The brotherhood of the Iron Fangs maintains traditions arising from ancient warriors who battled the beasts of the north armed only with spears and the indomitable courage all true Khadorans possess. Iron Fang assault forces are tasked with breaking enemy lines regardless of whether those lines are composed of towering warjacks or masses of infantry. Surrounding a hard center of warjacks, an Iron Fang legion marches in lockstep behind a wall of shields, supported by swift and brutal cavalry to protect their flanks.
An army made use the Legion of Steel theme force can include only the following Khador models:
The models allowed in Legion of Steel
This list was last updated: 2017.09 (Edit)
- All non-character Khador warjacks
- Character warjacks can be taken, but only if they're in their bonded model's battlegroup.
- Up to one solo
- Up to one non-character unit
- This army can also include one Mercenary solo and one Mercenary non-character unit that will work for Khador.
- These models/units can be included even if they have the Partisan [Khador] rule.
- Mercenary units can have attachments, including a Ranking Officer.
- For every full 20 points of Iron Fang models/units in this army, you can add free of cost either:
- One Iron Fang CA, or
- One small-based Khador solo
- Free models don't count towards that total when calculating when the benefit is applied.
- The Great Bears of the Gallowswood and Iron Fang solos in the army gain Countercharge.
- Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
- One small-based Iron Fang unit in the army gains Advance Move.
- Advance Move - Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.
| 2019.01 Cornucopia Errata
Thoughts on this Legion of Steel
Legion of Steel in a nutshell
Uhlans and Pikemen and Kovniks, OH MY!
The Iron Fang contingent within Khador has extremely potent internal synergy with each other that is caster independent making this theme force somewhat viable regardless of which caster is chosen to lead it.
- Kovnik Markov grants tactician to friendly Iron Fang Models within his 10" command bubble allowing all Iron Fangs to draw line of sight and move through each others basses.
- The Iron Fang Kovnik grants Precise Strike to Iron Fangs in his command 10 as well as making them immune to knock down.
- Kapitan Sofya just straight up boosts Iron Fang attacks, while being tough as nails and a shield guard.
All of these in addition to counter charge on the Great Bears and solos allows you to screen your important "Kommanders" with Pikeman of either flavor, then counter charge through them into juicy targets that present themselves if you can be relatively sure they can survive. Precision Strike even allows you to potentially carve out key systems to unwary Jacks or beasts who wander into counter charge range potentially crippling them before they can perform actions.
Tim Banky, Professional Tournament Winner
To my way of thinking, there are about 4 archetypes of list types:
- Winter Guard Kommand (Gunline, combined arms capacity)
- Jaws of the Wolf (Heavy warjacks, supporting variable threat ranges)
- Legion of Steel (Melee-centric, high-damage infantry & board denial based pieces)
- Vlad2 (Multiple combined arms vectors, threat saturation)
This theme does in Mk3 what Cryx did best in Mk2 - charging weapon masters (or weapon-master-like) into an opponent's face. The core strengths of this list are the amount of board it can capitalize on, especially when going first, and its capacity to take on multiple heavies. It can suffer from a lack of damage multiplication to sufficiently accomplish the latter against some lists. Another natural weakness of this list is resiliency (especially against guns), as getting off charges is only powerful if you get enough of them.
- Both Irusk1 and Irusk2 offer this list damage multiplication and resiliency. Irusk1 deserves special mention as he gives the list even more board denial tools.
- Zerkova1 offers the list a lot of resiliency in her cloud wall, and Ghost Walk gives it more tools to capitalize of board position, but she does nothing for damage multiplication, so dictates a pairing somewhat.
Theme weakness & Mitigating them
- Limited Ranged options: Your Warcaster, their Warjacks, and a small number of merc units and solos are you only options for ranged attacks. If you're doing it right though, you shouldn't be in shooting range for more than 1 turn before you charge, and your armor should weather most of that.
- Other than mercenaries or your caster (and possibly Ruin), you have zero options to deal with Incorporeal models. This isn't terribly different from most Khador lists, but you probably want access to more Koldun if you are finding yourself up against a lot of incorporeal targets.
- Just about the only theme force that doesn't allow character Mercenary units. Don't forget though that you do still get access to the excellent Kayazy Eliminators and Assassins though.
List Building Tips
Units with interesting synergies with this theme:
- One max unit of Uhlans is exactly enough to get you a free solo; a max unit of IFP plus UA is 1 point shy of a free solo; and a max unit of Black Dragon IFP plus their UA is 1 point more.
- If you can get two or more Great Bears to counter charge the same enemy model they benefit from Flank making them MAT 10 and 4 dice on damage.
- Kovnik Markov's Concussion Lance will trigger Warhead on a counter charge making it even more dangerous to infantry who try to group up on hard targets. Make sure to counter charge the last viable target to catch the most models in the 4" AOE.
Starting a LoS force
You'll want a full unit of either Iron Fang Pikemen or the Black Dragons (which are sold in the same box as a multikit). The Pikemen loadout is generally easier to learn and more universally useful, but the Black Dragons look and play great as well. Then add their Iron Fang Kovnik support solo and you'll be most of the way to a 25 point game.
Casters of Note
- Irusk2: One of the best infantry casters in the game, who can help improve the Iron Fangs survivability.
- Strakhov2: Our newest and arguably best pure infantry caster; he makes the Iron Fangs absurdly survivable.
- Lord Kozlov, Viscount of Scarsgrad: Improves the speed and ARM and hitting power of the entire army.
- Zerkova1: This theme is, besides eventual battlegroup warjacks, purely melee oriented. 12" of clouds will help the Iron Fangs to actually get there safely.
Other casters will get varying mileage out of the theme depending on their playstyle, but due to the innate synergies withing the Iron Fangs themselves they demand little in the way of support in order to do what they are intended to do.
Originally released 2017.03
The 2017 Khador All-in-One Army box contained a Legion of Steel force led by Irusk1.
Other Khador models
Rules Clarification : Advance Move - None yet. (Edit)
Rules Clarification: : Countercharge (Edit)
(Click Expand to read)
| Triggering Countercharge
- You can trigger Countercharge if you're engaging, but not engaged.
- Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
- What does trigger Countercharge
- Countercharge triggers off any advance, not just in-activation stuff.
- You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
- Standing still but changing facing is an advance.
- What doesn't trigger Countercharge
- Aiming, or forfeiting your movement, is not advancing.
- If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
- Being placed (such as Teleport) is not an advance.
- Involuntary movement (being slammed, thrown, or pushed) is not an advance.
- When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."
What can your opponent do?
- Once you trigger countercharge, your opponent cannot use a "Any Time" ability until the countercharge is fully resolved. Even though it's their turn.
- They can trigger their own abilities from your movement (such as Admonition) and/or your attack (such as Shock Field).
Attacks & Boosting
- You only get one attack when making a countercharge, regardless of how many initials you normally have.
- You can't spend fury/focus to boost it, or buy additional attacks afterwards. Because you're only allowed to do spend fury/focus during your own activation.
- The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
After the Countercharge
- You cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint) after a Countercharge, as Counter Charge is not an activation. (Locked thread)
Unit with countercharge
- This applies to Zaadesh2 with Scarab Packs
- Each model in the unit has its own individual countercharge. They don't have to all countercharge at the same time, and only the specific model within 6" of the trigger will be able to countercharge.
- If a model is out of formation, it won't be able to countercharge (since it is unable to move out of his normal movement).
- If a model starts in formation but the countercharge movement takes it out of formation, it won't be able to make the charge attack (but will engage).
- If several models in the same unit want to countercharge the same model, you fully resolve the counter charge of the first, including the attack, before starting the counter charge of the other(s).
- If the unit commander countercharges such that the other models become out of formation, they immediately lose the ability to trigger countercharge (because out-of-formation models can't move).
- Since Countercharge isn't an actual activation, you can't trigger in-activation stuff like Sprint or Quick Work.
- Exception: Very rarely you can trigger Countercharge during your own activation. For instance your opponent triggers Admonition to try and move away.
- Countercharge vs. Admonition (etc) ( Edit )
- You can trigger Countercharge during your own activation - if a model with Admonition (or similar) uses it to (try to) move away.
- You move, they trigger admonition and move, you trigger countercharge off their admonition-move.
- In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
- Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge).
- Countercharge plus Admonition
- If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
- Countercharge vs Slipstream ( Edit )
- Both these abilities trigger at the same time (end of movement). The active player then resolved his first.
- This can let the Slipstream model place something to block the Countercharge model.
- Assault vs Countercharge ( Edit )
- With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)
- So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...
- If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.
- But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
Rules Clarification: Theme Forces (Edit)
Rerolling the starting roll [Show/Hide]
- If the original dice roll is a draw, you can choose to either use your theme-benefit-reroll (TBR) on your die only, or let both players reroll the dice and save your TBR for later.
- If you lose the original dice roll, then use your TBR and get a draw, then that's your TBR used up. Both players will now reroll the tie normally until there is a winner/loser.
- If both players have a TBR and the original roll is not a tie, then the loser will reroll (unless he really wants to lose). If his new roll results in:
- If the loser is now the winner, the ex-winner can use his TBR to try and beat it.
- If the loser is now tied with the ex-winner, then the ex-winner can choose whether to use his TBR or save it for later, as described in #1.
- If both players have a TBR and the original roll is a tie, then both players reroll it until there is a winner/loser, then you can start using your TBR as described in #3.
Warjacks/Warbeasts with bonds [Show/Hide]
- A warjack/warbeast with a bond can always be included in a theme force, whether or not they're in the list of allowed models, but only if they're controlled by that bonded model.
- This applies even if that bonded model isn't a full warcaster/warlock (changed as of 2018.06).
Including Mercenaries [Show/Hide]
Number of Mercenaries
- If your "up to one Merc" ...
- ... can take warbeasts/warjacks, then you can add warbeast(s)/warjack(s) (without exceeding your "up to one" allowance)
- ... comes with a Companion model, then you'll get that Companion (without exceeding your "up to one" allowance)
- There is a bug in Warroom that allows you to not only take one Merc solo/unit, but the entire FA of that Merc solo/unit. It's a bug.
Partisans & Theme Forces (Edit)
- If the theme force has the Partisan model on the list of allowed models, then it doesn't use up your "Up to one mercenary" slot, and so you can take the full FA plus another mercenary. Example: Cephalyx in Black Industries or Kayazy in Jaws of the Wolf. (Infernal Ruling)
- If the Partisan isn't on the list, it does use up your "Up to one mercenary" slot, and you can only take one. There is a bug in Warroom that allows you to take multiple.
- Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so...
- they can count towards free points (if applicable). For instance, Nyss will count towards the "20 points of Retribution units" in the Defenders of Ios theme. (Infernal Ruling)
- they can be taken free of cost (if applicable). For instance, Eiryss1 can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
Mercenaries and Quasi-Partisans
- Some themes include a benefit that says "If this model is included, it counts as a Faction model instead of a Mercenary model". For example Greygore in Kriel Company.
In this case, the mercenary model has effectively gained Partisan and is subject to the FA limits described above. To reiterate:
- If that Merc is in the list of allowed models allowed (such as Savio in Storm Division), they won't count against your "up to one Merc" allowance.
- If that Merc isn't in the list, (such as the Devil's Shadows in Slaughter Fleet Raiders), they will count against your "up to one Merc" allowance.
Mercenaries and Ranking Officers
- If you can include a Merc unit, and its attachments, then you can attach a Ranking Officer. This is true regardless whether or not that Ranking Officer is on the list of "Allowed models". (Infernal Ruling)
- This may change with the remix 2019.08
- Adding a Ranking Officer to a Merc unit doesn't increase the number of Merc units you can take.
- The Merc unit will count towards your "X points of [Faction] models/units" benefit (if your theme is worded that way). (Infernal Ruling)
Benefits for a single model/unit
(eg "One unit of [blah] gains [yaddah]") [Show/Hide]
- If you need to choose which models get your theme bonus, then you do this choice after deployment. (Infernal Ruling)
- An example is how Winter Guard Kommand gives Advance Move to one-warjack-of-your-choice-per-WG-unit.
- In comparison, Destruction Initiative gives all Servitors the Shield Guard ability so you don't need to "make" a choice.
- You should still write on your army list how many of these bonuses you get to hand out, though, so your opponent can clearly see. (Infernal Ruling)
- ie at the bottom of your list, you'd write "3 warjacks gain Advance Move" but you don't need to state which three are going to get the bonus.
Free models and Specialists (ADR) [Show/Hide]
- If your theme only allows one merc solo, you can't have one in your main list and a different one in your specialists.
Unit Attachments [Show/Hide]
- If a unit is allowed in a theme, any-and-all of its attachments are allowed too. Exception: Ranking Officers are not allowed unless explicitily mentioned.
- If the theme force gives a benefit to a specific unit, any-and-all attachments to that unit will benefit too. Even if it is a "generic" attachment like the Void Leech. (Infernal Ruling)
For example, a Trollkin Sorcerer will gain Serenity if its attached to a Dhunian Knot unit in a Power of Dhunia theme force.
When to apply theme benefits [Show/Hide]
- Theme force benefits are applied when you construct your list and models keep the benefit for the whole game. You don't gain/lose theme benefits due to in-game changes.
Also, if you put a new model into play midgame, they immediately gain any relevant benefits too. (Infernal Ruling)
- For example, Scourge of the Broken Coast gives Dodge to "models in the army." If your opponent takes control of one of them, it keeps Dodge even though it's currently not "in the army".
- For example, Storm Division gives lightning immunity to "Cygnar models in the army." If you include a Mercenary unit with a Ranking Officer, they will get the theme benefit and also keep it even after the Ranking Officer dies.
Cryx - Ghost Fleet [Show/Hide]
- The "free solo" can be any kind of solo, it doesn't have to be a Revenant solo.
Cryx - Scourge of the Broken Coast [Show/Hide]
Protectorate - The Faithful Masses [Show/Hide]
- A Mercenary unit with an Attendant Priest does count as Protectorate unit for the purpose of calculating points for free cards. There is a bug in Warroom that prevents it counting properly. (Staff Ruling)
Protectorate - The Creator's Might [Show/Hide]
Mercenary - Llaelese Resistance [Show/Hide]
- It is 2 Cruicible or 2 Cygnar or 2 Menoth.
You can't take more than 2, and you can't mix and match from multiple Factions. (Infernal Ruling)
Mercenary - The Talion Charter [Show/Hide]
- The 3rd benefit is "Sac Pawn [Sea Dog trooper]", not just any Sea Dog. (Infernal ruling)
Circle - The Bones of Orboros [Show/Hide]
- Una1 cannot be taken in this theme (yet) due to the conflict between the theme's "Only Construct warbeasts allowed" and Una1's "Must take warbeasts with flight". There are no construct warbeasts with flight (yet). But if/when there is, then Una1 can be taken in this theme. (Infernal Ruling)
Circle - Call of the Wild [Show/Hide]
- When it comes to other things that alter COST (such as Lamentation), follow basic maths: Double/halve first, then add/subtract.
- Due to the way Tanith's feat is worded, during her feat turn the COST of animi cannot drop below 1. (Infernal Ruling)
Circle - The Devourer's Host [Show/Hide]
- Free Tharn models do count towards the free corpse tokens. (Infernal Ruling)
- Bradigus1 is not legal in this theme. The theme only allows living warbeasts, his rules only allow construct warbeasts, and you can't just 'skip' his battlegroup - you have to spend your warbeast points.
- If you create a new model mid-game (ie with the Well of Orboros and that model can have corpse tokens, that model does not enter play with a corpse. Because it's not the beginning of the game. (Locked thread)
Legion - Children of the Dragon [Show/Hide]
- If you select Incubi as your "one" solo, you get five of them. (Infernal Ruling)
Skorne - The Exalted [Show/Hide]
- If a Construct model loses the Construct advantage mid-game, it keeps the theme benefit anyway. (Infernal Ruling)
Trollblood - Kriel Company [Show/Hide]
- Despite being treated as a Trollblood unit during a game, Dannon, Blythe, and Greygore still use up your Minion slot during list creation. They are more like a Partisan Minion unit, in that respect. (Infernal Ruling)
Crucible Guard - Magnum Opus [Show/Hide]
- If Mosby is attached to a Mercenary weapon crew unit, they would gain 3" reposition and would not lose it if Mosby is no longer in the unit. (Infernal Ruling)
Infernals - Hearts of Darkness [Show/Hide]