Winter Guard Infantry

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Khador Logo.jpg

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

Mk4 icon.png
Prime
This model is available in one Prime Army, 5th Division. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

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}}}
Unit / Officer
BASE Small
SPD 6
STR 5
MAT 5 / 6
RAT 5 / 6
M.A. N/A
DEF 12
ARM 13
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1 / 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE 6 or 10 +1-3 WA +2 CA
COST 6 or 10 +2-6 WA +3 CA
1.0 pts each (no extras)
1.3 pts each (max size)
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Rocketeer
    • No special abilities. Notably, he can't CRA
  • Officer only
    • The Officer has a better statline
    • Officer symbol.jpg Officer
    • 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, a model with Reposition [3"] can advance up to 3", then its activation ends.)
    • Grapeshot [ Minifeat ] - This model can use Grapeshot once per game at any time during its unit's activation. This activation, each model in the unit with a Blunderbuss ranged weapon loses CRA and gains Assault, and the RNG of its Blunderbuss becomes SP 8 instead of RNG 8.
  • Standard only
    • Standard Bearer - While this model is within 5" of its 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.

Weapons

Leader, Grunts, Standard, & Officer
Blunderbuss
Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 12
Axe
Sword icon.jpg  RNG   POW   P+S 
0.5 3 8
Rocketeer
Rocket
Gun icon.jpg  RNG   ROF   AOE   POW 
14 1 3 12
  • Brutal Damage - On a direct hit, gain an additional die on this weapon's damage rolls against the target directly hit.
Axe
Sword icon.jpg  RNG   POW   P+S 
0.5 3 8

Theme Forces


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. But sometimes, "quantity IS quality" and certainly you can bring them onto the board in quite large numbers. They also take buffs well and can get real work done with a few dedicated support models. They can even threaten even hard targets with Combined Ranged Attacks and Brutal Damage rockets. Just don't expect them to live very long.

You can field a max unit of them with 15 bodies for the price of a 5-model cavalry unit. Or, you may decide to bring as many small units as you can to maximize the number of Rocketeer attachments you can take. They sometimes don't compare favorably to our other Winter Guard options, the longer-range Winter Guard Rifle Corps and the slightly more expensive but much more flexible Assault Kommandos. Consider carefully which unit is right for the job.

In a pinch, their axes 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 their RAT is buffed, or 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.

The Standard is mostly useful in letting the unit spread out as they die in droves to AOEs when grouped. Unlike most flag models, it still has the weapons/rules of the base unit, so it's never a bad idea to use Take Up.

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

  • They've got a theme force dedicated just to them: Winter Guard Kommand. In theme, your warcaster gains Sac Pawn [Winter Guard], meaning you can play them fairly aggressively and be safe from ranged retaliation while you still have Infantry nearby. This is really helpful for any casters that want to go for melee assassination, like Sorscha1 or any of the Butchers.
  • Kovnik Joe is their OG support model, handing out a variety of powerful Battle Plans. Give your infantry Tough as they move up, +2 to attack rolls on a big offensive turn, or +4 STR when it's time to charge in against easy to hit hard targets! If/when your opponent tries to snipe him out, Joe also has Sac Pawn, so your troopers will gladly give their lives to keep him safe.
  • Winter Guard Artillery Kapitan gives them a much needed +1 to attack rolls from Veteran Leader, bringing them up to a more reasonable MAT/RAT 6. It also stacks with Kovnik Joe's Battle Plan! Additionally, while it's more often used on Mortar Crews, the Artillerist ability can also be used to help a Rocketeer hit.
  • Irusk2 the ultimate infantry support caster handing out tough, no knockdown and cover really helps deliver a swarm of winter guard.
  • Vlad1 loves massed Rocketeers all benefiting from his Signs & Portents spell.


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!)
  • Many things they can do, Assault Kommandos can do better, for not that many more points.

Tricks and Tips

  • Since they're dirt cheap, they can be good for a filler unit.
  • Keep in mind that Rocketeers lacks combined attack
  • Remember that the flag model has a gun and axe!

Other

Trivia

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

RC symbol.png

Rules Clarification : Brutal Damage and/or Brutal Shot     (Edit)

  • Brutal Damage/Shot only applies to the damage vs the model directly hit.
    It does not affect 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. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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.
  • 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.

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)

  • If you use Take Up the attacking model cannot trigger anything that needs the attacker to "Destroy" a model (such as Alpha Hunter, Killing Spree, Berserk, etc). Although the model that was attacked reached the Destroyed step of the timing sequence, Take Up negates that entirely. (Infernal Ruling)


Wrench symbol.png

Note to Editors