Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.
Note that the rest of this page is about the model's Mark III rules.
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Markov leads the famous Uhlan charge with his brothers as a first among equals. Markov wields a customized concussion lance armed with an incredibly powerful explosive tip. As he hammers into the enemy, this charge detonates with an earth-shaking explosion that sends men, beasts, and even warjacks tumbling while Markov and his steed emerge unscathed.
Basic Info
Uhlan Kovnik Markov |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
8 |
STR |
6 |
MAT |
8 |
RAT |
N/A |
M.A. |
N/A |
DEF |
12 |
ARM |
18 |
CMD |
10 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
10 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
C |
UNIT SIZE |
N/A |
COST |
7 |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
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Cavalry
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
- Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.
- Steady - This model cannot become knocked down.
- Tactician [ Iron Fang ] - While in this model's command range, friendly Iron Fang models can ignore other friendly Iron Fang models when determining LOS. Friendly Iron Fang models can advance through other friendly Iron Fang models in this model's command range if they have enough movement to move completely past them.
Weapons
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Concussion Lance
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RNG
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POW
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P+S
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(★)
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10
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16
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- Lance - This weapon can only be used to make charge attacks. This weapon's RNG 0 unless it charges. When this model charges, this weapon becomes RNG 2 until the charge attack is resolved.
- Warhead - (1) When this model directly hits a model with an attack with this weapon, you can center a 4" AOE on the model directly hit. Models in the AOE are hit and suffer a POW 10 blast damage roll. This damage is not considered to have been caused by an attack. (2) On a critical hit, models in the AOE become knocked down. (3) This model is not affected by Warhead.
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Pommel Spike
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RNG
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POW
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P+S
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1
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4
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10
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- Close Combat - This model cannot make an initial attack with this weapon during an activation in which it charged at least 3".
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Mount
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RNG
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POW
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0.5
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12
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Theme Forces
Thoughts on Uhlan Kovnik Markov
Uhlan Kovnik Markov in a nutshell
Uhlan Kovnik Dorek "Stalin" Markov is another big stompy cavalry model in a faction that already has a Man-o-War Drakhun. You take Markov for his Tactician ability which buffs the key elements of the Legion of Steel theme force. With his help Iron Fang Uhlans can do the same kind of tactics Steelheads like to use where they engage the enemy with their Steelhead Halberdiers and then charge Steelhead Heavy Cavalry through their own lines with devastating results. Replace Halberdiers with Iron Fang Pikemen and you achieve more or less the same result with the Uhlans and even Markov himself. He is not a pushover in melee either - beside a telling Lance attack the Warhead will allow you to clear clumped models around your main target, and open up charge vectors for the rest of your army.
Combos & Synergies
- Vlad3 - As a piece of cavalry Markov does very well under Vlad, where he's also likely to have Uhlans to marshal.
Drawbacks & Downsides
- Combat abilities are tied mainly to charging. Anything that denies a charge demotes Markov a second line fighter, slashing around with his pommel spike.
- Warhead can hurt friendly troops too, and knock them down in worst case (fortunately, you have numerous anti-knockdown tools at hand in the theme)
- He is a bit expensive, considering that his only support is - the otherwise really valuable - Tactician, plus you cannot get him for free.
Tricks & Tips
- Don't be too eager in trading Markov early in the game, the Tactician ability really helps with managing clumps of Pikemen and large Uhlan bases. That said, don't forget he's an elite fighter in his own right, capable of bringing the hurt whenever needed!
- If you want to keep the target engaged after a charge, use Reposition to get within range of your Pommel Spike.
- In Legion of Steel he gains countercharge, and his Concussion Lance can becomes dangerous to enemy units that try to mob one of your models. Make sure to countercharge the last viable target to catch the most enemy models in the 4" AOE.
Other
Trivia
- Markov's aesthetic seems heavily inspired by the USSR's Ioseph Stalin. Seriously.
- Released in Warmachine: Legends (2008)
Other Khador models
Rules Clarifications
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Rules Clarification : Lance (Edit)
- If you declare a charge but move less than 3", then it doesn't count as a charge attack and you can't use your Lance.
- If you kill your charge target with an Impact Attack, then you "lose" your Lance attack. (Infernal Ruling)
- Your melee range is 2" for the entire charge move, which can be relevant for Dug In models.
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Rules Clarification : Warhead (Edit)
- After resolving the blast damage, you continue with the original attack. So the model directly hit will end up taking two damage rolls. (Infernal Ruling)
- The blast damage is not a melee damage roll, nor is it a damage roll from the weapon. As such it doesn't benefit from any melee buffs (such as Continuous Corrosion via the Slag Troll's animus). (Infernal Ruling)
- Warhead triggers at Step 8, before other damage rolls and etc.
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Not considered an attack & "Non-attack damage roll" ( Edit) [Show/Hide]
- There are two ways you can get these "non-attack" damage rolls.
- Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
- (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
- Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
- When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".
- Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
- Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
- Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
- Pure damage is not from an attack, but it is (normally) damage from the original model. This has two implications:
- It's not an attack from a weapon so:
- it won't gain damage buffs from the weapon (such as Poison).
- it won't gain any Damage Types from the weapon. (Infernal Ruling)
- It is a damage roll from a model so:
- Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
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Rules Clarification : Close Combat (Edit)
- If you declare a charge but move less than 3", then it doesn't count as a charge attack and you can use this weapon.
- You can purchase additional attacks, make free strikes, etc with this weapon regardless of whether you charged or not.
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Rules Clarification : Knockdown (Edit)
- Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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Rules Clarification: : Cavalry (Edit) (Click Expand to read)
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Mount Weapon
- Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
- Mount Weapons are melee weapons. (Infernal Ruling) This means:
- Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
- Mount Weapons can be used to make free strikes.
- If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
- Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
- Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
- Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
- You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)
Impact Attacks - Movement
- Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
- The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
- You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.
Impact Attacks - The attack(s)
- You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
- If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
- If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
- Impact Attacks cannot be boosted, refer core rulebook.
- You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.
Impact Attacks - Other
- You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
- Exception: If your Impact targets include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities.
Cavalry unit
- If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
- Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
- Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
- Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
- Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)
Other interactions
- Cavalry model with no melee weapon
- If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
- You can make Impact Attacks along the way.
- Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
- If you don't charge, the mount attack can be used as an initial melee attack.
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
- Warcaster/Warlock Cavalry ( Edit )
- Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
- Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Reposition (Edit)
- Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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Rules Clarification : Steady (Edit)
- If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
- Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
- A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
- Steady models who make a tough check during an advance can continue advancing. (Locked Thread)
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Rules Clarification : Tactician and/or Operations Command (Edit)
- Applying the LOS and Movement bonuses work like mirror opposites:
- LOS: The models you draw LOS through do not need to be in the Tactician bubble. The model drawing LOS does need to be in the Tactician bubble.
- Movement: The models you move through do need to be in the bubble. The model moving does not.
- The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)
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