![]() |
| The whole Winter Guard Kommand list |
In the text below, I’ll go through the different models, and the rationale behind the army composition.
Vlad1
![]() |
| Vlad 1 |
Vlad1 is, in my view a good runner up to Irusk2 as being a Winter Guards best friend. However, where Irusk2 is there to keep Winter Guards alive in an I’ll outlast you style of game play, Vlad1, on the other hand is there to make Winter Guards actually hit stuff and hit above their weight.
![]() |
| Vlad2’s bubbles of good stuff (The Empress’ standard deployment pattern 2) |
Signs & Portents
Boundless Charge
Wind Wall
Blood of Kings
Razor Wind
Forced March – Feat
This is the second huge reason to take Vlad1. Warjacks in his battlegroup that begin their activation in his Control Range double their SPD, and can Run, Charge and make Power Attacks for free (including Trampling). This is huge! It allows a standard Khador Heavy Warjack to charge 11″. Under Boundless Charge it is even better. A lowly Marauder can threat stuff 14″ away!
Winter Guards
Winter Guard Artillery Kapitan
![]() |
| Artillery Kapitan |
This is our artillery’s best friend. The Artillery Kapitan really helps our artillery hitting things. His most used ability is probably Artillerist, which give +2 RAT for the first AOE attack, and the ability to re-roll deviation dice. This is most often used on the Mortar (see below). But can also be applied to Gun Carriages. Clear makes Weapon Crews automatically miss friendly models, which can be helpful for clearing out stuff too close to the Winter Guards. Finally, Fire & Displace gives Reposition 2″ to a Weapon Crew.
I would actually like to have two in a list. But points are scare.
Kovnik Jozef Grigorovich
![]() |
| Joe in all his might |
Jozef Grigorovich, or Joe to his friends, is the epitome of Winter Guards. His many years of impeccable service to the Motherland has made him revered among his troops. So much, in fact that normal winter guards happily will be a Sacrificial Pawn for him if somebody shoots him. Contrary to the Sacrificial Pawn ability from the Winter Guard Kommand theme, Joe can actually use a Gun Carriage as a Sacrificial Pawn!
Joe fixes many of the issues with winter guards. His battle plan Bear’s Strength gives the lowly Winter Guard a +4 to their STR. Combined with Signs & Portents, this actually make them somewhat dangerous (more on this later). He can also help the Winter Guards actually hitting stuff through his inspirational speech For the Motherland, giving them a +2 to hit. Finally, he can make them Tough be remembering the Courage of the Forefathers. He is natively Tough on his own. Joe is an auto-include.
He can also score flags, and actually have a Hand Cannon (quite obvious on the model). For some reason I tend to forget the latter.
Winter Guard Field Gun Crew
![]() |
| Knockdown of a stick aka Field Guns (the right one on loan from the 5th Border Legion) |
The Field Gun is our “knockdown on a stick” tool. It offers automatical knockdown on a hit up to 14″ away (a whooping 18″ if it advances). This is huge as our winter guard normally only have RAT 5. DEF 5 from being knocked down is easy to hit, even for a winter guard.
As with all other winter guard, Jozef can help its low RAT of five by using his battle plan For the Motherland. This should allow a field gun to hit DEF 14, and DEF 16 when aiming. With all the bells, including Signs & Portens a Field Gun will actually hit DEF 17 with auto-knockdown. As Joe most often is occupied otherwise it will most likely “only” be DEF 16. The Winter Guard Artillery Kapitan can employ Fire & Displace, allowing it to aim, shoot and still advance by repositioning 2″.
I prefer two of these fine pieces of artillery, giving me two potential knockdowns per turn. Shoot something to knock it down, hit it with everything you got.
Winter Guard Mortar Crew
![]() |
| The mighty Mortar |
The Mortar Crew is really good when it hits. It offers a POW 16 up to 18″ away (all the way to 21″ if it advances). It also offers a decent AOE 4″ blast of POW 10 (due to High-Explosive). Unfortunately, it only has an effective RAT of one (1)! Meaning, anything with a DEF of eight or more will most likely dodge the shell.
In general, I think this can be used for two things: 1) shooting somewhere and hoping to drift into something. It does an average of 18 points of damage inside the 4″ AOE. In that case it might as well just move and shoot, as RAT 3 and RAT 1 is basically the same; and 2) actually trying to hit something. The combination of aiming, For the Motherland from Jozef, Artillerist from the Kapitan, and Sign & Portents actually makes it hit DEF 15 on the average.
Winter Guard Rifle Corps
![]() |
| Two min units and of the trusted Winter Guard Rifle Corps and their Rocketeers |
The rifle corps is the shooting version of the Winter Guards troopers. Where the Infantry has a blunderbuss, the Rifle Corps has the more modern rifle. The rifle has an impressive range of 14″, and a somewhat unimpressive POW 10. Fortunately, they can do CRA and is also helped by Vlad’s Signs & Portents; and are also subject to Joe’s range of inspiring speeches. All of these different buffs allows the standard Winter Guard to actually hit impressive DEF. The table below summarises the DEF that can be hit on an average roll, given the different options; as well as expected average damage output.
| CRA | None | S&P | Aim | FtM | Aim+S&P | FtM+S&P | Aim+FtM+S&P | Dam | Dam S&P |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 12 | 13 | 14 | 14 | 15 | 15 | 17 | 17 | 18 |
| 2 | 14 | 15 | 16 | 16 | 17 | 17 | 19 | 19 | 20 |
| 3 | 15 | 16 | 17 | 17 | 18 | 18 | 20 | 20 | 21 |
| 4 | 16 | 17 | 18 | 18 | 19 | 19 | 21 | 21 | 22 |
| 5 | 17 | 18 | 19 | 19 | 20 | 20 | 22 | 22 | 23 |
| 6 | 18 | 19 | 20 | 20 | 21 | 21 | 23 | 23 | 24 |
In addition to the standard grunts, a Rifle Corps can also include three Rocketeers (which they always should). They do not carry a rifle, so no CRA on their part. They do, however have the impressive Rocket. It has the same range but is POW 12 and Brutal Damage (additional dice on a direct hit). This is an average of 22.5 points damage (24 points under S&P) on a direct hit, and 14.5 points of damage under its 3″ AOE, under S&P. Unfortunately, they suffer from the standard RAT of five. So, they should either Aim, be under Joe’s For the Motherland; or even better wait until one of the Field Guns have applied the Knockdown on a Stick.
Finally, the Rifle Corps has Practise Maneuvers, which allows models to ignore other models when determining LOS, and they can advance through each other. I tend to forget this. Probably because I have been playing Irusk2 too much, where his Tactician basically does the same.
Winter Guard Gun Carriage
![]() |
| Two of the Empress’ finest Gun Carriages |
The Gun Carriage is a marvellous piece of machinery. It it a real infantry killer from its Impact Hits and two main guns. which drops two AOE 4″ of infantry killing blast damage – and Rough Terrain, which is very nice if the opponent can’t do Pathfinder. It can also be another knockdown tool (in addition to the Field Guns). However, with all the rules associated with this model, it can be a clock killer. The table below summerises the activation sequence os a Gun Carriage. It describes the actions including a short description (where dice rolls in brackets are assuming S&P), the specific rule applied, and the average dice roll with and without S&P.
| # | Action | Description | Rule | Avg. | S&P |
|---|---|---|---|---|---|
| 1 | Charge | Threat distance 11.5″ (+2″ BC) | Charge | ||
| 2 | Impact | Can move less than 3″ and still impact | Crushing Weight | ||
| Can make any number of impact attacks | Crushing Weight | ||||
| To hit: 3d6+6 (4d6+6, drop lowest) | Line Breaker | 16 | 18 | ||
| Models hit are knocked down | Mount | ||||
| Damage: 2d6+14 (3d6+14, drop lowest) | Cavalry | 21 | 22 | ||
| Impact charge target | Cavalry | ||||
| 3 | Attack | To hit: 3d6+6 (4d6+6, drop lowest) | Trampling Hooves | 16 | 18 |
| 4 | Damage | Model hit is knocked down | Mount | 1 | 1 |
| Target is slammed d3″ (*) | Ton of Bricks | 2 | |||
| Damage: 3d6+14 (4d6+14, drop lowest) | Charge | 24 | 26 | ||
| Collateral: 2d6+14 (3d6+14, drop lowest) | Slam | 21 | 22 | ||
| 5 | Shoot | 2 times Heavy Cannon – range 10″ | Dual Attack | ||
| To hit: 2d6+5 (3d6+5, drop lowest) | Heavy Cannon | 12 | 13 | ||
| Damage: 2d6+16 (3d16+16, drop lowest) | Heavy Cannon | 23 | 24 | ||
| Blast 4″: 2d6+8 (3d6+8, drop lowest) | Heavy Cannon | 15 | 16 | ||
| AOE 4″ is rough terrain for one round | Heavy Cannon | ||||
| 6 | Shoot | Military Rifle – range 10″ (360 degrees) | Dual Attack | ||
| To hit: 2d6+5 (3d6+5, drop lowest) | Military Rifle | 12 | 13 | ||
| Damage: 2d6+11 (3d6+11, drop lowest) | Military Rifle | 18 | 19 | ||
| 7 | Reposition | Advance up to 3″ | Reposition |
(*) Remember the slam rules
A word of warning though. There seems to be a little, either cock up or explicit style cramping of the Gun Carriage from Privateer Press. A carriage is a Cavalry model, so it is allowed to do initial attack with its Mounts (p. 75, Prime Rules MK3). However, a Cavalry model cannot make initial attacks when it charges (ibid.). Yet, Crushing Weight allows a carriage to make Impact Attacks when moving less than 3″. Here is the caveat! Trampling Hooves tells us that a carriage can make Charge Attacks with its mount. However, a Charge Attack requires a move of at least 3″ (p. 31, ibid.). So, if we charge a Gun Carriage to make any number of Impact Attacks and move less than 3″, it looses its initial Mount Attack; if there is less that 3″, and we want to make initial attacks only a move should be made, and alas no Impact Attacks.
I usually run one on each flak, just at the edge of Vlad’s Signs & Portents bubble (see also standard deployment above). This allows a lot of mobility and impressive threat to the opponent’s flanks. Gun Carriages normally have a large target painted on them, which normally attracts a lot of hostile forces. This is bad in the sense that they tend to die early, yet good as the middle of the field is spared all of this hostility.
Warjacks
![]() |
| The triple Marauder goodness |
Marauders’ damage output under Vlad1
| Attack type | Dam. M and L | Dam. H | ARM 16 | ARM 18 | ARM 19 | ARM 20 |
|---|---|---|---|---|---|---|
| Charge, combo | 76 | 86 | 38 | 32 | 29 | 26 |
| Charge, no combo | 95 | 108 | 44 | 36 | 32 | 28 |
| No charge | 115 | 130 | 50 | 40 | 35 | 30 |
| No charge, S&P | 120 | 140 | 60 | 50 | 45 | 40 |
| Charge, S&P | 96 | 116 | 52 | 44 | 40 | 36 |
| Charge, S&P, feat | 124 | 144 | 64 | 54 | 49 | 44 |
The table above describe the following situations (all rows are when a Marauder is fully loaded with focus): the two first are just a plain vanilla Marauder charging, either using the Combo Smite or not; the next two are if the Marauder just walks up to the enemy, either under Signs and Portens (S&P) or not; and the last two are if a Marauder charges under Signs and Portens, either under feat or not. The conclusion is that a single Marauder is tremendously dangerous when charging under Vlad’s feat, and Signs and Portens. A average damage output of 124 points agains small and medium sized models, and an average damage output of 144 points against huge based models!
Out of the 53 huge based models in the game (I’m sure I missed some) a single Marauder, on average rolls, can one-round 30 of them (57%), under feat and Signs and Portens; and 27 (51%) when not feating. Two Marauders can take out all (also when Vlad can only allocate three focus). A Marauder should hit an average DEF of 15 under Signs and Portens, which hits everybody. Please note that this calculation is based on just the huge base without any buffs.
A word of warning: a Marauder is really good at killing huge bases. However, it is really bad at killing large bases. Taking out large-based ‘jacks almost always requires two Marauders. If there are only medium and large bases around, bring Juggernauts to the party (on average they have a 32% higher damage output against ARM 20 non-huge bases). If you only have Marauders make sure they charge under Boundless Charge or feat, and ignore the Combo Smite unless you really want to slam stuff.
Getting Marauders into the fray
My Winter Guard Kommand list
Khador Army – 74 / 75 points
[Theme] Winter Guard Kommand
[Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28]
– Marauder [11]
– Marauder [11]
– Marauder [11]
Kovnik Jozef Grigorovich [4]
Winter Guard Artillery Kapitan [3]
Winter Guard Field Gun Crew [0(4)]
Winter Guard Field Gun Crew [0(4)]
Winter Guard Mortar Crew [0(5)]
Winter Guard Rifle Corps (min) [8]
– Winter Guard Rocketeer (3) [6]
Winter Guard Rifle Corps (min) [8]
– Winter Guard Rocketeer (3) [6]
Winter Guard Gun Carriage [17]
Winter Guard Gun Carriage [17]
Assuming you, me dear reader has arrived all they way down here, I hope you have enjoyed these wild speculations. With a bit of luck, battle reports will appear in the foreseeable future.
![]() |
| The whole Winter Guard Kommand list |
For the Motherland!










