Man-o-War Kovnik

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Khador Logo.jpg Man-o-War Kovnik

Khador Man-o-War 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.

Encased in steam-powered armor, the Kovnik meets foes one-on-one to show them the true might of the Man-O-War legions.

Basic Info

Man-o-War Kovnik
Missing Info
Man-o-War Kovnik.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 4
STR 9
MAT 8
RAT 6
M.A. N/A
DEF 10
ARM 16 / 18 (★)
CMD 9
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 3
N/A
N/A
(★) 18 when you include the Shield
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

Weapons

Cannon Shot
Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 14
Axe Cannon
Sword icon.jpg  RNG   POW   P+S 
1 6 15
Shield
Sword icon.jpg  RNG   POW   P+S 
0.5 2 11

Theme Forces


Thoughts on Man-o-War Kovnik

Man-o-War Kovnik in a Nutshell

The Armored Korps' Man-o-War are elite combined-arms combatants who trade agility for strength by fighting in steam-powered armor. They exemplify both Khadoran strength and resilience, and favor battles of attrition over mad scrambles. Slow and methodical, Man-o-War thunder up the battlefield as an indomitable wall of iron, crushing everything in their path.

The Man-o-War Kovnik is an elite toolbox solo who finds a home in numerous Man-o-War-based forces. Their skills are split between supporting their troops, marshaling a warjack and taking part in combat themselves, and typically they won't be able to do all three of them during any one battle. It's up to you to decide where their talents are best spent, and in most cases they'll initially focus on improving the mobility of the Man-o-War around them, and then hold objectives or get stuck in as the battle goes on.

When they're not busy urging on their comrades, the Kovnik is an impressive combatant, when they can reach their targets. Many players forget the Kovnik can slam and having a model that can reliably knock down key targets is invaluable. Beyond that, their own up to three attacks per turn are nothing to sneeze at and make the Kovnik very dangerous all-around.

Combos and Synergies

    Theme Forces    

  • Armored Korps: The Kovnik finds their way into most Armored Korps theme forces, where they have ample troops to support, become more easily Repairable and can be taken as a Requisition.
  • Hearts of Darkness: They're also a great fit in Man-o-War-based Hearts of Darkness theme forces led by Kommander Andrei Malakov.
  • Kommandant Kratikoff: The Man-o-War Kovnik can also be an Irregular in any force led by Sorscha's third incarnation.

    Faction Warriors    

    Warcasters    
Man-o-War function well under a wide range of warcasters and the Man-o-War Kovnik is no different. Any 'caster that can improve their mobility, further emphasize their defenses and/or boost their threat projection work well with them. Look for spells like Fury, Iron Flesh and Tactical Supremacy among many others. Khador boasts so many devastatingly powerful warrior-supporting warcasters that this section refers only to those that work well with the Man-o-War Kovnik specifically. Refer to the Armored Korps page's "Casters of Note" section for more information.

  • (Supreme) Kommandant Irusk: Both incarnations of Irusk work especially well with Man-o-War, refer to his pages for more information.
  • Kommandant Kratikoff: As Khador's resident Man-o-War 'caster, Sorscha boasts numerous synergies with Man-o-War; refer to her page for more information.
  • Kommander Malakov: You wouldn't think it by looking at him, but Malakov is exceptionally good at leading Man-o-War; refer to his page for more information.

    Warjacks    
The Man-o-War Kovnik is not a remarkable 'Jack Marshal by any stretch of the imagination, but it's by no means a no-go for them either. It all comes down to how well their 'jack is able to capitalize on their Drive: Assault ability, meaning the Kovnik and their 'jack will get close to the action, and then the 'jack should be interested in charging an enemy. Getting close to the action puts the Kovnik at risk and means they won't have much time doling out Desperate Pace, so it's usually best to err on the cheap side for his 'jack. If those parameters don't work for your force, consider charging a Greylord Forge Seer with the task instead.

  • Decimator: Its gun is relatively powerful per shot and it prefers fighting close to the action. Slamming something down for follow-up attacks is pretty powerful here.
  • Destroyer: Destroyers are an evergreen pick and great for rounding out a blast damage component you might be short on.
  • Grolar: Grolars have a lot of attacks and Pathfinder lets it move relatively fast. It is very expensive though, and the Kovnik is often quite exposed.
  • Rager: The Rager might just be the perfect fit for the Kovnik. It's cheap, packs Shield Guard for protection, a lot of weapons, likes being marshaled to benefit from Assault and keep it safe from Unstable accidents and it even has a similar gun to the one Man-o-War have!

    Mercs & Minions    

Drawbacks & Downsides

Like most Man-o-War, the Man-o-War Kovnik's base SPD and DEF are comparatively low, and they have no way of dealing with rough terrain. They're especially vulnerable to any impairments to their mobility or positioning, and while they're very tough, one or two solid hits can still take them out before they've accomplished anything of note; do not make the mistake of thinking your Man-o-War are immortal. For the Man-o-War Kovnik specifically, consider the following:

  • In the Armored Korps, the Man-o-War Kovnik doesn't get the Advance Move Theme Bonus.
  • Because the Kovnik's a toolbox mini, they're relatively expensive unless you somehow manage to use all three of their functions.
  • The Kovnik can't accelerate Man-o-War and run at the same time so get outpaced by their troops.
    • At the end of turn 2, an Armored Korps Shocktrooper unit that ran on turn 1 and turtled in Shield Wall on turn 2, will be 15" (11" outside of Armored Korps, which is still a huge distance) ahead of their Kovnik if they got Desperate Pace both turns. That leaves the Kovnik very far behind your front line.
    • Desperate Pace only works on units so don't set up a model that can't benefit from it.
  • Models with Massive or Steady and Sturdy are protected against the Kovnik's slam attacks.

Tricks & Tips

  • If you're looking for a purely combat-oriented solo, take Bulkhead before any Kovniks.
  • The Kovnik's Shield has a 0.5" RNG, compared to the Axe Cannon's 1"; make sure they can get in as many attacks as possible! Most Man-o-War have 2" weapon ranges so be careful not to assume the Kovnik does too.
  • The Man-o-War Kovnik's Cannon Shot has an 8" range rather than the 6" on Shield Cannons.
    • Combined with Assault, this lets the Kovnik threaten a RAT 6 shot at 15" away.
      • This is especially useful for catching up when the Kovnik's on Desperate Pace duty.
  • The Man-o-War Kovnik has a 7.5" threat range on slams.
    • Remember to capitalize on the Kovnik's ability to move enemy models and knock them down.
      • Models that are knocked down cannot make Tough rolls.
      • Following up a slam with a marshaled 'jack can be very effective.
  • Make sure to read up on the 'Jack Marshal benefits if you let the Kovnik marshal a 'jack. While Hurry! is likely to be your major port of call it'd be a mistake to neglect other options.

Other

Trivia

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 : 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 : '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.
RC symbol.png

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

General

Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
Tip lightbulb.png

Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

You can make an Assault shot even if you charged less than 3".

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


Units

  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

Other

  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).
RC symbol.png

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 : Desperate Pace      (Edit)

  • Desperate Pace applies to all movement during the Normal Movement part of activation, to include running, charging, and others. (Locked Thread)

Rules Clarification : Repairable - None yet. (Edit)

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Rules Clarification : Slam Power Attack      (Edit)

  • When a non-warjack/warbeast model can do a Slam Power Attack, it follow all the normal Power Attack Slam rules except it doesn't need to pay focus/fury to do the Slam.
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Rules Clarification:  : Slam      (Edit)
(Click Expand to read)

 
  • General
    • If you slam someone via a Power Attack the distance they move depends on relative base sizes.
    If you slam someone via a weapon or spell, the distance they move will be as per that weapon's/spell's rules text. Sometimes it doesn't depend on base size.
    • Obstacles stop slams, but they don't stop throws.
    Obstructions stop both.
    • If three models are B2B and in a triangle formation, and you slam one toward the other two, it will contact both those two models simultaneously. (Infernal Ruling)
    • You can add model special rules (such as Gang) to the damage roll.
  • Power Attack Slam
    • You don't add any special rules on your model, unless it specifically refers to Power Attack Slam (such as Hard Head)
    • You can use an "any time" ability after resolving the slam movement but before the slam attack roll. (Infernal Ruling)
    • The range of a Power Attack Slam is irrespective of your weapon range:
      • A Power Attack Slam made by a colossal or gargantuan has a 2˝ melee range.
      • A Power Attack Slam made by any other model has a 0.5˝ melee range.
    • You can boost the damage roll.
  • Weapon Slam (ie Smite)
    • You use the weapon's full P+S, not the attacker's base STR.
    • You can add weapon special rules (such as Weapon Master) to the damage roll.
    • You can boost the damage roll (and if you charged, it is auto-boosted).
  • Dual Attack & Slam/Trample ( Edit )
Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
  • Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
  • Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
  • (Infernal Ruling)
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.