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	<title>Artillery Kapitan &#8211; The Greylord Archives</title>
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		<title>Winter Guard Kommand under Vladimir Tzepesci, the Dark Prince&#8217;s orders (Vlad1)</title>
		<link>https://greylordarchives.org/2019/07/winter-guard-kommand-under-vladimir/</link>
					<comments>https://greylordarchives.org/2019/07/winter-guard-kommand-under-vladimir/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Fri, 19 Jul 2019 13:06:00 +0000</pubDate>
				<category><![CDATA[List building]]></category>
		<category><![CDATA[Lists]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Artillery Kapitan]]></category>
		<category><![CDATA[Field Gun]]></category>
		<category><![CDATA[Gun Carriage]]></category>
		<category><![CDATA[Jozef Grigorovich]]></category>
		<category><![CDATA[Marauders]]></category>
		<category><![CDATA[Mortar Crew]]></category>
		<category><![CDATA[Vlad1]]></category>
		<category><![CDATA[Winter Guard Kommand]]></category>
		<category><![CDATA[Winter Guards]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/winter-guard-kommand-under-vladimir/</guid>

					<description><![CDATA[Vlad is a Winter Guard&#8217;s second best friend after Irusk2. Where Irusk2 keeps them alive to &#8230; <a title="Winter Guard Kommand under Vladimir Tzepesci, the Dark Prince&#8217;s orders (Vlad1)" class="hm-read-more" href="https://greylordarchives.org/2019/07/winter-guard-kommand-under-vladimir/"><span class="screen-reader-text">Winter Guard Kommand under Vladimir Tzepesci, the Dark Prince&#8217;s orders (Vlad1)</span>Read more</a>]]></description>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZ8zLuLs3BDLl0xUfSyO6QYBNOCYI3JOtueqcC80AROM10uxnwn58bWwXAJDm6SWcCVpKX6Yx1bQAxRNSn9swy6sE9wy3t5a0AAZjscgWisUX7zXYm7xgvnqZydGlvcguceRsgQbeLhA7O/s1600/IMGP0491.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="1600" data-original-width="1423" height="80" src="https://greylordarchives.org/wp-content/uploads/2019/07/IMGP0491.jpg" class="wp-image-464" /></a></div>
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<i>Vlad is a Winter Guard&#8217;s second best friend after Irusk2. Where Irusk2 keeps them alive to fight another day, Vlad1 makes them fight today. This post details my approach to Winter Guard Kommand under Vlad1. As a special treat, this list contains two of the Empress&#8217; finest Gun Carriages. A marvellous addition&nbsp;to a WGK list under Vlad1.</i></div>
<p><span id="more-463"></span></p>
<div style="text-align: justify;">
Winter Guard Kommand has quite a few good &#8216;caster. I have traditionally been running Irusk2 in a Stalingrad style list (see <a href="https://greylordarchives.org/2019/01/winter-guard-kommand-under-supreme.html" target="_blank">here</a> for a description). Where Irusk2 keeps Winter Guards alive, Vlad helps them actually kill stuff. Further, Irusk2 is missing opportunities to speedup our &#8216;jacks, which ofte resulted in them not really doing anything. Vlad can really propel a Khador &#8216;jack almost unreasonable distances.</p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjx-xh6jyIS7huqrG1cEMXIGAQ1iwcnizAvyp777-TT93Dwn5J0wtaMpKyCDQnPDrj8WCEeJmkROuDLWxgdatlAmLnuw1-lCWdCEPAElvF5lwyam-GbmiKMdV_b3qGvU-I19NIO_H1Xluau/s1600/IMGP0584.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="435" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/IMGP0584.jpg" class="wp-image-465" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">The whole Winter Guard Kommand list</td>
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<p>
In the text below, I&#8217;ll go through the different models, and the rationale behind the army composition.</div>
<p></p>
<h2>
Vlad1</h2>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-pdP0SA0UTPirV8UdbhivR0nZMUg-G2xhinl9aFLDhA33bo5y_edcl6Jp5ZPNy2R9Hw64O63PnhlMjcI8VzQlHxdROPcBdI3ZqZzpBHJY33bbJZBrngFKU3ZUprGjlCdIYYeX9EI1d7tL/s1600/IMGP0491.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1600" data-original-width="1423" height="200" src="https://greylordarchives.org/wp-content/uploads/2019/07/IMGP0491-1.jpg" class="wp-image-466" width="177" /></a></td>
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<td class="tr-caption" style="text-align: center;">Vlad 1</td>
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<p>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>I&#8217;ll outlast you </i>style of game play, Vlad1, on the other hand is there to make Winter Guards actually hit stuff and hit above their weight.</div>
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In exchange for the Winter Guards&#8217; willingness to sacrifice themselves (thanks to the theme benefit) if their leader is being shot, Vlad offers them primarily a bubble with the ability to hit and damage stuff, and a smal bubble with a little bit of protection from ranged attacks.</div>
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The bubbles are pretty large, and can easily encompass his entire army. Vlad can fit in two units of Winter Guards, three pieces of artillery, three &#8216;jacks, two carriages, and a few solos; whilst being protected by an ample number of Winter Guards.</div>
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Vlad&#8217;s spell list can help both Winter Guards and &#8216;jacks in performing at an optimal. The main spell in Vlad&#8217;s arsenal is Signs &amp; Portents. Also, Boundless Charge and Wind Wall works wonders. Finally, his feat really fires up under the Warjacks.</p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEEVrNmIZgVsyrsOgFJkU6o74fS505t3PDPM8M6eRXx6V1A8vC20wKvFYTJOIsFsjsjH3cKwXeIOstZt9757CKDabIMCxWTlQ-PqSD0N4Uulh_Q7vyduziTL16khugmm4jyvAIL82plzR0/s1600/zones3.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="822" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/zones3.jpg" class="wp-image-467" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">Vlad2&#8217;s bubbles of good stuff (The Empress&#8217; standard deployment pattern 2)</td>
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<h3>
</h3>
<h3>
Signs &amp; Portents</h3>
<div style="text-align: justify;">
This spell is the reason we bring Vlad1 to the table. It adds one additional dice to attack and damage rolls, and the lowest dice is discarded. As a rule of thumb, this little trick add roughly 1.5 to the result (more on this later). This is within his Control Area, that is a 14&#8243; bubble. Unfortunately, and fortunately this is not an upkeep spell. It is unfortunate because Vlad will have to cast it most turns, and at a cost of four, it leaves only three focus to play around with. It is fortunate because most, if not all spell removal tricks only works on upkeeps. So nasty things like: Purification, Dissolution, Unbinding, and Hexblast just doesn&#8217;t do anything!</div>
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</div>
<h3 style="text-align: justify;">
Boundless Charge</h3>
<div style="text-align: justify;">
Straight forward charge extender by +2&#8243;. Also charge for free and gain Pathfinder. This is always golden for our slow &#8216;jacks. Note that is does absolutely nothing for Trampling.&nbsp;</div>
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</div>
<h3 style="text-align: justify;">
Wind Wall</h3>
<div style="text-align: justify;">
This spell is what can help deliver both the &#8216;jacks and Vlad himself. Non-magical ranged attacks automatically miss completely within 3&#8243; of Vlad.&nbsp;</div>
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</div>
<h3 style="text-align: justify;">
Blood of Kings</h3>
<div style="text-align: justify;">
This is Vlad&#8217;s emergency break. Sometimes he has to step up and do some killing on his own. Casting this spell makes Vlad SPD 9, STR 9, MAT 10, DEF 18, and ARM 19 for one round. That gives him a charge threat range of 11&#8243; (10.5&#8243; for the small weapon) with 4 (5) attacks hitting DEF 20 on the average.</p>
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<h3 style="text-align: justify;">
Razor Wind</h3>
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A POW 12 range 10&#8243; spell. It might come in handy at some point. I have never heard about it being used.</p>
<h3>
Forced March &#8211; Feat</h3>
<p>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&#8243;. Under Boundless Charge it is even better. A lowly Marauder can threat stuff 14&#8243; away!</p></div>
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<h2 style="text-align: justify;">
Winter Guards</h2>
<h3 style="text-align: justify;">
Winter Guard Artillery Kapitan</h3>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOa-6FDMH2iNiByqZLDpDIksS8Rf_WGHNaJq0rQQ_v8dDBvvXvAAQQE-gHZpaZTdQk9DD8p-6CE7mUjs7RA5UnDiXt0LazQOXg9TCVEjakpT_K-g44EBP9vQWAQtW_4IaW0mbZi1XJoNWr/s1600/Kapitan.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1528" data-original-width="1339" height="200" src="https://greylordarchives.org/wp-content/uploads/2019/07/Kapitan.jpg" class="wp-image-468" width="175" /></a></td>
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<td class="tr-caption" style="text-align: center;">Artillery Kapitan</td>
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<p>This is our artillery&#8217;s best friend. The <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Artillery_Kapitan" target="_blank">Artillery Kapitan</a> 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 &amp; Displace gives Reposition 2&#8243; to a Weapon Crew.</p>
<p>I would actually like to have two in a list. But points are scare.</p>
<p></div>
<h3 style="text-align: justify;">
Kovnik Jozef Grigorovich</h3>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwshzePacZqz_EmnwnoDB8GzCHL25pLLavZlbAw3wfIZygXeYcTf1TL7PVgrHH4ZL_AiDAIc_r8Cy3F0bfXRX2Exi5BkcvKtHtyJjRxbfE-mzeZ3_URb3RzBx9-immIN-Vualt4LB_ihEr/s1600/Joe.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1600" data-original-width="735" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/07/Joe.jpg" class="wp-image-469" width="147" /></a></td>
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<td class="tr-caption" style="text-align: center;">Joe in all his might</td>
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<p>Jozef Grigorovich, or&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Kovnik_Jozef_Grigorovich" target="_blank">Joe</a>&nbsp;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&nbsp;<i>Sacrificial Pawn</i>&nbsp;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!</p>
<p>Joe fixes many of the issues with winter guards. His battle plan&nbsp;<i>Bear&#8217;s Strength</i>&nbsp;gives the lowly Winter Guard a +4 to their STR. Combined with Signs &amp; 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&nbsp;<i>For the Motherland, </i>giving them a +2 to hit. Finally, he can make them Tough be remembering the&nbsp;<i>Courage of the Forefathers</i>. He is natively Tough on his own. Joe is an auto-include.</p>
<p>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.</p></div>
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<h3 style="text-align: justify;">
Winter Guard Field Gun Crew</h3>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzGfRVo9s5-FJi0ERYAT7IUsw_Fup2xkvudfr_jyDnmuOcoRDIL7E-5k7vMdj92pNWnTjST3UkkCR3ePvhrKZLHTZE7dfHegHxfTW92kqTtgTEVBZ-wXJyO72s188CC_qsJDN2sHXHtUUe/s1600/FG.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="474" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/FG.jpg" class="wp-image-470" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;"><i>Knockdown of a stick</i> aka Field Guns (the right one on loan from the 5<sup>th</sup> Border Legion)</td>
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<p>The&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Field_Gun_Crew" target="_blank">Field Gun</a>&nbsp;is our &#8220;knockdown on a stick&#8221; tool. It offers automatical knockdown on a hit up to 14&#8243; away (a whooping 18&#8243; 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.</p>
<p>As with all other winter guard, Jozef can help its low RAT of five by using his battle plan&nbsp;<i>For the Motherland.&nbsp;</i>This should allow a field gun to hit DEF 14, and DEF 16 when aiming. With all the bells, including Signs &amp; Portens a Field Gun will actually hit DEF 17 with auto-knockdown. As Joe most often is occupied otherwise it will most likely &#8220;only&#8221; be DEF 16. The&nbsp;Winter Guard Artillery Kapitan can employ&nbsp;<i>Fire &amp; Displace</i>, allowing it to aim, shoot and still advance by repositioning 2&#8243;.</p>
<p>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.</p></div>
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<h3 style="text-align: justify;">
Winter Guard Mortar Crew</h3>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcSyXEz3y7yy3xEkzTW5cIOHpr8avzVE60w2_Ot46C4t0B01yNh5srMAAcHZJ7IQyE-x56Hrp2mif4H1J1YsHZdON3KU-_IsiZFb1JUxYhDCssUZNMMBzgm4LaVrfPysLFQLFcFrS5-n7_/s1600/Mortar.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1144" data-original-width="1600" height="228" src="https://greylordarchives.org/wp-content/uploads/2019/07/Mortar.jpg" class="wp-image-471" width="320" /></a></td>
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<td class="tr-caption" style="text-align: center;">The mighty Mortar</td>
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</div>
<p>The Mortar Crew is really good when it hits. It offers a POW 16 up to 18&#8243; away (all the way to 21&#8243; if it advances). It also offers a decent AOE 4&#8243; 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.</p>
<p>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&#8243; 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 &amp; Portents actually makes it hit DEF 15 on the average.</p>
<h3>
Winter Guard Rifle Corps</h3>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwBX0ezmAF2SMJ-WZZKfhLB-j2jMK68RRTwAOypJYZmgQUITvN_f7HkLF-G_6PuWJfho41pQhXer1WTkSZ0YiupZj47odNcl3FXSce2sHCDHQ8T2jPhyphenhyphenz1KeVj0-P7vJGqz2Fv56Po3bLq/s1600/WG.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="468" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/WG.jpg" class="wp-image-472" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">Two min units and of the trusted Winter Guard Rifle Corps and their Rocketeers</td>
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<p>The rifle corps is the shooting version of the Winter Guards troopers. Where the <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Infantry" target="_blank">Infantry</a> has a blunderbuss, the <a _blank="" href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Rifle_Corps%20target=">Rifle Corps</a> has the more modern rifle. The rifle has an impressive range of 14&#8243;, and a somewhat unimpressive POW 10. Fortunately, they can do CRA and is also helped by Vlad&#8217;s Signs &amp; Portents; and are also subject to Joe&#8217;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.</p>
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<th>CRA</th>
<th>None</th>
<th>S&amp;P</th>
<th>Aim</th>
<th>FtM</th>
<th>Aim+S&amp;P</th>
<th>FtM+S&amp;P</th>
<th>Aim+FtM+S&amp;P</th>
<th>Dam</th>
<th>Dam S&amp;P</th>
</tr>
</thead>
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<td align="right">1</td>
<td align="right">12</td>
<td align="right">13</td>
<td align="right">14</td>
<td align="right">14</td>
<td align="right">15</td>
<td align="right">15</td>
<td align="right">17</td>
<td align="right">17</td>
<td align="right">18</td>
</tr>
<tr>
<td align="right">2</td>
<td align="right">14</td>
<td align="right">15</td>
<td align="right">16</td>
<td align="right">16</td>
<td align="right">17</td>
<td align="right">17</td>
<td align="right">19</td>
<td align="right">19</td>
<td align="right">20</td>
</tr>
<tr>
<td align="right">3</td>
<td align="right">15</td>
<td align="right">16</td>
<td align="right">17</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">18</td>
<td align="right">20</td>
<td align="right">20</td>
<td align="right">21</td>
</tr>
<tr>
<td align="right">4</td>
<td align="right">16</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">19</td>
<td align="right">21</td>
<td align="right">21</td>
<td align="right">22</td>
</tr>
<tr>
<td align="right">5</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">19</td>
<td align="right">20</td>
<td align="right">20</td>
<td align="right">22</td>
<td align="right">22</td>
<td align="right">23</td>
</tr>
<tr>
<td align="right">6</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">20</td>
<td align="right">20</td>
<td align="right">21</td>
<td align="right">21</td>
<td align="right">23</td>
<td align="right">23</td>
<td align="right">24</td>
</tr>
</tbody>
</table>
<p>
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&amp;P) on a direct hit, and 14.5 points of damage under its 3&#8243; AOE, under S&amp;P. Unfortunately, they suffer from the standard RAT of five. So, they should either Aim, be under Joe&#8217;s For the Motherland; or even better wait until one of the Field Guns have applied the <i>Knockdown on a Stick</i>.</p>
<p>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.</p>
</div>
<h3 style="text-align: justify;">
Winter Guard Gun Carriage</h3>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7Y2udWKJTcA4vR5xaDoBZZY_9mTLG_n1ncTvuIfqHmgS6-MIuhFN-H89XAhJyabJWeXjYIPNVWi2OzVurGXeVlu0PBfxfZpbiTXnEnFFRl64EkgB1Xw6prTIgG0Raly1LvdlQ7EaRleo9/s1600/CCs.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="702" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/CCs.jpg" class="wp-image-473" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Two of the Empress&#8217; finest Gun Carriages</td>
</tr>
</tbody>
</table>
<div class="separator" style="clear: both; text-align: center;">
</div>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Gun_Carriage" target="_blank">Gun Carriage</a> 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&#8243; of infantry killing blast damage &#8211; and Rough Terrain, which is very nice if the opponent can&#8217;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&amp;P), the specific rule applied, and the average dice roll with and without S&amp;P.&nbsp; &nbsp; </p>
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<thead>
<tr>
<th>#</th>
<th>Action</th>
<th>Description</th>
<th>Rule</th>
<th>Avg.</th>
<th>S&amp;P</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>Charge</td>
<td>Threat distance 11.5&#8243; (+2&#8243; BC)&nbsp;</td>
<td>Charge</td>
<td></td>
<td></td>
</tr>
<tr>
<td rowspan="6">2</td>
<td rowspan="6">Impact</td>
<td>Can move less than 3&#8243; and still impact</td>
<td>Crushing Weight</td>
<td></td>
<td></td>
</tr>
<tr>
<td>Can make any number of impact attacks</td>
<td>Crushing Weight</td>
<td></td>
<td></td>
</tr>
<tr>
<td>To hit: 3d6+6 (4d6+6, drop lowest)</td>
<td>Line Breaker</td>
<td align="right">16</td>
<td align="right">18</td>
</tr>
<tr>
<td>Models hit are knocked down</td>
<td>Mount</td>
<td></td>
<td></td>
</tr>
<tr>
<td>Damage: 2d6+14 (3d6+14, drop lowest)</td>
<td>Cavalry</td>
<td align="right">21</td>
<td align="right">22</td>
</tr>
<tr>
<td>Impact charge target</td>
<td>Cavalry</td>
<td></td>
<td></td>
</tr>
<tr>
<td>3</td>
<td>Attack</td>
<td>To hit: 3<span style="text-align: justify;">d6+6 (4d6+6, drop lowest)</span></td>
<td>Trampling Hooves</td>
<td align="right">16</td>
<td align="right">18</td>
</tr>
<tr>
<td rowspan="4">4</td>
<td rowspan="4">Damage</td>
<td>Model hit is knocked down</td>
<td>Mount</td>
<td align="right">1</td>
<td align="right">1</td>
</tr>
<tr>
<td>Target is slammed d3&#8243; (*)</td>
<td>Ton of Bricks</td>
<td align="right">2</td>
<td></td>
</tr>
<tr>
<td>Damage: 3d6+14 (4d6+14, drop lowest)</td>
<td>Charge</td>
<td align="right">24</td>
<td align="right">26</td>
</tr>
<tr>
<td>Collateral:&nbsp;<span style="text-align: justify;">2d6+14 (3d6+14, drop lowest)</span></td>
<td>Slam</td>
<td align="right">21</td>
<td align="right">22</td>
</tr>
<tr>
<td rowspan="5">5</td>
<td rowspan="5">Shoot</td>
<td>2 times Heavy Cannon &#8211; range 10&#8243;</td>
<td>Dual Attack</td>
<td></td>
<td></td>
</tr>
<tr>
<td>To hit: 2d6+5 (3d6+5, drop lowest)</td>
<td>Heavy Cannon</td>
<td align="right">12</td>
<td align="right">13</td>
</tr>
<tr>
<td>Damage: 2d6+16 (3d16+16, drop lowest)</td>
<td>Heavy Cannon</td>
<td align="right">23</td>
<td align="right">24</td>
</tr>
<tr>
<td>Blast 4&#8243;: 2d6+8 (3d6+8, drop lowest)</td>
<td>Heavy Cannon</td>
<td align="right">15</td>
<td align="right">16</td>
</tr>
<tr>
<td>AOE 4&#8243; is rough terrain for one round</td>
<td>Heavy Cannon</td>
<td></td>
<td></td>
</tr>
<tr>
<td rowspan="3">6</td>
<td rowspan="3">Shoot</td>
<td>Military Rifle &#8211; range 10&#8243; (360 degrees)</td>
<td>Dual Attack</td>
<td></td>
<td></td>
</tr>
<tr>
<td>To hit:&nbsp;<span style="text-align: justify;">2d6+5 (3d6+5, drop lowest)</span></td>
<td>Military Rifle</td>
<td align="right">12</td>
<td align="right">13</td>
</tr>
<tr>
<td>Damage: 2d6+11 (3d6+11, drop lowest)</td>
<td>Military Rifle</td>
<td align="right">18</td>
<td align="right">19</td>
</tr>
<tr>
<td>7</td>
<td>Reposition</td>
<td>Advance up to 3&#8243;</td>
<td>Reposition</td>
<td></td>
<td></td>
</tr>
</tbody>
</table>
<p>
(*) Remember the slam rules</p>
<p>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&#8243;. 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&#8243; (p. 31, ibid.). So, if we charge a Gun Carriage to make any number of Impact Attacks and move less than 3&#8243;, it looses its initial Mount Attack; if there is less that 3&#8243;, and we want to make initial attacks only a move should be made, and alas no Impact Attacks.</p>
<p>I usually run one on each flak, just at the edge of Vlad&#8217;s Signs &amp; Portents bubble (see also standard deployment above). This allows a lot of mobility and impressive threat to the opponent&#8217;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.</p></div>
<div style="text-align: justify;">
</div>
<h2 style="text-align: justify;">
Warjacks</h2>
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<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTKeZqOdbnHzO3j4vkDuELpfNtqgTlfMJdTIb3jv6nDmsnXjn2pcSkqNm2mXt0Of4Ln6M7TEuBPYWWAeBJ_FbUi1RGVYHSygZN771uFtqenigHBYYlYao71wFc4L5LDu-ZYAS4LmbfVIcR/s1600/TrippleM.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="646" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/TrippleM.jpg" class="wp-image-474" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The triple Marauder goodness</td>
</tr>
</tbody>
</table>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div style="text-align: justify;">
I have grown funned of <a href="https://warmachineuniversity.com/mw/index.php/Marauder" target="_blank">Marauders</a> from my many games with Irusk2 as commander of the Winter Guard Kommand (see <a href="https://greylordarchives.org/2019/03/revisited-winter-guard-kommand-under.html" target="_blank">here</a> for list discussions). There are so many huge bases around, and Marauders are currently our best bet against them. They are also really good at knocking stuff down from their Combo Smite, which is really helpful for the shooting part of the army. In theory, two Marauders should be sufficient (see below). However, I&#8217;m a great advocate of backups. So, three it is (this is also only three more points that Vlad&#8217;s Warjack points). Luckily, Marauders fit really well with Vlad1, as he helps them solve a lot of their issues.</p>
<h3 style="text-align: justify;">
Marauders&#8217; damage output under Vlad1</h3>
<div style="text-align: justify;">
Marauders love Vlad1 when it comes to damage output. The table below details the damage output for a single Marauder under several conditions. The table&#8217;s rows are: the attack type, damage against medium or large based models, damage agains huge bases, and damage against four different ARM values for huge based models:</p>
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<tbody>
<tr>
<th>Attack type</th>
<th>Dam. M and L</th>
<th>Dam. H</th>
<th>ARM 16</th>
<th>ARM 18</th>
<th>ARM 19</th>
<th>ARM 20</th>
</tr>
<tr>
<td>Charge, combo</td>
<td align="right">76</td>
<td align="right">86</td>
<td align="right">38</td>
<td align="right">32</td>
<td align="right">29</td>
<td align="right">26</td>
</tr>
<tr>
<td>Charge, no combo</td>
<td align="right">95</td>
<td align="right">108</td>
<td align="right">44</td>
<td align="right">36</td>
<td align="right">32</td>
<td align="right">28</td>
</tr>
<tr>
<td>No charge</td>
<td align="right">115</td>
<td align="right">130</td>
<td align="right">50</td>
<td align="right">40</td>
<td align="right">35</td>
<td align="right">30</td>
</tr>
<tr>
<td>No charge, S&amp;P</td>
<td align="right">120</td>
<td align="right">140</td>
<td align="right">60</td>
<td align="right">50</td>
<td align="right">45</td>
<td align="right">40</td>
</tr>
<tr>
<td>Charge, S&amp;P</td>
<td align="right">96</td>
<td align="right">116</td>
<td align="right">52</td>
<td align="right">44</td>
<td align="right">40</td>
<td align="right">36</td>
</tr>
<tr>
<td>Charge, S&amp;P, feat</td>
<td align="right">124</td>
<td align="right">144</td>
<td align="right">64</td>
<td align="right">54</td>
<td align="right">49</td>
<td align="right">44</td>
</tr>
</tbody>
</table>
<p>
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&amp;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&#8217;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!</p>
<p>Out of the 53 huge based models in the game (I&#8217;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.</p>
<p>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 &#8216;jacks almost always requires two Marauders. If there are only medium and large bases around, bring <a href="https://warmachineuniversity.com/mw/index.php/Juggernaut" target="_blank">Juggernauts</a> 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.</div>
</div>
<p></p>
<h3 style="text-align: justify;">
Getting Marauders into the fray</h3>
<div style="text-align: justify;">
All of this wonderful damage a Marauder can wreck is all good and well if it can&#8217;t get to the enemy. Luckily, Vlad is happy to assist with this as well. Boundless Charge gives one model +2&#8243; movement and Pathfinder; and his feat doubles the base SPD (both also allow for free charge). This means that a Marauder can <i>put pistons to face</i> 14&#8243; away (base speed 4&#8243; + feat 4&#8243; + charge/trample 3&#8243; + Boundless Charge 2&#8243; + Reach 1&#8243;). Suddenly a lowly Marauder out-threatens many of its favourite prey. Also note that Trample being a Power Attack makes screening and jamming with small based models difficult at best. Unfortunately, casting both Signs &amp; Portens; and Boundless Charge leaves Vlad with only one focus to allocate, making it impossible to fully load a &#8216;jack.</div>
<div style="text-align: justify;">
</div>
<h2 style="text-align: justify;">
My Winter Guard Kommand list</h2>
<div style="text-align: justify;">
All of the above basically sums up to my current Winter Guard Kommand list. This is the third iteration, when the first one was <a href="https://greylordarchives.org/2019/01/winter-guard-kommand-under-supreme.html" target="_blank">Irusk2 with a Spriggan and a Marauder</a>; and the second one was <a href="https://greylordarchives.org/2019/03/revisited-winter-guard-kommand-under.html" target="_blank">Irusk2 with triple Marauder and an Adjunct</a>. This latest iteration will hopefully fix some of the issues of actually killing stuff, and thereby winning more.</p>
<p>Khador Army &#8211; 74 / 75 points<br />
[Theme] Winter Guard Kommand</p>
<p>[Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28]<br />
&nbsp;&#8211; Marauder [11]<br />
&nbsp;&#8211; Marauder [11]<br />
&nbsp;&#8211; Marauder [11]<br />
Kovnik Jozef Grigorovich [4]<br />
Winter Guard Artillery Kapitan [3]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Mortar Crew [0(5)]<br />
Winter Guard Rifle Corps (min) [8]<br />
&nbsp;&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
&nbsp;&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
Also at <a href="https://conflictchamber.com/?c3201b_-0f76kTkTkT8tgc7Z7Z7-7X7W7X7Wi6i6" target="_blank">conflict chamber</a>.</p>
<p>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.</p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjx-xh6jyIS7huqrG1cEMXIGAQ1iwcnizAvyp777-TT93Dwn5J0wtaMpKyCDQnPDrj8WCEeJmkROuDLWxgdatlAmLnuw1-lCWdCEPAElvF5lwyam-GbmiKMdV_b3qGvU-I19NIO_H1Xluau/s1600/IMGP0584.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="435" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/IMGP0584.jpg" class="wp-image-465" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The whole Winter Guard Kommand list</td>
</tr>
</tbody>
</table>
<p>
For the Motherland!</div>
]]></content:encoded>
					
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		<title>Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders (Irusk2)</title>
		<link>https://greylordarchives.org/2019/01/winter-guard-kommand-under-supreme/</link>
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		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Tue, 15 Jan 2019 20:43:00 +0000</pubDate>
				<category><![CDATA[List building]]></category>
		<category><![CDATA[Lists]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Artillery Kapitan]]></category>
		<category><![CDATA[Field Gun]]></category>
		<category><![CDATA[Irusk2]]></category>
		<category><![CDATA[Jozef Grigorovich]]></category>
		<category><![CDATA[Lady Aiyana & Master Holt]]></category>
		<category><![CDATA[Mortar Crew]]></category>
		<category><![CDATA[Spriggan]]></category>
		<category><![CDATA[Winter Guard Kommand]]></category>
		<category><![CDATA[Winter Guards]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/winter-guard-kommand-under-supreme/</guid>

					<description><![CDATA[Irusk2 is a winter guard&#8217;s best friend. I like to run him in a Stalingrad-style list. &#8230; <a title="Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders (Irusk2)" class="hm-read-more" href="https://greylordarchives.org/2019/01/winter-guard-kommand-under-supreme/"><span class="screen-reader-text">Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders (Irusk2)</span>Read more</a>]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJJ8WD4yvd3SYCpGZrXXHObpSiRFi0C1o6uaU4ojbmxJI5BlpYpw3UCYLFGJJ80p1sRfKsfU0xkBotw9mTIkFnCYvkA9B3dLEsHya25rXkGXT-f30aX4CQgK8WkXZ-Ij0u5uwwdfQ7ltO3/s1600/Irusk2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="1600" data-original-width="897" height="80" src="https://greylordarchives.org/wp-content/uploads/2019/01/Irusk2.jpg" class="wp-image-605" /></a></div>
<p><i style="text-align: justify;">Irusk2 is a winter guard&#8217;s best friend. I like to run him in a Stalingrad-style list. This post sumes up my thoughts and experiences with Irusk2 in the Winter Guard Kommand theme. Any short comings in the performance of Irusk and his winter guards are solely the fault of the player.</i></p>
<div>
<br />
<span id="more-604"></span></p>
<div style="text-align: justify;">
There are quite a few potentially good casters for running a <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Winter_Guard_Kommand" target="_blank">Winter Guard Kommand</a> list, as well as combinations of winter guard units. Currently, I prefer <a href="https://warmachineuniversity.com/mw/index.php/Supreme_Kommandant_Irusk" style="text-align: justify;" target="_blank">Irusk 2</a> running as many winter guards as I own. The idea of as many winter guards as possible is colloquial knows as a &#8220;Stalingrad&#8221; list. This post goes through all the models in my list. If you can be bortherd to read this long winded &#8220;thinking out loud&#8221;, you can just scroll down to the bottom for the list.</p>
</div>
<h2>
Irusk2</h2>
<div class="separator" style="clear: both; text-align: center;">
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihCZ-9WnX0d65o1poLoL_cdYxwNoK67o660Dk7gVbEiX8SsF40g4WjRZXe3MOeWganVVLGFKP06CqoC1u_Cs60-lzURPNi-FhfSNgJ6MI4Y703XffL0b5hLuMFlZZwUhy5LvZIPDSi1FFh/s1600/Irusk2.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1600" data-original-width="897" height="200" src="https://greylordarchives.org/wp-content/uploads/2019/01/Irusk2-1.jpg" class="wp-image-606" width="111" /></a></td>
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<td class="tr-caption" style="text-align: center;">Irusk2</td>
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<p>Irusk2 is in many ways a winter guard&#8217;s best friend. His many years of experience gives&nbsp;<i>Tactician</i>&nbsp;in a 10&#8243; bubble, which allows troops to ignore each other for LOS and movement. Due to his long and successful service to the Empress, his troops have&nbsp;<i>Total Obedience</i>, which is a 10&#8243; tough bubble. Irusk can top this off with his spell <i>Solid Ground (</i>this should always be&nbsp;upkept<i>)</i>, which gives a 14&#8243; bubble of no knock down and immunity to blast damage. Finally, the winter guards pay tribute to Irusk by self sacrificing from within 3&#8243; if Irusk is being shot.</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
All of these bubbles are actually enormous. They allow Irusk to easily fit in three full units of winter guard including attachments, and two weapons crew (see figure, below); giving them: <i>no knock down, immunity to blast, tough, and&nbsp;sacrificial pawn.</i></div>
<div style="text-align: justify;">
<i><br />
</i></div>
<div style="text-align: justify;">
Not to mention, he has a really, really big flag! Big flags always make winter guards happy.</p>
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjK3xZs4dUuZ0T3BtJS4XK863YDGlc4_RmZYeOM07aNEZPjAwuzRBhkeGH_L4yeqBSlINRjXuoKPLzXj2bB0B4kHYq7rgKVaHM_WAnRezxmx6MWICKNUVEQKg4pO8xVDSBQMB1c3Y7V9Uo0/s1600/Irusk_bubbles_half.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="625" data-original-width="1024" height="350" src="https://greylordarchives.org/wp-content/uploads/2019/01/Irusk_bubbles_half.jpg" class="wp-image-607" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Irusk2&#8217;s bubbles of good stuff</td>
</tr>
</tbody>
</table>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div style="text-align: justify;">
Irusk&#8217;s spell list can also assist the lowly winter guard (in addition to <i>Solid Ground</i>). The two main spells are: <i>Battle Lust</i> and <i>Fire for Effect</i>. </p>
</div>
<h3>
Battle Lust</h3>
<div style="text-align: justify;">
Battle Lust gives the standard winter guard the opportunity to become rather dangerous in melee. All winter guards are equipped with the trusted Axe, a P+S 8 weapon, which in it self is underwhelming. However, applying Battle Lust, and even <a href="https://warmachineuniversity.com/mw/index.php/Kovnik_Jozef_Grigorovich" target="_blank">Jozef&#8217;s</a>&nbsp;Battle Plan <i>Bear&#8217;s Strength</i> makes them rather dangerous, in particular when charging:</div>
<div style="text-align: justify;">
<i><br />
</i></div>
<div style="text-align: justify;">
Base: P+S 8</div>
<div style="text-align: justify;">
Bear&#8217;s Strength: P+S 12</div>
<div style="text-align: justify;">
Battle Lust: additional die</div>
<div style="text-align: justify;">
Charge: boosted</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
This allows a single winter guard to charge for 4d6+12 damage, dishing out 26 points of damage (on average) pr. hit. This means that six winter guards will wreck an average Khador warjack (on average). A full unit (10) will wreck a <a href="https://warmachineuniversity.com/mw/index.php/Judicator" target="_blank">Judicator colossal</a> (on average) &#8211; and, yes ten winter guards do fit around a colossal. Even single wound heavy infantry in shield wall will die (e.g. <a href="https://warmachineuniversity.com/mw/index.php/Black_Dragons" target="_blank">Black Dragons</a> or <a href="https://warmachineuniversity.com/mw/index.php/Dawnguard_Sentinels" target="_blank">Dawnguard Sentinels</a>).</p>
<p>Battle lust and Jozef&#8217;s battle plan combined with Irusk&#8217;s feat, <i>Desperate Ground</i>&nbsp;is know for taking opponents by surprise. A unit of winter guards charging through a forrest and then wrecking a colossal is a sight to behold.</p>
</div>
<h3>
Fire for Effect</h3>
<div style="text-align: justify;">
This spell seriously helps our artillery actually hitting something. It boosts the first ranged attack&#8217;s to-hit and damage. Our two weapons crews can&#8217;t really hit a barn if they were in it. <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Field_Gun_Crew" target="_blank">The Field Guns</a> should be able hit DEF 12 (which, arguable is better than a barn), whereas the <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Mortar_Crew" target="_blank">Mortar</a> will only hit DEF 8. The following table details what DEF our artillery should be able to hit using:&nbsp;<span style="text-align: center;">Aim (+2 RAT),&nbsp;</span><span style="text-align: center;">Fire for Effect (Boosted), Jozef&#8217;s&nbsp;</span><span style="text-align: center;">For the Motherland (+2 RAT), the <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Artillery_Kapitan" target="_blank">Winter Guard Artillery Kapitan</a>&#8216;s&nbsp;</span><span style="text-align: center;">Artillerist (+2 RAT), and the whole shebang.</span></div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
<table border="1">
<tbody>
<tr>
<th>&nbsp;Unit / DEF hit&nbsp;</th>
<th>&nbsp;Base&nbsp;</th>
<th>&nbsp;Aim &nbsp;</th>
<th>&nbsp;Fire for Effect &nbsp;</th>
<th>&nbsp;For the Motherland&nbsp;</th>
<th>&nbsp;Artillerist&nbsp;</th>
<th>&nbsp;The lot &nbsp;</th>
</tr>
<tr>
<td>Field Gun</td>
<td>
<div style="text-align: right;">
12 &nbsp;</div>
</td>
<td>
<div style="text-align: right;">
14 &nbsp;</div>
</td>
<td>
<div style="text-align: right;">
15 &nbsp;</div>
</td>
<td>
<div style="text-align: right;">
14 &nbsp;</div>
</td>
<td>
<div style="text-align: right;">
N/A &nbsp;</div>
</td>
<td>
<div style="text-align: right;">
19 &nbsp;</div>
</td>
</tr>
<tr>
<td>Mortar</td>
<td>
<div style="text-align: right;">
8 &nbsp;</div>
</td>
<td>
<div style="text-align: right;">
10 &nbsp;</div>
</td>
<td>
<div style="text-align: right;">
11 &nbsp;</div>
</td>
<td>
<div style="text-align: right;">
10 &nbsp;</div>
</td>
<td>
<div style="text-align: right;">
10 &nbsp;</div>
</td>
<td>
<div style="text-align: right;">
17 &nbsp;</div>
</td>
</tr>
</tbody>
</table>
</div>
<p></p>
<div style="text-align: justify;">
In addition, Fire for Effect also boosts the damage roll. This will give the Field Gun 3d6+15 (average of 25), and the Mortar 3d6+18 (average of 28). It is also worth noticing that the blast from the Mortar will be boosted. Thus, due to high explosive, it will be 3d6+10 (average of 20).</p>
</div>
<h3>
Artifice of Deviation</h3>
<div style="text-align: justify;">
This spell also deserves to be mentioned. At first glance it doesn&#8217;t seem to do anything for our winter guard. However, it does potentially provide cover for a whole unit. It actually turns our winter guards&#8217; DEF up to 16, requiring a RAT og 9 to hit. No to mention brining Irusk up to DEF 19 agains ranged attacks.&nbsp;</div>
<h2>
Winter Guards</h2>
<div style="text-align: justify;">
Winter guards basically comes in two flavours: <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Infantry" target="_blank">Infantry</a> and <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Rifle_Corps" target="_blank">Rifle Corps</a>. They are basically identical, except for ranged threat range, attachment options, and cost. Both can take three Rocketeers pr. units. Take them!</div>
<p></p>
<h3>
Winter Guard Infantry</h3>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFK3r527dqbo1YIFm2TNiUjhxksXYmZ9qQyP_P1LpD7QEhxs-_fP_iiPhyphenhyphenWx5Eij-DAkMmd9ZZJRhCPkpqpnV9NCGavGRSR1WJ2Gjqc53SL1LmH8CyJO8Qy49CGF4yiIs0qrHoy8Kp31Zw/s1600/Infantry.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="650" data-original-width="1600" height="161" src="https://greylordarchives.org/wp-content/uploads/2019/01/Infantry.jpg" class="wp-image-608" width="400" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The proud winter guard infantry</td>
</tr>
</tbody>
</table>
<p>The infantry are the bread and butter of the Khadoran army. We get a full unit of ten and three Rocketeers for a mere 16 points. Add an officer and standard for another three points. All in all, clocking in at 20 points &#8211; a bargain.</p></div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
In general they do tend to have a hard time hitting things. MAT 5 and RAT 5 only gives DEF 12 on the average, P+S 8 for the axe gives an average of 15. The gun is slightly better at POW 12, giving an average of 19. They need help. As described above Irusk and Jozef can help them in melee. Jozef can also bring them up to MAT 7 and RAT 7 (battle plan For the Motherland).</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
The officer and standard do add a few nice abilities. CRA helps them to hit at range (see Winter Guard Rifle Corps below for an overview). However, the one I think is most useful and also tends to forget is the 3&#8243; reposition.</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
I tend to use them for Sacrificial Pawn for Irusk (and Jozef), blocking lanes and LOS, scoring zones, and the surprising charge on steroids described under Battle Lust. I like a full unit clustered around Irusk.</p>
</div>
<h3>
Winter Guard Rifle Corps</h3>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiISRw_vrlvxSjNXSm96Fuw1TOGaSujXI-780mUqKwKz70oNiwoL6aZ4CNt9ZMyRY8Xb_U_VmxI1_lNu4jACSdU4_S-JTWODPXWIuCWSOFpRMzFhOMHai-w_7RFtHgdiwn9bWygXU64Jhh9/s1600/RifleCorps.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="541" data-original-width="1600" height="133" src="https://greylordarchives.org/wp-content/uploads/2019/01/RifleCorps.jpg" class="wp-image-609" width="400" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">First unit of winter guard rifle corps</td>
</tr>
</tbody>
</table>
<p>The rifle corps is basically the same as the infantry. They have exchanged the blunderbuss for a rifle, which has an impressive 14&#8243; range (same as the rockets from the Rocketeers), and an equally unimpressive POW of 10. Thank the Empress for CRA. The table below details the effect of using CRA (note that the Rocketeers can&#8217;t contribute to a CRA, since they haven&#8217;t got a rifle).</p></div>
<p></p>
<table border="1" style="text-align: right;">
<tbody>
<tr>
<th>&nbsp;CRA&nbsp;</th>
<th>&nbsp;RAT&nbsp;</th>
<th>&nbsp;Avg. DEF&nbsp;</th>
<th>&nbsp;POW&nbsp;</th>
<th>&nbsp;Avg. dam.&nbsp;</th>
</tr>
<tr>
<td>
<div style="text-align: right;">
1</div>
</td>
<td>
<div style="text-align: right;">
5</div>
</td>
<td>
<div style="text-align: right;">
12</div>
</td>
<td>
<div style="text-align: right;">
10</div>
</td>
<td>
<div style="text-align: right;">
17</div>
</td>
</tr>
<tr>
<td>
<div style="text-align: right;">
2</div>
</td>
<td>
<div style="text-align: right;">
7</div>
</td>
<td>
<div style="text-align: right;">
14</div>
</td>
<td>
<div style="text-align: right;">
12</div>
</td>
<td>
<div style="text-align: right;">
19</div>
</td>
</tr>
<tr>
<td>
<div style="text-align: right;">
3</div>
</td>
<td>
<div style="text-align: right;">
8</div>
</td>
<td>
<div style="text-align: right;">
15</div>
</td>
<td>
<div style="text-align: right;">
13</div>
</td>
<td>
<div style="text-align: right;">
20</div>
</td>
</tr>
<tr>
<td>
<div style="text-align: right;">
4</div>
</td>
<td>
<div style="text-align: right;">
9</div>
</td>
<td>
<div style="text-align: right;">
16</div>
</td>
<td>
<div style="text-align: right;">
14</div>
</td>
<td>
<div style="text-align: right;">
21</div>
</td>
</tr>
<tr>
<td>
<div style="text-align: right;">
5</div>
</td>
<td>
<div style="text-align: right;">
10</div>
</td>
<td>
<div style="text-align: right;">
17</div>
</td>
<td>
<div style="text-align: right;">
15</div>
</td>
<td>
<div style="text-align: right;">
22</div>
</td>
</tr>
<tr>
<td>
<div style="text-align: right;">
6</div>
</td>
<td>
<div style="text-align: right;">
11</div>
</td>
<td>
<div style="text-align: right;">
18</div>
</td>
<td>
<div style="text-align: right;">
16</div>
</td>
<td>
<div style="text-align: right;">
23</div>
</td>
</tr>
<tr>
<td>
<div style="text-align: right;">
7</div>
</td>
<td>
<div style="text-align: right;">
12</div>
</td>
<td>
<div style="text-align: right;">
19</div>
</td>
<td>
<div style="text-align: right;">
17</div>
</td>
<td>
<div style="text-align: right;">
24</div>
</td>
</tr>
<tr>
<td>
<div style="text-align: right;">
8</div>
</td>
<td>
<div style="text-align: right;">
13</div>
</td>
<td>
<div style="text-align: right;">
20</div>
</td>
<td>
<div style="text-align: right;">
18</div>
</td>
<td>
<div style="text-align: right;">
25</div>
</td>
</tr>
<tr>
<td>
<div style="text-align: right;">
9</div>
</td>
<td>
<div style="text-align: right;">
14</div>
</td>
<td>
<div style="text-align: right;">
21</div>
</td>
<td>
<div style="text-align: right;">
19</div>
</td>
<td>
<div style="text-align: right;">
26</div>
</td>
</tr>
<tr>
<td>
<div style="text-align: right;">
10</div>
</td>
<td>
<div style="text-align: right;">
15</div>
</td>
<td>
<div style="text-align: right;">
22</div>
</td>
<td>
<div style="text-align: right;">
20</div>
</td>
<td>
<div style="text-align: right;">
27</div>
</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">
As with the infantry, Jozef can also bring them up to MAT 7 and RAT 7 (battle plan <i>For the Motherland</i>). Jozef can also chose to use his battle plan <i>Courage of the Forefathers</i> to give them tough. Something that in some sense can extend Irusk&#8217;s <i>Total Obedience</i> bubble all the way to his 14&#8243; <i>Solid Ground</i> bubble (and beyond) in one direction; offering slightly more flexibility.</p>
<p>Personally, I like to take two full units with all the rockets. I know the wisdom of the internet often dictates min units &#8211; but I like max units.</p>
<h3>
Winter Guard Field Gun Crew</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_4FZ8mgbcPsjtmS7oSgeYycEneQLf7awSvPglrgaxfeeMlx2QXiaxCdns_Xoof16BOP5TlNAWBcGt1hpiW8ov6hbBR4riXm3FxHf3ierlqycRtkixUrmzBAba23BSeUi7YVq9sLZGXHDM/s1600/FieldGun.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1145" data-original-width="1600" height="143" src="https://greylordarchives.org/wp-content/uploads/2019/01/FieldGun-1.jpg" class="wp-image-610" width="200" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Field gun</td>
</tr>
</tbody>
</table>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Field_Gun_Crew" target="_blank">Field Gun</a> is our &#8220;knockdown on a stick&#8221; tool. It offers automatical knockdown on a hit up to 14&#8243; away (a whooping 18&#8243; 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.</p>
<p>As with all other winter guard, Jozef can help its low RAT of five by using his battle plan&nbsp;<i>For the Motherland. </i>This should allow a field gun to hit DEF 14. If we really need to hit stuff we can combine it with <i>Fire for Effect</i>&nbsp;(see above) to hit DEF 17, and DEF 19 if aiming in addition!&nbsp;The&nbsp;Winter Guard Artillery Kapitan can also employ&nbsp;<i>Fire &amp; Displace</i>, allowing it to aim, shoot and still advance by repositioning 2&#8243;.</p>
<p>I prefer two of these fine pieces of artillery, giving me two potential knockdowns pr. turn. Shoot something to knock it down, hit it with everything you got.</p>
<h3>
Winter Guard Mortar Crew</h3>
<div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiF0XunBcMkLtQ8dQzxAfx4jxjDY3TEzuL_8GGjWDwwkA_QRuldZQQTjOFRecTtHmLcYn-AufbkBIdGU-IfmGGL8dLUgQDDqv6WeZdTgo0N0SjXBsl3yPHonSndmoCZeloI-FZ1FskOQdv/s1600/Mortar.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1303" data-original-width="1600" height="162" src="https://greylordarchives.org/wp-content/uploads/2019/01/Mortar.jpg" class="wp-image-611" width="200" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Mortar</td>
</tr>
</tbody>
</table>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Mortar_Crew" target="_blank">Mortar Crew</a> is really good when it hits. It offers a POW of 16 all the way to 18&#8243; (all the way to 21&#8243; if it advances, which it might as well. The difference between RAT 1, when moving; and RAT 3, when aiming is negligible). It also offers a decent AOE 4&#8243; blast of POW 10 (due to <i>High-Explosive</i>). 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. So the mortar typically needs all the help it can get. Either a knockdown from the field gun, or the whole lot of Fire for Effect,&nbsp;<i>For the Motherland</i>&nbsp;(note that this also boosts the blast damage),&nbsp;<i>Artillerist</i>, <i>aiming</i>. This should allow it to hit something as nimble as DEF 17! However, this is rather expensive in support.</div>
<div>
</div>
<div>
Normally, I would put <i>Fire for Effect</i>&nbsp;on it and use the artillery kapitan&#8217;s <i>Artillerist</i>, and aiming if possible. This gives it an effective boosted RAT 3, hitting DEF 13; boosted damage for 3d6+18 (average of 28), and boosted blast for 3d6+10 (average of 20).&nbsp;&nbsp;</div>
<p></p>
<h3>
Winter Guard Artillery Kapitan</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPwig_Yp5Y_Pxiz49VH8R9amcJQpVHQ17YnGMjgCci3M9Gh1p6Apc7jCxVc3-D6mP8-rp-h1OEDZnqESdh4OsVx7dFxtSccuxCWQacjDXcrVd6c6GzYmn7tgQM-feHyPHvi-jpaNJCN-qm/s1600/Kapitan.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1503" data-original-width="1447" height="200" src="https://greylordarchives.org/wp-content/uploads/2019/01/Kapitan.jpg" class="wp-image-612" width="192" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Artillery Kapitan</td>
</tr>
</tbody>
</table>
<p>This is our artillery&#8217;s best friend. The <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Artillery_Kapitan" target="_blank">Artillery Kapitan</a> really helps our artillery (and warjacks) hitting things. Most of his benefits are already described above. There are two other properties that are worth noticing: he can score flags, and he is tough all on his own &#8211; something I tend to forget.</p>
<p>I would, in a perfect world like to have two on my team.</p>
<h3>
Kovnik Jozef Grigorovich</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb6DFxYUlsjeDkqmeETXCiVpDih8IRw1C9BXQRH_RYq3hiljmODauA3yiW0A9ygoqSbTnvlQI4sW914vkFmcSibIETskd66aCYPRZG61eWsQDF8eUPNMujv_bGEz6qCFD505QZ9kyIhdTB/s1600/Joe.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1600" data-original-width="758" height="200" src="https://greylordarchives.org/wp-content/uploads/2019/01/Joe.jpg" class="wp-image-613" width="94" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Joe</td>
</tr>
</tbody>
</table>
<p>Jozef Grigorovich, or <a href="https://warmachineuniversity.com/mw/index.php/Kovnik_Jozef_Grigorovich" target="_blank">Joe</a> 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 <i>Sacrificial Pawns</i> for him if somebody shoots him. He is obviously tough all on his own.</p>
<p>Joe fixes many of the issues with winter guards. As described above, his battle plan <i>Bear&#8217;s Strength</i>&nbsp;is instrumental in making a run of the mill winter guard into: a colossal slaying monster (see Battle Lust, above); a winter guard that can actually hit stuff, through his battle plan <i>For the Motherland</i> (see Fire for Effect above), or make a unit of winter guard tough by using <i>Courage of the Forefathers</i>. Joe is an auto-include.</p>
<p>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.</p>
</div>
<h2>
My Winter Guard Kommand List</h2>
<div style="text-align: justify;">
So. all of the above can finally be summed up in my Winter Guard Kommand list. Obviously, Irusk2 is in charge.&nbsp;</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
I think more boots on the ground is always preferred. I have chosen to go for one max unit of winter guard infantry with all the trimmings, and two units of winter guard rifle corps with all the rocketeers. I like max units for several reasons:&nbsp;</div>
<div>
<ol>
<li style="text-align: justify;">They are going to take heavy casualties (despite all of Irusk&#8217;s tricks), more bodies means longer survival time for the unit;</li>
<li style="text-align: justify;">It is easier to always have enough to score a zone, or contest one;</li>
<li style="text-align: justify;">I can postpones the time when one of them have to run and hide to limit the points my opponent will score;</li>
<li style="text-align: justify;">There are plenty of targets for sacrificial pawn; and</li>
<li style="text-align: justify;">13 or 15 bodies allows for the (situational): &#8220;surprise! this unit can take out a heavy when charging under&nbsp;<span style="text-align: justify;"><i>Bear&#8217;s Strength</i> and&nbsp;</span><span style="text-align: justify;"><i>Battle Lust&#8221; </i>later in the game.</span></li>
</ol>
<div style="text-align: justify;">
With respect to the artillery, I like two field guns, simply for redundancy and board coverage (I usually deploy one on each side). I also go for one Mortar (this is the primary target for&nbsp;<i>Fire for Effect</i>). These three units are free under the theme.</div>
</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
Joe is an auto-include, and one artillery kapitan is also an absolut minimum.&nbsp;</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmpnHoKkyKC2FJlrXze5GZmflD89m4HGizJiHBHrpP7zY20tJrQZD7yQuSdHnSXL3CZmiz4rcM3qxn-KXxeM-uF4br8Ae9jgYFFJufOMdEYxSW9qWaEl_vGcMWh8BUqIasN2LxXgDzOFr4/s1600/Marauder.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1600" data-original-width="1393" height="200" src="https://greylordarchives.org/wp-content/uploads/2019/01/Marauder.jpg" class="wp-image-614" width="173" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Marauder</td>
</tr>
</tbody>
</table>
<p>This leaves the warjacks. I have opted for a combination of cheap hitting power through a <a href="https://warmachineuniversity.com/mw/index.php/Marauder" target="_blank">Marauder</a>, and a bag of tricks using a <a href="https://warmachineuniversity.com/mw/index.php/Spriggan" target="_blank">Spriggan</a>.&nbsp;</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
The Marauder is basically there from some hitting power (and being cheap). An argument could be made for a <a href="https://warmachineuniversity.com/mw/index.php/Juggernaut" target="_blank">Juggernaut</a>, but I like the extra threat a Marauder poses to huge base enemies (<i>Siege Weapon)</i>&nbsp;and the option for more knockdown (<i>Combo Smite)&nbsp;</i>for our ranged troops to hit. It is of course as slow as any Khador warjack, but the Advanced Move from the theme benefit mitigates this a bit. Also, Irusk&#8217;s spell <i>Energizer</i> helps out a bit.&nbsp;</div>
<div>
</div>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmyRLi8bqAp5xjJYh82a0j-z7N8ls7BObV9c72ZcIXxJlM4fkxYerzM5oT1mhVc0hUiw9u_RzKEty0IlysbD99Us30SRIC2THwnlSVxlHN_B6_V6GcB1ckAQE3QOvkQd6VQlw18-bv6g7K/s1600/Spriggan.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1472" data-original-width="1600" height="183" src="https://greylordarchives.org/wp-content/uploads/2019/01/Spriggan.jpg" class="wp-image-615" width="200" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Spriggan</td>
</tr>
</tbody>
</table>
<p>
The Spriggan has a range of good tools in it&#8217;s little clam&#8230;&nbsp;</div>
<div>
<ol>
<li style="text-align: justify;">It is a decent hitter, and threatens an impressive 11&#8243; with it&#8217;s War Lance (a good 13&#8243; if <i>Energizer</i> has been cast);</li>
<li style="text-align: justify;">It can even <i>Bulldoze</i>&nbsp;it&#8217;s way to a target;&nbsp;</li>
<li style="text-align: justify;">It is steady, which fits Irusk&#8217;s whole &#8220;you can&#8217;t bring me down&#8221; theme;</li>
<li style="text-align: justify;">Perhaps most importantly, it offers an efficient way of removing <i>Stealth</i>&nbsp;and allows our shooters to ignore clouds. This is potentially huge for a winter guard list. Also, it does not require any to hit or anything, you just place the AOE 3 completely within 10&#8243; of it.</li>
</ol>
<div style="text-align: justify;">
I always forget it has&nbsp;<i>Dual Attack</i>. It can punch stuff and shoot in the same activation. I also forget <i>Powerfull Charge</i>, which gives it an effective MAT 8 on the charge (on the War Lance only).</div>
</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
All of this leaves nine points remaining from the list. Currently, I have opted for <a href="https://warmachineuniversity.com/mw/index.php/Lady_Aiyana_%26_Master_Holt" target="_blank">Lady Aiyana &amp; Master Holt</a>. They are basically only there to hand out <i>Magical Damage</i>&nbsp;to any model or unit. This should be handy if there are any incorporeal units or models out there. I have to admit that they haven&#8217;t really paid off yet.</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
I have been seriously thinking about remove these two. They haven&#8217;t really performed. Then, again I haven&#8217;t played into too many list where magical weapons are required.</p>
<p>Some of my thinking revolves around the <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Greylord Adjunct</a>, who is a no brainer once he is released. He offers one free upkeep, which is perfect for Irusk as he is going to want to upkeep both <i>Solid Ground</i>&nbsp;and <i>Fire for Effect</i>&nbsp;every round, and one more focus is one more focus. He also offers Irusk two more inches when casting <i>Battle Lust&nbsp;</i>and <i>Fire for Effect. </i>To compensate for the magical weapon from Lady Aiyana, the adjunct can even give a single model magical weapon.</p>
<p>One option is: Greylord Adjunct, and an extra Mortar; I could also be the Greylord Adjunct, an extra artillery kapitan, and a <a href="https://warmachineuniversity.com/mw/index.php/Gobber_Tinker" target="_blank">Gobber Thinker</a> (I always miss a repair option); finally, there is the option of the Greylord Adjunct and the tested and tried triple Marauder.&nbsp;</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
Anyway, without further ado, here is my: &#8220;Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders&#8221;:</div>
<div>
</div>
<p>Khador Army &#8211; 74 / 75 points<br />
[Theme] Winter Guard Kommand</p>
<p>[Irusk 2] Supreme Kommandant Irusk [+27]<br />
&nbsp;&#8211; Marauder [11]<br />
&nbsp;&#8211; Spriggan [17]</p>
<p>Kovnik Jozef Grigorovich [4]<br />
Winter Guard Artillery Kapitan [3]</p>
<p>Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Mortar Crew [0(5)]</p>
<p>Winter Guard Infantry (max) [10]<br />
&nbsp;&#8211; Winter Guard Infantry Officer &amp; Standard [4]<br />
&nbsp;&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
&nbsp;&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
&nbsp;&#8211; Winter Guard Rocketeer (3) [6]</p>
<p>Lady Aiyana &amp; Master Holt [8]</p>
<p>Also at <a href="https://conflictchamber.com/#c3201b_-0f79kTkU8tgc8M7Z7Z7S7T7W7-7Y7W7Y7W" target="_blank">conflict chamber</a>.</p>
<div style="text-align: justify;">
There is a least one important trick: ignore the temptation to take every pot shot. It is quite easy to clock yourself if every potential shots is to be rolled. &nbsp;</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
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.</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
For the Motherland!</div>
<p></p>
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</div>
</div>
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