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	<title>Lady Aiyana &amp; Master Holt &#8211; The Greylord Archives</title>
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		<title>Revisited: Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders (Irusk2)</title>
		<link>https://greylordarchives.org/2019/03/revisited-winter-guard-kommand-under/</link>
					<comments>https://greylordarchives.org/2019/03/revisited-winter-guard-kommand-under/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Tue, 05 Mar 2019 13:42:00 +0000</pubDate>
				<category><![CDATA[List building]]></category>
		<category><![CDATA[Lists]]></category>
		<category><![CDATA[MK III]]></category>
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		<category><![CDATA[Greylord Adjunct]]></category>
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		<category><![CDATA[Lady Aiyana & Master Holt]]></category>
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		<category><![CDATA[Winter Guard Kommand]]></category>
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					<description><![CDATA[Irusk2 is still a Winter Guard&#8217;s best friend and Stalingrad-style lists are fun. However, over time &#8230; <a title="Revisited: Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders (Irusk2)" class="hm-read-more" href="https://greylordarchives.org/2019/03/revisited-winter-guard-kommand-under/"><span class="screen-reader-text">Revisited: Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders (Irusk2)</span>Read more</a>]]></description>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA1eoytFPgFFEfrj_7GUosyEVYzLluuPJppErIL6meYQjHM_qbQySDQQLlTH1pJtDp4HeDyLfxtLls7ypSbLEQXJKMBVVW6IsPMM1FNu9i4NwjZvPZj6JVJlonhSosER5QBf4OzmVhs4QV/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="100" src="https://greylordarchives.org/wp-content/uploads/2019/03/Irusk2.jpg" class="wp-image-560" /></a></div>
<p><i>Irusk2 is still a Winter Guard&#8217;s best friend and Stalingrad-style lists are fun. However, over time Irusk has learned that the original list had its downsides. First and foremost, there is a lack of ARM-cracking ability. This is an attempt to remedy some of the problems, by changing the list to include the Greylord Adjunct and the triple Marauder battle group.</i></div>
<p>
<span id="more-559"></span><br />
<span style="text-align: justify;">I have been running a Winter Guard Kommand list for quite some time (see list and thoughts about it </span><a href="https://greylordarchives.org/2019/01/winter-guard-kommand-under-supreme.html" style="text-align: justify;" target="_blank">here</a><span style="text-align: justify;">). I really do enjoy it, and the whole Stalingrad-style list is also very Khadorian. However, there have been two main issues with it (in addition to my own lack of skill):</span></p>
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<li style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Lady_Aiyana_%26_Master_Holt" target="_blank">Lady Aiyana &amp; Master Holt</a> have never really performed; and</li>
<li style="text-align: justify;">The combination of a Spriggan and a Marauder have left the list with too little ARM-cracking.</li>
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<p>So, to mitigate these problems, I have been thinking hard about what changes could be made. The list needs to fix ARM-cracking and magical weapons, without loosing too many of the benefits from the existing &#8216;jack, and the lady and friend.</p>
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<h2>
Lady Aiyana &amp; Master Holt</h2>
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Let&#8217;s start with the Lady and her friend. This small unit is there, primarily to provide some way of having magical attacks to counter things such as incorporeal, and in a pinch claim a round zone, or contest. &nbsp;</div>
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The ability to hand out magical weapon has never really come in handy. Arguably, this is due to the fact that Irusk haven&#8217;t really faced that many armies, which counted on incorporeal. Nevertheless, eight points for this is a rather steep price. It could be argued that including <a href="https://warmachineuniversity.com/mw/index.php/Koldun_Kapitan_Valachev" target="_blank">Koldun Kapitan Valachev</a> in this package would open up for using Ayiana&#8217;s Kiss of Lyliss (as Valachev makes the unit a friendly faction unit instead of merely friendly). Clearly +2 to damage rolls is not to be frown upon. However, that would put the entire package at 12 points. I simply cannot see these three models being worth 12 points; in particular not after the release of the <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Greylord Adjunct</a>.&nbsp;</div>
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<h2>
The Greylord Adjunct attached to Irusk2</h2>
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<td class="tr-caption" style="text-align: center;">Greylord Adjunct</td>
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<p>This guy solves a lot of problems for most Khador casters and lists. He comes with both passive and active abilities. Let&#8217;s start by looking at his two really good passive abilities: <i>Arcane Assist</i>&nbsp;and <i>Spiritual Conduit</i>.&nbsp;</div>
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Arcane Assist allows the caster, whom the adjunct is attached to, to upkeep one spell for free. For Irusk2, this is major. He would really like to cast Solid Ground and Fire for Effect during turn one; and sometimes even Artifice of Deviation. This leaves him with &#8220;only&#8221; four focus each turn after upkeep. The extra focus each turn suddenly give Irusk five, opening up a whole new range of options. For example, he can now cast both Battle Lust and Energizer, giving him much more tactical flexibility; he can fill up two &#8216;jacks, and still leave him with one focus &#8211; just in case; or if needs be, dropping one of his upkeeps and casting Battle Lust on two units. Two times Battle Lust combined with one unit under Joe&#8217;s Bear Strength actually gives a rather hard hitting combination.</div>
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Spiritual Conduit extends the caster&#8217;s range for spells with two inches. For Irusk2, this means that he can suddenly reach out 8&#8243; with Battle Lust, and the same for Fire for Effect if he wishes to cycle it &#8211; which is not a completely unsound assumption. These two inches might not sound like much, but two inches can mean the world, in particular in a WGK list where the huge number of models, and the clutter they create easily can put Fire for Effect targets outside the six inches mark.</div>
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In addition to the two passive abilities, the Greylord Adjunct also brings three active abilities to the table: Blizzard, Frostbite, and Guidance.&nbsp;</div>
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Blizzard is a magic ability, which creates a 3&#8243; cloud on any (friendly faction) model within 5&#8243;. The main usage of this is to put it on himself (giving him DEF 15 against shooting), or even on Irusk. This will make Irusk even more difficult for take down with ranged weapons. It brings him to an impressive DEF 17, and in combination with Sacrificial Pawn and Solid Ground makes him very difficult to assassinate from afar.</div>
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Frostbite is an 8&#8243; POW 12 spray, which in itself is not remarkable. However, sprays are super powerfull in this game, so the more the merrier.&nbsp;</div>
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Finally, Guidance is where the money really is. This can be cast on a friendly model within 7&#8243; and gives Eyeless Sight and magical weapon (both melee and range!). Eyeless sight allows a model to ignore clouds for LOS, concealment, and stealth. Despite being model only and not model/unit as Lady Aiyana&#8217;s Sigil of Power, and not as powerfull as the Spriggan&#8217;s two Targeting Flares, it goes a long way. Cast on a Field Gun (under Fire for Effect), makes this artillery piece marvellous for removing pesky solos, such as <a href="https://warmachineuniversity.com/mw/index.php/Eiryss,_Mage_Hunter_of_Ios" target="_blank">Eiryss1</a> or <a href="https://warmachineuniversity.com/mw/index.php/Eiryss,_Angel_of_Retribution" target="_blank">Eiryss2</a>,</p>
<p>Eiryss1 and Eiryss2 are often used to Disrupt &#8216;jacks. This can really be terrible for any plan. One &#8216;jack out without focus is always bad. Both incarnations of this little lady have Stealth. Eiryss1 shoots 12&#8243;, which is within a Field Gun&#8217;s range. So, it can even aim, giving it a 71% chance of hitting. Hitting her means she is dead. Eiryss2 is slightly worse. She can also shoot 12&#8243;, however she can reposition 3&#8243;, brining her just outside a Field Gun&#8217;s range. Thus, the Field Gun would have to move, giving it a 50/50 chance of hitting her.</p></div>
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All in all, I think that the Greylord Adjunct is a pretty good substitute for some of the abilities that both Lady Aiyana, and the Spriggan brings to the table; and for only four points.&nbsp;</div>
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<h2>
The Triple Marauder battle group</h2>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhc_JPBrh3jFsZuGmSS25hyphenhyphen1gA6mitztuywfkyrcX8Xe41NHdHoJbxUaIXHGr6XocvHcL7PjcBypgLMVCs6BivixZ4OwgD59P4lmI4sSMPmo-Z6CPAzo27zyqRwbonqlx39S7B1uFWG9Vmn/s1600/P3050002.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="639" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/03/P3050002.jpg" class="wp-image-562" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">Triple Marauder &#8211; thrice the pain</td>
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The combination of the Spriggan and the Marauder has been lacking in damage output against heavily armoured targets. It also appears to be too easy to neutralise two &#8216;jacks before they can make an impact. Finally, removing Lady Aiyana &amp; Master Holt and the Spriggan, and adding the Greylord Adjunct releases exactly 22 points for &#8216;jacks. So, it might be time for the <i>triple Marauder</i> battle group.</p>
<p>If we look at what Marauders are best at, it is knocking things down, and taking out huge based models. I almost always see one or more huge based models on the table. There are currently 53 huge based models (colossal/gargantuan (25), battle engine (21), structure (2), warcaster/warlock (5)). Assuming a Marauder is fully loaded, the following options exist (this is ignoring any issues regarding actually hitting the target): all structures, warcasters/warlocks, and battle engines can be taken out by one &#8216;jack; most colossal/gargantuan require two &#8216;jacks to be killed, only five can be taken out by one &#8216;jack. So, having two Marauders ready to deal with huge based models would be handy; thus, having a third in backup sounds prudent. Obviously, if everything goes completely wrong a Battle Lusted and Bear Strength Winter Guard unit can assist.</p></div>
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How triple Marauder interact with Irusk2</h3>
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In general, Irusk2 do not do a lot for &#8216;jacks. His main tricks are obviously his feat, which allows them to ignore clouds and forests. He can also offer Energizer, which offers two inches more movement and non-linear charge lanes. Using Energizer, a Marauder can reach an enemy 10&#8243; away. Finally, he can actually use Artifice of Deviation to bring them to an impressive DEF 14 against shooting, not bad for a Khador &#8216;jack (yes, three &#8216;jacks can be packed into the 5&#8243; template).</div>
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It requires six focus to fill up three &#8216;jacks. So, with the Greylord Adjunct, Irusk can still upkeep Solid Ground and Fire for Effect, and fully load all three &#8216;jacks.</p>
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The new version of&nbsp;Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders (Irusk2)</h2>
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<td class="tr-caption" style="text-align: center;">Irusk and his Winter Guards ready to take on the enemies of the Empress</td>
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<p>All in all, I think that the change from Spriggan, and Lady Aiyana and Master Holt to triple Marauder and Greylord Adjunct solves the main issue of ARM cracking, without loosing all the benefits of the old setup. So, without any further ado, here is the new version of Irusk2&#8217;s WGK list:</p>
<p>Khador Army &#8211; 75 / 75 points</p></div>
<p>[Theme] Winter Guard Kommand</p>
<p>[Irusk 2] Supreme Kommandant Irusk [+27]<br />
&#8211; Marauder [11]<br />
&#8211; Marauder [11]<br />
&#8211; Marauder [11]<br />
&#8211; Greylord Adjunct [4]<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 Infantry (max) [10]<br />
&#8211; Winter Guard Infantry Officer &amp; Standard [4]<br />
&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
&#8211; Winter Guard Rocketeer (3) [6]</p>
<p>Also a <a href="https://conflictchamber.com/#c3201b_-0f79kTkTkTnj8tgc7Z7Z7S7T7W7-7Y7W7Y7W">conflict chamber</a>. </p>
<p>Stay tuned for battle reports on this new list. Until then:</p>
<p>For the Motherland!</p>
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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>
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		<category><![CDATA[Irusk2]]></category>
		<category><![CDATA[Jozef Grigorovich]]></category>
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					<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>
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<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>
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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>
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Irusk2</h2>
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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>
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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>
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Not to mention, he has a really, really big flag! Big flags always make winter guards happy.</p>
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<td class="tr-caption" style="text-align: center;">Irusk2&#8217;s bubbles of good stuff</td>
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</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>
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</div>
<div style="text-align: justify;">
Joe is an auto-include, and one artillery kapitan is also an absolut minimum.&nbsp;</div>
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<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>
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<td class="tr-caption" style="text-align: center;">Marauder</td>
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</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>
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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>
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<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>
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<td class="tr-caption" style="text-align: center;">Spriggan</td>
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<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>
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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>
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For the Motherland!</div>
<p></p>
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