Difference between revisions of "Kossite Woodsmen"

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{{FH3|{{Khador}} {{Unit}} }} [[Category: Model]] [[Category:Kossite]]
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{{Khadbox|{{Khador}} {{Unit}} }} [[Category: Model]] [[Category:Kossite]]
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{{4P|'''5th Division'''}}
  
 
''It is the law of Khador that all citizens must serve in the military, and the Kossite clans of the far north are no exception. Despite their motley appearance and simple weapons, the Kossite woodsmen are fierce warriors. They wait in ambush with the patience and instincts of a hunter, and strike at the perfect moment to kill key assets or crumble the enemy’s flank.''
 
''It is the law of Khador that all citizens must serve in the military, and the Kossite clans of the far north are no exception. Despite their motley appearance and simple weapons, the Kossite woodsmen are fierce warriors. They wait in ambush with the patience and instincts of a hunter, and strike at the perfect moment to kill key assets or crumble the enemy’s flank.''
  
 
=Basic Info=
 
=Basic Info=
{| class="wikitable" style="width: 300px; float:right;"
+
{{Infobox-Model
|-
+
| name  = {{PAGENAME}}
! colspan=4 |{{PAGENAME}}
+
| image = KossiteWoodsmen.jpg
|-
+
| base  = Small
|rowspan=9 colspan=2|[[File:KossiteWoodsmen.jpg|300px]]
+
| spd  = 6
|-
+
| str  = 5
| style="width: 30%;"| '''SPD'''
+
| mat  = 5
| style="width: 20%;"| 6
+
| rat  = 4
|-
+
| def  = 13
| '''MAT''' || 5
+
| arm  = 11
|-
+
| cmd  = 7
| '''RAT''' || 4
+
| hp    = 1
|-
+
| size  = 6{{or}}10
| '''DEF''' || 13
+
| cost  = 7{{or}}11
|-
+
| cost_note = 1.1 each
| '''ARM''' || 11
+
| fa    = 2
|-
+
}}
| '''CMD''' || 11
 
|-
 
| '''HP''' || 1
 
|-
 
| '''Unit Size''' || 6/10
 
|-
 
| '''Cost''' || 7/11
 
|colspan=2| 1.1 points per model
 
{{SBE}}
 
|}
 
 
 
===Weapons and Attacks===
 
* '''Hunter's Weapon''' - 10" range, POW 10 gun
 
* '''Hand Weapon''' - 0.5" reach, P+S 8 melee weapon.
 
  
===Special Abilities===
+
===Abilities===
 
* {{Advance Deployment}}
 
* {{Advance Deployment}}
 
* {{Pathfinder}}
 
* {{Pathfinder}}
* {{Ambush}}
+
* {{Ambush2}}
 +
* {{Backstab}}
 
* {{Prowl}}
 
* {{Prowl}}
 +
 +
===Weapons===
 +
{| class="wikitable"
 +
{{Ranged|Hunter's Weapon|10|10| }}
 +
{{Melee|Hand Weapon|0.5|3|8| }}
 +
|}
 +
 +
===Theme Forces===
 +
* '''''Khador
 +
** {{Jaws of the Wolf}}
 +
** {{Warriors of the Old Faith}}
 +
 +
* '''''Other Factions
 +
** '''[[Infernal]]''' players can use this unit in the {{Hearts of Darkness|notbold=}} theme, but only if [[Malakov2]] is leading the army.
 +
** '''[[Protectorate]]''' players can use this model in the {{Warriors of the Old Faith|notbold=}} theme.
  
  
 
=Thoughts on {{PAGENAME}}=  
 
=Thoughts on {{PAGENAME}}=  
===Comparison to Mk2===
 
* Gained a point of DEF and ARM
 
* Became slightly cheaper
 
* Camouflage gone, lost Reform
 
* Gained Prowl
 
* Gained Advance Deployment
 
* The elimination of morale rules makes them less likely to run, while pre-measure now allows to take full advantage of their run/charge distance with Ambush.
 
 
 
==={{PAGENAME}} in a nutshell===
 
==={{PAGENAME}} in a nutshell===
Kossite Woodsmen are militia. They don't have much in terms of stats or weapons, but they are cheap. In Mk2 they were mostly treated as a joke unit, usually presented only in fun games. Now, with some (well deserved) stat and rule improvements they can live up to their fluff to cause mischief among the enemy's ranks.
+
Kossite Woodsmen are militia. They are cheap, and don't have much in terms of stats or weapons - if they face the enemy head-on. Add in Backstab and Ambush though, and all of a sudden they pose a threat to DEF 14 ARM 18 models in their their back arc - especially single-wound infantry, who may die in droves due to some strategically placed lead and arrows.
  
===Combos & Synergies===
+
They can amend the inherent weakness of the jack-heavy lists by scoring in circular zones, and thanks to Ambush they may do it early on. Ambush also allows scenario (counter) play - even more so in scenarios with far-flung zones, where your battlegroup and caster can't be everywhere at once. They can run up to 15" on their arriving turn, contesting flags and zones - and though they die to basically anything the enemy might throw at them, that "anything" usually costs more than their 7/11 point cost.
* Anyone who can conceal these guys.
 
* Yuri gives them a buff in forests.
 
* They benefit from the readily available Khador infantry support tools, however,
 
** they are usually operating far from the warcasters and other supporting models, and Khador has next to no access to arc nodes.
 
** other, nearly the same costed infantry choices (read: Winter Guard) will profit even more.
 
  
As for offensive output, do not expect much from them. Sub-par RAT and below average MAT means that apart of knocked-down targets and huge based models, most targets will evade their shots and blows. They also hit as hard as a standard Battle Mechanik, so if you expect a Kossite to do something on harder targets, you are either pretty desperate, or about to rub some salt into the wounds of your opponent.
+
While other, self-sufficient troops like the [[Widowmaker Scouts]] the [[Kayazy Eliminators]], or the cavalry in the [[Warriors of the Old Faith]] pose a frontal and direct threat, Kossites are adept at putting pressure on the enemy's flanks, weakening it sufficiently that its eventual collapse will ensure victory on the long run.
  
However, you can surprise the enemy in scenario games - even their mere presence in the list will force opponents to think troop movement twice: assign resources for flank protection, or leave them unguarded, thus potentially allowing the Woodmen to snatch control points from unguarded zones / flags?
+
===Combos & Synergies===
 +
* [[Malakov2]] - Discombobulate turns on Backstabs on from any direction, so you don't lose out on it if you Advance Deploy.
 +
* [[Yuri the Axe]] - His Elite Cadre makes Kossites infuriatingly difficult to be removed from forests, and if you find a forest near the board edges, your troops can discharge their guns from beyond the forest patches, forcing the enemy to go either through or around to deal with them.
 +
* [[Vladimir1]] - Signs and Portends makes anything sing - especially with Backstab on.
 +
* [[Vladimir2]] can use them as great Hand of Fate or feat targets.
 +
* [[Vladimir3]] - Hand of Fate again, he also pays much closer to the front so he can put HoF on them easier.
 +
* [[Old Witch2]] - Curse of Shadows makes their shots more devastating and they can hide in a Windstorm to protect themselves from shooting if need be
 +
* [[Sorscha3]] - Winter's Wrath makes things easier for them to hit and she appreciates the extra scenario pressure the Kossites exert while her MoW and jacks trundle up the field.
 +
* [[Feora3]] in Warriors of the Old Faith can cast Incite to buff their damage.
  
 
===Drawbacks & Downsides===
 
===Drawbacks & Downsides===
* Treewalker from Yuri is worthless, if there's no forest around.
+
* Treewalker from Yuri is worthless if there are no forests around and you play outside Jaws of the Wolf, where you get at least one forest patch.
* Once the enemy gets bead on them, they'll die in no time. And for some armies they are just cheap corpse/soul token.
+
* If you cannot trigger Backstab, they just have horrible stats.
* Given the rise of much more "heavier" armies due to bigger battlegroups, better points on warjacks / warbeasts, and better focus management, these guys may struggle to find squishy targets to annoy.
+
* Once the enemy gets bead on them, they'll die in no time. And for some armies they are just cheap corpse/soul token.
  
 
===Tricks & Tips===
 
===Tricks & Tips===
* Stats-wise they are among the weakest Khador units - meaning, they are very low on the target-priority list. And shooting them with heavy guns will be a waste of resources.
+
* Stats-wise they are among the weakest Khador units - meaning, they are very low on the target-priority list. Any shot that falls upon them will be spared from your more valuable units.
* With Ambush, you might surprise someone. There is also the chance these guys can take on some support units like artillery.
+
* They have a 19-inch threat range from the edge of the board with the guns on the turn that you ambush. Sometimes it’s worth waiting an extra turn just to make sure you can get into back strike range and shoot some support models.
* Advance deployment, and especially, Ambush gives them awesome advantage in scenario play. The latter means, that they can run up to 15" on their arriving turn. Look for unguarded flags, or feel free to sacrifice them for a zone contest. Remember, according to the current Steamroller rules, 50% of their starting number needs to be alive to control zones / flags, but even a lone survivor can contest.
 
 
 
  
 
=Other=
 
=Other=
 
===Trivia===  
 
===Trivia===  
Originally released in [[Warmachine: Escalation]] (2004)
+
Released in [[Warmachine: Escalation]] (2004)
 
 
===Theme Forces===
 
* None yet
 
  
===Other faction models===
+
===Other Khador models===
 
{{Index Khador}}  
 
{{Index Khador}}  
  
Line 93: Line 86:
 
{{RC Pathfinder}}
 
{{RC Pathfinder}}
 
{{RC Ambush}}
 
{{RC Ambush}}
 +
{{RC Backstab}}
 
{{RC Prowl}}
 
{{RC Prowl}}

Latest revision as of 19:46, 24 May 2023

Khador Logo.jpg Kossite Woodsmen

Khador Unit

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.

It is the law of Khador that all citizens must serve in the military, and the Kossite clans of the far north are no exception. Despite their motley appearance and simple weapons, the Kossite woodsmen are fierce warriors. They wait in ambush with the patience and instincts of a hunter, and strike at the perfect moment to kill key assets or crumble the enemy’s flank.

Basic Info

Kossite Woodsmen
Missing Info
KossiteWoodsmen.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 5
RAT 4
M.A. N/A
DEF 13
ARM 11
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 6 or 10
COST 7 or 11
1.1 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • AD symbol.jpg Advance Deployment
  • Pathfinder symbol.jpg Pathfinder
  • Ambush - You can choose not to deploy this unit at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control Phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place all models in the unit in formation completely within 3" of the chosen table edge.
  • Backstab - While completely within the back arc of an enemy model, this model gains an additional die on its attack and damage rolls against that model.
  • Prowl - While this model has concealment, it gains stealth.

Weapons

Hunter's Weapon
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 10
Hand Weapon
Sword icon.jpg  RNG   POW   P+S 
0.5 3 8

Theme Forces


Thoughts on Kossite Woodsmen

Kossite Woodsmen in a nutshell

Kossite Woodsmen are militia. They are cheap, and don't have much in terms of stats or weapons - if they face the enemy head-on. Add in Backstab and Ambush though, and all of a sudden they pose a threat to DEF 14 ARM 18 models in their their back arc - especially single-wound infantry, who may die in droves due to some strategically placed lead and arrows.

They can amend the inherent weakness of the jack-heavy lists by scoring in circular zones, and thanks to Ambush they may do it early on. Ambush also allows scenario (counter) play - even more so in scenarios with far-flung zones, where your battlegroup and caster can't be everywhere at once. They can run up to 15" on their arriving turn, contesting flags and zones - and though they die to basically anything the enemy might throw at them, that "anything" usually costs more than their 7/11 point cost.

While other, self-sufficient troops like the Widowmaker Scouts the Kayazy Eliminators, or the cavalry in the Warriors of the Old Faith pose a frontal and direct threat, Kossites are adept at putting pressure on the enemy's flanks, weakening it sufficiently that its eventual collapse will ensure victory on the long run.

Combos & Synergies

  • Malakov2 - Discombobulate turns on Backstabs on from any direction, so you don't lose out on it if you Advance Deploy.
  • Yuri the Axe - His Elite Cadre makes Kossites infuriatingly difficult to be removed from forests, and if you find a forest near the board edges, your troops can discharge their guns from beyond the forest patches, forcing the enemy to go either through or around to deal with them.
  • Vladimir1 - Signs and Portends makes anything sing - especially with Backstab on.
  • Vladimir2 can use them as great Hand of Fate or feat targets.
  • Vladimir3 - Hand of Fate again, he also pays much closer to the front so he can put HoF on them easier.
  • Old Witch2 - Curse of Shadows makes their shots more devastating and they can hide in a Windstorm to protect themselves from shooting if need be
  • Sorscha3 - Winter's Wrath makes things easier for them to hit and she appreciates the extra scenario pressure the Kossites exert while her MoW and jacks trundle up the field.
  • Feora3 in Warriors of the Old Faith can cast Incite to buff their damage.

Drawbacks & Downsides

  • Treewalker from Yuri is worthless if there are no forests around and you play outside Jaws of the Wolf, where you get at least one forest patch.
  • If you cannot trigger Backstab, they just have horrible stats.
  • Once the enemy gets bead on them, they'll die in no time. And for some armies they are just cheap corpse/soul token.

Tricks & Tips

  • Stats-wise they are among the weakest Khador units - meaning, they are very low on the target-priority list. Any shot that falls upon them will be spared from your more valuable units.
  • They have a 19-inch threat range from the edge of the board with the guns on the turn that you ambush. Sometimes it’s worth waiting an extra turn just to make sure you can get into back strike range and shoot some support models.

Other

Trivia

Released in Warmachine: Escalation (2004)

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 : Advance Deployment + Ambush

  • These two abilities do not stack with each other. You need to choose either Ambush or Advance Deployment
RC symbol.png

Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Ambush      (Edit)

  • If you attach a WA or CA to this unit, and the attachment doesn't have Ambush, then they all get to Ambush anyway. (Locked Thread)
  • Ambush and Apparition both occur at Step 5 of the Control Phase. However, Ambush specifies the "end" of the Control Phase so you cannot use Apparition on a model that Ambushes. (Infernal Ruling)
  • Declaring Ambush:
    • Choosing whether a unit deploys normally or ambushes needs to happen before deployment.
    So it goes: do the starting roll, Player 2 chooses sides, Player 1 declares Ambushes (if any), then Player 2 declares Ambushes (if any), then Player 1 starts deployment. (Infernal Ruling)
    • If you have both Prey and Ambush, then you declare your Prey target at the normal time (even though the Prey-er isn't currently on the table). (Infernal Ruling)
RC symbol.png

Rules Clarification : Backstab      (Edit)

  • Backstab always applies on a free strike, because free strikes are always in the back arc. (Infernal Ruling)
  • Backstab applies to magic and ranged attacks, too.
  • For a caster with Backstab that uses an arc node to attack their target: Backstab doesn't care about the point of origin of the attack, and does not interact with Arc Nodes at all.
In other words, if your arc node is in the target's back arc & but the caster is not, then Backstab doesn't apply. And vice versa, if your arc node is in the front arc & you're in the back arc, then Backstab will apply.
  • Models with Circular Vision aren't immune to Backstab. They still have a back arc, and backstabbers can stand in it.
  • As of November 2021, Steamroller objectives no longer have facings, and cannot be backstabbed.
RC symbol.png

Rules Clarification : Prowl and/or Just a Tree?     (Edit)

  • Whether you can trigger this ability is a bit awkward;
    • As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
RC symbol.png

Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.