Man-o-War Shocktroopers
Man-o-War Shocktroopers
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The Man-o-War Shocktroopers thunder across the battlefield in steam-powered battle armour, shield cannon locked together in an unbreakable defensive wall and annilator blades held high ready to conquer any opponent. Encased in formidible steam-powered battle armour, the Man-o-War Captain leads his unit of Shocktroopers into battle against the greatest foes of Khador.
Man-o-War shocktrooper officers embody the strength and resilience of the frozen north and, like their homeland, bow to no opposition. The enemies of the Motherland rightfully fear these indomitable warriors and the inexorable tide of steam and steel that marches alongside them. As they wade into the bloody fray amid the thunderous roar of cannon fire, these decorated veterans inspire those they lead to acts of unparalleled bravery and unfettered violence.
Basic Info
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Abilities
Entire Unit
- Combined Melee Attack
- Repairable - This model can be targeted with Repair special actions as if it were a construct model.
- Shield Wall (Order) - Until the start of their next activation, each affected model gains +4 ARM while B2B with another affected model in its unit. When receiving this order a model can forfeit its Combat Action to gain +3” movement as part of its Normal Movement this turn. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
Officer
- The Officer has +1 MAT, +1 RAT & +2 CMD.
- Officer
- Granted: Assault - While this model is in formation, models in its unit gain Assault. ( Assault)
- Tactics: Steady - Models in this unit gain Steady. (Steady - This model cannot become knocked down.)
- Tactics: Sturdy - Models in this unit gain Sturdy. (Sturdy - This model cannot be pushed.)
Weapons
Leader & Grunts
- Shield Cannon - 6" range, POW 14 ranged attack
- Annihilator Blade - 2" reach, P+S 14 melee attack
Officer
- Shield Cannon - As above.
- Frost Axe - 2" reach, P+S 15 melee attack
- Critical Freeze - On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
Theme Forces
- Armored Korps. This unit can potentially gain Advance Move in this theme
Thoughts on Man-o-War Shocktroopers
Man-o-War Shocktroopers in a Nutshell
Man-o-War heavy infantry are elite combatants that trade mobility for heavy steam-powered armor. They are highly trained and equipped to deal with a wide range of threats, benefiting from a highly disciplined combined arms approach to achieve victory. Each of the three Man-o-War infantry units fills a distinct niche:
- Man-o-War Shocktroopers are the Man-o-War frontline infantry, capable of weathering tremendous punishment before they engage in close quarters combat with their heavy Shield Cannons and Annihilator Blades. They are an excellent screening unit that can do serious damage to almost anything they set their sights on.
- Man-o-War Demolition Corps are heavy hitters, outfitted to crack the toughest of targets with their Ice Maul hammers. When they connect with the appropriate targets they can do spectacular damage.
- Man-o-War Bombardiers are deadly combined arms combatants that excel at clearing out swathes of enemy combatants, opting for an overwhelming volume of attacks with the combination of Grenade Cannons and Chain Blades.
Shocktroopers are a fairly straightforward frontline unit that can take an impressive amount of punishment before going down. They are the most defensively built of all the Khador infantry but are elite combatants in their own right that do serious damage to most things in the game and can even perform Combined Melee Attacks for specific targets. Their primary function is to form a slow, impenetrable battle line that delivers your army to the battle safely and perform this duty admirably. They are slow, however, and especially more so because they can't run and maintain their Shield Wall; the source of their impressive resilience. Both their weapons are very powerful and the access to a strong ranged weapon makes them more flexible than a lot of slow models are. While very powerful on the charge with their Annihilator Blades you're often better off advancing them in Shield Wall and using the Shield Cannons opportunistically while you get your army into better position. The threat range on their Shield Cannon is 4" + 6" = 10" compared to the 4" + 3" + 2" = 9" on the charge so there are corner cases where you're not giving up any damage output anyway.
Thoughts on the Command Attachment
The Shocktroopers' Officer makes them better in every way that matters, making them significantly more reliable and giving them a serious offensive bonus on the charge. Steady and Sturdy are perfect additions to a Shocktrooper unit because they stop many opponents from breaking up your Shield Wall and makes them perfect candidates to receive Tough from models like Irusk or Kommandant Atanas Arconovich because they can't be knocked down from the Tough roll which lets them maintain their defensive stance. Granting Assault to the unit makes charging with them a far more interesting option because you double up on the amount of attacks they can push out and although you can't use it once already engaged it lets you actually finish off models that would otherwise barely survive a charge. Additionally, the charge movement pushes the Shield Cannons' base effective range to 13" so you can reach out and touch many 12" ranged combatants that would otherwise be able to park just slightly outside of your range (although giving up the Shield Wall for this maneuver is something that requires a lot of consideration). The Officer's Frost Axe is a nice weapon but doesn't synergize with the unit in particular. If you're fielding a full unit of Shocktroopers you're probably always going to field their Officer unless you're very sure that the opponent does not have a way of pushing or knocking your Shocktroopers down or you're running as many bodies as possible with Irusk 2.
Combos & Synergies
Warcasters
- The Butcher: Orsus really likes self-sufficient infantry on medium bases that can screen him on his advance. Butcher1 has excellent buff spells for them in the form of Fury and Iron Flesh and Butcher3's Silence of Death lets you eliminate those pesky Tough models, or just stuff that's slightly too resilient otherwise.
- Irusk1: Gurvaldt Irusk is a dedicated infantry support warcaster and works wonders with Shocktroopers. Between March giving Pathfinder, Special Orders to shuffle the Shield Wall into better position, his feat giving an accuracy boost and Tough+, Battle Lust on the charge and Inhospitable Ground and Iron Flesh on the defense, Irusk can do it all, and do it extremely well.
- Irusk2: Somehow even more of an infantry support 'caster, Tactician, Total Obedience, his feat, Artifice of Deviation and Battle Lust let Irusk push Shocktroopers to the moon without even breaking a sweat. The ubiquitous shock trooper officers and Atanas become less necessary but still useful additions with Irusk2, allowing a choice to spend the points on more bodies to abuse Irusk's army-wide abilities with.
- Lord Kozlov: Kozlov is surprisingly good with Shocktroopers. Between Fury, Tactical Supremacy and his feat he has a lot of tools to make them more dangerous in combat and get them there quickly.
- The Old Witch: she does not boost their SPD per se, but pulling the enemy closer to them with Gallows is just as nice. Also, Pathfinder from Weald Secrets will often come handy.
- Old Witch2: She doesn't do much for them other than protect them with Windstorm, but then again that's no small benefit. Curse of Shadows is support for them to crack hard targets as well.
- Sorscha3: Sorscha loves Demolition Corps most of all but they're still great for enabling Flank and exploiting Iron Flesh, not to mention they're on of the few ways you can reliably screen Sorscha's Medium base against ranged assassinations.
- Strakhov1: Strakhov only supports them via Occulation, but his feat allows a crazy charge range for such slow models.
- Strakhov2: The Assault Kommando warcaster does great with Man-o-War, and Shocktroopers like having up to ARM 26(!) and Tough from Inviolable Resolve and his feat, and SPD and DEF from Quicken. A Strakhov2 Man-o-War brick is almost unbreakable on feat turn.
- Vladimir2: The Champ works wonders with all elite infantry and between Arcane Might, Hand of Fate and his feat you can get a lot of value from Shocktrooopers. Under feat the Shocktroopers can perform a devastating charge and still have a survive the retaliation despite lacking shield wall.
- Vladimir3: Dash was made for slow infantries, while Hand of Fate seriously boosts their offensive capability.
- Zerkova1: Ghost Walk can give them surprising mobility through rough terrain, while her feat limits the striking capability of the enemy against them. Shock Troopers generally don't get to run much as they are juicy targets outside shield wall, but under Zerkova they can generally stay save from reprisal long enough to draw a battle line far further forward than they can manage under other casters.
Other
- Man-O-War Kovnik: All Man-o-War units can benefit from the Kovnik's Desperate Pace but Shocktroopers appreciate it the most because it allows them to make decent distance on the advance while maintaining their Shield Wall.
- Man-o-War Tankers: Tankers have Large bases but love being up front with Shocktroopers to either help clear a path, frustrate a charge or down a heavy. Tankers can't be screened by Shocktroopers but on the flipside they can see over them to fire their devastating weapons, even without a Tactician helping them out.
- Battle Mechaniks: All Man-o-War models have the Repairable rule and Shocktroopers are often well placed to receive a repair or two. Savvy opponents will not attack them piecemeal though, limiting the use cases of repair.
- Kommandant Arconovich: All Man-o-War models can benefit from his Tactician ability and Heroic Call Battle Plan. Shocktroopers do well with all three of them.
- Man-o-War Infantry: Shocktroopers are perfect screening models for medium-based models and using them to get your Bombardiers or Demolition Corps to battle safely is a very common strategy. A combination of these units can deal with nearly any threat they can get in range of and present an indomitable advance wall of death.
- Colbie Sterling/Gobber Tinker/Raluk Moorclaw: These three are Mechanikally Adept, meaning they can Repair Khador models.
- Orin Midwinter: Ideal to clear jamming, light models, as well as providing protection from spells that are very likely to hit the low def shocks.
- Ragman: Giving Shocktroopers Dark Shroud helps them crack heavier armor and Ragman has an easy time hiding behind their Medium bases.
- Saxon Orrik: Can give them crucial Pathfinder, especially useful as they will rarely want to charge, limiting their pathfinder options from Atanas.
Theme Thoughts
Armored Corps: A theme force created specifically for Man-o-War and, predictably, Shocktroopers go great there. They do great in infantry builds and are particularly suited to benefiting from the Advance Move benefit because it lessens the need for them to run around. Using the Advance Move it's often safe and possible to have a unit 7-10" (deployment) + 4" (Advance Move) + 10" (running under Desperate Pace from the Kovnik) = 21-24" upfield at the end of your first turn. A regular SPD 6 unit would be at 19-22", putting the Shocktroopers ahead of the masses. Even under a Shield Wall advance they still end up 17-20" up the board which is very respectable.
Drawbacks & Downsides
- Like all Man-o-War infantry, their base SPD and DEF are very low.
- Any speed de-buff will hurt them, and they usually struggle in scenarios. Haley1's Temporal Barrier with the Stormsmith Grenadiers' grenade can shut down their move completely, apart of 3" charges.
- Without the Officer they are susceptible to pushes and knockdowns.
- Without Pathfinder their advance will be slowed to a crawl on rough terrain.
- They're often going to be the first of your models to die, meaning you won't enjoy seeing them do awesome things a lot of the time. Their job is very important, but not very glamorous.
Tricks & Tips
- Beside the above mentioned cons, they have their perks too. A minimum unit with an Officer costs as much as an average heavy warjack, and has roughly the same number of HP. Unlike warjacks, they are perfectly operational even without focus, can cover bigger area, and can operate even independently from your main force.
- It's best to use the Officer as the primary attacker for Combined Melee Attacks so you can benefit from its increased MAT.
- Knocked down and stationary models are sweet targets for an Assault.
- Steady prevents models from getting knocked down from Tough rolls so you can attempt them multiple times in a row. Shocktroopers love things that make them Tough, like Irusk and Arconovich.
- Watch out for effects and attacks, which find their way through your ARM; Corrosion, Puncture, Snipers and Anatomical Precision attacks can usually clip off a single damage point at a time, but can still finish off your wounded troopers. Deadly Shots are dangerous even for undamaged models.
- When your Officer does end up freezing something, Sorscha1, Sorscha2 & Man-o-War Demolition Corps can Shatter it with ease.
Other
Trivia
- The unit, not including CA, was originally released in Warmachine: Prime (2003).
- The CA was released at the start of Mk3 (2016).
- The Unit Leader's insignia signify their rank as a Korporal. There is some confusion because the rest of the unit has the same emblem on their left shoulder plates as well, although the Unit Leader has an additional emblem on their chest.
- The Officer's insignia signify their rank as a Kovnik. Curiosly, this excessively high rank is inconsistent with the rank of the Bombardier Officer CA and might simply be a design oversight.
- The Man-o-War motto is "When I die, I die in steam!"
Other Khador models
Rules Clarifications
Rules Clarification : Freeze (Edit)
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Rules Clarification : Combined Melee Attack (Edit)
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Rules Clarification : Repairable - None yet. (Edit)
Rules Clarification : Shield Wall (Edit)
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Rules Clarification : Officer (Edit)
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Rules Clarification : Tactics vs Granted (Edit)
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Rules Clarification : Tactics vs Granted (Edit)
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Rules Clarification: : Assault (Edit) | |
General Step 1: Declare the charge
Step 2: Move the charging model
Step 3: Make the ranged attack
Step 4: After finishing the Assault attack
Other
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Rules Clarification : Steady (Edit)
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