Difference between revisions of "Kommander Sorscha"

From LOS Warmachine University
Jump to: navigation, search
m (Theme Thoughts)
(Theme Thoughts)
Line 97: Line 97:
 
{{Header|Support Models - Various themes}}
 
{{Header|Support Models - Various themes}}
 
Having a [[Wardog]] attachment can ensure she is practically impossible to hit in melee with wind rush, and also grants her the ability to walk out of combat. Watch out to keep the dog close enough; the maximum threat range of her assassination run (not counting her weapon's RNG) is the same as the radius of the dog's ability after running. You might want to have the dog an inch or two before her just to make sure Sorscha doesn't run too far for it to be effective.
 
Having a [[Wardog]] attachment can ensure she is practically impossible to hit in melee with wind rush, and also grants her the ability to walk out of combat. Watch out to keep the dog close enough; the maximum threat range of her assassination run (not counting her weapon's RNG) is the same as the radius of the dog's ability after running. You might want to have the dog an inch or two before her just to make sure Sorscha doesn't run too far for it to be effective.
 +
 +
As far as attachments go, the trustworthy doggo gets a stiff competition in the form of the [[Greylord Adjunct]]. Her feat and Eyeless Sight from Guidance allows you to freeze everyone in place who would otherwise rely on cloud walls to stay safe from Icy Gaze. He can also help you to upkeep Fog of War for free, should you need it for more than one turn, and drop a Blizzard template on request upon whichever model you want to keep in concealment.
  
 
[[Kovnik_Andrei_Malakov|Malakov1]] works great with Sorscha. She has no battlegroup spells so you're not losing anything by having a warjack outside the caster's battlegroup. Additionally, she is usually focus starved so he can help her bring jacks along without paying the focus bill. Last, '''Redline''' improves STR and SPD but not MAT, but if Sorscha freezes a model you can focus your Malakov controlled jack on buying additional attacks instead of boosting attack rolls.
 
[[Kovnik_Andrei_Malakov|Malakov1]] works great with Sorscha. She has no battlegroup spells so you're not losing anything by having a warjack outside the caster's battlegroup. Additionally, she is usually focus starved so he can help her bring jacks along without paying the focus bill. Last, '''Redline''' improves STR and SPD but not MAT, but if Sorscha freezes a model you can focus your Malakov controlled jack on buying additional attacks instead of boosting attack rolls.

Revision as of 14:56, 30 January 2019

Khador Warcaster

Kommander Sorscha Kratikoff wages unending war against the enemies of Khador. After the untimely death of her father, she lied about her age and joined the Winter Guard, rarely leaving the battlefield since. As cold and stoic and the frigid northland from which she hails, Sorcha is the embodiment of the Khadoran Empire, both in terms of fighting prowess and unshakable resolve.

Basic Info

Kommander Sorscha
Sorscha1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Sorscha1
BASE Small
SPD 6
STR {{{str}}}
MAT 6
RAT 6
M.A. N/A
DEF 16
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 17
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Weapons

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.
  • Cold Imm symbol.jpg Immunity: Cold

Feat: Icy Gaze

Enemy models without Immunity: Cold currently in Sorcha's control range and LOS become stationary for one round.

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| Boundless Charge ! style="border-top: 1px solid #A8A8A8;"| 2

! 6

! -

! -

! Turn

! 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;"|During its activation, target friendly Faction model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.

  • |-

|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| Fog of War ! style="border-top: 1px solid #A8A8A8;"| 3

! 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;"|Models gain concealment while in the spellcaster's control range.

  • |-

|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| Freezing Grip ! style="border-top: 1px solid #A8A8A8;"| 3

! 8

! -

! -

! (★)

! 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;"|Target model/unit becomes stationary for one round unless it has Immunity: Cold.

  • |-

|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| Razor Wind ! style="border-top: 1px solid #A8A8A8;"| 2

! 10

! -

! 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;"|This spell has zero special effects.

  • |-

|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| Tempest ! style="border-top: 1px solid #A8A8A8;"| 4

! 8

! 4

! 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;"|Models hit by Tempest become knocked down and suffer a POW 12 damage roll.

  • |-

|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| Wind Rush ! style="border-top: 1px solid #A8A8A8;"| 2

! 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;"|The spellcaster can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per activation.

Thoughts on Sorscha1

Classic Sculpt

Sorscha1 in a Nutshell

Sorscha is a control/assassin caster. She is highly mobile and hard to hit. With Freezing grip, and Tempest she is able to control enemy models/units allowing for the rest of your army to dispatch them.

Sorscha's crazy assassination threat also dictates where your opponent moves, and what they move. Her ability to threaten a caster from a non-linear 19" is quite scary. Even veteran players can make mistakes allowing for an assassination opportunity.

Feat thoughts

Her feat is normally used to assassinate. You can lower the enemy to DEF 5 and shoot it to death (especially with Arcing Fire weapons) or just Wind Rush Sorscha herself into position and lay the beat down.

The only tricky part is that, unlike most feats in the game, it is based on her LOS.

Spell thoughts

  • Boundless Charge is great for moving a Warjack or Solo into charge range, or if needed, Sorscha herself.
  • Fog of War is good in the early game, but it will interfere with her own shooting and spellcasting, as all her targets would be within the effect of fog of war.
  • Freezing Grip is one of Sorscha's signature spells. Move forward, cast this on the most dangerous target, and use Wind Rush to fall back to safety. Alternatively, you can now freeze 2 units if you've already spent your feat, or if you want to save it for something else.
  • Razor Wind is essentially a magic version of Sorscha's hand cannon. You're unlikely to use it, but it's there if you do.
  • Tempest is more expensive than Freezing grip, but affects units with cold immunity, shoring up one of Sorscha's potential weaknesses. She can still Wind Rush after as well.
  • Wind Rush is Sorscha's other signature spell, with a whole host of uses. It'll get her out of trouble, help out with an assassination run, and generally helps anytime you want her to be a bit more mobile or have a bit more defense. You're probably going to be casting this every single turn.

Drawbacks & Downsides

  • Sorscha has only one "buff" for her army. Boundless Charge.
  • She's nimble, but very fragile; boosted blast rolls and knockdown effects can be deadly for her.
  • Remember that enemies in Sorcha's CTRL range also receive concealment from Fog of War.
  • Even with Power up, she has few focus to spare for her warjacks.
  • Freezing Grip and her Feat are useless against enemies that are immune to cold.
  • She has good synergies with all of her available attachments, yet there is only one attachment slot. The War Dog makes her more survivable, Reinhold removes stealth, Madelyn does both, Sylys lets her upkeep FoW for free. However, once the Greylord Adjunct comes out, she will want to take him most of the time, since he lets her upkeep for free as well and gives her Guidance for her feat on top of it.

Tricks & Tips

  • Her assassination run is tempting, but choose your engagement wisely. If you need to use both Wind Rush and Boundless charge, you'll have only 2 focus left to help with damage, giving you little room for error. Your target should be stationary before you hit them, so you don't have to waste focus trying to hit, as well as crit. Also be aware of how much armor the target has, and if they have any camped focus to prevent damage, which could screw you up if you roll poorly. If you happen to be up against one of the few warcasters that are immune to cold, then you probably just want to avoid making an assassination run to begin with.
  • Alternatively, let her set up a warjack to do the assassination. Assigning 2 focus and Boundless charge to almost any Khador Warjack will enable it to do far more damage to target than spending the same amount of focus to get Sorscha there, especially if Sorscha also pops her feat. This also makes it less likely that in the event of a failed assassination that Sorscha will get killed. Kovnik Malakov can assist here as Redline + Boundless Charge = 4 extra inches on your unsuspecting opponent.
  • Be on the lookout for enemy feats and spells, which prevent / punish spell casting, or make them harder (like Lamentation) - in such cases, you better forget about your assassination run.
  • If the opportunity arises, cast Boundless charge upon your warjacks. Now, an average Khador warjack can charge further than its run distance. Do not forget the Pathfinder bonus.
  • Shatter is a nice addition to her otherwise average P+S weapon, if it can be triggered. Apart of her feat and Freezing Grip which are the most reliable methods for triggering it, there are numerous Greylord and Man-o-War units and solos, not to mention Beast-09, who can potentially freeze a unit in place for her to shatter with some good criticals.
  • Consider bringing Sylys Wyshnalyrr. Having a longer range on Freezing Grip or Tempest helps her with board control, and Arcane Secrets makes her better at getting those spells off successfully.
  • Fog of War synergizes well with models that have the Prowl ability, allowing models like Alten Ashley or Kell Bailoch to instantly gain stealth for as long as you keep them in your control range. Additionally, magic resistant units like Doom Reavers also appreciate the rare Buff.
  • With Eiryss, Mage Hunter of Ios ability Disruptor Bolt and feat you can disable completely disable a warjack for entire opponent turn, because a disrupted warjack cannot shake the stationary in the maintenance phase. stationary
  • You can also combine the feat with precision strike and sniper. Cut out a warjacks cortex or a warbeasts spirit and then they can't activate.
  • She synergizes well (due her feat) with all kinds of nasty AOE like ones from Hutchuk, Ogrun Bounty Hunter, Gorman Di Wulfe, Rogue Alchemist, Victor

List Building Advice

Strategy

Sorcha needs to have an army that can operate without the need for buffs and that can control various parts of the table.

It's also important that her army can clear a path to the enemy warcaster/warlock without getting in the way themselves.

Arcing Fire and/or long range models/Units can help Sorscha pull a successful assassination run. If you manage to freeze your opponent's caster, have everything shooty blast it out of the face of Caen. Winter Guard Mortars, MOW Bombardiers, Widowmakers, Victor, Destroyers, anything which can hit from long distance is cool.

Theme Thoughts

Sorscha is often seen in Winter Guard Kommand because the abundance of shooting stacks well with her feat, and the troops generally don't require buffing.

    Support Models - Various themes    
Having a Wardog attachment can ensure she is practically impossible to hit in melee with wind rush, and also grants her the ability to walk out of combat. Watch out to keep the dog close enough; the maximum threat range of her assassination run (not counting her weapon's RNG) is the same as the radius of the dog's ability after running. You might want to have the dog an inch or two before her just to make sure Sorscha doesn't run too far for it to be effective.

As far as attachments go, the trustworthy doggo gets a stiff competition in the form of the Greylord Adjunct. Her feat and Eyeless Sight from Guidance allows you to freeze everyone in place who would otherwise rely on cloud walls to stay safe from Icy Gaze. He can also help you to upkeep Fog of War for free, should you need it for more than one turn, and drop a Blizzard template on request upon whichever model you want to keep in concealment.

Malakov1 works great with Sorscha. She has no battlegroup spells so you're not losing anything by having a warjack outside the caster's battlegroup. Additionally, she is usually focus starved so he can help her bring jacks along without paying the focus bill. Last, Redline improves STR and SPD but not MAT, but if Sorscha freezes a model you can focus your Malakov controlled jack on buying additional attacks instead of boosting attack rolls.

    Mercenaries    

  • Reinholdt brings some anti-stealth technology to help you assassinate casters with Stealth.

Battlegroup

  • Beast-09 is her character warjack, that she can take in any theme.
  • A Spriggan or Victor bring some anti-stealth technology to help you assassinate casters with Stealth. Victor can also pummel the enemy from a long distance.

Other

Trivia

Theme Forces

Template:Khador caster themes

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

Video Battle Reports

Rules Clarifications

RC symbol.png

Rules Clarification : Feat : Icy Gaze

  • Remember, you need LOS.
  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.


RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
RC symbol.png

Rules Clarification : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.

Rules Clarification : Shatter - None yet. (Edit)


RC symbol.png

Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • 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.


RC symbol.png

Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
RC symbol.png

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Cold - None yet. (Edit)


RC symbol.png

Rules Clarification : Boundless Charge      (Edit)

RC symbol.png

Rules Clarification : Fog of War      (Edit)

  • All players will gain concealment from Fog of War. It lacks the "friendly models gain ..." part that would normally limit it.
RC symbol.png

Rules Clarification : Freezing Grip      (Edit)

  • When you hit a model in a unit, the entire unit becomes stationary.
  • If models are added to a unit after it is frozen (for example via Excarnate) then those models immediately become stationary; because the effect is applied to the unit not to the models. (Closed thread)
    • Since Freezing Grip is applied to the unit for one round, then those new models will "unfreeze" at the same time as the rest of the unit.
RC symbol.png

Rules Clarification : Razor Wind      (Edit)

  • The text description has no in-game effect. It's just for flavour.
RC symbol.png

Rules Clarification : Tempest      (Edit)

  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
    • Models that are immune to blast damage have no defence vs this spell/weapon.
  • 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.

Rules Clarification : Wind Rush - None yet. (Edit)