Kommandant Atanas Arconovich & Standard

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Khador Logo.jpg Kommandant Atanas Arconovich & Standard

Khador Man-o-War Character Unit

Atanas Arcanovich participated in the capture of Northguard and subsequent occupation of the Thornwood Forest. He was one of the few officers who resolutely held his position against the southerners, refusing to give ground. In recognition for his bravery, Arcanovich received the Star of the Motherland and was promoted to the rank of kommandant and given a special assignment to assist in restructuring the Man-O-War corps into a dedicated division. Arcanovich abides by the principle that a kommandant must lead his soldiers from the front line, to provide an example of patriotic duty and to inspire them to acts of greatness.

Basic Info

Kommandant Atanas Arconovich & Standard
Missing Info
Atanas.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Atanas / Standard
BASE Medium
SPD 4
STR
MAT 8 / 7
RAT 6 / -
M.A. N/A
DEF 10
ARM 16
CMD 10 / 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 7
N/A
N/A
FA C
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

  • Arconovich
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
      • Heroic Call - RNG 5. Target friendly Man-o-War warrior model/unit. If the model/unit is in range, it gains Tough. Models are not affected while out of formation. Heroic Call lasts for one round.
      • Relentless Tide [Man-o-War] - RNG 5. Target friendly Man-o-War model/unit. If the model/unit is in range, it gains Relentless Charge for one turn. (Relentless Charge - While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.)
      • Unstoppable Fury [Man-o-War] - RNG 5. Target friendly Man-o-War model/unit. If the model/unit is in range, it gains Retaliatory Strike. Unstoppable Fury lasts for one round. (Retaliatory Strike - If this model is hit by a melee attack made by an enemy model during your opponent's turn, after that attack is resolved this model can immediately make one basic melee attack against that model. This model can make only one Retaliatory Strike per turn.)
    • Tactician [Man-o-War] - While in this model's command range, friendly Man-o-War models can ignore other friendly Man-o-War models when determining LOS. Friendly Man-o-War models can advance through other friendly Man-o-War models in this model's command range if they have enough movement to move completely past them.
  • Standard Bearer
    • Standard Bearer - While this model is within 5" of the unit commander, the unit commander gains +2 CMD.

Weapons

  • Arconovich
    • Hand Cannon - 12" range, POW 12 ranged attack
    • Great Sword - 2" reach, P+S 15 melee attack
  • Standard Bearer
    • Gladius - 1" reach, P+S 13 melee attack

Theme Forces

Thoughts on Kommandant Atanas Arconovich & Standard

Recent Release icon.jpg

New model - This article is a Work In Progress
This model has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't count) and (2) you've reviewed this article and it mostly(★) matches your experiences.

(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.

Kommandant Arconovich in a Nutshell

Imagine what it's like having a second warcaster on the field directing elite infantry in steam-powered armor and you pretty much get something like Atanas Arconovich. He and his standard bearer do one thing, and one thing only: support a Man-o-War Theme Force. His job is to make your Man-o-War better in every way that matters to them and enhance their strengths while mitigating their weaknesses. Any army with a serious Man-o-War component can and will benefit from bringing Arconovich along. Tactician is an amazing ability to have on-command for any force, but even more so in one that has a lot of models with big, bulky bases in tight formations getting in each others' way and each of the Battle Plans does impressive things at different occasions. Giving a unit Tough is always going to be beneficial but Relentless Charge and Retaliatory Strike can be just as key for achieving victory. The Standard Bearer is here to do nothing other than bump Atanas' command range up a bit more and serve as a roadblock against enemy assassination attempts. Aside from maybe Supreme Kommandant Irusk, every warcaster attempting to run an Armored Corps of two or more units should include Arconovich unless there are really pressing reasons not to do so (and even Irusk appreciates the ability to spread out his forces beyond his own aura). He's so good that he should typically be the last of your models to go down, second only to your warcasters.

Atanas Arconovich was literally made to work wonders in an Armored Corps list. His unit counts as a Man-o-War unit for the purposes of free solos and CAs, and because he forms a unit with the Standard Bearer he even counts as a unit for the purposes of enabling an extra Advance Move from the Theme Force bonus and he loves being Repaired at +1 rolls after taking splash damage. Any list of 50 points and over is going to love having a Tactician around without needing to rely on the Supreme Kommandant specifically. Thanks to Atanas you can even field them with warcasters that function more like super solos than anything else (think Kommander Kratikoff, the Great Prince and especially Zoktavir and his Argi) because of how self-sufficient Atanas makes your Man-o-War.

Combos & Synergies

Arconovich and the Standard Bearer have significant levels of synergy with literally all Man-o-War models: it's their job to be Man-o-War support. For this reason, this section only covers especially significant combos and synergies that go beyond simply occasionally benefiting from Pathfinder, Tactician or Tough.

Tactician is an amazing boon for Man-o-War because they tend to fight in classic two-wave Shield Wall formations. Typically you have Shocktroopers and Tankers up front and Bombardiers, Demolition Corps, Kovniks and Drakhuns following closely behind. Tactician lets the second wave see and move through the front line, letting you set up one-two punch combos where the second wave attacks first, following up with the Shocktroopers closing ranks with their Shield Wall. This maneuver allows you to consistently present a hard front to the enemy without getting jammed up very much. Charging through your front line with a Kovnik or Drakhun presents the opponent with some very odd angles to work around as getting off a Slam with the Kovnik or a series of impact attacks with the Drakhun is no picknick when the opponent cannot physically reach them to prevent it from happening.

In terms of Atanas' Battle Plans, you get the highest return on investment on them by using them on units rather than solos. That means your main targets for them should typically be Bombardiers, Demolition Corps and Shocktroopers. Bombardiers benefit the least from his Battle Plans because all their use is greatest on melee-centric models and Bombardiers do the least of that, at least compared to their peers. Shocktroopers are pure attrition fighters and absolutely adóre all three Battle Plans. Steady from their Officer lets them roll Tough and still remain upright and Retaliatory Strike is gravy on a unit that was designed to take blows. Pathfinder from Relentless Charge is wonderful for them but it does mean dropping Shield Wall for a turn, something Shocktroopers do nót like to do. This leaves us with Demolition Corps as the absolute favorite Battle Plan target for Arconovich. Defensive Line from their Sergeant CA makes them effectively Steady for Tough rolls, they have no qualms about charging into battle when the time comes and Retaliatory Strike is positively devastating on Ice Mauls when used on their Bond of Brotherhood Minifeat turn.

    Warcasters    
Literally any warcaster that works well with Man-o-War works well with Arconovich, either by further enhancing the synergies between them or by giving the warcaster more freedom to do as they please as they goes after their own objectives. Beyond that, of particular mention are:

  • Irusk1: Access to tactician means that Irusk1 can pull off a lot of Irusk2's tricks, while adding his own crafty battle plans. Iron Flesh means your troops are more likely to survive long enough to retaliatory strike, and his feat lasts all round so they'll be more accurate as well.
  • Butcher3: Orsus isn't much of a leader this time around so he loves being able to focus on his killing work while Arconovich manages the troops. He doesn't need to eat up a lot of points for a big battlegroup either, so these two work well together.
  • Sorscha3: Kommandant Sorscha is herself a Man-o-War model and she benefits from literally everything Atanas brings to the table. Charging through a Shocktrooper frontline only to Wind Rush back is a great trick that really opens up your vectors of approach and Relentless Tide further helps her get where she needs to go. Unstoppable Fury helps guard her against warbeast/warjack assassination because a tap from Frostfang freezes it up (and you can't Focus: Shake off stationary outside of the Maintenance Phase). Even Heroic Call can save her, although that's quite obviously a desperation move. Still, desperate times are exactly when you want to have that kind of option available to you.

    Solos    

  • Man-o-War Drakhun: Tactician opens up very dangerous charge vectors for the opponent to try and work around, even on the Countercharge.
  • Man-o-War Kovnik: All Man-o-War units can benefit from the Kovnik's Desperate Pace and while you should be using it on your melee units primarily you shouldn't forget that Atanas and his Standard form a unit. If the Kovnik is a Jack Marshal for a Rager you can also use its Shield Guard to help keep Arconovich safe at range.
  • Man-o-War Tanker: Tankers can benefit from Tactician to open up Bulldoze avenues where they otherwise wouldn't be and lets smaller Man-o-War see past their lumbering frame to set up attacks that would otherwise be impossible.

    Units    

  • Battle Mechaniks: All Man-o-War models have the Repairable rule and keeping Atanas and his Standard healthy is very valuable. Some Man-o-War have a tendency to move too fast for the Mechaniks but Atanas tends to be very reachable.
  • Man-o-War Demolition Corps: A Demolition Corps led by Dragos Dragadovich loves working with Arconovich's Unstoppable Fury Battle Plan and everything else when you're looking for a melee attrition victory.
  • Man-o-War Shocktroopers: Shocktroopers are great with Atanas and provide an absolutely crucial screen for him as well. Advancing them in tandem is a great method for maximizing their odds of reaching the fray relatively unharmed.

    Mercenaries    

Drawbacks & Downsides

  • Like all Man-o-War infantry, their base SPD and DEF are very low.
  • They don't have any defensive abilities, making them very vulnerable if you don't protect them.
  • The Battle Plans have a short range so you need to keep Atanas relatively close to the action and because you can't run and issue Battle Plans you might end up in awkward spots where you're just out of range to use a Battle Plan.
  • Much like the Man-o-War Kovnik, if they're just sitting in the back handing out buffs 7 points is a lot to pay. At some point you might need them to get their hands dirty or contest a zone in order to be worth the investment. But exposing Atanas is also a big risk.
  • If you're bricked up pretty tightly, it can be devastating to unexpectedly lose Pathfinder and/or Tactician. Be careful and watch for stuff like Arcing Fire that can reach the back line.

Tricks & Tips

  • In a pinch, Atanas can use his Battle Plans to target his own unit.
  • The Standard Bearer exists to block charge lanes, eat bullets, and maybe shank an enemy trooper if it's having a really good day. All of these things he can do playing surprisingly far forward and a lot more aggressively than Atanas while still being in formation. It's not exactly suicidal, but any attack your opponent spends killing the Standard Bearer is an attack not hitting a more important model like a Demo Corps or Atanas.
  • Man-o-War lists tend to struggle with a low volume of attacks, which means every one counts! Keep an eye out for troopers you can plug with the Hand Cannon or stab through the back of a Shocktrooper wall.
  • When most of your Man-o-War are dead, that Greatsword hits almost as well as an Ice Maul. Who's the support now?
  • It can be tricky to know when to use Tough vs Retaliatory Strike. Some questions to ask yourself:
    • Do I expect to be in melee at all, or mostly shot at?
    • Do I have access to (effectively) Steady?
    • Can my opponent ignore Tough via Grievous Wounds, Take Down, etc?
    • Is there a good chance that my models will die in one hit, therefore never getting to swing back?
    • Does my opponent have a huge ARM buff or some reason he wouldn't care if I hit him back?
  • Generally speaking you'll want Tough to weather shooting and then Retaliatory Strike once you're dug in, especially against chaff jamming models, but conditions can vary.

Other

Trivia

  • Originally released in the Armored Korps CID (2018.02).
  • Atanas is a very common Bulgarian and Macedonian name derived from the Greek Athanasios, fittingly meaning immortal. It is also the name of a 6th century fortress in Serbia.

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 : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Battle Plan      (Edit)

  • A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Heroic Call      (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Relentless Tide      (Edit)

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Rules Clarification : Relentless Charge      (Edit)

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Rules Clarification : Unstoppable Fury      (Edit)

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Rules Clarification : Retaliatory Strike      (Edit)

  • "Basic melee attack" also includes Mount Attacks. Refer to the definition of 'Basic Attack' in the rulebook.
  • You can't make Retaliatory Strikes vs free strikes, because the free striker is defined to be in your back arc (regardless of the actual model's facings) and thus you don't have LOS to it. (Infernal Ruling)

Rules Clarification : Repairable - None yet. (Edit)

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Rules Clarification : Tactician and/or Operations Command     (Edit)

  • The moving model doesn't have to be in CMD range, just the model they're moving through.
  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)


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Rules Clarification : Standard Bearer      (Edit)

  • If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.