Difference between revisions of "Kossite Woodsmen"
m |
|||
Line 1: | Line 1: | ||
− | {{FH3| | + | {{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.'' | ||
Line 6: | Line 6: | ||
{| class="wikitable" style="width: 300px; float:right;" | {| class="wikitable" style="width: 300px; float:right;" | ||
|- | |- | ||
− | ! colspan= | + | ! colspan=4 |{{PAGENAME}} |
|- | |- | ||
− | |rowspan= | + | |rowspan=9 colspan=2|[[File:KossiteWoodsmen.jpg|300px]] |
|- | |- | ||
| style="width: 30%;"| '''SPD''' | | style="width: 30%;"| '''SPD''' | ||
| style="width: 20%;"| 6 | | style="width: 20%;"| 6 | ||
− | |||
− | |||
|- | |- | ||
| '''MAT''' || 5 | | '''MAT''' || 5 | ||
Line 23: | Line 21: | ||
| '''ARM''' || 11 | | '''ARM''' || 11 | ||
|- | |- | ||
− | | ''''' | + | | '''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''' - | + | * '''Hunter's Weapon''' - 1" range, POW 10 gun |
− | * '''Hand 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 | + | 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 | + | ===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 | |
− | + | |list=*These two abilities do not stack with each other. You need to choose ''either'' Ambush ''or'' Advance Deployment}} | |
− | + | {{RC Advance Deployment}} | |
+ | {{RC Pathfinder}} | ||
+ | {{RC Ambush}} | ||
+ | {{RC Prowl}} |
Revision as of 19:09, 27 February 2017
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.
Contents
Basic Info
Kossite Woodsmen | |||
---|---|---|---|
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 |
Weapons and Attacks
- Hunter's Weapon - 1" range, POW 10 gun
- Hand Weapon - 0.5" reach, P+S 8 melee weapon.
Special Abilities
- Advance Deployment
- Pathfinder
- Please use {{Ambush1}} for independant models, and {{Ambush2}} for units.
- Prowl - While this model has concealment, it gains stealth.
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
Rules Clarifications
Rules Clarification : Advance Deployment + Ambush
|
Rules Clarification : Advance Deployment (Edit)
|
Rules Clarification : Pathfinder (Edit)
|
Rules Clarification : Ambush (Edit)
|
Rules Clarification : Prowl and/or Just a Tree? (Edit)
|