Greylord Forge Seer

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Khador Logo.jpg Greylord Forge Seer

Khador Man-o-War Greylord Solo

More than just craftsmen, Forge Seers also take to the battlefield alongside the warjacks they help create. These Greylords apply their knowledge of magic and mechanika to imbue the weapons of warjacks with the power needed to cut down unnatural foes who are more than flesh and steel. Clad in Man-O-War armor, Greylord Forge Seers charge into battle with the hiss of steam in their ears and the chill of winter at their fingertips.

Basic Info

Greylord Forge Seer
Missing Info
Greylord Forge Seer WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 4
STR {{{str}}}
MAT 6
RAT N/A
M.A. 7
DEF 10
ARM 16
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 4
N/A
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Immunity: Cold
  • 'Jack Marshal - This model can control a Faction warjack, albeit in a limited manner. Click the link for the full rules.
  • Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
  • Drive: Dark Sigils - While in this model's command range, the melee and ranged weapons of a warjack under its control gain Blessed and Damage Type: Magical.
  • Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Repairable - This model can be targeted with Repair special actions as if it were a construct model.

Weapons

Spells

COST RNG AOE POW DUR OFF


Empower

(★ Action) CMD - - - -
Target friendly Faction warjack in command range is no longer Disrupted (if it was) and gains 1 focus point.
Hoarfrost

(★ Attack) 8 3 14 (Cold) (★) Yes
Hoarfrost causes cold damage. On a critical hit, models in the AOE become stationary for one round unless they have Immunity: Cold.
Winter's Wind

(★ Action) 5 - - Round -
Target friendly Faction model with Immunity: Cold gains Freezer for one round.
Freezer - An enemy model that ends its activation within 2" of this model becomes stationary unless it has Cold Immunity.

Theme Forces

Thoughts on Greylord Forge Seer

Greylord Forge Seer in a Nutshell

Forge Seers are potent Greylord wizards donning ornate Man-o-War armor, pulling double duty as either capable 'Jack Marshals or by supporting their comrades by Empowering your warjacks, casting fatal Hoarfrost blasts at opportune foes or blowing the Winter's Wind over allies with Immunity: Cold to create a local coldsnap capable of freezing enemies that come too close. They're decent enough warriors--Battle Wizards wielding enormous runic axes celebrating their kills with magical encores--but their main purpose is supporting their army. They prefer to work from behind the front lines, enhancing their beloved machines until times get dire and they enter the fray themselves.

The Forge Seer is an excellent solo for a myriad of armies. Empower is an amazing ability in any faction, but Khadoran warcasters in particular tend to find themselves short on focus when battles turn rough and that extra point of focus for their battlegroup is a major asset for them. Doing nothing other than Empowering a warjack each turn is sufficiently valuable for the Forge Seer to easily make its 4 point cost back over the course of an encounter. It's no slouch as a 'Jack Marshal either; Dark Sigils is a very nice piece of tech to have on a warjack with ranged capabilities to take Incorporeal enemies and those hiding behind magical defenses. The Seer has the luxury of combining Empower and 'Jack Marshal abilities for some cool effects:

  • Empower + Hurry!: A free charge with +2 to hit and 1 focus for another attack or a boost is almost the same mileage you get out of a fully allocated heavy with 3 focus from your 'caster.
  • Empower + Crush!: An additional melee attack and all your melee attacks get +2 POW, and 1 focus left over; that's the potential for 3 POW 19 swings from a Destroyer.
  • Empower + Take Aim!: +2 to hit due to aiming and +2 damage makes most of our 'jacks' effective RAT 6 and increases the POW of our already strong guns. 1 Focus either boosts to hit or damage based on your intended target.

Combos & Synergies

Warcasters
Literally any warcaster works well with the Forge Seer because of Empower, reducing the strain on their focus reserves to istead do as they please as they goes after their own objectives. Beyond that, of particular mention are:

  • Kommandant Kratikoff: Her battlegroup have Flank Man-o-War, and the Forge Seer is indeed a Man-o-War model. She's also a legal Winter's Wind target and giving her Freezer is a perfect way to thwart melee assassinations.
  • Obavnik Kommander Zerkova: Zerkova has Immunity: Cold for the aforementioned Freezer trick and her feat lets the Seer Empower twice in a row.

'Jack Marshal
The Forge Seer does best with warjacks with strong ranged weapons to take advantage of its Drive. Because the Seer prefers to stay back it pays to have it control warjacks that can do the same.

  • Behemoth - A pricey package, but Behemoth loves the drive and jack marshal orders and the focus from Empower is usually enough to do great damage from a distance thanks to powerful attack.
  • Decimator: The Dozer's two shots are reasonably accurate and/or powerful under the Strike True! and Take Aim! commands combined with the Seer's focus lets it boost a shoot if needed.
  • Destroyer: As with the Decimator, a Destroyer works well with the Seer, especially when you can land a Blessed AOE on a guarded cluster of low-ARM models.
  • Mad Dog: Quite the unorthodox pick (and not an endorsement for the Mad Dog) but it can be used as a fire-and-forget missile to take out an enemy skirmishing unit. It only needs one focus to power its Fleet ability and after it goes down the Forge Seer can simply turn its attention elsewhere.
  • Rager: The other Khador 'jacks with ranged weapons are a big points investment, but the humble Rager is cheap and packs the ever-useful Shield Guard to protect not only the Forge Seer but any other models you might want to keep safe. Its three initial attacks in melee work very well with the global Marshaling buffs to boot.

Other

  • Warjacks
    • Beast-09 - Although the Greylord can't marshal Beast (unless you play out-of-theme), he can give Beast and Sorscha his Freezer. This combination is actually deceptively powerful because many armies will have trouble taking Beast out using only ranged attacks (and if they try they'll just trigger Beast's Hyper-Aggressive ability) and if they charge Beast and fail to kill him, they'll be made stationary.
  • Units
  • Solos
    • Koldun Lord: It can benefit from Winter's Wind, and the Koldun can copy his spells with Lormaster.
    • Kovnik Apprentice Kratikoff - She can let his jack charge for free with Boundless Charge, meaning he can usher an order other than Hurry!

Theme Thoughts

Armored Corps
You'll primarily see Bad Santa here for his Damage Type: Magical/Blessed as they don't have that many natively. The Man-o-War already have their own Man-o-War Kovnik 'jack marshal that grants assault to his 'jack and helps other Man-o-War. Though the empower is nice, there are other/better options.

Jaws of the Wolf
Absolutely excellent here. The theme force has a real problem with incorporeal, but bad santa fixes that. Combine that with the fact that most of our best 'jack casters don't have the focus to help them, and the greylord can really help here. It does cause a problem that any field marshals like Kommander Harkevich, the Iron Wolf's reposition 3" or battlegroup-wide effects like Karchev the Terrible's Road to War don't apply, but it's usually worth it.

Wolves of Winter
Odd, he does synergize well with other greylords due to Winter's Wind. However his drive isn't really worth it, due to the extreme density of Magical options in theme. Most of the time he'll just be taken if your caster is running so focus dry they want anyone else to handle their jacks.

Drawbacks & Downsides

  • Like all Man-o-War infantry, its base SPD and DEF are very low.
  • It doesn't have any defensive abilities, making it very vulnerable if you don't protect it.
  • Outside of the Armored Corps it can be difficult to screen.
  • It can't Empower warjacks with a disabled Cortex.
  • A lot of its tricks don't work on models with Immunity: Cold or those that can't be made stationary.

Tricks & Tips

  • The Forge Seer is the only model Khador has to directly counter Disruption, making it an especially interesting tech choice against Factions like Cygnar.
  • Khador can have trouble disposing of Incorporeal models, the Forge Seer brings some much-needed magical damage to alleviate that issue without relying on Mercenaries.

Other

Trivia

  • Originally released 2017.03.
  • Nickname(s): "Bad Santa."
  • Its Khador Military insignia signify the Forge Seer's rank of Kapitan.
  • Its Greylord Covenant insignia signify the Forge Seer's rank of Koldun.

Other Khador Models

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

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
Solos

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 Korps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2019.08

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Cold - None yet. (Edit)

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Rules Clarification : 'Jack Marshal      (Edit)

  • If a warjack gets a marshal benefit (such as Crush) but then moves out of the marshal's CMD range, it keeps the benefit. (Infernal Ruling)
  • Marshals can control character warjacks. (Closed thread)
  • Although they never get the Power Up bonus, a marshaled warjack can gain focus via other means (such as Accumulator, Empower, Spirit Harvester, etc).
    • They can do this even after the Marshal dies and they become autonomous.
  • 'Jack Marshal & Ranking Officer (Edit)
    • If a Ranking Officer joins a unit with the 'Jack Marshal ability, then they can still only take Mercenary warjacks - they don't gain access to Faction warjacks. (Infernal Ruling)
    • They can control that mercenary warjack as normal, even though they're technically no longer the same faction as the jack. (Infernal Ruling)
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Rules Clarification : Battle Wizard      (Edit)

  • Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
  • This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)
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Rules Clarification : Drive      (Edit)

  • If the Drive is on an Officer model, and that model dies, then the new unit commander does not inherit the Drive.
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Rules Clarification : Magic Ability      (Edit)

  • Combat Action
    Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
    • You must complete your movement before you use a MA.
    • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
    There are a few models that can use a Magic Ability at any time (eg Geomancy and Necromancy), or can cast a spell "for free" under specific conditions that would otherwise require their Combat Action (eg Battle Wizard and Combat Caster). These models get around all the restrictions listed above.
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Rules Clarification : Empower      (Edit)

  • A warjack can benefit from Empower multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Empower. Refer to the Cortex rules.
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Rules Clarification : Hoarfrost      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification : Winter's Wind      (Edit)

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Rules Clarification : Freezer      (Edit)

  • Despite the odd wording, stuff that happens "at the end of activation" (such as Sprint and Reposition) still occurs during the activation. This means it happens before Freezer triggers.
    • So someone can advance towards you, attack you, then Sprint away and not be affected by Freezer.
  • Freezer won't affect models that move out-of-activation (such as Countercharge and Vengeance).
  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Repairable - None yet. (Edit)