ranking Officer dies.
Number of free models   [Show/Hide]
  • If a model is normally added to your army in multiples (such as 3 Scrap Thralls for two points, 2 Crabbits for seven points, etc) and you choose to use your free card on such a model, you only get one model. (Infernal Ruling)
    • There are some exceptions, such as Storm Division's benefit explicitly saying you'll get 3 stormcallers.
    • There is one odd exception, for Children of the Dragon, where it was ruled that you'll get 5 incubi. However that ruling is an exception, not a general case.

Cryx - Ghost Fleet   [Show/Hide]
  • The "free solo" can be any kind of solo, it doesn't have to be a Revenant solo.
Cryx - Scourge of the Broken Coast   [Show/Hide]
Cryx - Slaughter Fleet Raiders   [Show/Hide]
  • Despite being treated as a Cryx unit during a game, the DSM still use up your Mercenary slot during list creation. They are more like a Partisan Mercenary unit, in that respect. (Infernal Ruling)

Protectorate - The Faithful Masses   [Show/Hide]
  • A Mercenary unit with an Attendant Priest does count as Protectorate unit for the purpose of calculating points for free cards. There is a bug in Warroom that prevents it counting properly. (Staff Ruling)
Protectorate - The Creator's Might   [Show/Hide]

Mercenary - Llaelese Resistance   [Show/Hide]
  • It is 2 Cruicible or 2 Cygnar or 2 Menoth.
    You can't take more than 2, and you can't mix and match from multiple Factions. (Infernal Ruling)

Circle - The Bones of Orboros   [Show/Hide]
  • Una1 cannot be taken in this theme (yet) due to the conflict between the theme's "Only Construct warbeasts allowed" and Una1's "Must take warbeasts with flight". There are no construct warbeasts with flight (yet). But if/when there is, then Una1 can be taken in this theme. (Infernal Ruling)
Circle - Call of the Wild   [Show/Hide]
  • When it comes to other things that alter COST (such as Lamentation), follow basic maths: Double/halve first, then add/subtract.
  • Due to the way Tanith's feat is worded, during her feat turn the COST of animi cannot drop below 1. (Infernal Ruling)
Circle - The Devourer's Host   [Show/Hide]
  • Free Tharn models do count towards the free corpse tokens. (Infernal Ruling)
  • Bradigus1 is not legal in this theme. The theme only allows living warbeasts, his rules only allow construct warbeasts, and you can't just 'skip' his battlegroup - you have to spend your warbeast points.

Legion - Children of the Dragon   [Show/Hide]
  • If you select Incubi as your "one" solo, you get five of them. (Infernal Ruling)

Skorne - The Exalted   [Show/Hide]
  • If a Construct model loses the Construct advantage mid-game, it keeps the theme benefit anyway. (Infernal Ruling)

Trollblood - Kriel Company   [Show/Hide]
  • Despite being treated as a Trollblood unit during a game, Dannon, Blythe, and Greygore still use up your Minion slot during list creation. They are more like a Partisan Minion unit, in that respect. (Infernal Ruling)

Crucible Guard - Magnum Opus   [Show/Hide]
  • If Mosby is attached to a Mercenary weapon crew unit, they would gain 3" reposition and would not lose it if Mosby is no longer in the unit. (Infernal Ruling)