Vladimir Tzepesci, Great Prince of Umbrey
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Vladimir Tzepesci, Great Prince of Umbrey |
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. |
Reclaiming his long-denied birthright, Great Prince Vladimir Tzepesci rides his warhorse Vsada into battle to defend the lands of Umbrey restored to his family. He wields weapons of the ancient Tzepesci horselords, carrying a spear in one hand and the mace Huntsman in the other. Should strength of arms alone prove insufficient, Vladimir lashes out with dark sorceries, the blood of kings that runs in his veins lending him the strength to secure victory.
Basic Info
Vladimir3 | |||||||||||||||||||||||||||||
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Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat: Charge of the Horse Lords
While in Vladimir's control range, friendly Faction warjacks and cavalry models gain Side Step and Sprint. Charge of the Horse Lords lasts for one turn.
- Side Step - When a model with Side Step hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.
- Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, a model with Sprint can immediately make a full advance, then its activation ends.
Abilities
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Cavalry
- Blood-Quenched - This model gains a cumulative +1 STR and ARM for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
- Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.
- 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.
Weapons
Horse Lord's Spear | ||||||||||||||
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RNG | POW | P+S | |||||||||||
2 | 6 | 12 | ||||||||||||
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Huntsman | ||||||||||||||
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RNG | POW | P+S | |||||||||||
1 | 7 | 13 | ||||||||||||
Mount | ||||||||||||||
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RNG | POW | ||||||||||||
0.5 | 12 | |||||||||||||
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Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Dash
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2 | SELF | - | - | Turn | No | |
The spellcaster and friendly Faction warrior models activating in its control range gain +1 SPD. While in the spellcaster's control range, friendly Faction warrior models gain Parry. Dash lasts for one turn. | |||||||
Flashing Blade
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1 | SELF | - | - | - | No | |
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous. | |||||||
Hand of Fate
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll. | |||||||
Infernal Machine
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2 | 6 | - | - | Upkeep | No | |
Target warjack in the spellcaster's battlegroup gains +2 SPD and Murderous.
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Razor Wind
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2 | 10 | - | 12 | - | Yes | |
This spell has zero special effects. | |||||||
Wind Wall
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3 | SELF | (★) | - | Round | No | |
The spellcaster cannot make ranged attacks after casting this spell, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of the caster, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round. |
Theme Forces
- Khador
- Armored Korps
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Flame in the Darkness - Jaws of the Wolf
- Legion of Steel
- Warriors of the Old Faith. He gains Line Breaker in this theme.
- Winter Guard Kommand. In this theme the caster gains Sacrificial Pawn [Winter Guard trooper model].
- Wolves of Winter
- Other Factions
- Protectorate players can use this warcaster in the Warriors of the Old Faith theme. He gains Line Breaker in this theme.
Thoughts on Vladimir3
Vladimir3 in a nutshell
The Great Prince of Umbrey does a lot of things at once. He's both a big beat stick that likes to get into things and he supports warjacks and cavalry. If you're not interested in running a lot of cavalry you're probably better of playing one of his earlier incarnations, but as a themed 'caster Vlad3 is a lot of fun.
Like his previous two versions, the Great Prince of Umbrey is a well-rounded caster with few terrible matchups. He's kept his signature ability "Signs and Portents Lite", which means he can still fix accuracy and damage to some degree. He still supports one or two warjacks well, although he tends to prefer warrior models. He still has some anti-shooting tech to help his army up the board.
With Flashing Blade and Blood-Quenched, it's easy to think of Vlad3 as a big beatstick bully. However, his base P+S isn't all that high and he's surprisingly fragile given his large base and the fact that he's not Steady like most Khadoran cavalry is. He'll clear some chaff and jamming models out of a zone but mostly his army should do the heavy lifting until fairly late in the game.
What Horse Vlad excels at is scenario pressure. He likes fast units, and he speeds them up even faster. His feat is all about trying to cheat trades by grabbing an extra alpha strike. He does prefer a smaller battlegroup and so some cavalry models ARE pretty much a requirement, but luckily this can take the form of light cav (Greylord Outriders), heavy cav (Iron Fang Uhlans), super heavy cav (Man-o-War Drakhun)) or even any of Khador's 3 battle engines. This can enable a refreshingly different playstyle for Khador.
Feat thoughts
It's a straightforward feat, but key to his playstyle. See the #Strategy section for more detail.
Spell & Ability thoughts
- Blood-Quenched: Think of this as a bonus to doing what Vlad already wanted to do: whack a few grunts and then run away to safety. The best way to keep any caster safe is always to keep your distance and use screening models. This now works on all models! Enjoy the buff!
- Dash: Dash is a great spell, allowing Vlad's feat to function. You'll almost always want this on feat turn, and frequently the turn after as well. On slower models like Man-o-War, it can be a full 25% speed boost... just remember that it's for warrior models only.
- Flashing Blade: What Vlad uses to eat living enemies. Choose wisely whether you want the weapon with the long reach, or the one with the slightly higher pow and chain weapon. If you're trying to stack Blood-Quenched tokens, remember that all flashing blade attacks are simultaneous so you don't get the benefit until all attacks are resolved.
- Hand of Fate: What more can be said about this upkeep? Usually, this goes on a unit of Uhlans or Outriders. You can hot-swap it if you want but for most turns you probably won't have the focus free.
- Infernal Machine: This goes on Vlad's favorite jack. Good candidates are Drago or a Spriggan (for reach). Murderous is great for clearing a jam or crushing casters if somehow they got too cocky.
- Razor Wind: Vlad still hasn't learned how to shoot a gun so this is his only ranged option. Emergency use only.
- Wind Wall: A pretty good debate each turn is whether or not to case Wind Wall. It takes almost half your focus, but it can definitely keep you alive. Keep in mind that magic shooting bypasses it completely, and some AOEs can ruin your day without hitting directly. Also COMPLETELY within 3" is a tight circle, be careful not to hug onto a warjack too closely and leave yourself open to attacks that bounce or a well-placed slam.
Drawbacks & Downsides
As with all cavalry 'casters you have to be very aware of how huge Vladimir is; his large base makes him an easy target if you don't screen him well. Wind Wall makes a HUGE difference in that regard, but you won't be able to cast it all the time and his forward tendency makes him a likely assassination target if you're not very careful with your army's Repositioning. In addition, the reliance on mobile warjacks and cavalry tends to over-emphasize melee combat which might leave you short on ways to take out key threats at a distance. Enemy 'casters like Magnus2 can really punish a weak ranged component.
Tricks & Tips
- Exploit Vlad3's natural synergies! (Infernal Machine + Berserker(s)/Drago + Feat) and (Dash + Iron Fang Uhlans + Feat) are the keys to breaking your enemy's lines!
- Flashing Blade is not an attack per se - you can still cast it if you sacrificed your combat action to get up from Knockdown. It is highly situational, but if you do not need your combat action (for a charge, for example), it costs only 1 focus; just as many as to shake off the above-mentioned effects.
- Another application of Flashing Blade is to pump up your STR before hitting the target of your charge. If there are other, easy-to-kill models nearby your intended target, make your charge move, cast Flashing Blade to get a few extra point of STR, then make your charge attack against your original target (all that demands you not to fail your charge, though).
List Building Advice
Strategy
Vlad3 is all about the one-two punch. First, he wants to deliver a powerful alpha strike using his army's high threat ranges. Then, using his feat, he'll leave a few models to jam while the rest sprint away and set up for a second powerful blow on the subsequent turn. Once the enemy is good and bloodied by two charges, Vlad dashes in to finish off the remnants, save the day, capture flags, ride off into the sunset, etc.
In order for this plan to work, you need to get the feat off early. Vlad is vulnerable to control casters, and "timewalk" effects that slow down your army or make you far less effective for a turn. The best way to counter these events is to strike first. This may mean that your slower warjacks are left in the dust, and that's ok, just run them into position for the next turn. It's likely that not all of your cavalry will be able to activate sprint. In that case, it's frequently best to use side step to jam the stragglers in deeper, while their buddies sprint away. Remember to always cast Dash on the feat turn so your warrior models won't take free strikes!
As per the norm for a mounted Warcaster, Vladimir likes his alpha strikes. His spells, abilities, and especially his feat really emphasize the importance of getting a big charge off using his 'jacks and cavalry with Vlad himself close to the action. Triggering Blood-Quenched allows him to survive moderate retaliation after the big Feat turn, aided by all of the Sprint movement that should be going off.
Theme Thoughts
Warriors of the Old Faith (or WoOF for short, though some say WTF) is the great prince's natural habitat and there is several strong reasons why:
- Judicator - YES, good old Judy is here to lend its services to the motherland and Vlad has two great buffs for it in Hand of Faith and Infernal Machine. Double S&P on the prays is utterly terrifying as any Protectorate player who has put the High Reclaimer on the table can attest to. However, there is also much to be said about an SPD 7 colossal with Murderous. Swapping these buffs around is a very important aspect of any good Vlad WoOF list.
- Wracks, Vassal of Menoth and, Hand of Silence are here to fix Vlads focus problems and boy does he appreciate that.
- Friendly Faction Menite Archons are super good, because you can put Dash on them, so they threaten 12" with Parry and Flight, so they can go almost anywhere they please and wreck face. Fuel for the flames of the Judy sprays is just icing on the cake.
- Greylord Outriders are the next best target for HoF, able to secure a flank and spray down troops, then dart out of harm's way.
- Flame Bringers very similar to the Outriders in their hit and run style that Vlad complements oh so well.
- Fenris is in this theme, too and he gets Line Breaker, to boot. Feat and Dash turn him into even more of a murder machine and he even gets to Sprint away (ignoring free strikes) after his work is done
- Iron Fang Uhlans and Markov or Exemplar Vengers and Gravus - Both for these models cost almost the same and largely do the same thing: Being hard-hitting heavy cavalry. The main difference is that Markov applies Tactician to the Uhlans and thus allows them more leeway in positioning, while Vengers have blessed lances and immunity to stationary AND knockdown while in Gravus's bubble, while Uhlans only have the latter. Gravus is also better at wrecking face than Markov is.
- Initiates of the Order of the Wall and High Paladin Dartan Vilmon are durable shield guards that help keep Vlad safe.
Wolves of Winter has a lot of stuff he can work with. Doom Reavers under Dash are excellent. Greylord Outriders under feat and/or HoF are even greater. Fenris and Ruin under feat are terrifying and Greylord Ternions help his pet jack Drago with Ice Cages and Blizzards.
Vlad3 loves his Uhlans, so before WoOF came out he was most commonly found here with two units of Iron Fang Uhlans and Uhlan Kovnik Markov. From there, the list can be filled out with pikemen and the usual support solos. It's perhaps a little straightforward in design and execution, but surprisingly effective and fun to play as well. Nearly functioning as warjacks themselves in Vlad3 lists, up to two units of Iron Fang Uhlans is pretty much a no-brainer. They're a natural fit for his playstyle and you can even juggle Hand of Fate between two units. Dash helps them out tremendously, and their high SPD lets you get first strike on the heavy armor you should be pointing them towards.
He can run this as an alternative build. Slow Man-o-War models absolutely love Dash, and running double Man-o-War Drakhuns is what made Vlad's Mk2 theme force so popular. Plus, both the Man-o-War Siege Chariot and the Man-o-War Assault Chariot count as cavalry models, and bring a ranged presence with Vlad is not used to having as an option.
For that matter, Vlad3 also loves the Winter Guard Gun Carriage. Two of them sounds like a lot of fun, but you'd have to be a little crazy to try and pull it off.
Battlegroup

- Drago is his pet warjack that he can take in any theme.
- Vlad3 and Drago seem pretty much made for each other. Their Bond can be amazing and even Poltergeist can be useful to help survive enemy retaliation, the Feat and Infernal Machine are a perfect fit for Drago, allowing it to slice through throngs of enemies almost without effort through the amazing combination of Berserk, Side Step and Parry.
- It's issue however is that its power versus other heavies is not as impressive as a lot other Khador 'jacks, which can be a problem in an MK3 meta that promotes heavier use of Warjacks and Warbeasts, not to mention ranged weapons. Critical Amputation helps, but Drago's a lot of points to invest in a world with fewer Warriors running around. Be sure to bring a good amount of anti-armor elsewhere in your lists.
- The Berserkers share the same boons and drawbacks as Drago, but their far lower cost makes them an interesting (and thematic) value proposition nonetheless. You don't need to kill a lot to make back an investment in a Berserker and you can use its big base to help screen Vlad's bulky silhouette as well.
Starting a 25 point Brawl list
In 2020.10 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about its playstyle and expanded it beyond 25 points, which you can read here.
Theme - Warriors of the Old Faith
- Vladimir3: [+27 WJP]
- Devastator: [14 pts]
- Juggernaut: [13 pts]
- Fenris: [8 pts]
- Champion of the Order of the Wall: [8 pts]
- High Paladin Dartan Vilmon: [Free] (5 pts)
- Vassal of Menoth: [2 pts]
- Initiates of the Wall: [7 pts]
For more Brawlmachine list ideas, see Category: Brawl List
Other
Trivia
- Released in the Warmachine: Colossals expansion (2012)
- Vlad3 comes with two heads, so you can choose between the version with a crown and the one without. And if you're feeling really frisky, use the other one to mod a different warrior model in an unexpected fashion.
Other Khador models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Powerful Charge and/or Brutal Charge (Edit)
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Chain Weapon - None yet. (Edit)
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Rules Clarification: : Warcaster (Edit) | ||||
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Rules Clarification : Blood-Quenched - None yet. (Edit)
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Rules Clarification : Relentless Charge (Edit)
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Rules Clarification : Reposition (Edit)
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Rules Clarification : Side Step (Edit)
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Rules Clarification : Sprint and/or Run & Gun (Edit)
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Rules Clarification : Dash (Edit)
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Rules Clarification : Flashing Blade (Edit)
Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities: [Show/Hide]
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Rules Clarification : Hand of Fate and/or Manifest Destiny and/or Signs & Portents (Edit)
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Rules Clarification : Infernal Machine (Edit) |
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Rules Clarification : Razor Wind (Edit)
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- Khador
- Model
- Does have Mk4 rules
- Warcaster
- Side Step Feat
- Sprint Feat
- Cavalry
- Blood-Quenched
- Relentless Charge
- Reposition
- Reposition 3
- Magical Damage
- Brutal Charge
- Chain Weapon
- Critical Knockdown
- Dash
- Flashing Blade
- Hand of Fate
- Infernal Machine
- Razor Wind
- Wind Wall
- Armored Korps
- Jaws of the Wolf
- Legion of Steel
- Warriors of the Old Faith
- Winter Guard Kommand
- Wolves of Winter
- Brawl List