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		<title>Wolves of Winter under Vladimir Tzepesci, the Dark Champion&#8217;s orders (Vlad2)</title>
		<link>https://greylordarchives.org/2020/12/wolves-of-winter-under-kommander-andrei/</link>
					<comments>https://greylordarchives.org/2020/12/wolves-of-winter-under-kommander-andrei/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Thu, 31 Dec 2020 14:22:00 +0000</pubDate>
				<category><![CDATA[List building]]></category>
		<category><![CDATA[Lists]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Doom Reaver]]></category>
		<category><![CDATA[Greylord Ternion]]></category>
		<category><![CDATA[Koldun Lord]]></category>
		<category><![CDATA[Marauders]]></category>
		<category><![CDATA[Ruin]]></category>
		<category><![CDATA[Vlad2]]></category>
		<category><![CDATA[Void Archon]]></category>
		<category><![CDATA[Wolves of Winter]]></category>
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					<description><![CDATA[The wisdom of the internet argues that Vlad2 is the perfect Warcaster to lead a Wolves &#8230; <a title="Wolves of Winter under Vladimir Tzepesci, the Dark Champion&#8217;s orders (Vlad2)" class="hm-read-more" href="https://greylordarchives.org/2020/12/wolves-of-winter-under-kommander-andrei/"><span class="screen-reader-text">Wolves of Winter under Vladimir Tzepesci, the Dark Champion&#8217;s orders (Vlad2)</span>Read more</a>]]></description>
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<div class="separator" style="clear: both; text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKLT0mWlvzijdf2RAcerqTvdnpyhmlORNYAkr1QVhfeQtLVZeeDJ8JNNRn8p24SAUsDnJ5r6IMCQKxB8SFjLTAvxrLNGUdy4bISiYN7jz4YiaMgwcC9NMYJYuUED0SPPbL8luenezHQG9d/s2048/PC300001.jpeg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="1280" data-original-width="1067" height="80" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300001.jpeg" class="wp-image-244" /></a><i></p>
<div style="text-align: justify;"><i>The wisdom of the internet argues that Vlad2 is the perfect Warcaster to lead a Wolves of Winter list. Here is my take on how a horde of crazy semi-naked manics, support by wizards in funny hats can defend the honour of the Motherland. 24 Doom Reavers, 14 Greylords, two Archons, and two &#8216;jacks are under Vladimir Tzepesci&#8217;s orders. Any short comings&nbsp;in Vlad&#8217;s performance are solely the fault of the man behind the lines.</i></div>
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<p><span id="more-243"></span></p>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of winter</a> is the perfect past time in a crazy period. It consists, primarily of crazed half-naked people hurling them selves at the enemy without any regard for their own safety. I am told that Vlad2 is the perfect leader of the crazy bunch. I have to admit, I have never really gotten Vlad2. He seems to be carrying an interesting toolbox, yet not really being really good at anything.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">I have been playing quite a lot of <a href="https://greylordarchives.org/2019/07/winter-guard-kommand-under-vladimir.html" target="_blank">Vlad1 in Winter Guard Kommand</a>, so lots of squishy infantry is nothing new. However, where Winter Guards are disciplined and equipped with ranged weapons, Doom Reavers are quite the opposite. Let&#8217;s give it a try.</div>
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<div style="text-align: justify;">In the text below, I&#8217;ll go through the different models and some rationale behind the composition of the army.</div>
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<h2 style="text-align: justify;">Vlad 2</h2>
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<td class="tr-caption" style="text-align: center;">Vlad 2</td>
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<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Vladimir_Tzepesci,_the_Dark_Champion" target="_blank">Vlad2</a> is the second incarnation of Vladimir Tzepesci. He it to a certain degree still a purely support caster with a hail Mary potential to finish a game by assassination. On paper, he looks like a front line fighter. As with Vlad1, this is a trap.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He has three passive abilities: Great Power, which allows him to upkeep a single spell for free (of which he has four); Might of Kings, which gives him +2 STR (making his blade P+S 16) and +2 ARM (making him ARM 18), if he is damaged; and Righteous Vengeance, which gives him Vengeance if a friendly model is killed within 5&#8243; of him – there should be amble opportunity here with all of the easily killable Doom Reavers around. Finally, his sword is a 2&#8243; reach weapon with P+S 14 and Thresher.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Vlad brings six spells to the table: Arcane Might, which allows friendly Faction models to boost using Vlad&#8217;s focus; Assail for improving &#8216;jacks; his trademark spell Hand of Faith, which is a discount version of Signs &amp; Portens from his earlier incarnation; Martial Paragon for improving himself; the standard damage spell Razor Winds; and his area control spell Wind Blast. He probably wants to upkeep Hand of Faith (for free thanks to Great Power). Assail will most likely also be an upkeep (on the Marauder, I would think). On the approach, he probably wants to cast as many Wind Blast as possible, which is three if he is happy being naked. Once the lines meet he probably wants to switch Assail with Arcane Might. This should give his army 5-7 boosts depending on whether or not he wants to be naked and/or cycle Hand of Faith. All in all, he can quickly be starved of focus.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">His assassination potential is&nbsp;good if the moon and stars are all aligned. Assuming that he has managed to get Martial Paragon up in the previous round, and has been damaged, he will be MAT 7 on three die (hitting DEF 17 on the average), having one Thresher attack on the charge with the possibility to buy an additional 7 at P+S 16. I do, however think that this might be a trap. If he is not damaged, he will only be P+S 14 (which is actually rather weak, with an average damage output of just 21); Casting Martial Paragon on a assassination round will cost him two attacks and &#8220;just&#8221; allowing him to hit DEF 17 instead of DEF 14 (on the average); and if he fails, he dies! In the current meta, having ARM 18 (and this assumes that he has already been damaged), a just slightly above average DEF of 15, and just a maximum of 18 boxes are old man stats.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">All in all, I think that where Vlad1 is a good, simple and powerful support caster, Vlad2 requires much more finesse to unleash his full potential.&nbsp;</div>
<div style="text-align: justify;"></div>
<h3>Arcane Might</h3>
<div style="text-align: justify;">Arcane Might is an interesting spell. It basically allows a warrior model (friendly faction) to use Vlad&#8217;s focus for boosting. This is particularly interesting in an army where most of the infantry cannot be targeted by spells. This is a way to increase a Doom Reaver&#8217;s efficiency, whilst getting around the issue of not being able to cast spells on them. However, as with many things about Vlad2 it can easily become a trap. He will quickly run out of focus if warriors start using it. So, use with care.</div>
<p></p>
<h3>Assail</h3>
<div style="text-align: justify;">Where Vlad1 had Boundless Charge, Vlad2 has this spell. It allows a Warjack to charge, slam and trample&nbsp; for free, whilst getting +2&#8243; Movement, and increase the distance something is slammed by 2&#8243;. On the downside it does not give Pathfinder. However, it is an upkeep (potentially for free) and applies not only to charges. This should go on a &#8216;jack as early as possible, and could even be cycled on the right turn. My choice would be a Marauder to begin with, and then cycled to Ruin if required.&nbsp;</div>
<p></p>
<h3>Hand of Faith</h3>
<div style="text-align: justify;">This is his signature spell. It is a reduced version of his previous incarnation&#8217;s signature spell Signs &amp; Portents. This version is half the price to cast and an upkeep; unfortunately it is also only unit/model. Here this only means either the &#8216;jacks, himself or some of the Greylords. I actually think that in this list, it will be less important than other spells. It does, however work as a deterrent, as I think it is perceived much more dangerous than it actually is (in this list).</div>
<p></p>
<h3>Martial Paragon</h3>
<div style="text-align: justify;">A spell for making Vlad better at hitting and getting places. It gives him an additional die on attack rolls and Parry (immune to free strikes). Either up-keeping this or casting it could allow for an assassin run.&nbsp;</div>
<p></p>
<h3>Razor Wind</h3>
<div style="text-align: justify;">The standard damage spell (POW 12, range 10) currently in the arsenal of eight of our casters. I can&#8217;t remember ever casting it for any of our caster. It has a range of at least 1&#8243; shorter than Vlad&#8217;s charge range.</div>
<p></p>
<h3 style="text-align: left;">Wind Blast</h3>
<div style="text-align: justify;">Wind Blast is Vlad&#8217;s best utility spell and the one that should be able to keep the Doom Reavers alive when they approach the line. It is a 5&#8243; AOE that can be placed completely within 14&#8243;. It removes cloud effects, which is handy if the Doom Reavers are ready to charge something. It also hinders models in making ranged attacks when they are in the AOE. This should offer some protection from being shot off the table. However, I suspect that placing these AOEs (up to three) requires some finesse. Vlad will probably be casting a lot of these at the beginning of a battle.&nbsp;</div>
<p></p>
<h3>Blood Legacy — Feat</h3>
<div style="text-align: justify;">Vlad&#8217;s feat is where it really gets interesting. It allows d3+3 friendly faction warrior models to gain +3 SPD, STR. MAT, RAT, DEF, and ARM; and you get to <u>choose</u> the models. Thus, it bypasses the Spell Ward on the Doom Reavers. It can supercharge a Doom Reaver to SPD 9, MAT 10, DEF 16, ARM 17, and hitting at 4d6+15 on the charge. This allows a Doom Reaver to reach out at touch something 13&#8243; away, hitting DEF 17 on the average for an average damage of 29. Four can now kill a standard Khador &#8216;jack. Even a Ternion is now dangerous at MAT 8, P+S 13; or a Koldun Lord now has a more probable way of using his Battle Wizard at MAT 9, P+S 13. Unfortunately, it can&#8217;t go on Vlad himself, nor the &#8216;jacks or Archons.&nbsp;</div>
<p></p>
<h2>Wolves</h2>
<div>The theme. <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of Winter</a> offers two main benefits: it gives access to Void Archons, which are clever pieces giving a way of improving the damage by Doom Reavers and somewhere to store all souls that will be released, whilst denying the enemy souls; and giving one unit of Greylord or Doom Reaver unit Apparition in the Control Phase. The latter is marvellous for getting Doom Reavers into places the enemy will hate.&nbsp;</div>
<div></div>
<div>In general, Wolves of Winter revolves around having enough Doom Reavers. They are going to die in droves, so bring plenty. They are supported by primarily Greylord Ternions, and some things to use souls and/or corpses. The list presented here, revolves around four units of Doom Reavers, which I suspect is the minimum; two Void Archons and Ruin for using souls; and a Marauder, and two Koldun Lords for good measure.&nbsp;</div>
<div></div>
<h3>Doom Reaver Swordsmen</h3>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdCZCbP2vdVrwb0RCzeJJ-_EyKXazZyQCpCq3MyFYptPY3edDbnITIDhLDxjjMSqehwel3TB9rtLxtzE6ZsGZfsPaMmDeHIEBY9_E4g0xpIOQsp4HmixBs_HPjSs2dzF8KUxvTh4MLGspr/s2809/PC300008.jpeg" style="margin-left: auto; margin-right: auto;"><img fetchpriority="high" decoding="async" border="0" data-original-height="1120" data-original-width="2809" height="256" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300008.jpeg" class="wp-image-245" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">A unit of crazed Doom Reavers with attachment</td>
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<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Doom_Reaver_Swordsmen" target="_blank">Doom Reavers</a> are enemies of the Motherland, who has been sentenced to a glorious death by being chained to ancient Orgoth swords (that are Magical). This basically makes them into homicidal maniacs, who will hurl themselves at friends and foes alike. A unit consists of 6 maniacs who are Tough, has Spell Ward (can&#8217;t be targeted by spells), and Advance Deployment. The latter allows them to be 13&#8243; up the board if you go first, which is always advisable! One unit can be 27&#8243; up the board in the first turn (30&#8243; if going second). This is fast!&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Their Orgoth blades allows them to reach out and touch something 11&#8243; away, at MAT 7 and P+S 12. However, remember they are Weapon Masters. This means an average damage output of 26 on the charge. They also have Berserk. Combined with the 2&#8243; reach they can really chew through a lot of models once they get started. A word of warning, though: Berserk does not distinguish between friend and foe. So, unfortunate placing can also make them wipe out their own entire unit.</div>
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<div style="text-align: justify;">Doom reavers can be a messy crowd to keep alive and under control. This is why Greylord Escorts exist.&nbsp;&nbsp;</div>
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<h4 style="text-align: justify;">Greylord Escort</h4>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPVhkSdO-qUGsdBvMxjbNKpeZ1SzRjdkSFqopaS1vKyg3t8osi98dr6wyoVIJ8W3MpTJDIXyMbwm4OFIxuF-A8ty9E98f55rOH5uByfsvt5VENQaAjUnoxZnDr_CdS-cpgbxru7DEfbYyF/s1162/PC300009.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1162" data-original-width="815" height="320" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300009.jpeg" class="wp-image-246" /></a></td>
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<td class="tr-caption" style="text-align: center;">An Escort</td>
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<div style="text-align: justify;">The Greylord Escorts are wizards that keep Doom Reavers in line. They are equipped with a very scary big green stick, which is feared by Doom Reavers. Besides begin a 2&#8243; reach P+S 10 stick, it also grants Silence. This is quite important as Doom Reavers do not have to take a Berserk attack, which improves their reliability a lot. The stick also give the Escorts Sacrificial Pawn (within 3&#8243;), as Doom Reavers are quite happy to take a shot instead of their Escort overlords. Of course, they have the same Spell Ward as the Reavers they are escorting.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Greylords can of course cast spells in the traditional way. They can cast: Death Strider, Fell Curse, and Frostbite. Yet, their most important ability is perhaps their ability to cast a spell at the beginning of a Press Forward order (Combat Caster). This is where the money is. An Escort can cast a spell and then run or charge. This is important in particular for the first two spell.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Death Strider gives the unit Relentless Charge (giving Pathfinder), which is brilliant for solving terrain problems. Fell Curse makes sure that enemy models within 5&#8243; loose Tough. So, the Doom Reavers are still safe. This is brilliant for dealing with the many Tough no-knockdown combinations that are currently out there.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">There is a cool interaction with the Koldun Lords. They give Escorts Battle Wizard, which enables an Escort to cast two spells per turn: one as Combat Caster, and then one after charging and killing something. The latter is where Frostbite often comes in handy. It is a POW 12, 8&#8243; spray; and as we all know: sprays wins Warmahordes battles.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the perfect world, all units would include an Escort. However, at three points each they eat through point allowance pretty fast. I am opting for three units with Escorts and one throw away unit without.</div>
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<h3>Greylord Ternion</h3>
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<td class="tr-caption" style="text-align: center;">A unit of Ternions</td>
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<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Greylord_Ternion" target="_blank">Greylord Ternions</a> are what make Doom Reavers really shine. In particular as they can be taken for free as Requisition Points in this theme. Taking three units is a whooping 21 points for free. They rival the Protectorates <a href="https://warmachineuniversity.com/mw/index.php/Protectorate_of_Menoth" target="_blank">Initiates of the Wall</a> in cost. However, I&#8217;m not convinced that they would be worth their points if we had to pay for them.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They do two major things for the Doom Reavers, and one for everybody. First of all, they can make an 3&#8243; AOE, which is a cloud effect. Contrary to most other spells, this does not need a target, you simply <u>choose</u> a model. Thus, you can get around the Spell Ward and place a cloud on a Doom Reaver. Secondly, Bonds of Woe, which is a POW 12, range 10&#8243; spell. If it kills a warrior model, you can bring back a Doom Reaver within 3&#8243;. Finally, they are also equipped with&nbsp; Ice Cage, which will lower the DEF of the target hit by 2 (cumulative), and potentially make it stationary if it is hit by three.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">As with the Escort, Ternions also benefit som having a Koldun Lord around. They also gain Battle Wizard. This opens the possibility of charging something, killing it, and the casting a spell. This is probably not something to build a plan around, as MAT 5 only hits DEF 12 on the average, and P+S 10 only kills ARM 19 or less on the average. So, targets should be chosen carefully. But having a Void Archon around improves the odds (more on this later).</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">All in all, Greylord Ternions are pretty good utility units for keeping Doom Reavers going. They can even kill stuff on a good day, and are nice for scoring and contesting. They do, however often have a problem with keeping up with the fast Doom Reavers. So, as with most other things in this list, finesse is probably required. I&#8217;m opting for three units. Perhaps two would be sufficient?</div>
<div style="text-align: justify;"></div>
<h3>Koldun Lord</h3>
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<td class="tr-caption" style="text-align: center;">The two Bad Santas</td>
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<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Koldun_Lord" target="_blank">Koldun Lords</a> are the epitome of Greylords. Old and venerable with many interesting abilities. Their close combat abilities are not fantastic. They are equipped with a Magical axe with P+S 10 and have a MAT 6. It does, however have a critical display; and they are Battle Wizards.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">It is their passive abilities and spells where the money is. First of all, they give Battle Wizard to other Greylords within 9&#8243;, which is worth a measurement (see Escorts and Ternions, above). Secondly, they also have Lore Master. Having Lore Master allows Koldun Lords to cast spells from any Greylord model within 9&#8243;. In this list, the Bad Santas will be able to cast the following spells (number 7 doesn&#8217;t make sense as it targets the caster&#8217;s unit):</div>
<div style="text-align: justify;">
<ol>
<li>Brittle Frost (Koldun Lord)</li>
<li>Puppet Master (Koldun Lord)</li>
<li>Wind Ravager (Koldun Lord)</li>
<li>Blizzard (Ternion)</li>
<li>Bonds of Woe (Ternion)</li>
<li>Ice Cage (Ternion)</li>
<li><strike>Death Strider (Escort)</strike></li>
<li>Fell Curse (Escort)</li>
<li>Frostbite (Escort)</li>
</ol>
<p>In addition to the spells they can borrow (for a description see the relevant parts above), they have their own; all cast at a Magic Ability of 8: Brittle Frost, Puppet Master, and Wind Ravager. Brittle Frost is a range 10 POW 10 spell, which also reduces the ARM by 2 of the target hit. Sometimes the latter is the only reason to cast it, as POW 10 is not terrible powerful (in particular when supporting a Marauder in killing huge-bases. More on this later) . Puppet Master is alway good, when you really need something to go well. It allows for a reroll of one attack or damage roll; either on a friendly model or enemy. Wind Ravager is a very useful spell. Albeit, as with must other in this theme it requires finesse. While within 9&#8243; of the casting Koldun Lord, enemy models cannot make ranged attacks. This is actually more useful than what it sounds like. In particular against models with Assault. However, being just within 9&#8243; it often brings the Bad Santa a bit too close to the frontline to be safe.</p></div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Perhaps more interesting is the ability to borrow spells. Again, it is within 9&#8243; so careful positioning is important. The first spells that spring to mind are the ones borrowed from the Ternions: Bonds of Woe is always nice to have to have yet another possibility to bring back Doom Reavers. Blizzard is also nice, in particular on the advance where another cloud always helps. an extra Ice Cage is also handy, if something needs to become Stationary. From the Escorts only two spells make sense: Fell Curse and Frostbite. The former removes tough, whilst having another spray via Frostbite is always good.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">There is an argument to be made for including the Greylord Adjunct and perhaps even a Greylord Forge Seer. This would give the Lords access to more spells. Perhaps most importantly Guidance and Empower. However, points are tight. Only two Koldun Lords are allowed, so I&#8217;m taking two. I think even more would have been nice.</div>
<div style="text-align: justify;"></div>
<h3>Void Archon</h3>
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<td style="margin-right: 1em; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvaocDhMiX0uH-TQqzdte_9d9t91j1QM4JZY6T7h_W5UsFN2RHJLBE1MgVmca8HFIW096XwB3Q2BIT9iioJbE4G7tuMwgbbPvpvbeNFMKfpk21Rjr8wrSkNn6zsMDoiPJHZv1Jkflzujl0/s2048/PC300004+%25281%2529.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1670" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300004-1.jpeg" class="wp-image-249" width="320" /></a></td>
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<td class="tr-caption" style="text-align: center;">Void and Nil as the Archons are called</td>
</tr>
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</table>
<div style="text-align: justify;">This theme is the only one that allows Khador to take&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Void_Archon" target="_blank">Void Archons</a>. So, why not take two. They are flying weird things with so many rules on the card that I suspect that they are actually Crucible Guard models. In general, they are really a catalyst for the theme. Running Wolves of Winter as a Doom Reave heavy list really benefits from having two of these guys around. Their main problem is to stay alive. They have large bases and are rather squishy at only DEF 14, ARM 17 and 12 boxes. Also note that Soul Phase makes them Incorporeal, but only in the turn they use it! So, they can get hit in the opponents turn (many a Void Archon has died from me overlooking this). The main use of Incorporeal is to ignore free strikes whilst flying (hoping for non-magical weapons), or to allow your own troops to move through it, if it have placed itself somewhere silly.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Among the many passive abilities they have, the one that covers most area is the ability to protect the souls of our own models within 10&#8243; (Soul Ward). This is good, as there are plenty of armies and models out there that wish to consume our souls, and we can use them. Having protected the souls, the Archons can use them, both friendly and enemy alike. Each can carry three. They can be used to boost attacks of damage, and to make them Incorporeal (remember another trap).&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They also do Dark Shroud lowering the ARM of enemies within their 1&#8243; melee range by two. Finally, they do Entropic Force, which removes tough from enemy models within 5&#8243;.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">It is when attacking that their true potential shows. First of all they fly. They also have Dual Attack allowing them to do both their two initial melee attacks, which are range 1&#8243;, P+S 13 (effectively P+S 15 due to Dark Shroud), Magical; and their spray, which is 10&#8243;, POW 14. Both allows the Archon to collect souls, which then can be used to boost. So a fully loaded Archon could charge, boost the first melee, collect a soul, boost the second, collect a soul, spray something, boost, and collect souls. Sprinkle a Void Walk, allowing the Archon to be placed anywhere within 8&#8243;. Beware if the opponent has an Archon nearby, as it will prevent your Archon from getting souls.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">A typical activation would look something like this: Charge something and kill it. Then Void Walk to somewhere near a model or unit that some Doom Reavers are going to charge. Spray whatever should be sprayed. The models to be charged by the Doom Reavers are now denied touch (saving the Escort&#8217;s Fell Curse) and with a bit of clever positioning will also have ARM -2.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">There is of course always the option of doing a <i>Cygnar Advance</i> instead, where the Archon charge in, kills stuff and then retreats by teleporting.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">All in all. Void Archons are brilliant here. So, I&#8217;m taking two. The main issue is keeping them alive until then can get som work done.</div>
<div style="text-align: justify;"></div>
<h2>Warjacks</h2>
<div style="text-align: justify;">Any Warcaster worth anything will bring a sensible assortment of Warjacks. Vlad2 has 27 Warjack points to play around with. It is actually not a lot, as almost all other points are already used by non-Warjack models. Also, Vlad2, as most of our casters are strapped for focus. So, he really don&#8217;t want to fuel too many &#8216;jacks.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On paper, our marvellous Khador &#8216;jacks are fantastic constructions, build to last. Unfortunately, the standard ARM of 20 really do not cut it these days. Our greatest strength, which we pay for in points, doesn&#8217;t really help. There are plenty of low cost units out there that can trivially one-round a Khador &#8216;jack. So chose carefully, and protect them.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Being Strapped for focus, Vlad really want&#8217;s something self contained. Our prime example here is Ruin. Also, there are many huge-bases out there. Thus, my favourite &#8216;jack, the Marauder is here. Never leave home without it.</div>
<div style="text-align: justify;"></div>
<h3>Marauder</h3>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7IVxChZcfXcA0GpXo1G3Z9q84G-zWyM1J8DAv5YfZpnb5T9u7LiWVc5HcrCyl08fueWRRcqxXYGXZ20eNRjeBmSCTDt04jzqVKRFN4srORluuqioVY6s2I9Z-BVVVSpI9EbSYCG6LRxtn/s2048/PC300002+%25281%2529.jpeg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2031" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300002-1.jpeg" class="wp-image-250" width="320" /></a></td>
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<td class="tr-caption" style="text-align: center;">One of the wonderful Marauders</td>
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</table>
<div style="text-align: justify;">My favourite &#8216;jack. It is a standard, no nonsense Khador &#8216;jack. It works marvels against huge-bases, and is OK for smaller targets. I never leave home without at least one (actually I prefer three). As Khador &#8216;jacks go it is really inexpensive. Just 11 points for this bundle of joy. A bargain, if you ask me.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The draw back is the same as with all Khador &#8216;jacks. They are so slow and do not survive any serious attacks. ARM 20 and 34 boxes is not enough in today&#8217;s meta. Vlad doesn&#8217;t really offer any ways of protecting &#8216;jacks. He can speed one up by casting Assail on it. A Marauder can now charge 11&#8243;, and touch something 12&#8243; away. It is a bit on the short side, but is ok.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Warjacks in this list are really second wave models. Let the Doom Ravers engage and soften the opponent up, before engaging with the &#8216;jacks. Just keep them alive until they are needed.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Marauder" target="_blank">Marauder</a> really excels at killing huge-bases, thanks to Siege Weapon, which gives an addition damage die against huge-bases. This is why you should always bring one. Marauders tend to keep huge-bases honest. In this list, the Marauder synergises really well with a Void Archon&#8217;s Dark Shroud; or even a Koldun Lord casting Brittle Frost. The table below describes the amount of damage a Marauder can do against a huge-base.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<tbody>
<tr>
<th>Attack type</th>
<th>Damage, sum</th>
<th>ARM 16</th>
<th>ARM 18</th>
<th>ARM 19</th>
<th>ARM 20</th>
</tr>
<tr>
<td>Charge, combo</td>
<td align="right">112</td>
<td align="right">48</td>
<td align="right">40</td>
<td align="right">36</td>
<td align="right">32</td>
</tr>
<tr>
<td>Charge, no combo</td>
<td align="right">138</td>
<td align="right">54</td>
<td align="right">44</td>
<td align="right">39</td>
<td align="right">34</td>
</tr>
<tr>
<td>Charge, Dark Shroud, no combo</td>
<td align="right">148</td>
<td align="right">68</td>
<td align="right">58</td>
<td align="right">53</td>
<td align="right">48</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">The first row details a Marauder charging something and using its Combo Smite as the initial attack. The second row is just strait attacks. The last one is if the target has already been touched by Dark Shroud or even Brittle Frost. All rows assume that Vlad has managed to get Assail on the Marauder (i.e. free charge). Each of the ARM columns are the amount of damage done by a Marauder for huge-based models.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The conclusion is that a single Marauder is tremendously dangerous when charging near a Void Archon and under Assail. Out of the 53 huge based models in the game (I&#8217;m sure I missed some) a single Marauder, on average rolls, can one-round 62% of them!&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Please note that this calculation is based on just the huge-base without any buffs. Also, that the Marauder can actually hit them. A Marauder will hit a DEF 14 on average. There are only two huge-bases that I can think of that has a higher DEF (Lylyth3 and Deneghra3). Luckily, Greylords can assist here. A few Ice Cages will do wonders.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Have I mentioned that I love Marauders?</div>
<div style="text-align: justify;">
<div style="text-align: justify;"></div>
<h3>Ruin</h3>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDMYiCze6hNDt4xJ9MZGKSlKuYvPlbX7U_ME9lKqoWZvcosFf1-7aUs7pSEemAjVpafgYwPJmsihzyWSSuXzxKF1RyFu5kVFktG-qBboafnhICz7dLpLOLalLHqgdvCY0UF8Bfd8JnMZBp/s2048/PC300003+%25281%2529.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1987" data-original-width="2048" height="310" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300003-1.jpeg" class="wp-image-251" width="320" /></a></td>
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<td class="tr-caption" style="text-align: center;">Ruin</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;">The Marauder is already consuming more of Vlad&#8217;s focus than he is completely comfortable with. So, the second &#8216;jack needs to be much more self contained. Enter Ruin, our most autonomous &#8216;jack.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Ruin is equipped with a 2&#8243; reach Mace at P+S 18. It is Magical and also dispels upkeeps on targets hit. It also has a fist with a 1&#8243; reach and at P+S 16. The fist has a Orgoth shield, which surprisingly is not formally a shield. It does, however give Ruin Sacred Ward (note that Sacred Ward is not the same as Spell Ward on the Doom Reavers. Ruin can be targeted by friendly spells).&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Ruin can collect and use souls when living enemy models are killed within 5&#8243;. This is what makes him autonomous. It can have up to five souls onboard. Ruin can use these for different things. He can do Arcane Vortex that will negate any spell targeting a model within 3&#8243;. Thus, it is good to keep Vlad within 3&#8243;. Besides that, he can convert souls to focus. He does this at the beginning of his activation, and not in the control phase, which is the usual way. This is a bonus, as it makes it easier to fill him up by activating something else first and kill som enemies. The two Void Archons and Ruin can cover a large area for soul collection. With a bit of clever play, Ruin can have three focus from power-up and souls, without Vlad needing to fuel it.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The caveat is of course that he suffers from the normal Khador &#8216;jack problems. He is still just a Khador heavy, meaning that he is easily killed; and he really needs to be close to the front line to collect souls. So, keep him safe until he is needed.</div>
<div style="text-align: justify;"></div>
<h2>My Wolves of Winter list</h2>
<div style="text-align: justify;">So, this is my Wolves of Winter list. Four units of Doom Reavers, three with escorts. Full Ternion load out, two Koldun Lords and Void Archons. One &#8216;jack for killing huge-bases, and one for taking care of other problems.&nbsp;</p>
<div>
<div>[Theme] Wolves of Winter</div>
<div></div>
<div>[Vladimir 2] Vladimir Tzepesci, the Dark Champion [+27]</div>
<div>&nbsp;&#8211; Marauder [11]</div>
<div>&nbsp;&#8211; Ruin [17]</div>
<div>Koldun Lord [4]</div>
<div>Koldun Lord [4]</div>
<div>Void Archon [8]</div>
<div>Void Archon [8]</div>
<div>Doom Reaver Swordsmen [10]</div>
<div>&nbsp;&#8211; Greylord Escort [3]</div>
<div>Doom Reaver Swordsmen [10]</div>
<div>&nbsp;&#8211; Greylord Escort [3]</div>
<div>Doom Reaver Swordsmen [10]</div>
<div>&nbsp;&#8211; Greylord Escort [3]</div>
<div>Doom Reaver Swordsmen [10]</div>
<div>Greylord Ternion [0(7)]</div>
<div>Greylord Ternion [0(7)]</div>
<div>Greylord Ternion [0(7)]</div>
</div>
<p>
Also at <a href="https://conflictchamber.com/?c3201b_-1S77kTnm8h8hpipinf89nf89nf89nfnnnnnn" target="_blank">conflict chamber</a>.</p>
<p>All in all, I&#8217;m quite happy. If I were to change anything, it would be to exchange one of the Escorts for a Greylord Adjunct. We&#8217;ll see.&nbsp;</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>
<p>For the Motherland!</p></div>
</div>
</div>
</div>
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		<title>Winter Guard Kommand under Vladimir Tzepesci, the Dark Prince&#8217;s orders (Vlad1)</title>
		<link>https://greylordarchives.org/2019/07/winter-guard-kommand-under-vladimir/</link>
					<comments>https://greylordarchives.org/2019/07/winter-guard-kommand-under-vladimir/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Fri, 19 Jul 2019 13:06:00 +0000</pubDate>
				<category><![CDATA[List building]]></category>
		<category><![CDATA[Lists]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Artillery Kapitan]]></category>
		<category><![CDATA[Field Gun]]></category>
		<category><![CDATA[Gun Carriage]]></category>
		<category><![CDATA[Jozef Grigorovich]]></category>
		<category><![CDATA[Marauders]]></category>
		<category><![CDATA[Mortar Crew]]></category>
		<category><![CDATA[Vlad1]]></category>
		<category><![CDATA[Winter Guard Kommand]]></category>
		<category><![CDATA[Winter Guards]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/winter-guard-kommand-under-vladimir/</guid>

					<description><![CDATA[Vlad is a Winter Guard&#8217;s second best friend after Irusk2. Where Irusk2 keeps them alive to &#8230; <a title="Winter Guard Kommand under Vladimir Tzepesci, the Dark Prince&#8217;s orders (Vlad1)" class="hm-read-more" href="https://greylordarchives.org/2019/07/winter-guard-kommand-under-vladimir/"><span class="screen-reader-text">Winter Guard Kommand under Vladimir Tzepesci, the Dark Prince&#8217;s orders (Vlad1)</span>Read more</a>]]></description>
										<content:encoded><![CDATA[<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZ8zLuLs3BDLl0xUfSyO6QYBNOCYI3JOtueqcC80AROM10uxnwn58bWwXAJDm6SWcCVpKX6Yx1bQAxRNSn9swy6sE9wy3t5a0AAZjscgWisUX7zXYm7xgvnqZydGlvcguceRsgQbeLhA7O/s1600/IMGP0491.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="1600" data-original-width="1423" height="80" src="https://greylordarchives.org/wp-content/uploads/2019/07/IMGP0491.jpg" class="wp-image-464" /></a></div>
<div style="text-align: justify;">
<i>Vlad is a Winter Guard&#8217;s second best friend after Irusk2. Where Irusk2 keeps them alive to fight another day, Vlad1 makes them fight today. This post details my approach to Winter Guard Kommand under Vlad1. As a special treat, this list contains two of the Empress&#8217; finest Gun Carriages. A marvellous addition&nbsp;to a WGK list under Vlad1.</i></div>
<p><span id="more-463"></span></p>
<div style="text-align: justify;">
Winter Guard Kommand has quite a few good &#8216;caster. I have traditionally been running Irusk2 in a Stalingrad style list (see <a href="https://greylordarchives.org/2019/01/winter-guard-kommand-under-supreme.html" target="_blank">here</a> for a description). Where Irusk2 keeps Winter Guards alive, Vlad helps them actually kill stuff. Further, Irusk2 is missing opportunities to speedup our &#8216;jacks, which ofte resulted in them not really doing anything. Vlad can really propel a Khador &#8216;jack almost unreasonable distances.</p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjx-xh6jyIS7huqrG1cEMXIGAQ1iwcnizAvyp777-TT93Dwn5J0wtaMpKyCDQnPDrj8WCEeJmkROuDLWxgdatlAmLnuw1-lCWdCEPAElvF5lwyam-GbmiKMdV_b3qGvU-I19NIO_H1Xluau/s1600/IMGP0584.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="435" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/IMGP0584.jpg" class="wp-image-465" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">The whole Winter Guard Kommand list</td>
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<p>
In the text below, I&#8217;ll go through the different models, and the rationale behind the army composition.</div>
<p></p>
<h2>
Vlad1</h2>
<div style="text-align: justify;">
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-pdP0SA0UTPirV8UdbhivR0nZMUg-G2xhinl9aFLDhA33bo5y_edcl6Jp5ZPNy2R9Hw64O63PnhlMjcI8VzQlHxdROPcBdI3ZqZzpBHJY33bbJZBrngFKU3ZUprGjlCdIYYeX9EI1d7tL/s1600/IMGP0491.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1600" data-original-width="1423" height="200" src="https://greylordarchives.org/wp-content/uploads/2019/07/IMGP0491-1.jpg" class="wp-image-466" width="177" /></a></td>
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<td class="tr-caption" style="text-align: center;">Vlad 1</td>
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<p>Vlad1 is, in my view a good runner up to Irusk2 as being a Winter Guards best friend. However, where Irusk2 is there to keep Winter Guards alive in an <i>I&#8217;ll outlast you </i>style of game play, Vlad1, on the other hand is there to make Winter Guards actually hit stuff and hit above their weight.</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
In exchange for the Winter Guards&#8217; willingness to sacrifice themselves (thanks to the theme benefit) if their leader is being shot, Vlad offers them primarily a bubble with the ability to hit and damage stuff, and a smal bubble with a little bit of protection from ranged attacks.</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
The bubbles are pretty large, and can easily encompass his entire army. Vlad can fit in two units of Winter Guards, three pieces of artillery, three &#8216;jacks, two carriages, and a few solos; whilst being protected by an ample number of Winter Guards.</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
Vlad&#8217;s spell list can help both Winter Guards and &#8216;jacks in performing at an optimal. The main spell in Vlad&#8217;s arsenal is Signs &amp; Portents. Also, Boundless Charge and Wind Wall works wonders. Finally, his feat really fires up under the Warjacks.</p>
</div>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEEVrNmIZgVsyrsOgFJkU6o74fS505t3PDPM8M6eRXx6V1A8vC20wKvFYTJOIsFsjsjH3cKwXeIOstZt9757CKDabIMCxWTlQ-PqSD0N4Uulh_Q7vyduziTL16khugmm4jyvAIL82plzR0/s1600/zones3.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="822" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/zones3.jpg" class="wp-image-467" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">Vlad2&#8217;s bubbles of good stuff (The Empress&#8217; standard deployment pattern 2)</td>
</tr>
</tbody>
</table>
<h3>
</h3>
<h3>
Signs &amp; Portents</h3>
<div style="text-align: justify;">
This spell is the reason we bring Vlad1 to the table. It adds one additional dice to attack and damage rolls, and the lowest dice is discarded. As a rule of thumb, this little trick add roughly 1.5 to the result (more on this later). This is within his Control Area, that is a 14&#8243; bubble. Unfortunately, and fortunately this is not an upkeep spell. It is unfortunate because Vlad will have to cast it most turns, and at a cost of four, it leaves only three focus to play around with. It is fortunate because most, if not all spell removal tricks only works on upkeeps. So nasty things like: Purification, Dissolution, Unbinding, and Hexblast just doesn&#8217;t do anything!</div>
<div style="text-align: justify;">
</div>
<h3 style="text-align: justify;">
Boundless Charge</h3>
<div style="text-align: justify;">
Straight forward charge extender by +2&#8243;. Also charge for free and gain Pathfinder. This is always golden for our slow &#8216;jacks. Note that is does absolutely nothing for Trampling.&nbsp;</div>
<div style="text-align: justify;">
</div>
<h3 style="text-align: justify;">
Wind Wall</h3>
<div style="text-align: justify;">
This spell is what can help deliver both the &#8216;jacks and Vlad himself. Non-magical ranged attacks automatically miss completely within 3&#8243; of Vlad.&nbsp;</div>
<div style="text-align: justify;">
</div>
<h3 style="text-align: justify;">
Blood of Kings</h3>
<div style="text-align: justify;">
This is Vlad&#8217;s emergency break. Sometimes he has to step up and do some killing on his own. Casting this spell makes Vlad SPD 9, STR 9, MAT 10, DEF 18, and ARM 19 for one round. That gives him a charge threat range of 11&#8243; (10.5&#8243; for the small weapon) with 4 (5) attacks hitting DEF 20 on the average.</p>
</div>
<h3 style="text-align: justify;">
Razor Wind</h3>
<div style="text-align: justify;">
A POW 12 range 10&#8243; spell. It might come in handy at some point. I have never heard about it being used.</p>
<h3>
Forced March &#8211; Feat</h3>
<p>This is the second huge reason to take Vlad1. Warjacks in his battlegroup that begin their activation in his Control Range double their SPD, and can Run, Charge and make Power Attacks for free (including Trampling). This is huge! It allows a standard Khador Heavy Warjack to charge 11&#8243;. Under Boundless Charge it is even better. A lowly Marauder can threat stuff 14&#8243; away!</p></div>
<div style="text-align: justify;">
</div>
<h2 style="text-align: justify;">
Winter Guards</h2>
<h3 style="text-align: justify;">
Winter Guard Artillery Kapitan</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;">
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOa-6FDMH2iNiByqZLDpDIksS8Rf_WGHNaJq0rQQ_v8dDBvvXvAAQQE-gHZpaZTdQk9DD8p-6CE7mUjs7RA5UnDiXt0LazQOXg9TCVEjakpT_K-g44EBP9vQWAQtW_4IaW0mbZi1XJoNWr/s1600/Kapitan.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1528" data-original-width="1339" height="200" src="https://greylordarchives.org/wp-content/uploads/2019/07/Kapitan.jpg" class="wp-image-468" width="175" /></a></td>
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<tr>
<td class="tr-caption" style="text-align: center;">Artillery Kapitan</td>
</tr>
</tbody>
</table>
<p>This is our artillery&#8217;s best friend. The <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Artillery_Kapitan" target="_blank">Artillery Kapitan</a> really helps our artillery hitting things. His most used ability is probably Artillerist, which give +2 RAT for the first AOE attack, and the ability to re-roll deviation dice. This is most often used on the Mortar (see below). But can also be applied to Gun Carriages. Clear makes Weapon Crews automatically miss friendly models, which can be helpful for clearing out stuff too close to the Winter Guards. Finally, Fire &amp; Displace gives Reposition 2&#8243; to a Weapon Crew.</p>
<p>I would actually like to have two in a list. But points are scare.</p>
<p></div>
<h3 style="text-align: justify;">
Kovnik Jozef Grigorovich</h3>
<div style="text-align: justify;">
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<tbody>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwshzePacZqz_EmnwnoDB8GzCHL25pLLavZlbAw3wfIZygXeYcTf1TL7PVgrHH4ZL_AiDAIc_r8Cy3F0bfXRX2Exi5BkcvKtHtyJjRxbfE-mzeZ3_URb3RzBx9-immIN-Vualt4LB_ihEr/s1600/Joe.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1600" data-original-width="735" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/07/Joe.jpg" class="wp-image-469" width="147" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Joe in all his might</td>
</tr>
</tbody>
</table>
<p>Jozef Grigorovich, or&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Kovnik_Jozef_Grigorovich" target="_blank">Joe</a>&nbsp;to his friends, is the epitome of Winter Guards. His many years of impeccable service to the Motherland has made him revered among his troops. So much, in fact that normal winter guards happily will be a&nbsp;<i>Sacrificial Pawn</i>&nbsp;for him if somebody shoots him. Contrary to the Sacrificial Pawn ability from the Winter Guard Kommand theme, Joe can actually use a Gun Carriage as a Sacrificial Pawn!</p>
<p>Joe fixes many of the issues with winter guards. His battle plan&nbsp;<i>Bear&#8217;s Strength</i>&nbsp;gives the lowly Winter Guard a +4 to their STR. Combined with Signs &amp; Portents, this actually make them somewhat dangerous (more on this later). He can also help the Winter Guards actually hitting stuff through his inspirational speech&nbsp;<i>For the Motherland, </i>giving them a +2 to hit. Finally, he can make them Tough be remembering the&nbsp;<i>Courage of the Forefathers</i>. He is natively Tough on his own. Joe is an auto-include.</p>
<p>He can also score flags, and actually have a Hand Cannon (quite obvious on the model). For some reason I tend to forget the latter.</p></div>
<div style="text-align: justify;">
</div>
<h3 style="text-align: justify;">
Winter Guard Field Gun Crew</h3>
<div style="text-align: justify;">
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<tbody>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzGfRVo9s5-FJi0ERYAT7IUsw_Fup2xkvudfr_jyDnmuOcoRDIL7E-5k7vMdj92pNWnTjST3UkkCR3ePvhrKZLHTZE7dfHegHxfTW92kqTtgTEVBZ-wXJyO72s188CC_qsJDN2sHXHtUUe/s1600/FG.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="474" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/FG.jpg" class="wp-image-470" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;"><i>Knockdown of a stick</i> aka Field Guns (the right one on loan from the 5<sup>th</sup> Border Legion)</td>
</tr>
</tbody>
</table>
<div style="text-align: left;">
</div>
<p>The&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Field_Gun_Crew" target="_blank">Field Gun</a>&nbsp;is our &#8220;knockdown on a stick&#8221; tool. It offers automatical knockdown on a hit up to 14&#8243; away (a whooping 18&#8243; if it advances). This is huge as our winter guard normally only have RAT 5. DEF 5 from being knocked down is easy to hit, even for a winter guard.</p>
<p>As with all other winter guard, Jozef can help its low RAT of five by using his battle plan&nbsp;<i>For the Motherland.&nbsp;</i>This should allow a field gun to hit DEF 14, and DEF 16 when aiming. With all the bells, including Signs &amp; Portens a Field Gun will actually hit DEF 17 with auto-knockdown. As Joe most often is occupied otherwise it will most likely &#8220;only&#8221; be DEF 16. The&nbsp;Winter Guard Artillery Kapitan can employ&nbsp;<i>Fire &amp; Displace</i>, allowing it to aim, shoot and still advance by repositioning 2&#8243;.</p>
<p>I prefer two of these fine pieces of artillery, giving me two potential knockdowns per turn. Shoot something to knock it down, hit it with everything you got.</p></div>
<div style="text-align: justify;">
</div>
<h3 style="text-align: justify;">
Winter Guard Mortar Crew</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>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcSyXEz3y7yy3xEkzTW5cIOHpr8avzVE60w2_Ot46C4t0B01yNh5srMAAcHZJ7IQyE-x56Hrp2mif4H1J1YsHZdON3KU-_IsiZFb1JUxYhDCssUZNMMBzgm4LaVrfPysLFQLFcFrS5-n7_/s1600/Mortar.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1144" data-original-width="1600" height="228" src="https://greylordarchives.org/wp-content/uploads/2019/07/Mortar.jpg" class="wp-image-471" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The mighty Mortar</td>
</tr>
</tbody>
</table>
<div style="text-align: right;">
</div>
<p>The Mortar Crew is really good when it hits. It offers a POW 16 up to 18&#8243; away (all the way to 21&#8243; if it advances). It also offers a decent AOE 4&#8243; blast of POW 10 (due to High-Explosive). Unfortunately, it only has an effective RAT of one (1)! Meaning, anything with a DEF of eight or more will most likely dodge the shell.</p>
<p>In general, I think this can be used for two things: 1) shooting somewhere and hoping to drift into something. It does an average of 18 points of damage inside the 4&#8243; AOE. In that case it might as well just move and shoot, as RAT 3 and RAT 1 is basically the same; and 2) actually trying to hit something. The combination of aiming, For the Motherland from Jozef, Artillerist from the Kapitan, and Sign &amp; Portents actually makes it hit DEF 15 on the average.</p>
<h3>
Winter Guard Rifle Corps</h3>
<div class="separator" style="clear: both; text-align: center;">
</div>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwBX0ezmAF2SMJ-WZZKfhLB-j2jMK68RRTwAOypJYZmgQUITvN_f7HkLF-G_6PuWJfho41pQhXer1WTkSZ0YiupZj47odNcl3FXSce2sHCDHQ8T2jPhyphenhyphenz1KeVj0-P7vJGqz2Fv56Po3bLq/s1600/WG.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="468" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/WG.jpg" class="wp-image-472" width="570" /></a></td>
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<tr>
<td class="tr-caption" style="text-align: center;">Two min units and of the trusted Winter Guard Rifle Corps and their Rocketeers</td>
</tr>
</tbody>
</table>
<p>The rifle corps is the shooting version of the Winter Guards troopers. Where the <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Infantry" target="_blank">Infantry</a> has a blunderbuss, the <a _blank="" href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Rifle_Corps%20target=">Rifle Corps</a> has the more modern rifle. The rifle has an impressive range of 14&#8243;, and a somewhat unimpressive POW 10. Fortunately, they can do CRA and is also helped by Vlad&#8217;s Signs &amp; Portents; and are also subject to Joe&#8217;s range of inspiring speeches. All of these different buffs allows the standard Winter Guard to actually hit impressive DEF. The table below summarises the DEF that can be hit on an average roll, given the different options; as well as expected average damage output.</p>
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<thead>
<tr>
<th>CRA</th>
<th>None</th>
<th>S&amp;P</th>
<th>Aim</th>
<th>FtM</th>
<th>Aim+S&amp;P</th>
<th>FtM+S&amp;P</th>
<th>Aim+FtM+S&amp;P</th>
<th>Dam</th>
<th>Dam S&amp;P</th>
</tr>
</thead>
<tbody>
<tr>
<td align="right">1</td>
<td align="right">12</td>
<td align="right">13</td>
<td align="right">14</td>
<td align="right">14</td>
<td align="right">15</td>
<td align="right">15</td>
<td align="right">17</td>
<td align="right">17</td>
<td align="right">18</td>
</tr>
<tr>
<td align="right">2</td>
<td align="right">14</td>
<td align="right">15</td>
<td align="right">16</td>
<td align="right">16</td>
<td align="right">17</td>
<td align="right">17</td>
<td align="right">19</td>
<td align="right">19</td>
<td align="right">20</td>
</tr>
<tr>
<td align="right">3</td>
<td align="right">15</td>
<td align="right">16</td>
<td align="right">17</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">18</td>
<td align="right">20</td>
<td align="right">20</td>
<td align="right">21</td>
</tr>
<tr>
<td align="right">4</td>
<td align="right">16</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">19</td>
<td align="right">21</td>
<td align="right">21</td>
<td align="right">22</td>
</tr>
<tr>
<td align="right">5</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">19</td>
<td align="right">20</td>
<td align="right">20</td>
<td align="right">22</td>
<td align="right">22</td>
<td align="right">23</td>
</tr>
<tr>
<td align="right">6</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">20</td>
<td align="right">20</td>
<td align="right">21</td>
<td align="right">21</td>
<td align="right">23</td>
<td align="right">23</td>
<td align="right">24</td>
</tr>
</tbody>
</table>
<p>
In addition to the standard grunts, a Rifle Corps can also include three Rocketeers (which they always should). They do not carry a rifle, so no CRA on their part. They do, however have the impressive Rocket. It has the same range but is POW 12 and Brutal Damage (additional dice on a direct hit). This is an average of 22.5 points damage (24 points under S&amp;P) on a direct hit, and 14.5 points of damage under its 3&#8243; AOE, under S&amp;P. Unfortunately, they suffer from the standard RAT of five. So, they should either Aim, be under Joe&#8217;s For the Motherland; or even better wait until one of the Field Guns have applied the <i>Knockdown on a Stick</i>.</p>
<p>Finally, the Rifle Corps has Practise Maneuvers, which allows models to ignore other models when determining LOS, and they can advance through each other. I tend to forget this. Probably because I have been playing Irusk2 too much, where his Tactician basically does the same.</p>
</div>
<h3 style="text-align: justify;">
Winter Guard Gun Carriage</h3>
<div style="text-align: justify;">
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7Y2udWKJTcA4vR5xaDoBZZY_9mTLG_n1ncTvuIfqHmgS6-MIuhFN-H89XAhJyabJWeXjYIPNVWi2OzVurGXeVlu0PBfxfZpbiTXnEnFFRl64EkgB1Xw6prTIgG0Raly1LvdlQ7EaRleo9/s1600/CCs.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="702" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/CCs.jpg" class="wp-image-473" width="570" /></a></td>
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<tr>
<td class="tr-caption" style="text-align: center;">Two of the Empress&#8217; finest Gun Carriages</td>
</tr>
</tbody>
</table>
<div class="separator" style="clear: both; text-align: center;">
</div>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Gun_Carriage" target="_blank">Gun Carriage</a> is a marvellous piece of machinery. It it a real infantry killer from its Impact Hits and two main guns. which drops two AOE 4&#8243; of infantry killing blast damage &#8211; and Rough Terrain, which is very nice if the opponent can&#8217;t do Pathfinder. It can also be another knockdown tool (in addition to the Field Guns). However, with all the rules associated with this model, it can be a clock killer. The table below summerises the activation sequence os a Gun Carriage. It describes the actions including a short description (where dice rolls in brackets are assuming S&amp;P), the specific rule applied, and the average dice roll with and without S&amp;P.&nbsp; &nbsp; </p>
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<thead>
<tr>
<th>#</th>
<th>Action</th>
<th>Description</th>
<th>Rule</th>
<th>Avg.</th>
<th>S&amp;P</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>Charge</td>
<td>Threat distance 11.5&#8243; (+2&#8243; BC)&nbsp;</td>
<td>Charge</td>
<td></td>
<td></td>
</tr>
<tr>
<td rowspan="6">2</td>
<td rowspan="6">Impact</td>
<td>Can move less than 3&#8243; and still impact</td>
<td>Crushing Weight</td>
<td></td>
<td></td>
</tr>
<tr>
<td>Can make any number of impact attacks</td>
<td>Crushing Weight</td>
<td></td>
<td></td>
</tr>
<tr>
<td>To hit: 3d6+6 (4d6+6, drop lowest)</td>
<td>Line Breaker</td>
<td align="right">16</td>
<td align="right">18</td>
</tr>
<tr>
<td>Models hit are knocked down</td>
<td>Mount</td>
<td></td>
<td></td>
</tr>
<tr>
<td>Damage: 2d6+14 (3d6+14, drop lowest)</td>
<td>Cavalry</td>
<td align="right">21</td>
<td align="right">22</td>
</tr>
<tr>
<td>Impact charge target</td>
<td>Cavalry</td>
<td></td>
<td></td>
</tr>
<tr>
<td>3</td>
<td>Attack</td>
<td>To hit: 3<span style="text-align: justify;">d6+6 (4d6+6, drop lowest)</span></td>
<td>Trampling Hooves</td>
<td align="right">16</td>
<td align="right">18</td>
</tr>
<tr>
<td rowspan="4">4</td>
<td rowspan="4">Damage</td>
<td>Model hit is knocked down</td>
<td>Mount</td>
<td align="right">1</td>
<td align="right">1</td>
</tr>
<tr>
<td>Target is slammed d3&#8243; (*)</td>
<td>Ton of Bricks</td>
<td align="right">2</td>
<td></td>
</tr>
<tr>
<td>Damage: 3d6+14 (4d6+14, drop lowest)</td>
<td>Charge</td>
<td align="right">24</td>
<td align="right">26</td>
</tr>
<tr>
<td>Collateral:&nbsp;<span style="text-align: justify;">2d6+14 (3d6+14, drop lowest)</span></td>
<td>Slam</td>
<td align="right">21</td>
<td align="right">22</td>
</tr>
<tr>
<td rowspan="5">5</td>
<td rowspan="5">Shoot</td>
<td>2 times Heavy Cannon &#8211; range 10&#8243;</td>
<td>Dual Attack</td>
<td></td>
<td></td>
</tr>
<tr>
<td>To hit: 2d6+5 (3d6+5, drop lowest)</td>
<td>Heavy Cannon</td>
<td align="right">12</td>
<td align="right">13</td>
</tr>
<tr>
<td>Damage: 2d6+16 (3d16+16, drop lowest)</td>
<td>Heavy Cannon</td>
<td align="right">23</td>
<td align="right">24</td>
</tr>
<tr>
<td>Blast 4&#8243;: 2d6+8 (3d6+8, drop lowest)</td>
<td>Heavy Cannon</td>
<td align="right">15</td>
<td align="right">16</td>
</tr>
<tr>
<td>AOE 4&#8243; is rough terrain for one round</td>
<td>Heavy Cannon</td>
<td></td>
<td></td>
</tr>
<tr>
<td rowspan="3">6</td>
<td rowspan="3">Shoot</td>
<td>Military Rifle &#8211; range 10&#8243; (360 degrees)</td>
<td>Dual Attack</td>
<td></td>
<td></td>
</tr>
<tr>
<td>To hit:&nbsp;<span style="text-align: justify;">2d6+5 (3d6+5, drop lowest)</span></td>
<td>Military Rifle</td>
<td align="right">12</td>
<td align="right">13</td>
</tr>
<tr>
<td>Damage: 2d6+11 (3d6+11, drop lowest)</td>
<td>Military Rifle</td>
<td align="right">18</td>
<td align="right">19</td>
</tr>
<tr>
<td>7</td>
<td>Reposition</td>
<td>Advance up to 3&#8243;</td>
<td>Reposition</td>
<td></td>
<td></td>
</tr>
</tbody>
</table>
<p>
(*) Remember the slam rules</p>
<p>A word of warning though. There seems to be a little, either cock up or explicit style cramping of the Gun Carriage from Privateer Press. A carriage is a Cavalry model, so it is allowed to do initial attack with its Mounts (p. 75, Prime Rules MK3). However, a Cavalry model cannot make initial attacks when it charges (ibid.). Yet, Crushing Weight allows a carriage to make Impact Attacks when moving less than 3&#8243;. Here is the caveat! Trampling Hooves tells us that a carriage can make Charge Attacks with its mount. However, a Charge Attack requires a move of at least 3&#8243; (p. 31, ibid.). So, if we charge a Gun Carriage to make any number of Impact Attacks and move less than 3&#8243;, it looses its initial Mount Attack; if there is less that 3&#8243;, and we want to make initial attacks only a move should be made, and alas no Impact Attacks.</p>
<p>I usually run one on each flak, just at the edge of Vlad&#8217;s Signs &amp; Portents bubble (see also standard deployment above). This allows a lot of mobility and impressive threat to the opponent&#8217;s flanks. Gun Carriages normally have a large target painted on them, which normally attracts a lot of hostile forces. This is bad in the sense that they tend to die early, yet good as the middle of the field is spared all of this hostility.</p></div>
<div style="text-align: justify;">
</div>
<h2 style="text-align: justify;">
Warjacks</h2>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTKeZqOdbnHzO3j4vkDuELpfNtqgTlfMJdTIb3jv6nDmsnXjn2pcSkqNm2mXt0Of4Ln6M7TEuBPYWWAeBJ_FbUi1RGVYHSygZN771uFtqenigHBYYlYao71wFc4L5LDu-ZYAS4LmbfVIcR/s1600/TrippleM.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="646" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/TrippleM.jpg" class="wp-image-474" width="570" /></a></td>
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<tr>
<td class="tr-caption" style="text-align: center;">The triple Marauder goodness</td>
</tr>
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</table>
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</div>
<div style="text-align: justify;">
I have grown funned of <a href="https://warmachineuniversity.com/mw/index.php/Marauder" target="_blank">Marauders</a> from my many games with Irusk2 as commander of the Winter Guard Kommand (see <a href="https://greylordarchives.org/2019/03/revisited-winter-guard-kommand-under.html" target="_blank">here</a> for list discussions). There are so many huge bases around, and Marauders are currently our best bet against them. They are also really good at knocking stuff down from their Combo Smite, which is really helpful for the shooting part of the army. In theory, two Marauders should be sufficient (see below). However, I&#8217;m a great advocate of backups. So, three it is (this is also only three more points that Vlad&#8217;s Warjack points). Luckily, Marauders fit really well with Vlad1, as he helps them solve a lot of their issues.</p>
<h3 style="text-align: justify;">
Marauders&#8217; damage output under Vlad1</h3>
<div style="text-align: justify;">
Marauders love Vlad1 when it comes to damage output. The table below details the damage output for a single Marauder under several conditions. The table&#8217;s rows are: the attack type, damage against medium or large based models, damage agains huge bases, and damage against four different ARM values for huge based models:</p>
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<tbody>
<tr>
<th>Attack type</th>
<th>Dam. M and L</th>
<th>Dam. H</th>
<th>ARM 16</th>
<th>ARM 18</th>
<th>ARM 19</th>
<th>ARM 20</th>
</tr>
<tr>
<td>Charge, combo</td>
<td align="right">76</td>
<td align="right">86</td>
<td align="right">38</td>
<td align="right">32</td>
<td align="right">29</td>
<td align="right">26</td>
</tr>
<tr>
<td>Charge, no combo</td>
<td align="right">95</td>
<td align="right">108</td>
<td align="right">44</td>
<td align="right">36</td>
<td align="right">32</td>
<td align="right">28</td>
</tr>
<tr>
<td>No charge</td>
<td align="right">115</td>
<td align="right">130</td>
<td align="right">50</td>
<td align="right">40</td>
<td align="right">35</td>
<td align="right">30</td>
</tr>
<tr>
<td>No charge, S&amp;P</td>
<td align="right">120</td>
<td align="right">140</td>
<td align="right">60</td>
<td align="right">50</td>
<td align="right">45</td>
<td align="right">40</td>
</tr>
<tr>
<td>Charge, S&amp;P</td>
<td align="right">96</td>
<td align="right">116</td>
<td align="right">52</td>
<td align="right">44</td>
<td align="right">40</td>
<td align="right">36</td>
</tr>
<tr>
<td>Charge, S&amp;P, feat</td>
<td align="right">124</td>
<td align="right">144</td>
<td align="right">64</td>
<td align="right">54</td>
<td align="right">49</td>
<td align="right">44</td>
</tr>
</tbody>
</table>
<p>
The table above describe the following situations (all rows are when a Marauder is fully loaded with focus): the two first are just a plain vanilla Marauder charging, either using the Combo Smite or not; the next two are if the Marauder just walks up to the enemy, either under Signs and Portens (S&amp;P) or not; and the last two are if a Marauder charges under Signs and Portens, either under feat or not. The conclusion is that a single Marauder is tremendously dangerous when charging under Vlad&#8217;s feat, and Signs and Portens. A average damage output of 124 points agains small and medium sized models, and an average damage output of 144 points against huge based models!</p>
<p>Out of the 53 huge based models in the game (I&#8217;m sure I missed some) a single Marauder, on average rolls, can one-round 30 of them (57%), under feat and Signs and Portens; and 27 (51%) when not feating. Two Marauders can take out all (also when Vlad can only allocate three focus). A Marauder should hit an average DEF of 15 under Signs and Portens, which hits everybody. Please note that this calculation is based on just the huge base without any buffs.</p>
<p>A word of warning: a Marauder is really good at killing huge bases. However, it is really bad at killing large bases. Taking out large-based &#8216;jacks almost always requires two Marauders. If there are only medium and large bases around, bring <a href="https://warmachineuniversity.com/mw/index.php/Juggernaut" target="_blank">Juggernauts</a> to the party (on average they have a 32% higher damage output against ARM 20 non-huge bases). If you only have Marauders make sure they charge under Boundless Charge or feat, and ignore the Combo Smite unless you really want to slam stuff.</div>
</div>
<p></p>
<h3 style="text-align: justify;">
Getting Marauders into the fray</h3>
<div style="text-align: justify;">
All of this wonderful damage a Marauder can wreck is all good and well if it can&#8217;t get to the enemy. Luckily, Vlad is happy to assist with this as well. Boundless Charge gives one model +2&#8243; movement and Pathfinder; and his feat doubles the base SPD (both also allow for free charge). This means that a Marauder can <i>put pistons to face</i> 14&#8243; away (base speed 4&#8243; + feat 4&#8243; + charge/trample 3&#8243; + Boundless Charge 2&#8243; + Reach 1&#8243;). Suddenly a lowly Marauder out-threatens many of its favourite prey. Also note that Trample being a Power Attack makes screening and jamming with small based models difficult at best. Unfortunately, casting both Signs &amp; Portens; and Boundless Charge leaves Vlad with only one focus to allocate, making it impossible to fully load a &#8216;jack.</div>
<div style="text-align: justify;">
</div>
<h2 style="text-align: justify;">
My Winter Guard Kommand list</h2>
<div style="text-align: justify;">
All of the above basically sums up to my current Winter Guard Kommand list. This is the third iteration, when the first one was <a href="https://greylordarchives.org/2019/01/winter-guard-kommand-under-supreme.html" target="_blank">Irusk2 with a Spriggan and a Marauder</a>; and the second one was <a href="https://greylordarchives.org/2019/03/revisited-winter-guard-kommand-under.html" target="_blank">Irusk2 with triple Marauder and an Adjunct</a>. This latest iteration will hopefully fix some of the issues of actually killing stuff, and thereby winning more.</p>
<p>Khador Army &#8211; 74 / 75 points<br />
[Theme] Winter Guard Kommand</p>
<p>[Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28]<br />
&nbsp;&#8211; Marauder [11]<br />
&nbsp;&#8211; Marauder [11]<br />
&nbsp;&#8211; Marauder [11]<br />
Kovnik Jozef Grigorovich [4]<br />
Winter Guard Artillery Kapitan [3]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Mortar Crew [0(5)]<br />
Winter Guard Rifle Corps (min) [8]<br />
&nbsp;&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
&nbsp;&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
Also at <a href="https://conflictchamber.com/?c3201b_-0f76kTkTkT8tgc7Z7Z7-7X7W7X7Wi6i6" target="_blank">conflict chamber</a>.</p>
<p>Assuming you, me dear reader has arrived all they way down here, I hope you have enjoyed these wild speculations. With a bit of luck, battle reports will appear in the foreseeable future.</p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjx-xh6jyIS7huqrG1cEMXIGAQ1iwcnizAvyp777-TT93Dwn5J0wtaMpKyCDQnPDrj8WCEeJmkROuDLWxgdatlAmLnuw1-lCWdCEPAElvF5lwyam-GbmiKMdV_b3qGvU-I19NIO_H1Xluau/s1600/IMGP0584.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="435" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/07/IMGP0584.jpg" class="wp-image-465" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">The whole Winter Guard Kommand list</td>
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</table>
<p>
For the Motherland!</div>
]]></content:encoded>
					
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		<title>Revisited: Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders (Irusk2)</title>
		<link>https://greylordarchives.org/2019/03/revisited-winter-guard-kommand-under/</link>
					<comments>https://greylordarchives.org/2019/03/revisited-winter-guard-kommand-under/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Tue, 05 Mar 2019 13:42:00 +0000</pubDate>
				<category><![CDATA[List building]]></category>
		<category><![CDATA[Lists]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Pre-Oblivion]]></category>
		<category><![CDATA[Greylord Adjunct]]></category>
		<category><![CDATA[Irusk2]]></category>
		<category><![CDATA[Lady Aiyana & Master Holt]]></category>
		<category><![CDATA[Marauders]]></category>
		<category><![CDATA[Winter Guard Kommand]]></category>
		<category><![CDATA[Winter Guards]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/revisited-winter-guard-kommand-under/</guid>

					<description><![CDATA[Irusk2 is still a Winter Guard&#8217;s best friend and Stalingrad-style lists are fun. However, over time &#8230; <a title="Revisited: Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders (Irusk2)" class="hm-read-more" href="https://greylordarchives.org/2019/03/revisited-winter-guard-kommand-under/"><span class="screen-reader-text">Revisited: Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders (Irusk2)</span>Read more</a>]]></description>
										<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/AVvXsEjA1eoytFPgFFEfrj_7GUosyEVYzLluuPJppErIL6meYQjHM_qbQySDQQLlTH1pJtDp4HeDyLfxtLls7ypSbLEQXJKMBVVW6IsPMM1FNu9i4NwjZvPZj6JVJlonhSosER5QBf4OzmVhs4QV/s1600/Irusk2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="1600" data-original-width="897" height="100" src="https://greylordarchives.org/wp-content/uploads/2019/03/Irusk2.jpg" class="wp-image-560" /></a></div>
<p><i>Irusk2 is still a Winter Guard&#8217;s best friend and Stalingrad-style lists are fun. However, over time Irusk has learned that the original list had its downsides. First and foremost, there is a lack of ARM-cracking ability. This is an attempt to remedy some of the problems, by changing the list to include the Greylord Adjunct and the triple Marauder battle group.</i></div>
<p>
<span id="more-559"></span><br />
<span style="text-align: justify;">I have been running a Winter Guard Kommand list for quite some time (see list and thoughts about it </span><a href="https://greylordarchives.org/2019/01/winter-guard-kommand-under-supreme.html" style="text-align: justify;" target="_blank">here</a><span style="text-align: justify;">). I really do enjoy it, and the whole Stalingrad-style list is also very Khadorian. However, there have been two main issues with it (in addition to my own lack of skill):</span></p>
<div style="text-align: justify;">
<ol>
<li style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Lady_Aiyana_%26_Master_Holt" target="_blank">Lady Aiyana &amp; Master Holt</a> have never really performed; and</li>
<li style="text-align: justify;">The combination of a Spriggan and a Marauder have left the list with too little ARM-cracking.</li>
</ol>
<p>So, to mitigate these problems, I have been thinking hard about what changes could be made. The list needs to fix ARM-cracking and magical weapons, without loosing too many of the benefits from the existing &#8216;jack, and the lady and friend.</p>
</div>
<h2>
Lady Aiyana &amp; Master Holt</h2>
<div style="text-align: justify;">
Let&#8217;s start with the Lady and her friend. This small unit is there, primarily to provide some way of having magical attacks to counter things such as incorporeal, and in a pinch claim a round zone, or contest. &nbsp;</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
The ability to hand out magical weapon has never really come in handy. Arguably, this is due to the fact that Irusk haven&#8217;t really faced that many armies, which counted on incorporeal. Nevertheless, eight points for this is a rather steep price. It could be argued that including <a href="https://warmachineuniversity.com/mw/index.php/Koldun_Kapitan_Valachev" target="_blank">Koldun Kapitan Valachev</a> in this package would open up for using Ayiana&#8217;s Kiss of Lyliss (as Valachev makes the unit a friendly faction unit instead of merely friendly). Clearly +2 to damage rolls is not to be frown upon. However, that would put the entire package at 12 points. I simply cannot see these three models being worth 12 points; in particular not after the release of the <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Greylord Adjunct</a>.&nbsp;</div>
<div style="text-align: justify;">
</div>
<h2>
The Greylord Adjunct attached to Irusk2</h2>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_G4i1FP6b5lKHxAqK_C3XhHmdw6zkSa3f5LyAdLg5YRzqTOGSzNOSwLzfaQYd8UwbsUA2B9aCs8hXbB4ceDExnkeWDhVA-0OlE2eQf_U7Md8bKk6205nAO6dmjTjnuy_BRVSbzmubjYul/s1600/P3050001.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="1086" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/03/P3050001.jpg" class="wp-image-561" width="216" /></a></td>
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<td class="tr-caption" style="text-align: center;">Greylord Adjunct</td>
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<p>This guy solves a lot of problems for most Khador casters and lists. He comes with both passive and active abilities. Let&#8217;s start by looking at his two really good passive abilities: <i>Arcane Assist</i>&nbsp;and <i>Spiritual Conduit</i>.&nbsp;</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
Arcane Assist allows the caster, whom the adjunct is attached to, to upkeep one spell for free. For Irusk2, this is major. He would really like to cast Solid Ground and Fire for Effect during turn one; and sometimes even Artifice of Deviation. This leaves him with &#8220;only&#8221; four focus each turn after upkeep. The extra focus each turn suddenly give Irusk five, opening up a whole new range of options. For example, he can now cast both Battle Lust and Energizer, giving him much more tactical flexibility; he can fill up two &#8216;jacks, and still leave him with one focus &#8211; just in case; or if needs be, dropping one of his upkeeps and casting Battle Lust on two units. Two times Battle Lust combined with one unit under Joe&#8217;s Bear Strength actually gives a rather hard hitting combination.</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
Spiritual Conduit extends the caster&#8217;s range for spells with two inches. For Irusk2, this means that he can suddenly reach out 8&#8243; with Battle Lust, and the same for Fire for Effect if he wishes to cycle it &#8211; which is not a completely unsound assumption. These two inches might not sound like much, but two inches can mean the world, in particular in a WGK list where the huge number of models, and the clutter they create easily can put Fire for Effect targets outside the six inches mark.</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
In addition to the two passive abilities, the Greylord Adjunct also brings three active abilities to the table: Blizzard, Frostbite, and Guidance.&nbsp;</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
Blizzard is a magic ability, which creates a 3&#8243; cloud on any (friendly faction) model within 5&#8243;. The main usage of this is to put it on himself (giving him DEF 15 against shooting), or even on Irusk. This will make Irusk even more difficult for take down with ranged weapons. It brings him to an impressive DEF 17, and in combination with Sacrificial Pawn and Solid Ground makes him very difficult to assassinate from afar.</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
Frostbite is an 8&#8243; POW 12 spray, which in itself is not remarkable. However, sprays are super powerfull in this game, so the more the merrier.&nbsp;</div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
Finally, Guidance is where the money really is. This can be cast on a friendly model within 7&#8243; and gives Eyeless Sight and magical weapon (both melee and range!). Eyeless sight allows a model to ignore clouds for LOS, concealment, and stealth. Despite being model only and not model/unit as Lady Aiyana&#8217;s Sigil of Power, and not as powerfull as the Spriggan&#8217;s two Targeting Flares, it goes a long way. Cast on a Field Gun (under Fire for Effect), makes this artillery piece marvellous for removing pesky solos, such as <a href="https://warmachineuniversity.com/mw/index.php/Eiryss,_Mage_Hunter_of_Ios" target="_blank">Eiryss1</a> or <a href="https://warmachineuniversity.com/mw/index.php/Eiryss,_Angel_of_Retribution" target="_blank">Eiryss2</a>,</p>
<p>Eiryss1 and Eiryss2 are often used to Disrupt &#8216;jacks. This can really be terrible for any plan. One &#8216;jack out without focus is always bad. Both incarnations of this little lady have Stealth. Eiryss1 shoots 12&#8243;, which is within a Field Gun&#8217;s range. So, it can even aim, giving it a 71% chance of hitting. Hitting her means she is dead. Eiryss2 is slightly worse. She can also shoot 12&#8243;, however she can reposition 3&#8243;, brining her just outside a Field Gun&#8217;s range. Thus, the Field Gun would have to move, giving it a 50/50 chance of hitting her.</p></div>
<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
All in all, I think that the Greylord Adjunct is a pretty good substitute for some of the abilities that both Lady Aiyana, and the Spriggan brings to the table; and for only four points.&nbsp;</div>
<div style="text-align: justify;">
</div>
<h2>
The Triple Marauder battle group</h2>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhc_JPBrh3jFsZuGmSS25hyphenhyphen1gA6mitztuywfkyrcX8Xe41NHdHoJbxUaIXHGr6XocvHcL7PjcBypgLMVCs6BivixZ4OwgD59P4lmI4sSMPmo-Z6CPAzo27zyqRwbonqlx39S7B1uFWG9Vmn/s1600/P3050002.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="639" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/03/P3050002.jpg" class="wp-image-562" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">Triple Marauder &#8211; thrice the pain</td>
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</tbody>
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<div style="text-align: justify;">
<br />
The combination of the Spriggan and the Marauder has been lacking in damage output against heavily armoured targets. It also appears to be too easy to neutralise two &#8216;jacks before they can make an impact. Finally, removing Lady Aiyana &amp; Master Holt and the Spriggan, and adding the Greylord Adjunct releases exactly 22 points for &#8216;jacks. So, it might be time for the <i>triple Marauder</i> battle group.</p>
<p>If we look at what Marauders are best at, it is knocking things down, and taking out huge based models. I almost always see one or more huge based models on the table. There are currently 53 huge based models (colossal/gargantuan (25), battle engine (21), structure (2), warcaster/warlock (5)). Assuming a Marauder is fully loaded, the following options exist (this is ignoring any issues regarding actually hitting the target): all structures, warcasters/warlocks, and battle engines can be taken out by one &#8216;jack; most colossal/gargantuan require two &#8216;jacks to be killed, only five can be taken out by one &#8216;jack. So, having two Marauders ready to deal with huge based models would be handy; thus, having a third in backup sounds prudent. Obviously, if everything goes completely wrong a Battle Lusted and Bear Strength Winter Guard unit can assist.</p></div>
<div style="text-align: justify;">
</div>
<h3>
How triple Marauder interact with Irusk2</h3>
<div style="text-align: justify;">
In general, Irusk2 do not do a lot for &#8216;jacks. His main tricks are obviously his feat, which allows them to ignore clouds and forests. He can also offer Energizer, which offers two inches more movement and non-linear charge lanes. Using Energizer, a Marauder can reach an enemy 10&#8243; away. Finally, he can actually use Artifice of Deviation to bring them to an impressive DEF 14 against shooting, not bad for a Khador &#8216;jack (yes, three &#8216;jacks can be packed into the 5&#8243; template).</div>
<p>
It requires six focus to fill up three &#8216;jacks. So, with the Greylord Adjunct, Irusk can still upkeep Solid Ground and Fire for Effect, and fully load all three &#8216;jacks.</p>
<h2>
The new version of&nbsp;Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders (Irusk2)</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;">
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn20eSMKT3Z19NJcRW8KnF_LI6cje7u21laMVc5k5z-YWLgkpD9Mx4UBiC9GoHYIX57iDAxtolXxY-8wvP2jpq7GHOS1IEnxYfGC6QNR4A6Ir0zeMZCFadqsQYGy4YFaGcecYYrXc6zXwq/s1600/P3050003.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="568" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/03/P3050001-1.jpg" class="wp-image-563" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">Irusk and his Winter Guards ready to take on the enemies of the Empress</td>
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<p>All in all, I think that the change from Spriggan, and Lady Aiyana and Master Holt to triple Marauder and Greylord Adjunct solves the main issue of ARM cracking, without loosing all the benefits of the old setup. So, without any further ado, here is the new version of Irusk2&#8217;s WGK list:</p>
<p>Khador Army &#8211; 75 / 75 points</p></div>
<p>[Theme] Winter Guard Kommand</p>
<p>[Irusk 2] Supreme Kommandant Irusk [+27]<br />
&#8211; Marauder [11]<br />
&#8211; Marauder [11]<br />
&#8211; Marauder [11]<br />
&#8211; Greylord Adjunct [4]<br />
Kovnik Jozef Grigorovich [4]<br />
Winter Guard Artillery Kapitan [3]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Mortar Crew [0(5)]<br />
Winter Guard Infantry (max) [10]<br />
&#8211; Winter Guard Infantry Officer &amp; Standard [4]<br />
&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
&#8211; Winter Guard Rocketeer (3) [6]</p>
<p>Also a <a href="https://conflictchamber.com/#c3201b_-0f79kTkTkTnj8tgc7Z7Z7S7T7W7-7Y7W7Y7W">conflict chamber</a>. </p>
<p>Stay tuned for battle reports on this new list. Until then:</p>
<p>For the Motherland!</p>
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