Greylord Forge Seer

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Khador Logo.jpg Greylord Forge Seer

Khador Man-o-War Greylord Solo

Mk4 icon.png
Prime
This model is available in one Prime Army, Armored Korps. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

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 9
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}}}
FA 2
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Cold Imm symbol.jpg Immunity: Cold
  • 'Jack Marshal symbol.jpg 'Jack Marshal
  • 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

Rune Weapon
Sword icon.jpg  RNG   POW   P+S 
2 5 14

Spells

COST RNG AOE POW DUR OFF
Empower

(★ Action) CMD - - - No
Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack also 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 No
Target friendly Faction model with Immunity: Cold. If the model is in range, it gains Freezer. Winter's Wind lasts for one round.
Freezer - When an enemy model without Immunity: Cold ends its activation within 2" of a model with Freezer, the enemy model becomes stationary for one round.

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 so they can instead do as they please and go 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.
  • Old Witch1 - Stacking the drive with Weald Secrets on a ranged jack under the Seer's control can be very powerful as it ignores a whole bunch of ranged debuffs. Double stack with Guidance from the Adjunct for even more value.
  • Vladimir1 - Signs and Portents is useful for getting Battle Wizard off and Hoarfrost is very powerful under the same effect. Add in Boundless Charge if needed and use Wind Wall on the advance alongside Empower.

'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

  • Solos
    • Koldun Lord: It can benefit from Winter's Wind, and the Koldun can copy his spells with Loremaster.
    • 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 rarely see this guy here because usually if you take AK. you take the fully MoW boat which leaves no points for jack marshalling, so his main role is being an Empower bot and at 4 points he's just doesn't cut it.

Jaws of the Wolf
He's an okay inclusion here because in Khador even jack casters are notoriously focus strapped so the extra focus really helps them, but 4-8 points for one-two focus a turn is a hard ask and the jacks he wants to marshal are expensive and don't receive battlegroup wide effects. 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 you are running a jack heavy build so you Koldun Lords can copy his empower spell for 4 potential empowers a turn.

Drawbacks & Downsides

  • Like all Man-o-War infantry, his base SPD and DEF are very low.
  • His doesn't have any defensive abilities, making him very vulnerable if you don't protect it and his defensive stat line is terirble.
  • Outside of the Armored Corps it can be difficult to screen.
  • A lot of its tricks don't work on models with Immunity: Cold or those that can't be made stationary.
  • 4 points for a single empower per turn is terrible value, especially since his stats are shoddy for a medium based solo and he doesn't offer much else in utility other than giving a mediocre buff to Cold Immune models. There are also always better free cards in the theme he's available in so you will always pay the full price for him.
  • Khador jacks don't exactly lend themselves to marshalling due to their high price tag and even the cheaper ones are horrendous (Berserker chassis) or don't get much from the drive (Marauder).

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 - Karchev1 - Karchev2 - 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

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

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 - Legions 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: 2021.11

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)
  • See also this article for the Autonomous warjack rules and how to re-control them.
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Rules Clarification : Battle Wizard      (Edit)

  • A Battle Wizard doesn't have to kill a model to cast a spell. They can instead skip making melee attacks and use their Combat Action to cast a spell.
  • 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 initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • 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 without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification : Empower and/or Recharge     (Edit)

  • A warjack can benefit from this ability multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of this ability. 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)

  • You can reapply Freezer turn after turn, because stationary models still have to activate.
If the model that has Freezer doesn't move away or get killed, the next turn the stationary model is forced to activate, does nothing, ends its activation still within the Freezer effect, and will be made stationary again.
  • Despite the odd wording, stuff that happens "at the end of activation" (such as Sprint and Reposition) occurs during the activation. So those things happen before Freezer has a chance to trigger.
For instance an enemy can advance next to the Freezer model, attack it, then Sprint away and not be affected by Freezer.
  • Freezer won't affect models that end an out-of-activation move in the Freezer range (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)