Difference between revisions of "Kossite Woodsmen"
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''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
Kossite Woodsmen |
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 | |||||||||||||||||||||||||||||||||||
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Weapons
- Hunter's Weapon - RNG 10, POW 10 ranged weapon.
- Hand Weapon - RNG 0.5, 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
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
Rules Clarifications
Rules Clarification : Advance Deployment + Ambush
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Rules Clarification : Advance Deployment (Edit)
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Ambush (Edit)
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Rules Clarification : Prowl and/or Just a Tree? (Edit)
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