<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Man-O-War Kovnik &#8211; The Greylord Archives</title>
	<atom:link href="https://greylordarchives.org/tag/man-o-war-kovnik/feed/" rel="self" type="application/rss+xml" />
	<link>https://greylordarchives.org</link>
	<description>A warmachine blog mostly about Khador</description>
	<lastBuildDate>Mon, 30 Mar 2026 12:53:21 +0000</lastBuildDate>
	<language>en-GB</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=7.1</generator>
	<item>
		<title>Jaws of the Wolf under Kommandant Sorscha Kratikoff (Sorscha3)</title>
		<link>https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha/</link>
					<comments>https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Sat, 15 Jan 2022 14:30:00 +0000</pubDate>
				<category><![CDATA[List building]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Battle Mechaniks]]></category>
		<category><![CDATA[Bulkhead]]></category>
		<category><![CDATA[Devastator]]></category>
		<category><![CDATA[Greylord Adjunct]]></category>
		<category><![CDATA[Jaws of the Wolf]]></category>
		<category><![CDATA[Kayazy Assassins]]></category>
		<category><![CDATA[Kayazy Eliminators]]></category>
		<category><![CDATA[Kossite]]></category>
		<category><![CDATA[Man-O-War Kovnik]]></category>
		<category><![CDATA[Man-O-Wars]]></category>
		<category><![CDATA[Manhunter]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<category><![CDATA[Yuri the Axe]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/jaws-of-wolf-under-kommandant-sorscha/</guid>

					<description><![CDATA[The Empress has decreed that the Infernal pestilence has been removed from the Motherland. Thus, armies &#8230; <a title="Jaws of the Wolf under Kommandant Sorscha Kratikoff (Sorscha3)" class="hm-read-more" href="https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha/"><span class="screen-reader-text">Jaws of the Wolf under Kommandant Sorscha Kratikoff (Sorscha3)</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://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1430854986.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="1596" data-original-width="1440" height="100" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1430854986.jpg" class="wp-image-179" /></a>
</div>
<p><i>The Empress has decreed that the Infernal pestilence has been removed from the Motherland. Thus, armies are moving again and battles are fought. Sorscha Kratikoff has for a long time lead her fellow Man-o-Wars as the Armored Korps. Thereby attracted a lot of Man-o-wars as irregulars; whom she is now leading in Jaws of the Wolf. The combination of heavy durable infantry and nimble light infantry; combined with the best armoured &#8216;jacks available will spell trouble for the enemies of the Motherland!</i></p>
</div>
<p><span id="more-178"></span></p>
<div style="text-align: justify;">With the <a href="https://home.privateerpress.com/2021/10/21/warmachine-hordes-quality-of-life-dynamic-update/" target="_blank">quality of life update</a> to many things in Immoren, quality of life has indeed improved in many ways. Among the changes are some interesting twists to Sorscha3. Sorscha in her beautiful Man-o-War armour should to be able to support her Man-o-War fellows. However, I have never really managed to get her to work (for a walk through of the old Armored Korps list, see <a href="https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha.html" target="_blank">here</a>). However, things have changed.</p>
</div>
<div style="text-align: justify;">
By royal decree from the Empress herself, Sorscha can now bring her Man-o-Wars into areas earlier banned as irregulars. She can now combined heavy armour with the numerous core Khador infantry in <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Winter_Guard_Kommand" target="_blank">Winter Guard Kommand</a>, support the combination of homicidal maniacs and Greylords in <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of Winter</a>, add Iron Fangs to Man-o-Wars in <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Legions_of_Steel" target="_blank">Legion of Steel</a>, but perhaps most importantly, she can now bring Man-o-Wars into <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Jaws_of_the_Wolf" target="_blank">Jaws of the Wolf</a>.</p>
</div>
<div style="text-align: justify;">In the text below I&#8217;ll go through a version of Jaws of the Wolf that I enjoy immensely, the models involved and some rationale behind the composition.</p>
</div>
<h2 style="text-align: justify;">Theme — Jaws of the Wolf</h2>
<div style="text-align: justify;">Jaws of the Wolf — the classic theme for Khador. Heavy Warjacks combined with light infantry; and now also heavy infantry. The bonuses at a glance does not appear to be fantastic. However, it mitigates one of our Warjacks&#8217; biggest weaknesses: the extremely rare native Pathfinder. Jaws of the Wolf now gives all &#8216;jacks this. This is huge. The second bonus can go both ways. Having the possibility to deploy a 5&#8243; AOE forest 18&#8243; completely within the rear end of the table is either stupid (if Circle of Orboros is facing the Motherland) or fantastic (if Yuri and Manhunters and present).</p>
</div>
<h2 style="text-align: justify;">Sorscha3</h2>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1430854986.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img fetchpriority="high" decoding="async" border="0" data-original-height="2306" data-original-width="1806" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1430854986.jpg" class="wp-image-179" width="251" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Sorscha in her Man-o-war armour</td>
</tr>
</tbody>
</table>
<p>First of all,&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Kommandant_Sorscha_Kratikoff" target="_blank">Sorscha3</a> is just a cool caster (no pun intended). A Warcaster in Man-o-War armour — I mean, what&#8217;s not to like? Man-o-Wars was what originally attracted me to the Motherland.</p>
<p>She has two build-in and always on abilities that makes a combination of Warjacks and Man-o-Wars interesting. In addition, she projects a 9&#8243; sphere of concealment, which is always nice.</p>
<p>First of all, her Field Marshal ability of Flank [Man-o-Wars] basically turns our already dangerous &#8216;jacks into Weapon Masters if a Man-o-War already has the opponent in melee range. This gives our standard <a href="https://warmachineuniversity.com/mw/index.php/Juggernaut" target="_blank">Juggernaut</a> an average damage output of 33 points on a charge attack, and the ability to hit DEF 16 on average. Not too shabby.</p>
<p>Secondly, she now has Irregulars [Medium-based Man-o-Wars], which is the whole reason for having her lead Jaws of the Wolf. She can now bring all <a href="https://warmachineuniversity.com/mw/index.php/Category:Man-o-War" target="_blank">Man-o-Wars</a>, save for the Tankers and Chariots. Finally, being a Man-o-War herself, she is now repairable; and she also gives Flank, which I tend to forget.</p>
<p>She is equipped with two weapons: her old friend Frostfang, which has been with her since she graduated from Kovnik, and a cannon (not a hand cannon, an actual cannon in her hand).</p>
<p>Frostfang (2&#8243; range and P+S 16) har improved quite a lot. It is no longer Critical Freeze, it is now just freeze. That is Stationary on a stick, which is just fantastic. Hit something a it is stationary (unless it is immune to cold, obviously). The Man-o-War Demolition Corps is already slightly impressed. Secondly, Frostfang has now acquired Critical Smite (slam d6&#8243;). Critical hits are not something to build a plan on. Yet, a Warjack being both Stationary and Knocked down is a very sad &#8216;jack; if it should miraculous survive into the next turn.</p>
<p>The cannon is not to be frown upon. It is a range 12&#8243;, AOE 3, POW 13 shot, with Arching Fire. Despite there actually being a cannon in her hand, I tend to forget it. If she can, why not take a potshot at something. It is RAT 6, so don&#8217;t get your hopes up. But, a drifting AOE can be nice.</p>
<p>She is, however surprisingly brittle! With a DEF of only 12, an ARM of 18 and only 17 boxes, she is not really a frontline caster. Any somewhat concentrated effort from an opponent will bring her down. She can be repaired though. So, Mechaniks might be a good idea.</div>
<p></p>
<h3 style="text-align: justify;">Feat — Dead of winter</h3>
<div style="text-align: justify;">Her feat is a bit odd. At first glance it is not particularly powerful. This is not completely true. It is rather situational. She can place between 4 and 6 3&#8243; AOEs completely within 12&#8243; of her. They remain in play for 1 round and cause 1 point of damage if entered or one&#8217;s activation ends within them. Unless one is immune to cold.</p>
<p>The primary use of the feat is to shield the Man-o-Wars. They are clouds. So unless the opponent has some way of seeing through clouds, the Man-o-Wars are safe from shooting whilst they advance up the table. If your opponent can see through clouds; well, they really doesn&#8217;t do anything.&nbsp;</p>
<p>The secondary use is against cheap, one box <a href="https://warmachineuniversity.com/mw/index.php/Category:Weapon_Master" target="_blank">Weapon Master</a> infantry. Man-o-Wars really do not like cheap weapon masters, and there is so much of it around. Most weapon master infantry is around P+S 11, which means a nice 21 points of damage on the average charge. The opponent do not have to swing ARM, STR or just straight out damage a lot before Man-o-Wars disappear. These weapon master units also tends to be really cheap. However, they don&#8217;t like one point of damage. Forcing them to go through clouds tends to keep them sober and give the Man-o-Wars a possibility to charge rather than being charged.</p>
<p>The feat is often used on the first or second round, or not at all. However, there is a corner case, if it has not been used at the front. It can sometimes be used to keep enemy ambushers away from one particular edge for one round.</p>
</div>
<h3 style="text-align: justify;">Iron Flesh</h3>
<div style="text-align: justify;">Iron Flesh, almost the Khador signature upkeep spell. This is what polish Man-o-Wars and makes lesser warriors less likely to be blasted of the table. It add +2 ARM (which brings Shocktroopers to ARM 19) and give a +4 ARM against blast damage (bringing e.g. Kayazy Assassins to ARM 18 against blast).</p>
<p>Cast it on the Assassins turn one, upkeep it (its free to upkeep, thanks to the Adjunct) until the Shocktroopers are joining the fray and smile at your opponent cursing. Then move it to the Shocktroopers before they hit the frontline, giving them ARM 23.</p>
</div>
<h3 style="text-align: justify;">Stoke the Fires</h3>
<div style="text-align: justify;">A marvellous new spell in the Greylords&#8217; arsenal. It speeds up our rather lumbering &#8216;jacks by giving them +2 SPD. They can now run a whooping 12&#8243; or charge 9&#8243;. It also give Countercharge, which often is more of a threat than something actually being used. The idea that a Khador heavy can interrupt an otherwise carefully planned charge will often make the opponent think twice.</p>
<p>It is always a good idea to have one ready for each &#8216;jack. It is cheap and not an upkeep. Cast them before the &#8216;jacks activate.</p>
</div>
<h3 style="text-align: justify;">Wind Rush</h3>
<div style="text-align: justify;">Wind Rush is back. It allows Sorscha to make a full advance and gain +2 DEF. The latter, combined with her build-in concealment brings her to a respectable DEF 16 agains shooting. DEF 14 against melee is still shabby, though. If she has no better to do with 2 focus, just cast it. She does not have to move.</p>
<p>There is a nice combination between her charging something, making it stationary with Frostfang and then using Wind Rush to get out of the way for the Demolition Corps to move in. Also, her stationary spell Winter&#8217;s Wrath (see below) suddenly becomes range 14&#8243; (if the Greylord Adjunct is around), whilst Sorscha getting out of trouble again. It can even be 18&#8243; in a pinch.</p>
</div>
<h3 style="text-align: justify;">Winter&#8217;s Wrath</h3>
<div style="text-align: justify;">Winter&#8217;s Wrath is fantastic; in particular in combination with the Demolition Corps. Sorscha can make anything under the AOE 4 stationary (and it is POW 14 in addition). The cool combination of Sorscha walking forward, casting Winter&#8217;s Wrath and the Wind Rush, allows her to hit some thing 14&#8243; away. Unfortunately, she will then be naked (in a Man-o-War suit of armour, though) as she often likes to boost to hit as well. However, if it works, the Demolition Corps will have a field day.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2 style="text-align: justify;">The Battlegroup&nbsp;</h2>
<div style="text-align: justify;">Sorscha&#8217;s battlegroup consists of two Devastators. Despite a &#8216;caster attachment not formally being part of the battlegroup, the Greylord Adjunct is also included in this part.</p>
</div>
<h3 style="text-align: justify;">Greylord Adjunct</h3>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-826612780.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1948" data-original-width="1375" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-826612780.jpg" class="wp-image-180" width="226" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Sorscha&#8217;s best friend</td>
</tr>
</tbody>
</table>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Greylord Adjunct</a> has become almost an auto-include since the Greylords allowed them to join the standing army (poor <a href="https://warmachineuniversity.com/mw/index.php/War_Dog" target="_blank">War Dog</a>). He solves a lot of problems for many Khador &#8216;casters and really helps Sorscha; making him her new best friend. He brings to build-in abilities that work by him simply being within 7&#8243; of Sorscha.</p>
<p>First of all he offers Arcane Assist, which helps, typically focus-strapped &#8216;casters as it allows a free upkeep. Here, he allows Sorscha to upkeep Iron Flesh for free. This is pretty good since Assassins or Shocktroopers really want that spell on them. Sorscha is now back to being a 6 focus caster.</p>
<p>Secondly, he is also a Spiritual Conduit, which is really good as it allows a +2 range on spells; here in particular Winter&#8217;s Wrath. Sorscha can now freeze model 10&#8243;, or even 14&#8243; away (see above).</p>
<p>He also brings three spells to the table: Blizzard, Frostbite and Guidance. Blizzard is a cloud, which is always handy; Frostbite is a POW 12, range 8&#8243; spray. This is good. We all know that sprays win games, and if you haven&#8217;t got sprays you are probably going to loose. A quick brush up: sprays ignore <i>concealment</i>, <i>cover</i>, <i>Stealth</i>, <i>intervening models</i>, and the<i> target in melee DEF bonus</i>.</p>
<p>Finally, Guidance is where the real money is. Casting this on Sorscha gives her Eyeless Sight so she ignores concealment and Stealth, and can&#8217;t be made blind. This is so good when she needs to hit something with Winter&#8217;s Wrath or take out some annoying stealthy solo with her little cannon. If the Adjunct has nothing better to do, just cast Guidance every turn. Then you get into the habit and do not forget it when it really matters.</p>
<p>By the way, he is immune to cold, so he can walk through Sorscha&#8217;s clouds. I can&#8217;t fathom why he would, but it is an option.</p>
</div>
<h3>Devastator</h3>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1322327852.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2690" data-original-width="2194" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1322327852.jpg" class="wp-image-181" width="261" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The &#8216;jack that goes Ka-boom!</td>
</tr>
</tbody>
</table>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Devastator" target="_blank">Devastator</a> is now finally allowed to do Rain of Death without opening up its shell. That is really a quality of life update. It can now shuffle around at ARM 23 and blow stuff up, if required. The Ka-boom is POW 18 is the opponent is base to base, and POW 9 if the opponent is within 3&#8243;. Remember it can be boosted; that is 28 points of damage against a model bases to base, and 19 points of damage in a 3&#8243; circle (on the average). All this whilst keeping ARM 23.</p>
<p>In addition to a functional Rain of Death, it can Bulldoze (push model base to base 2&#8243; directly away), whilst it is immune to push itself (Sturdy). It is also Steady (immune to knockdown).</p>
<p>Normally, the role of a Devastator is just to shuffle about, bulldoze stuff out of zones on into trouble, and once in a while go ka-boom (oh, it can also Trample and Slam without giving up ARM 23). Sometimes, it does have to open up and hit stuff with its fists (and then only be ARM 19).</p>
<p>It has two standard fist, each with P+S 16. Which is a bit pillow fisted. However, thanks to Sorscha&#8217;s Field Marshal ability Flank [Man-o-War] it can attack with an effective MAT 8 and 3d6+16 (effectively a Weapon Master). This means that it can now hit DEF 15 on the average and deal 30 points of damage on the charge, and 26 points of damage on a normal attack.&nbsp;</p>
<p>For a Devastator to become Weapon Master the opponent also needs to be in melee with a Man-o-War. Luckily, this is achievable with the Shocktroopers and Demolition Corps, as they have reach 2&#8243; and can move quite far in this list (see below).</p>
<p>Oh, and there is a devastating bonus in this list: there are two Devastators!</p>
</div>
<h2 style="text-align: justify;">The Brick</h2>
<div style="text-align: justify;">Part of the major plan for running Sorscha3 in Jaws of the Wolf is to have a solid brick in the middle, where the opponent can break their inferior weapons on heavy Khador armour. It is also a place where Sorscha can hide (remember, the Man-o-War armour is misleading).</p>
<p>The Brick consists of a full unit of Shocktroopers and Unit Attachment, a full unit of Demolition Corp with Sergeant Dragos Dragadovich and a Man-o-War Kovnik to primarily speed the Shocktroopers up. The Shocktroopers are there to absorb attacks in their shield wall; whilst the Demolition Corps is there to kill heavy stuff once Sorscha has makes it stationary.</p>
</div>
<h3 style="text-align: justify;">Man-o-war Shocktroopers</h3>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Shocktroopers" target="_blank"></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1296905235.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1276" data-original-width="3770" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1296905235.jpg" class="wp-image-182" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The Empress&#8217; brick</td>
</tr>
</tbody>
</table>
<p></p>
<p>Shocktroopers</a> are the backbone of a good brick. They often play the role of anvil, typically holding the middle of the field; where they slowly but steadily advance in Shield Wall, whilst other troops &#8220;hide&#8221; behind them. Typically, they will be in Shield Wall as often as possible, and Sorscha will also upkeep Iron Flesh on them. This gives then an effective ARM of 23, which is pretty OK. When accompanied with the Officer, they are also immune to Knockdown and Push. All in all, pretty solid. I do, however recommend having a unit of Mechaniks nearby, as ARM-cracking is currently abundant.<br .="" /></div>
<div style="text-align: justify;">The quality of life update has been good to Shocktroopers. Shield Wall now gives an extra +3&#8243; movement in addition to the +4 ARM. Combined with&nbsp;having a Kovnik (see below) nearby (within 9&#8243;) makes for fast Shocktroopers.</p>
</div>
<div style="text-align: justify;">The Kovnik can give them Desperate Pace, for +2&#8243; movement. This combined with Shield Wall allows Shocktroopers to move an impressive 9&#8243; in Shield Wall. This is just one inch short of their max distance when running.</p>
<h4>Shocktrooper Officer</h4>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-2046629187.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2266" data-original-width="1958" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-2046629187.jpg" class="wp-image-183" width="277" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The Shoctrooper Officer</td>
</tr>
</tbody>
</table>
<p>The officer adds quite a lot of nice features. Some of them has already been detailed above. Not only does he give the troopers Steady and Sturdy, which remains even if he dies (Tactics); he also give them Assault, which the unit looses if he dies (Granted). He does have a slightly better axe, with an extra P+S and critical Stationary; and one better MAT and RAT. He is also an extra body in a small unit. I never leave home without him.</p>
<p>I have always wondered why Shocktroopers do not have shields? They have a <i>shield gun</i>, they can do <i>shield wall</i>; yet they don&#8217;t have a shield. Giving them a shield would bring them to ARM 25 with all the trimmings. 25 is a good number, which would make them the brick they are suppose to be. 23 is still too little in the current state of Immoren, where swinging damage quite a lot and cheap weapon masters are common place.</p>
</div>
<h3 style="text-align: justify;">Man-o-war Demolition Corps</h3>
<div style="text-align: justify;">
<div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1797315470.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1292" data-original-width="3665" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1797315470.jpg" class="wp-image-184" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The Demolition Corps ready to wreck stationary stuff</td>
</tr>
</tbody>
</table>
<p></p>
<p>The Demolition Corps is easily my favourite Man-O-War unit. They are Man-O-Wars, and equipped with huge hammers used for charging ahead and smashing enemies with. What&#8217;s not to like? They are, however more brittle than one would expect from huge steam-driven heavy armour. This can be mitigated by casting Iron Flesh on them, making them (most likely) DEF 12 and ARM 18, which is kind slightly better than victim stats.</p>
<p>This unit is basically five guys with P+S 16, 2&#8243; reach hammers who really wants to charge stuff and get into the fray. They do have Critical Freeze, but perhaps more importantly they have Shatter. This gives an additional dice on damage if the target is Stationary. This is lovely in combination with Sorscha&#8217;s Winters Wrath, which gives a 4&#8243; AOE of stationary. Charging something that Sorscha have tagged with Winter Wrath is an auto hit with 4d6+16 points of damage (an average of 30).</p>
<p>Remember that the Kovnik also can give Desperate Pace to these guys.</p>
</div>
<h4>Sergeant Dragos Dragadovich</h4>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Demolition_Corps" target="_blank"></a></p>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1700996444.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2587" data-original-width="1958" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1700996444.jpg" class="wp-image-185" width="242" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Dragos leading the Demolition Corps</td>
</tr>
</tbody>
</table>
<p>Dragos is the Command Attachment to a Demolition Corps. He is twice as cool as a normale Demolition dude — he has two hammers. They do appear smaller, but they are not. So, that is twice the chance of a Critical Freeze. He is native tough and has quite a few nice abilities that benefit the Demolition Corps he is attached to. For a bit of lore background, check out the short story &#8220;<a href="https://privateerpress.com/community/privateer-insider/the-better-part-of-valor" target="_blank">The better part of valor</a>&#8220;</p>
<p>He grants 3&#8243; Vengeance (works whilst he is in formation), and has Tactics Defensive line (unit gains this even if he dies), which gives the unit DEF 12 against melee attacks and immunity to knockdown, whilst base-to-base with another model in this unit. DEF 12 is still not remarkable, but every little bit helps.&nbsp;&nbsp;</p></div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Dragos&#8217; also has a mini feat, Band of Brotherhood that allows the unit to distributed damage amongst all members instead of just the one model getting hit (it&#8217;s the same as Sanguine Bond, if you have ever faced <a href="https://warmachineuniversity.com/mw/index.php/Trollkin_Champions" target="_blank">Trollkin Champions</a> or <a href="https://warmachineuniversity.com/mw/index.php/Exemplar_Bastions" target="_blank">Exemplar Bastions</a>). This is super good for keeping a unit alive and weather the storm so as many as possible can hit back. Combined with Iron Flesh actually makes for a really robust unit.&nbsp;</p>
</div>
<h3 style="text-align: justify;">Man-o-war Kovnik</h3>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1582963051.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2820" data-original-width="2158" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1582963051.jpg" class="wp-image-186" width="245" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The Mighty Kovnik</td>
</tr>
</tbody>
</table>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Kovnik" target="_blank">Man-O-War Kovnik</a> is slightly meaner than the average Shocktrooper. He has one better MAT; a slightly shorter axe, but at P+S 15; a shield cannon that can shoot 2&#8243; longer, he can even hit people with this shield; build-in Assault; and finally, he clocks in at ARM 18 (including the shield).</p>
<p>A Kovnik does three things for a fellow Man-o-War. First and foremost, he brings Desperate Pace to the Man-O-Wars. These extra 2&#8243; of movement to a unit means a lot to slow Man-O-Wars; in particular to Shocktroopers. They can now move 9&#8243; in Shield Wall.&nbsp;</p></div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Secondly, he can actually Slam models! A good slam is not to be frown upon.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, he is not a helpless solo in melee, he actually brings three attacks to a charge: one assault shot (hitting DEF 14, bringing 21 points of damage of the average), one charge axe attack (hitting DEF 15, bringing 25 points of damage on the average), and one shield attack (hitting DEF 15, bringing 18 points of damage on the average).</p>
</div>
<h2 style="text-align: justify;">The Harassment</h2>
<div style="text-align: justify;">The harassment part of this army is there to, well harass the enemy whilst the Man-o-War lumber forward. The assassins are there to run up the middle of the board to tie down the enemy. The Eliminators and Kossites together take the role of threatening the flanks, thus forcing the enemy in clump up in the middle. Finally, Yuri and his Manhunters will be parked in a wood (potentially then one the theme brings along) to threaten a flag or just an extra bit of board control.</p>
</div>
<div style="text-align: justify;">All in all, the Assassins are speed bumps and the rest is there to force the enemy to clump together in the middle to be served to the Man-o-Wars.</p>
</div>
<h3 style="text-align: justify;">Kayazy Assassins</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1484939412.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1102" data-original-width="3698" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1484939412.jpg" class="wp-image-187" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Assassins doing the Empress&#8217; bidding (and getting handsomely paid)</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Assassins" target="_blank">Kayazy Assassins</a> are among the winners in the quality of life update. They got a bit cheaper, gained dualist and a new and very cool Tactics [Shadow Dance]. I think they went from OK to really cool.</p>
<p>Assassins come with a load of build-in abilities. They have Stealth, Parry (cannot be target by free strike), Dualist (+2 DEF against melee attacks), Gang (+2 to melee attack and damage rolls if the enemy is within melee range of another model in the unit), Anatomical Precision (automatically one point of damage if damage roll doesn&#8217;t exceed ARM, and no tough rolls), and if the Underboss is around (don&#8217;t leave home without him) Shadow Dance (more on that later) and a mini-feat Kill Stroke, which gives them Backstab (an additional die on attack and damage rolls). They have almost as many rules as a Crucible Guard unit.</p>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1026905224.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1488" data-original-width="1095" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1026905224.jpg" class="wp-image-188" width="235" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The Underboss makes Assassins shine</td>
</tr>
</tbody>
</table>
<p>So, what do they do? They can get up the board without being shot off the table, thanks to Stealth. Just remember to keep them apart so a drifting AOE doesn&#8217;t kill a lot of them. They only have ARM 12. So, most, if not all AOEs will kill them. Also, they really really hate sprays. It is worth getting Sorscha to put Iron Flesh on them, until they have done their thing and the Shocktroopers take over.</p>
<p>Once they get into melee, they can be difficult to get rid of. Native DEF 13 plus dualist gives them DEF 15, which means that MAT 8 is required to hit them on an average roll.</p>
<p>If they get to do a charge, they can do fun stuff. They can poke stuff with their daggers 9.5&#8243; away (which is not very impressive). When possible make sure that two Assassins gang up one each opponent. They will then arrive with an effective MAT 8 (hitting DEF 15 on the average) and P+S 12 + 3d6 (average 22 points of damage). But, wait there is more.</p>
</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1165124270.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="457" data-original-width="508" height="288" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1165124270.jpg" class="wp-image-189" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Getting into the back arc</td>
</tr>
</tbody>
</table>
<h4 style="text-align: justify;">The Assassin Underboss</h4>
<div style="text-align: justify;">Shadow Dance and Kill Stroke is a beautiful thing.</p>
<p>When the first model hits something, the magic can begin. After a model hits something, another model can be placed within 3&#8243; the attacking model.</p>
<p>Assuming the model to be placed have successfully charged something, the Assassin can now potentially be place in the back-arc of the model it charged (see illustration to the left where two Assassins are charging a large base). There is some wriggling room when charging a large base. But careful measuring is advisable. Of course, the further into the back arc the model can charge, the mode room there is to be placed correctly.&nbsp;</p></div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Getting the Assassin to &#8220;charge&#8221; into the back arc, means that the Assassin will now on the average hit DEF 20 (MAT 6 + 2 from gang, and +2 and 3d6 from backstab)! It will also do an average of 26 points of damage (P+S 12 + 4d6)! Two of these little guys will take out a Shocktrooper under Iron Flesh (remember Shield Wall does nothing when attacking in the back arc).</p>
</div>
<h3 style="text-align: justify;">Kossite Woodsmen</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-856096928.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1592" data-original-width="3810" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-856096928.jpg" class="wp-image-190" width="570" /></a>
    </td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The hardy north Khadorian woodsmen</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Kossite_Woodsmen" target="_blank">Kossite Woodsmen</a> is another unit that has gotten a lot of help from the quality of life update. Despite actually going up in cost, they can finally in the whole history of Warmachine be useful.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They are at the very core a unit with range weapons; unfortunately with poor eyesight. They only have a range of 10&#8243; and their inferior bows, crossbows and rifles are only POW 10. So, what&#8217;s the big thing?</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They have Ambush and Backstab. Ambush in itself is a very nice thing; in particular before it is used. The threat of having a bunch of shooters appear on any table edge (except the back of the opponent&#8217;s deployment zone) easily forces the opponent to pack their army in the middle (which is what the Man-o-Wars want). Sometimes the threat of ambushing is actually more important than ambushing.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">When the Kossites are deployed they excel in hunting solos and other support. They can hit something 19&#8243; way from the table edge (3&#8243; deployment + 6&#8243; walk + 10&#8243; range). Unfortunately, RAT 4 is not good. This is where Backstab comes in. It allows them to hit DEF 16 on the average (RAT 4 + 2 back strike + 3d6). They will also do 20 points of damage on the average (POW 10 + 3d6). This will trivially kill most support and even dent frontline infantry. If they can&#8217;t find anything to kill, they are pretty good at contesting zones of flags.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On top of that they have Pathfinder, Prowl and when Yuri is in the army also Treewalker (allowing them to ignore forest for LOS and +2 DEF against melee when completely within a forest). Just remember they have victim stats. DEF 13 (15 in a forest) and ARM 11 means that they die to even a light sneeze.</div>
<div style="text-align: justify;"></div>
<h3 style="text-align: justify;">Kayazy Eliminators</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-2122765452.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2159" data-original-width="2058" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-2122765452.jpg" class="wp-image-191" width="305" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The ladies of death</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Eliminators" target="_blank">Kayazy Eliminators</a> are a small unit of two city chicks who excel in knife dancing. Like the Assassin brothers they also come with Parry, Stealth, Anatomical Precision, Gang and Dualist.</p>
<p>In addition, the do Acrobatics (advance through models and ignore intervening models when declaring a charge) and Side Step (when hitting a model, they can advance 2&#8243; after the attack is resolved).</p>
<p>They work marvels on the flank. They are fast (SPD 7&#8243;) and with Stealth and a native DEF of 15 (17 in melee, thanks to Dualist) they can get most places fast. Thanks to Acrobatics they can also charge most things trying to hide behind other modes.</p>
<p>The two ladies will arrive with an effective MAT 7 or 9 (gang) and do 21 + 18 points of damage; or one time 25 points, using their Combo Strike. Remember the deny tough due to Anatomical Precision.</p>
<p>They are a threat that most enemies cannot afford to ignore. Having a unit on each flank will to a degree also force the enemy to pack their models into the middle of the board. In addition, the ladies are also really good in scenario play, as they can contest zones far away and score circle zones</p>
</div>
<h3 style="text-align: justify;">Yuri the Axe</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-377254290.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2090" data-original-width="1412" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-377254290.jpg" class="wp-image-192" width="216" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">A man — an axe!</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Yuri_the_Axe" target="_blank">Yuri</a>, the man, the myth. He is a Manhunter on steroids (in the literal sense, I think). He comes with a nice package of build-in abilities. Pathfinder is given; Stealth, obviously; Advance Deployment (6&#8243; extra), naturalement; He is clearly Tough, just look at him; and finally Treewalker, allowing him to ignore forest for LOS (basically being able to see though them) and give him +2 DEF agains melee attacks when in a forest (effective DEF 16, needing MAT 9 to hit on average).</p>
<p>After the price adjustment in the quality of life update, he is interesting. He moves from interesting to cool when a list includes Kossites and Manhunters. He gives Treewalker to them as Elite Cadre (so it stays after he dies).</p>
<p>He is equipped with a pretty large axe, which is reach 2&#8243; and P+S 13. He is obviously Weapon Master. As a bonus he can do Thresher. That means he can reach out and touch something 11&#8243; away, hitting with MAT 8 (DEF 15 on average) doing 4d6+13 (average of 26 points of damage) on the charge attack. Remember only the charge target is boosted. One basically just parks him in a forest, preferably close a flag. The opponent simply can&#8217;t ignore such a missile.</p>
</div>
<h3 style="text-align: justify;">Manhunter</h3>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhqPBx-wTNbvYx_uCVGt_Vz0fOlsQEhjc31gtajjfDK3jeXHByW3bqu-MwkEX_zvZAcW2LkjEfEH20AeADqVnhHGElKogQyKVRfw0T0Hpzurs5jUy20r6Gx1nZ09_WTLulhVUMGTWlGAT0kMOas7tewwfSrwRMJFx6I3H7oDHDj_VJ442BwP10sFmPaGg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1880" data-original-width="2562" height="235" src="https://blogger.googleusercontent.com/img/a/AVvXsEhqPBx-wTNbvYx_uCVGt_Vz0fOlsQEhjc31gtajjfDK3jeXHByW3bqu-MwkEX_zvZAcW2LkjEfEH20AeADqVnhHGElKogQyKVRfw0T0Hpzurs5jUy20r6Gx1nZ09_WTLulhVUMGTWlGAT0kMOas7tewwfSrwRMJFx6I3H7oDHDj_VJ442BwP10sFmPaGg" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Yuri&#8217;s two friends</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Manhunter" target="_blank">Manhunters</a> are Yuri&#8217;s outdoor loving friends. They also have Pathfinder, Stealth, can Advance Deploy and are obviously Tough.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They also get Tree Walker from Yuri. Helping their DEF 14, ARM 14, 5 boxes a bit.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Each Manhunter is equipped with two P+S 11 axes, olny range 0.5&#8243; though. Luckily, they are Weapon Masters. So, they can touch something 9.5&#8243; away.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They will arrive with MAT 8 (hitting DEF 15 on the average). First axe will do an average of 25 points of damage, and the second one 22. This will hurt most solos and light infantry.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They take much the same role as Yuri. Plant them in a wood somewhere close to a flag. With a bit of luck they can contest and are not somebody a flag scoring solo can afford to ignore.</p>
</div>
<h2 style="text-align: justify;">The Support</h2>
<div style="text-align: justify;">The harassment part of the army is there to force the opponent to clump up in the middle. This is where the brick will hit them hard. The harassment units are probably going to die. It is, however important to keep the brick, Sorscha and Devastators alive. Enter the support. Mechaniks to fix damage and Bulkhead to remove jammers, and protect Sorscha.&nbsp;</div>
<div style="text-align: justify;"></div>
<h3 style="text-align: justify;">Battle Mechaniks</h3>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhlFave51M0Ryie29Pk4hceP2tMR3wf2iLN015xECCbb6OfrtAoWR6458jiArnsI8aEQn2nmIfgoh2LvsnKyOakJq_YHoiB2PBoTPUDVYOfGflkAMqc2sn4HwfEOTrHB5zSb00Hg3uHHaDiaZcqiCml_UfC-pYfSfYateXbAlyDZzCnY385oqn73ZyQcQ" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1430" data-original-width="3729" src="https://blogger.googleusercontent.com/img/a/AVvXsEhlFave51M0Ryie29Pk4hceP2tMR3wf2iLN015xECCbb6OfrtAoWR6458jiArnsI8aEQn2nmIfgoh2LvsnKyOakJq_YHoiB2PBoTPUDVYOfGflkAMqc2sn4HwfEOTrHB5zSb00Hg3uHHaDiaZcqiCml_UfC-pYfSfYateXbAlyDZzCnY385oqn73ZyQcQ" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">For when stuff is broken</td>
</tr>
</tbody>
</table>
<p></div>
<div style="text-align: justify;">
<p><a href="https://warmachineuniversity.com/mw/index.php/Battle_Mechaniks" target="_blank">Battle Mechaniks</a> have also been blessed by the quality of life update. They have gotten cheaper, and the officer has become much cheaper. The latter has finally become relevant.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The four Mechaniks can each repair for d3. The officer is somewhat more adept and can repair for d3+3. A unit of Mechaniks only is ok. But it is the officer that really makes them shine.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">A Mechaniks officer has a command of 8, so that is a pretty large area that can be covered. He is also Girded (does not suffer blast damage) and anybody B2B with him is also Girded. This might be handy.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He will probably live in the middle behind the brick which can screen him; whilst the other Mechaniks are more free to roam on the flanks.&nbsp;</div>
<div style="text-align: justify;"></div>
<h3 style="text-align: justify;">Bulkhead</h3>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjmLSUFU81IVNvcqRa-YMtLA9qDHJCtLqzhDdLCGHZE92asAiOdZEKI33FDXe1v-HpeXA3c9qV0BfGVl09oBmzcr014NeXHi-UZKqod9bz78o-InayKJfVjZMAiKQEijD2HnhGzAhvFHZdGpuJw5eOK5yc0j7JmW3NtfSKq7KEq2Pcfru0eez3H7MPOBg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2680" data-original-width="1702" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjmLSUFU81IVNvcqRa-YMtLA9qDHJCtLqzhDdLCGHZE92asAiOdZEKI33FDXe1v-HpeXA3c9qV0BfGVl09oBmzcr014NeXHi-UZKqod9bz78o-InayKJfVjZMAiKQEijD2HnhGzAhvFHZdGpuJw5eOK5yc0j7JmW3NtfSKq7KEq2Pcfru0eez3H7MPOBg" width="203" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The perfect bodyguard</td>
</tr>
</tbody>
</table>
<p>This guy is the latest addition to the Man-o-War family. <a href="https://warmachineuniversity.com/mw/index.php/Bulkhead" target="_blank">Bulkhead</a> is an pretty hefty solo, and he is a Requisition Card, so he is free.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Bulkhead has a bunch of rules. He has standard Man-o-War DEF (10), ARM 19 (base 17 + shield), and 8 boxes. He can be repaired. He has two weapons: not a shotgun, but a shotcannon, and a shield.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Shotcannon is a fantastic piece of artillery. It is ROF 2, spray 6&#8243;, POW 16. He can do Both Barrels for one POW 20 shot. His shield is less impressive being P+S 12 and range 0.5. He can use both in an activation as he has Dual Attack.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He is also surprisingly mobile. He has bulldoze (push enemy model 2&#8243; is making B2B contact during normal movement), He can slam and has follow up. This combined with his different types of attacks and Dual Attack makes for some weird combinations.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He can start by slamming something. That is 7.5&#8243; away he can touch something (7&#8243; + 0.5 melee range). He can now slam something d6&#8243; away for 2d6+9 points of damage (3d6 if slammed into an obstacle or equal- or larger-base size). He can now do follow up for up to 6&#8243;. This brings him up to 13&#8243; away.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Dual Attack can now trigger and Bulkhead can fire his shotcannon twice up to 6&#8243; away. So, under optimal conditions, he can spray something 19&#8243; away. Don&#8217;t build a plan around it, though. He can, however spray whatever he slammed. It is now knocked down and quite easy to hit.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Bonus abilities are: Immoveable Object (no knockdown, can&#8217;t be placed, nor pushed, slammed or thrown), he can be repaired, and he is a Shield Guard.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He is a pretty good bodyguard for Sorscha. Make sure that he stays within 3&#8243; of Sorscha to work as a shield guard. He can also slam, charge, bulloze, or spray stuff that might be threatening her.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2 style="text-align: justify;">The final Jaws of the Wolf list</h2>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiwLcfthuSjY1o4LPS_SFyFYwoux-sSik9Hy2jbakuCD4su05E2XHbAjwKC2MHdJK4sLt6eOG0PzF4B1L3K2x7Vu7jCYxPNd-Rs5H0J_H97T3xU8tImFZHuvFIbGbG3biZF3M76H8br5gZR1-vkY2pcj1-O0Xu_BT-bYGqAp6oa7lhF2wLgrTzTetdotA" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1427" data-original-width="3720" src="https://blogger.googleusercontent.com/img/a/AVvXsEiwLcfthuSjY1o4LPS_SFyFYwoux-sSik9Hy2jbakuCD4su05E2XHbAjwKC2MHdJK4sLt6eOG0PzF4B1L3K2x7Vu7jCYxPNd-Rs5H0J_H97T3xU8tImFZHuvFIbGbG3biZF3M76H8br5gZR1-vkY2pcj1-O0Xu_BT-bYGqAp6oa7lhF2wLgrTzTetdotA" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Sorscha and her army. Ready to take on the enemies of the Motherland</td>
</tr>
</tbody>
</table>
<p></div>
<div style="text-align: justify;">
<p>That&#8217;s it. The whole list. Sorscha3 leading Jaws of the Wolf, which consists of three main parts: The battlegroup, the anvil and the harassement. The final list is as follows:&nbsp;</p>
</div>
<div style="text-align: justify;">
<div>[Sorscha 3] Kommandant Sorscha Kratikoff [+28]</div>
<div>&nbsp;&#8211; Devastator [14]&nbsp;</div>
<div>&nbsp;&#8211; Devastator [14]&nbsp;</div>
<div>&nbsp;&#8211; Greylord Adjunct [3]</div>
<div>&nbsp;Man-O-War Kovnik [3]</div>
<div>&nbsp;Man-O-War Demolition Corps (max) [12]</div>
<div>&nbsp;&#8211; Sergeant Dragos Dragadovich [4]</div>
<div>&nbsp;Man-O-War&nbsp;(max) [15]</div>
<div>&nbsp;&#8211; Man-O-War Shocktrooper Officer [3]</div>
<div>&nbsp;Kayazy Assassins (max) [13]</div>
<div>&nbsp;&#8211; Kayazy Assassin Underboss [4]</div>
<div>&nbsp;Kayazy Eliminators [0(4)]</div>
<div>&nbsp;Kayazy Eliminators [0(4)]</div>
<div>&nbsp;Kossite Woodsmen (min) [7]</div>
<div>&nbsp;Manhunter [2]</div>
<div>&nbsp;Manhunter [2]</div>
<div>&nbsp;Yuri the Axe [4]</div>
<div>&nbsp;Bulkhead [0(5)]</div>
<div>&nbsp;Battle Mechaniks (min) [2]</div>
<div>&nbsp;&#8211; Battle Mechanik Officer [1]</div>
</div>
<div style="text-align: justify;"></div>
<h2>Tactics</h2>
<div style="text-align: justify;">The whole idea behind this list is to force the opponent to clump up in the middle. The Harassment part of the army threatens both flanks from the Eliminators and the risk of Kossites appearing on either flank.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Assassins will run as fast as possible in the front to tie up the advancing enemy. They will be under Iron Flesh to begin with, have Stealth and a reasonable DEF. This should keep the opponent occupied until the Brick can arrive.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Manhunters and Yuri will advance deploy, potentially in the forest the theme brings. They will attempt to do a bit of board control by asking the question: &#8220;are you sure you would like to be charged by a missile?&#8221;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, everything else will go into the Brick in the middle. Shocktroopers in front to soak up shooting and or charges. Demolition Corps behind to be protected and ready to charge things that Sorscha can freeze. Bulkhead to work as Sorscha&#8217;s personal bodyguard. The Brick is finished off by a Devastator on either side.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgTMb1i2BEQqNj2G3t34SkceweaZGaQt1GEtkt3P3t7H2YOqivhwfa2UDnyCqMVqUsz-yWndahw2E9nCXwKFtVNg0W6HxmvXilAhNzdaXSK5wpeV4wpNgADroAI541KL9EwhFOEGN84zB2sr6jnH8D5nFeZqCjY-wmA_QTVEic2XyvzxdAnVy3YUx1m_A" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1039" data-original-width="2048" src="https://blogger.googleusercontent.com/img/a/AVvXsEgTMb1i2BEQqNj2G3t34SkceweaZGaQt1GEtkt3P3t7H2YOqivhwfa2UDnyCqMVqUsz-yWndahw2E9nCXwKFtVNg0W6HxmvXilAhNzdaXSK5wpeV4wpNgADroAI541KL9EwhFOEGN84zB2sr6jnH8D5nFeZqCjY-wmA_QTVEic2XyvzxdAnVy3YUx1m_A" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Army position after first turn (going first)</td>
</tr>
</tbody>
</table>
</div>
<div></div>
<p>The picture above depicts the Empress&#8217; standard deployment 11 after the first turn. It should implement the tactics described above.&nbsp;</p></div>
<div style="text-align: justify;"></div>
<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>
</div>
</div>
]]></content:encoded>
					
					<wfw:commentRss>https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Armored Corps under Kommandant Sorscha Kratikoff&#8217;s orders (Sorscha3)</title>
		<link>https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha/</link>
					<comments>https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Tue, 06 Aug 2019 16:16:00 +0000</pubDate>
				<category><![CDATA[Lists]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Armored Corps]]></category>
		<category><![CDATA[Atanas Arconovich]]></category>
		<category><![CDATA[Battle Mechaniks]]></category>
		<category><![CDATA[Beast 09]]></category>
		<category><![CDATA[Bombardiers]]></category>
		<category><![CDATA[Demolition Corps]]></category>
		<category><![CDATA[Dragos Dragadovich]]></category>
		<category><![CDATA[Kodiak]]></category>
		<category><![CDATA[Man-O-War Kovnik]]></category>
		<category><![CDATA[Man-O-Wars]]></category>
		<category><![CDATA[Shocktroopers]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<category><![CDATA[Suppression Tanker]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/armored-corps-under-kommandant-sorscha/</guid>

					<description><![CDATA[Sorscha3 should be the natural choice for an Armored Corps list &#8211; she is in Man-O-War &#8230; <a title="Armored Corps under Kommandant Sorscha Kratikoff&#8217;s orders (Sorscha3)" class="hm-read-more" href="https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha/"><span class="screen-reader-text">Armored Corps under Kommandant Sorscha Kratikoff&#8217;s orders (Sorscha3)</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/AVvXsEhIaqgAT2jY7PWfsMaLgPgE3AvOdYy5fg5YW1n42H6VoF9ENAt3T3sV9DxQe00d74_2XbIop-8St8J5ZFaNyAyeJCNNvV9bry7uwP09ZeG4b7btMbfuRdk8ZoNujSDaPutL9pyXmU4oT39x/s1600/Sorscha3.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="1280" data-original-width="1079" height="75" src="https://greylordarchives.org/wp-content/uploads/2019/08/Sorscha3.jpg" class="wp-image-427" /></a></div>
<p><i>Sorscha3 should be the natural choice for an Armored Corps list &#8211; she is in Man-O-War armour! This post sums up my thought and rationale for putting together this particular Armored Corps list. Any short comings in the performance of Sorscha3 and her Man-O-Wars are solely the fault of the player.</i></div>
<p>
<span id="more-426"></span></p>
<div style="text-align: justify;">
What is not to love about an <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Armored_Corps" style="text-align: justify;" target="_blank">Armored Corps</a> list. Plenty of heavily armoured Man-O-Wars slowly advancing until axe is close to the enemy&#8217;s face? It was actually Man-O-Wars that originally attracted me to this faction. I had to wait so many years before they finally became any good. There are several good warcaster that can run this theme. However, Kommandant Sorscha Kratikoff seems the natural choice &#8211; she is in a Man-O-War armour, after all.</p>
<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/AVvXsEg_d_x2dlijX0Pr33f8VaemdA_yd5pYJ8zzq2Lf5XflmF9je4B0Lg1QzUrmpL2f-1gh6woPOtF8YildNeg2krWBxjjWOMLdXMf-aKnO3_YbwnGdsI8YldKlwdpnS5xqYdmVxUrK0AvKfiyE/s1600/TheLot.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="535" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/TheLot.jpg" class="wp-image-428" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The whole Armored Corps list</td>
</tr>
</tbody>
</table>
<p>
In the text below, I&#8217;ll go through the different models and some rationale to the composition of this list.</p>
</div>
<h2>
Sorscha3</h2>
<div style="text-align: justify;">
<div style="text-align: left;">
</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/AVvXsEghJdKI5ZBhVIP7eJEF03BzTS6_17R8foUj7J9fTUZfWWF60pHCEMVLySlS2CFBgr9AR0fx02QpYLijL9Tmu0FMC-hm-bemxNUb7Km73iXyfAKbewP18bAs-uKqr7IZw0XbJk9UC-B7dSLA/s1600/S.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="1327" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/08/S.jpg" class="wp-image-429" width="265" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Sorscha in her Man-O-War armour</td>
</tr>
</tbody>
</table>
<p><a href="https://warmachineuniversity.com/mw/index.php/Kommandant_Sorscha_Kratikoff" target="_blank">Sorscha3</a> is the obvious choice for leading an Armored Corps list. She is interesting in the sense that her passive abilities actually doesn&#8217;t really do a lot for Mar-O-Wars as such. She offers a 9&#8243; bubble of Concealment to her army. This if of course always nice, but for Man-O-Wars in general, a DEF increase from 10 to 12 doesn&#8217;t really do a lot. Herself goes from 12 to 14, which is more interesting. The other passive ability, Field Marshall [Flank Man-O-War] doesn&#8217;t do anything for Man-O-Wars either, but man does it crank up the &#8216;jacks (+2 to attack rolls and an additional dice on damage).</p>
<p>It is her feat and spells that really helps and Armored Corps list. Her feat, Dead of Winter, helps Man-O-Wars getting forward without being shot to death. It gives her from four to six AOE 3&#8243; clouds to hide behind. Any model not having immunity to cold also suffers one point of damage. Note that none of the models in this list has immunity to cold, save for Beast &#8217;09 and Sorscha herself. </p>
<p>She brings four spells to the party: Iron Flesh, which is just marvellous on the Shocktroopers; Stoke the Fires, which accelerate the &#8216;jacks and gives them Counter Charge; Wind Rush, which allows her a full advance and +2 DEF (brining her all the way to DEF 16 against shooting); and Winter&#8217;s Wrath, an AOE 4&#8243; Stationary (something the Demolition Corps love), which also does a bit of damage. Unfortunately, she is only a focus 6 caster. She really wants to upkeep Iron Flesh every round, and most likely cast Stoke the Fires twice, this leaves her with exactly 3 focus to cast Winter&#8217;s Wrath and then naked &#8211; if we can speak about being naked in a Man-O-War armour?</p>
<p>On her own, she is surprisingly brittle (she can be repaired, though). One would think she is a front-line &#8216;caster. However, she is very easy to hit, and only has 17 boxes. ARM 18 in her armour is seldom enough to keep her alive. This presents some issues, as she would like to cast Winter&#8217;s Wrath on something, and whack something with her hammer, which is <i>Stationary on a stick</i> (and critical Slam). However, Whacking and Winter&#8217;s Wrath are often mutually exclusive, as Whacking more often than not requires her to also cast Wind Rush to get away again. She also possesses a little cannon, which is POW 13, range 12&#8243; and AOE 3, it also has Arcing Fire. It is always good for taking potshots at infantry in particular.</p>
</div>
<h3>
Iron Flesh</h3>
<div style="text-align: justify;">
Iron flesh is the bread and butter ARM spell for Khador. It offers +2 ARM and immunity to blast damage. The latter is not too important in a list consisting primarily of heavily armoured Man-O-Wars. In my view, there are two prime targets for Iron Flesh: the Shocktroopers or the Demolition Corps. Using it on the former give an impressive ARM 23 (if also in Shield Wall), which generally is difficult for opponents to overcome. Using it on them subscribes to the idea that it is better to take something good and make really good, rather than taking something average and make it good. Taking something average is using Iron Flesh on the Demolition Corps. This will take them to ARM 18, which is ok, but nothing more. Where Iron Flesh on the Shocktroopers results in an anvil unit that is very difficult to remove, using it on the Demo Corps makes it easier from them to actually arrive somewhere with their hammers, rather than being shot to death (which happens far too often).</div>
<p></p>
<h3>
Stoke the Fires</h3>
<div style="text-align: justify;">
This is spell is potentially much better than it looks at first sight, and it looks pretty tasty already. It basically gives the target &#8216;jack +2 SPD and Countercharge, which in itself is nothing to frown upon. Yet, it becomes really good when thinking about one of the forces of Sorscha, namely her Field Marshall ability. Having effectively Weapon Master &#8216;jacks is pretty good, if they can get there. The additional speed really helps here. Also, in particular on Beast &#8217;09 (see below), Countercharging something with a 2&#8243; reach allows for surprising hits from behind e.g. Shocktrooper Shield Walls. I always make sure to cast it on both &#8216;jacks every turn.&nbsp;</div>
<p></p>
<h3>
Wind Rush</h3>
<div style="text-align: justify;">
This is kind of Sorscha&#8217;s signature spell. It allows her to make a full advance and gain +2 DEF for one round. This will bring her to an impressive DEF 16 against shooting and DEF 14 against melee. Not too shabby for a Man-O-War armour. Besides giving her better defence, it also allows a comparable slow &#8216;caster to more easily get into position to use her Stationary on a stick (or get out again). When Atanas is around, she can also use his Tactician and ignore Man-O-War units. Thus, she can actually step out from behind a Shocktrooper Shield Wall, hit something to make it stationary and then Wind Rush back into safety again.&nbsp;&nbsp;</div>
<p></p>
<h3>
Winter&#8217;s Wrath</h3>
<div style="text-align: justify;">
This is in many ways the bread and butter spell. Causes Stationary in an 4&#8243; AOE, which then can be the perfect target for the Demolition Corps (see below). It some sense, it is a bit expensive, between upkeeping Iron Flesh and casting Stoke the Fires. It often leaves Sorscha with no focus, which is always a dangerous avenue to travel.</div>
<p></p>
<h2>
Man-O-Wars</h2>
<div style="text-align: justify;">
<a href="https://warmachineuniversity.com/mw/index.php/Category:Man-o-War" target="_blank">Man-O-Wars</a> must be the coolest infantry around. I mean, what&#8217;s not to like about people in huge steam-powered lumbering red armour, with huge axes, hammers, or chainsaws? Man-o-war units comes in three flavours: Shocktroopers, Demolition Corps, and Bombardiers. There is also a growing number of solos, here I&#8217;ll only concentrate on the Kovnik and the Suppression Tanker. Finally, there is the two man unit of Atanas and flag (I&#8217;m on purpose ignoring the chariots here).</p>
</div>
<h3>
Man-O-War Demolition Corps</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/AVvXsEh27uRTwuOUowWpz7AE8BQ8T3s-8jNmgl68kCrp1XT87kg9-xbShyphenhyphenVH2Dt3hsI1PBxHDrrc8TbJKETMKdEzMrPZ2FPmHN3ddRwKW1xxuGM2elisJmpjPPZCP8a0SraBrmgj_Y4WpHtdYX4q/s1600/D.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="580" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/D.jpg" class="wp-image-430" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The crazy Demolition Corps</td>
</tr>
</tbody>
</table>
<div class="separator" style="clear: both; text-align: center;">
</div>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Demolition_Corps" target="_blank">Demolition Corps</a> is easily my favourite Man-O-Ware unit. They are already Man-O-Wars, and in addition equipped with huge hammers used for only charging ahead a smashing enemies with. What&#8217;s not to like? They are, however more brittle than one would expect from huge steam-drive heavy armour. This can be mitigated by casting Iron Flesh on them, making them (most likely) DEF 12 and ARM 18, which is kind of survivable.</p>
<p>This unit is basically five guys with P+S 16, 2&#8243; reach hammers who really wants to charge stuff and get into the frey. They do have Critical Freeze, but perhaps more importantly they have Shatter. This gives an additional dice on damage if the target is Stationary. This is lovely in combination with Sorscha&#8217;s Winters Wrath, which gives a 4&#8243; AOE of stationary. Charging something that Sorscha have tagged with Winter Wrath is an auto hit with a P+S of 16 + 4d6, an average of 30 points of damage. They are also fun with Atanas Unstoppable Fury Battle Plan, giving them Retaliation Strike, and perhaps even in combination with Dragos mini-feat (see below). Is whatever hitting a Demo Corps sure it can kill one model, or the whole unit, and willing to risk a Retaliation Strike, with a potential Stationary?</p>
</div>
<h4>
Sergeant Dragos Dragadovich</h4>
<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/AVvXsEjvAm9urk9RtEWInviiy99WZ7oDOHFvmFFaxd60f-JN0Mp7JJYpZOvph2dmDd8qBdeDJiG0aEm4Ha1dzrfQ0WF9VRk093puvp7NURrCIk8jfuim6CHrQ-T6cR4YK4rD_vcDO8LHs9S1Ll-H/s1600/DO.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="1600" data-original-width="1352" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/08/DO.jpg" class="wp-image-431" width="268" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Dragos Dragadovich</td>
</tr>
</tbody>
</table>
<div style="text-align: right;">
</div>
<p><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Demolition_Corps" target="_blank">Dragos</a> is the Command Attachment to a Demolition Corps. He is twice as cool as a normale Demolition dude &#8211; he has two hammers. They do appear smaller, but they are not. So, that is twice the chance of a Critical Freeze. He is native tough and has quite a few nice abilities that benefit the Demo Corps he is attached to. For a bit of lore background, check out the short story &#8220;<a href="https://privateerpress.com/community/privateer-insider/the-better-part-of-valor" target="_blank">The better part of valor</a>&#8220;.</p>
<p>He grants 3&#8243; Vengeance (works whilst he is in formation), and has Tactics Defensive line (unit gains this even if he dies), which gives the unit DEF 12 against melee attacks and immunity to knockdown, whilst base-to-base with another model in this unit. DEF 12 is still not remarkable, but every little bit helps. This is golden in combination with Heroic Call from Atanas (see below), as it makes them tough and immune to knockdown. Throw in Dragos&#8217; mini feat, Band of Brotherhood, and a Demo Corp unit becomes pretty robust. Band of Brotherhood allows the unit to distributed damage amongst all members instead of just the one model getting hit (it&#8217;s the same as Sanguine Bond, if you have ever faced <a href="https://warmachineuniversity.com/mw/index.php/Trollkin_Champions" target="_blank">Trollkin Champions</a> or <a href="https://warmachineuniversity.com/mw/index.php/Exemplar_Bastions" target="_blank">Exemplar Bastions</a>). This is super good for keeping a unit alive and weather the storm so as many as possible can hit back.</p>
</div>
<h3>
Man-O-War Shocktroopers</h3>
<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
</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/AVvXsEjpVx6c3NN4ImXBpEth0y-hF7v7g5sxtj4MsFI8K3RqOV-diT4MEhnkqvaAMu4UmLSF9h51dcaJcWUj8YwggUwMoZd4Aiy_p5Ajgy7T3qBn2lPa2b8eIHoVJZ9stoLRFfKNx3ulI8mVOGt3/s1600/ST.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="575" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/ST.jpg" class="wp-image-432" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The robust Shocktroopers</td>
</tr>
</tbody>
</table>
<p><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Shocktroopers" target="_blank">Shocktroopers</a> are the backbone of an Armored Corps list. They often play the role of anvil, typically holding the middle of the field; where they slowly but steadily advance in Shield Wall, whilst other troops &#8220;hide&#8221; behind them. Typically, they will be in Shield Wall as often as possible, and Sorscha will also upkeep Iron Flesh on them. This gives then an effective ARM of 23, which is pretty OK. When accompanied with the Officer, they are also immune to Knockdown and Push. All in all, pretty solid. I do, however recommend having a unit of Mechaniks nearby, as ARM-cracking is currently abundant.</p>
<div style="text-align: right;">
</div>
<p>
Also having the Kovnik (see below) nearby (within 9&#8243;) allows him to give them Desperate Pace, for another 2&#8243; in movement, allowing them to move an impressive 6&#8243; in Shield Wall. Finally, using one of the Advance Moves (4&#8243;) on them, put them 10&#8243; up the board (at the 20&#8243; line, if going second) in the first round &#8211; in Shield Wall. They also threat 11&#8243; when charging and with a potential assault shot up to 15&#8243; (thanks to the officer).</p>
<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/AVvXsEiaE8lbFr67i9d3ULaoN_x4WRtz1-gvuih_53uOEOKV6iw9yf6DQA4jgdESZSPMPuMvML12iz96N9a9fOORjtSESMtfRQdqCtfdxNOKROJBSTssy4FEabbx-3XgR5nD1k_HZO9Yu7RXyWsa/s1600/STO.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="1600" data-original-width="1458" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/08/STO.jpg" class="wp-image-433" width="291" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">The Officer in all his frozen might</span></td>
</tr>
</tbody>
</table>
<div style="text-align: right;">
</div>
<p>Having this wall of steel advancing makes for all sorts of interesting combinations. When Atanas (see below) is present, Man-O-Wars can ignore each other for LOS and can move through each other: This is fun having the Demolition Corps hanging back behind the Shocktroops, to charge through them; Also, Beast ´09 has a 2&#8243; reach, which is just over 1/2&#8243; more that a Man-O-War&#8217;s base; thus, under Stoke the Fires he can charge up behind a Shield Wall and still hit something in front of it (which is at MAT 10 and four dice for an average of 33 points of damage); The Bombardiers can also, in reactively safety lob grenades over the; Finally, Sorscha is also a Man-O-War, so she can charge through them (she does have&nbsp;<i>Stationary on a stick</i>), and Wind Rush back into safety.</p>
<h4>
Shocktrooper Officer</h4>
<p>The officer adds quite a lot of nice features. Some of them has already been detailed above. Not only does he give the troopers Steady and Sturdy, which remains even if he dies (Tactics); he also give them Assault, which the unit looses if he dies (Granted). He does have a slightly better axe, with an extra P+S and critical Stationary; and one better MAT and RAT. He is also an extra body in a small unit. I never leave home without him.</p></div>
<p></p>
<h3>
Man-O-War Bombardiers</h3>
<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
</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/AVvXsEhtjSIeQXqV7tTMnasREL6P-X4eky2KXDYBZOhluUGx0KvgQSdWE7Ps4a6DNo5QkQ8NE7VV7wxeABSTNl_PLVijgqG9Yw7TVya3tmHI-sE7R35Dn2XWQUl9Mrkc1Ltxm8ecPPrBUn8ZBreM/s1600/B.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="448" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/B.jpg" class="wp-image-434" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The grenade lobbing Bombardiers</td>
</tr>
</tbody>
</table>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Bombardiers" target="_blank">Bombardiers</a> are the last of the standard Man-O-War units. Steam powered armour carrying grenade launching chainsaws &#8211; what is not to like? The impressive chainsaw-cannons is a 1&#8243; P+S 13 melee weapon that also has Critical Shred, which allows an addition attack agains the model hit. The grenade launcher is range 12&#8243; and POW 14 with a 3&#8243; AOE. Being elite troops they have RAT 6 and not the normal 5, which is nice. Luckily, they can do CRA. This allows for actually hitting stuff. The table below summarises the expected DEF that Bombardiers can hit and the expected damage (Dam) they can output on a direct hit, and blast damage.</p>
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<thead>
<tr>
<th>CRA</th>
<th>None</th>
<th>None+Officer</th>
<th>Aim</th>
<th>Aim+Officer</th>
<th>Dam</th>
<th>Blast</th>
</tr>
</thead>
<tbody>
<tr>
<td align="right">1</td>
<td align="right">13</td>
<td align="right">14</td>
<td align="right">15</td>
<td align="right">16</td>
<td align="right">21</td>
<td align="right">14</td>
</tr>
<tr>
<td align="right">2</td>
<td align="right">15</td>
<td align="right">16</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">23</td>
<td align="right">16</td>
</tr>
<tr>
<td align="right">3</td>
<td align="right">16</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">24</td>
<td align="right">17</td>
</tr>
<tr>
<td align="right">4</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">20</td>
<td align="right">25</td>
<td align="right">18</td>
</tr>
<tr>
<td align="right">5</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">20</td>
<td align="right">21</td>
<td align="right">26</td>
<td align="right">19</td>
</tr>
<tr>
<td align="right">6</td>
<td align="right">19</td>
<td align="right">20</td>
<td align="right">21</td>
<td align="right">22</td>
<td align="right">27</td>
<td align="right">20</td>
</tr>
</tbody>
</table>
<p>
As a normal unit the Bombardiers are kind of OK. They can hide behind the wall of Shocktroopers and lop grenades over them. However, adding the Officer really helps them a lot.</p>
<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/AVvXsEhrBNLo-BdKZJaghiVYb4wcPoH2AaUcT9BUSrYgVJGroEkFlxjV2evHyRwm31Pq4CfKO7TQXgpf8z05Y4LVaBAD-zaY1lkcr59G9_nGl33lZtwZnuNm0RCCWRrdjAoM8_BISIZG1Ot0BWNo/s1600/BO.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="1600" data-original-width="1088" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/08/BO.jpg" class="wp-image-435" width="217" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The officer giving directions</td>
</tr>
</tbody>
</table>
<h4>
Bombardier Officer&nbsp;</h4>
<p>The Bombardier Officer adds quite a few useful abilities to the unit. He adds another attack (melee and ranged), but also a RAT of 7, which is helpful if he is the point of origin of a CRA (see table above). Quite importantly he Grants Pathfinder to the unit when they make a Full Advance (remember that Granted goes away if he is killed). This is a very nice ability in an army with very little Pathfinder (except the Kodiak). He also gives Quick Work (this is Tactics, so it does not go away if he is killed), which allows for a ranged attack if a model kills an enemy model with a melee attack. Personally, I can&#8217;t remember this ever coming to effect.</p>
<p>His most important addition is the mini-feat Support Fire. This gives two ranged shots per model, if they aim. This is potential 12 shots hitting DEF 14 and giving an expected damage of 21 per shot; or some combination of CRAs. Unfortunately, this volley of grenades are less frequent that one could hope for.</p>
</div>
<h3>
Man-O-War Suppression Tanker</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/AVvXsEj9H1vJ7IVxLJCsxju5BMmj_B4cSSnfNb0Cow4UqMzaHEAc-bo0fy1iafse1zTQcI9EAuil9Amc0LZp7i5w8zFEhluu2X4gWvvhLz3HmDI1w4H8kpQM-a3N0CfauzES1HiZnhiKkNyw1k35/s1600/Tanker.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="1000" data-original-width="1600" height="200" src="https://greylordarchives.org/wp-content/uploads/2019/08/Tanker.jpg" class="wp-image-436" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The two Suppression Tankers</td>
</tr>
</tbody>
</table>
<div style="text-align: left;">
</div>
<p>They are even bigger and even more heavily armoured Man-O-Wars. So, they are slow, but these actually have Bulldoze. In this incarnation with two heavy machine guns incorporated into their shields. They are base ARM 17 and with two shields they&#8217;ll be ARM 21, with 10 boxes. This is pretty good. However, they are deceptively brittle, in particular against heavy fire.</p>
<p><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Suppression_Tanker" target="_blank">Suppression Tankers</a> can actually hit stuff in close combat (2 times P+S 12 shields at MAT 7 per tanker). But their main purpose is to remove light infantry, which they excel in. Their two Volley Guns are POW 10 with between one and three shots per activation. They shoot at RAT 6 with three dice when they attack warrior models (hits DEF 16 on the average). So, on a perfect day one tanker can dish out six shots hitting DEF 16 for 17 points of damage; enough for light infantry, not for heavy. For heavy infantry, a tanker can put out one RNG 8 spray instead at POW 14, bringing it to 21 points of damage on the average. Finally, they can opt for putting down Covering Fire.&nbsp; &nbsp; </p>
</div>
<h3>
Man-O-War Kovnik</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/AVvXsEhccNfW1wGrkEAVQgNXb4SDFOYCXp96zaxbKfdENCh2hyphenhyphensfrBHjsobkOGmFca61-4AqMWHmm7-vwolbtnyL8g8W2XSevw9qVPKbsCzzu4CsusJy_OSCOr7vV1A5Oc1OQCJ-npxzS-yUJScD/s1600/Kovnik.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="1600" data-original-width="1229" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/08/Kovnik.jpg" class="wp-image-437" width="245" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The Kovnik</td>
</tr>
</tbody>
</table>
<div style="text-align: right;">
</div>
<div style="text-align: right;">
</div>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Kovnik" target="_blank">Man-O-War Kovnik</a> is slightly meaner than the average Shocktrooper. He has one better MAT; a slightly shorter axe, but at P+S 15; a shield cannon that can shoot 2&#8243; longer, he can even hit people with this shield; build-in Assault; and finally, he clocks in at ARM 18 (including the shield).</p>
<p>A Kovnik does three things for an Armored Corps list. First and foremost, he brings Desperate Pace to the Man-O-Wars. These extra 2&#8243; of movement to a unit means a lot to slow Man-O-Wars; in particular to Shocktroopers who really like to stay in Shield Wall. Secondly, he can actually Slam models! Finally, he is not a helpless solo in melee, he actually brings three attacks to a charge: one assault shot (hitting DEF 14, bringing 21 points of damage of the average), one charge axe attack (hitting DEF 15, bringing 25 points of damage on the average), and one shield attack (hitting DEF 15, bringing 18 points of damage on the average).</p>
</div>
<h3>
</h3>
<h3>
</h3>
<h3>
</h3>
<h3>
</h3>
<h3>
</h3>
<h3>
Kommandant Atanas Arconovich &amp; Standard</h3>
<div style="text-align: justify;">
<div style="text-align: left;">
</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/AVvXsEhwsHIe6Jco4WRM6JA597zkAO9v18gD-vNh2-jdelkaafjra_gOsD6r2MhNNpC8p_KsQjdLFt1PrAn6Zft7bA5Dk9CrVGLbtk_elO9JIFR1-BvK-S_PDOPx6xt1zny4bNjRXwgIpY8DvKpZ/s1600/AA.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="1311" data-original-width="1600" height="262" src="https://greylordarchives.org/wp-content/uploads/2019/08/AA.jpg" class="wp-image-438" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The Kommandant and his banner</td>
</tr>
</tbody>
</table>
<p><a href="https://warmachineuniversity.com/mw/index.php/Kommandant_Atanas_Arconovich_%26_Standard" target="_blank">Atanas</a> and his banner consists of two models and counts as a unit. This in itself is nice as it add another Advance Move from the theme bonus. The latter model is the easiest as it basically just add 2&#8243; to Atanas command (when he is with in 5&#8243;, so keep him within). He can also function as screening of Atanas, charge blocker, and hinder landing zones.</p>
<p>The Kommandant, on the other hand is where the money is. First of all, he offers Tactician in a 12&#8243; bubble (assuming the banner is alive and well). This is almost essential for an Armored Coprs list. First of all, it allows for easy unpacking and manoeuvring; but perhaps even more important, it allows for all the cool shooting and charging tricks described elsewhere. If this wasn&#8217;t enough, he also does Battle Plans.</p>
<p>There a three Battle Plans available: <i>Heroic Call</i>, <i>Relentless Charge</i>, and <i>Unstoppable Fury </i>(all of them with a range of 5&#8243;). Heroic Call gives Tough to a Man-O-War model or unit. This works really well with either the Shocktroopers or Demolition Corps, who both can be immune to knockdown.&nbsp; Relentless Charge basically gives a Man-O-War model or unit Pathfinder when charging. Finally, Unstoppable Fury allows a Man-O-War model or unit to make a basic melee attack as a response to a melee attack against it. This is good on an anvil unit. Combined with the Demolition Corps&#8217; mini feat this can be a powerfull tool. It ask a question to the opponent: &#8220;<i>are you willing to accept a P+S 16 and potential a Stationary when hitting a unit?</i>&#8220;.</p>
</div>
<h2>
Battle Mechaniks</h2>
<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/AVvXsEhQiqz0RV7fF6W8JaLfzon8mfvluNzZHM4Y4xKManoTMqm-twqXWVKS7uOB2jZtFIxs46alMGLrvchmgq0x3FE2TLwxcMe6YoOgpatUtJX2VafS3cJWkGb7W5C1tZH5zXdfpCF7q6rR1QPI/s1600/Mechaniks.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="313" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/Mechaniks.jpg" class="wp-image-439" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The two units of Mechaniks keeping the show on the road</td>
</tr>
</tbody>
</table>
<div class="separator" style="clear: both; text-align: center;">
</div>
<p><a href="https://warmachineuniversity.com/mw/index.php/Battle_Mechaniks" target="_blank">Battle Mechaniks</a> is, in my opinion an absolut must in this list. Not only can they repair everything in this list (except themselves), the even do it at d3+1 due to theme. Having two units allows one on each flank, and they also contribute with two Advance Moves to Man-O-War models or units due to theme. They are also excellent for scoring zones and contesting.</p>
</div>
<h2>
Kodiak</h2>
<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/AVvXsEhfS9FHTwAPcIDfOdSJS9O6O-i44Ve0dv2I4Ud5PMlKfGBWuFdEYqQASQfkffCnthXAkGOarfrbHP7GvkzA_9S425OiIeNWGNW0r2bljDzFmcr3ppUyWnyjWAP53Y74o4sDxkAL9BkptTcS/s1600/Kodiak.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="1394" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/08/Kodiak.jpg" class="wp-image-440" width="278" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Plastic Juggernaut and an old metal Kodiak</td>
</tr>
</tbody>
</table>
<p>A <a href="https://warmachineuniversity.com/mw/index.php/Kodiak" target="_blank">Kodiak</a> is a very versatile warjack, with many tricks up its sleeves (on in this case, big black none-bucklers). As a rare treat it has build-in Pathfinder, which is golden in a list where Sorscha really can&#8217;t help out. It can also run 10&#8243; thanks to Heavy Boiler. Under Stoke the Fires, it can actually run for an impressive 14&#8243;, not bad for a Khador warjack.</p>
<p>It has an interesting attack profile. It has two open fists, which are only POW 16, though. Sorscha really helps here due to her Field Marshall ability. If the Kodiak&#8217;s target is in the melee range of a Man-O-War model, it has an effective MAT of 9 (hitting DEF 16 on average), and effectively becomes Weapon Master. This is POW16 + 4d6 on the charge, for an average of 30 points of damage. It also has its signatur Grab &amp; Smash, which actually gives it three initial attacks (assuming it hits on the first two). A single charge will, on the average give 30 + 26 + 22 points of damage, and a knockdown; for just one focus (if it does Headbutt). That will take out half a Khador warjack (18 points of damage) on average rolls.</p>
</div>
<h2>
Beast &#8217;09</h2>
<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/AVvXsEgl0thpUff3rr48erwXIy76gxAp45CU7gCUB_BibyoOilCZiWEJwEW66GS6Sg5mCnc6hs0fzg09PZdTgK4OCXoGKpRmiys8hh_KjqP4CazlxQJCzNwl6gCwQwa7xtMlMhYtOO4TIS-D4eu3/s1600/Beast.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="1600" data-original-width="1504" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/08/Beast.jpg" class="wp-image-441" width="300" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Beast ready to smash the world</td>
</tr>
</tbody>
</table>
<p><a href="https://warmachineuniversity.com/mw/index.php/Beast-09" target="_blank">Beast &#8217;09</a> is a beast. It is Sorscha&#8217;s pet Juggernaut who is then bonded to her. The bond gives it Shield Guard within 3&#8243;. This is pretty good for Sorscha, since she is not as robust as one would think. This in combination with its other build in ability: Hyper-aggressive presents an interesting question to the opponent. Should I shoot something near Beast and have him Shield Guard it, and have him advance up to 4&#8243; (or 6&#8243; under Stoke the Fires)? He is also the only one with Immunity Cold, so he can e.g. walk through the clouds from Sorscha&#8217;s feat without any issues.</p>
<p>Beast is also equipped with an open fist (P+S 15), but more importantly it has a humongous axe, which is a larger Juggernaut axe (reach &#8220;2 instead of reach 1&#8243;). So, it has Critical Freeze and Beast can do a Thresher attack with it. Further more, it is also Murderous, so it will roll three dice to hit agains warrior models. If a Man-O-War is nearby, it will roll three dice at MAT 10, with at P+S of 19+3d6. This means hitting DEF 20 on average and doing 29 (33 on the charge) points of damage on the average. Getting it near Man-O-War Shocktroopers or Demolition Corps is often a good idea, as they also have reach 2&#8221;, making Flank easier.</p></div>
<p></p>
<h2>
My Armored Corps List</h2>
<p></p>
<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/AVvXsEj4dteS6FY7I-TLpiMRI3vsXx-Po2qynKXakreVYfXQ9YyLzwlSjsZxUgXlPCe9Hi2O4OldvU0XJt4hLrsOhfQrfwJEWf3PBsHSB1lyJ4YDeTLVd0jFsoVgeNy5-fpbfwqauMBTyPfK6gt8/s1600/Sorscha3_AC_2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="589" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4dteS6FY7I-TLpiMRI3vsXx-Po2qynKXakreVYfXQ9YyLzwlSjsZxUgXlPCe9Hi2O4OldvU0XJt4hLrsOhfQrfwJEWf3PBsHSB1lyJ4YDeTLVd0jFsoVgeNy5-fpbfwqauMBTyPfK6gt8/s640/Sorscha3_AC_2.jpg" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Deployment of the Armored Corps under Sorscha3</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">
This is it. My Armored Corps list under the control of Sorscha3. The picture above depicts the deployment that best facilitates all the cool trick when hiding behind a wall of Shocktroopers. I have to admit, I rarely deploy like that.</p>
<p>It is worth remembering the Advance Moves in this theme. As there are six units in this army, there are six Advance Moves. In the deployment above, I would move the Shocktroopers, the two Tankers, Sorscha, the Bombardiers, and Atanas.</p>
<p>With the arrival of Oblivion the Armored Corps theme benefits changed a bit. The old theme gave Advance Move as follows: &#8220;<i>For each Khador unit in this army, one Man-O-War model/unit in this army can gain Advance Move</i>&#8221; Now Advance Move is given as follows: &#8220;<i>Man-O-War units and Tanker solos in this army gain Advance Move</i>&#8220;. This is perhaps a slight nerf. Now Sorscha and the Kovnik cannot get Advanced Move anymore. On the other hand, there is no longer any need to bring Mechaniks if they are primarily there to give Advance Move.</p>
<p>Khador Army &#8211; 75 / 75 points<br />
[Theme] Armored Corps</p>
<p>[Sorscha 3] Kommandant Sorscha Kratikoff [+28]<br />
&nbsp;&#8211; Beast 09 [18]<br />
&nbsp;&#8211; Kodiak [13]<br />
Man-O-War Kovnik [4]<br />
Man-O-War Suppression Tanker [0(6)]<br />
Man-O-War Suppression Tanker [0(6)]<br />
Battle Mechaniks (min) [3]<br />
Battle Mechaniks (min) [3]<br />
Kommandant Atanas Arconovich &amp; Standard [7]<br />
Man-O-War Bombardiers (max) [16]<br />
&nbsp;&#8211; Man-O-War Bombardier Officer [5]<br />
Man-O-War Demolition Corps (max) [14]<br />
&nbsp;&#8211; Sergeant Dragos Dragadovich [0(6)]<br />
Man-O-War Shocktroopers (max) [16]<br />
&nbsp;&#8211; Man-O-War Shocktrooper Officer [4]</p>
<p>Also at <a href="https://conflictchamber.com/#c3201b_-0Tk_kV7sl5l3l38686l27Ml0l7l17Qgd" 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>
<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/AVvXsEg_d_x2dlijX0Pr33f8VaemdA_yd5pYJ8zzq2Lf5XflmF9je4B0Lg1QzUrmpL2f-1gh6woPOtF8YildNeg2krWBxjjWOMLdXMf-aKnO3_YbwnGdsI8YldKlwdpnS5xqYdmVxUrK0AvKfiyE/s1600/TheLot.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="535" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/TheLot.jpg" class="wp-image-428" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The whole Armored Corps list</td>
</tr>
</tbody>
</table>
<p>
For the Motherland!</div>
]]></content:encoded>
					
					<wfw:commentRss>https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
	</channel>
</rss>

<!--
Object Caching 3/126 objects using Disk
Page Caching using Disk: Enhanced 
Minified using Disk

Served from: greylordarchives.org @ 2026-08-23 14:27:59 by W3 Total Cache
-->