Grand Exemplar Kreoss
Grand Exemplar Kreoss |
All Menites are brothers in battle to Grand Exemplar Kreoss, and he is determined to avenge the fallen and the lost. Taking on the burden of every death to stoke the warrior’s furnace within him, his rage and fury have become the spear and shield of Menoth’s vengeance.
Basic Info
Kreoss2 | |||||||||||||||||||||||||||||
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Abilities
- 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.
- Imperishable Conviction - When a friendly Faction model in its control range is destroyed by an enemy attack, this model can remove 1 damage point.
- Paragon of the Faith - While in this model's command range, friendly Exemplar warrior models gain Tough.
- Tough
Weapons
- Justifier - 2" reach, P+S 14 melee weapon.
- Damage Type: Magical
- Smite (★ Attack) - The model hit is slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.
- Life Trader - When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used only once per attack.
Feat : Strength of Arms
While in Kreoss' control, enemy models are automatically hit by melee attacks performed by friendly Protectorate models. Also, friendly Protectorate models in Kreoss' control gain an additional melee attack during their Combat Action.
Spells
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Castigate ! style="border-top: 1px solid #A8A8A8;"| 2
! SELF
! Control
! -
! Round
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Enemy models cannot be used to channel spells or be forced to cast an animus while in the spellcaster's control range. Castigate lasts for one round.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Chasten ! style="border-top: 1px solid #A8A8A8;"| 2
! 8
! -
! 12
! -
! Yes
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Enemy upkeep spells and animi on target model/unit damaged by this attack expire.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Cleansing Fire ! style="border-top: 1px solid #A8A8A8;"| 3
! 8
! 3
! 14 (Fire)
! -
! Yes
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Cleansing Fire deals fire damage. On a critical hit, models hit suffer continuous fire.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Inviolable Resolve ! style="border-top: 1px solid #A8A8A8;"| 2
! 6
! -
! -
! Upkeep
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Target friendly Faction model/unit gains +2 ARM and cannot be moved by a push or a slam. Models are not affected while out of formation.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Sacrosanct ! style="border-top: 1px solid #A8A8A8;"| 3
! SELF
! (★)
! -
! Round
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|When an enemy non-warcaster, non-warlock warrior model destroys one or more friendly Faction models in the spellcaster's command range with an attack, immediately after the attack is resolved the attacking model becomes knocked down.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Battle-Charged ! style="border-top: 1px solid #A8A8A8;"| 2
! SELF
! Control
! -
! Upkeep
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|While in the spellcaster's control range, models in its battlegroup gain Countercharge.
- Countercharge - When an enemy model advances and ends its movement within 6" of a model with Countercharge and in its LOS, the model with Countercharge can immediately charge it. The model with Countercharge can use Countercharge only once per round and not while engaged.
Recent Changes
2018.07 Exemplar Errata - Kreoss2 had an almost complete overhaul.
- +1 MAT & CMD
- Gained Tough, Paragon of the Faith, Life Trader, and Battle-Charged
- Lost Tactician [Exemplar]
- Sacrosanct was changed. It used to be an upkeep that you could put on a single model/unit, instead of affecting everyone in CMD.
Thoughts on Grand Exemplar Kreoss
Kreoss2 in a nutshell
In many respects, he is dialed up version of Kreoss1, not necessarily in terms of strength but in terms of play style. He is one trick pony and basically walking feat with limited melee potential and some spells to support his army, that needs to do all the work. It's just that his feat can bring more hurt to the enemy (albeit only in melee) as his spells are generally weaker to offset that. His weapon still has good POW and he has enought FOC to dish a lot of attacks, but he is definitely not front line caster. If you like exemplar units and want an army that exclusively features them, he's good option.
Feat thoughts
While Kreoss1 has a good feat causing knockdown and thus letting you auto-hit in melee, Kreoss2 has refined his approach. Namely his ability to bypass immunity to knockdown and just auto-hit you anyway. So, for melee, Kreoss2's feat does the same basic thing as Kreoss1 but adds a free bonus attack for friendlies. This relatively simple feat is probably main reason for fielding the guy. It IS simple but it can be absolutely devastating. It punishes anything that heavily relies on high DEF as it totally bypasses that nonsense and given what type of units he likes to field... well let's say he is not a fan of low pow attacks. If enemy relies on high numbers or armor, you have extra free attacks and none of them will go to waste. Mastering timing on this feat is main key to success.
Spell thoughts
- Battle-Charged adds a new dimension to Kreoss' battlegroup. Although skilled opponents won't get caught by it too often, it's still something they have to consider when going in. It's usually worth casting turn one and upkeeping.
- Castigate can throw a wrench into armies relying on recasting key animi or requiring channeled spells. You won't cast it every game, but it can be backbreaking when you do use it.
- Chasten is short-ranged and needs to damage to actually do anything, but it can take care of many annoying spells.
- Sacrosanct can be useful against enemy infantry, especially those with multiple attacks such as Tharn Ravagers or Long Gunners of either stripe. Unfortunately, RFP effects get around it, and several themes give it out to all of their warrior models, making this a situational spell much of the time.
- Inviolable Resolve provides an ARM bonus and protection against control effects. It's best used on already hardy multi-wound models or those you want to protect against small-arms shooting. You can also put it on Kreoss himself if you're worried about his safety.
- Cleansing Fire is a basic nuke. Kreoss usually has better things to spend his Focus on, so its most likely use is to clear off Incorporeal models.
Drawbacks & Downsides
Kreoss has problem with gunlines as he has very limited means of protection for his units and no way to speed them up. He can still do well as those models that make it can do a lot of damage (and Daughters can be immensely helpful) but it is a bit of an uphill battle even in best scenario as he relies on his army to do virtually all of the work, so if not enough of them makes it, he's done for.
Armies that are just naturally strong against infantry with multiple continuous effect AOEs or just obscene number of attacks can ruffle his feathers as well.
Kreoss' play style is also very much predictable and not exactly stunning list in flashy moves department. He marches towards the enemy, feats, charges in the straight line and hopes for the best. It can be very effective but experienced enough opponents will predict him and try to minimize the damage.
Tricks & Tips
- Strength of Arms has an awesome, often maligned perk too; it saves an incredible amount of time on your deathclock. Since you don't have to waste seconds on working out the attack roll, you can go right to the damage rolls. In more exotic cases you can also skip damage rolls too, if the P+S on your weapon is high enough to kill them outright. In both cases however be on the lookout for any rule interaction and sequencing that is tied to an attack or a damage roll. Fast gameplay should not warrant carelessness.
List Building Advice
Strategy
Kreoss2 is all about explosive feat turns. His spells offer only a marginal boost to his army's effectiveness for a Protectorate caster so there will be casualties along the way, but his feat can make up for it. Not wasting his feat pointlessly on the first random charge or holding up on it until it's too late are steps one, two and three with this guy. His feat can override high defense values which makes him the bane against certain factions but pointless against others (you don't need help hitting Khador heavies).
With MAT 8 and Life Trader he can do quite a bit of damage on his own, but it's best to use him offensively mid-to-late game once you've hopefully thinned out the models that can threaten him. Until then, he's best deployed in the center of his army.
Kreoss likes any solo that helps him buff his infantry in some way, or even ones to support his jacks. Only thing he might stay clear on are probably spell-support solos as most lists simply don't have anything for Kreoss to do, to be in need of that extra focus.
Theme Thoughts
Exemplar Interdiction - Preferred theme
Kreoss likes exemplars. They're all high POW infantry with Weapon Master attacks who love automatically hitting and getting an extra hit in as well.
- Basic Knights Exemplar are relatively cheap and effective Weapon Master infantry with potential for some divine punishment under Battle-Driven. The CA that makes them more reliable outside of feat turn with their mini-feat, or allows for bit more reliable damage output during feat, and each Knight can dish out up to three attacks with overtake thanks to those two.
- Exemplar Errants are not what they used to be but are still fairly effective screen for the rest of your army.
- Exemplar Vengers bring respectable mobility to otherwise sluggish army.
- Exemplar Bastions and especially Exemplar Cinerators are nice man-brick to hide your caster and still offer potent melee attacks, with Cinerators being a bit faster than the harder-hitting Bastions due to Vengeance, and more survivable thanks to Shield Wall.
- Gravus for Brother's Keeper (and potential beat stick when high on souls)
- Knight Exemplar Seneschal is a slashy stabby solos that Kreoss can enhance.
- Daughters of the Flame - Kreoss also always had a bit of an affair with these girls as three auto-hitting Anatomical Precision attacks with and Acrobatics can be rather devastating.
- Nicia is a slashy stabby solos that Kreoss can enhance.
- Kreoss2's main weakness is against shooting. Faithful masses has numerous shooting resistant models and easy access to cheap shield guards in the form of Initiates of the Wall.
Mercenaries
- Rhupert Carvolo can give pathfinder.
Battlegroup
Jacks benefit slightly less then infantry from his feat as they offer fewer attacks for their cost then squad of infantry, but those attacks are high POW and automatically hit. Additionally, Battle-Charged can make certain warjacks more appealing than others.
- The Templar is not only durable, but has 2" reach, Chain Weapon, Beat Back (not as stellar as it used to be still potentially useful tool) and Shield Guard.
- Fire of Salvation is Kreoss' pet warjack that he can take in any theme. It is a solid beat stick that gives extra mobility from fallen warriors, packs Dispel, and its bond with Kreoss makes it incredibly powerful in melee even without the Choir or feat.
Other
Trivia
Originally released in Warmachine: Apotheosis (2005)
Theme Forces
Other Protectorate models
Video Battle Reports
- 2019.01 Arcane Assist, vs Hexeris2
- 2018.08 Deathclock Dave, vs Ossrum1
- See also Category: Video Battle Reports for more casters with videos.
Rules Clarifications
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 : Smite (Edit)
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Rules Clarification : Life Trader (Edit)
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Rules Clarification: : Warcaster (Edit) | |||||
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Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Imperishable Conviction - None yet. (Edit)
Rules Clarification : Paragon of the Faith - None yet. (Edit)
Rules Clarification : Battle-Charged (Edit)
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Rules Clarification : Castigate - None yet. (Edit)
Rules Clarification : Chasten (Edit)
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Rules Clarification : Cleansing Fire (Edit)
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Rules Clarification : Inviolable Resolve - None yet. (Edit)
Rules Clarification : Sacrosanct - None yet. (Edit)