Lord Kozlov, Viscount of Scarsgrad
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Lord Kozlov, Viscount of Scarsgrad |
Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page. Note that the rest of this page is about the model's Mark III rules. |
Kozlov is a man at home in the harsh northern reaches of Khador, a landscape dominated by ice and snow. His family has a long history of service to the Iron Fangs, and Kozlov himself underwent the demanding training regimen of that distinguished fighting tradition. His warcaster talent and combat prowess make him a great asset to the Khadoran military, but his heart remains with the people of his ancestral home. Walking the line between his obligations to the Khadoran Army and his duties as a noble is difficult, but Kozlov’s loyalty to the Motherland is unquestionable.
Basic Info
Kozlov1 | |||||||||||||||||||||||||||||
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Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat: Onrush
- Friendly Faction models currently in Kozlov’s control range gain +2 SPD and ARM.
- Additionally, friendly Faction models activating in Kozlov’s control range gain an additional die on charge attack damage rolls.
Onrush lasts for one round.
Abilities
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Tough
- Gang Fighter - When making a melee attack targeting an enemy model in the melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
- Field Marshal [Gang Fighter] - Warbeasts/warjacks in this model's battlegroup gain Gang Fighter.
- Precision Strike - When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.
- Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.
Weapons
Great Axe | ||||||||||||||
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RNG | POW | P+S | |||||||||||
2 | 5 | 12 | ||||||||||||
Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Avalanche
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3 | 8 | 4 | 14 | (★) | Yes | |
On a critical hit, models hit become knocked down. | |||||||
Chosen Ground
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2 | SELF | CTRL | - | Upkeep | No | |
While in the spellcaster's control range, models in its battlegroup gain Pathfinder and Steady.
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Fury
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction model/unit gains +3 to melee damage rolls but suffers -1 DEF. | |||||||
Jackhammer
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1 | 6 | - | - | - | No | |
Target model in the spellcaster's battlegroup immediately makes one basic melee attack. | |||||||
Razor Wind
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2 | 10 | - | 12 | - | Yes | |
This spell has zero special effects. | |||||||
Tactical Supremacy
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction model/unit gains Reposition [3"].
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Theme Forces
- Armored Korps
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Flame in the Darkness - Jaws of the Wolf
- Legion of Steel
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Warriors of the Old Faith - Winter Guard Kommand. In this theme the caster gains Sacrificial Pawn [Winter Guard trooper model].
- Wolves of Winter
Thoughts on Lord Kozlov
Lord Kozlov in a nutshell
Lord Rikard Kozlov is the viscount of Scarsgard, and Khador's true Iron Fang-themed warcaster. He's an aggressive melee fighter who excels fielding a force balanced between a swarm of heavy 'jacks and melee warriors. He used to be a bit aimless, but the 11-2021 update has absolutely transformed him into a force to be reckoned with. As Khador's "battlebox 'caster", Kozlov is relatively straightforward. If you're learning the game, consider facing off with him against other other battlebox casters because they're all designed to be roughly equal.
Kozlov's a front-line support 'caster who can mix it up in melee when needed. He's all about buffing mobility and melee damage output so his battle plans revolve around getting up the field quickly to avoid prolonged exposure to ranged attacks, then hit the opponent fast and hard.
Feat Thoughts
Onrush is both simple and potent: you use it to connect allied axes and spears with enemy faces, and blunt any retaliation. Ideally, you manage to set up a big charge turn to really capitalize on the feat; this is far easier in scenario play where the opponent cannot opt to keep their distance. Otherwise, just using the SPD and ARM to advance far more quickly can still be worth it: do not get too greedy and overextend just to get the charge damage boost.
Note that the first part of his feat is a "pulse" whereas the second part is an "aura" (see Pulse vs Aura). It's a good habit to use tokens to show who is affected by the first part of the feat.
For models with Countercharge:
- Countercharge always counts as "out of activation" (even if you somehow trigger it during your own activation).
- Even though the feat lasts a round, it doesn't affect out-of-activation charge attacks (it will be errata'd to reflect this).
Spell Thoughts
Kozlov's spell list is split between two offensive spells, two battlegroup spells, and two upkeep support spells. You'll rarely use the first, often use the second, and always use the third: Kozlov is almost always strapped for Focus, given his desire for a relatively large battlegroup. It might be tempting to ameliorate this with attachments like the Greylord Adjunct or Sylys, but they're generally not the best option for him.
- Avalanche and Razor Wind are decent spells, but you're unlikely to cast them in typical matches; there are generally just better uses for your Focus.
- Chosen Ground is an excellent toolbox spell for any matchup where rough terrain matters and/or you're at risk of your battlegroup (including Kozlov himself, as well as any attachment!) getting knocked down. If you're running Tough units, you can keep having them make Tough rolls without falling over (and he himself is Tough!). Otherwise, you just skip it.
- Jackhammer should be a go-to spell because it solves a lot of activation issues and lets you open up charge lanes before activating a 'jack. Furthermore, it cements Kozlov as a 'caster that excels at running Unstable 'jacks (ie Berserkers and Ragers) because it lets them attack without needing to be allocated Focus! With Gang Fighter enabled, his 'jacks are very likely to both hit and harm what they're aiming at, and there's no risk of over-allocating or blowing up.
- Fury is an evergreen Khador spell, and works perfectly with Kozlov's game plan. Use it always; perhaps juggle it between melee infantry units.
- Tactical Supremacy is an impressive mobility booster, especially for the Shield Wall units he already likes to run with. Like Fury, you should always be using it.
Battlebox Fights
When you play battlebox games, Kozlov usually wins by out-threatening the enemy with Onrush and Chosen Ground. You want to hit first, and hit hard.
- Juggernaut - Your beatstick. Other battlebox heavies can rarely match its raw damage output, and its MAT will enable you good chances of hitting the enemy's heavy hitters. If Critical Freeze triggers, and the target is still alive, you can safely assume that the end-game is near. The Juggernaut will remain a trusty workhorse of any Khador battlegroup in your coming battles with other casters too.
- Decimator - This jack will teach you to proper focus management, when and how much to allocate to achieve best result. POW 15 is pretty great on your gun, and able to blast out chunks even from a Khador Heavy, or severely damage lighter jacks. Don't forget, the pushing from Beat Back is optional - if you plan to charge in with the rest of your force, you don't have to push your target away. Sustained Attack also serves you well if you need to get up close and personal with your target.
Drawbacks & Downsides
- Kozlov offers no support for ranged attacks, and no significant protection against them; his forces are generally at a steep disadvantage until he actually reaches the enemy forces.
- Tricks denying run and/or charge (Polarity Shield and the like) will put you into disadvantage.
- With all your support duty you can easily run low on FOCUS. Beware Eiryss.
- Casters with Lamentation can be crippling to play into.
Tricks & Tips
- He has a 13" threat range on a charge, when you use your feat - rising to 15" with Side Step. Note that additional attacks won't grant you further 2" moves.
- Precision Strike allows you to target important systems/aspects - and with weapon master attacks you have pretty good chances of causing significant damage. Usually, you want to go for the Spirit on Warbeasts (counters Forcing), and arc nodes (no spell channeling) or cortices on Warjacks (no power up FOCUS, and no allocating). Going for jack weapons can also be a good idea, as crippling a Revenger's left arm will cancel its Shield advantage too, dropping its overall ARM protection.
- Want to deliver a SPD4 jack to 10" without feat or charge? Cast Tactical Supremacy on it, then Trample forward (4+3"). It will not end your activation, and allows you to use the 3" reposition. This trick will get your SPD4 warjack 2" farther than running. If you upkept the spell from the turn before, you can then activate Kozlov and cast Jackhammer to destroy whatever you're now in range of!
- For an unexpected assassination: 1) run a jack like the Kodiak through a forest to within range of their caster, 2) charge something near their caster with Kozlov, 3) Side-step to within melee range of the enemy caster, 4) cast Jackhammer on the Kodiak to grant Gang Fighter attacks. If both Kozlov and a jack can get into an enemy, it can often be better to repeatedly Jackhammer with the jack then to buy attacks with your own weapon.
List Building Advice
Strategy
Kozlov can support a wide variety of units, with his speed buffs and damage increase. Whichever theme force you prefer, he can handle it. In true Khador fashion, his spells and feat generally support a melee-focused army, while his excellent Field Marshal ability rewards a balance between troops and jacks.
Theme Thoughts
At first glance, he doesn't do a whole lot for Winter Guard. He makes them faster and fixes their damage should they find themselves in melee, but +2 ARM is a poor benefit for 12/13 troops. On the other hand, Winter Guard are some of the cheapest troops available to trigger Gang Fighter for his jacks, and the theme benefit can help keep him safe if he gets personally involved. The speed buff from his feat could benefit a gunline, as going first and dropping your feat in the 1st turn puts severe pressure on the enemy.
- Sorscha0 makes an excellent addition to push the threat ranges of your jacks even farther.
- Beast-09 is an excellent Jackhammer target with 2" reach.
You are doubling up on the Pathfinder with Chosen Ground (which means if you run Devastators with him you might be able to save to focus for Chosen Ground), but also get a nice forest for you to hide behind while you toss out support. You are a bit light on Gang Fighter trigger options, but with Kayazy and solos you should be able to make it work.
- Khador 'jacks like to go faster and with Sorscha0 thrown into the mix you can threat ranges of 12-13" which is very respectable.
- Behemoth with Gang Fighter and/or Fury on its fists, it will annihilate just about anything it touches. You can also jack marshal him on a Greylord Forge Seer for the Crush! order, but you'll be missing out on Jackhammer opportunities.
- Kayazy Eliminators - You can two units for free in this theme, which is one of the main draws of the theme. They love Fury, and are great Gang Fighter triggers.
- Kayazy Assassins - Their main issues are speed and damage and Kozlov fixes both with his feat and either TacSup or Fury. They are also the only 10 man unit in this theme for more easy Gang Fighters, they only have 0.5" reach however.
- Widowmaker Scouts - They love TacSup on top of Swift Hunter which they will get from the Widowmaker Marksman.
Kozlov buffs their hitting power as well as their mobility. Both his feat and the Fury spell loves the volume of attacks that 10-man units can put out, and with 2" reach, almost all Iron Fangs are great Gang Fighter triggers.
- IFP's with Tactical Supremacy on them can walk up 12" and still be in Shield Wall and don't have to use up their mini feat. On feat turn they can walk up 8", repo 5" with the minfeat (You cannot use Defensive Formation and the extra Shield Wall movement) and will be ARM 20 in shield wall. Or you can use Fury and the feat to up their damage. P+S 13 with four damage dice on the charge makes them pretty good against jacks and warbeasts.
- Black Dragons - They lack the Repo mini feat of the standard Iron Fang, so they will appreciate TacSup much more, giving them 12" Shield Wall movement each turn. With his feat and their min-feat they can reach ARM 23.
- Iron Fang Uhlans - Really appreciate both the SPD and ARM buff of the feat. They can reach up to 15" away and sit on ARM 21 on feat turn, and as cavalry they get boosted charge attack rolls, which should help you land those important 4-dice charge damage rolls.
- Despite being one of the Iron Fangs in the fluff, he is not an Iron Fang model as per the game rules, so the buffs from the various IF characters won't apply on him.
Arguably his best theme. Which is ironic given he's an Iron Fang in the fluff. Men-o-War love everything he does. Extra speed is great on SPD 4 models and can be stacked with Desperate Pace from a Man-o-War Kovnik, and the +2 ARM is best used on troops with multiple boxes. 2" reach makes them all great Gang Fighter triggers.
- Man-O-War Shock Troopers - They love TacSup so they can advance, form a Shield Wall, then Repo.
- Man-o-War Demolition Corps - Fury lets them do excellent damage at P+S 19.
- Man-O-War Bombardiers - Kozlov has all the trimmings to let them trigger Quick Work and deliver grenades deep into enemy lines. They love TacSup to back up on turns where they only shoot.
- Man-O-War Drakhun - Fast and durable, it is an excellent set-upper for Gang Fighter.
- Man-O-War Suppression Tanker - Bulldoze and sprays are excellent for unjamming and setting up charge lanes.
- Bulkhead - A Shield Guard to keep you safe. Bulkhead also desperately wants a speed buff so he can do a Follow Up Slam and then double tap something with his spray, which is exactly what the feat lets him do.
- His favourite jack, Behemoth, is also here.
Kozlov loves and hates this theme. It has many of the faction's best tools, and capitalizes well on his feat. But as a caster who relies on friendly upkeeps, it's difficult for him to have so much of his army not targetable by spells.
- Doomreaver Swordsmen - With feat and apparition they threaten 15", they already hit like the truck even without the feat and they are 2" reach Gang Fighter triggers. Unfortunately, they can't benefit from Fury or Tactical Supremacy, but frankly they don't need it anyway.
- Greylord Outriders - Fury is the spell for them to trigger their Battle Wizard with (and remember it applies to impact and mount attack, too), which lets them spray down the enemy back line. Apparition and the feat also gives them a ludicrous threat range.
- Koldun Lord - They let you double up on the damage buffs, or provide hit fixing if in range of a friendly Ternion.
- Greylord Ternion - Hit fixing or recursion for your Doomies. Could benefit from TacSup to help keep them safe after throwing out Bonds of Woe.
- Butcher4 with the feat is going places and hits like a freight train on the charge.
- Ruin is arguably the best jack to Jackhammer with, as it has 2" reach and hits like a truck.
Faction Support Models
- Greylord Adjunct - With 3 upkeeps getting 1 for free is excellent, it allows for safer spell cycling and more options overall. Increasing the range of Jackhammer is also great for keeping Kozlov safe or allowing assassination angles that wouldn't be possible otherwise.
- Battle Mechaniks - Tactical Supremacy is useful for them to keep up with the main force if they need to repair models on the approach.
- Sorscha0 - although her warjack will not gain pathfinder or steady she increases Kozlov’s impressive threat range on feat turn.
- Greylord Forge Seer - Because he will likely be paying 3 focus a turn just to upkeep his spells and ideally another 2 to cycle 1 of them he has very little left to both survive an assassination and to fuel his jacks. Empower fixes this issue and the seers can always charge in on feat turn.
- Kayazy Eliminators - They can go pretty much anywhere they want and thus are wonderful enabler of Gang Fighter. Fury + Feat and two charging Combo Strikes would do, on average, 28 damage to an Ironclad however, to they can outright kill a heavy on feat turn, too.
Mercenaries
- Ragman provides a very useful damage buff. If you apply it through 2" reach infantry your jacks can benefit from it too when the make use of Gang Fighter.
- Saxon Orrik is pathfinder on a stick.
- Orin1 provides protection against magic. This is especially useful if you run a Colossal, which is a big and debuff-able target.
- Eilish1 for limited upkeep stripping and Puppy Master.
- Ogrun Bokur: A Shield Guard is never bad.
- Alexia Ciannor & the Risen Kozlov supports infantry pretty well and dead infantry is exactly what Alexia wants. There's also an intersting interaction with upkeeps and Valchev. If you move Alexia out of Valachev's command range, the unit loses spellward and Kozlov can put an upkeep on them. Just make sure to put Alexia back into formation afterwards (or just kill Valachev) and go to town with Fury-d Risen!
Battlegroup
His field marshal, feat and spell list place him squarely in the combined arms pigeonhole of casters. Gang Fighter is a very nice buff on any jacks, fixing both their MAT and damage. As such he will want quite a few of them, but not too many, since he is still a FOCUS 6 caster. To really take advantage of Gang Fighter 3-4 warjacks make a lot of sense, so consider cheap melee 'jacks that don't need a lot of Focus to work. You basically want your warjacks on the front line so you can protect your troops and ensure Gang Fighter triggers at the opportune moment. He is a great candidate for a War Dog given his propensity to be close to the front lines, and Side Step is a lot more useful when Kozlov has Parry; that way he can slip into his target's rear arc without taking a free strike. And of course the dog's charge damage on Feat turn can catch opponents unaware of its 12.5" threat range.
- Berserker and Rager - Gang Fighter works with Point Blank, Shield Guard will help deliver the infantry Kozlov needs. Despite the risk of exploding on feat turn a Rager with Gang Fighter can still reliably trade vs other more expensive heavies and still likely kill them. Jackhammer also circumvents unstable to a degree, since it lets you use Kozlov's Focus points to buy attacks.
- Marauder - It's the cheapest jack in the arsenal that does not have a chance to blow up trying to do its job. MAT 9, P+S 18 pistons are a thing of beauty, especially with the extra charge die, and they are cheap enough so you can just run three and be a major threat to any huge bases especially.
- Juggernaut - That's a P+S 21 ice axe coming at you. P+S 17 on the fist isn't at all bad either. If you really, really want something dead put, Fury on it and just watch it evaporate.
- Kodiak - Tac Sup lets it back up after venting and hide behind the cloudwall. It also loves having P+S 18 fists with its 3 initials.
- Devastator - Gang Fighter lets it reach the standard heavy warjack offensive statline of P+S 18. With Jackhammer you can let it attack multiple times and then still close up again on its activation.
Starting a 25 point Brawl list
In 2020.10 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.
- Lord Kozlov, Viscount of Scarsgrad: [+28 WJP]
- Spriggan: [17 pts]
- Juggernaut: [13 pts]
- Greylord Adjunct: [3 pts]
- Iron Fang Kovnik: [4 pts]
- Kapitan Sofya Skirova: [Free] (4 pts)
- Iron Fang Pikemen (Max unit): [13 pts]
- Command Attachment: [3 pts]
For more Brawlmachine list ideas, see Category: Brawl List
First Seven Purchases
A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time. This list was compiled prior to the 11-2021 update; an Iron Fang starting path is now far more viable, and Kozlov can be bought independently.
- Battlebox: Decimator, Juggernaut
- Warjack: Kodiak
- Warjack: Marauder
- Warjack: Marauder
- Solo: Man-O-War Kovnik
- Solo: Man-O-War Strike Tanker
- Solo: Man-O-War Suppression Tanker
- Unit: Man-O-War Shocktroopers + CA
Following this buying will put you firmly in the Armored Corps theme.
Other
Trivia
- Released in 2016.06 in the battlebox set.
- Resculpted in 2021 as a standalone model.
Other Khador models
Video Battle Reports
- 2018.06 Feat Fetish 75 points vs Caine2
- See also Category: Video Battle Reports for more casters with videos.
Rules Clarifications
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Rules Clarification : Feat : Onrush
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Weapon Master - None yet. (Edit)
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Rules Clarification: : Warcaster (Edit) | ||||
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Rules Clarification : Tough - None yet. (Edit)
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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort (Edit)
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Rules Clarification : Field Marshal (Edit)
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Rules Clarification : Marksman and/or Precision Strike (Edit)
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Rules Clarification : Side Step (Edit)
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Rules Clarification : Unyielding - None yet. (Edit)
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Rules Clarification : Chosen Ground (Edit)
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Rules Clarification : Fury - None yet. (Edit)
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Rules Clarification : Jackhammer (Edit)
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Rules Clarification : Razor Wind (Edit)
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Rules Clarification : Tactical Supremacy (Edit)
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- Khador
- Model
- Battlebox Caster
- Does have Mk4 rules
- Warcaster
- Tough
- Gang Fighter
- Field Marshal
- Gang Fighter Field Marshal
- Precision Strike
- Side Step
- Weapon Master
- Magical Damage
- Avalanche
- Chosen Ground
- Fury
- Jackhammer
- Razor Wind
- Tactical Supremacy
- Armored Korps
- Jaws of the Wolf
- Legion of Steel
- Winter Guard Kommand
- Wolves of Winter
- Brawl List
- Video Battle Reports