Winter Guard Infantry

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Khador Logo.jpg

Winter Guard Infantry
Khador Winter Guard Unit
Weapon Attachment
Officer & Standard
Command Attachment

The Winter Guard make up the majority of the Khadoran military and are found at the core of every garrison and combat force. Their weaponry is practical and places little strain on the Khadoran treasury when produced in bulk. Their short‑ranged blunderbusses fire a heavy slug that packs a powerful punch, particularly when these infantry concentrate their fire.

Any soldier brave enough to place the colors of the Motherland before his own life is a true patriot.

Druzhina cadets drill day and night, undergoing intense exercises designed to prepare young officers to push their units beyond their known limits.

Basic Info

Winter Guard Infantry
Missing Info
WG Infantry.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 12
ARM 13
ESSENCE {{{essence}}}
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10 +1-3 WA +2 CA
COST 6 / 10 +2-6 WA +3 CA
xxx each (no CA)
xxx each (with CA)
Warcaster 1
the Statblock


  • Leader, Grunts, Officer, & Standard
    • Combined Ranged Attack - This unit can combine their ranged attacks to get a cumulative +1 bonus on accuracy and damage for each model involved.
  • Officer only
    • The Officer has +1 MAT, +1 RAT & 5 hitboxes.
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Granted: Reposition [3"] - While this model is in formation, models in its unit gain Reposition [3"]. (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.)
    • Grapeshot (Minifeat) - This model can use Grapeshot once per game at any time during its activation. This activation, models in the unit with a Blunderbuss lose CRA and gain Gunfighter. The Blunderbuss becomes Spray 6" instead of Range 8".
  • Standard only
    • Standard Bearer - While this model is within 5" of the unit commander, the unit commander gains +2 CMD.
    • Take Up - If this model is destroyed, you can choose a Grunt in this unit within 1" of it to be destroyed instead. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.


Leader, Grunts, Officer, & Standard

  • Blunderbuss - 8" range, POW 12 ranged attack
  • Axe - 0.5" reach, P+S 8 melee attack


  • Rocket - 14" range, 3" AOE, POW 12 ranged attack
    • Brutal Damage - On a direct hit, gain an additional die on this weapon's damage rolls against the target directly hit.
  • Axe - As above.

Theme Forces

Recent Changes

No changes since 2017.01

Thoughts on Winter Guard Infantry

Command Attachment
Weapon Attachment

Winter Guard Infantry in a nutshell

WGI are your cheapest infantry out there, with an overall poor quality on individual models. Alas, "quantity IS quality" and certainly you can bring them onto the board in quite large numbers. You can field a max unit of them with 15 bodies for the price of a full cavalry unit. Or, you may have as many small units as you need to either spam rockets all day, or proc the free Advance movement for your jacks in the Winter Guard Command theme force. Their axe can handle other light-medium infantry in a fight, but they'll bounce off anything heavier. CRA is always a good trick to have to pose a threat to heavy armor and models who rely on a high DEF.

Thoughts on adding the CA

The Grapeshot is very useful in certain situations - especially when fighting knocked-down or stationary units. Reposition is good for moving out of cover, shooting your Blunderbusses, then moving back out of LOS. They can also open up firing lanes for your Rockets (since they lack Arcing Fire) and move back in position to cover them. Alternatively this ability is great for just marching your Winter Guard up the battlefield. Combines nicely with Sorscha2's Desperate Pace to get some incredibly mobile guard.

Thoughts on adding the WA

Rocketeers add crucial damage potential to the unit, especially when run with a warcaster that can improve their ability to directly hit. They are also ideal to threat the enemy's squishy stealthy units with blast damage, until the lines will clash. Keep in mind that they lack Take Up; position them so that stray electro-leaps, blasts, lightnings, or secondary damages (Ashes to Ashes, Spine Burst, Trick Shot, etc) can't get them easily.

Combos & Synergies

Drawbacks and Downsides

  • Big things will ignore pretty much anything except their rockets (and occasional CRA from their Blunderbusses).
  • They die like flies, as given for being the cheapest 10 men unit in Khador (yes even cheaper than Kossite Woodsmen!)

Tricks and Tips

  • Since they're dirt cheap, they can be good for a filler unit.
  • Keep in mind that Rocketeers lacks combined attack



Other Khador models

Khador Logo.jpg       Khador Index       (Edit)            
Battlegroup & Similar

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - 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 Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev

Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Sorscha0 - Yuri

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Corps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2019.04

Rules Clarifications

RC symbol.png

Rules Clarification : Brutal Damage      (Edit)

  • Brutal Damage only applies to the model directly hit, so it never affects blast damage.
RC symbol.png

Rules Clarification : Combined Ranged Attack      (Edit)

  • CRA cannot target models in melee ... unless the target is a huge-based model or the attacker has War-Tempered.
  • If you give the attack-leader a buff to their attack (such as Guidance) then that buff applies to the combined attack (even though the other participants don't have the buff). (Locked thread)
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
RC symbol.png

Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
RC symbol.png

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.
RC symbol.png

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Grapeshot - None yet. (Edit)

RC symbol.png

Rules Clarification : Standard Bearer      (Edit)

  • If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.
RC symbol.png

Rules Clarification : Take Up      (Edit)

  • The model taken off the table is effectively killed by Take Up, not the original attack, so it will stop abilities like Berserk and Killing Spree. (Locked thread)

Wrench symbol.png

Note to Editors