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]]
  
 
''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.''

Revision as of 17:32, 1 February 2019

Khador Logo.jpg Kossite Woodsmen

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
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
BASE Small
SPD 6
STR {{{str}}}
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 / 10
COST 7 / 11
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Weapons

  • Hunter's Weapon - RNG 10, POW 10 ranged weapon.
  • Hand Weapon - RNG 0.5, P+S 8 melee weapon.

Special Abilities

Thoughts on Kossite Woodsmen

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 presented only in fun games. Now, with some (well deserved) stat and rule improvements... they are still in a pretty maligned status. They are only allowed in a jack-heavy theme, where they neither receive bonuses, nor contribute toward the free stuff threshold.

If you say that they can amend the inherent weakness of the jack-heavy lists by scoring in circular zones - you aren't completely wrong. Ambush indeed allows you some tricky scenario play - especially that the jaws of the Wolf theme forbids the enemy to use their own ambushers. However, with their sub-par RAT/MAT they won't hit too often (even with the back strike bonus), and the meagre strength of their weapons make it unlikely that they'll cause anything beyond some minor annoyance. They can run up to 15" on their arriving turn, contest a flag or a zone for a turn, might catch some unguarded artillery pieces, but don't expect much beyond that.

The final nail in their coffin is the fact that they are competing with excellent, self-suffifient troops in the "non-warjack" compartment, like the Widowmaker Scouts or the Kayazy Eliminators.

Combos & Synergies

If all the things above didn't deter you from playing them, consider the following.

  • Anyone who can conceal these guys. Most notably Sorscha1 with Fog of War or the steam patches of the Kodiak, coupled with Harkevich's Reposition Field Marshal
  • Yuri the Axe - Gives them a buff in forests.

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.
  • Allowed only in one theme force, where all the other units are way better than them.

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.

Other

Trivia

Originally released in Warmachine: Escalation (2004)

Theme Forces

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.