Khador seems to have become a troubled place lately. Once again two of the Empress’ finest are at it against each other. Irusk is leading a bunch of homicidal maniacs, support by several winged flying creatures against Vlad and his finest Winter Guards. This battle turns into a rather bloody thing. The final clash is between old wisdom (and really big cool flag) and young stamina. Irusk must admit that maniacs are no match for the valour and discipline of Winter Guards.
| Khador [Theme] Wolves of Winter [Irusk 2] Supreme Kommandant Irusk [+27] |
Khador [Theme] Winter Guard Kommand [Vladimir 1] |
Initial Thoughts
Irusk brings an Adjunct, a Juggernaut and a Destroyer. The latter is really just the beat stick that we all love and respect. The Destroyer, which is one of my personal favourites, really shine with Fire of Effect on it. Boosted Rat 4 (hitting DEF 15 on average), with an average damage of 25, and average blast damage of 18. It can clearly remove infantry and actually deal annoying damage to ‘jacks. Finally, the Adjunct brings a free upkeep, a cloud, a spray and eyeless sight (the latter really doesn’t matter in this match).
There are three Doom Reaver units, all of them with unit attachments. The unit attachment solves many of the Doom Reavers issues. They can stop the berserker run, thus stopping them killing each other. They can also give them Pathfinder on the charge, and remove tough from their opponents. A bunch of charging Doom Reavers can be a frightful sight. They arrive with an average of 26 points of damage for killing big stuff, and Berserk for chewing through small stuff. The Doom Reavers are supported by three units of Greylord Terninons. They can return dead Doom Reavers when killing an enemy, put a cloud on e.g. Doom Reavers for making a wall of fog, and cast Ice Cage to lover the DEF of enemy models.
Irusk has brought a bunch of solos. Two Koldun Lords, two Void Archons, and a single Thamarite Archon. The Koldun Lords are the super Greylords. Their build in abilities gives Battle Wizard to other Greylords (here the Ternions and the Adjunct). They can also cast the spells of other Greylords who are within 9″ of them. This gives them a eight spells: Brittle Frost, POW 10 and -2 DEF; Puppet Master, reroll a die; Wind Ravager, stops enemy ranged attacks within 9″; Blizzard, giving a 3″ cloud on a friendly model; Bonds of Woe, kill an enemy return a Doom Reaver; Ice Cage, -2 DEF on enemy and stationary if hit thrice; Frostbite, POW 12 8″ spray; and finally Guidance, giving eyeless sight. That is an impressive amount of spells to watch out for.
There are three of the new hot flying stuff: Two Void Archons, and a single Thamarite Archon. The former I haven’t seen before. However, the latter I have used my self as a marvellous addition to Sorscha3 in Armored Corps. The Thamarite Archon is a fantastic piece of artillery. It flies, has Parry, can reroll attack rolls, cannot be blinded or knocked down, has Dodge, and True Sight. At RAT 7 with d3 shots it tends to hit stuff. The three shots can either take control of a model and do an attack with it; make a 3″ cloud of POW 12 (note this is not blast, so Irusk doesn’t protect); or really hurt somebody with soul tokens. The latter doesn’t really matter here; whereas the two former spells trouble for the Winter Guards. This is truly a flying dude to watch out for.
The two Void Archons are new to me. They have a host of build in abilities, much like the Thamarite one. They cannot be knocked down or made blind, within 5″ enemy models loose tough, it can be placed within 8″ if it kills something, dual attack, Dark Shroud (-2 ARM within 1″), and it can gain and use Soul Tokens to become incorporeal or boost. That is a lot of build in abilities. In addition, it has a 10″ POW 14 spray and two P+S 13 (actually 15 due to Dark Shroud) attacks. It seems to be able to do a lot of shenanigans with charging and jumping around.
All in all, I’m half way worried. I should probably avoid being charge by all the homicidal maniacs. I also think the Void Archons can be really annoying.
Deployment
Irusk deploys in the middle with his two ‘jacks. The Tharamite Archon goes on the far left flank, eyeing a forest to hide in. A unit of Ternions go on each flank, ready to support the Advance Deployed Doom Reavers, who deploy in front in a formation ready for clouds. All the rest goes in the middle. The two Void Archons are truly in the void. They are represented by empty bases (see picture below).
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| End of deployment |
Vlad deploys, more or less in the standard pattern. A Gun Carriage, supported by a Kapitan on each flank. Then a unit of Rifle Corps and Field Guns. The rest goes in the middle with Vlad. The picture above depicts the end of deployment.
Round 1
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| End of turn 1 |
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| End of round 1 |
The Rifle Corps basically just move forward and pepper the Doom Reavers. The one of the left almost manage to remove a whole unit, except for the Greylord Escort. The one of the right is not efficient at all. ‘jacks and Field Guns move forward. One of the Marauders bait the rightmost Doom Reaver unit. The picture above depicts the end of round 1.
Round 2
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| End of turn 1 |
The Doom Reavers on the left took the bait and charges the Gun Carriage. On average, the six Doom Reavers will do 35 points of damage against a Gun Carriage, and it has 38. It survives. The Doom Reaver on the right also takes the bait and charges the tempting Marauder. This is just silly. There is not really a chance for them to kill it.
Most other stuff moves forward. A Koldun Lord on the right moves up to the Flag and drops a cloud. He is ready to score. The last “Doom Reaver unit” has one model revived and moves forward to be annoying. The picture above shows the end of Iruk’s turn, which was surprisingly harmless.
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| End of round 2 |
On the left flank, the Gun Carriage charges the Koldun Lord and kills him. It then stars shooting and only takes out a single Ternion. The Kapitan runs to the flag to score. Finally, the rightmost Marauder tramples over the Doom Reavers and kills most of them, and takes a single free strike. It the whacks the Void Archon until it is dispatched back to the Void. The final Marauder tramples the last Doom Reaver to the Koldun Lord. But it misses him.
On the left flank, the Rifle Corps moves to the left and shoots at the Doom Reaver unit attachment on the left, killing her. The Gun Carriage can now charge the Tharamite Archon, and on they way impact a unit of Doom Reavers killing them. They are outside Irusk’s bubble. It also kills the Archon. It then Repositions to the flag. The last Marauder charges a Ternion and kills him. Finally, Joe shouts For the Motherland to the rightmost Rifle Corps and moves forward. They then advance a shoots and at stuff, without much success.
This allows Vlad to score two scenario points, and Irusk scores one. This leaves the scenario score at 2-1 Vlad’s favour. The picture above depicts the end of Vlad’s marvellous round.
Round 3
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| End of round 3, end of game |
The final part of the plan involves the Destroyer charging through the forrest (thanks to Iruk’s feat) and brining axe to Vlad’s face. Luckily, we had in the second round been debating the pleasures of Boundless Charge (from Vlad) and done a lot of measuring. Which, had mentally convinced my opponent that the Destroyer could reach 12″, which is about what was between the Destroyer and Vlad. However, Energizer gives 2″, base movement give 4″, charge gives 3″ and reach gives 1″, to a grand total of 10″. After a few seconds of being very baffled. He remember that the extra 2″ were only in his mind. Lucky Vlad.
So, Vlad was left standing with a very old man in front of him (with a very cool flag, though). The games was for all practical purposes over.
Final thoughts
The diversion plan to pull a unit of Doom Reavers to the edge worked. Even if they would have killed the Gun Carriage, which was highly unlikely, they would be out of the way, and inn shooting range of the Rifle Corps.
I might have thrived on a slightly too aggressive opponent. The Doom Reavers charging my Marauder did not stand a chance. Yet, if he had played a bit more passive, Vlad could have brought Marauders and Gun Carriages to his doorstep.
I have learned that Void Archons are really annoying and dangerous. They are now in little black book.
For the Motherland!






