Theme - Wolves of Winter

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Khador Logo.jpg Theme - Wolves of Winter

Khador Theme Force
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter

Mk4 icon.png
Theme Force Deleted
This mk3 Theme Force has no equivalent in mk4.

You can build a similar army in Unlimited Khador (if/when the models in this theme get ported to mk4 rules)

The ruthless Greylord Covenant seeks absolute arcane mastery. Khadoran ingenuity created the first steam engines, and through the efficient sub-cortexes of the Behemoth, the advanced targeting algorithms of the Grolar, and by rushing four colossal Conquests to the front line before first Stormwall stepped out of the factory, modern Greylords have lived up to that pioneering achievement. Although some among them are bound by tradition and caution, others embrace any means to increase the technical and occult might of their nation; thus the study of accursed Orgoth relics. The ability to command the ancient fellblades is the first fruit born of that research. Now criminals, deserters, and rebels are shackled to these dark artefacts, their wills broken by the deranged voices of the blade's past victims, and then unleashed upon the enemies of the Covenant, proving that there is no tool that cannot be turned to suit the agendas of the Greylords.

Theme Rules

For the core rules on how Theme Forces work, see this article.

Theme Restrictions

An army made use the Wolves of Winter theme force can include only the following Khador and Mercenary models:

  • This army can also include one Mercenary solo and one Mercenary unit that will work for Khador.
    • These models/units can be included even if they have the Partisan [Khador] rule.
    • Mercenary units in this army can have attachments, including Koldun Kapitan Valachev.
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Tip !
Void Archons can be taken in this theme even though they don't normally work for Khador.
Note that they don’t become Khador models (boo!), but you can take two Archons and another Mercenary solo (yay!)

Models allowed

The models allowed in Wolves of Winter are:   [Show/Hide]

This list was last updated: 2019.10   (Edit)

Warcasters

  • All Khador warcasters

Warjacks

  • All non-character Khador warjacks
  • Drago
  • Ruin
  • Other character warjacks can be taken, but only if they're in their bonded model's battlegroup.

Units

Solos

Mercenaries

Requisition Points

You can spend each Requisition Point on either:

  • One Greylord Ternion unit
  • One Khador CA
  • One other Small- or medium-based Khador solo with a point cost of 5 or less

Theme Bonuses

  • Before you take your first turn, choose up to two friendly non-warcaster Doom Reaver or Greylord units to gain an apparition token. A unit with an apparition token has Apparition. At any time during your activation phase you may remove an Apparition token from a friendly unit. Once per turn, any time during your activation phase, if you have less than two apparition tokens among friendly units, you can put an apparition token on a friendly non-warcaster Doom Reaver or Greylord unit.
    Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.


Thoughts on this Theme Force

Wolves of Winter in a Nutshell

Hordes of insane berserkers, wizards in fur hats, and so on. It offers the largest amount of troops with magic weapons, which can ruin your friendly neighborhood incorporeal-spam list's day. It also has a bit of an assassination threat up its sleeve - more than one 'caster has met their end after eating a couple ice cages and then being beaten to a pulp by a doom reaver (or four).

Theme Weaknesses

Narrow Selection

The biggest weakness this theme has is the lack of depth in your unit choices; you get Doom Reavers and Greylords, and your mechanics, that's it.

Terrain Mitigation

The lack of Pathfinder on the base doomreaver unit, the ternions, and the Koldun Lord can be a problem. You will have it on the Greylord Outriders, and the Doomreaver CA can cast it as a spell. The Apparition bonus can sometimes let you get around for terrain, for instance getting out of a forest before the unit activates. If these tools are not enough, the right 'caster and/or merc choices can help mitigate it, but in the end this theme wants to apply fellblade and ice cage to face, and rough terrain can hamper you.

List Building Tips

This list can be run as vintage Doom Reaver spam (how many Weapon Master units does it take to get to the center of the MK3 brick meta?), as a temptingly squishy cloud wall that punishes any overextension with rampant Stationary effects, or as anything in between. Though Doom Reavers aren't usually classified as jamming units, you can run them into enemy charge lanes, then un-jam them with Apparition to go after tastier targets.

  • The sweep spot for a doom reaver centric army is usually 4 units with 2 attachments. This gives you enough bodies to matter, while still leaving enough points for support.
  • One or two Ternions are usually enough. They provide hit fixing with Ice Cages and Recursion with Bond of woe
  • Two Koldun Lords always. They are a great toolbox solo and their options only increase with the addition of further Greylords.
  • The Void Archon is the best model in the theme. They are fuelled by the myriad of souls in your army, and protect them from being stolen by enemy harvesters. Most people use two.
  • Forge Seers have a niche with the Sorschas & Beast 09 and can be cute in jack-heavy armies because with Koldun Lords that 4 free focus from empower, but you can skip them else wise. Jack Marshaling cost too many points for too little benefit and a 4 point empower bot with awful stats and poor speed is a hard sell.
  • Fenris an okay combat piece. Usually, you won't find you need him though and for 8 points you can get a much better Archon.
  • Ruin is frankly the best character jack in the faction. His inclusion is usually well worth it.
  • Drago - Do not use him with anyone else but the Vlads due to Unstable. Even then, Vlad likes a Devastator or Destroyer way more.
  • In Zerkova2 lists you generally want two units of Greylord Outriders to lean in hard on her feat. With Vlad2 they can be okay too, because Hand of Fate and sprays go very well together.

Starting a 25 point Brawl list

In 2020.10 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Vlad2: [+27 WJP]
Fenris: [8 pts]
Koldun Lord: [3 pts]
Greylord Ternion: [Free] (5 pts)
Doom Reaver Swordsmen: [10 pts]
  • Command Attachment: [3 pts]


For more Brawlmachine list ideas, see Category: Brawl List

Casters Thoughts

Butcher2

His original theme force in Mk2 was all about the Doom Reavers, and he still hangs nicely along with fellow homicidal maniacs. Under his feat, the Swordsmen can cause untold carnage in the enemy lines, and since your front-line troops are mage static, you can spare your sweet support spells to your battlegroup. Add in Ruin to get an army with excellent anti-magic capabilities.

Butcher3

He enjoys moving up the board behind waves of bodies and clouds, both of which this theme provides. Don't forget to position the Argi in front of him, so if they are shot they trigger Vengeance.

Irusk2

Irusk is an odd choice for this list, as he loves to buff his infantry, and can't, due to spell ward. However, Solid Ground is CTRL range spell which offers a massive bubble of no-knockdown tech. What's better than tough doom reavers? No Knockdown Tough Doom Reavers. He also offers a smaller bubble of tactician, allowing any of his infantry to move through each other and draw LOS through each other. Artifice of Deviation is niche here, but can make a huge difference against the right opponent, as the spell places the AOE into play; it is not directly cast onto the doom reavers and thus bypasses their spell ward.

Irusk1

Irusk1 is a much stranger choice, though his battle plan, Reveille is interesting here; it mitigates the need to spend 3 points on the Doom Reaver UA (for Rise), but it requires Irusk to play uncomfortably close to the front lines. However, Irusk1 has an amazing feat which makes anyone around him irritatingly difficult to remove.

Malakov2

Ever want to make your opponent blink and say 'wait, how?' before shoving a doom reaver with stealth down their throat? Malakov2, by himself or with the help of the Greylord Escort, can make your opponent's nightmare a reality. Malakov offers the battle plan Sneak, which grants Prowl to a unit. He can then cast Veil of Mists or the Escort casts Blizzard, which place 4" AOE clouds on the table. Prowl+Cloud=Stealthed wrecking balls. The effect is larger with either Sorscha on the table (Sorscha0 is not allowed in this theme), as they offer Fog of War which blankets an entire area in concealment. Same effect as a cloud, larger area, but still requires Malakov for his battle plan. Apparition can also be used to get Doom Reavers into the back arc of things, where they can cut throats as by Malakov's other battle plan.

Sorscha1

The Greylord Adjunct can give her Eyeless Sight, which helps ignore some aspects of LOS (but not all) for her feat to be fully utilized. The frozen models can be smashed to pieces by Doom Reavers, whom she can also protect with Fog of War, and can be upkept for free thanks to the Adjunct.

The Adjunct also gives her some much needed range on her Freezing Grip. Additionally the theme brings its own damage buffs in Canker Frost, which is good since Sorscha does not have any damage buffs herself (but buffs to-hit expertly by freezing enemies).

Vladimir2

Vlad2 Wolves of Winter is the penultimate competitive list for Khador, usually paired with either Warriors of the Old Faith or Jaws of the Wolves. Vlad's kit takes very well to Doomies, as his feat asks for non-character models and the theme has them en masse. Wind Blast and Wind Ravager from the Kolduns protects them on the advance from shooting. With the speed increase from the feat and Apparition you can get the alpha strike easily. Once you are there, use Arcane Might to let Doom Reavers boost their rolls. Hand of Fate is amazing on Outriders too as an independent flanking force.

Zerkova2

She buffs spellslingers, plus occasionally allows the removal of Doom Reavers in your way via Sacrificial Lamb to fuel your jacks. Not the most efficient way to use them, but if it opens up a lane for assassination, so be it.

Note that while she is a Greylord, and her guards are Doom Reavers, the unit is neither a Doom Reaver or Greylord Unit, and thus can not benefit from the theme benefit of apparition. Shame.

Other

Trivia

  • This theme force pays homage to two MK2 theme forces: Butcher2's "Mad Dogs of War" and Zerkova1's "Wolves of Winter," for which it is named.
  • Spoiled 2017.08, released 2017.09

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

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Rules Clarification : Apparition      (Edit)

  • Apparition is an "Other" Control Phase effect, so it happens at Step 7 of the Control Phase.
    • It happens after paying for upkeeps, Power Up, etc
    • If you have another "Other" Control Phase effect, you get to choose the order to resolve them.
  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you'll still be in the melee range of anything with RNG 2 or higher.
  • Unit members must always be placed in formation. Refer to the "Placed" section of the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where it likes.
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Rules Clarification: Theme Forces     (Edit)

Themes that change a model's Faction   [Show/Hide]
  • Many themes swap which Faction a model counts as. They're slightly inconsistent with how exactly this is worded. Despite this inconsistency - whenever a model is considered a different faction to normal, it will not be its original faction. (Infernal Ruling)
For instance Lukas stops being a Crucible Guard model when taken in an Infernal army, and as a consequence he cannot take Toros or Vanguards in Infernals. (Infernal Ruling)
Rerolling the starting roll   [Show/Hide]
  • You cannot use the theme benefit to reroll if it is a draw. Instead both players reroll until there is a loser, and then the loser can use their reroll benefit (if they have it). (Infernal Ruling)
  • If both players have a reroll, first the original loser uses their reroll.
    • If the original loser still loses, fine.
    • If the original loser now wins, the other player can use their reroll.
    • If it is now a draw, both players reroll until there is a loser. Then the player that hasn't used their theme benefit reroll can still use it, if they want.
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.

Mercenaries and Ranking Officers

  • Adding a Ranking Officer to a Merc unit doesn't increase the number of Merc units you can take.

Other

  • See also the section on Partisans
Including Partisan Mercenaries   [Show/Hide]

Partisans & Theme Forces (Edit)

  • Partisans are Mercenary/Minion models, so there are two ways you can add them to a theme force:
    1. Freely: If the Partisan is on the list of allowed models, then you can take as many as you want plus another Mercenary unit/solo. (Infernal Ruling)
      They can be explicitly allowed (for example Jaws of the Wolf allows "Kayazy models/units" so Partisan Kayayz can be used freely).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models/units" and Partisan Cephalyx fit that criteria, so they can be used freely). (Infernal Ruling)
    2. Limited: If the Partisan isn't on the list of allowed models, it does use up your "Up to one Mercenary/Minion" slot, so you can only have the one.
  • 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 be taken as a Requistion Option (if they fit the Requistion description).
    For example Lanyssa can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
    • They will get any theme benefit that they fit the description for.
    For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
    For example Nemo4's Mechaniks get Reposition [3] in Heavy Metal. (Infernal Ruling)
Requisition Points   [Show/Hide]
  • You can choose the same Requisition option as many times as you like, as long as it doesn't put you over a FA limit.
  • You can't mix and match models from different options. Say one option allows 3 Machine Wraiths and another allows 3 Necrotechs. You can't use your Requisition Point to get 2 Wraiths and 1 Necrotech.
  • If you have an option that allows one other solo, you can't use it to get something already on the list. For instance, Ghost Fleet allows 3 Misery Cages (which are FA 4) for one Requistion Point, and it allows 1 other solo. That "other solo" can't be a 4th Cage.
  • If your theme allows "3 weapon attachments" as a Requistion Option, you can spread them into different units. (Locked Thread)
  • Models with the Man-Sized rule count as small-based models for the purposes of being a Requistion Option. (Locked Thread)
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.
  • If your theme allows "3 weapon attachments" as a Requistion Option, you can spread them into different units. (Locked Thread)
  • A non-character unit with a character attachment (i.e. Captain Karli) still counts as a non-character unit. (Infernal Ruling)
When to apply theme benefits   [Show/Hide]
  • With reference to special abilities that themes give to models, Ranking Officers, adding new models, and/or taking control of models:
    1. Theme force benefits are applied when you construct your list or put a new model into play. A model already in play will not lose or gain any theme benefits mid-game based on any changes of faction status or otherwise. (Infernal Ruling)
    2. However, if the theme gives a benefit to models "at the beginning of the game" (such as Devourer's Host letting models begin the game with 1 corpse token) then this benefit does not apply to new models that are put into play mid-game. (Locked Thread)
    • Example 1: Sons of the Tempest says "ATGM units in this army gain Pistoleer". If your opponent takes control of one of them, it keeps Pistoleer while under their control even though it's currently not "in the army".
    • Example 2: Storm Division gives Immunity:Electricity 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.
    • Example 3: Stange Bedfellows gives solos Swift Vengeance. If Nemo4 creates a new solo mid-game, that solo will have Swift Vengeance.

See also these Theme-Specific Rulings   [Show/Hide]
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Rules Clarification : Black Industries      (Edit)

  • The entry which allows "Cephalyx models/units" only applies to Partisan Cephalyx. That's because the theme's rules start off with "this army can only include the following Cryx models"​. Partisan Cephalyx are the only ones that fill that condition.
  • The Cephalyx Agitator also works for Cryx and can go in Black Industries but, because it is not a Partisan, it will use up your Mercenary solo slot.
  • (Infernal Ruling)
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Rules Clarification : The Creator's Might      (Edit)

  • ​Elias Gade is allowed in Creator's Might. (Infernal Ruling)
  • You can spend the "Two Vassal solos" requistion option on one Vassal Mechanik and one Vassal of Menoth. Warroom has a bug and tells you that you can't. (Infernal Ruling)
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Rules Clarification : Flame in the Darkness      (Edit)

  • You can take any number of Mercenary jacks. You can also select two additional jacks from Khador and Cygnar in any combination you like. Character warjacks with a bond don't count against this limit of 2. (Infernal Ruling)
  • There is a bug in Warroom that allows you to take two Cygnar and two Khador jacks.
  • Morrowan Battle Priest:
    • If your warcaster is a Cygnar model that makes every unit you take a Cygnar unit, and Battle Priests can be attached to any unit.
      Warroom has a known bug where it doesn't allow this interaction.
    • If your warcaster is a Mercenary or Khador model, though, the only units the Battle Priest can attach to are the Morrow ones.
    • If you attach the Battle Priest to The Devil's Shadows Mutineers then it can be returned via Blood Bound. (Infernal Ruling)
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Rules Clarification : Llaelese Resistance      (Edit)

  • 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)
  • You can have a non-character unit with a character attachment (i.e. Captain Karli). (Infernal Ruling)
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Rules Clarification : The Talion Charter      (Edit)

  • The 3rd benefit is "Sac Pawn [Sea Dog trooper]", not just any Sea Dog. (Infernal ruling)
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Rules Clarification : The Bones of Orboros      (Edit)

  • 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)
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Rules Clarification : The Devourer's Host      (Edit)

  • 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)
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Rules Clarification : The Wild Hunt      (Edit)

  • The animus benefit doesn't apply to enemy warbeasts. (Infernal Ruling)
  • The animus benefit doesn't stack with the Druid Wilder's Herding ability. (Infernal Ruling)
  • When it comes to other things that alter COST (such as Lamentation), follow basic maths: Double/halve first, then add/subtract.
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Rules Clarification : Oracles of Annihilation      (Edit)

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Rules Clarification : The Exalted      (Edit)

  • If a Construct model loses the Construct advantage mid-game, it keeps the theme benefit anyway. (Infernal Ruling)
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Rules Clarification : Band of Heroes      (Edit)

  • Boomhowler2 uses up your Minion slot. His Fell Calls ability is not enough to make him a "Fell Caller model/unit". (Infernal Ruling)
  • Boomhowler3 does not use up your minion slot on account of having the Champion keyword.
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Rules Clarification : The Blindwater Congregation      (Edit)

  • Void Leeches attached to a Gatorman Posse will gain Snacking, but they won't gain extra hitpoints. (Infernal Ruling)
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Rules Clarification : Magnum Opus      (Edit)

  • 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)
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Rules Clarification : Hearts of Darkness      (Edit)