Man-o-War Strike Tanker

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Khador Logo.jpg Man-o-War Strike 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. Strike Tankers are armed with slug cannons, a high caliber, armor-piercing shoulder-mounted weapon. At full power, a slug cannon can breach bunker walls and other fortifications, and its shot is similarly effective against battle engines and colossals.

Basic Info

Man-o-War Strike Tanker
Missing Info
Man-o-War Strike 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 5
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.
  • Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Repairable - This model can be targeted with Repair special actions as if it were a construct model.

Weapons

Slug Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 8
  • Armor-Piercing - When calculating damage from this weapon, halve the base ARM stat of models hit.
  • Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.
  • Siege Weapon - This weapon gains an additional die to its damage rolls against huge-based models.
Shield (x2)
Sword icon.jpg  RNG   POW   P+S 
0.5 3 12

Theme Forces


Thoughts on Man-o-War Strike Tanker

Man-o-War Strike 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.

Strike Tankers destroy low-DEF, high-ARM and Massive models with their Slug Cannon. Between Armor-Piercing and Siege Weapon it will severely damage key enemy models that you would otherwise struggle to chew through. Supplementing this power, the Slug Cannon has Grievous Wounds to prevent the opponent from recovering from the damage it has taken, setting them up for destruction on the next turn. Its Bulldoze and Dual Attack abilities help it resist attempts to tie the Tanker down. 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-casters    

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.
  • Like all Armor Piercing attacks, it gets substantially weaker with every source of additional ARM protection that a model gets above its base ARM (shields, bucklers, Carapace, defensive spells, etc).
  • Massive models are immune to pushes and Grievous Wounds, while non-huge based models are unaffected by Siege Weapon's extra die.
  • Grievous Wounds does not prevent warlocks from transferring damage.

Tricks & Tips

  • Use its Bulldoze to move models engaged with it out of melee range, then follow up and hit them and shoot something with the Slug Cannon.
  • Unlike the Suppression Tanker, it can both hit and shoot models it is in melee with.

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 : Armor-Piercing and/or Case Cracker     (Edit)

RC symbol.png

Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.

Rules Clarification : Siege Weapon - None yet. (Edit)

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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)


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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)
RC symbol.png

Rules Clarification:  : Dual Attack      (Edit)
(Click Expand to read)

* If you fail a charge, then you do not get to make ranged attacks.
  • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
  • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
  • Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
    • You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
  • There is no penalty for shooting an enemy you are in melee with.
  • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
  • 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)

Rules Clarification : Repairable - None yet. (Edit)