Theme - Armored Korps

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Khador Logo.jpg Theme - Armored Korps

Khador Theme Force
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter

With a hiss of steam and the tread of iron, the heavily armored infantry of Khador march to war with heavy warjacks at their side. Though Khador lacks the light warjacks of other nations, they make up for it with a dedicated corps of soldiers who go to war in steam-powered armor. Few opponents possess the weaponry able to chew through so thick a wall of armor, allowing the Man-O-War to crush enemy emplacements.

Armored Corps art.jpg

Theme Rules - Remix

Template:Remix

Theme Restrictions

An army made use the Armored Korps theme force can include only the following Khador models:

  • This army can also include one Mercenary solo and one Mercenary unit that will work for Khador.
    • These models/units can be included even if they have the Partisan [Khador] rule.
    • Mercenary units can include non-Ranking Officer attachments.

Models allowed

The models allowed in Armored Korps are:   [Show/Hide]

This list was last updated: 2018.11   (Edit)

Warcasters

  • All Khador warcasters

Warjacks

  • All non-character Khador warjacks
  • Behemoth
  • Character warjacks can be taken, but only if they're in their bonded model's battlegroup.

Battle Engines

Units

Solos

Mercenaries

  • Up to one solo
  • Up to one unit

Requisition Points

You can spend each Requisition Point on either:

  • One Khador CA
  • One Tanker solo
  • One small- or medium-based Khador solo

Theme Bonuses

  1. When a model in this army is affected by the Repair special rule, remove 1 additional damage point.
  2. Man-O-War units and Tanker solos in this army gain Advance Move.
    Advance Move - Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.

Recent Changes

2019.01 Cornucopia Errata

2019.07 Theme Remix

  • Game-wide Remix changes
  • Ranking Officer removed from the list of allowed models.
  • Repair benefit is unchanged. Second benefit changed to giving Advance Move to every Man-O-War unit or tanker. (It used to give you one Advance Move per unit in the army.)

Theme Rules - Old Version

Old Restrictions   [Show/Hide]

An army made use the Armored Korps theme force can include only the following Khador models:

Old Bonuses   [Show/Hide]
  1. This army can also include one Mercenary solo and one Mercenary unit that will work for Khador.
    • These models/units can be included even if they have the Partisan [Khador] rule.
    • Mercenary units can have attachments, including a Ranking Officer
  2. For every full 20 points of Man-O-War and/or Mechanik models/units in this army, you can add free of cost either
    • One Khador command attachment, or
    • One Tanker solo, or
    • One medium-based Man-O-War solo.
    Free models do not count toward the total point value of Man-O-War and Mechanik models/units in the army when calculating this bonus.
  3. Gain +1 to all Repair rolls.
  4. For each Khador unit in this army, one Man-O-War model/unit in this army can gain Advance Move.
    • Advance Move - Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.

Thoughts on Armored Korps

Template:Recent Change

Initial Thoughts on the Remix

It's pretty much the same theme. You probably get more Advance Moves overall, but you can no longer use it on Drakhun, Sorscha3, Forge Seer, etc.

Armored Korps in a nutshell

This Khador theme force is used to play with Man-o-War models.

Do you like heavy metal? Because this is a way to run it. When you run an Armored Korps list, you run a relatively slow, yet highly survivable army. Many opponents will find a MoW heavy army difficult to deal with due to the combination of high ARM and multiple hit boxes. Traditional armor cracking techniques are less effective due to the sheer number of models on the board and most infantry killing methods pose little risk for Shock Trooper units in Shield Wall.

Theme weaknesses

An Armored Korps army has three major weaknesses: speed/mobility, low defense, and versatility.

Major issue: Low Speed/mobility

This problem only really applies to the Units and non-cavalry solos, as Drakhuns and Chariots can threat admirable distances. The theme also comes with the inbuilt possiblity to grant Advance Move to MoW units/models which offsets the problem somewhat. It can be further mitigated using various methods, most obvious is the Man O War Kovnik's Desperate Pace. For this reason alone at least one Kovnik is recommended in an Armored Korps army. Additional methods are through spells or feats which grant speed or pathfinder, such as Quicken, Dash or Tactical Supremacy, or Saxon Orrik.

Major issue - Limited Versatility

The theme is straightforward, and it's hard to take your opponent by surprise. Also simply mitigating basic threats like flanking or incorporeal enemies can be a challenge. Fixing your limited versatility is hard but possible if you carefully select the jacks and solos you bring. The best way to increase versatility is to take jacks and solos are not (necessarily) beatsticks, but bring other forms of utility to your army.

    • Long Range jacks such as the Destroyer or Viktor - for protecting your flanks and the ability to reach your opponent's backfield. AoE helps to thin out cheap screening units that would otherwise roadblock the slow Man-o-Mars.
    • Knock down/throw/slam capabilities - for controlling the battlefield and maintaining the ability for a sneak assassination from time to time
    • Magic attacks - for ensuring that Incorporeal models don't completely ruin your plans, granted by the Greylord Adjunct and/or Aiyana

Major issue - Very Low Defense

Every model in the game will hit Man-o-Wars more often than they miss, and what few defense buffs are available to them rarely increase their survivability by a useful degree. Although Tankers and Shock Troopers can use their high armor to screen the squishier units, their low defense and reliance on shields to make a credible ARM skew means that any caster with Telekinesis or Befuddle can reliably ruin their day, and any form of debuff spell can be cast generally without boosting. The only credible exceptions come from cover bonuses or base-to-base Demo Corps under Vlad2 feat, who reach a very respectable 15/19 defensive stat line for a round.

ARM cracking

Outside of Shatter on Demo Corps, MoW don't hit that hard. Shatter is also tied to stationary, which gargossals are immune to. All Khadoran sources of stationary are prevented by immunity to cold as well. Most of the casters that run Man-o-Wars will have some form of fix for this, such as Battle Lust and Arcane Might. Merc options like Ragman can also assist in creating a credible threat to armor.

Low model count, attacks, & Crowd handling

Your expensive models can easily be bogged down by multiple cheap models. Use Man-o-War Suppression Tankers and/or the Man-o-War Assault Chariot to kill soft, cheap models attempting to tie your army down.

You field relatively few models with usually a single attack. Spammed infantries (and sometimes, warjacks) can provide simply too much target to engage them effectively. Look for solutions which provide you with additional attacks (Retaliatory Strike from Battle Plans, Dual Shot, Vengeance).

Starter Set & Other good early buys

Starter set

Unlike most themes, the Armored Corps have a starter set. This is a decent purchase as you save about 20% over buying the contents individually. The contents are:

You'll notice that there is no warcaster or warjacks included.

Alternatively (or in addition), an easy way to build an all-comers force is with a unit of Man-O-War Shocktroopers plus their Officer, and a Man-O-War Kovnik. Those three purchases are enough for a 25 point game, and even leave you some points spare for something like a War Dog or a mercenary solo.

List Building Tips

Casters

  • Irusk2 is one of the best Armored Corps casters, which is true for Winter Guard Kommand and Legion of Steel, too, though. You shoudl keep this in mind when deciding your list pair.
    • Tough + Solid Ground + 8 damage boxes + ARM 21 turns your opponent's tactical problems into strategic ones. It's one thing to kill a single hard-to-kill model, but 20 models with high ARM, Tough, and immunity to knock down is a different challenge altogether.
    • Tactician is huge in mitigating the crowded nature of MoW armies where dozens of models are crammed together with little space to maneuver (while attempting to avoid difficult terrain where possible). The ability of Demo Corps to hit your opponent's models behind a Shield Wall makes Supreme Kommandant Irusk crucial to the efficiency of an Armored Korps army.
    • Battle Lust is an expensive spell but it's exactly what your Men-O-War need in order to crack armor
    • Fire for Effect has two great targets in this theme, outside of your ranged jack of choice: Strike Tankers and the Siege Chariot.
    • Desperate Ground gives your slow army a turn of Pathfinder, ignoring clouds and forests. In other words: Much needed mobility.
  • Vlad2 is a great caster as well and is raking in the most tournament results as a pilot of this theme.
    • Wind Blast makes it so you don't fold completely into gunlines, as it protects your force on the advance.
    • Put Hand of Fate on a Demo Corps unit, let one of them boost to hit on an attack. One attack will have a 53 % chance to trigger crit freeze, 3 attacks will have a 90% chance, rolling 4 dice drop lowest on attack rolls. This set up their Shatters, turning them into pseudo weapon masters.
    • This theme provides exactly the kind of quality troopers Vlad2 is looking for, his feat will turn them all into absolute combat monsters for a turn. Demo Corps, Eliminators, Drakhuns and Kovniks and even the Battle Engines will zoom into the enemy to crush them utterly!
  • The Siege Chariot can put clouds in front of your troopers, which together with Wind Blast, makes for some good anti shooting tech.
  • Sorscha3 was made with this theme in mind, so it's not a wonder she works well in it.
    • Flanking Kodiaks are a great way to crack armor and they also provide utility in throws.
    • Storm's Embrace and her feat clouds provide some protection against shooting on the advance.
    • Iron Flesh on Shock Troopers is just plain good.
    • Most importantly, she can freeze enemies for the Demo Corps to shatter.
  • Orsus Zoktavir The Butcher of Khador has three extremely useful upkeep spells. Shock Troopers love Iron Flesh, charging Demo Corps one round the toughest colossals under Fury, and retaliatory strike on a Chariot or Drakhun can allow them to potentially knock down or outright kill an attacker. His feat also makes everything credibly threaten even the most durable models in the game. This is particularly good for Bombardiers as even their blast damage starts to hurt higher armor infantry and heavy jacks that would have taken several turns of shooting to remove can be completely destroyed in one activation.
  • Malakov2's feat has some interesting interactons with the Demo Corps CA.
    • Tactical Supremacy is great to bring the MoW further up the table. Especially great on Shocktroopers so they can repo back into shield wall.
    • Veil of Mists is a cloud so it protects against shooting. Most importantly however, it is a bubble of extra mobility.
    • Battle Mechaniks are great Sucker targets.
    • MoW make great use of his battle plans. Giant soldiers in steam powered suits of armor sneaking around are both hilarious to imagine and a great way to deliver them.
  • Strakhov2 is different from Irusk 2. Instead of giving uniform benefits to all the units in the army, he can give each unit a spell or an ability which will help it accomplish a specific task.
    • Mission Critical is very useful in sending your slow troopers running towards the enemy with little risk of being torn to pieces on the way
    • Inviolable Resolve and Quicken are useful to any infantry unit and when a push comes to shove, Last Stand can also buy an expensive victory
  • Vlad3 has Dash which is great for a bit of extra speed, but that's about it. Although Hand of Fate can help one of your units. Drakhuns and Chariots are great target for his feat too.
  • Lord Kozlov, Viscount of Scarsgrad is not the first choice for leading an Armored Korps army but his feat, Fury and putting Tactical Supremacy on shield walling Shock Troopers can be of some assistance to your army.

Jacks

  • Conquest or Victor - directly opposing the previous recommendation by eating most of your meager surplus points budget, a Colossal behind lines of Men-O-War is challenge indeed as it is all but safe from melee attacks until it can engage. Additionally, it mitigates some Armored Korps weaknesses like range, armor cracking and it also brings utility in form of Creeping Barrage, two handed throws, Flares etc
  • Destroyer - a very straightforward shooter with some armor cracking if you need it
  • Kodiak - Pathfinder and Grab & Smash are two "surprise" utilities which will assist you in creating tactical solutions normally not available to a slow and ponderous Men-O-War army.
  • Marauder - Cheap and accurate, it can create tactical options for you by precision slams. Also, remember that Gargossals cant be frozen, so models with Siege weapons are extremely valuable. Sorscha 3 can get it rolling 5 damage dice against a huge base on the charge.
  • Devastator - An excellent choice to contest faraway zones or clear pesky chaff infantry.
  • Spriggan - it brings Bulldoze, anti infantry AOEs, anti stealth and a long shiny stick to stab the enemies of the motherland from 2" away.

Units

Any good Armored Corps army features minimum 2 MoW units. One of them is always Shocktroopers, the other depends on your caster.

  • Man-o-War Shocktroopers easily the best defensive unit in the theme. They screen, are hard to remove and they shoot and whack stuff.
  • Man-o-War Demolition Corps are the best platfroms for damage buffs in the theme, so Vlad2, Malakov2 and Sorscha3 will want them, other than that they are not mandatory.
  • Man-o-War Bombardiers probably the most maligned of the three mostly due the rarity of applicable buffs and the difficulty of using them to their full potential. If you want more of a gunline style army, go for them plus Victor or a Spriggan to strip stealth. They absolutely love Butcher1’s feat.
  • Kayazy Eliminators are just simply great units. Ideal for harassing solos or contesting flags.
  • Kayazy Assassins With Irusk2's Tactician you can buld a one-two-punch style army where MoW go in and Kayazy go around and through them to harass the backline.
  • Battle Mechaniks minimum units without CA can be squeezed into also most any list.

Solos

  • Man-o-War Suppression Tankers are amazing, simply put. So long as there’s any enemy infantry or solos they have a role to play. That's why you always, always want one or two.
  • Man-o-War Strike Tankers are great too. Grievous Wounds and Armor Piercing on a stick? Yes, please! Usually two, but one can be enough if you just need a source of grievous wounds or with Irusk2’s fire for effect.
  • Man-o-War Kovnik every AK list will likely have at least one for Desparate Pace. If you can fit two then that's great.
  • Forge Seers are good, they bring a magical axe/spell and focus for a jack. If they fit and/or you them they're great but they don't fit into every list.

Chariots
Both of the chariots bring some more much needed speed and thus scenario presence to any AC list.

  • The Siege Chariot brings a slamming POW 20 gun, Line Breaking POW 15 impacts and a Smoke Launcher. This means it is a prime recipient for damage buffs such as Fire for Effect or Vlad's feat, but also contributes to the delivery of Demo Corps, as a huge base in front of them and a 3" cloud protect them expertly.
  • The Assault Chariot bring high volume AOE fire to decimate single wound infantry, even though this is a role that Suppression Tankers and possibly your jacks already fill. The Chariot is much faster than those options are though.

Mercs

  • Saxon Orrik pathfinder on a stick is great in a theme with no native access to it. He is also great at contesting due to stealth.
  • Ragman Your army will be full of P+S 14-16 weapons, so -2 ARM will make them truly terrifying.
  • Orin Midwinter He unjams like a champ with Chain Lighning and Arcane Vortex protects you from spells.
  • Gobber Tinker Cheap repairs and contesting.

Starting a 25 point list

If you want to try this theme but are still stuck for ideas, try this. It's relatively newbie friendly.

Other

Trivia

Other Khador 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

Rules Clarification : Advance Move - None yet. (Edit)

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Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.
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Rules Clarification: Theme Forces     (Edit)

Themes that change a model's Faction   [Show/Hide]
  • Many themes swap which Faction a model counts as. They're slightly inconsistent with how exactly this is worded. Despite this inconsistency - whenever a model is considered a different faction to normal, it will not be its original faction. (Infernal Ruling)
For instance Lukas stops being a Crucible Guard model when taken in an Infernal army, and as a consequence he cannot take Toros or Vanguards in Infernals. (Infernal Ruling)
Rerolling the starting roll   [Show/Hide]
  • You cannot use the theme benefit to reroll if it is a draw. Instead both players reroll until there is a loser, and then the loser can use their reroll benefit (if they have it). (Infernal Ruling)
  • If both players have a reroll, first the original loser uses their reroll.
    • If the original loser still loses, fine.
    • If the original loser now wins, the other player can use their reroll.
    • If it is now a draw, both players reroll until there is a loser. Then the player that hasn't used their theme benefit reroll can still use it, if they want.
Warjacks/Warbeasts with bonds   [Show/Hide]
  • A warjack/warbeast with a bond can always be included in a theme force, whether or not they're in the list of allowed models, but only if they're controlled by that bonded model.
  • This applies even if that bonded model isn't a full warcaster/warlock (changed as of 2018.06).
Including Mercenaries   [Show/Hide]

Number of Mercenaries

  • If your "up to one Merc" ...
    • ... can take warbeasts/warjacks, then you can add warbeast(s)/warjack(s) (without exceeding your "up to one" allowance)
    • ... comes with a Companion model, then you'll get that Companion (without exceeding your "up to one" allowance)
  • There is a bug in Warroom that allows you to not only take one Merc solo/unit, but the entire FA of that Merc solo/unit. It's a bug.

Mercenaries and Ranking Officers

  • Adding a Ranking Officer to a Merc unit doesn't increase the number of Merc units you can take.

Other

  • See also the section on Partisans
Including Partisan Mercenaries   [Show/Hide]

Partisans & Theme Forces (Edit)

  • Partisans are Mercenary/Minion models, so there are two ways you can add them to a theme force:
    1. Freely: If the Partisan is on the list of allowed models, then you can take as many as you want plus another Mercenary unit/solo. (Infernal Ruling)
      They can be explicitly allowed (for example Jaws of the Wolf allows "Kayazy models/units" so Partisan Kayayz can be used freely).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models/units" and Partisan Cephalyx fit that criteria, so they can be used freely). (Infernal Ruling)
    2. Limited: If the Partisan isn't on the list of allowed models, it does use up your "Up to one Mercenary/Minion" slot, so you can only have the one.
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
    • They can be taken as a Requistion Option (if they fit the Requistion description).
    For example Lanyssa can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
    • They will get any theme benefit that they fit the description for.
    For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
    For example Nemo4's Mechaniks get Reposition [3] in Heavy Metal. (Infernal Ruling)
Requisition Points   [Show/Hide]
  • You can choose the same Requisition option as many times as you like, as long as it doesn't put you over a FA limit.
  • You can't mix and match models from different options. Say one option allows 3 Machine Wraiths and another allows 3 Necrotechs. You can't use your Requisition Point to get 2 Wraiths and 1 Necrotech.
  • If you have an option that allows one other solo, you can't use it to get something already on the list. For instance, Ghost Fleet allows 3 Misery Cages (which are FA 4) for one Requistion Point, and it allows 1 other solo. That "other solo" can't be a 4th Cage.
  • If your theme allows "3 weapon attachments" as a Requistion Option, you can spread them into different units. (Locked Thread)
  • Models with the Man-Sized rule count as small-based models for the purposes of being a Requistion Option. (Locked Thread)
Free models and Specialists (ADR)    [Show/Hide]
  • If your theme only allows one merc solo, you can't have one in your main list and a different one in your specialists.
Unit Attachments   [Show/Hide]
  • If a unit is allowed in a theme, any-and-all of its attachments are allowed too. Exception: Ranking Officers are not allowed unless explicitily mentioned.
  • If the theme force gives a benefit to a specific unit, any-and-all attachments to that unit will benefit too. Even if it is a "generic" attachment like the Void Leech. (Infernal Ruling)
    For example, a Trollkin Sorcerer will gain Serenity if its attached to a Dhunian Knot unit in a Power of Dhunia theme force.
  • If your theme allows "3 weapon attachments" as a Requistion Option, you can spread them into different units. (Locked Thread)
  • A non-character unit with a character attachment (i.e. Captain Karli) still counts as a non-character unit. (Infernal Ruling)
When to apply theme benefits   [Show/Hide]
  • With reference to special abilities that themes give to models, Ranking Officers, adding new models, and/or taking control of models:
    1. Theme force benefits are applied when you construct your list or put a new model into play. A model already in play will not lose or gain any theme benefits mid-game based on any changes of faction status or otherwise. (Infernal Ruling)
    2. However, if the theme gives a benefit to models "at the beginning of the game" (such as Devourer's Host letting models begin the game with 1 corpse token) then this benefit does not apply to new models that are put into play mid-game. (Locked Thread)
    • Example 1: Sons of the Tempest says "ATGM units in this army gain Pistoleer". If your opponent takes control of one of them, it keeps Pistoleer while under their control even though it's currently not "in the army".
    • Example 2: Storm Division gives Immunity:Electricity to "Cygnar models in the army." If you include a Mercenary unit with a Ranking Officer, they will get the theme benefit and also keep it even after the Ranking Officer dies.
    • Example 3: Stange Bedfellows gives solos Swift Vengeance. If Nemo4 creates a new solo mid-game, that solo will have Swift Vengeance.

See also these Theme-Specific Rulings   [Show/Hide]
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Rules Clarification : Black Industries      (Edit)

  • The entry which allows "Cephalyx models/units" only applies to Partisan Cephalyx. That's because the theme's rules start off with "this army can only include the following Cryx models"​. Partisan Cephalyx are the only ones that fill that condition.
  • The Cephalyx Agitator also works for Cryx and can go in Black Industries but, because it is not a Partisan, it will use up your Mercenary solo slot.
  • (Infernal Ruling)
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Rules Clarification : The Creator's Might      (Edit)

  • ​Elias Gade is allowed in Creator's Might. (Infernal Ruling)
  • You can spend the "Two Vassal solos" requistion option on one Vassal Mechanik and one Vassal of Menoth. Warroom has a bug and tells you that you can't. (Infernal Ruling)
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Rules Clarification : Flame in the Darkness      (Edit)

  • You can take any number of Mercenary jacks. You can also select two additional jacks from Khador and Cygnar in any combination you like. Character warjacks with a bond don't count against this limit of 2. (Infernal Ruling)
  • There is a bug in Warroom that allows you to take two Cygnar and two Khador jacks.
  • Morrowan Battle Priest:
    • If your warcaster is a Cygnar model that makes every unit you take a Cygnar unit, and Battle Priests can be attached to any unit.
      Warroom has a known bug where it doesn't allow this interaction.
    • If your warcaster is a Mercenary or Khador model, though, the only units the Battle Priest can attach to are the Morrow ones.
    • If you attach the Battle Priest to The Devil's Shadows Mutineers then it can be returned via Blood Bound. (Infernal Ruling)
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Rules Clarification : Llaelese Resistance      (Edit)

  • It is 2 Cruicible or 2 Cygnar or 2 Menoth.
    You can't take more than 2, and you can't mix and match from multiple Factions. (Infernal Ruling)
  • You can have a non-character unit with a character attachment (i.e. Captain Karli). (Infernal Ruling)
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Rules Clarification : The Talion Charter      (Edit)

  • The 3rd benefit is "Sac Pawn [Sea Dog trooper]", not just any Sea Dog. (Infernal ruling)
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Rules Clarification : The Bones of Orboros      (Edit)

  • Una1 cannot be taken in this theme (yet) due to the conflict between the theme's "Only Construct warbeasts allowed" and Una1's "Must take warbeasts with flight". There are no construct warbeasts with flight (yet). But if/when there is, then Una1 can be taken in this theme. (Infernal Ruling)
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Rules Clarification : The Devourer's Host      (Edit)

  • Bradigus1 is not legal in this theme. The theme only allows living warbeasts, his rules only allow construct warbeasts, and you can't just 'skip' his battlegroup - you have to spend your warbeast points.
  • If you create a new model mid-game (ie with the Well of Orboros and that model can have corpse tokens, that model does not enter play with a corpse. Because it's not the beginning of the game. (Locked thread)
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Rules Clarification : The Wild Hunt      (Edit)

  • The animus benefit doesn't apply to enemy warbeasts. (Infernal Ruling)
  • The animus benefit doesn't stack with the Druid Wilder's Herding ability. (Infernal Ruling)
  • When it comes to other things that alter COST (such as Lamentation), follow basic maths: Double/halve first, then add/subtract.
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Rules Clarification : Oracles of Annihilation      (Edit)

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Rules Clarification : The Exalted      (Edit)

  • If a Construct model loses the Construct advantage mid-game, it keeps the theme benefit anyway. (Infernal Ruling)
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Rules Clarification : Band of Heroes      (Edit)

  • Boomhowler2 uses up your Minion slot. His Fell Calls ability is not enough to make him a "Fell Caller model/unit". (Infernal Ruling)
  • Boomhowler3 does not use up your minion slot on account of having the Champion keyword.
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Rules Clarification : The Blindwater Congregation      (Edit)

  • Void Leeches attached to a Gatorman Posse will gain Snacking, but they won't gain extra hitpoints. (Infernal Ruling)
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Rules Clarification : Magnum Opus      (Edit)

  • If Mosby is attached to a Mercenary weapon crew unit, they would gain 3" reposition and would not lose it if Mosby is no longer in the unit. (Infernal Ruling)
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Rules Clarification : Hearts of Darkness      (Edit)