Mohsar the Desertwalker
| Mohsar the Desertwalker |
The "Old Man" of Oroboros, Mohsar is the eldest of the omnipotents and a harsh taskmaster. Though blind and physically frail only the foolish would think him weak, for he wields immense magical power and is ruthless to allies and enemies alike.
- 1 Basic Info
- 2 Thoughts on Mohsar the Desertwalker
- 3 List Building Advice
- 4 Other
- Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Eyeless Sight - This model 1) ignores cloud effects when determining LOS, 2) always ignores concealment and Stealth, and 3) never suffers Blind.
- Maltreatment - Once per turn at any time during its activation, this model can remove 1 fury point from a warbeast in its battlegroup that is in its control range and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
- Dust Howler - 8" spray, POW 13 ranged attack
- Witherthorn - 1" reach, P+S 10 melee attack
|If Crevasse boxes its original target you can make a 6" spray, POW 12 magic attack using the boxed model as a point of origin. You can target stuff in its back arc. All models boxed as a result of Crevasse are RFP'd.|
| Curse of Shadows
|Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.|
|Target friendly Faction model/unit gains Apparition.
| Pillar of Salt
|Place a 3˝ AOE anywhere completely within Mohsar's control range where it does not overlap a model’s base. The AOE is considered to be a friendly huge-based construct model. The AOE has DEF 5 and ARM 20, is automatically hit by melee attacks, and is removed from play if it suffers 1 or more damage points. The AOE remains in play for one round.|
| Sands of Fate
|RFP a friendly living Faction trooper model in the caster's control range and replace it with the caster. The caster cannot advance after casting this spell.|
|Enemy warbeasts and warjacks that advance more than 1" and end their Normal Movement in Mohsar's control range suffer d3 damage.|
While in Mohsar's control range enemy models cannot leech fury or have fury leeched from them, and warjacks cannot Power Up. Disjunction lasts for one round.
2019.03 Steelhead Dynamic Update
- Pillars of Salt, his signature spell, seriously changed.
Please feel free to update the article and remove this warning.
Thoughts on Mohsar the Desertwalker
Mohsar the Desertwalker in a nutshell
Mohsar is a control warlock who creates pillars of salt to get in the enemy's way, and debuffs and whittles away at the enemy.
This is a control feat that is amazingly powerful against some armies and almost useless against others. Some warmachine armies (such as Karchev the Terrible or General Ossrum) rely on power up to function properly, though many will find it a minor inconvenience. Against hordes armies, this feat can be devastating. Look for turns where the opponent has low fury on their caster or lots of fury on their warbeasts. If the warbeasts frenzy this feat can be a timewalk where a portion of their army will do anything from punching a nearby friendly model, to charging across the table into compromising positions. Even if they do not frenzy, they will still be able to accomplish less work the following turn due to the extra fury on them.
If the enemy warcaster is caught in this feat, they cannot cut since that is considered leaching from themselves. Since they cannot leach, this also means that their warbeasts with fury on them will take a frenzy check (meaning it is better to try and catch their warlock in the feat than the individual warbeasts). A turn with no fury can cripple many warlocks, and can majorly hinder their following turn as they will often be able to nothing, or risk assassination if they choose to spend their remaining fury. Remember that they need to be in his control range when they would leach or power up; make sure Mohsar finishes in a spot that catches the appropriate models in his control range.
- Crevasse- Outstanding against light infantry, especially those with AD. Learn to look for the angles, you can take out entire units with this spell. It also removes from play, making it quite good vs recursion based armies.
- Curse of Shadows- Good for bringing heavy infantry down to size or softening up hard targets. If your opponent runs to engage your lines with fast infantry, cast this on them, and walk right through. Handy for cavalry charges, too.
- Mirage- A threat range-extender that is great on everything from infantry to the Celestial Fulcrum. Since it is a place, it allows you to unengage yourself or once engaged, back up a little so you can charge again or appear behind for the backstrike bonus. Wolves of Orboros and both varieties of female tharn appreciate having this spell.
- Pillars of Salt - See below
- Sands of Fate- The most versatile spell on his list. Useful to get the drop on the opponent to get curse of shadows out, a big spray with his gun (don't forget that you can still aim before you Sands of Fate), setup juicy crevasse, or get Mohsar out of sticky situations. The world is your oyster with this spell. Just remember to not neuter your own army using this too much.
- Sunhammer- This isn't going to cause a ton of immediate damage, but jacks and beasts who have been banged up already can accidentally cripple their own systems (especially nasty if your opponent just tried to repair that system). Consider that an opponent running 8 jacks will take about 16 dmg a turn cumulatively. Over a game this can easily add up to one or two heavies worth of boxes. Remember, even if they back away, they still take the damage. This can be especially brutal against armies that run a lot of lights, like Kara Sloan or Una 2, since a couple of 3's can start knocking arms off.
Pillar(s) of Salt
Yes that's right, this spell gets a heading all to itself.
The pillars have a lot of uses
- Block charge lanes
- Contest zones
- Block LOS vs guns/spells
Just be careful you don't block yourself in, too.
The rules for Pillar of Salt have been wonky from the very beginning and cause some weird interactions. In 2019.03 the Pillars got a rules update which ... merely changed what the wonkiness was.
- As the pillar is a model, spells that say reference "model" will now trigger their effects. For example it could have Curse of Shadows cast on it, meaning that you can advance through the pillar, or cast Parasite on it and cause it to suffer -3 ARM (and the spellcaster to gain +1).
- The model is not massive, meaning that unlike a Gargantuan and Colossal, it can be effected by things that they cannot. For example the pillar can be placed (by shifting stones, telekinesis), thrown or slammed and knocked down. It could also be pushed by a model with bulldoze. Using the interaction of the previous note, you could therefore bulldoze a pillar into a razor wall and destroy (remove from play) it.
- They contest zones (and flags), but do not control them.*
- Abilities that state they trigger on "enemy model hit" or "enemy model damaged" etc, will trigger. So a model with Side Step can trigger the ability after resolving a melee attack on a Pillar.
- Abilities that trigger on disabling, boxing or destroying a model, such as Berserk, Swift Hunter, Battle Wizard would not trigger if the pillar is damaged by the attack, as the model is removed from play. (This has been corrected from the original version of this post)
- As the Pillar is a model, it does not block Sprays. Intervening models are not counted when resolving LOS for a spray, so a pillar could be the subject of a spray, and any models under the template on the other side would be eligible to be hit as well.
- As it is now a friendly model, it cannot be charged by a model on the Circle Player's army. This also means that it cannot be the subject of a power attack from the friendly player, only the enemy.
- As the pillar is a model, it is affected by abilities that target a model. For example, Rust would reduce the armour of the model. Erosion would allow an additional damage die to be rolled.
- The pillar introduces a new base size, the 76.2mm base.* This is larger than a large Base (50mm) but smaller than a Huge (120mm). It should, however, be treated as a huge base(?), so things like a throw the model would stop when it hits another huge base.
- As it is treated as a Huge base, it is 5 tall.
- As they are models, pillars cannot overlap each other.
- As the model is a Construct it does not generate a soul or corpse.
- If a model has the ability the remove the Construct rule, such as via the Accursed Arcana, then the Pillar would be treated as a living model. Accursed Arcana can effect it, as it is non-warbeast model.
- If a model has the ability the remove the Construct rule, such as via the Accursed Arcana, then the pillar would generate a corpse and soul token on destruction(?). (unsure, but I suspect yes) Not correct, the pillar is Removed from play as it suffers damage, meaning it cannot generate a soul or corpse token.
- It has to activate during the turn it is created.
- A model with Ghostly cannot advance through a Pillar any more.
- A model with Acrobatics (or other ability allowing it to advance through models) can advance through a Pillar.
- A pillar cannot gain Concealment or Cover, as Huge Bases cannot gain these benefits (these are not part of the Massive rule in Gargantuan/Colossal)
- The pillar does not have the Great Beast rule, so can gain Incorporeal and Stealth.
- If the pillar is knocked down, by an effect that doesn't inflict damage or an attack that failed to damage, it would not block LOS (like any other model).
- It is unknown if a pillar has arcs, and how those are determined. If it does have arcs, then it would suffer from things like back stab, or a defence penalty when have a ranged attack made against it in the back arc. My personal opinion would be play without arcs for the time being, even though there aren't any rules for a model with no arcs. The reason being that this causes less problems. This can be debated in the replies.
- A pillar can be the subject of a model/units Prey target. If the model is not damaged and it removed due to the round ending, then the model/unit would select a new Prey target at that point.
- A pillar will take damage if it enters an area that would cause damage, i.e. a hazard (in the same way described in the Bulldoze/Razor Wall interaction above).
Electro Leaps can arc to and from a Pillar.
- As the pillar does not have any rules like Stationary is can be engaged. This has multiple implications. If you are engaging the pillar you cannot make ranged attacks unless you have a rule to do so in melee. If you have Gunfighter, you will only be able to shoot the pillar. If you are engaging the pillar, you will also gain a +4 defence bonus from shooting, from being engaged. The pillar, however, does not benefit from the +4 defence bonus, as it is a huge base; and a missed attack does not get randomised to a different model.
Drawbacks & Downsides
- Mohsar is extremely squishy - old man stats and no defensive tech.
- Because of the above he is reliant on Sands of Fate to get him to where he wants to be and back to a safe place. If your opponent an focus fire down your infantry, this will hamper his strategy.
- Most charging infantry can swat a Pillar of Salt. And that's not a good rate of return on your Fury.
- He has a lot of moving parts and as such can be rough on your clock.
- Is a jack of all trades caster, meaning he won't have a control your opponents army as well as Krueger or Wurmwood, and won't buff your army as well as Una or Bradigus.
- The only spell you can Geomancy is Crevasse (even if it is awesome).
Tricks & Tips
- Don't be fooled by Erosion; his P+S is too low to do real amounts of damage to warjacks, even if he is a weaponmaster against them.
List Building Advice
Mohsar is a control caster that attritions well and pressures assassination. He is going to use his feat to shut down the enemy battlegroup, Mirage and Curse of Shadows to increase his army's threat ranges and damage output, and Sands of Fate to terrorize the battlefield.
Sunhammer also chips damage onto the enemy battlegroup, making them easiesr to get rid of. Over the course of the game against warjack/warbeast heavy armies this can actually accumulate to quite a lot of damage. Mohsar also has a nasty assassination run by running an infantry model near the enemy warcaster, Sands of Fate'ing to be within 2", casting Doppler Bark to drop their Defense to 5 (assuming you have a Wild Argus), and then killing them with his army (if not by himself). It can be hard to defend against coming from any angle.
Mohsar has a good home in Devourer's Host, Wild Hunt, or themeless lists. He prefers lots of infantry to use as Sands of Fate targets, his preferred unit for this are Tharn Bloodweavers or Wolves of Orboros since they are fast, cheap, and can get access to ambush. Curse of Shadows and Mirage are also more effective the more models you have to be affected by them, which again lends to to more infantry or mixed arms type army compositions.
He also has consideration in Bones of Orboros, thanks to Geomancy from the Woldwarden. This means that he can put out a ton of sprays each turn. The only issue here is that he doesn't have any sands of fate targets.
Things you take in his army to help him with this strategy is...
- Gallows Grove - Not required, but will help you not kill as many models with Sands of Fate, also saving you fury.
- He wants plenty of fast infantry to sands of fate with. Wolves of Orboros and Tharn Bloodweavers are some favorite targets. You cannot use it on non living troopers which means Mannikins and Shifting Stones are not a legal target.
- Wild Argus for the animus. This has three different purposes. First is assassination pressure, as most casters that get paralyzed are going to be dead casters. Second is Mat/Rat fixing, as your opponent's army cannot rely on high defenses to protect them. Last purposes is to control your opponent's army, as Doppler Bark prevents running or charging.
- A warbeast that can take damage for when he maltreats or a healing objective.
Released in Hordes: Metamorphosis (2009)
Other Circle models
Video Battle Reports
- Advanced Maneuvers, 2018.03 75 points vs Maelok.
- See also Category: Video Battle Reports for more casters with videos.
Rules Clarification : Feat - Disjunction
| * 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)