Man-o-War Suppression Tanker

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Khador Logo.jpg Man-o-War Suppression Tanker

Khador Man-o-War Tanker 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.

Man-O-War tankers are a response to the more impressive armaments and engines of war that Khador now finds set against it. Tankers support their smaller companions in battle, girding them with massive armored shields and laying down heavy supporting fire. Suppression Tankers are armed with a pair of volley guns, each being a multiple-barreled light cannon able to fire single chambers in rapid succession or multiple barrels simultaneously.

Basic Info

Man-o-War Suppression Tanker
Missing Info
Man-o-War Suppression Tanker.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 4
STR 9
MAT 7
RAT 6
M.A. N/A
DEF 9
ARM 17 / 21 (★)
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 10
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 6
N/A
N/A
(★) 21 when you include the Shields
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack.
  • Repairable - This model can be targeted with Repair special actions as if it were a construct model.

Weapons

Volley Gun (x2)
Gun icon.jpg  RNG   ROF   AOE   POW 
10 d3 - 10
  • Covering Fire (★ Action) - Place a wall template anywhere completely within this weapon's RNG and this model's LOS, ignoring intervening models. A model entering or ending its activation in the template suffers a damage roll with POW equal to the POW of this weapon. The template remains in play for one round. If this model is destroyed or removed from play, immediately remove the template from play.
  • Full Blast (★ Attack) - This weapon becomes RNG SP 8 and POW 14 for this attack.
  • Volley Fire - This weapon's attack rolls against warrior models are boosted.
Shield (x2)
Sword icon.jpg  RNG   POW   P+S 
0.5 3 12

Theme Forces


Thoughts on Man-o-War Suppression Tanker

Man-o-War Suppression Tanker in a Nutshell

Man-o-War Tankers are lumbering bipedal weapons platforms on Large bases that unleash hell upon the enemy. Incredibly durable thanks to their dual Shields, and effective and self-sufficient for their cost, they represent the next stage in Khador steam-powered armor technology. Currently, Tankers come equipped with one of two loadouts:

  • Strike Tankers are dedicated to cracking the heaviest of armors with Slug Cannons capable of rending even Colossals, Gargantuans and Battle Engines apart.
  • Suppression Tankers are designed to absolutely decimate incoming light enemy infantry with their devastating Shield-mounted Volley Guns that shreds lightly armored foes to pieces without a second thought.

Suppression Tankers do one thing, and they do it excessively well: crowd control. Volley Fire on a RAT 6 platform makes them very likely to hit even very high DEF models and take them out reliably as long as their ARM stays south of 18. Simply shooting things or using Full Blast are great for active crowd control but Covering Fire pushes its utility over the top. Dousing incoming warriors with guaranteed POW 10 hits is excellent for thwarting jamming models and Shield Walls, letting you clean up on the next turn with an effective alpha strike. The Volley Guns turn the Suppression Tanker into an excellent board control piece that forces the opponent to commit heavier models if they want to have any chance at a scenario victory. The Tanker's effective ARM 21 is very difficult to crack and can present a front to the opponent that's very difficult to punch through. Still, Tankers are not at all indestructible and a concerted effort will take them down so protecting them against long-range attacks is still important.

Tankers are positively excellent models for Armored Corps lists. They supplement the Man-o-War arsenal in significant ways, love advancing up in battle lines and count towards getting free solos, which can include themselves. A 5/6 point discount is really nice and Tankers are decent Repair targets. They're not great Advance Move targets though because unlike Shocktroopers they don't need to maintain a Shield Wall and unlike Man-o-War Cavalry they don't have the high SPD to really capitalize on it. Strike Tankers are wonderful when you need more armor-cracking power, Suppression Tankers are wonderful when you need more crowd control tools. Play Tankers in your Armored Corps.

Combos & Synergies

It is important to understand that--unlike much of Khador--Tankers are not melee fighters, they are lumbering front-line weapons platforms. When they get jammed, you use Bulldoze to disengage them and otherwise you have them keep pace with your main formation. When supporting them it typically pays to help them keep up or enhance their shooting capabilities, and that's about it.

    Warcasters    

    Non-caster    

Drawbacks & Downsides

  • Like all Man-o-War infantry, its base SPD and DEF is very low.
  • Any speed de-buff will hurt it, and it usually struggles in scenarios. Haley1's Temporal Barrier with the Stormsmith Grenadiers' grenade can shut down its move completely, apart of 3" charges.
  • Tankers cannot be targeted by the Man-o-War Kovnik's Desperate Pace.
  • It is susceptible to pushes and knockdowns.
  • Without Pathfinder its advance will be slowed to a crawl on rough terrain.
  • If the opponent doesn't field low-ARM models it becomes a lot less useful.
  • Massive models are immune to pushes.
  • Despite having two Volley Guns you can only use one instance of either Covering Fire or Full Blast per activation.
  • If you're unlucky you can roll low on its ROF and be stuck with only two shots.
  • Unlike the Strike Tanker, it cannot both hit and shoot models it is in melee with.

Tricks & Tips

  • Tankers have Large bases and can draw LoS over your Medium-based Man-o-War. The flip side is also true - if you want to screen them, don't rely on your standard MoW infantry units.
  • Use its Bulldoze to move models engaged with it out of melee range, then shoot them with the Volley Guns.
  • Unlike the Conquest's Creeping Barrage, you can place the Covering Fire template even if you are not allowed to make ranged attacks (like Issyria's Blinding Light spell), as you don't do it "instead of attacking with your ranged weapon". On the same note, you cannot use Full Blast, as it is a ranged attack, only with a different profile.
  • Covering Fire is not an attack; it doesn't need a target (bypassing things like Vindictus1's feat), and damage from it won't trigger attack-related abilities (like Battle-Driven).
  • Covering fire templates can be placed on your own models - the damage will only trigger if they enter or end their activation within it. Be sure not to move your own models into an existing template though, because you are vulnerable to friendly fire that way.
  • Full Blast's template ignores a whole lot of things, from Stealth to the target in melee penalty. Keep that in mind against sneaky foes.
  • When you can't target an enemy model with ranged attacks, run up a cheap model in front of it (for example a Mechanik grunt, and shoot him in the back with Full Blast to catch your intended target.

Other

Trivia

  • Released in 2018.02 Armored Korps CID.
  • Tankers do not come in the same box, meaning you can't buy a box and magnetize its weapons to swap the model between its two layouts. There does not some to be any logistical reason for this.
  • Its insignia signify its rank as Privat.
  • "Tanker" is a colloquial military term for a tank operator.

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

RC symbol.png

Rules Clarification : Covering Fire and/or Sustained Fire     (Edit)

  • The size of the wall template is 0.75" by 4". (Infernal Ruling)
  • Although it uses the wall template, it is not wall terrain. It does not provide cover nor interfere with models moving.
  • Covering Fire templates do not inherit the Damage Type(s) of the weapon that put it into play.
    • For instance, if you put Explosivo on the warjack, the Covering Fire remains non-magical.
    • However, some versions of Covering Fire already do a specific Damage Type (notably, the Manticore). In this case, the Covering Fire does that Damage Type and no other Type.
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.

Rules Clarification : Full Blast - None yet. (Edit)
Rules Clarification : Volley Fire - None yet. (Edit)

RC symbol.png

Rules Clarification : Shield and/or Buckler     (Edit)

  • The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
    • In other words, you still get the Shield bonus while knocked down or stationary.
  • You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)


RC symbol.png

Rules Clarification:  : Bulldoze      (Edit)
(Click Expand to read)

(A) People think Bulldoze works like a bowling ball hitting tenpins.
But this is wrong because the models haven't been moved DIRECTLY away.
(B) Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.

Bulldoze - General

  • Models are pushed directly away from you at the point of contact. Some players do this incorrectly, refer to the section on moving models, below.
  • You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
  • The size of the Bulldozer vs the Bulldozed does not matter. A small model bulldozes a large model just fine. (Just don't expect to move a Colossal etc.)
  • Bulldoze only works during your Normal Movement. This includes full advances, runs, charges, and slams, but doesn't include stuff like Reposition or Energizer.
  • You can't make free strikes against models you Bulldoze (because for them it is involuntary movement).
  • Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
  • An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.
  • If you contact a model you want to Bulldoze while overlapping another model or an obstacle, then you can "pause" on top of that other model/obstacle while resolving the Bulldoze, then continue your movement off the other model/obstacle. (Locked thread)


Bulldoze - Charges / Slams

  • If you attempt to Bulldoze a model out of your charge lane but it does not move far enough, you can't Bulldoze again. You will continue your charge, contact it again, and stop.
  • You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
    • Similarly for Slams vs models within 1-3".
  • If you Bulldoze your charge target out of your melee range, this doesn't break the "once in your melee range the target must stay in your melee range" rule. Bulldoze is an exception. (Infernal Ruling)


Bulldoze - Moving the models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A. But what actually happens is more like Image B. This is due to 3 important factors you need to apply:

  1. Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
  2. If there is a model behind the bulldozed model, the model will STOP.
    • And in this situation, a model beside the pushed model is effectively behind it unless you're pushing at a perfect tangent.
  3. A model can be pushed only one time via Bulldoze.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)

Rules Clarification : Repairable - None yet. (Edit)