Difference between revisions of "Theme - Winter Guard Kommand"

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{{Khador Theme Force}}
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[[File: WG Kommand.jpg|thumb|Painted by Brendon, blog at [http://plarzoid.com/ Plarzoid.com] ]]
 
[[File: WG Kommand.jpg|thumb|Painted by Brendon, blog at [http://plarzoid.com/ Plarzoid.com] ]]
{{Khador Theme Force}}
 
[[File:Vladimir1.jpg|thumb|[[Vladimir Tzepesci, the Dark Prince]] ]]
 
[[File:33073 SprigganPlasticWEB.jpg|thumb|[[Spriggan]] ]]
 
  
 
''The ranks of the Winter Guard are the patriotic backbone of the Khadoran Army. Hardened by a rigorous training regimen and driven by their love for the Motherland, these soldiers march against the enemies of the empire. They make every effort to see the will of the empress done, whether pushing deep into hostile territory under the cover of withering artillery fire or giving their lives to defend Khador from those who would threaten its sovereignty.
 
''The ranks of the Winter Guard are the patriotic backbone of the Khadoran Army. Hardened by a rigorous training regimen and driven by their love for the Motherland, these soldiers march against the enemies of the empire. They make every effort to see the will of the empress done, whether pushing deep into hostile territory under the cover of withering artillery fire or giving their lives to defend Khador from those who would threaten its sovereignty.
  
=Theme Rules - Remix=
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[[File:Vladimir1.jpg|thumb|[[Vladimir Tzepesci, the Dark Prince]] ]]
{{Remix|The '''new version is not "officially" available.''' The info below is from a spoiler.}}
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=Theme Rules =
 
===Theme Restrictions===
 
===Theme Restrictions===
 
An army made use the '''Winter Guard Kommand''' theme force can include only the following Khador models:
 
An army made use the '''Winter Guard Kommand''' theme force can include only the following Khador models:
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===Full model list===
 
===Full model list===
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[[File:33073 SprigganPlasticWEB.jpg|thumb|[[Spriggan]] ]]
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{{WGK models}}
 
{{WGK models}}
  
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2019.02
 
2019.02
 
* [[Sorscha0]] released.
 
* [[Sorscha0]] released.
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2019.07 Theme Remix
 
2019.07 Theme Remix
 
* [[Theme Force|Game-wide Remix changes]]
 
* [[Theme Force|Game-wide Remix changes]]
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* Kept the Sacrifical Pawn benefit. Lost the [[Advance Move]] benefit.
 
* Kept the Sacrifical Pawn benefit. Lost the [[Advance Move]] benefit.
  
=Theme Rules - Old Version=
 
{{Expand
 
|ID=Old1
 
|Intro={{FH3|Old Restrictions}}
 
|Content=An army made use the '''Winter Guard Kommand''' theme force can include only the following Khador models:
 
* Khador warcasters
 
* Non-character warjacks
 
* {{Assault Kommando}} models/units
 
* {{Winter Guard}} models/units
 
* {{Widowmaker}} models/units
 
* [[Battle Mechaniks]] units
 
* [[Kovnik Andrei Malakov]]
 
* [[War Dog]] solos
 
}}
 
{{Expand
 
|ID=Old2
 
|Intro={{FH3|Old Bonuses}}
 
|Content=
 
# This army can also include one Mercenary '''non-character''' 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.
 
# For every full '''20''' points of '''Winter Guard models/units''' in this army, you can add free of cost either:
 
#* One Winter Guard weapon crew unit, or
 
#* One Winter Guard CA, or
 
#* One Winter Guard Artillery Kapitan solo.
 
#: Free models/units do not count toward the total point value of Winter Guard models/units when calculating this bonus.
 
# One heavy warjack gains Advance Move for each Winter Guard unit.
 
#* {{Advance Move}}
 
# Warcasters gain Sacrificial Pawn [Winter Guard trooper model].
 
#* {{Sacrificial Pawn|nolink=Winter Guard trooper|Winter Guard trooper}}
 
#* Note that solos are ''not'' trooper models.
 
}}
 
  
=Thoughts on this Winter Guard Kommand=
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=Thoughts on Winter Guard Kommand=
 
[[File:WGI CA.jpg|thumb|[[Winter Guard Infantry]] ]]
 
[[File:WGI CA.jpg|thumb|[[Winter Guard Infantry]] ]]
  

Latest revision as of 09:37, 10 November 2019

Khador Logo.jpg Theme - Winter Guard Kommand

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

Painted by Brendon, blog at Plarzoid.com

The ranks of the Winter Guard are the patriotic backbone of the Khadoran Army. Hardened by a rigorous training regimen and driven by their love for the Motherland, these soldiers march against the enemies of the empire. They make every effort to see the will of the empress done, whether pushing deep into hostile territory under the cover of withering artillery fire or giving their lives to defend Khador from those who would threaten its sovereignty.

Theme Rules

Theme Restrictions

An army made use the Winter Guard Kommand 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 have non-Ranking Officer attachments.

Full model list

The models allowed in Winter Guard Kommand are:   [Show/Hide]

This list was last updated: 2019.07   (Edit)

Warcasters

  • All Khador warcasters

Warjacks

  • All non-character Khador warjacks
  • Beast-09
  • Torch
  • Other character warjacks can be taken, but only if they have a bond and 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:

Theme Bonuses

  • Warcasters gain Sacrificial Pawn [Winter Guard trooper model].
    Sacrificial Pawn [Winter Guard trooper] - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Winter Guard trooper model within 3" of it hit instead. That model is automatically hit and suffers all damage and effects.
    Tip: Solos are not trooper models.

Recent Changes

2019.01

2019.02

2019.07 Theme Remix

  • Game-wide Remix changes
  • Beast-09 and Torch added to the list of allowed models.
  • Mercenary restrictions relaxed (used to be one non-character solo, and one unit)
  • Valachev removed from the list of allowed models.
  • Freebies now allow any kind of solo. Two Artillery Kapitans per Requistion Point now allowed (used to only get one).
  • Kept the Sacrifical Pawn benefit. Lost the Advance Move benefit.


Thoughts on Winter Guard Kommand

WGK in a Nutshell

This Khador theme force is used, as the name would indicate, to play the Winter Guard.

The Winter Guard theme is versatile due to the wide verity of Winter Guard models available. It is quite easy to form the core of your army around a few Warjacks with fire support provided by the Winter Guard Rifle Corps and Rocketeers or Field Guns, while still gaining a number of advanced moves for your Jacks due to each artillery piece included counting as a "Winter Guard Unit". Keep in Mind while building your lists that the artillery pieces can be selected as theme bonuses and while their points do not count towards more free models they do count towards you unit count providing more advanced moves.

Theme weaknesses

  • Outside of the Battle Engine and certain Warjacks, the lack of pathfinder can make this army difficult to deploy and move around. The Old Witch of Khador & Scrapjack can help with Weald Secrets and Zerkova1 with Ghost Walk.
  • Lack of Tactician can make moving so many bodies around difficult, Irusk2 provides a large Tactician bubble.
  • The theme is starved for magic weapons which deal with incorporeal models and Hymn of Shielding. You could use Aiyana and Holt to fix this but that doesn't warrant 8 points

List-Building Tips

WGK lists usually go two routes. One is the Infamous "Stalingrad" or "Death Star" type list, usually consisting of a full unit of infantry and two supplemental Rifle Corps units, all with maximum attachments. The reasoning for this is A: to bring more bodies than the enemy could ever possible kill and grind your way to victory and B: to max out on WG Rocketeers, who, thanks to their brutal damage rockets, take damage buffs of any kind extremely kindly. The other way to build a WGK list is to bring one or even two Gun Carriages and only some supplemental units. Both of these types of lists tend to go well with casters that offer damage buffs that benefit more than one unit, that is Vlad1 for Signs and Portents and Butcher1 with for his feat (technically Sorscha2 also falls in this category), which makes the WG's shooting extremely dangerous. Kovnik Joe is a mainstay in any WGK list, Sorscha is useful if you can afford the points for her jack. Artillery and Artillery Captains are also always useful for extra shooting and contesting pieces respectively. As for mercs, either Alexia1 or Alexia2 are excellent as they can leverage the high number of bodies and turn them into weapon master solos for ARM cracking and contesting. If they are two expensive for your liking, which is understandable, the Hermit of Hengehold can advance up behind the red patriots and apply his ARM debuff bubble to amp up the shooting.

Starting a 25 point force

Start with a full unit of Winter Guard Infantry with two Rocketeers weapon attachments and their Officer command attachment. Add in the legendary Kovnik Joe and it leaves you just enough points for a War Dog. Altogether this is a great starting 25 point force, clocking in at a whopping 16 models!

Add in a caster & battlegroup and you'll have something like this:

Casters of Note

  • Butcher1 offers damage multiplication in the form of his feat and Fury. Iron Flesh is also a really nice for keeping squishy WG alive, especially when stacked with Tough from Joe and Fog of War and No Sleeping on the Job from Sorscha0.
    • Access to Ruin means an extra magic weapon.
  • Vlad1 Signs and Portents is another damage buff which can be stacked with Joe's, who can be protected by Wind Wall.
  • Old Witch1 deserves mention for Iron Flesh and Weald Secrets. The latter is one of the rare instances of Khadoran Warcasters handing out Pathfinder to troops. She and Scrapjack also have Prowl, so they like the presence of Sorscha0's Fog of War.
  • Old Witch2 Curse of Shadows adresses damage, Windstorm helps against gunlines.
  • Irusk2 buffs the hell out of the little red patriots! Tactician prevents you from jamming yourself up. Total Obedience gives them Tough, Battle Lust ups their damage, Solid Ground keeps them on their feet, his feat hands out Pathfinder and lets your shooty WGs ignore clouds and Fire for Effect is great on anything ranged.
  • Sorscha2 Iron Flesh again and Desperate Pace ups their threat ranges. Her feat also helps with damage.
  • Malakov2 has some decent buffs for infantry as well, namely Tactical Supremacy, Veil of Mists and his battle plans. He also has a number of synergies with Sorscha0 namely that his sneak battle plan is especially good with Sorsha0's Fog of War and Boundless Charge stacks nicely with Escort. He will also have many and more targets for Sucker in this theme.
    • He sadly does little for damage multiplication, unless you manage to consistenly get backstabs with your Winter Guards under Throat Cutter.
  • Kozlov is an easy to use battlebox caster with a number of infantry buffs

Other

Trivia

Released 2016.12

Rules Clarifications

RC symbol.png

Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
(Click Expand to read)

Differences
  • Sacrificial Pawn is optional.
    Grim Salvation and Sucker are not optional.
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
    • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
    • CRA and CMA are basic attacks. (Infernal Ruling)
    • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells).
    All of them work against Magical Ranged attacks, though.
  • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
    Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model.
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • A model hit by a spray attack can use Sacrificial Pawn to pass it to another model. The placement of the template does not change.
      • Note that this may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • A model directly hit by a AOE may use Sacificial Pawn to pass it to another model. The AOE template is moved (because Sac Pawn is resolved at Step 6 of the Attack Sequence in Apdx A, but AOE placement occurs at Step 7).
      • Depending on how far apart the original target and Pawn are, the first guy might get clipped by the AOE anyway.
      • A model indirectly hit by an AOE cannot use Sac Pawn.
  • Sacrificial Pawn multiple times
    • If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
    • Models can only use Sac Pawn once each, you cannot set up an infinite loop!
  • Quick Draw vs Sacrificial Pawn
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.
RC symbol.png

Rules Clarification: Theme Forces     (Edit)

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.

Partisans & Theme Forces (Edit)

  1. If the theme force has the Partisan model on the list of allowed models, then it doesn't use up your "Up to one mercenary" slot, and so you can take the full FA plus another mercenary. Example: Cephalyx in Black Industries or Kayazy in Jaws of the Wolf. (Infernal Ruling)
  2. If the Partisan isn't on the list, it does use up your "Up to one mercenary" slot, and you can only take one. (There is a known bug in Warroom that allows you to take the full FA.)
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so can be taken as a Requistion Option (if they fit the Requistion description). For instance, Eiryss1 can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)

Mercenaries and Quasi-Partisans

  • Some themes include a benefit that says "If this model is included, it counts as a Faction model instead of a Mercenary model". For example Greygore in Kriel Company.
    In this case, the mercenary model has effectively gained Partisan and is subject to the FA limits described above. To reiterate:
    • If that Merc is in the list of allowed models allowed (such as Savio in Storm Division), they won't count against your "up to one Merc" allowance.
    • If that Merc isn't in the list, (such as Order of Illumination Resolutes in Heavy Metal), they will count against your "up to one Merc" allowance.

Mercenaries and Ranking Officers

  • Adding a Ranking Officer to a Merc unit doesn't increase the number of Merc units you can take.
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.
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 freebie, you can spread them into different units.
When to apply theme benefits   [Show/Hide]
  • Theme force benefits are applied when you construct your list and models keep the benefit for the whole game. You don't gain/lose theme benefits due to in-game changes.
    Also, if you put a new model into play midgame, they immediately gain any relevant benefits too. (Infernal Ruling)
    • For example, Scourge of the Broken Coast gives Dodge to "models in the army." If your opponent takes control of one of them, it keeps Dodge even though it's currently not "in the army".
    • For example, Storm Division gives lightning immunity 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.

Cryx - Black Industries   [Show/Hide]
  • 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)

Protectorate - The Creator's Might   [Show/Hide]

Mercenary - Flame in the Darkness   [Show/Hide]
  • 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)
Mercenary - Llaelese Resistance   [Show/Hide]
  • 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)
Mercenary - The Talion Charter   [Show/Hide]
  • The 3rd benefit is "Sac Pawn [Sea Dog trooper]", not just any Sea Dog. (Infernal ruling)

Circle - The Bones of Orboros   [Show/Hide]
  • 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)
Circle - The Devourer's Host   [Show/Hide]
  • 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)
Circle - The Wild Hunt   [Show/Hide]
  • When it comes to other things that alter COST (such as Lamentation), follow basic maths: Double/halve first, then add/subtract.
  • Due to the way Tanith's feat is worded, during her feat turn the COST of animi cannot drop below 1. (Infernal Ruling)

Skorne - The Exalted   [Show/Hide]
  • If a Construct model loses the Construct advantage mid-game, it keeps the theme benefit anyway. (Infernal Ruling)

Trollblood - Band of Heroes   [Show/Hide]
  • Boomhowler uses up your Minion slot. His Fell Calls ability is not enough to make him a "Fell Caller model/unit". (Infernal Ruling)

Crucible Guard - Magnum Opus   [Show/Hide]
  • 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)

Infernals - Hearts of Darkness   [Show/Hide]

Models in this Theme Force

Refer to Category:Winter Guard Kommand

Other themes

List of All Theme Forces       (Edit List)      
Cygnar Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division (Edit)
Protectorate of Menoth Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith (Edit)
Khador Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter (Edit)
Cryx Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast (Edit)
Retribution of Scyrah Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution (Edit)
Mercenaries Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter (Edit)
Convergence of Cyriss Destruction Initiative - Clockwork Legions - Strange Bedfellows (Edit)
Crucible Guard Magnum Opus - Prima Materia (Edit)
 
Trollbloods Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North (Edit)
Circle Orboros Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt (Edit)
Skorne Disciples of Agony - Masters of War - The Exalted - Winds of Death (Edit)
Legion of Everblight Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War (Edit)
Minions The Blindwater Congregation - The Thornfall Alliance - Will Work for Food (Edit)
Grymkin Dark Menagerie - Bump in the Night (Edit)