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| Mad Dog |
Soon after the first Berserkers proved their worth in battle, hacking into infantry with their twin axes, the Khadoran High Kommand borrowed its chassis to develop other equally brutal machines. With the Mad Dog trampling forward to crush enemies with bloodthirsty glee and the shield-bearing Rager standing firm as an imposing eight-ton bodyguard, these warjacks are far from obsolete on the modern battlefield.
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
- Construct - This model is a construct and is not a living model.
- Fleet - Once per activation, this model can spend 1 focus point to gain +2" movement when advancing as part of its Normal Movement that activation.
- Smasher - This model can make trample power attacks without spending focus and gains an additional die on trample attack rolls.
- Unstable - At the end of any activation in which this model spent more than 1 focus point, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and other models within 3" of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
- Hammer Spike (x2) - 1" reach, POW 3, P+S 14 melee attacks
- Armored Corps
- Flame in the Darkness. This warjack can be "shared" by Cygnar or Mercenary warcasters in this theme.
- Jaws of the Wolf
- Legion of Steel
- Warriors of the Old Faith. This warjack can be "shared" by Protectorate warcasters in this theme.
- Winter Guard Kommand. Mad Dogs can potentially gain Advance Move in this theme.
- Wolves of Winter
- Hearts of Darkness. Mad Dogs can only go in this theme if Malakov2 is leading the army. They become an Infernal warjack and gain Accumulator [Soulless] in this theme.
No changes since 2018.04
Thoughts on the Mad Dog
Mad Dog in a Nutshell
"Archaic" Khadoran warjacks are typified by their Unstable cortexes that have begun degrading over their many decades of use. Not one to waste resources, the Khadoran military continues to employ them even as their cortexes have become vulnerable to critical malfunction when overexerted, resulting in spectacular explosions. These cheap and expendable 'jacks have only become more vicious with age and their propensity for blowing up under strain is more typically seen as a benefit, than as a limitation... Treat them as light warjacks on heavy bases and pick their targets accordingly, tailoring their functions to their three very different possible loadouts:
- Berserkers wield heavy twin War Axes to rampage through enemy lines, each kill spurring them on to more destruction as their Berserker frenzy sets in.
- Mad Dogs are specifically engineerd to trample through enemy infantry, flailing their Hammer Spikes against anything in reach.
- Ragers are stout guardians equipped with a heavy Shield fitted with a Shield Cannon, backed up by a massive Gladius shortsword to function as a Shield Guard for their controllers.
Mad Dogs are by far the most focused of the Khadoran archaic warjacks. It tramples, does it well, and that's about all it does. Its Hammer Spikes have very low POW for a heavy warjack and its Fleet and Smasher abilities make it clear that it shouldn't be doing anything other than running head-long into enemy infantry. Within this niche, the Mad Dog is quite effective and impressively efficient. Controlled by a Warcaster, Battlegroup Controller or Greylord Forge Seer it functions absolutely wonderfully with the 1 focus it likes to activate Fleet so it can trample (for free thanks to Smasher) 9", rolling 3d6 to hit while staying safe from an untimely Unstable roll. The major issue with the Mad Dog is that this dedication to trampling leaves it extremely inefficient in match-ups that lack good targets for it (Small-based low-to-medium-ARM infantry) to pulverize. The current edition of WARMACHINE emphasizes a prevalence of larger, tougher models, leaving the Mad Dog without a niche to thrive in. In match-ups with a lot of enemy infantry like Steelheads, Mechanithralls or Cephalyx Drudges the Mad Dog is worth its weight in gold, but how often can you safely tailor your list to suit that exact type of encounter?
Combos & Synergies
The Mad Dog has only trampling on its mind and works well with anything that helps it get into trampling range as soon as possible. Beyond maybe a single point of focus it doesn't need any support and is best used as a missile intended to cause havoc and explode behind enemy lines.
- Butcher2: If he's able to take the lead to trigger his Conferred Rage, archaic warjacks under Orsus' "supervision" become dangerously quick and accurate--further pushed by his classic Boundless Charge spell to help them over rough terrain--and they're great vessels for rage tokens from his feat.
- Karchev the Terrible: The Man in the Machine loves a volume of archaic warjacks to multiply the effects of his feat, Battle-Charged, Jumpstart and Road to War to create a roiling engine of destruction. Mad Dogs don't need help to hit as long as they're trampling, and are great as Karchev's crowd control division.
- Sorscha1's feat will enable you to trample the Mad Dog through a crowd of models you'll automatically hit.
- Vlad1: Both thematic and extremely synergistic, Mad Dogs thrive under the combined effects of Boundless Charge, the signaturate Signs and Portents and his devastating Forced March feat. Mad Dogs especially appreciate the movement bonuses so they can trample even further into enemy lines.
- Zerkova2: While relying on focus allocation through Sacrificial Lamb to push archaic 'jacks, she can run a large battlegroup for the cost of something like a Mechanik per activation. They don't roll for Unstable unless they actually spent the focus allocated to them so there's no risk of blowing up your horde before you're good and ready. Beyond that, her armies tend to Freeze models regularly, and stationary models make for great targets. And they'e completely respectable Telgesh Mark-created Arc Nodes to boot! Do be wary that her Doom Reaver lists tend to have plenty of anti-infantry capabilities already so a Mad Dog might end up redundant.
Archaic warjacks are great picks for Battlegroup Controllers because the controllers themselves can be quite vulnerable and losing a big stack of points to an inert warjack is a good way to lose a match. Archaic warjacks are dirt-cheap, mitigating the risk of losing a battle when a controller goes down.
- Malakov1: His signature Redline spell is excellent on these expendable warjacks and he has enough focus to load one up and send it in for a glorious assault.
- Sorscha0: Fog of War offers protection against ranged attacks and Boundless Charge is excellent on the sluggish archaic warjacks. She has just enough focus to load one up up for a frenzy and will continue to help her Winter Guard comrades even after it has done its job and either retired for the day, or exploded into a ball of white fire.
- Greylord Forge Seer: Both a great Marshal and support model for a fire-and-forget strategy with a Mad Dog, it likes being safely Empowered for that one focus it likes to activate its Fleet ability with.
- Battle Mechaniks: While typically hard to reach, the Mad Dog can be Repaired, although archaic warjacks probably aren't worth the effort most of the time.
- Colbie Sterling/Gobber Tinker/Raluk Moorclaw: These three are Mechanikally Adept, meaning they can Repair Khador models, although archaic warjacks probably aren't worth the effort most of the time.
Drawbacks & Downsides
- Typical for Khadoran warjacks, it has low native SPD and DEF.
- If there's nothing to trample, it will be very confused.
- If it can't reach melee it can't do much.
- Its POW 14 attacks aren't very threatening against high-ARM models without a damage buff.
- Its reduced number of Cortex boxes makes it more vulnerable to targeted attacks that can easily cripple critical systems.
Tricks & Tips
- Between Power Up and Smasher, it probably never has to test for Unstable.
- Never forget that Unstable can work to your advantage. There are a lot of things that don't like taking an auto-hitting POW 14 to the face. And remember, that ear-splitting KABOOM isn't a 3" AOE; it's everything within 3" of the model. A severely damaged Mad Dog is an amazing fire-and-forget missile you launch into enemy lines to wreck shop, and then spend focus to (hopefully) intentionally blow it up, causing more damage.
- For this maneuver to work, the Mad Dog needs both it Cortex and Movement systems to be functional.
This entry can be found in Warmachine: Reckoning (2015)
Other Khador models
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