Difference between revisions of "Kossite Woodsmen"

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{{FH3|[[Khador]] {{Unit}} }}
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{{FH3|{{Khador}} {{Unit}} }} [[Category: Model]]
  
 
''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.''
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{| class="wikitable" style="width: 300px; float:right;"  
 
{| class="wikitable" style="width: 300px; float:right;"  
 
|-  
 
|-  
! colspan=3 |{{PAGENAME}}
+
! colspan=4 |{{PAGENAME}}
 
|-
 
|-
|rowspan=99|[[File:KossiteWoodsmen.jpg|300px]]
+
|rowspan=9 colspan=2|[[File:KossiteWoodsmen.jpg|300px]]
 
|-
 
|-
 
| style="width: 30%;"| '''SPD'''  
 
| style="width: 30%;"| '''SPD'''  
 
| style="width: 20%;"| 6
 
| style="width: 20%;"| 6
|-
 
| '''STR''' || 5
 
 
|-
 
|-
 
| '''MAT''' || 5
 
| '''MAT''' || 5
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| '''ARM''' || 11
 
| '''ARM''' || 11
 
|-
 
|-
| '''''Relative'' HP''' || 1
+
| '''CMD''' || 11
 +
|-
 +
| '''HP''' || 1
 +
|-
 +
| '''Unit Size''' || 6/10
 +
|-
 +
| '''Cost''' || 7/11
 +
|colspan=2| 1.1 points per model
 +
{{SBE}}
 
|}
 
|}
  
==Weapons and Attacks==  
+
===Weapons and Attacks===
* '''Hunter's Weapon''' - Average range, average POW ranged weapon.
+
* '''Hunter's Weapon''' - 1" range, POW 10 gun
* '''Hand Weapon''' - Close range, low P+S melee weapon.
+
* '''Hand Weapon''' - 0.5" reach, P+S 8 melee weapon.
  
==Special Abilities==  
+
===Special Abilities===
 
* {{Advance Deployment}}
 
* {{Advance Deployment}}
 
* {{Pathfinder}}
 
* {{Pathfinder}}
 
* {{Ambush}}
 
* {{Ambush}}
 
* {{Prowl}}
 
* {{Prowl}}
 +
  
 
=Thoughts on {{PAGENAME}}=  
 
=Thoughts on {{PAGENAME}}=  
==Comparison to Mk2==
+
===Comparison to Mk2===
 
* Gained a point of DEF and ARM
 
* Gained a point of DEF and ARM
 
* Became slightly cheaper
 
* Became slightly cheaper
Line 45: Line 52:
 
* 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.
 
* 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 - deserved - stat and rule improvement they can live up to their fluff to cause mischief among the enemy's ranks.
+
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.
  
==Combos & Synergies==
+
===Combos & Synergies===
 
* Anyone who can conceal these guys.
 
* Anyone who can conceal these guys.
 
* Yuri gives them a buff in forests.
 
* Yuri gives them a buff in forests.
Line 59: Line 66:
 
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?
 
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?
  
==Drawbacks & Downsides==
+
===Drawbacks & Downsides===
 
* Treewalker from Yuri is worthless, if there's no forest around.
 
* Treewalker from Yuri is worthless, if there's no forest around.
 
* Once the enemy gets bead on them, they'll die in no time. And for some armies they are just cheap corpse/soul token.  
 
* Once the enemy gets bead on them, they'll die in no time. And for some armies they are just cheap corpse/soul token.  
 
* 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.
 
* 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.
  
==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. And shooting them with heavy guns will be a waste of resources.
 
* With Ambush, you might surprise someone. There is also the chance these guys can take on some support units like artillery.
 
* With Ambush, you might surprise someone. There is also the chance these guys can take on some support units like artillery.
 
* 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.
 
* 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)
  
==Theme Forces this is a member of==
+
===Theme Forces===
 
* None yet
 
* None yet
  
==Other faction models==
+
===Other faction models===
 
{{Index Khador}}  
 
{{Index Khador}}  
  
==Rules Clarifications==  
+
===Rules Clarifications===
 
+
{{RCbox2|Name=Advance Deployment + Ambush
[[Category:Khador]]
+
|list=*These two abilities do not stack with each other. You need to choose ''either'' Ambush ''or'' Advance Deployment}}
[[Category:Model]]
+
{{RC Advance Deployment}}
 +
{{RC Pathfinder}}
 +
{{RC Ambush}}
 +
{{RC Prowl}}

Revision as of 19:09, 27 February 2017

Khador Unit

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
KossiteWoodsmen.jpg
SPD 6
MAT 5
RAT 4
DEF 13
ARM 11
CMD 11
HP 1
Unit Size 6/10
Cost 7/11 1.1 points per model

Template:SBE

Weapons and Attacks

  • Hunter's Weapon - 1" range, POW 10 gun
  • Hand Weapon - 0.5" reach, P+S 8 melee weapon.

Special Abilities


Thoughts on Kossite Woodsmen

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.

Kossite Woodsmen 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.

Combos & Synergies

  • 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.

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?

Drawbacks & Downsides

  • Treewalker from Yuri is worthless, if there's no forest around.
  • Once the enemy gets bead on them, they'll die in no time. And for some armies they are just cheap corpse/soul token.
  • 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.

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.
  • With Ambush, you might surprise someone. There is also the chance these guys can take on some support units like artillery.
  • 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

Trivia

Originally released in Warmachine: Escalation (2004)

Theme Forces

  • None yet

Other faction 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 : 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.