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		<title>Kommandant Sorscha Kratikoff (Sorscha3) vs. Kommander Andrei Malakov (Malakov2)</title>
		<link>https://greylordarchives.org/2022/02/kommandant-sorscha-kratikoff-sorscha3_27/</link>
					<comments>https://greylordarchives.org/2022/02/kommandant-sorscha-kratikoff-sorscha3_27/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Sun, 27 Feb 2022 15:48:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Jaws of the Wolf]]></category>
		<category><![CDATA[Khador]]></category>
		<category><![CDATA[Malakov2]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/kommandant-sorscha-kratikoff-sorscha3_27/</guid>

					<description><![CDATA[There seems to have been some sort of internal conflict in the Khador army. It is &#8230; <a title="Kommandant Sorscha Kratikoff (Sorscha3) vs. Kommander Andrei Malakov (Malakov2)" class="hm-read-more" href="https://greylordarchives.org/2022/02/kommandant-sorscha-kratikoff-sorscha3_27/"><span class="screen-reader-text">Kommandant Sorscha Kratikoff (Sorscha3) vs. Kommander Andrei Malakov (Malakov2)</span>Read more</a>]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-1040982932.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="130" data-original-width="130" height="75" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-1040982932.png" class="wp-image-146" /></a></div>
</div>
<div style="text-align: justify;"><i>There seems to have been some sort of internal conflict in the Khador army. It is probably due to Malakov being a bit too close to the infernal plague. Sorscha is dispatched to contain any potential uprising. Not only is it a Khador on Khador fight; it is also both Jaws of the Wolf lists. However, they are very different. It is not the best game Sorscha has ever played. Luckily, Malakov is very slow. So he times out, leaving Sorscha victorious.</i></div>
<div style="text-align: justify;"><i>&nbsp;</i></div>
<p><span id="more-145"></span></p>
<div style="text-align: justify;">In the local meta there is a lot of Khador. Not surprisingly as the Empress is the only true leader of Immoren. Currently, Jaws of the Wolf is very popular, and most often with the shiny new Karchev2. However, this time two untraditional versions of Jaws of the Wolf are facing off. Sorscha&#8217;s experimental &#8220;ask two half questions&#8221; list (see <a href="https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> for a description of the list) vs. Malakov with trimmings. I am still learning how to pilot this list. So it can go both ways. Luckily, Malakov&#8217;s pilot is know to die to the clock. So, I might gamble on that. The two lists facing off are:&nbsp;</p>
</div>
<div style="text-align: justify;">
<table border="0">
<tbody>
<tr>
<td style="white-space: pre-wrap;" valign="top">Khador<br />
[Theme] Jaws of the Wolf</p>
<p>[Sorscha 3] Kommandant Sorscha Kratikoff [+28]<br />
 &#8211; Devastator [14]<br />
 &#8211; Devastator [14]<br />
 &#8211; Greylord Adjunct [3]<br />
 Man-O-War Kovnik [3]<br />
 Man-O-War Demolition Corps (max) [12]<br />
 &#8211; Sergeant Dragos Dragadovich [4]<br />
 Man-O-War (max) [15]<br />
 &#8211; Man-O-War Shocktrooper Officer [3]<br />
 Kayazy Assassins (max) [13]<br />
 &#8211; Kayazy Assassin Underboss [4]<br />
 Kayazy Eliminators [0(4)]<br />
 Kayazy Eliminators [0(4)]<br />
 Kossite Woodsmen (min) [7]<br />
 Manhunter [2]<br />
 Manhunter [2]<br />
 Yuri the Axe [4]<br />
 Bulkhead [0(5)]<br />
 Battle Mechaniks (min) [2]<br />
 &#8211; Battle Mechanik Officer [1] </td>
<td valign="top"><span><span style="white-space: pre-wrap;">Khador<br />
[Theme] Jaws of the Wolf</p>
<p>[Malakov 2] Kommander Andrei Malakov [+28]<br />
 &#8211; Behemoth [20]<br />
 &#8211; Kodiak [12]<br />
 &#8211; Greylord Adjunct [3]<br />
Greylord Forge Seer [0(4)]<br />
Kovnik Apprentice Kratikoff [0(4)]<br />
 &#8211; Beast 09 [16]<br />
Manhunter [2]<br />
Manhunter [2]<br />
Thamarite Archon [9]<br />
Underboss Vizkoya [0(4)]<br />
Widowmaker Marksman [3]<br />
Yuri the Axe [4]<br />
Kayazy Assassins (max) [13]<br />
 &#8211; Kayazy Assassin Underboss [4]<br />
Kayazy Eliminators [4]<br />
Kayazy Eliminators [4]<br />
Kossite Woodsmen (min) [7]<br />
</span><br />
</span>
      </td>
</tr>
</tbody>
</table>
<p>
</div>
<h2>Initial Thoughts</h2>
<div style="text-align: justify;">So, <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Jaws_of_the_Wolf">Jaws of the Wolf</a>. I&#8217;m guessing that we should be familiar with this now.&nbsp; Most importantly it gives our &#8216;jacks a much desired Pathfinder. It also allows us to Bring Your Own Forest (BYOF), a 5&#8243; AOE that ca be placed anywhere completely within 18&#8243; of the back table edge. So, here we will se two BYOFs.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The opposing list is piloted by <a href="https://warmachineuniversity.com/mw/index.php/Kommander_Andrei_Malakov" target="_blank">Malakov2</a> who is a bit of an odd (Khador) &#8216;caster. He has recently received a rather cool update in the <a href="https://home.privateerpress.com/2021/10/21/warmachine-hordes-quality-of-life-dynamic-update/" target="_blank">Quality of Life Update</a>. He has received the spell Discombobulate. When it hits&nbsp; an enemy unit or model. They spend so much time trying to pronounce <i>Discombobulate</i>&nbsp;that both front and back arc is back arc for one turn. This has quite a few very nice effects. Not only does it remove everything that only works in the front arc (e.g. Shield Wall, Free Strikes and Counter Charge), it also works wonders for things with Backstab.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Malakov brings a lot of backstabbing. The <a href="https://warmachineuniversity.com/mw/index.php/Kossite_Woodsmen" target="_blank">Kossites</a> have it as a build-in function; the <a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Assassins" target="_blank">Assassins</a> have as their minifeat, and finally Malakov also has his Battle Plan Throat Cutter, which gives a friendly unit or model Backstab. The only drawback is that he needs to be a bit closer to the front than he would prefer. He can cast Discombobulate 12&#8243; (the extra 2&#8243; from the <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Greylord Adjunct</a>), and if he has Tactical Supremacy on himself he can Cygnar Advance 3&#8243; away from the front. This will bring him 15&#8243; away from revenge, and combined with Sucker to take care of incoming fire, he should be pretty safe.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Clearly Throat Cutter is cool on paper. On <a href="https://warmachineuniversity.com/mw/index.php/Behemoth" target="_blank">Behemoth</a>, as an example, it can lead to a ridiculous amount of damage damage. Any melee attack is Armor-Piercing and can roll 4 dice. That is 14 points of damage on a closed devastator pr. attack. At the end of the day, any application of Discombobulate spells trouble for Sorscha&#8217;s Shocktroopers. Luckily, not so much for the Devastators as they no longer have shields, just a shell.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In addition to the mighty Behemoth, Malakov is also brining a <a href="https://warmachineuniversity.com/mw/index.php/Kodiak" target="_blank">Kodiak</a>. This is a very versatile &#8216;jack with a Heavy Boiler (+2&#8243; movement when running) that allows it to go places fast (at least Khador-fast); it can also Vent Steam, which centres a 4&#8243; AOE cloud on it where living and undead suffers a POW 12 damage roll; finally, it has Chain Attack: Grab and Smash, which allows it to make a head-butt or throw attack if it hits with both its initial attacks (for free). This is a fantastic &#8216;jack, in particular for cleaning out zones. In this match-up all the light infantry really doesn&#8217;t like POW 12.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Malakov actually makes his battlegroup somewhat mobile. He can cast and upkeep (for free due to the Greylord Adjunct) Escort, which gives his &#8216;jack a +2&#8243; movement. Also, Tactical Supremacy potentially gives a &#8216;jack Reposition [3&#8243;]. Finally, his feat Poison Pill allows models in his control to make a full advance is it is damaged by an enemy attack; and doing so with Parry and immunity to Knockdown.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Since Jaws of the Wolf is a &#8216;jack heavy theme, there is obviously one more. The hyper violent <a href="https://warmachineuniversity.com/mw/index.php/Beast_09" target="_blank">Beast 09</a> under the control of <a href="https://warmachineuniversity.com/mw/index.php/Kovnik_Apprentice_Kratikoff" target="_blank">Sorscha0</a> (the false one, obviously, as the real Sorscha is on my side of the table). Sorscha is basically Boundless Charge on a stick (+2&#8243; movement when the targeted &#8216;jack charges). She can do two in an activation, if she doesn&#8217;t want to use focus on anything else. She can target any &#8216;jack in the list. This further improves an already deceptively mobile &#8216;jack list.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorscha&#8217;s pet &#8216;jack, Beast 09 is obviously tagging along his (false) master. Beast 09 is a <a href="https://warmachineuniversity.com/mw/index.php/Juggernaut" target="_blank">Juggernaut</a> on steroids. It has one higher MAT (8) and a cooler Ice Axe with which it can do a Thresher attack. It is also Murderous, which gives an additional attack dice against warrior models. He can really kill Shocktroopers, in particular if Malakov have managed to get Discombobulate on them, Oh, and he is Hyper-aggressive, which allows it to advance directly towards an enemy model if it has damaged it. Finally, when he is under Sorscha&#8217;s control he is also a Shield Guard (to all models, not only Sorscha). As the only model, besides the <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Forge_Seer" target="_blank">Greylord Forge Seer</a>, it is immune to cold.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The units and solos is pretty much standard Jaws of the Wolf: one min unit of ambushing <a href="https://warmachineuniversity.com/mw/index.php/Kossite_Woodsmen" target="_blank">Kossites</a>,&nbsp; a max unit of&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Assassins" target="_blank">Kayazy Assassins</a> with the Underboss, two units of <a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Eliminators" target="_blank">Kayazy Eliminators</a>, and&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Yuri_the_Axe" target="_blank">Yuri</a> and his two <a href="https://warmachineuniversity.com/mw/index.php/Manhunter" target="_blank">Manhunters</a>, The &#8220;variation&#8221; is: a Widomaker Marksman, a Greylord Forge Seer, Underboss Vizkoya, and a Thamarite Archon.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Widowmaker_Marksman" target="_blank">Widomaker Marksman</a> is good at taking out solos and other smaller models, as he guarantees 3 points of damage and no tough (at RAT 10 if aiming). With Stealth and Swift Hunter (move 2&#8243; if he destroys a model) he is also really good at holding flags and contesting zones.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Forge_Seer" target="_blank">Greylord Forge Seer</a> is probably here to fuel the Behemoth. With power-up and the Forge Seer, the Behemoth can fire twice under Powerfull Attack.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally,&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Underboss_Vizkoya" target="_blank">Underboss Vizkoya</a> is a new addition to the arsenal (he is a Riot Quest model). He is probably there as, primarily a solo hunter. He has Parry to get out of sticky situation, Stealth and is tough. He is equipped with a crowbar and a grapple gun. With dual attack he is probably going to try to shoot something with his gun, then pull the target in (if same size) and then place himself base-to-base with the target. The then crowbar comes into play. Hitting somebody with it is a 3d6 is the target is a character model, as is the damage. So, Yuri, Bulkhead and Sorscha watch out.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">I think this is a manageable list. The Behemoth is nasty, even against Assassins with Iron Flesh; Beast 09 is brutal; and the Archon has also improved. However, I have trust in my master plan.</div>
<div style="text-align: justify;"></div>
<h2>Deployment</h2>
<div style="text-align: justify;">We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">Steamroller 2021</a> scenario Spread the Net. Sorscha picks the objective Cargo Nets and Malakov picks the Observatory. Sorscha wins the dice off and opts to go first.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorscha deploys according to Empress&#8217; standard deployment 11 (see&nbsp;<a href="https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a>&nbsp;for details and tactical discussion). The BYOF (Bring Your Own Forest) goes on the left side with the two Manhunters behind, ready to enter it. Yuri deploys behind the existing forest on the right, also ready to move into it. The Kossites stay at the camp fire.&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-480469828.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2988" data-original-width="3116" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-480469828.jpg" class="wp-image-147" width="570" /></a></td>
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<tr>
<td class="tr-caption" style="text-align: center;">End of Deployment</td>
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</tbody>
</table>
<p></p>
<div style="text-align: justify;">Malakov also has a BYOF, which goes on the right side diagonal to Sorscha&#8217;s. A unit of Eliminators on each flank, and the advance deployed more or less in the middle. Beast and the Kodiak (today dressed as a Marauder) go to the left. Behemoth and its pet Forge Seer on the right in the shooting part of the deployment along with the Archon. Everything else kind of goes into the middle</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The picture above depicts the end of deployment. </div>
<div style="text-align: justify;"></div>
<h2>Round 1</h2>
<div style="text-align: justify;">The famous positioning round. Not a lot is going to happe. Stuff will most likely just move forward at blazing Khador speed.&nbsp;</div>
<div style="text-align: justify;"></div>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-880615925.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2483" data-original-width="3464" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-880615925.jpg" class="wp-image-148" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
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</tbody>
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<p></p>
<div style="text-align: justify;">Both the Eliminator units make wide advances on the flanks, attempting to force the opponent to clump together; and staring down their counter parts. The Manhunters and Yuri move into their forests. Besides the rightmost Devastator parking in the zone, everything else basically moves forward. There is no way of staying out of Behemoth&#8217;s long shooting distance, so the Assassins just have to live with it (they do have Iron Flesh on them, so there is a chance).</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The picture above shows how Sorscha unpacks from deployment 11. She spent 7 minutes on the clock, including deploy, which is a bit on the slow side. This could be done better.</div>
<div style="text-align: justify;">
</div>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-1916126020.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2232" data-original-width="3423" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-1916126020.jpg" class="wp-image-149" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of round 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">Malakov decides to advance more cautiously. On the left flank, the Kodiak parks in the zone, along with the Eliminators. On the right side, the Forge Seer empowers Behemoth, which then fires its guns and take out an Assassin in the middle, and more troublesome an Eliminator on the right.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That&#8217;s it. A comparable action packed first round. The picture above shows the result after the dust have settled.&nbsp; &nbsp;</p>
</div>
<h2>Round 2</h2>
<div style="text-align: justify;">Round two for Sorscha, also know as R2F (Remember to Feat). So far not a lot have happened. However, we are getting closer to axe to face &#8211; or in the case of the assassins: small pointy object between ribs.</div>
<div style="text-align: justify;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-2132451028.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1969" data-original-width="3281" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-2132451028.jpg" class="wp-image-150" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">On the right, the Eliminators go wide and around the line to be ready to sneak up behind the enemy. The Eliminator on the left moves in to hide behind the BYOF.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Assassins do what they are suppose to. They advance as much as possible to tie down the enemy, whilst waiting for the Man-o-Wars to get there. Once they have advanced, Sorscha moves up and feats. She gets five clouds and makes a wall between the Assassins and Man-o-Wars. A few on the Assassins are caught in the cloud. But that doesn&#8217;t matter as they have activated and won&#8217;t be damaged.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Man-o-Wars move up in tight formation. The rightmost Devastator shuffles forward and the leftmost one just hangs up in the trench. Finally, the Battle Mechanik Officer remembers to move into base contact with Sorscha to give her Girded.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That is it. Sorscha is ready for Malakov&#8217;s next move; and a small course in why careful measuring is underrated. The picture above shows the end of Sorscha&#8217;s turn. Oh yes, I also forgot to call the Kossites. I should have had them coming in on the right flank.</div>
<div style="text-align: justify;">

</div>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-297597008.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1832" data-original-width="3189" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-297597008.jpg" class="wp-image-151" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 2</td>
</tr>
</tbody>
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<p></p>
<div style="text-align: justify;">First of all, why careful measuring should be learned and eyeing it is not to be trusted. On the right flank, Sorscha&#8217;s Eliminators had a brilliant plan of sneaking behind the enemy. This is brilliant, if it wasn&#8217;t for the fact that I couldn&#8217;t be bothered to measure the distance to Malakov&#8217;s Eliminators. They were left in walking distance, which means that one of them died. Same problem on the right flank, where Sorscha&#8217;s Eliminator was hiding behind the forest, which agains was a brilliant plan if she had not been within walking distance of Malakov&#8217;s Eliminators. I really should remember to position correctly.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">More action on the right flank from the Kodiak, which moves up, farts a could (that also kills an Assassin) and then Reposition out of the could again thanks to Tactical Supremacy, which Malakov had cast on it earlier. Vizkoya also moves in and hides behind the cloud.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the middle the Assassins moves out of the way. One gets killed from a free strike, another one sprints up to tie down the Devastator. Everybody else just make room for the &#8216;jacks. Beast charges forward and kills four Assassins with a swing of its mighty axe. Behemoth and the Archon moves forward, the latter shoots at something in the middle, which leaves a 3&#8243; hazard (the green paper circle). Malakov and fake-Sorscha hides out in the back.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The picture above demonstrates the result of not measuring and forgetting the boys scouts at the camp fire. Scenario score is 1-1 (Sorscha scores a flag, Malakov a zone).</div>
<div style="text-align: justify;"></div>
<h2>Round 3</h2>
<div style="text-align: justify;">I won&#8217;t say that Sorscha&#8217;s plan is coming together. Conversely, I wouldn&#8217;t say it is completely ruined either. So, let&#8217;s see what happens.&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-547157487.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2060" data-original-width="3360" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-547157487.jpg" class="wp-image-152" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">Sorscha&#8217;s feast ends and everybody can see again. This also means that the Kossites finally can be bothered to show up. Something they do on the right flank.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the left flank, the lonely Eliminator runs away from her two sisters and moves in behind Malakov and fake-Sorscha. On the right flank, the Kossites kills the Forge Seer and the two Eliminators. Spurred on by their success, they also shoot at the Archon. However, that misses and it dodges out of range. Yuri kills the annoying Assassin.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">It is in the middle the party is. The Assassins charges their counter part and takes out a few. This leaves room for the Shocktroopers. They move forward. I&#8217;m a bit unsure why they did not charge Beast. In stead they just Shield Wall forward. This leaves room for the Demolition Corps, who charge Vizkoya. The rest just runs forward. In hindsight, Dragos should have activated the mini-feat here.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Every thing else move forward. The Devastator moves in behind the Demolition Corps to be ready for next round. The Kovnik and Adjunct hang around near Yuri, as they suspect that the opposing Kossites might arrive soon.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That is basically it. Sorscha is kind of happy. She is a bit worried about Beast. The scenario score is now 3-3. The picture above shows the end of the first turn in round 3.</div>
<div style="text-align: justify;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-1264727156.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2330" data-original-width="3253" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-1264727156.jpg" class="wp-image-153" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 3</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Malakov is potentially under a bit of pressure. Yet, his &#8216;jacks are still around and at full health. So, everything is on the table still. His Kossites decides to join the battle and arrive at the right flank.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the left flank, the two Eliminators turn around and moves into the zone. The Kodiak easily kills the two Demo Corps, then farts a could and Reposition out. The Marksman moves in behind the big rock.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the right flank, the Archon shoots and kills all the Kossites. Behemoth moves to the right and its guns pounds Sorscha&#8217;s objective until it evaporates. Finally, the Assassins again contest the rightmost zone. They also try to kill Sorscha&#8217;s Assassins; luckily without a lot of luck.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the middle, Beast is finally on the move. He moves in a thresher away. He only manage to take out one Shocktrooper and one Demo Corps. Sorscha is happy. Fake-Yuri tries to copy the thresher move, without a lot of luck. One of the Manhunters also kills the remaining Eliminator.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, the Kossites activate and kill the Manhunter and the Kovnik. That was more damaging that expected. It also removes the scoring on the flag.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Malakov also feats in this turn.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">So far, so good. Not as bad as I had feared. However, the scenario score is now 6-3 in Malakov&#8217;s favour. On the bright side, Malakov only has 2:37 left on the clock, whereas Sorscha has 24:00. The picture above depicts the end of round 3.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Round 4</h2>
<div style="text-align: justify;">With plenty of time left on the clock, Sorscha is to a certain degree in a happy place. She just nees to make sure that she doesn&#8217;t loose on scenario. If nothing happens in this turn, Malakov will score 3 points and Sorscha none. So, scenario is on the table.&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-536015277.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2048" data-original-width="3081" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3_27-536015277.jpg" class="wp-image-154" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1, end of round 4, end of game</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">Sorscha allocates the rightmost Devastor fully. She activates and casts Stoke the Fire on the leftmost Devastator. She then moves into the right zone to score.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the left side, the Adjunct moves to the flag and sprays the Kossites. Unfortunately, not enough to remove the contesting Kossites. The means that Bulkhead runs over there, if another round happens.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the middle, the Assassins runs to the Behemoth and surround it to make sure that it can&#8217;t get out of the way due to Malakov&#8217;s feat. The Man-o-Wars move forward. Malakov feated in the last round, so Beast 09 gets out of the way. But it was not possible to kill it. Yet, one swings at Behemoth and chips it. The Devastator runs and toes the zone.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the right side, the Devastator can now charge Behemoth. It spends all of its attacks and almost kills it. That would have been nice to kill. Yuri agrees, charges Behemoth and kills it.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">This is the end of the round. It was not as good as I have hoped for. Malakov&#8217;s feat is pretty good. I also spend a bit too much time. The clock now says 7:20. Luckily, Malakov&#8217;s clock still only says is even worse. The scenario score is 6-4 in Malakov&#8217;s favour.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The clock is flipped and Malakov thinks about it. There really isn&#8217;t anything to do. Conceivably the Kodiak could throw the Devastator out of the zone, scoring one point. The Kossites can kill the Adjunct and then the Marksman could run to the flag, scoring another point. However, there is no way to score the centre zone. Also, the rightmost Devastator contests the rightmost flag and can&#8217;t really be removed. Sorscha&#8217;s zone could be contested. All of this would leave the scenario score at 8-4. As the winning condition is 5 points more than the opponent, Malakov can&#8217;t win on scenario.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">All in all, Malakov clocks out and looses. The picture above shows the end of Sorscha&#8217;s turn, which is basically the same as then end of the game. Sorscha wins with a scenario score of 4-6 or 4-8 depending on what happened if we played it out.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">It was a good and fun game. Yet, in isolation Sorscha is still not completely on top of this list. She probably won this game primarily be the opponent being too slow. I do, however, still think that this list is viable. It just needs more playing. I&#8217;m hoping that it is the same case as when I exclusively played <a href="https://greylordarchives.org/2020/05/a-year-of-playing-winter-guard-kommand.html" target="_blank">Winter Guard Kommand for a year</a>. It took many games before I managed to pilot it respectively.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Nevertheless, we had fun.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
Until next time.</p>
<p>For the Motherland!</p></div>
]]></content:encoded>
					
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		<title>Kommandant Sorscha Kratikoff (Sorscha3) vs. Baldur the Stonecleaver (Baldur1)</title>
		<link>https://greylordarchives.org/2022/02/kommandant-sorscha-kratikoff-sorscha3/</link>
					<comments>https://greylordarchives.org/2022/02/kommandant-sorscha-kratikoff-sorscha3/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Thu, 10 Feb 2022 21:22:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Baldur1]]></category>
		<category><![CDATA[Bones of Orboros]]></category>
		<category><![CDATA[Circle of Orboros]]></category>
		<category><![CDATA[Khador]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/kommandant-sorscha-kratikoff-sorscha3/</guid>

					<description><![CDATA[Sorscha and her Man-o-War irregulars are back. This is the second try at getting this list &#8230; <a title="Kommandant Sorscha Kratikoff (Sorscha3) vs. Baldur the Stonecleaver (Baldur1)" class="hm-read-more" href="https://greylordarchives.org/2022/02/kommandant-sorscha-kratikoff-sorscha3/"><span class="screen-reader-text">Kommandant Sorscha Kratikoff (Sorscha3) vs. Baldur the Stonecleaver (Baldur1)</span>Read more</a>]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-126778699.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="130" data-original-width="130" height="75" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-126778699.png" class="wp-image-157" /></a></div>
</div>
<div style="text-align: justify;"><i>Sorscha and her Man-o-War irregulars are back. This is the second try at getting this list to work. Baldur and his Blackclads are stirring in the woods. There is a lot of sticks and stones on the table. Sorscha is going to approach it in the Empress improved manner. Send the mercenaries into the fray to die (and save some money) whilst the Man-o-Wars move forward to clean up. The battle is bloody. However, Sorscha comes out victorious.&nbsp;</i></p>
</div>
<p><span id="more-156"></span></p>
<div style="text-align: justify;">Circle is a common foe across the table. I have traditionally struggled with the druids, and in particular the chief druid pulling Baldur&#8217;s strings. Sorscha is still learning to pilot her new Jaws of the Wolf list (see <a href="https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> for a description of the list). It is going to be interesting to see how this list deals with Circle, and in particular this player that I have a long history of loosing to. The two lists facing off are:&nbsp;</p>
</div>
<div style="text-align: justify;">
<table border="0">
<tbody>
<tr>
<td style="white-space: pre-wrap;" valign="top">Khador<br />
[Theme] Jaws of the Wolf</p>
<p>[Sorscha 3] Kommandant Sorscha Kratikoff [+28]<br />
 &#8211; Devastator [14]<br />
 &#8211; Devastator [14]<br />
 &#8211; Greylord Adjunct [3]<br />
 Man-O-War Kovnik [3]<br />
 Man-O-War Demolition Corps (max) [12]<br />
 &#8211; Sergeant Dragos Dragadovich [4]<br />
 Man-O-War (max) [15]<br />
 &#8211; Man-O-War Shocktrooper Officer [3]<br />
 Kayazy Assassins (max) [13]<br />
 &#8211; Kayazy Assassin Underboss [4]<br />
 Kayazy Eliminators [0(4)]<br />
 Kayazy Eliminators [0(4)]<br />
 Kossite Woodsmen (min) [7]<br />
 Manhunter [2]<br />
 Manhunter [2]<br />
 Yuri the Axe [4]<br />
 Bulkhead [0(5)]<br />
 Battle Mechaniks (min) [2]<br />
 &#8211; Battle Mechanik Officer [1] </td>
<td valign="top"><span style="white-space: pre-wrap;">Circle<br />
[Theme] Bones of Orboros</p>
<p>[Baldur 2] Baldur the Stonecleaver [+31]<br />
 &#8211; Megalith [17]<br />
 &#8211; Wold Guardian [16]<br />
 &#8211; Woldwarden [13]<br />
 &#8211; Woldwarden [13]<br />
 &#8211; Woldwyrd [8]<br />
 &#8211; Woldwyrd [8]<br />
Blackclad Stoneshaper [0(2)]<br />
Blackclad Stoneshaper [0(2)]<br />
Blackclad Wayfarer [3]<br />
Blackclad Wayfarer [3]<br />
Chuck Dogwood [0(4)]<br />
Shifting Stones [0(3)]<br />
 &#8211; Stone Keeper [1]<br />
Shifting Stones [0(3)]<br />
Stoneward &amp; Woldstalkers [8]<br />
Celestial Fulcrum [16]<br />
      </span></td>
</tr>
</tbody>
</table>
<p>
</div>
<h2>Initial Thoughts</h2>
<div style="text-align: justify;">The theme, <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_The_Bones_of_Orboros" target="_blank">Bones of Orboros</a>&nbsp;is for sticks and stones, and men in black. It allows a &#8216;caster to run the &#8216;beasts hot as one fury can be removed from each &#8216;beast in the Control Phase. This is pretty good. It also allows for units and models to start with upkeep spells, which are three from Baldur (more on this later).&nbsp;</div>
<div style="text-align: justify;"><span><br /></span></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Baldur_the_Stonecleaver" target="_blank">Baldur the Stonecleaver</a> is leading this list. He is an oldie but goldie most famously know for his jump forest and assassinate trick (a trick that Sorscha has been on <a href="https://greylordarchives.org/2019/11/kommandant-sorscha-kratikoff-sorscha3.html" target="_blank">the receiving end of before</a>). In short, the assassination involves him placing an AOE 4&#8243; forest anywhere within 12&#8243; (through his spell Rapid Growth), and assuming he is already in a forest, he can Forest Walk a kill the opposing &#8216;caster. I&#8217;m so not going to fall for that again.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He does pack two additional powerful spells: Solid Ground, which we are familiar with through Irusk2 (no knockdown and immune to blast within 12&#8243;); and Stone Skin, which gives a unit +2 ARM and STR, and -1 SPD and DEF. Finally, he has Earth Spike, which does damage in a 3&#8243; AOE and knockdown. His feat is primarily there to get his troops to the enemy, whilst hindering the enemy. It gives Cover and Pathfinder to to his models, whilst enemy model can never have Pathfinder. All of this within 12&#8243;.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">As a final bonus, he offers the build in Elemental Mastery, which allows &#8216;beasts within 12&#8243; to charge and make power attacks without being forced. He can also heal friendly constructs within 12&#8243;.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Baldur&#8217;s batttlegroup consists of six warbeasts (despite being constructs): two Woldwardens, two Woldwyrds, a Wold Guardian, and his pet Woldwarden Megalith. <a href="https://warmachineuniversity.com/mw/index.php/Megalith" target="_blank">Megalith</a> is a Woldwarden on steroids (except the surprising fact that it has one less STR). It has two fist at P+S 17 at MAT 7 and with Weight of Stone, which lowers the SPD and DEF by 3 of a model damaged. Megalith&#8217;s Animus is Undergrowth, which makes rough terrain for enemy models within 5&#8243; and reduces their DEF by 2. It can also cast Earth Spikes from Baldur once per activation (at Magical Ability 7).&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The two <a href="https://warmachineuniversity.com/mw/index.php/Woldwarden" target="_blank">Woldwardens</a> are basic, two open fist brutes. They are a bit pillow fisted at P+S 16. However, the Stoneshapers help here by casting Earth&#8217;s Power on them for an additional two points of STR. In addition to the two fists, they can also do a Chain Attack: Smite, which allows them to do an extra attack that slams the opponent d6&#8243;, if both initial attack hits. They have the same Animus as the bigger brother, Megalith (except for 1&#8243; area) and Geomancy.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Megalith and the Woldwardens are probably going to be used for slamming stuff and just generally beat things up. Perhaps the occasional Earth Spikes.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Speaking about beating things up, enter the <a href="https://warmachineuniversity.com/mw/index.php/Wold_Guardian" target="_blank">Wold Guarding</a>. It is basically a Khador &#8216;jack disguised as sticks and stones. ARM 20 and 35 boxes, and two Battering Rams at P+S 18 (20 if the Stoneshapers have done their thing). If a model is hit by a Ram it becomes knocked down and pushed 1&#8243;, which the Wold Guardian then can follow up on. Finally, it is a Shield Guard, is Steady and can get Bulldoze by using its Animus. This is a bit dangerous. On the average it will one-round a Khador heavy. Luckily, Sorscha brought Devastators that at least have a chance of surviving; and then hope for a Mechanik to be nearby.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, the two <a href="https://warmachineuniversity.com/mw/index.php/Woldwyrd" target="_blank">Woldwyrds</a> are light shooting &#8216;beasts. Their claim for fame is Purgation that gives them an additional die on attack and damage rolls against models with an upkeep on them. So, anybody with Iron Flesh on them will be targeted. The additional to hit die is not that important for the Shocktroopes, whereas the additional damage die actually is slightly more damage than the extra 2 armour from Iron Flesh. It is quite the opposite for the Assassins, where extra damage it irrelevant but the extra to hit die matters. So, all in all annoying.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Baldur brings a <a href="https://warmachineuniversity.com/mw/index.php/Celestial_Fulcrum" target="_blank">Celestial Fulcrum</a>, which is kind of cool. As passive abilities it helps Baldur running his &#8216;beasts hot. It can leach fury and function as a fury bank for him. In addition, it is Veteran Leader [Blackclads] (giving them +1 to attack rolls). Besides the support features it can also shoot a lot.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Fulcrum has three shots all at RAT 7 (base 6 + 1 from Veteran Leader): an AOE 4&#8243; continuous fire at range 11&#8243; and POW 15; an electric leaping (one leap within 4&#8243; at POW 10) shot at range 13&#8243; and POW 14; and a range 10&#8243; spray with critical freeze. A quite versatile shooting platform. It is not that dangerous against the heavy armoured part of Sorscha&#8217;s army. The assassins is a completely different story. They have to hope for Stealth (except against the spray).</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Among the solos are two <a href="https://warmachineuniversity.com/mw/index.php/Blackclad_Stoneshaper" target="_blank">Stoneshapers</a>. They are primarily there to increase the strength of the Wolds; secondly to repair them and manipulate fury. In a twist, they have a 8&#8243; POW 12 spray. There are also two <a href="https://warmachineuniversity.com/mw/index.php/Blackclad_Wayfarer" target="_blank">Wayfarers</a>, who are there to put Hunters Mark (+2&#8243; movement when charging and charging for free) on what ever a Wold would like to charge. The combination of these two solos makes the Wolds rather dangerous. All in all, Baldur&#8217;s heavies can now reach out and touch something 11&#8243; away and hurting it at between P+S 18 and 20; and ready to spend all fury on attacking. This brings the heavies into one rounding Khador heavies territory. Finally, <a href="https://warmachineuniversity.com/mw/index.php/Chuck_Dogwood" target="_blank">Chuck</a> gives all constructs +1 to hit; which is not too important, given the impressive Khador DEF.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">As units, Baldur is brining two units of <a href="https://warmachineuniversity.com/mw/index.php/Shifting_Stones" target="_blank">Shifting Stones</a> and one unit of <a href="https://warmachineuniversity.com/mw/index.php/Stoneward_%26_Woldstalkers" target="_blank">Stoneward &amp; shrimps</a> (not to be confused with the Woldwyrd prawns). The former can do what they do. They can heal, leach and teleport Warbeasts. The shrimps are quite mobile due to Zephyr and can shoot 10&#8243;.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In general, I think Sorscha should be OK. Baldur is going to struggle with the heavy armour part of her list; as long as she can control the heavy Wolds. Her Kossites should ambush and try to get rid of the support solos. Something that will really diminish the threats from the heavies.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Deployment</h2>
<div style="text-align: justify;">We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">Steamroller 2021</a> scenario Recon II. Sorscha picked the Cargo Nets objective (one model becomes Steady and stands up if knocked down). Baldur chose the Observatory objective (one model gets True Sight). Sorscha won the roll-off and decides to go first.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorscha deploys almost in accordance with the Empress&#8217; standard deployment 11 (see <a href="https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> for details and tactical discussion). The BYOF (Bring Your Own Forest from Sorscha&#8217;s theme) is placed on the left flank next to the zone, for Yuri to hide in. The two Manhunters deploy behind the forest on the right. The Kossites stay at the camp fire for now.&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-817759528.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="3168" data-original-width="3795" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-817759528.jpg" class="wp-image-158" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of deployment</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">Baldur deploys the Fulcrum, a Woldwarden, a Woldwyrd and Chuck on the left. Everything else goes in a big pile on the right. The stones Advance Deploys in front. The picture above depicts the situation after deployment.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Round 1</h2>
<div style="text-align: justify;">First round. As always this is just going to be the boring move forward fast round. Two, rather slow armies just need to get closer.&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-951895555.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2752" data-original-width="3704" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-951895555.jpg" class="wp-image-159" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">The Eliminators move forward at almost full speed. The leftmost unit position behind the linear obstacle for an extra good defence, if something unexpected should happen. The rightmost unit just runs around the forest to be ready to put pressure on that flank. The Assassins do their thing runs.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">All the Man-o-Wars move forward: the Shocktroopers in Shield Wall (under Desperate Pace from the Kovnik) and the Demolishers running. Sorscha moves forward, drops Iron Flesh on the Assassins and Stoke the Fires on each of the &#8216;jacks. The two Devastators then run forward. Everybody else follows suit. The Mechanik Officer practice his Girded ability by being base to base with Sorscha. Finally, Yuri and the Manhunters move into their forests.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The picture above shows the result of Sorscha&#8217;s first turn.</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-790125810.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2528" data-original-width="3863" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-790125810.jpg" class="wp-image-160" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 1</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Baldur&#8217;s army starts with the upkeeps in place. Solid Ground on himself, Rapid Growth in the middle between the impassable terrain and the field. Finally, Stone Skin on the Wold Guardian.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Not a lot of interesting things happens. Everybody basically moves forward. Megalith hides behind the&nbsp; impassable terrain. In accordance with Sorscha&#8217;s plan, Baldur&#8217;s army clump up in the middle. However, the Fulcrum faces the left edge and a Wayfarer moves a bit out on the right flank; both ready to receive the Kossites.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The picture above depicts the end of the first round.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Round 2</h2>
<div style="text-align: justify;">The round where stuff can actually happen. Sorscha has the initiative. I think it might be the feat turn.&nbsp;</div>
<div style="text-align: justify;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-704202850.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2344" data-original-width="3663" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-704202850.jpg" class="wp-image-161" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">Since Baldur has a feat the seriously will slow down Sorscha&#8217;s advance it is important to go forward and apply scenario pressure. So, first step is to jam with the Assassins. They run forward and try to tie up as much as possible. However, the big impassable terrain in the middle is difficult to navigate around.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Following up behind the Assassins, the Man-o-Wars lumber along. Again, the Shocktroopers under Shield Wall and the Demolishers running. Sorscha moves up and feats. She rolls six clouds and produces a cloud wall in the middle. She also drops Stoke the Fires on the Devastators.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Assassins have arrived on the left flank (in hindsight, this might have been to early). They take out one of the Wayfarers and attempts to hurt a Shifting Stone. But stones are hard.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Eliminators run up both flanks to apply more flanking pressure. Finally, the Adjunct moves to the flag to be ready to score and casts a cloud on the rightmost Devastator; just because he can.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The picture above shows the result of Sorscha&#8217;s feat turn.&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-670675251.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2337" data-original-width="3674" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-670675251.jpg" class="wp-image-162" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 2</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">On the left flank, the Fulcrum takes advantage of a potential too early arrival of the Kossites and a reckless move by the Eliminators. It shoots with everything. When the smoke and lightning dissipates the Eliminators are gone and only two Kossites remain.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Then the shrimps and prawns take over. They shoot a lot at the poor Assassins everybody on the left side. Iron Flesh was definitively not beneficial. Perhaps it should have been cycled to the Shocktroopers?&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Shifting Stones move around. Most importantly, one teleports to the middle of the board, blocking potentially charges against the Wold Guardian. Chuck also moves forward to score the Circle flag. On the right flank, the Wayfarer moves out and attempts to spray the Eliminators. Luckily to no avail. Finally, Baldur moves in and hides behind the objective.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">This round ends with a scenario score of 1-1. The picture above depicts the end of the second round.&nbsp;</p>
</div>
<h2>Round 3</h2>
<div style="text-align: justify;">I guess this is the crunch round. The two armies are now getting sufficiently close to start beating each other. Unfortunately, for Sorscha, Baldur has feated.&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-827505092.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2260" data-original-width="3572" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-827505092.jpg" class="wp-image-163" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">For all practical reasons, Sorscha&#8217;s army stationary. Under Baldur&#8217;s feat, the Pathfinder from Jaws of the Wolf doesn&#8217;t even help. So, speed is around 2&#8243;. Hurrah!&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">First of all, the Assassins do their Shadow Dance and mini-feats. It takes out the Shifting Stone in the middle and brings two Assassins into Baldur&#8217;s vicinity. The Shocktroopers do what they can. Under Desperate Pace and Shield Wall they storm forward the best they can under Bladur&#8217;s feat. This brings them almost to the enemy. Two of them engage the Wold Guardian.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorscha moves up and casts Stoke the Fire on the first Devastator, she then Wind Rush to the Objective and casts Stoke the Fire on the second Devastator.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Eliminators are outside Baldur&#8217;s feat, so they are free to charge and kill the last Wayfarer. One of the Manhunters runs forward to keep the pressure on the right flank. The right Devastator shuffles a bit backwards. There was probably some sort of reason.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the right flank, the Devastator moves up as far as possible. A lot of measuring did take place to stay out of the Woldwarden&#8217;s charge range; and then all that was ignored. For some reason Yuri decides to run in behind the Shocktroopers (and magically turns into a proxy base. That big cape of his really messes with his balance). The Mechaniks then moves up as well.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Shocktroopers manage to get within 4&#8243; of Baldur&#8217;s flag. So, the scenario score is now 2-1 in Sorscha&#8217;s favour. The picture above shows the end of the slow turn.&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-520176535.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2286" data-original-width="3546" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-520176535.jpg" class="wp-image-164" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 3</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">This is Baldur&#8217;s murder round. The right flank is easy &#8211; nothing happens. It is another story on the left flank. Here the Fulcrum, and shrimps and prawns move about a do a lot of shooting. Again, perhaps Iron Flesh was not such a bright idea. They hurt the Shocktropers quite a lot. The Wold Guardian moves up and cleans up. Four Shocktroopers, an Assassin and a Mechanik is killed.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Now the result of ignoring all the measuring in the previous turn really comes back to hurt Sorscha. The leftmost Woldwarden can now charge the Devastator. It manages to hit twice and trigger the Chain Attack. The poor Devastator is slammed far sway. Luckily, it is Steady; but now out of the fray.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Somebody kills the two Assassins near Baldur. That is fine, as they have served their purpose. Finally, the Shifting Stones do their teleportations, and once again they try to block charge lanes.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Scenario score is now 3-2 in Sorscha&#8217;s favour. The picture above shows the situation at the end of round 3.</p>
</div>
<h2>Round 4</h2>
<div style="text-align: justify;">OK, things are heating up. I guess it is time for Sorscha and her troops to get back and the sticks and stones (and shrimps and prawns).&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-44248160.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2143" data-original-width="3404" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-44248160.jpg" class="wp-image-165" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">On the right flank, the Devastator moves sideways to get into a slightly better position for later. The front Manhunter charges Megalith and does a not insignificant amount of damage. The two ladies run across the table to threaten models from the back. The last Manhunter moves up behind the big rock. The Adjunct is happy where he is. Scoring flags is nice.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the left flank, the damaged Devastator moves out of the BYOF to get near a Mechanik. Sorscha moves a bit forward so she can see one of the Wolds and drops Winter&#8217;s Wrath on it. She manages to make the Wold Guardian, the Woldwarden and one of the prawns stationary.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Demolition Corps charge the Wold Guardian and almost take it out. It is surprisingly robust. Bulkhead finally leaves bodyguard duty and charges the Woldearden, slams it into the objective and sprays twice. The Woldwarden, the objective and Baldur is caught in the sprays. A bit of damage is dealt. But nothing too impressive.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Mechaniks move forward. One repairs the damaged Devastor. The offices flamboyantly moves infront of Sorscha to protect her.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That is it. An OK turn, but not too impressive. This time a Demolition Corps grunt manage to contest Baldur&#8217;s flag. So, the scenario score is now 4-2 in Sorscha&#8217;s favour. The picture above depicts the end of Sorscha&#8217;s turn.</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-811654196.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2008" data-original-width="3312" src="https://greylordarchives.org/wp-content/uploads/2022/02/kommandant-sorscha-kratikoff-sorscha3-811654196.jpg" class="wp-image-166" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 4</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">Baldur strikes back. As I didn&#8217;t manage to actually kill the two heavies they are quickly brought back to full power. This is the true power of Hordes.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Fulcrum moves forward and does it shooting, which deals a lot of damage to the front line. The Wold Guardian and Woldwarden them mow up the sorry remains of the front line Man-o-wars. Even Yuri is killed in the mayhem. A prawn the moves forward on the left and shoots something.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the back, the shrimps kill the two nice Kayazy ladies. Luckily, Baldur is running out of time and has to end the turn quickly. He flips the clock with 3 secondes left. The scenario score is now 5-3 in Sorscha&#8217;s favour.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The picture above shows the end of round four; and for all practical purposes the end of the game. Sorscha activates one more time. She has two minutes on the clock, So she simply runs the last Kossite to contest Baldur&#8217;s flag, flips the clock and wins the game. The final scenario score is then 6-3 in her favour.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Glory to the Motherland!</div>
<div style="text-align: justify;"></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">I haven&#8217;t completely mastered this list yet. On the good side Sorscha remembered to feat, and even on the right round. I also managed to bring in the Kossites (last time I completely forgot them). However, I suspect that I should have waited a round.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the bad side, I should be more precise with my measurements. I almost lost a Devastator due to poor play. I also over extended the Eliminators. I think the Assassins did their job. The Man-o-Wars were subpar. Iron Flesh is probably a trap against things with Purgation or similar. &#8216;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">At then end of the day I won the grind. However, I&#8217;m still not completely convinced that the list is as it should be; or I just need more training.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
Until next time.</p>
<p>For the Motherland!</p></div>
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		<title>Kommandant Sorscha Kratikoff (Sorscha3) vs. Aurora, The Numen of Aerogenesis (Aurora1)</title>
		<link>https://greylordarchives.org/2022/01/kommandant-sorscha-kratikoff-sorscha3-2/</link>
					<comments>https://greylordarchives.org/2022/01/kommandant-sorscha-kratikoff-sorscha3-2/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Tue, 25 Jan 2022 15:28:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Quality of life]]></category>
		<category><![CDATA[Aurora1]]></category>
		<category><![CDATA[Convergence of Cyriss]]></category>
		<category><![CDATA[Jaws of the Wolf]]></category>
		<category><![CDATA[Mercenaries]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<category><![CDATA[Strange Bedfellows]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/kommandant-sorscha-kratikoff-sorscha3-2/</guid>

					<description><![CDATA[Sorscha is trying out her new irregulars in Jaws of the Wolf. First point of contact &#8230; <a title="Kommandant Sorscha Kratikoff (Sorscha3) vs. Aurora, The Numen of Aerogenesis (Aurora1)" class="hm-read-more" href="https://greylordarchives.org/2022/01/kommandant-sorscha-kratikoff-sorscha3-2/"><span class="screen-reader-text">Kommandant Sorscha Kratikoff (Sorscha3) vs. Aurora, The Numen of Aerogenesis (Aurora1)</span>Read more</a>]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-233938648.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="130" data-original-width="130" height="75" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-233938648.png" class="wp-image-169" /></a></div>
</div>
<div style="text-align: justify;"><i>Sorscha is trying out her new irregulars in Jaws of the Wolf. First point of contact is a set of strange bedfellows. Aurora is leading, basically a Convergence army, just camouflaged as mercenaries, with a twist of Cryx. That is indeed strange. Sorscha&#8217;s mixture of nimble light infantry and heavy cumbersome Man-o-Wars is a really good counter to flying flimsy stuff. All is fine, until an important lesson is learned: Do not stand within 10&#8243; of Asphyxious.&nbsp;</i></p>
</div>
<p><span id="more-168"></span></p>
<div style="text-align: justify;">It is rare to see Convergence on the table. It is even rarer to see Convergence dressed up as Mercenaries. What a strange sight indeed. I have faced some of the models before. But never Aurora and a bunch of angles. Sorscha is bringing her brand new Jaws of the Wolf list (see <a href="https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> for a description of the list). I have so much been looking forward to this list. However, it is my first time, so many things can easily go wrong. The two lists facing each other are:&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<table border="0">
<tbody>
<tr>
<td style="white-space: pre-wrap;" valign="top">Khador<br />
[Theme] Jaws of the Wolf</p>
<p>[Sorscha 3] Kommandant Sorscha Kratikoff [+28]<br />
 &#8211; Devastator [14]<br />
 &#8211; Devastator [14]<br />
 &#8211; Greylord Adjunct [3]<br />
 Man-O-War Kovnik [3]<br />
 Man-O-War Demolition Corps (max) [12]<br />
 &#8211; Sergeant Dragos Dragadovich [4]<br />
 Man-O-War (max) [15]<br />
 &#8211; Man-O-War Shocktrooper Officer [3]<br />
 Kayazy Assassins (max) [13]<br />
 &#8211; Kayazy Assassin Underboss [4]<br />
 Kayazy Eliminators [0(4)]<br />
 Kayazy Eliminators [0(4)]<br />
 Kossite Woodsmen (min) [7]<br />
 Manhunter [2]<br />
 Manhunter [2]<br />
 Yuri the Axe [4]<br />
 Bulkhead [0(5)]<br />
 Battle Mechaniks (min) [2]<br />
 &#8211; Battle Mechanik Officer [1]</td>
<td style="white-space: pre-wrap;" valign="top">Mercenaries<br />
[Theme] Strange Bedfellows</p>
<p>[Aurora 1] Aurora, the Numen of Aerogenesis [+29]<br />
 &#8211; Corollary [5]<br />
 &#8211; Negator [6]<br />
 &#8211; Negator [6]<br />
 &#8211; Negator [6]<br />
 &#8211; Negator [6]<br />
Algorithmic Dispersion Optifex [2]<br />
Destructotron 3000 [6]<br />
Enigma Foundry [4]<br />
Enigma Foundry [4]<br />
Hermit of Henge Hold [0(5)]<br />
Prefect Hypatia [0(5)]<br />
Widget, Mathlete Archeologist [0(4)]<br />
Stormsmith Stormcaller [1]<br />
Asphyxious the Sanctified [14]<br />
 &#8211; Stalker [8]<br />
Clockwork Angels [5]<br />
Clockwork Angels [5]<br />
Negation Angels [6]<br />
Negation Angels [6]<br />
Negation Angels [6]<br />
Stormsmith Storm Tower [4]<br />
Stormsmith Storm Tower [4] </td>
</tr>
</tbody>
</table>
<p>
</div>
<h2>Initial Thoughts</h2>
<div style="text-align: justify;">The theme, <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Strange_Bedfellows" target="_blank">Strange Bedfellows</a> really makes for a strange mixture of model. It turns all models into Convergence and Mercenaries, which basically makes them friendly fraction. Further, all solos that are not <a href="https://warmachineuniversity.com/mw/index.php/Category:Servitor" target="_blank">Servitors</a>&nbsp;gain Swift Vengeance (advance 3&#8243; and make an attack, if a friendly warrior model was destroyed within 5&#8243;). Finally, if a model is repaired and additional point of damage is removed. These are really good benefits.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Aurora,_the_Numen_of_Aerogenesis" target="_blank">Aurora</a> is a speed up and hit first &#8216;caster. She has an alpha or double strike feat. A weak little brother to the one we know from our own&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Vladimir_Tzepesci,_Great_Prince_of_Umbrey" target="_blank">Vlad3</a>. The feat gives models within 16&#8243; (see Corollary below) Reposition [5&#8243;] and Parry. Combined with her build in Field Marshal ability that gives her &#8216;jacks Apparition (2&#8243;) and her spell Aerogenesis, which gives warrior models with 16&#8243; (see Corollary below) +2 movement and flight, makes for potentially strange hit and run tactics.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">She is not really a front line &#8216;caster with DEF 16, ARM 15 and 16 boxes, which makes her squishy. However, if she happens to be nearby a &#8216;jack she has Mechanikal Seizure on her range 2&#8243; staff (making a &#8216;jack stationary).&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In addition to the Aerogenesis spell, she brings another four spells: Admonition, which allows a model to move 3&#8243; if an enemy model ends its advancement within 6&#8243;; Arcane Might, which is a bit nasty as it allows warrior models within 16&#8243; (see Corollary below) to use Auroras focus to boost melee attacks or damage rolls; Blade Gale, which removes flight from models hit (so not really relevant here) and is a POW 13 spray; and Flashing Blade, which allows Aurora to make an attack against all models within 2&#8243; and in her LOS.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Aurora brings five &#8216;jacks: four Negators and one attachment, a&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Corollary" target="_blank">Corollary</a>. The latter is basically a focus battery. It gains focus when near the Warcaster (within 3&#8243;); it extends the &#8216;caster&#8217;s control range with 2&#8243; (when within 5&#8243; of the &#8216;caster). Finally, it can transfer focus to Warjacks within 5&#8243;.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The five <a href="https://warmachineuniversity.com/mw/index.php/Negator" target="_blank">Negators</a> are light Warjacks with just P+S 10 (two attacks). In this list, they will attack with just MAT 6 (from Aurora). They do have flank, giving them MAT 8 and P+S 10 on 3d6. Nevertheless, they are not really dangerous to Khador&#8217;s heavy armour. On a charge (with another Negator already there for flank) the average damage output is just 24 (4d6+10). That is just one point of damage on a Shocktrooper Shield Wall under Iron flesh or the Devastators. At ARM 15 and 33 boxes it is like fly swashing.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Aurora is brining an impressive nine solos: an Algorithmic Dispersion Optifex, the Destructotron 3000, two Enigma Foundries, the ubiquitous Hermit, a Perfect Hypatia, Widget, a Stormsmith Stormcaller, and finally the (black) rabbit in the hat: Asphyxious 4.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Algorithmic_Dispersion_Optifex" target="_blank">Algorithmic Dispersion Optifex</a> basically does two things: it extends the focus induction range by 3&#8243; and Aurora can channel through it. The latter doesn&#8217;t really do anything in this list, besides the occasional spray. The other support type solo is two <a href="https://warmachineuniversity.com/mw/index.php/Enigma_Foundry" target="_blank">Enigma Foundries</a> that are basically advanced mechanics. In addition to being able to repair constructs they can also make new grunts (assuming angles here) if there are souls on the Foundry. This is kind of annoying and means that care should be taken to kill whole units in one go; or they will return.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Destructotron_3000" target="_blank">Destructotron 3000</a> is a new model that I haven&#8217;t see before (one of the Riot Quest solos). Surprisingly, it is a cavalry model and stumbling drunk. It supports the Stormsmith units and solos by being super conductive giving +2 to the attack roll if the target is within 6&#8243; from it. It has two POW 12 guns that also slams small and medium based model d3&#8243;. It is probably OK, but not a big threat here.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Along the Riot Quest solo line is also <a href="https://warmachineuniversity.com/mw/index.php/Widget,_Mathlete_Archeologist" target="_blank">Widget, Mathlete Archeologist</a> who has a fun ability to define half of the table as her digging site, which give +2 to attack and damage rolls for her against model in that half. She is also &#8216;jack hunter, which gives her an additional die on damage rolls against &#8216;jacks. This actually gives her gun an effective RAT 7 and 3d6+14 (average 24) on her gun against the Empress &#8216;jacks. Luckily, they are Devastators.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Obviously, the <a href="https://warmachineuniversity.com/mw/index.php/Hermit_of_Henge_Hold" target="_blank">Hermit</a> is here. <i>I would like to point out that I have never ever put an army on the table including him; and I think I&#8217;ll keep it like that.</i>&nbsp; The Hermit can take six hits before he dies. Five for Ancient Shroud, which allows him to only suffer one point of damage, and once for Mad Visions, which allows him to disregard a damage roll against a model within 8&#8243; of him. He can also cast spells. In this matchup the only one that matters is Whispers at the Gate, which lowers the ARM of all models within 5&#8243; of him by 2.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">To support all the angels (see below) a <a href="https://warmachineuniversity.com/mw/index.php/Prefect_Hypatia" target="_blank">Perfect Hypatia</a> is on the field. It is born with Apparition 2&#8243;, which is also gives to angles within 7&#8243;. It has a P+S 11 reach 2&#8243; weapon, which it is weapon master with. It also has a range 10&#8243; POW 12 beam, which har critical push. Again not a big problem for the heavy Khador, which is mostly steady.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">For some reason, a Stormsmith Stormcaller has entered the list (I&#8217;m guessing it&#8217;s because it&#8217;s one point). In this list it&#8217;s only danger point is the critical disruption, which is quite annoying for our nice &#8216;jacks. In particular in combination with Aurora&#8217;s Stationary stick.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, the (black) rabbit in the hat: <a href="https://warmachineuniversity.com/mw/index.php/Asphyxious_the_Sanctified_%26_Annihilation_Servitors" target="_blank">Asphyxious4</a>. He is nasty. On his own he is actually an accomplished fighter. With MAT 7, P+S 16 (actually 18, due to Dark Shroud), and five focus he can put out a lot of damage. Also, him and Aurora are BFF, so if she casts Arcane Might and nothing more, she will be left with five focus. This allows Asphyxious 6 attacks all boosted (if charging). That is 51 points of damage against standard Khador armour, or 33 points of damage against a Devastator (which is just one shy of what it has). Dangerous guy.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Yet, that is not all. He has three Annihilation Servitors, which can fly and kill light infantry. One can come back every round if it is missing. They also have Dark Shroud when within 9&#8243; of Asphyxious. That could potentially be annoying. But wait, there is more. He also has spells. He can cast: Caustic Mist (3&#8243; AOE cloud with corrosion), Hellfire (POW 14 spell that also removes Tough), and Vanish (placing him completely within 3&#8243;). Wait, that is still not all. He also has a &#8216;jack with him: a Stalker.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Stalker" target="_blank">Stalker</a> is a Cryx &#8216;jack (just to mess up the coherent list a bit more), which is highly mobile; yet not horrible dangerous for heavy Khador. It is speed 7 and can jump 5&#8243;, Pathfinder and extended control range (in this case 20&#8243;). So it can show up almost everywhere. It has two P+S 12 weapons with Grievous Wounds. Yet, without help, it can&#8217;t kill Sorscha.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, Aurora brings a load of angels: two units of Clockwork Angles and three units of Negation Angels; and two units of Stormsmith Storm Towers for good measure.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Clockwork_Angels" target="_blank">Clockwork Angels</a> are fast, flying and hard to shoot units of 3. They have a P+S 10 blade (with brutal charge) and a POW 10 beam. They are not really dangerous to the heavy part of the Khador list. The <a href="https://warmachineuniversity.com/mw/index.php/Negation_Angels" target="_blank">Negation Angels</a> are somewhat similar, except they have Gang and Prowl; and they can paralyse living things with their weapons.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">At the very end are two units of <a href="https://warmachineuniversity.com/mw/index.php/Stormsmith_Storm_Tower" target="_blank">Stormsmith Storm Towers</a>. They can shoot 14&#8243; at POW 14 with lightning arcing to d3 other models. Again, another model adept at killing light infantry. It also does Disruption, which combined with Aurora&#8217;s stationary staff could be a pain. Luckily, Devastators can still go Kaboom without focus.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In general, this list does not worry me. The Assassins, Eliminators and Kossites are going to die. But there really isn&#8217;t anything that can touch the Man-o-Wars or the Devastators. Not that they are immortals, but a lot of concentrated attacking is required to kill ARM 21-23 things. (Almost) everything is flying and fast, so it is going to be interesting to keep track of where stuff will be next round.&nbsp; I think that as long as I do not cock up, I should be good.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Deployment</h2>
<div style="text-align: justify;">We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">Steamroller 2021</a> Bunkers scenario. Aurora chooses the Observatory Objective (one model can have True Sight), Sorscha goes for a Cargo Net Objective (giving Steady to one model). We roll for who&#8217;s going first and Sorscha wins. Aurora&#8217;s army is fast, so Sorscha gives Aurora the opportunity to&nbsp; pick side.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorscha deploys according to the Empress&#8217; standard deployment 11 (see <a href="https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> for details and tactical discussion). The BYOF (Bring Your Own Forest) is dropped on the right flank for Yuri to hide in, whilst threatening the rightmost flag. The Manhunters deploy to take advantage of the leftmost forest and threaten the other flag. Oh, and there is an annoying house in the middle. Whatever happened to Demolition Corps being experts at demolition?</div>
<div style="text-align: justify;">
</div>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1006892730.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="3051" data-original-width="3473" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1006892730.jpg" class="wp-image-170" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of deployment</td>
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<p></p>
<div style="text-align: justify;">Aurora deploys herself and her battlegroup to the left, probably going for the zones. Asphyxious deploys to the right. All angels are Advance Deployment and does so. The picture above depicts the end of deployment.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Round 1</h2>
<div style="text-align: justify;">For once, there is actually a chance of the first round becoming slightly more than just moving forward. Khador is fast and Aurora is even faster. Interesting times ahead.&nbsp;</div>
<div style="text-align: justify;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-503662317.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2383" data-original-width="3573" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-503662317.jpg" class="wp-image-171" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of turn 1</td>
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<p></p>
<div style="text-align: justify;">Sorscha sends the Eliminators as far up each flank as possible. Yuri and the Manhunters moves into each of their own forest. The Kossites stay at the camp fire.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the middle, the Assassins run up the board, but stays out of the angels&#8217; charge range (perhaps I should have baited a few?). Some of them also get stuck in a stupid field. That is not something to put up when the city boys arrive. Sorscha manage to place herself so she can&#8217;t cast Stoke the Fire on both Devastator before they move. So the right most is a bit slower. Nevertheless, they run up the board, as there really aren&#8217;t anything dangerous in front of them.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Man-o-Wars follow suit. The Shocktroopers in Shield Wall, and the Demolition Corps just tagging along. That is about it. The picture above shoes the end of Sorscha&#8217;s first turn.&nbsp;</div>
<div style="text-align: justify;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1062114652.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2451" data-original-width="3820" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1062114652.jpg" class="wp-image-172" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of round 1</td>
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<p></p>
<div style="text-align: justify;">Aurora is a bit hesitant to meet Khador steel head on. She moves the Negators up to present a wall. Most of the other stuff clamp up and hide behind the house. Two units of Angels manage to draw first blood by killing one of the Manhunters that got too cocky. The picture above depicts the end of Round 1.</p>
</div>
<h2>Round 2</h2>
<div style="text-align: justify;">OK. so far so good. Nothing interesting so far. Aurora is moving cautiously up the board. So it seems that Sorscha has the initiative.</div>
<div style="text-align: justify;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-85548807.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2108" data-original-width="3259" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-85548807.jpg" class="wp-image-173" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of turn 1</td>
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<p></p>
<div style="text-align: justify;">As we all know, Hubris is the precursor of Nemesis. So let&#8217;s start with a bit of Hubris. Since Sorscha is not worried and she really wants to try out her new toys, she sends the Assassins far up the field. She should have waited, but&#8230; In combination with the Eliminators, they take out the Angels that killed the Manhunter. Shadow Dance is so cool. Yet, it takes some finesse and is heavy on the clock. But, the magic it can work; and this was even without the mini-feat. I love it.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Except for the over eager Assassins, not a lot more happens. Everybody else moves into postions. Perhaps the most important thing that (didn&#8217;t) happened was that Sorscha forgot to feat. She was too engaged in admiring the Assassins&#8217; dexterity. The picture above shows what Sorscha made out of the first turn in Round 2.&nbsp;</div>
<div style="text-align: justify;">

</div>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-17391052.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2491" data-original-width="3626" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-17391052.jpg" class="wp-image-174" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of round 2</td>
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<p></p>
<div style="text-align: justify;">Aurora is finally moving. This is her feat turn. First of all, some of the angels are being recreated by foundries. I should make sure that whole units are killed. A whole bunch of them moves into the forest on the left flank.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the right flank, the Stalker moves and jumps to eliminate Eliminators, but can&#8217;t really hit them. A bunch of angles fly forward to mess up the right flank. They are basically everywhere. They also manage to chip the Devastator on the way. The Foundry on the right moves into contact with the flag; hoping that it might score if Aurora somehow can remove the Devastator. She can&#8217;t. Asphyxious moves in and hides behind the house.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the middle, all sorts of flying stuff happens. The Hermit flies down behind the Man-o-Wars and does his -2 ARM thing. The Algorithmic Dispersion Optifex moves forward to be used as an arc node. Aurora can then spray from it to take out the Assassins and a single Eliminator. One of the&nbsp;Stormsmith Storm Tower also shoots the Devastator and Disrupts it. Finally, the Negators attack the Devastator and gives it some damage. However, ARM 23 is hard. Finally, the two Assassins, including the Underboss is killed by the Perfect Hypatia (on in this case, the Perfect Nemesis).</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That is more or less it. Scenario score is now 1-1. The picture above depicts the end of Round 2.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Round 3</h2>
<div style="text-align: justify;">On paper, Sorscha is on top of this. Aurora has thrown most of what she has at the heavy Khador armour, with no effect. The sensible choice would now be to hide Sorscha and just grind Aurora into the ground. However, being sensible has never been my strong side. So, let&#8217;s see what happens.&nbsp;</div>
<div style="text-align: justify;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-836655416.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2117" data-original-width="3354" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-836655416.jpg" class="wp-image-175" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of turn 1</td>
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<p></p>
<div style="text-align: justify;">Hubris is back! After much thinking and contemplating, the Kossites decide to leave the campfire and move in on the left flank; which was perhaps not the best choice.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On that flank, the Kovnik charges the Hermit and damages it 3 times (assault, axe and shield). The remaining Eliminator charges him and kills him (I must have damage him once in a former round). There is now room for the Demolition Corps to charge and kill the leftmost Negator.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Kossites discover that the Angles in the forest have Stealth (from Prowl). So they have to move to shoot them. It also turns out that Negation Angels have an effective DEF of 18 (14 +2 for Blade Shields +2 for concealment). With RAT 4 and shooting in the back, they need a 12 to hit, which is a 37% chance. I do, however think I forgot to roll 3 dice (from backstab). So they hit nothing.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Shocktroopers can now charge into the enemy part of the field. In the middle, they take out the Perfect Hypatia and move in behind the house. On the right flank they try to contact Asphyxious, which one can do. The Devastator on the right parks next to the flag. It goes Kaboom and removes an angel.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorscha now moves in and kills the Negator next to the Devastator. She then Wind Rush back into the zone. There really isn&#8217;t any reason for her to move. She should just have moved left and backwards in the zone to stay safe. But, she is not Cygnar. For reasons that are not clear she decides to feat now.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the back, Bulkhead cleans out some Angles by charging and spraying (he is so cool). Yuri cleans up the remaining ones. The Eliminators take out the last Angel and a Servitor. The Adjunct also sprays a Servitor. This area is now disinfected.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That is about it. Scenario score is now 2-2. The picture above shows the result of the first turn.&nbsp;</div>
<div style="text-align: justify;">
</div>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1161860483.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2273" data-original-width="3456" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1161860483.jpg" class="wp-image-176" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of round 3, end of game</td>
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<p></p>
<div style="text-align: justify;">As stated earlier, Hubris is always followed by Nemesis. In this case Nemesis is called Asphyxious. The only thing that matters in this turn is that Aurora casts Arcane Might.&nbsp;Asphyxious flies over the building, dodging a free strike from a Shocktrooper. He is now in front of Sorscha. He needs sevens to hit (she has DEF 14 due to Wind Rush). He has six attacks, five of them with a boostable damage roll due to Arcane Might. There really isn&#8217;t anything more to say. Except for: &#8220;do not stand within 10&#8243; of Asphyxious!&#8221;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The picture above depicts the result of Nemesis. The scenario score ends at 3-2 in Aurora&#8217;s favour.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">On paper this is an easy game. Aurora really has nothing to deal with heavy Khador armour. To a large degree I followed the master plan; which was fine. Of course, I should have been more thorough and relaxed. But, I really wanted to try the new Assassins and Kossites.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">I was too early with the Assassins. I did not think through the deployment of the Kossites. But most importantly Sorscha ended up within 10&#8243; of Asphyxious! This should never be done. In particular not when Aurora has cast Arcane Might. That is potentially 6 attacks from his on focus, five boosted with Aurora&#8217;s focus.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">It is possible to snatch defeat from the jaws of victory.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
Until next time.</p>
<p>For the Motherland!</p></div>
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		<title>Jaws of the Wolf under Kommandant Sorscha Kratikoff (Sorscha3)</title>
		<link>https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha/</link>
					<comments>https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Sat, 15 Jan 2022 14:30:00 +0000</pubDate>
				<category><![CDATA[List building]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Battle Mechaniks]]></category>
		<category><![CDATA[Bulkhead]]></category>
		<category><![CDATA[Devastator]]></category>
		<category><![CDATA[Greylord Adjunct]]></category>
		<category><![CDATA[Jaws of the Wolf]]></category>
		<category><![CDATA[Kayazy Assassins]]></category>
		<category><![CDATA[Kayazy Eliminators]]></category>
		<category><![CDATA[Kossite]]></category>
		<category><![CDATA[Man-O-War Kovnik]]></category>
		<category><![CDATA[Man-O-Wars]]></category>
		<category><![CDATA[Manhunter]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<category><![CDATA[Yuri the Axe]]></category>
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					<description><![CDATA[The Empress has decreed that the Infernal pestilence has been removed from the Motherland. Thus, armies &#8230; <a title="Jaws of the Wolf under Kommandant Sorscha Kratikoff (Sorscha3)" class="hm-read-more" href="https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha/"><span class="screen-reader-text">Jaws of the Wolf under Kommandant Sorscha Kratikoff (Sorscha3)</span>Read more</a>]]></description>
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<div class="separator" style="clear: both; text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1430854986.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="1596" data-original-width="1440" height="100" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1430854986.jpg" class="wp-image-179" /></a>
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<p><i>The Empress has decreed that the Infernal pestilence has been removed from the Motherland. Thus, armies are moving again and battles are fought. Sorscha Kratikoff has for a long time lead her fellow Man-o-Wars as the Armored Korps. Thereby attracted a lot of Man-o-wars as irregulars; whom she is now leading in Jaws of the Wolf. The combination of heavy durable infantry and nimble light infantry; combined with the best armoured &#8216;jacks available will spell trouble for the enemies of the Motherland!</i></p>
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<p><span id="more-178"></span></p>
<div style="text-align: justify;">With the <a href="https://home.privateerpress.com/2021/10/21/warmachine-hordes-quality-of-life-dynamic-update/" target="_blank">quality of life update</a> to many things in Immoren, quality of life has indeed improved in many ways. Among the changes are some interesting twists to Sorscha3. Sorscha in her beautiful Man-o-War armour should to be able to support her Man-o-War fellows. However, I have never really managed to get her to work (for a walk through of the old Armored Korps list, see <a href="https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha.html" target="_blank">here</a>). However, things have changed.</p>
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<div style="text-align: justify;">
By royal decree from the Empress herself, Sorscha can now bring her Man-o-Wars into areas earlier banned as irregulars. She can now combined heavy armour with the numerous core Khador infantry in <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Winter_Guard_Kommand" target="_blank">Winter Guard Kommand</a>, support the combination of homicidal maniacs and Greylords in <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of Winter</a>, add Iron Fangs to Man-o-Wars in <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Legions_of_Steel" target="_blank">Legion of Steel</a>, but perhaps most importantly, she can now bring Man-o-Wars into <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Jaws_of_the_Wolf" target="_blank">Jaws of the Wolf</a>.</p>
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<div style="text-align: justify;">In the text below I&#8217;ll go through a version of Jaws of the Wolf that I enjoy immensely, the models involved and some rationale behind the composition.</p>
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<h2 style="text-align: justify;">Theme — Jaws of the Wolf</h2>
<div style="text-align: justify;">Jaws of the Wolf — the classic theme for Khador. Heavy Warjacks combined with light infantry; and now also heavy infantry. The bonuses at a glance does not appear to be fantastic. However, it mitigates one of our Warjacks&#8217; biggest weaknesses: the extremely rare native Pathfinder. Jaws of the Wolf now gives all &#8216;jacks this. This is huge. The second bonus can go both ways. Having the possibility to deploy a 5&#8243; AOE forest 18&#8243; completely within the rear end of the table is either stupid (if Circle of Orboros is facing the Motherland) or fantastic (if Yuri and Manhunters and present).</p>
</div>
<h2 style="text-align: justify;">Sorscha3</h2>
<div style="text-align: justify;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1430854986.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img fetchpriority="high" decoding="async" border="0" data-original-height="2306" data-original-width="1806" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1430854986.jpg" class="wp-image-179" width="251" /></a></td>
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<td class="tr-caption" style="text-align: center;">Sorscha in her Man-o-war armour</td>
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<p>First of all,&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Kommandant_Sorscha_Kratikoff" target="_blank">Sorscha3</a> is just a cool caster (no pun intended). A Warcaster in Man-o-War armour — I mean, what&#8217;s not to like? Man-o-Wars was what originally attracted me to the Motherland.</p>
<p>She has two build-in and always on abilities that makes a combination of Warjacks and Man-o-Wars interesting. In addition, she projects a 9&#8243; sphere of concealment, which is always nice.</p>
<p>First of all, her Field Marshal ability of Flank [Man-o-Wars] basically turns our already dangerous &#8216;jacks into Weapon Masters if a Man-o-War already has the opponent in melee range. This gives our standard <a href="https://warmachineuniversity.com/mw/index.php/Juggernaut" target="_blank">Juggernaut</a> an average damage output of 33 points on a charge attack, and the ability to hit DEF 16 on average. Not too shabby.</p>
<p>Secondly, she now has Irregulars [Medium-based Man-o-Wars], which is the whole reason for having her lead Jaws of the Wolf. She can now bring all <a href="https://warmachineuniversity.com/mw/index.php/Category:Man-o-War" target="_blank">Man-o-Wars</a>, save for the Tankers and Chariots. Finally, being a Man-o-War herself, she is now repairable; and she also gives Flank, which I tend to forget.</p>
<p>She is equipped with two weapons: her old friend Frostfang, which has been with her since she graduated from Kovnik, and a cannon (not a hand cannon, an actual cannon in her hand).</p>
<p>Frostfang (2&#8243; range and P+S 16) har improved quite a lot. It is no longer Critical Freeze, it is now just freeze. That is Stationary on a stick, which is just fantastic. Hit something a it is stationary (unless it is immune to cold, obviously). The Man-o-War Demolition Corps is already slightly impressed. Secondly, Frostfang has now acquired Critical Smite (slam d6&#8243;). Critical hits are not something to build a plan on. Yet, a Warjack being both Stationary and Knocked down is a very sad &#8216;jack; if it should miraculous survive into the next turn.</p>
<p>The cannon is not to be frown upon. It is a range 12&#8243;, AOE 3, POW 13 shot, with Arching Fire. Despite there actually being a cannon in her hand, I tend to forget it. If she can, why not take a potshot at something. It is RAT 6, so don&#8217;t get your hopes up. But, a drifting AOE can be nice.</p>
<p>She is, however surprisingly brittle! With a DEF of only 12, an ARM of 18 and only 17 boxes, she is not really a frontline caster. Any somewhat concentrated effort from an opponent will bring her down. She can be repaired though. So, Mechaniks might be a good idea.</div>
<p></p>
<h3 style="text-align: justify;">Feat — Dead of winter</h3>
<div style="text-align: justify;">Her feat is a bit odd. At first glance it is not particularly powerful. This is not completely true. It is rather situational. She can place between 4 and 6 3&#8243; AOEs completely within 12&#8243; of her. They remain in play for 1 round and cause 1 point of damage if entered or one&#8217;s activation ends within them. Unless one is immune to cold.</p>
<p>The primary use of the feat is to shield the Man-o-Wars. They are clouds. So unless the opponent has some way of seeing through clouds, the Man-o-Wars are safe from shooting whilst they advance up the table. If your opponent can see through clouds; well, they really doesn&#8217;t do anything.&nbsp;</p>
<p>The secondary use is against cheap, one box <a href="https://warmachineuniversity.com/mw/index.php/Category:Weapon_Master" target="_blank">Weapon Master</a> infantry. Man-o-Wars really do not like cheap weapon masters, and there is so much of it around. Most weapon master infantry is around P+S 11, which means a nice 21 points of damage on the average charge. The opponent do not have to swing ARM, STR or just straight out damage a lot before Man-o-Wars disappear. These weapon master units also tends to be really cheap. However, they don&#8217;t like one point of damage. Forcing them to go through clouds tends to keep them sober and give the Man-o-Wars a possibility to charge rather than being charged.</p>
<p>The feat is often used on the first or second round, or not at all. However, there is a corner case, if it has not been used at the front. It can sometimes be used to keep enemy ambushers away from one particular edge for one round.</p>
</div>
<h3 style="text-align: justify;">Iron Flesh</h3>
<div style="text-align: justify;">Iron Flesh, almost the Khador signature upkeep spell. This is what polish Man-o-Wars and makes lesser warriors less likely to be blasted of the table. It add +2 ARM (which brings Shocktroopers to ARM 19) and give a +4 ARM against blast damage (bringing e.g. Kayazy Assassins to ARM 18 against blast).</p>
<p>Cast it on the Assassins turn one, upkeep it (its free to upkeep, thanks to the Adjunct) until the Shocktroopers are joining the fray and smile at your opponent cursing. Then move it to the Shocktroopers before they hit the frontline, giving them ARM 23.</p>
</div>
<h3 style="text-align: justify;">Stoke the Fires</h3>
<div style="text-align: justify;">A marvellous new spell in the Greylords&#8217; arsenal. It speeds up our rather lumbering &#8216;jacks by giving them +2 SPD. They can now run a whooping 12&#8243; or charge 9&#8243;. It also give Countercharge, which often is more of a threat than something actually being used. The idea that a Khador heavy can interrupt an otherwise carefully planned charge will often make the opponent think twice.</p>
<p>It is always a good idea to have one ready for each &#8216;jack. It is cheap and not an upkeep. Cast them before the &#8216;jacks activate.</p>
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<h3 style="text-align: justify;">Wind Rush</h3>
<div style="text-align: justify;">Wind Rush is back. It allows Sorscha to make a full advance and gain +2 DEF. The latter, combined with her build-in concealment brings her to a respectable DEF 16 agains shooting. DEF 14 against melee is still shabby, though. If she has no better to do with 2 focus, just cast it. She does not have to move.</p>
<p>There is a nice combination between her charging something, making it stationary with Frostfang and then using Wind Rush to get out of the way for the Demolition Corps to move in. Also, her stationary spell Winter&#8217;s Wrath (see below) suddenly becomes range 14&#8243; (if the Greylord Adjunct is around), whilst Sorscha getting out of trouble again. It can even be 18&#8243; in a pinch.</p>
</div>
<h3 style="text-align: justify;">Winter&#8217;s Wrath</h3>
<div style="text-align: justify;">Winter&#8217;s Wrath is fantastic; in particular in combination with the Demolition Corps. Sorscha can make anything under the AOE 4 stationary (and it is POW 14 in addition). The cool combination of Sorscha walking forward, casting Winter&#8217;s Wrath and the Wind Rush, allows her to hit some thing 14&#8243; away. Unfortunately, she will then be naked (in a Man-o-War suit of armour, though) as she often likes to boost to hit as well. However, if it works, the Demolition Corps will have a field day.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2 style="text-align: justify;">The Battlegroup&nbsp;</h2>
<div style="text-align: justify;">Sorscha&#8217;s battlegroup consists of two Devastators. Despite a &#8216;caster attachment not formally being part of the battlegroup, the Greylord Adjunct is also included in this part.</p>
</div>
<h3 style="text-align: justify;">Greylord Adjunct</h3>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-826612780.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1948" data-original-width="1375" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-826612780.jpg" class="wp-image-180" width="226" /></a></td>
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<td class="tr-caption" style="text-align: center;">Sorscha&#8217;s best friend</td>
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<p>The <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Greylord Adjunct</a> has become almost an auto-include since the Greylords allowed them to join the standing army (poor <a href="https://warmachineuniversity.com/mw/index.php/War_Dog" target="_blank">War Dog</a>). He solves a lot of problems for many Khador &#8216;casters and really helps Sorscha; making him her new best friend. He brings to build-in abilities that work by him simply being within 7&#8243; of Sorscha.</p>
<p>First of all he offers Arcane Assist, which helps, typically focus-strapped &#8216;casters as it allows a free upkeep. Here, he allows Sorscha to upkeep Iron Flesh for free. This is pretty good since Assassins or Shocktroopers really want that spell on them. Sorscha is now back to being a 6 focus caster.</p>
<p>Secondly, he is also a Spiritual Conduit, which is really good as it allows a +2 range on spells; here in particular Winter&#8217;s Wrath. Sorscha can now freeze model 10&#8243;, or even 14&#8243; away (see above).</p>
<p>He also brings three spells to the table: Blizzard, Frostbite and Guidance. Blizzard is a cloud, which is always handy; Frostbite is a POW 12, range 8&#8243; spray. This is good. We all know that sprays win games, and if you haven&#8217;t got sprays you are probably going to loose. A quick brush up: sprays ignore <i>concealment</i>, <i>cover</i>, <i>Stealth</i>, <i>intervening models</i>, and the<i> target in melee DEF bonus</i>.</p>
<p>Finally, Guidance is where the real money is. Casting this on Sorscha gives her Eyeless Sight so she ignores concealment and Stealth, and can&#8217;t be made blind. This is so good when she needs to hit something with Winter&#8217;s Wrath or take out some annoying stealthy solo with her little cannon. If the Adjunct has nothing better to do, just cast Guidance every turn. Then you get into the habit and do not forget it when it really matters.</p>
<p>By the way, he is immune to cold, so he can walk through Sorscha&#8217;s clouds. I can&#8217;t fathom why he would, but it is an option.</p>
</div>
<h3>Devastator</h3>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1322327852.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2690" data-original-width="2194" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1322327852.jpg" class="wp-image-181" width="261" /></a></td>
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<td class="tr-caption" style="text-align: center;">The &#8216;jack that goes Ka-boom!</td>
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<p>The <a href="https://warmachineuniversity.com/mw/index.php/Devastator" target="_blank">Devastator</a> is now finally allowed to do Rain of Death without opening up its shell. That is really a quality of life update. It can now shuffle around at ARM 23 and blow stuff up, if required. The Ka-boom is POW 18 is the opponent is base to base, and POW 9 if the opponent is within 3&#8243;. Remember it can be boosted; that is 28 points of damage against a model bases to base, and 19 points of damage in a 3&#8243; circle (on the average). All this whilst keeping ARM 23.</p>
<p>In addition to a functional Rain of Death, it can Bulldoze (push model base to base 2&#8243; directly away), whilst it is immune to push itself (Sturdy). It is also Steady (immune to knockdown).</p>
<p>Normally, the role of a Devastator is just to shuffle about, bulldoze stuff out of zones on into trouble, and once in a while go ka-boom (oh, it can also Trample and Slam without giving up ARM 23). Sometimes, it does have to open up and hit stuff with its fists (and then only be ARM 19).</p>
<p>It has two standard fist, each with P+S 16. Which is a bit pillow fisted. However, thanks to Sorscha&#8217;s Field Marshal ability Flank [Man-o-War] it can attack with an effective MAT 8 and 3d6+16 (effectively a Weapon Master). This means that it can now hit DEF 15 on the average and deal 30 points of damage on the charge, and 26 points of damage on a normal attack.&nbsp;</p>
<p>For a Devastator to become Weapon Master the opponent also needs to be in melee with a Man-o-War. Luckily, this is achievable with the Shocktroopers and Demolition Corps, as they have reach 2&#8243; and can move quite far in this list (see below).</p>
<p>Oh, and there is a devastating bonus in this list: there are two Devastators!</p>
</div>
<h2 style="text-align: justify;">The Brick</h2>
<div style="text-align: justify;">Part of the major plan for running Sorscha3 in Jaws of the Wolf is to have a solid brick in the middle, where the opponent can break their inferior weapons on heavy Khador armour. It is also a place where Sorscha can hide (remember, the Man-o-War armour is misleading).</p>
<p>The Brick consists of a full unit of Shocktroopers and Unit Attachment, a full unit of Demolition Corp with Sergeant Dragos Dragadovich and a Man-o-War Kovnik to primarily speed the Shocktroopers up. The Shocktroopers are there to absorb attacks in their shield wall; whilst the Demolition Corps is there to kill heavy stuff once Sorscha has makes it stationary.</p>
</div>
<h3 style="text-align: justify;">Man-o-war Shocktroopers</h3>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Shocktroopers" target="_blank"></p>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1296905235.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1276" data-original-width="3770" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1296905235.jpg" class="wp-image-182" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">The Empress&#8217; brick</td>
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<p></p>
<p>Shocktroopers</a> are the backbone of a good brick. They often play the role of anvil, typically holding the middle of the field; where they slowly but steadily advance in Shield Wall, whilst other troops &#8220;hide&#8221; behind them. Typically, they will be in Shield Wall as often as possible, and Sorscha will also upkeep Iron Flesh on them. This gives then an effective ARM of 23, which is pretty OK. When accompanied with the Officer, they are also immune to Knockdown and Push. All in all, pretty solid. I do, however recommend having a unit of Mechaniks nearby, as ARM-cracking is currently abundant.<br .="" /></div>
<div style="text-align: justify;">The quality of life update has been good to Shocktroopers. Shield Wall now gives an extra +3&#8243; movement in addition to the +4 ARM. Combined with&nbsp;having a Kovnik (see below) nearby (within 9&#8243;) makes for fast Shocktroopers.</p>
</div>
<div style="text-align: justify;">The Kovnik can give them Desperate Pace, for +2&#8243; movement. This combined with Shield Wall allows Shocktroopers to move an impressive 9&#8243; in Shield Wall. This is just one inch short of their max distance when running.</p>
<h4>Shocktrooper Officer</h4>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-2046629187.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2266" data-original-width="1958" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-2046629187.jpg" class="wp-image-183" width="277" /></a></td>
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<td class="tr-caption" style="text-align: center;">The Shoctrooper Officer</td>
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<p>The officer adds quite a lot of nice features. Some of them has already been detailed above. Not only does he give the troopers Steady and Sturdy, which remains even if he dies (Tactics); he also give them Assault, which the unit looses if he dies (Granted). He does have a slightly better axe, with an extra P+S and critical Stationary; and one better MAT and RAT. He is also an extra body in a small unit. I never leave home without him.</p>
<p>I have always wondered why Shocktroopers do not have shields? They have a <i>shield gun</i>, they can do <i>shield wall</i>; yet they don&#8217;t have a shield. Giving them a shield would bring them to ARM 25 with all the trimmings. 25 is a good number, which would make them the brick they are suppose to be. 23 is still too little in the current state of Immoren, where swinging damage quite a lot and cheap weapon masters are common place.</p>
</div>
<h3 style="text-align: justify;">Man-o-war Demolition Corps</h3>
<div style="text-align: justify;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1797315470.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1292" data-original-width="3665" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1797315470.jpg" class="wp-image-184" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">The Demolition Corps ready to wreck stationary stuff</td>
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<p></p>
<p>The Demolition Corps is easily my favourite Man-O-War unit. They are Man-O-Wars, and equipped with huge hammers used for charging ahead and smashing enemies with. What&#8217;s not to like? They are, however more brittle than one would expect from huge steam-driven heavy armour. This can be mitigated by casting Iron Flesh on them, making them (most likely) DEF 12 and ARM 18, which is kind slightly better than victim stats.</p>
<p>This unit is basically five guys with P+S 16, 2&#8243; reach hammers who really wants to charge stuff and get into the fray. They do have Critical Freeze, but perhaps more importantly they have Shatter. This gives an additional dice on damage if the target is Stationary. This is lovely in combination with Sorscha&#8217;s Winters Wrath, which gives a 4&#8243; AOE of stationary. Charging something that Sorscha have tagged with Winter Wrath is an auto hit with 4d6+16 points of damage (an average of 30).</p>
<p>Remember that the Kovnik also can give Desperate Pace to these guys.</p>
</div>
<h4>Sergeant Dragos Dragadovich</h4>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Demolition_Corps" target="_blank"></a></p>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1700996444.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2587" data-original-width="1958" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1700996444.jpg" class="wp-image-185" width="242" /></a></td>
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<td class="tr-caption" style="text-align: center;">Dragos leading the Demolition Corps</td>
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<p>Dragos is the Command Attachment to a Demolition Corps. He is twice as cool as a normale Demolition dude — he has two hammers. They do appear smaller, but they are not. So, that is twice the chance of a Critical Freeze. He is native tough and has quite a few nice abilities that benefit the Demolition Corps he is attached to. For a bit of lore background, check out the short story &#8220;<a href="https://privateerpress.com/community/privateer-insider/the-better-part-of-valor" target="_blank">The better part of valor</a>&#8220;</p>
<p>He grants 3&#8243; Vengeance (works whilst he is in formation), and has Tactics Defensive line (unit gains this even if he dies), which gives the unit DEF 12 against melee attacks and immunity to knockdown, whilst base-to-base with another model in this unit. DEF 12 is still not remarkable, but every little bit helps.&nbsp;&nbsp;</p></div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Dragos&#8217; also has a mini feat, Band of Brotherhood that allows the unit to distributed damage amongst all members instead of just the one model getting hit (it&#8217;s the same as Sanguine Bond, if you have ever faced <a href="https://warmachineuniversity.com/mw/index.php/Trollkin_Champions" target="_blank">Trollkin Champions</a> or <a href="https://warmachineuniversity.com/mw/index.php/Exemplar_Bastions" target="_blank">Exemplar Bastions</a>). This is super good for keeping a unit alive and weather the storm so as many as possible can hit back. Combined with Iron Flesh actually makes for a really robust unit.&nbsp;</p>
</div>
<h3 style="text-align: justify;">Man-o-war Kovnik</h3>
<div style="text-align: justify;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1582963051.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2820" data-original-width="2158" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1582963051.jpg" class="wp-image-186" width="245" /></a></td>
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<td class="tr-caption" style="text-align: center;">The Mighty Kovnik</td>
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<p>The <a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Kovnik" target="_blank">Man-O-War Kovnik</a> is slightly meaner than the average Shocktrooper. He has one better MAT; a slightly shorter axe, but at P+S 15; a shield cannon that can shoot 2&#8243; longer, he can even hit people with this shield; build-in Assault; and finally, he clocks in at ARM 18 (including the shield).</p>
<p>A Kovnik does three things for a fellow Man-o-War. First and foremost, he brings Desperate Pace to the Man-O-Wars. These extra 2&#8243; of movement to a unit means a lot to slow Man-O-Wars; in particular to Shocktroopers. They can now move 9&#8243; in Shield Wall.&nbsp;</p></div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Secondly, he can actually Slam models! A good slam is not to be frown upon.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, he is not a helpless solo in melee, he actually brings three attacks to a charge: one assault shot (hitting DEF 14, bringing 21 points of damage of the average), one charge axe attack (hitting DEF 15, bringing 25 points of damage on the average), and one shield attack (hitting DEF 15, bringing 18 points of damage on the average).</p>
</div>
<h2 style="text-align: justify;">The Harassment</h2>
<div style="text-align: justify;">The harassment part of this army is there to, well harass the enemy whilst the Man-o-War lumber forward. The assassins are there to run up the middle of the board to tie down the enemy. The Eliminators and Kossites together take the role of threatening the flanks, thus forcing the enemy in clump up in the middle. Finally, Yuri and his Manhunters will be parked in a wood (potentially then one the theme brings along) to threaten a flag or just an extra bit of board control.</p>
</div>
<div style="text-align: justify;">All in all, the Assassins are speed bumps and the rest is there to force the enemy to clump together in the middle to be served to the Man-o-Wars.</p>
</div>
<h3 style="text-align: justify;">Kayazy Assassins</h3>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1484939412.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1102" data-original-width="3698" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1484939412.jpg" class="wp-image-187" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">Assassins doing the Empress&#8217; bidding (and getting handsomely paid)</td>
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<div style="text-align: justify;"></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Assassins" target="_blank">Kayazy Assassins</a> are among the winners in the quality of life update. They got a bit cheaper, gained dualist and a new and very cool Tactics [Shadow Dance]. I think they went from OK to really cool.</p>
<p>Assassins come with a load of build-in abilities. They have Stealth, Parry (cannot be target by free strike), Dualist (+2 DEF against melee attacks), Gang (+2 to melee attack and damage rolls if the enemy is within melee range of another model in the unit), Anatomical Precision (automatically one point of damage if damage roll doesn&#8217;t exceed ARM, and no tough rolls), and if the Underboss is around (don&#8217;t leave home without him) Shadow Dance (more on that later) and a mini-feat Kill Stroke, which gives them Backstab (an additional die on attack and damage rolls). They have almost as many rules as a Crucible Guard unit.</p>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1026905224.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1488" data-original-width="1095" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1026905224.jpg" class="wp-image-188" width="235" /></a></td>
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<td class="tr-caption" style="text-align: center;">The Underboss makes Assassins shine</td>
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<p>So, what do they do? They can get up the board without being shot off the table, thanks to Stealth. Just remember to keep them apart so a drifting AOE doesn&#8217;t kill a lot of them. They only have ARM 12. So, most, if not all AOEs will kill them. Also, they really really hate sprays. It is worth getting Sorscha to put Iron Flesh on them, until they have done their thing and the Shocktroopers take over.</p>
<p>Once they get into melee, they can be difficult to get rid of. Native DEF 13 plus dualist gives them DEF 15, which means that MAT 8 is required to hit them on an average roll.</p>
<p>If they get to do a charge, they can do fun stuff. They can poke stuff with their daggers 9.5&#8243; away (which is not very impressive). When possible make sure that two Assassins gang up one each opponent. They will then arrive with an effective MAT 8 (hitting DEF 15 on the average) and P+S 12 + 3d6 (average 22 points of damage). But, wait there is more.</p>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1165124270.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="457" data-original-width="508" height="288" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-1165124270.jpg" class="wp-image-189" width="320" /></a></td>
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<td class="tr-caption" style="text-align: center;">Getting into the back arc</td>
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<h4 style="text-align: justify;">The Assassin Underboss</h4>
<div style="text-align: justify;">Shadow Dance and Kill Stroke is a beautiful thing.</p>
<p>When the first model hits something, the magic can begin. After a model hits something, another model can be placed within 3&#8243; the attacking model.</p>
<p>Assuming the model to be placed have successfully charged something, the Assassin can now potentially be place in the back-arc of the model it charged (see illustration to the left where two Assassins are charging a large base). There is some wriggling room when charging a large base. But careful measuring is advisable. Of course, the further into the back arc the model can charge, the mode room there is to be placed correctly.&nbsp;</p></div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Getting the Assassin to &#8220;charge&#8221; into the back arc, means that the Assassin will now on the average hit DEF 20 (MAT 6 + 2 from gang, and +2 and 3d6 from backstab)! It will also do an average of 26 points of damage (P+S 12 + 4d6)! Two of these little guys will take out a Shocktrooper under Iron Flesh (remember Shield Wall does nothing when attacking in the back arc).</p>
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<h3 style="text-align: justify;">Kossite Woodsmen</h3>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-856096928.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1592" data-original-width="3810" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-856096928.jpg" class="wp-image-190" width="570" /></a>
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<td class="tr-caption" style="text-align: center;">The hardy north Khadorian woodsmen</td>
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<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Kossite_Woodsmen" target="_blank">Kossite Woodsmen</a> is another unit that has gotten a lot of help from the quality of life update. Despite actually going up in cost, they can finally in the whole history of Warmachine be useful.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They are at the very core a unit with range weapons; unfortunately with poor eyesight. They only have a range of 10&#8243; and their inferior bows, crossbows and rifles are only POW 10. So, what&#8217;s the big thing?</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They have Ambush and Backstab. Ambush in itself is a very nice thing; in particular before it is used. The threat of having a bunch of shooters appear on any table edge (except the back of the opponent&#8217;s deployment zone) easily forces the opponent to pack their army in the middle (which is what the Man-o-Wars want). Sometimes the threat of ambushing is actually more important than ambushing.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">When the Kossites are deployed they excel in hunting solos and other support. They can hit something 19&#8243; way from the table edge (3&#8243; deployment + 6&#8243; walk + 10&#8243; range). Unfortunately, RAT 4 is not good. This is where Backstab comes in. It allows them to hit DEF 16 on the average (RAT 4 + 2 back strike + 3d6). They will also do 20 points of damage on the average (POW 10 + 3d6). This will trivially kill most support and even dent frontline infantry. If they can&#8217;t find anything to kill, they are pretty good at contesting zones of flags.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On top of that they have Pathfinder, Prowl and when Yuri is in the army also Treewalker (allowing them to ignore forest for LOS and +2 DEF against melee when completely within a forest). Just remember they have victim stats. DEF 13 (15 in a forest) and ARM 11 means that they die to even a light sneeze.</div>
<div style="text-align: justify;"></div>
<h3 style="text-align: justify;">Kayazy Eliminators</h3>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-2122765452.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2159" data-original-width="2058" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-2122765452.jpg" class="wp-image-191" width="305" /></a></td>
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<td class="tr-caption" style="text-align: center;">The ladies of death</td>
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<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Eliminators" target="_blank">Kayazy Eliminators</a> are a small unit of two city chicks who excel in knife dancing. Like the Assassin brothers they also come with Parry, Stealth, Anatomical Precision, Gang and Dualist.</p>
<p>In addition, the do Acrobatics (advance through models and ignore intervening models when declaring a charge) and Side Step (when hitting a model, they can advance 2&#8243; after the attack is resolved).</p>
<p>They work marvels on the flank. They are fast (SPD 7&#8243;) and with Stealth and a native DEF of 15 (17 in melee, thanks to Dualist) they can get most places fast. Thanks to Acrobatics they can also charge most things trying to hide behind other modes.</p>
<p>The two ladies will arrive with an effective MAT 7 or 9 (gang) and do 21 + 18 points of damage; or one time 25 points, using their Combo Strike. Remember the deny tough due to Anatomical Precision.</p>
<p>They are a threat that most enemies cannot afford to ignore. Having a unit on each flank will to a degree also force the enemy to pack their models into the middle of the board. In addition, the ladies are also really good in scenario play, as they can contest zones far away and score circle zones</p>
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<h3 style="text-align: justify;">Yuri the Axe</h3>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-377254290.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2090" data-original-width="1412" height="320" src="https://greylordarchives.org/wp-content/uploads/2022/01/jaws-of-wolf-under-kommandant-sorscha-377254290.jpg" class="wp-image-192" width="216" /></a></td>
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<td class="tr-caption" style="text-align: center;">A man — an axe!</td>
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<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Yuri_the_Axe" target="_blank">Yuri</a>, the man, the myth. He is a Manhunter on steroids (in the literal sense, I think). He comes with a nice package of build-in abilities. Pathfinder is given; Stealth, obviously; Advance Deployment (6&#8243; extra), naturalement; He is clearly Tough, just look at him; and finally Treewalker, allowing him to ignore forest for LOS (basically being able to see though them) and give him +2 DEF agains melee attacks when in a forest (effective DEF 16, needing MAT 9 to hit on average).</p>
<p>After the price adjustment in the quality of life update, he is interesting. He moves from interesting to cool when a list includes Kossites and Manhunters. He gives Treewalker to them as Elite Cadre (so it stays after he dies).</p>
<p>He is equipped with a pretty large axe, which is reach 2&#8243; and P+S 13. He is obviously Weapon Master. As a bonus he can do Thresher. That means he can reach out and touch something 11&#8243; away, hitting with MAT 8 (DEF 15 on average) doing 4d6+13 (average of 26 points of damage) on the charge attack. Remember only the charge target is boosted. One basically just parks him in a forest, preferably close a flag. The opponent simply can&#8217;t ignore such a missile.</p>
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<h3 style="text-align: justify;">Manhunter</h3>
<div style="text-align: justify;">
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhqPBx-wTNbvYx_uCVGt_Vz0fOlsQEhjc31gtajjfDK3jeXHByW3bqu-MwkEX_zvZAcW2LkjEfEH20AeADqVnhHGElKogQyKVRfw0T0Hpzurs5jUy20r6Gx1nZ09_WTLulhVUMGTWlGAT0kMOas7tewwfSrwRMJFx6I3H7oDHDj_VJ442BwP10sFmPaGg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1880" data-original-width="2562" height="235" src="https://blogger.googleusercontent.com/img/a/AVvXsEhqPBx-wTNbvYx_uCVGt_Vz0fOlsQEhjc31gtajjfDK3jeXHByW3bqu-MwkEX_zvZAcW2LkjEfEH20AeADqVnhHGElKogQyKVRfw0T0Hpzurs5jUy20r6Gx1nZ09_WTLulhVUMGTWlGAT0kMOas7tewwfSrwRMJFx6I3H7oDHDj_VJ442BwP10sFmPaGg" width="320" /></a></td>
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<td class="tr-caption" style="text-align: center;">Yuri&#8217;s two friends</td>
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<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Manhunter" target="_blank">Manhunters</a> are Yuri&#8217;s outdoor loving friends. They also have Pathfinder, Stealth, can Advance Deploy and are obviously Tough.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They also get Tree Walker from Yuri. Helping their DEF 14, ARM 14, 5 boxes a bit.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Each Manhunter is equipped with two P+S 11 axes, olny range 0.5&#8243; though. Luckily, they are Weapon Masters. So, they can touch something 9.5&#8243; away.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They will arrive with MAT 8 (hitting DEF 15 on the average). First axe will do an average of 25 points of damage, and the second one 22. This will hurt most solos and light infantry.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They take much the same role as Yuri. Plant them in a wood somewhere close to a flag. With a bit of luck they can contest and are not somebody a flag scoring solo can afford to ignore.</p>
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<h2 style="text-align: justify;">The Support</h2>
<div style="text-align: justify;">The harassment part of the army is there to force the opponent to clump up in the middle. This is where the brick will hit them hard. The harassment units are probably going to die. It is, however important to keep the brick, Sorscha and Devastators alive. Enter the support. Mechaniks to fix damage and Bulkhead to remove jammers, and protect Sorscha.&nbsp;</div>
<div style="text-align: justify;"></div>
<h3 style="text-align: justify;">Battle Mechaniks</h3>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhlFave51M0Ryie29Pk4hceP2tMR3wf2iLN015xECCbb6OfrtAoWR6458jiArnsI8aEQn2nmIfgoh2LvsnKyOakJq_YHoiB2PBoTPUDVYOfGflkAMqc2sn4HwfEOTrHB5zSb00Hg3uHHaDiaZcqiCml_UfC-pYfSfYateXbAlyDZzCnY385oqn73ZyQcQ" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1430" data-original-width="3729" src="https://blogger.googleusercontent.com/img/a/AVvXsEhlFave51M0Ryie29Pk4hceP2tMR3wf2iLN015xECCbb6OfrtAoWR6458jiArnsI8aEQn2nmIfgoh2LvsnKyOakJq_YHoiB2PBoTPUDVYOfGflkAMqc2sn4HwfEOTrHB5zSb00Hg3uHHaDiaZcqiCml_UfC-pYfSfYateXbAlyDZzCnY385oqn73ZyQcQ" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">For when stuff is broken</td>
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<p></div>
<div style="text-align: justify;">
<p><a href="https://warmachineuniversity.com/mw/index.php/Battle_Mechaniks" target="_blank">Battle Mechaniks</a> have also been blessed by the quality of life update. They have gotten cheaper, and the officer has become much cheaper. The latter has finally become relevant.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The four Mechaniks can each repair for d3. The officer is somewhat more adept and can repair for d3+3. A unit of Mechaniks only is ok. But it is the officer that really makes them shine.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">A Mechaniks officer has a command of 8, so that is a pretty large area that can be covered. He is also Girded (does not suffer blast damage) and anybody B2B with him is also Girded. This might be handy.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He will probably live in the middle behind the brick which can screen him; whilst the other Mechaniks are more free to roam on the flanks.&nbsp;</div>
<div style="text-align: justify;"></div>
<h3 style="text-align: justify;">Bulkhead</h3>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjmLSUFU81IVNvcqRa-YMtLA9qDHJCtLqzhDdLCGHZE92asAiOdZEKI33FDXe1v-HpeXA3c9qV0BfGVl09oBmzcr014NeXHi-UZKqod9bz78o-InayKJfVjZMAiKQEijD2HnhGzAhvFHZdGpuJw5eOK5yc0j7JmW3NtfSKq7KEq2Pcfru0eez3H7MPOBg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="2680" data-original-width="1702" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjmLSUFU81IVNvcqRa-YMtLA9qDHJCtLqzhDdLCGHZE92asAiOdZEKI33FDXe1v-HpeXA3c9qV0BfGVl09oBmzcr014NeXHi-UZKqod9bz78o-InayKJfVjZMAiKQEijD2HnhGzAhvFHZdGpuJw5eOK5yc0j7JmW3NtfSKq7KEq2Pcfru0eez3H7MPOBg" width="203" /></a></td>
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<td class="tr-caption" style="text-align: center;">The perfect bodyguard</td>
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</table>
<p>This guy is the latest addition to the Man-o-War family. <a href="https://warmachineuniversity.com/mw/index.php/Bulkhead" target="_blank">Bulkhead</a> is an pretty hefty solo, and he is a Requisition Card, so he is free.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Bulkhead has a bunch of rules. He has standard Man-o-War DEF (10), ARM 19 (base 17 + shield), and 8 boxes. He can be repaired. He has two weapons: not a shotgun, but a shotcannon, and a shield.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Shotcannon is a fantastic piece of artillery. It is ROF 2, spray 6&#8243;, POW 16. He can do Both Barrels for one POW 20 shot. His shield is less impressive being P+S 12 and range 0.5. He can use both in an activation as he has Dual Attack.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He is also surprisingly mobile. He has bulldoze (push enemy model 2&#8243; is making B2B contact during normal movement), He can slam and has follow up. This combined with his different types of attacks and Dual Attack makes for some weird combinations.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He can start by slamming something. That is 7.5&#8243; away he can touch something (7&#8243; + 0.5 melee range). He can now slam something d6&#8243; away for 2d6+9 points of damage (3d6 if slammed into an obstacle or equal- or larger-base size). He can now do follow up for up to 6&#8243;. This brings him up to 13&#8243; away.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Dual Attack can now trigger and Bulkhead can fire his shotcannon twice up to 6&#8243; away. So, under optimal conditions, he can spray something 19&#8243; away. Don&#8217;t build a plan around it, though. He can, however spray whatever he slammed. It is now knocked down and quite easy to hit.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Bonus abilities are: Immoveable Object (no knockdown, can&#8217;t be placed, nor pushed, slammed or thrown), he can be repaired, and he is a Shield Guard.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He is a pretty good bodyguard for Sorscha. Make sure that he stays within 3&#8243; of Sorscha to work as a shield guard. He can also slam, charge, bulloze, or spray stuff that might be threatening her.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2 style="text-align: justify;">The final Jaws of the Wolf list</h2>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiwLcfthuSjY1o4LPS_SFyFYwoux-sSik9Hy2jbakuCD4su05E2XHbAjwKC2MHdJK4sLt6eOG0PzF4B1L3K2x7Vu7jCYxPNd-Rs5H0J_H97T3xU8tImFZHuvFIbGbG3biZF3M76H8br5gZR1-vkY2pcj1-O0Xu_BT-bYGqAp6oa7lhF2wLgrTzTetdotA" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1427" data-original-width="3720" src="https://blogger.googleusercontent.com/img/a/AVvXsEiwLcfthuSjY1o4LPS_SFyFYwoux-sSik9Hy2jbakuCD4su05E2XHbAjwKC2MHdJK4sLt6eOG0PzF4B1L3K2x7Vu7jCYxPNd-Rs5H0J_H97T3xU8tImFZHuvFIbGbG3biZF3M76H8br5gZR1-vkY2pcj1-O0Xu_BT-bYGqAp6oa7lhF2wLgrTzTetdotA" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">Sorscha and her army. Ready to take on the enemies of the Motherland</td>
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<p></div>
<div style="text-align: justify;">
<p>That&#8217;s it. The whole list. Sorscha3 leading Jaws of the Wolf, which consists of three main parts: The battlegroup, the anvil and the harassement. The final list is as follows:&nbsp;</p>
</div>
<div style="text-align: justify;">
<div>[Sorscha 3] Kommandant Sorscha Kratikoff [+28]</div>
<div>&nbsp;&#8211; Devastator [14]&nbsp;</div>
<div>&nbsp;&#8211; Devastator [14]&nbsp;</div>
<div>&nbsp;&#8211; Greylord Adjunct [3]</div>
<div>&nbsp;Man-O-War Kovnik [3]</div>
<div>&nbsp;Man-O-War Demolition Corps (max) [12]</div>
<div>&nbsp;&#8211; Sergeant Dragos Dragadovich [4]</div>
<div>&nbsp;Man-O-War&nbsp;(max) [15]</div>
<div>&nbsp;&#8211; Man-O-War Shocktrooper Officer [3]</div>
<div>&nbsp;Kayazy Assassins (max) [13]</div>
<div>&nbsp;&#8211; Kayazy Assassin Underboss [4]</div>
<div>&nbsp;Kayazy Eliminators [0(4)]</div>
<div>&nbsp;Kayazy Eliminators [0(4)]</div>
<div>&nbsp;Kossite Woodsmen (min) [7]</div>
<div>&nbsp;Manhunter [2]</div>
<div>&nbsp;Manhunter [2]</div>
<div>&nbsp;Yuri the Axe [4]</div>
<div>&nbsp;Bulkhead [0(5)]</div>
<div>&nbsp;Battle Mechaniks (min) [2]</div>
<div>&nbsp;&#8211; Battle Mechanik Officer [1]</div>
</div>
<div style="text-align: justify;"></div>
<h2>Tactics</h2>
<div style="text-align: justify;">The whole idea behind this list is to force the opponent to clump up in the middle. The Harassment part of the army threatens both flanks from the Eliminators and the risk of Kossites appearing on either flank.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Assassins will run as fast as possible in the front to tie up the advancing enemy. They will be under Iron Flesh to begin with, have Stealth and a reasonable DEF. This should keep the opponent occupied until the Brick can arrive.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Manhunters and Yuri will advance deploy, potentially in the forest the theme brings. They will attempt to do a bit of board control by asking the question: &#8220;are you sure you would like to be charged by a missile?&#8221;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, everything else will go into the Brick in the middle. Shocktroopers in front to soak up shooting and or charges. Demolition Corps behind to be protected and ready to charge things that Sorscha can freeze. Bulkhead to work as Sorscha&#8217;s personal bodyguard. The Brick is finished off by a Devastator on either side.&nbsp;</div>
<div style="text-align: justify;"></div>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgTMb1i2BEQqNj2G3t34SkceweaZGaQt1GEtkt3P3t7H2YOqivhwfa2UDnyCqMVqUsz-yWndahw2E9nCXwKFtVNg0W6HxmvXilAhNzdaXSK5wpeV4wpNgADroAI541KL9EwhFOEGN84zB2sr6jnH8D5nFeZqCjY-wmA_QTVEic2XyvzxdAnVy3YUx1m_A" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1039" data-original-width="2048" src="https://blogger.googleusercontent.com/img/a/AVvXsEgTMb1i2BEQqNj2G3t34SkceweaZGaQt1GEtkt3P3t7H2YOqivhwfa2UDnyCqMVqUsz-yWndahw2E9nCXwKFtVNg0W6HxmvXilAhNzdaXSK5wpeV4wpNgADroAI541KL9EwhFOEGN84zB2sr6jnH8D5nFeZqCjY-wmA_QTVEic2XyvzxdAnVy3YUx1m_A" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">Army position after first turn (going first)</td>
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</tbody>
</table>
</div>
<div></div>
<p>The picture above depicts the Empress&#8217; standard deployment 11 after the first turn. It should implement the tactics described above.&nbsp;</p></div>
<div style="text-align: justify;"></div>
<div>
<div style="text-align: justify;">Assuming you, me dear reader has arrived all they way down here, I hope you have enjoyed these wild speculations. With a bit of luck, battle reports will appear in the foreseeable future.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">For the Motherland!</div>
</div>
</div>
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		<title>Kommandant Sorscha Kratikoff (Sorscha3) vs. Xerxis, Fury of Halaak (Xerxis2)</title>
		<link>https://greylordarchives.org/2021/11/kommandant-sorscha-kratikoff-sorscha3-3/</link>
					<comments>https://greylordarchives.org/2021/11/kommandant-sorscha-kratikoff-sorscha3-3/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Sun, 28 Nov 2021 12:21:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Quality of life]]></category>
		<category><![CDATA[Armored Corps]]></category>
		<category><![CDATA[Masters of War]]></category>
		<category><![CDATA[Skorne]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<category><![CDATA[Xerxis2]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/kommandant-sorscha-kratikoff-sorscha3-3/</guid>

					<description><![CDATA[It is not only Khardor who have gotten a quality of life update. It is clear &#8230; <a title="Kommandant Sorscha Kratikoff (Sorscha3) vs. Xerxis, Fury of Halaak (Xerxis2)" class="hm-read-more" href="https://greylordarchives.org/2021/11/kommandant-sorscha-kratikoff-sorscha3-3/"><span class="screen-reader-text">Kommandant Sorscha Kratikoff (Sorscha3) vs. Xerxis, Fury of Halaak (Xerxis2)</span>Read more</a>]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1537805320.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="130" data-original-width="130" height="75" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1537805320.png" class="wp-image-209" /></a></div>
<p><i>It is not only Khardor who have gotten a quality of life update. It is clear that Skorne has as well. Xerxis, Fury of Halaak has mounted his favourite Rhino, gathered some elephants and a litter of kittens. For unknown reasons he has decided to bring the whole menageri across the desert and into Khador territory. Sorcha is dispatched along with her Man-o-Wars to send Xerxis back. It turns out that Khador steel is steadfast against claws and bites from Xerxis&#8217; pet shop.&nbsp;</i></div>
<div style="text-align: justify;"><i><br /></i></div>
<p><span id="more-208"></span></p>
<div style="text-align: justify;">It has been ages since I have seen Skorne across the table; also before the pestilence. I have never seen the guy on a Rhino before, so this will be fun. I am so regretting not bringing Marauders. Yet, with the appearance of <a href="https://warmachineuniversity.com/mw/index.php/Death_Archon" target="_blank">Death Archons</a> in the Empress&#8217; service, it is time to review Sorscha3 and her trusted Man-o-Wars (some thoughts on an earlier version of Armored Korps under Sorcha3 can be found <a href="https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha.html">here</a>). Sorscha has a new Armored Korps list that I haven&#8217;t played before. The Skorne list is from memory and I&#8217;m not completely sure that it is correct. Nevertheless, here they are:</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<table align="left" border="0" cellpadding="5" cellspacing="0" style="width: 570px;">
<tbody>
<tr>
<td valign="top">Skorne [Theme] Masters of War<br />
        Xerxis, Fury of Halaak [+28]<br />
        &#8211; Bronzeback Titan [16]<br />
        &#8211; Tiberion [16]<br />
        &#8211; Aptimus Marketh [0(4)]<br />
        Makeda of House Balaash [4]<br />
        &#8211; Basilisk Krea [7]<br />
        Tyrant Rhadeim [8]<br />
        Cataphract Arcuarii (max) [13]<br />
        Paingiver Beast Handlers (max) [7]<br />
        Praetorian Ferox (max) [17]<br />
        Praetorian Ferox (max) [17]<br />
        Tyrant Commander &amp; Standard Bearer [0(5)]<br />
        Tyrant Commander &amp; Standard Bearer [0(5)]</td>
<td valign="top">Khador [Theme] Armored Korps<br />
        Kommandant Sorscha Kratikoff [+28]<br />
        &#8211; Devastator [14]<br />
        &#8211; Devastator [14]<br />
        &#8211; Greylord Adjunct [3]<br />
        Bulkhead [0(5)]<br />
        Death Archon [9]<br />
        Greylord Forge Seer [4]<br />
        Greylord Forge Seer [4]<br />
        Man-O-War Kovnik [3]<br />
        Man-O-War Kovnik [3]<br />
        Man-O-War Strike Tanker [5]<br />
        Man-O-War Suppression Tanker [0(6)]<br />
        Man-O-War Suppression Tanker [0(6)]<br />
        Battle Mechaniks (max) [4]<br />
        &#8211; Battle Mechanik Officer [1]<br />
        Kommandant Atanas Arconovich &amp; Standard [5]<br />
        Man-O-War Demolition Corps (max) [12]<br />
        &#8211; Sergeant Dragos Dragadovich [4]<br />
        Man-O-War Shocktroopers (max) [15]<br />
        &#8211; Man-O-War Shocktrooper Officer [3]</td>
</tr>
</tbody>
</table>
</div>
<div style="text-align: justify;">
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2>Initial Thoughts</h2>
<p>I have never faced&nbsp;<span style="text-align: left;"><a href="https://warmachineuniversity.com/mw/index.php/Xerxis,_Fury_of_Halaak" target="_blank">Xerxis, Fury of Halaak</a></span>&nbsp;before. He looks rather imposing on top of his pet Rhino. He is leading the Skorne troops in the <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Masters_of_War" target="_blank">Masters of War</a> theme, which gives warrior models take down. So no tough for Khador.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Xerxis himself is a battle engine, which already makes him immune to the primary trick in Sorscha&#8217;s list: stationary by cold. He has the &#8220;standard&#8221; defensive stats of a battle engine (DEF 13, ARM 19 and 19 boxes). Thus, he is killable (even without Marauders).&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He brings a pretty hefty feat, <i>Hand of the Ancients</i>, which basically covers the entire board, and gives his models an extra die on attack and damage rolls. Contrary to our version, <i>Signs and Portents</i>, the model can choose any die to discard, not just the lowest. This is nice when fishing for critical effects. I am assuming that Xerxis will position his army for an alpha strike, feat, and then hit everything with everything. I just hope that Khador armour will hold against this.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Xerxis also brings three spells to the table: Ignite, Rapport and Stranglehold. The fist one gives a unit +2 on melee damage and critical continuous fire.&nbsp; Rapport allows the targeted warbeast to use Xerxis&#8217; MAT (8) and RAT (4) -I&#8217;m assuming the latter is irrelevant- and makes the warbeast controllable within 20&#8243;. Finally, Stranglehold forces the damaged model to give up either movement or combat action. It is not a terrible set of spells. One of the elephants will have MAT 8, which really doesn&#8217;t do a lot since Man-o-Wars are pretty easy to hit. The +2 damage to one of the units is of course annoying as Sorscha&#8217;s list tries to survive on armour.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">I have to admit I&#8217;m not completely sure that I remember the list correctly. So the rest of this is my best guess.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The battlegroup consists of two elephants, a Bronzeback Titan (it might actually have been a <a href="https://warmachineuniversity.com/mw/index.php/Titan_Gladiator" target="_blank">Titan Gladiator</a>) and Tiberion. The <a href="https://warmachineuniversity.com/mw/index.php/Bronzeback_Titan" target="_blank">Bronzeback</a> is a beat stick. It is ARM 19 (21, using its Animus Unyielding) and 34 boxes, two P+S 17 fists and a P+S 16 Tusks. They will most likely be P+S 19 and P+S 18 due to <a href="https://warmachineuniversity.com/mw/index.php/Paingiver_Beast_Handlers" target="_blank">Paingivers</a>, and if Xerxis is really cheeky he will also cast Ignite, making it effective P+S 21/20. In addition, it has Countercharge, Hyper-aggressive and can remove 1 fury from other Titans within 7&#8243; (in this case Tiberion).</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Tiberion" target="_blank">Tiberion</a> is another beat stick and it is bonded to Xerxis, giving it Overtake. ARM 21 (due to shield) and 32 boxes. Three attacks: Tusks P+S 15, Tetsubo P+S 18 and Shield P+S 14. Again, most likely P+S 17/20/16 due to Paingivers. Its Animus gives it Bulldoze.&nbsp; &nbsp;</div>
<div style="text-align: justify;">&nbsp;</div>
<div style="text-align: justify;"><span style="text-align: start;"><a href="https://warmachineuniversity.com/mw/index.php/Makeda_of_House_Balaash" target="_blank">Makeda of House Balaash</a>, who is a newcomer, is bringing a <a href="https://warmachineuniversity.com/mw/index.php/Basilisk_Krea" target="_blank">Basilisk Krea</a>. She is, in classic Makeda style capable of doing quite a lot of damage on her own; in particular against infantry. She is a P+S 11 Weapon Master with Flashing Blades. However, Man-o-Wars are too heavily armoured to be concerned. She is brining a Krea, which I guess is there primarily to protect her against ranged attacks (+2 DEF and +2 ARM against&nbsp;ranged attacks within 3&#8243;).</span></div>
<div style="text-align: justify;"><span style="text-align: start;"><br /></span></div>
<div style="text-align: justify;"><span style="text-align: start;">There are six units: two units of kittens (</span><span style="text-align: left;">Praetorian Ferox), two units of&nbsp;</span><span style="text-align: left;">Tyrant Commander &amp; Standard Bearer, a unit of&nbsp;</span><span style="text-align: left;">Cataphract Arcuarii and a unit of&nbsp;</span><span style="text-align: left;">Paingiver Beast Handlers. The latter has already been described under the elephants above.</span></div>
<div style="text-align: justify;"><span style="text-align: left;">&nbsp;</span></div>
<div style="text-align: justify;">The two units of&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Praetorian_Ferox" target="_blank">kittens</a> are potentially quite annoying. They are only two times P+S 12 (one unit probably P+S 14 from Ignite). However, they are quick (SPD 8), can jump 5&#8243; and at the end Reposition 3&#8243;. They might even get an extra 2&#8243; if the Tyrant Commander &amp; Standard Bearer is nearby. If they jump or charge, they get an additional +2 to attack and damage roll. Also, they have Take Down from the theme. The kittens are lead by head-kitten-master <a href="https://warmachineuniversity.com/mw/index.php/Tyrant_Rhadeim" style="text-align: left;" target="_blank">Tyrant Rhadeim</a>, who is a Dragoon on another kitten. Most interestingly for units, he gives them Dodge within 10&#8243;. All of these kittens are going to run, dodge and jump around like crazy. The best defence against this is probably to make an impregnable&nbsp;brick where they can only scratch their claws on the outside.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The shooting unit on the table is a unit of <a href="https://warmachineuniversity.com/mw/index.php/Cataphract_Arcuarii" target="_blank">Cataphract Arcuarii</a>. Their primary purpose is to drag units out of shield walls or out of safety. Luckily, the Shocktroopers are immune to push, thanks to their Unit Attachment. Yet another good argument for keeping a brick. Also their range is just 8&#8243;. Whereas the Death Archon&#8217;s Mortal Fear aura is 10&#8243;. So the Shocktroopers are probably going to be ARM 25 against them.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, there are two units of <a href="https://warmachineuniversity.com/mw/index.php/Tyrant_Commander_%26_Standard_Bearer" target="_blank">Tyrant Commander &amp; Standard Bearer</a>. They are there to fix minor issues with warrior models. They have three Battle Plans that can give Pathfinder, +2 SPD og get knocked down models to stand up. It is probably the +2 SPD we will see most.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">This is so not going to be a walk in the park (or in this case zoo?) for Sorcha. I do, however, think that with a solid brick, the Man-o-Wars are presenting too much ARM to break. The Shocktroopers are ARM 25 in Shield Wall, under Iron Flesh and if the attacker is within 10&#8243; on the Death Archon. Basically, it is only the elephants that can trivially remove Shocktroopers. So, the plan is simple: 1) move brick forward; 2) kill anything getting too close; 3) win. I like simple plans.
</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<h2>Deployment</h2>
<p>We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">2021 Steamroller</a> scenario Invasion. I don&#8217;t think this battle is going to be decided on scenario, so this is probably fine. We rolled off and Khador won. Sorscha is going first (Man-o-Wars should always go first). She picked the Fuel Cache objective, which gives a model Pathfinder. I forgot what Xerxis picked.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorcha deployes in a massive brick. Shocktroopers in front, followed by the Demolition Corps and Kommandant Atanas Arconovich &amp; Standard. The brick is flanked on either side by a Devastator and a Suppression Tanker. Everything else just tries to fit into the 7&#8243; deployment area. The picture below depicts the deployment after the Advanced Move.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1813008261.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1710" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1813008261.jpg" class="wp-image-210" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of Deployment</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Xerxis deploys more or less symmetrically around himself in the middle. The outer flanks are occupied by the kittens. The two elephants are next to Xerxis on the right, and the Arcuarii on the left. Everything else fill up behind the front line.
</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<h2>Round 1</h2>
<p>Round 1 &#8211; the exciting move everything forward round.&nbsp;</p></div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1666033436.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1540" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1666033436.jpg" class="wp-image-211" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorcha simply sticks to the plan. The brick moves forward by having the Kovniks shout Desperate pace to the Shocktroopers as well as the Demolition Corps. Sorcha drops Iron Flesh on the Shocktroopers and Stoke the Fires on at least the Devastator to the right. She then cast Wind Rush on herself and gets behind the brick. The Shocktroopers can move forward a whooping 9&#8243; in Shield Wall! The Death Archon just get into the middle and does nothing more. Everybody else move forward to protect the brick&#8217;s flanks. The picture above shows the battlefield after the first turn.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-244419739.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1702" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-244419739.jpg" class="wp-image-212" width="570" /></a></td>
</tr>
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<td class="tr-caption" style="text-align: center;">End of round 1</td>
</tr>
</tbody>
</table>
</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Not surprisingly, Xerxis moves his troops in a classic pincer movement. The kittens spread out on each flank, whilst the main force move forward in the middle. The picture above depicts the end of the first round.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<h2>Round 2</h2>
<p>There is a fair chance that something might happen in this round. Probably not initiated by Sorscha. But action is action.&nbsp;</p></div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-386670289.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1439" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-386670289.jpg" class="wp-image-213" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorcha moves her brick forward. The Shocktroopers stay in Shield Wall with the Demolition Corps right behind them. The Death Archon tags along and uses the only corps token on Mortal Fear. This brings the Shocktroopers to an effective ARM 25 against most of the stuff that can attack them. Atanas give the Shoockies Unstoppable Fury (Retaliation Strike), since Tough doesn&#8217;t really matter here.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Everybody else move forward. The Devastator on the right decides to go crazy and runs into the right most zone. In hindsight, this is probably not a good idea.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That&#8217;s it. Khador steel is ready to receive the Skorne pet shop. Sorscha is confident. Yet, you never know.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-104982013.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1488" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-104982013.jpg" class="wp-image-214" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 2</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Initially, the Arcuarii moves forward, trying to stay out of the 10&#8243; Death Archon bubble. They do get a few shots off, without a huge effect. It is quite a difference story with the Bronzeback. It charges into the Shocktrooper line (for PP-overhang reasons its back is turned to the frontline in the above picture). He manages to kill two Shockies! I love ARM 25.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In my honest and as unbiased as possible opinion. ARM 25 is where Shocktroopers should be without paying the Death Archon tax (9 points). It feels right without feeling too over the top. It is easily fixable. They have a shield (they can do shield wall and have a shield cannon). Give them the shield rule so they would be ARM 19 before bells and whistles. Anyway, I digress.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Having removed two of the Shocktroopers makes room for the kitten. They get the +2 SPD Battle Plan from the Tyrant. Then they move and jump and what not. On the right flank that costs Sorcha the first Forge Seer.&nbsp; In the middle they take out a single Demolition Corps (giving them Vengeance). The left flank also suffers, as the second Forge Seer is removed along with Bulkhead.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, as predicted, the Devastator should not have strayed. Tiberion is quite capable of removing an ARM 23 &#8216;jack. Well, lesson learned.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">All in all, both Xerxis and Sorscha agreed that this turn was not as bloody as they both expected. I have to admit I forgot if Xerxis did feat this turn. Nevertheless, heavy armour was too heavy it seems. The picture above shows the end of the second round.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Round 3</h2>
<div style="text-align: justify;">This is where it get&#8217;s interesting. The Man-o-Wars, finally after all these years survived an alpha strike and can now strike back.&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1853679243.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1273" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1853679243.jpg" class="wp-image-215" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">There is a lot of cleaning to be done after all the kittens have spread out behind the lines. Sorscha starts the cleaning from the bottom. Atanas and his standard does a press forward in opposite directions. The Standard takes out the kitten in the bottom left corner; whilst Atanas takes out the one in the bottom right corner. On his way to that kitten he also gives the Kovnik behind the wall Relentless Tide.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Having Relentless Charge enables the Kovnik to assist the Strike Tanker in removing one of the two remaining kittens. The plan was to take out both. But they have Tough that works.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the left flank, Vengeance helps cutting down on the feline pest (the move was of course taken to begin with). This, in combination with the Suppression Tanker and Kovnik cleaning up made room for charging possibilities. Before that, however, the Devastator bulldoze Rhadeim to the left and explodes on him. Unfortunately he survives.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Now it is party time. Sorscha begins by freezing the Bronzeback using Winter&#8217;s Wrath. Now the Demolition Corps can charge it (despite som difficulties as Atanas is quite far out to the right). Demolition Corps against stationary is fun (P+S 16, 4d6. That is 30 points of damage on the average). Thus, the elephant goes down. The remaining troops take out as many kittens as possible and try to position so that they block line of sight to Sorscha. The Death Archon uses one of its newly acquired corps tokes to put up Mortal Fear.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The picture above depicts the result of the Man-o-War revenge.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1497525830.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1273" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1497525830.jpg" class="wp-image-216" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Almost end of round 3 and the game&nbsp;</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">This is where the photographer forgot to take picture. He was simply too excited. So the picture above must also stand in for the remaining battle.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Xerxis can easily see that this is not going in his direction. He needs a clever plan. Unfortunately, he does come up with one. By clever manoeuvring what is left on the right flank, he should be able to get Tiberion all they way to Sorscha. Despite her have two focus, there is no way she can survive elephant to face. I&#8217;m getting worried.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">So, without further ado the arrow in the picture above shows the direction on Tiberion. Xerxis moves forward slightly to the right. This might be when he feats.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The remaining cat removes some of the troops in the way; whilst Tiberion can bulldoze what is left; kill something (in this case the <a href="https://warmachineuniversity.com/mw/index.php/Battle_Mechaniks" target="_blank">Battle Mechaniks Officer</a>) and Overtake. What stands between Tiberion and Sorcha is two free strikes. One by a Demolition Corps and one by the Shocktrooper Officer. Both have Critical Freeze.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Officer gets to take the first attack. He hits and does an insignificant amount of damage.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Next up is the Demolition Corps grunt. He attacks and hits on double 4&#8217;s. Tiberion is frozen in his path. No assassination of Sorscha. There will be medals when we return to camp.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">After this, there really isn&#8217;t any reason to play on. Tiberion is now, for all practical reasons, dead. There is nothing really left on the table to threaten Man-o-Wars. End of game.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">ARM 25 rocks. This is exactly where Shocktroopers are suppose to be. They can now actually survive an attack. It is probably one of the few times in the last decade or so that Man-o-Wars actually get to strike back. I will still argue that this should happen without the 9 points payed for the Death Archon.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In this game the Death Archon really didn&#8217;t do anything else than radiating Mortal Fear. Perhaps a bit of normal threat. It is able to do a lot of harm on its own. Yet, Mortal Fear is the winner.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Devastator can finally go kaboom without opening up. This is a nice change in quality of life. Not too much and not too little.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">I think the brick was the sensible solution. Luckily, the opponent did not have any AOE weapons. That would really have ruined the brick.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">I got over excited with one of the Devastators. I was so keen on using the new version of Rain of Death that I basically gave it away on a silver plate.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, Sorcha must be better protected. She almost got killed by assassination. Although, I&#8217;m not quite sure how to pack her better. Perhaps she should just have move to the left earlier to get away from the elephants?</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Besides that, there is not a lot to complain about. Victory to the Empress.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
Until next time.</p>
<p>For the Motherland!</p></div>
</div>
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		<title>Kommandant Sorscha Kratikoff (Sorscha3) vs. Baldur the Stonecleaver (Baldur1)</title>
		<link>https://greylordarchives.org/2019/11/kommandant-sorscha-kratikoff-sorscha3-4/</link>
					<comments>https://greylordarchives.org/2019/11/kommandant-sorscha-kratikoff-sorscha3-4/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Sun, 10 Nov 2019 16:24:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Pre-Oblivion]]></category>
		<category><![CDATA[Armored Corps]]></category>
		<category><![CDATA[Baldur1]]></category>
		<category><![CDATA[Circle of Orboros]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<category><![CDATA[The Devourer's Host]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/kommandant-sorscha-kratikoff-sorscha3-4/</guid>

					<description><![CDATA[The great Devourer is once again sending its Tharn spawn into Khador territory. Last time that &#8230; <a title="Kommandant Sorscha Kratikoff (Sorscha3) vs. Baldur the Stonecleaver (Baldur1)" class="hm-read-more" href="https://greylordarchives.org/2019/11/kommandant-sorscha-kratikoff-sorscha3-4/"><span class="screen-reader-text">Kommandant Sorscha Kratikoff (Sorscha3) vs. Baldur the Stonecleaver (Baldur1)</span>Read more</a>]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://greylordarchives.org/wp-content/uploads/2019/11/SmallLogo_Circle-Khador.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="130" data-original-width="130" height="75" src="https://greylordarchives.org/wp-content/uploads/2019/11/SmallLogo_Circle-Khador.png" class="wp-image-376" /></a></div>
<p><i>The great Devourer is once again sending its Tharn spawn into Khador territory. Last time that happened, Irusk and his Winter Guards were dispatched. That turned out to be a terrible idea. So, this time Sorscha and her sturdy Man-O-Wars are send to intercept. It turns into a bloody battle far better than the last encounter. Yet, at some point Baldur is allowed to to pull off his famous forest walking assassination run.&nbsp;</i></div>
<p>
<span id="more-375"></span></p>
<div style="text-align: justify;">
The Great Devourer is stirring. Baldur is bringing his Tharn out of the woods and into Khador territory. I have seen a lot of Tharn, but recently only Baldur a few times. Iona has been quite popular for some time. I have faced Tharn once before under Iona&#8217;s command. That time Irusk brought his Winter Guards. That was a really bad idea (for battle report see <a href="https://greylordarchives.org/2019/03/supreme-kommandant-irusk-irusk2-vs-iona.html">here</a>). This time Sorscha is called upon to bring her fellow Man-O-Wars. A description of Sorscha&#8217;s list can be found <a href="https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha.html">here</a>. These are the two opposing forces (pre-Oblivion):&nbsp;</div>
<p></p>
<table border="0">
<tbody>
<tr>
<td valign="top">Circle Army &#8211; 75 / 75 points<br />
[Theme] The Devourer&#8217;s Host</p>
<p>[Baldur 1] Baldur the Stonecleaver [+31]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&#8211; Ghetorix [19]<br />
&#8211; Loki [19]<br />
&#8211; Tharn Blood Shaman [4]<br />
Lord of the Feast [0(6)]<br />
Tharn Ravager White Mane [0(5)]<br />
Tharn Wolf Rider Champion [0(7)]<br />
Boil Master &amp; Spirit Cauldron [5]<br />
Tharn Bloodtrackers (max) [15]<br />
&#8211; Nuala the Huntress [4]<br />
Tharn Ravagers (max) [15]<br />
&#8211; Tharn Ravager Chieftain [5]<br />
Tharn Ravagers (max) [15]<br />
&#8211; Tharn Ravager Chieftain [5]</td>
<td valign="top">Khador Army &#8211; 75 / 75 points<br />
[Theme] Armored Corps</p>
<p>[Sorscha 3] Kommandant Sorscha Kratikoff [+28] <br />
&#8211; Beast 09 [18]<br />
&#8211; Kodiak [13]<br />
Man-O-War Kovnik [4]<br />
Man-O-War Strike Tanker [0(5)]<br />
Man-O-War Strike Tanker [0(5)]<br />
Battle Mechaniks (min) [3]<br />
Battle Mechaniks (min) [3]<br />
Kommandant Atanas Arconovich &amp; Standard [7]<br />
Man-O-War Bombardiers (max) [16]<br />
&#8211; Man-O-War Bombardier Officer [5]<br />
Man-O-War Demolition Corps (max) [14]<br />
&#8211; Sergeant Dragos Dragadovich [0(6)]<br />
Man-O-War Shocktroopers (max) [16]<br />
&#8211; Man-O-War Shocktrooper Officer [4]</td>
</tr>
</tbody>
</table>
<p></p>
<h2>
Initial Thoughts</h2>
<div style="text-align: justify;">
<a href="https://warmachineuniversity.com/mw/index.php/Theme_-_The_Devourer%27s_Host" target="_blank">Devourer&#8217;s Host</a>&nbsp;with a huge bunch of Tharns is the new black for Circle. Recently, Iona has been the choice of warlock. But Baldur the Stonecleaver (<a href="https://warmachineuniversity.com/mw/index.php/Baldur_the_Stonecleaver" target="_blank">Baldur1</a>) is also popular on and off. The theme gives all models that can gain Corpses one Corpse to begin with. It also give a unit of Bloodweavers Ambush. But that is not relevant here.</p>
<p>Baldur1 is one of the old stable warlocks in Circle. On paper he is a Construct&#8217;s best friend. However, this time he only brought living beasts. He is perhaps best know for his forest walking assassination. It combines his ability to place a forest anywhere within 12&#8243; through the spell Rapid Growth, and his build in ability to Forest Walk between two forests. He does pack to additional powerful spells: Solid Ground, which we are familiar with through Irusk2 (no knockdown and immune to blast within 12&#8243;); and Stone Skin, which gives a unit +2 ARM and STR, and -1 SPD and DEF. That will probably go on one of the Ravagers. Finally, he has Earth Spike, which does damage in a 3&#8243; AOE and knockdown. His feat is primarily there to get his troops to the enemy, whilst hindering the enemy. It gives Cover and Pathfinder to to his models, whilst enemy model can never have Pathfinder. All of this within 12&#8243;.</p>
<p>The battlegroup consists of Ghetorix and Loki, and Baldur also has a <a href="https://warmachineuniversity.com/mw/index.php/Tharn_Blood_Shaman">Tharn Blood Shaman</a> attached. The latter is there primarily for Harmonious Exaltation (allows the warlock to cast one spell at a COST reduction of 1), and Spell Slave, which allows the Shaman to cast Earth Spikes.</p>
<p><a href="https://warmachineuniversity.com/mw/index.php/Ghetorix">Ghetorix</a> is hardest hitting warbeast available. As all Warpwolves, he can warp in each round. He can choose between Murderous (same a Beast &#8217;09), Snacking to heal when he kills stuff, and Strength for +2 to STR. His Animus is Spiny Growth that give +2 ARM. Finally, he has Rapid Healing giving him d3 boxes back whenever damage. All in all he could be ARM 19 (effectively 21 due to rapid healing), 30 boxes, one P+S 19 and one P+S 16 , MAT 7 and can touch things 11&#8243; away. All of this without any help from the outside.</p>
<p>The second warbeast is <a href="https://warmachineuniversity.com/mw/index.php/Loki">Loki</a>. He is a slightly better, at least different Warpwolf than the <a href="https://warmachineuniversity.com/mw/index.php/Feral_Warpwolf">Feral</a>. He can warp for +2 STR, ignore Cover and Concealment when shooting, and can&#8217;t be targeted by CRA, CMA and no back strike bonus. What he has going for him is being a Shield Guard and being able to shoot and drag things from 8&#8243; away.</p>
<p>Baldur is obviously bringing two units of <a href="https://warmachineuniversity.com/mw/index.php/Tharn_Ravagers">Tharn Ravagers</a>, including UA. They are really a steal for just 15 point for six of them (20 including the CA). Add all the bells and whistles, and they become quite fearsome. They naturally have Pathfinder and Treewalker (ignore forest for LOS and DEF 15 against melee), they are Circle after all. They also have Heart Eater allowing them to collect Corpse Tokens, which then can be used to buy or boost. They can gain and use in the same activation (I generally think gaining and using in the same activation is too good). The Theme gives them one token each to begin with. The main game breaker is the combination of Tough and Rapid Healing, combined with the Solid Ground spell from Baldur for no knockdown.&nbsp;They are then very close to impossible to get rid of. The Tharns heal after every single attack! Finally, they also have Vengeance and the mini-feat giving them overtake. They can basically surf through almost anything, in particular under feat. I just hope they can&#8217;t do Man-O-War surfing.</p>
<p>One can&#8217;t go to a party and only bring beefy men. So Baldur is also bringing a unit of <a href="https://warmachineuniversity.com/mw/index.php/Tharn_Bloodtrackers">Tharn Bloodtrackers</a>, including Nuala. The Bloodtrackers are fast and stealthy. They have Advance Deployment to get them near the enemy, Reposition to get away again, and&nbsp; they can clear out their enemies due to Weapon Master on their Spears and Prey. When they throw their spears at their prey there is basically no chance of missing (in a list of DEF 10 stuff). The will hit at an average damage of 22 points. This makes them rather dangerous against e,g. the Bombardiers and Demolition Corps (only ARM 16). Two can kill one Man-O-War. There are 11 of them. So, they can clear an entire unit in one round!</p>
<p>The final unit is ubiquitous <a href="https://warmachineuniversity.com/mw/index.php/Boil_Master_%26_Spirit_Cauldron">Boil Master and Cauldron</a>. The crocodile and his pot generally does two things: makes corpses and gives them away (within 5&#8243;). On rare occasions it might do a Puppet Master just to allow a reroll.</p>
<p>Baldur brings three solos: <a href="https://warmachineuniversity.com/mw/index.php/Lord_of_the_Feast">Lord of the Feast</a>, a White Mane, and a single Wolf Rider Champion. The former still shouldn&#8217;t be free. He basically just kills a lot. The combination of the Lord threatening at least 16&#8243; in weird direction (please note that this match is before he had his reach reduced to a much more sensible 1&#8243;, and the raven&#8217;s range went down to 8&#8243;) and being able to take out most things with Corpes Tokens, which he can be filled up with by the Cauldron. He needs to die, quickly &#8211; but of course has Stealth. The <a href="https://warmachineuniversity.com/mw/index.php/Tharn_Ravager_White_Mane">White Mane</a> is a much more pleasant solo (but again, compared to LotF everything is more pleasant). He gives Ravagers +1 to their attack rolls (which doesn&#8217;t really matter here). Besides that he is medium hard hitting solo, which does have Countercharge. Finally, a single <a href="https://warmachineuniversity.com/mw/index.php/Tharn_Wolf_Rider_Champion">Wolf Rider Champion</a> has arrived. These are really fast jumping cavalry. They can reach something 13&#8243; away through charging. They will probably always end up in the back arc, as they can make a 5&#8243; jump before attacking. Being in the back arc really hurts. Despite having only a P+S 9 weapon, they can manage to roll five dice. 3 for a charge, 1 for Weapon Master, and one for Backstab. It translates into 27 points of damage on the average. Just for fun they can also do three attacks (72 points of damage on a charge run). With a bit of clever jumping one Champion should be able to kill two Man-O-Wars. After all the killing it can Reposition for 5&#8243;.</p>
<p>All in all, I have never really be able to handle Tharn in Devourer&#8217;s Host. My best guess is still Sorscha3 and Armored Corps. Nevertheless, this is not going to be easy.</p>
</div>
<h2>
Deployment</h2>
<div style="text-align: justify;">
We are playing pre-Oblivion Steamroller 2018 Standoff. Sorscha won the roll-off and opted to go first. We both chose the Stockpile objective (remove d3 point of damage within 4&#8243;).</p>
<p>Sorscha deployed the Demolitions Corps on the left flank (first error, it should have been the Bombardiers, as they can do Pathfinder), along with one of the Suppression Tankers. On the right flank the Bombardiers and a Suppression Tanker deploys in a similar pattern. The Shocktroopers goes in the middle in Shield Wall screening Sorscha who is right behind them. All the rest goes in the back.</p></div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm_0gDA1kgTDnjQE14ohgAWGOCDur_ge1AVGfJJD9i24gaLMhi81C86DqkGCqlsOwT0f1tC59Sk1RDZChJEiBsRFKgCycEXWF6Q2F5BpwJ_KGwXOW6LYSSwy1DrCxsC5UGu23ZOq0Ek9lj/s1600/P2230021.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1271" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/11/P2230021.jpg" class="wp-image-377" width="570" /></a></td>
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<tr>
<td class="tr-caption" style="text-align: center;">End of deployment</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">
Circle deploys in a very traditional way. A unit of Ravagers goes on each flank. All the rest in the middle. The Bloodtrackers goes on the left flank, putting pray on the Demolition Corps. Finally, Lord of the Feast goes in the middle. The two latter use the Advance Deployment. The picture above depicts the end of deployment, including the Advance Move by the Man-O-Wars.&nbsp;</div>
<p></p>
<h2>
Round 1</h2>
<div style="text-align: justify;">
Sorscha needs to get her troops forward to have a chance of actually charging some of the Ravagers. She starts by moving forward behind the Shocktroopers. She then casts Iron Flesh on the Shocktroopers and Stoke the Fires on the Kodiak. The Kodiak moves up and the Demolition Corps falls in behind it. The leftmost Tanker runs into the woods. Sorscha now assumes that the Kodiak and Tanker will offer some protection to the Demolition Corps against the Bloodtrackers.</p>
<p>The Konvik moves up and gives Desperate pace to the Shocktroopers, who then moves forward in Shield Wall. The rightmost Tanker moves in between to Shocktroopers and the house, closely followed by Beast. On the right flank the Bombardiers move forward. Hoping that Lord of the Feast won&#8217;t kill them all. Mechaniks tag along the front line.</p>
</div>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2PG-qXufm0S__JugqPVvl32RvhhZaQwGHf6sMDkwqgWu36gHF4q-Jrv9p7cKmSomji1EO6cR6J9sLZR0lX5PzYMYOKoGgXYfhQ-n-eRTSQhhX8l-ziaNzOvFyohpM1CBahk1SSgj3oyc_/s1600/P2230022.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1301" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/11/P2230022.jpg" class="wp-image-378" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">
Baldur begins by casting Solid Ground. He then moves forward, put a forest in continuation of the existing forest, casts Stone Skin on the Bloodtrackers and feats. The pot does it corpse thing and fills Lord of the Feast up. On the left flank the Bloodtrackers just move forward and spread us, with a unit of Ravagers close behind. The other unit of Ravagers move up on the other flank. Everybody else just move forward. Lord of the Feast does his feasting and through a combination of charging, raven, teleporting, thresher and corpses removes all the Bombardiers save one. I don&#8217;t like whining, but Lord of the Feast in his current incarnation is simply a negative game experience. The picture above depicts the end of round 1.</div>
<p></p>
<h2>
Round 2</h2>
<div style="text-align: justify;">
So far Sorscha is already in trouble. Lord of the Feast once again does his think and takes out a whole unit of Man-O-Wars. Besides that, it is actually not as bad as I had feared. Let&#8217;s see if the mighty Man-O-Wars can do anything in round 2.</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEih_0VHrVp-upRuc7a8bKz6SleGpMXetsZabc2xy994JivueuulHe4KBkd5UTN9l1-wGy4NgTjn_R2pVT30KIrn_qpqGkQVTgDCOoUk-pY5v2PM7BswZBwrq5IduhEKP0_c8QAwjLH-FP_u/s1600/P2230023.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1061" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/11/P2230023.jpg" class="wp-image-379" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">
Luckily, most of Sorscha&#8217;s army is outside Baldur&#8217;s feat area. Sorscha upkeeps Iron Flesh and allocates nothing. In the middle, the Shocktroopers continue their slow and steady advance in Shield Wall. Sorscha moves up behind the objective, casts Stoke the Fire on the Kodiak and feats. 6 clouds appear, which she puts in front of her army to keep the evil Tharn at bay.</p>
<p>On the left flank, the Kodiak moves forward slightly in front of the Shocktroopers, primarily to threaten anything getting too close with a counter charge. Atanas moves up and puts Unstoppable Fury on the Demolition Corps, who then divides and moves up behind the Kodiak and the Shocktroopers. The tanker moves to the front of the forest. For some obscure reason it does not put down Covering Fire.&nbsp; </p>
<p>On the right flank, the remaining Bombardier and the Tanker gangs up on Lord of the Feast and removes him. All the rest basically just moves forward. The Bombardier gets a little TLC from one of the Mechaniks. The picture above depicts the end of Sorscha&#8217;s turn.</p></div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOZkLBMmoWVWWQdMvV5GRAnuzrUCXBdxDwBimeD6LeLAI_wYEx0_C2MEO7TLsaEZlTjDh7gwTOqAGui7exx_oebj2MjjXDp6u7vpwMFLit1iMYvozuCxdGZxDplZZzgKHD7tEA4yh_BCY7/s1600/P2230024.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1081" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/11/P2230024.jpg" class="wp-image-380" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 2</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">
Baldur upkeeps Solid Ground. On the left flank, the Bloodtrackers advances and throw spears at the Tanker until it goes down. The Ravagers just advance. Baldur then activates and cycles Stone Skin onto Ghetorix. Who then proceeds to walk up and wrecks the Kodiak. The Wolf Champion somehow ends up in the middle of the Man-O-Wars, where it damages one of the Demolition Corps, triggering Vengeance.</p>
<p>On the right flank the Ravagers move up, partly into the zone and partly in front of the Shocktroopers whom they ding a little. I&#8217;m so happy that Sorscha&#8217;s clouds denied them a charge. All the rest just moves forward. Baldur manages to score one point for his zone, whilst the Wolf Champion is contesting Sorscha&#8217;s. This leaves scenario score at 1-0 in Baldur&#8217;s favour. The picture above depicts the end of the second round.</p>
</div>
<h2>
Round 3</h2>
<div style="text-align: justify;">
Round 3 and Sorscha is actually managing far better than I had hoped for. The feat did pretty well, and for some reason Baldur is playing somewhat defensive.&nbsp;</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeeVsI8N74PM-wjUKMxlL0EllairIUMQlg3jySOZ8ynrmV_41Kb2dhNVRtVlqb76vM-4GP0lgZ2wx8NI2bhZOKVoc4tD0bbwEky0nutu56m-o2i-OXkZB9fJqJqA5LeIEwJY295MJg1YWe/s1600/P2230025.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="896" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/11/P2230025.jpg" class="wp-image-381" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">
The objective starts by repairing one of the Shocktroopers. Then the Vengeance move for the Demolition Corps allows them to take out the Wolf Rider, put a dent in Ghetorix, and kill one of the Bloodtrackers who were in the way. Sorscha upkeeps Iron Flesh and allocates one to Beast. She then activates, puts Stoke the Fire on Beast, casts Winter&#8217;s Wrath on two Ravagers and remains behind the objective.</p>
<p>On the left flank, the Mechaniks move up and do a bit of repairing of the Demolition Corps. Felling fresh and well oiled they issue a Press Forward. Most of them goes into Ghetorix, whilst one of them hits the Ravagers. They proceed to kill Ghetorix but none of the Ravagers. Dragos Bond of Brotherhood.</p>
<p>On the right flank, the Shocktroopers remove two Ravagers, and the Bombardiere Tanker combo also take out one. Beast moves into position. Atanas puts Unstoppable Fury on the Demolition Corps. All others just move forward.</p>
<p>One of the Demolition guys manage to toe Baldu&#8217;s zone to contest. This means that Sorscha scores one point and Baldur none. Scenario score is now 1-1. The picture above shows the end of Sorscha&#8217;s turn.</p>
</div>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEih0_XN7drK0chqxcag8H8bPwAoybXWHKYm7ztuWmtzcTUXsh7fkPgsJgvZKe17T_nuwhWiIrgvSrLpHCVO7YmkFG9FLhL0zB0uK-esSNLqITkNWlu-Uj49CbqHY5JUXXrS0ujU2sxdtjfu/s1600/P2230026.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="916" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/11/P2230026.jpg" class="wp-image-382" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 3</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">
Baldur is now in revenge mood. He upkeeps Solid Ground. He then activates and cycle Stone Skin onto Loki. On the left side, the Bloodtrackers move in a half circle behind the Demolition Corps and shoots some of them to death. Loki moves forward and cleans up the rest. On the right flank, the Ravagers charge everything and take out half the Shocktroopers, the last Bombardier, and the Tanker. Beast would have liked to couter charge, but Baldur is clever and engages him with the first Ravager charge. That was a serious clean up. Baldur scores two points and Sorscha scores one. This leaves the scenario score at 3-2 in Baldur&#8217;s favour. The picture above shows the end of round 3.</div>
<p></p>
<h2>
Round 4</h2>
<div style="text-align: justify;">
I think Sorscha is in trouble. Not as much as I feared, but still. The left flank is completely lost. However, there might be hope for the right flank.</div>
<p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirMrqotCQ2J1jfTziMWsSGBxS1kkdX5jU_5AK0DBsdasIRwJ2RfqwxxcU0KS7vdUObcpX9Ythciod1iMp4oHuvKDgJKwHthzbbnnkVrn8vR6NTEZVYffPgISzb32P7V-fBMmxvxYFlxNtK/s1600/P2230027.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="903" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/11/P2230027.jpg" class="wp-image-383" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">
The objective heals one of the Shocktroopers. Sorscha upkeeps Iron Flesh. It is axe to face time. Beast charges into the rightmost Ravangers and manages to kill two of them. The Shocktroopers also charge and remove one more Ravager. Rapid Healing, Tough and no knockdown is a bitch. Atanas and his Standard needs to get into the fray as well. Atanas charges the Ravagers, and the Standard charges Loki to keep him occupied. He also puts Heroic Call on Sorscha. There are still Ravagers. The Kovnik charges in. Still the same. Sorscha needs to assist and also charges in. Finally, there are no more Ravagers on the right flank. The left most Mechaniks just stay put. The rightmost moves into the right zone. This turn Baldur scores two points and Sorscha only one. Scenario is now 5-3 in Baldur&#8217;s favour. The picture above shows the end of Sorscha&#8217;s turn.</p>
</div>
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<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb1dDrFEDLEhesk9M2I_6oswKEcdf3kmu_nat_rpJYLlahgdQQwnYRGjmiZnj8zEcjtvdGf8lyZzMrgnFGXRnxpJVuaNqmXljED1dZgXoJtsWSOiPLR4J92cm9zCuctVFV4Wk782KySCsd/s1600/P2230028.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="843" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/11/P2230028.jpg" class="wp-image-384" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 4, end of game</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">
Sorscha might have made a small error. She stepped into a forest. Before Baldur notices this, the Bloodtrackers remove a few Mechaniks. Then he notices. Baldur does his forest walking assassination. He casts Rapid Growth where he is. He then Forest Walks to the forest Sorscha is in. He then smashes her in the head with Tritus and knocks her down. From there it is an easy run. Sorscha is history. With her dying breath she actually manages to score two more scenario point, and Baldur none. The game ends at a scenario score of 5-5. That is a kind of consolation. The picture above depicts the end of the game.</p>
</div>
<h2>
Final thoughts</h2>
<div style="text-align: justify;">
All in all, the game actually went better than I had expected. I think I only made two and a half major errors. I should have put the Bombardiers on the left flank to take advantages of the forest there, and I should not have put Sorscha in a wood. If I hadn&#8217;t there might theoretically been a chance of using the right flank to get to Baldur. The half error was to sacrifice the Bombardiers to Lord of the Feast. However, in his current incarnation I can&#8217;t seen how to get around that.</div>
<p></p>
<div style="text-align: justify;">
Until next time.</p>
<p>For the Motherland!</p></div>
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		<title>Kommandant Sorscha Kratikoff (Sorscha3) vs. Vice Scrutator Vindictus (Vindictus1)</title>
		<link>https://greylordarchives.org/2019/08/kommandant-sorscha-kratikoff-sorscha3_36/</link>
					<comments>https://greylordarchives.org/2019/08/kommandant-sorscha-kratikoff-sorscha3_36/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Tue, 20 Aug 2019 15:59:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[Armored Corps]]></category>
		<category><![CDATA[Exemplar Interdiction]]></category>
		<category><![CDATA[Protectorate of Menoth]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<category><![CDATA[Vindictus1]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/kommandant-sorscha-kratikoff-sorscha3_36/</guid>

					<description><![CDATA[The religious fanatics from the Protectorate have decided&#160;to push the Northern&#160;Crusade even further into Khador territory. &#8230; <a title="Kommandant Sorscha Kratikoff (Sorscha3) vs. Vice Scrutator Vindictus (Vindictus1)" class="hm-read-more" href="https://greylordarchives.org/2019/08/kommandant-sorscha-kratikoff-sorscha3_36/"><span class="screen-reader-text">Kommandant Sorscha Kratikoff (Sorscha3) vs. Vice Scrutator Vindictus (Vindictus1)</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/AVvXsEibClSMNPPxE9K8_l1Qmuv-6nDYUT4w4c7Cd_4eDGY4LZA56gVcUHGRsRuYHBMLdbDCAlAfE5l1hliRBFhao8qSMRe7aGEKXDlSE0K1LdpiMGDCGdt_nAQ0mvCQsUGgprxYl45BDLyOyEY8/s1600/Khador-beats-Protectorate.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="130" data-original-width="130" height="75" src="https://greylordarchives.org/wp-content/uploads/2019/08/Khador-beats-Protectorate.png" class="wp-image-414" /></a></div>
<div style="text-align: justify;">
<i>The religious fanatics from the Protectorate have decided&nbsp;to push the Northern&nbsp;Crusade even further into Khador territory. This time the push is lead by Vindictus and heavy Exemplar infantry; and they are bringing&nbsp;a&nbsp;bloody church! Sorscha is dispatched to hand out the Empress justice to the invaders. This becomes a long meat grinding game of attrition. At the very last moment Sorscha pulls out a win on scenario.</i></div>
<p>
<span id="more-413"></span></p>
<div style="text-align: justify;">
There is generally a lot of Protectorate on the tables near by. Most are the High Reclaimer or the Harbinger, and always with a Judicator. So seeing Vindictus across the tabel is a refreshing change. The last two times I have faced Protectorate have both been with Irusk2 (for battle report against Harbinger, see <a href="https://greylordarchives.org/2019/05/supreme-kommandant-irusk-irusk2-vs.html">here</a>; and against the High Reclaimer, see <a href="https://greylordarchives.org/2019/01/supreme-kommandant-irusk-irusk2-vs-high.html">here</a>). I always find Protectorate difficult. In general, they seem to be able to play a Khador-style game, just better than us. Nevertheless, this time I will face them as Khadoran as it get. Running Armored Corps under Sorscha3 (for list description, see <a href="https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha.html">here</a>). The two lists facing of are as follows:</div>
<p><br class="Apple-interchange-newline" /></p>
<table border="0">
<tbody>
<tr>
<td valign="top">Protectorate<br />
[Theme] Exemplar Interdiction</p>
<p>[Vindictus 1] Vice Scrutator Vindictus [+29]&nbsp; &nbsp; &nbsp; <br />
&#8211; Dervish [7]<br />
&#8211; Dervish [7]<br />
&#8211; Templar [15]<br />
&#8211; Hierophant [3]<br />
Exemplar Bastion Seneschal [0(5)]<br />
Exemplar Warder [0(5)]<br />
High Exemplar Gravus [8]<br />
Choir of Menoth (min) [4]<br />
Exemplar Bastions (max) [15]<br />
Exemplar Cinerators (max) [13]<br />
&#8211; Exemplar Cinerator Officer [0(5)]<br />
Exemplar Cinerators (max) [13]<br />
&#8211; Exemplar Cinerator Officer [5]<br />
Shrine of the Lawgiver [14]</td>
<td valign="top">Khador<br />
[Theme] Armored Corps</p>
<p>[Sorscha 3] Kommandant Sorscha Kratikoff [+28]<br />
&#8211; Beast 09 [18]<br />
&#8211; Kodiak [13]<br />
Man-O-War Kovnik [4]<br />
Man-O-War Suppression Tanker [0(6)]<br />
Man-O-War Suppression Tanker [0(6)]<br />
Battle Mechaniks (min) [3]<br />
Battle Mechaniks (min) [3]<br />
Kommandant Atanas Arconovich &amp; Standard [7]<br />
Man-O-War Bombardiers (max) [16]<br />
&#8211; Man-O-War Bombardier Officer [5]<br />
Man-O-War Demolition Corps (max) [14]<br />
&#8211; Sergeant Dragos Dragadovich [0(6)]<br />
Man-O-War Shocktroopers (max) [16]<br />
&#8211; Man-O-War Shocktrooper Officer [4]</td>
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<p></p>
<h2>
Initial Thoughts</h2>
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This theme is as often <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Exemplar_Interdiction">Exemplar Interdiction</a> (post Oblivion). This normally means a lot of Exemplars with Cinerators and <a href="https://warmachineuniversity.com/mw/index.php/Exemplar_Errants">Errants</a>. However, this time there are Bastions and lo a behold a Shrine. The benefits offered from the theme are Blessed weapons on the Warjacks and Exemplars are immune to continuous effects. Not a big problem.</p>
<p><a href="https://warmachineuniversity.com/mw/index.php/Vice_Scrutator_Vindictus">Vice Scrutator Vindictus</a> is completely new to me. His build-in abilities seems to favour <a href="https://warmachineuniversity.com/mw/index.php/Holy_Zealots">Holy Zealots</a>. However, he is not brining any this time around (I assume they have all be sacrificed). He does pack a pretty good defensive feat, where his models can&#8217;t be targeted by charges, slams, enemy spells or non-magical ranged attacks. In addition, he brings five spells to the table: Admonition, which is a good &#8220;get away&#8221; spell, allowing a 3&#8243; move if an enemy ends within 6&#8243;; Defender&#8217;s Ward, which adds +2 to DEF and ARM of a unit (which can bring Cinerators to Shocktrooper-like ARM); Immolation, a POW 12 damage spell; Penitence, where an enemy attacker suffers 1 point of damage if it damages an opponent; and True Path, which gives +2 movement and Pathfinder in Vindictus&#8217; control area.</p>
<p>The Scrutator brings three &#8216;jacks and an attachment. The latter is the <a href="https://warmachineuniversity.com/mw/index.php/Hierophant">Hierophant</a>, who extends the range of Vindictus&#8217; spells by 2&#8243;, allows for Harmonious Exaltation (reduce cost of spells cast by 1 focus), and can heal others a bit. The &#8216;jacks are two Dervish and a Templar.</p>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Templar">Templar</a>, is a heavy beat-stick with Shield Guard. One important detail is that it carries a Flail which ignores our glorious Shocktroopers&#8217; Shield Wall, and does Beat Back. It is also ARM 21 with 32 boxes. But, all in all not too scary.</p>
<p>The two <a href="https://warmachineuniversity.com/mw/index.php/Dervish">Dervish</a> are small nimble machines with Side Step and Parry. They can basically surf through light infantry. Luckily, I did not bring any light infantry.</p>
<p>In addition to the Warjacks, Vindictus brought a lot of heavy infantry. Two units of Cinerators and one unit of Bastions. Also the ubiquitous <a href="https://warmachineuniversity.com/mw/index.php/Choir_of_Menoth">Choir</a>. The latter is, as always there to boost the &#8216;jacks. They can sing their songs to either stop &#8216;jacks from being targeted by spells, or not being targeted by non-magical ranged attacks; neither of which abilities changes a lot here; the last ability, Hymn of Battle gives &#8216;jacks +2 to their damage rolls, which brings the Templar into Juggernaut land, and the Dervis up to P+S 15&nbsp;– making them pseudo-dangerous for non-Shocktrooper Man-O-Wars.</p>
<p>The two heavy infantry units are difficult to get rid of but not too dangerous as such. What makes them difficult is the risk of loosing an attrition war against them. The <a href="https://warmachineuniversity.com/mw/index.php/Exemplar_Bastions">Bastions</a> are heavy infantry that hit at P+S 13 and are Weapon Masters (there are so many Weapon Masters in the Protectorate. Haven&#8217;t they got better things to do that practice?). This puts them into danger area for most Man-O-Wars, in particular on a charge (average damage of 27, easily enough to take our anything but Shocktroopers in Shield Wall and under Iron Flesh). They also have Sanguine Bond, which allows them to spread out damage. The addition of <a href="https://warmachineuniversity.com/mw/index.php/Exemplar_Bastion_Seneschal">Exampler Bastion Seneschal</a> adds to the attrition benefit as he makes Bastions in his command range remove one point of damage when they activate. Combined with the <a href="https://warmachineuniversity.com/mw/index.php/Shrine_of_the_Lawgiver">Shrine of the Lawgiver</a> (yes, they did indeed bring a bloody church), which can return up to three grunts per turn (assuming it has souls) Bastions are difficult to get rid of.</p>
<p>The other two heavy Exemplar units are&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Exemplar_Cinerators">Cinerators</a>. They are not as robust as the Bastions, although they can go to ARM 21 in Shield Wall. Where the Bastions are steadfast, the Cinerators are deceptively mobile. Despite their Khador standard base speed, they do have Vengeance and <a href="https://warmachineuniversity.com/mw/index.php/High_Exemplar_Gravus">High Exemplar Gravus</a> can give them Desperate Pace. In addition, they have a mini-feat giving them Reposition 5&#8243;. Assuming that Vindictus has True Path up, and Defender&#8217;s Ward on them, they can move 13&#8243; in Shield Wall and be at DEF 13 and ARM 23. They only thing keeping them out of Man-O-War territory is that they only have five boxes each.</p>
<p>To spice up the army Exemplar Bastion Seneschal, Exemplar Warder, High Exemplar Gravus, and the Shrine of the Lawgiver are on the field as well. Exemplar Bastion Seneschal has already been covered, but it is worth noticing that he also gives Tactician to the Exemplars. The <a href="https://warmachineuniversity.com/mw/index.php/Exemplar_Warder">Warder</a> is a tremendous robust Shield Guard (he resembles our own <a href="https://warmachineuniversity.com/mw/index.php/Kapitan_Sofya_Skirova">Kapitan Sofya Skirova</a>). In addition to the aforementioned abilities of High Exemplar Gravus it is also worth mentioning that he can do stuff with souls (if the Shrine haven&#8217;t got them). This actually makes him a rather dangerous solo. Finally, the Shrine has quite a few abilities. Perhaps most importantly it can shoot (through clouds) with a POW 14 range 14&#8243; ray (boostable), and perhaps even more important if the target is boxed it get to do a range 6&#8243; spray from the dead model, also POW 14 (boostable). This can catch all sorts of models who really don&#8217;t want to be sprayed.</p>
<p>All in all, counting killing power I&#8217;m not too worried about this list. However, combined with Protectorate doing attrition better that Khador, there might be trouble.</p>
</div>
<h2>
Deployment</h2>
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We are playing the Steamroller 2019 scenario <i>King of the Hill</i>&nbsp;and Khador goes first. We both opt for the Stockpile objective (remove d3 point of damage within 4&#8243;).</p>
<p>King of the Hill gives us two zones for &#8216;jacks at the edge of each flank, and one for troops in the middle. I&#8217;m committing the Shocktroopers and the Bombardiers to the middle zone, where the Shocktroopers can advance in their Shield Wall whilst the Bombardiers can lob grenades over their heads. Beast and a Tanker will go on the right flank. The Demolition Crew and the last tanker will go on the left flank and try to use the hut in the middle to hide from the Shrine&#8217;s shooting. The Kodiak will tag along.&nbsp;</p></div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7ElIXmJW_Ax1o_gwuI9E8cumQWs-heQ6QbfvIsuIWFxBgAQdgfYXQXUZ_0gwywfHDDYsTrFeRSRGWrSQwiF1zU83G6_nDomq61Jn5ZSkAn9tkNFPekiHHRKXm3nZnlMRqIeCujHJNTHN_/s1600/0+-+Deployment.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1175" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/0-Deployment.jpg" class="wp-image-415" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of deployment (after Advanced Moves)</td>
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<p></p>
<div style="text-align: justify;">
The Protectorate deploys a unit of Cinerators on each flank along with a Dervish. The Shrine goes smack in the middle, and everything else behind it. The picture above depicts deployment after Advance Modes. Note that the two green blobs near the camera are forests (I forgot).&nbsp;</div>
<p></p>
<h2>
Round 1</h2>
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The only way if forward. This is a &#8220;race&#8221; for the middle between two armies consisting of lumbering heavy infantry.&nbsp;</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1tcVD0JF3aBnj0bpClDxQS3w0-_3Ml1tyCAKbPYEBCfRU0Zibfk2lxsLDPKgYLarZQiBDIfEqUwN42j-N6JIqxwnX_qrwvGzIGbVXpZMg2Yq96sqn8xpnNfFgju912_8P_2fJ4ub_mTyb/s1600/1+-+1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="857" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/1-1.jpg" class="wp-image-416" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of Khador turn</td>
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<p></p>
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In the middle, the Kovnik wanders aimlessly into the invisible forest and uses Desperate Pace on the Shocktroopers, who then advances forward in Shield Wall. The Bombardiers run after. Sorscha casts Stoke the Fires on both &#8216;jacks, moves forward and casts Iron Flesh on the Shocktroopers. All the rest basically goes forward. The picture above shows the situation after Khador have advanced.&nbsp;</div>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuFS5AMrx4ZMmlGfzY_B_haBjF44Q8fEoDTBhrSZ1TrvvM-6tDjKR0mXAmELn3_WlmxYEluhLX73ASfYCtvJQgG3VOblxA_ZZvBSz72qJNcvNHaf4Ri3x84UAqzcU6vPyzk5xCWXR6v2zY/s1600/1+-+2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="797" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/1-2.jpg" class="wp-image-417" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of Protectorate turn, end of round</td>
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<p></p>
<div style="text-align: justify;">
Not surprisingly, each of the Cinerator units and their pet Dervish moves towards each of the rectangular zones, whilst the Bastions moves into the center zone. It seems that the Protectorate are aiming to score at the zone on the left flank as the Templar and Choir are moving in that direction. The remaining models are moving forward in the centre. The picture above depicts the end of round 1.</div>
<p></p>
<h2>
Round 2</h2>
<div style="text-align: justify;">
Round one is most often uneventful, so here comes round two. I need to get into the zones, start the attrition, and hope to ride it out. It seems most likely that Khador can score in the right zone, whereas contesting the left zone seems to be the best idea. Who know what will happen in the middle?</p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPLeEM9gldIXws_tTAEdVpW9TTmZp2m9soySLuvMJsuC2tnXHwlEBmpC4-aAvxbdcYKyOHlFwC_xjnPpbJj-dVqAsXloFR5HvlnL9xQbaJQohk0Blc_o95Gnbu3Oz5CcOrCcTMtW1QZHMy/s1600/2+-+1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="843" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/2-1.jpg" class="wp-image-418" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of Khador turn</td>
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<p></p>
<div style="text-align: justify;">
Sorscha upkeeps Iron Flesh and allocates nothing. On the left flank the Demolition Corps moves into position. They need to survive the alpha from the Cinerators. So they mini-feat to spread out the expected damage. Atanas also moves up and gives them Unstoppable Fury for Retaliation Strike. The tanker moves up and puts down Covering Fire in front of them. Finally, one of the Mechaniks units moves up and ready their repair tools. This should be a sufficiently difficult problem for the Cinerators and the Dervish.</p>
<p>The Kovnik continues his stubling through the woods and gives Desperate Pace to the Shocktroopers again. They move forward in Shield Wall, and shoots a bit at the Bastions. The Bombardiers follow suit. So far shooting haven&#8217;t done a lot. On the right the Tanker moves up sufficiently close to the obstacle and puts down covering fire.</p>
<p>Sorscha move to the right, casts Wind Rush on herself and Stoke the Fires on Beast. She then feats and puts down a a wall of icy clouds to stop too much charging. Finally, Beast runs up into the zone. The picture above shows how the battle er progressing after Sorscha and her army have done their part.&nbsp;&nbsp;</p></div>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg74SqRStI5ErBHYbKt8hhOMZTzW-bP50SUxupfDzaZkUwPledfDnVK_87-eZzCP5fATVEBiDK40DU4x0yUKW83Vs6JA4zOSArqhGyhB7oYQmIw2APxcJS4cYKooiDxgznsxAMfAkPNAUTd/s1600/2+-+2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="834" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/2-2.jpg" class="wp-image-419" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">End of Protectorate turn, end of round</span></td>
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<p></p>
<div style="text-align: justify;">
Here comes the religious fanatics. On the right flank, the Cinerators are apparently a bit uneasy about the whole covering fire and clouds, so they just move forward into a Shield Wall. The Dervish, on the other hand has to toe the zone and does so. Beast really doesn&#8217;t like this, counter charges and puts a dent into the Dervish. I think Vindictus might have feated.</p>
<p>On the left flank, the Cinerators go in for what they expect to be the kill. However, the preparations worked. Not a single Demolition guy goes down (everybody are left on five boxes). Some did, however catch fire. Unfortunately, the hitting back was not as efficient as I hoped for. In the centre, the Bastions start swinging and takes down one of the Shocktroopers. All in all, a round favouring Khador. The picture above shows the end of the Empress&#8217; round.</p>
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<h2>
Round 3</h2>
<div style="text-align: justify;">
So far I think the game is going in Sorscha&#8217;s direction. Now the grinding can begin.</p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhs9affCUQ0Ck-dF-IwQZ9H1_lcWNyJDX0M2Apa9K1rMYTEl0QwJmAJ-_DgsZ5LmAScFXHQxuxd5YKn2KA2kd9TyLStgglUT7lOirVAN9jHMX061KZarITDRr3DenbXf7TmWNg6XpdVS_t0/s1600/3+-+1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="943" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/3-1.jpg" class="wp-image-420" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of Khador turn</td>
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<p></p>
<div style="text-align: justify;">
Sorscha starts by upkeeping Iron Flesh and allocates two focus to Beast. Meanwhile one Demolition guy dies from fire. Finally, the objective removes the little damage that the Dervish did to Beast.</p>
<p>On the left flank it is charge time. Just before Dragos shouts &#8220;CHARGE!&#8221;, the Mechaniks move in and do their repair thing. Thanks to Atanas&#8217; Tactician there is more wiggling room for charging. Most get a charge bonus. The Demolition Corps take out all but one of the Cinerators (Shrine and Vengeance will come back to haut them) and together with the Tanker does 12 points of damage to the Objective.</p>
<p>On the right flank, Beast takes out the Dervish with focus to spare. The Tanker moves in between the Cinerators and Beast, just in case. It shoots a bit. The Kodiak also moves up to screen Sorscha.</p>
<p>In the meat grinder the Shocktroopers start hitting the Bastions. The Bastions really prove their worth. The Shocktroopers manage to kill a whooping none. Meanwhile, the Bombardiers shoots at the Cinerators (well aware that it will trigger Vengeance). They are much more successful, leaving only two alive. Finally, the Mechaniks do their thing, Atanas gives Unstoppable Fury to the Shocktroopers, and Sorscha camps focus. The picture above shows the progress of the Empress&#8217; might. Scenario score is now 1-0 in Sorscha&#8217;s favour. This was an expensive round time wise. Khador has only 13 minutes left on the clock.</p></div>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkjtUXPBskSQP8P97y0CtuoPWUgxEUZpp1-6xk71KB1a5IM8bvpnFJjHU1yGmaNoKyHMF4kMcXItR5W-Do9q9_1f6p4BPBgvmFKQP2yDOSriylmRucF8bukhn5DIGhq9Na9NqoU0Gk2sKl/s1600/3+-+2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="811" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/3-2.jpg" class="wp-image-421" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">End of Protectorate turn, end of round</span></td>
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<p></p>
<div style="text-align: justify;">
The fanatics are now pissed and want to get even. Not surprisingly the Shrine brings back three Cinerators on my left flank. Together with the Dervish they start hacking away at the Demolition Corps, reducing them to three. On the right flank, the Cinerators take out the Tanker on their Vengeance move and proceeds to charge Beast (whom I forgot to put Stoke the Fire on). It takes more than two Cinerators to take him out. They do, however contest. Finally, in the meat grinder the Cinerators, The Templar, and Gravus takes on the Shocktroopers, and remove all but one. Finally, the Shrine shoots at my objective. The picture above shows the end of round three. Scenario score stays at 1-0 in Sorscha&#8217;s favour.&nbsp;</div>
<p></p>
<h2>
Round 4</h2>
<div style="text-align: justify;">
Attrition takes it toll on the clock. 13 minutes left is less than desirable as it seems that scenario victory is the way to go. I think I&#8217;m in control on both flanks. However, the middle is more uncertain.&nbsp;&nbsp;</div>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAbc5zor-1mPV38gvzFRCGLecCO_CE6K78hnkx_jTCpxzKdH8jxhZwpCrnlWEd-W-t5KkBVhXKMOx00RGnS7AKotQhxBwF7ZzQpQCQYuHyG1weGesTNrW1T7vayXZFRCMT98W9E7sO0N23/s1600/4+-+1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="819" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/4-1.jpg" class="wp-image-422" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of Khador turn</td>
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<div style="text-align: justify;">
Sorscha drops Iron Flesh. She allocates to both &#8216;jacks. Meanwhile yet another Demolition Corps goes down to fire. Finally, the objective removes a bit of damage from Beast.</p>
<p>On the left flank, Vengeance triggers, which makes Cinerators and Objective go down. Mechaniks does their thing. The Demolition Corps take out the remaining Cinerators, but can&#8217;t kill the Dervish. The Tanker follows up and takes out three quarters of the Choir. Finally, Atanas moves up, just in case.</p>
<p>On the right flank, Beast cleans up, and the Kodiak moves into position to start going behind the enemy lines. Sorscha moves in behind the objective and puts Stoke the Fires on the Kodiak.</p>
<p>In the middle, the grinding continues as the Bombardiers charges in. They manage to dismount Gravus and put even more dents into the Bastions (they are really robust). The Kovnik moves up behind them to be ready to lend a hand. This leaves the scenario score at 3-0 in Sorscha&#8217;s favour, and not a lot of time left on her clock. The picture above depicts the end of the Khador turn.</p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiR7VXGSq0V-OdbQGPcr9u12CaNYIkl0aGXQ9fcz-DlKGpR98562mMHkvXCtDqBWoaoZHEm_BhadIiswlsu68ojhrJt-26wFgR9_j5MJGH8U2AjcgaBmu3HvS0NAGe73_C-s1-HGDNi2Q9e/s1600/4+-+2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="798" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/4-2.jpg" class="wp-image-423" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">End of Protectorate turn, end of round</span></td>
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<p></p>
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So, the right flank is lost to the Protectorate. The left is still in play though. The Dervish manage to clean out the remaining Demolition Corps. However, the Mechaniks and the Tanker are still there. In the middle, everything commits. The Bastions, the Templar, and Gravus remove all but one of the Bombardiers. At some point the Kodiak counter charges, which then exposes it to a charge from Seneschal. That was basically it. One more point for Sorscha, leaving the scenario score at 4-0. The picture above shoes the end of round four.</p>
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<h2>
Round 5</h2>
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Slightly less that two minutes left of the clock, and it is ticking. There is only one thing to do.</p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbDJ1tYs6R7gYEjHWljzviUt4cSuoMxakhm-IBQA26P3VYxsuRDv9dYYLRAsCyq2PcB6oNyL_7VPrMYnUVRHX3qEyXcZnAt1J0ne6kybKNHZWvGa-slNEF7mBXYzngAG9qPL_1racrq5KD/s1600/5+-+1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="867" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/5-1.jpg" class="wp-image-424" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of Khador turn, end of game</td>
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<p></p>
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Warjacks power up. Sorscha does nothing. Everybody activates in sequence and does nothing. One more scenario point for Sorscha, leaving her at 5-0, and 43 seconds left on the clock. She wins the game. The picture above depicts the glorious victory.</p>
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<h2>
Final thoughts</h2>
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It turns out that the Protectorate does attrition almost as good as Khador; perhaps even better. Exemplar heavy infantry is pretty hard to chew through. They do a lot of armour, spreading damage out, and recursion. The troops are pretty good. I should perhaps have noted what Vindictus did throughout the game. However, I can&#8217;t remember, so apparently it wasn&#8217;t a lot. He basically just handed out True Path, which doesn&#8217;t do a lot once the lines clash; and Defender&#8217;s Ward, which did a lot. One notable annoyance was the Warder, who is a real pain.</p>
<p>Most important lesson learned is to speed up the game. If Vindictus has managed to kill my objective, I would have lost on time instead of winning on scenario.</p>
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Until next time.</p>
<p>For the Motherland!</p></div>
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		<title>Armored Corps under Kommandant Sorscha Kratikoff&#8217;s orders (Sorscha3)</title>
		<link>https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha/</link>
					<comments>https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Tue, 06 Aug 2019 16:16:00 +0000</pubDate>
				<category><![CDATA[Lists]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Armored Corps]]></category>
		<category><![CDATA[Atanas Arconovich]]></category>
		<category><![CDATA[Battle Mechaniks]]></category>
		<category><![CDATA[Beast 09]]></category>
		<category><![CDATA[Bombardiers]]></category>
		<category><![CDATA[Demolition Corps]]></category>
		<category><![CDATA[Dragos Dragadovich]]></category>
		<category><![CDATA[Kodiak]]></category>
		<category><![CDATA[Man-O-War Kovnik]]></category>
		<category><![CDATA[Man-O-Wars]]></category>
		<category><![CDATA[Shocktroopers]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<category><![CDATA[Suppression Tanker]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/armored-corps-under-kommandant-sorscha/</guid>

					<description><![CDATA[Sorscha3 should be the natural choice for an Armored Corps list &#8211; she is in Man-O-War &#8230; <a title="Armored Corps under Kommandant Sorscha Kratikoff&#8217;s orders (Sorscha3)" class="hm-read-more" href="https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha/"><span class="screen-reader-text">Armored Corps under Kommandant Sorscha Kratikoff&#8217;s orders (Sorscha3)</span>Read more</a>]]></description>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIaqgAT2jY7PWfsMaLgPgE3AvOdYy5fg5YW1n42H6VoF9ENAt3T3sV9DxQe00d74_2XbIop-8St8J5ZFaNyAyeJCNNvV9bry7uwP09ZeG4b7btMbfuRdk8ZoNujSDaPutL9pyXmU4oT39x/s1600/Sorscha3.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="1280" data-original-width="1079" height="75" src="https://greylordarchives.org/wp-content/uploads/2019/08/Sorscha3.jpg" class="wp-image-427" /></a></div>
<p><i>Sorscha3 should be the natural choice for an Armored Corps list &#8211; she is in Man-O-War armour! This post sums up my thought and rationale for putting together this particular Armored Corps list. Any short comings in the performance of Sorscha3 and her Man-O-Wars are solely the fault of the player.</i></div>
<p>
<span id="more-426"></span></p>
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What is not to love about an <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Armored_Corps" style="text-align: justify;" target="_blank">Armored Corps</a> list. Plenty of heavily armoured Man-O-Wars slowly advancing until axe is close to the enemy&#8217;s face? It was actually Man-O-Wars that originally attracted me to this faction. I had to wait so many years before they finally became any good. There are several good warcaster that can run this theme. However, Kommandant Sorscha Kratikoff seems the natural choice &#8211; she is in a Man-O-War armour, after all.</p>
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<td class="tr-caption" style="text-align: center;">The whole Armored Corps list</td>
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<p>
In the text below, I&#8217;ll go through the different models and some rationale to the composition of this list.</p>
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<h2>
Sorscha3</h2>
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<td class="tr-caption" style="text-align: center;">Sorscha in her Man-O-War armour</td>
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<p><a href="https://warmachineuniversity.com/mw/index.php/Kommandant_Sorscha_Kratikoff" target="_blank">Sorscha3</a> is the obvious choice for leading an Armored Corps list. She is interesting in the sense that her passive abilities actually doesn&#8217;t really do a lot for Mar-O-Wars as such. She offers a 9&#8243; bubble of Concealment to her army. This if of course always nice, but for Man-O-Wars in general, a DEF increase from 10 to 12 doesn&#8217;t really do a lot. Herself goes from 12 to 14, which is more interesting. The other passive ability, Field Marshall [Flank Man-O-War] doesn&#8217;t do anything for Man-O-Wars either, but man does it crank up the &#8216;jacks (+2 to attack rolls and an additional dice on damage).</p>
<p>It is her feat and spells that really helps and Armored Corps list. Her feat, Dead of Winter, helps Man-O-Wars getting forward without being shot to death. It gives her from four to six AOE 3&#8243; clouds to hide behind. Any model not having immunity to cold also suffers one point of damage. Note that none of the models in this list has immunity to cold, save for Beast &#8217;09 and Sorscha herself. </p>
<p>She brings four spells to the party: Iron Flesh, which is just marvellous on the Shocktroopers; Stoke the Fires, which accelerate the &#8216;jacks and gives them Counter Charge; Wind Rush, which allows her a full advance and +2 DEF (brining her all the way to DEF 16 against shooting); and Winter&#8217;s Wrath, an AOE 4&#8243; Stationary (something the Demolition Corps love), which also does a bit of damage. Unfortunately, she is only a focus 6 caster. She really wants to upkeep Iron Flesh every round, and most likely cast Stoke the Fires twice, this leaves her with exactly 3 focus to cast Winter&#8217;s Wrath and then naked &#8211; if we can speak about being naked in a Man-O-War armour?</p>
<p>On her own, she is surprisingly brittle (she can be repaired, though). One would think she is a front-line &#8216;caster. However, she is very easy to hit, and only has 17 boxes. ARM 18 in her armour is seldom enough to keep her alive. This presents some issues, as she would like to cast Winter&#8217;s Wrath on something, and whack something with her hammer, which is <i>Stationary on a stick</i> (and critical Slam). However, Whacking and Winter&#8217;s Wrath are often mutually exclusive, as Whacking more often than not requires her to also cast Wind Rush to get away again. She also possesses a little cannon, which is POW 13, range 12&#8243; and AOE 3, it also has Arcing Fire. It is always good for taking potshots at infantry in particular.</p>
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<h3>
Iron Flesh</h3>
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Iron flesh is the bread and butter ARM spell for Khador. It offers +2 ARM and immunity to blast damage. The latter is not too important in a list consisting primarily of heavily armoured Man-O-Wars. In my view, there are two prime targets for Iron Flesh: the Shocktroopers or the Demolition Corps. Using it on the former give an impressive ARM 23 (if also in Shield Wall), which generally is difficult for opponents to overcome. Using it on them subscribes to the idea that it is better to take something good and make really good, rather than taking something average and make it good. Taking something average is using Iron Flesh on the Demolition Corps. This will take them to ARM 18, which is ok, but nothing more. Where Iron Flesh on the Shocktroopers results in an anvil unit that is very difficult to remove, using it on the Demo Corps makes it easier from them to actually arrive somewhere with their hammers, rather than being shot to death (which happens far too often).</div>
<p></p>
<h3>
Stoke the Fires</h3>
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This is spell is potentially much better than it looks at first sight, and it looks pretty tasty already. It basically gives the target &#8216;jack +2 SPD and Countercharge, which in itself is nothing to frown upon. Yet, it becomes really good when thinking about one of the forces of Sorscha, namely her Field Marshall ability. Having effectively Weapon Master &#8216;jacks is pretty good, if they can get there. The additional speed really helps here. Also, in particular on Beast &#8217;09 (see below), Countercharging something with a 2&#8243; reach allows for surprising hits from behind e.g. Shocktrooper Shield Walls. I always make sure to cast it on both &#8216;jacks every turn.&nbsp;</div>
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<h3>
Wind Rush</h3>
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This is kind of Sorscha&#8217;s signature spell. It allows her to make a full advance and gain +2 DEF for one round. This will bring her to an impressive DEF 16 against shooting and DEF 14 against melee. Not too shabby for a Man-O-War armour. Besides giving her better defence, it also allows a comparable slow &#8216;caster to more easily get into position to use her Stationary on a stick (or get out again). When Atanas is around, she can also use his Tactician and ignore Man-O-War units. Thus, she can actually step out from behind a Shocktrooper Shield Wall, hit something to make it stationary and then Wind Rush back into safety again.&nbsp;&nbsp;</div>
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<h3>
Winter&#8217;s Wrath</h3>
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This is in many ways the bread and butter spell. Causes Stationary in an 4&#8243; AOE, which then can be the perfect target for the Demolition Corps (see below). It some sense, it is a bit expensive, between upkeeping Iron Flesh and casting Stoke the Fires. It often leaves Sorscha with no focus, which is always a dangerous avenue to travel.</div>
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<h2>
Man-O-Wars</h2>
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<a href="https://warmachineuniversity.com/mw/index.php/Category:Man-o-War" target="_blank">Man-O-Wars</a> must be the coolest infantry around. I mean, what&#8217;s not to like about people in huge steam-powered lumbering red armour, with huge axes, hammers, or chainsaws? Man-o-war units comes in three flavours: Shocktroopers, Demolition Corps, and Bombardiers. There is also a growing number of solos, here I&#8217;ll only concentrate on the Kovnik and the Suppression Tanker. Finally, there is the two man unit of Atanas and flag (I&#8217;m on purpose ignoring the chariots here).</p>
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<h3>
Man-O-War Demolition Corps</h3>
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<td class="tr-caption" style="text-align: center;">The crazy Demolition Corps</td>
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<p>The <a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Demolition_Corps" target="_blank">Demolition Corps</a> is easily my favourite Man-O-Ware unit. They are already Man-O-Wars, and in addition equipped with huge hammers used for only charging ahead a smashing enemies with. What&#8217;s not to like? They are, however more brittle than one would expect from huge steam-drive heavy armour. This can be mitigated by casting Iron Flesh on them, making them (most likely) DEF 12 and ARM 18, which is kind of survivable.</p>
<p>This unit is basically five guys with P+S 16, 2&#8243; reach hammers who really wants to charge stuff and get into the frey. They do have Critical Freeze, but perhaps more importantly they have Shatter. This gives an additional dice on damage if the target is Stationary. This is lovely in combination with Sorscha&#8217;s Winters Wrath, which gives a 4&#8243; AOE of stationary. Charging something that Sorscha have tagged with Winter Wrath is an auto hit with a P+S of 16 + 4d6, an average of 30 points of damage. They are also fun with Atanas Unstoppable Fury Battle Plan, giving them Retaliation Strike, and perhaps even in combination with Dragos mini-feat (see below). Is whatever hitting a Demo Corps sure it can kill one model, or the whole unit, and willing to risk a Retaliation Strike, with a potential Stationary?</p>
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<h4>
Sergeant Dragos Dragadovich</h4>
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<td class="tr-caption" style="text-align: center;">Dragos Dragadovich</td>
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<p><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Demolition_Corps" target="_blank">Dragos</a> is the Command Attachment to a Demolition Corps. He is twice as cool as a normale Demolition dude &#8211; he has two hammers. They do appear smaller, but they are not. So, that is twice the chance of a Critical Freeze. He is native tough and has quite a few nice abilities that benefit the Demo Corps he is attached to. For a bit of lore background, check out the short story &#8220;<a href="https://privateerpress.com/community/privateer-insider/the-better-part-of-valor" target="_blank">The better part of valor</a>&#8220;.</p>
<p>He grants 3&#8243; Vengeance (works whilst he is in formation), and has Tactics Defensive line (unit gains this even if he dies), which gives the unit DEF 12 against melee attacks and immunity to knockdown, whilst base-to-base with another model in this unit. DEF 12 is still not remarkable, but every little bit helps. This is golden in combination with Heroic Call from Atanas (see below), as it makes them tough and immune to knockdown. Throw in Dragos&#8217; mini feat, Band of Brotherhood, and a Demo Corp unit becomes pretty robust. Band of Brotherhood allows the unit to distributed damage amongst all members instead of just the one model getting hit (it&#8217;s the same as Sanguine Bond, if you have ever faced <a href="https://warmachineuniversity.com/mw/index.php/Trollkin_Champions" target="_blank">Trollkin Champions</a> or <a href="https://warmachineuniversity.com/mw/index.php/Exemplar_Bastions" target="_blank">Exemplar Bastions</a>). This is super good for keeping a unit alive and weather the storm so as many as possible can hit back.</p>
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<h3>
Man-O-War Shocktroopers</h3>
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<td class="tr-caption" style="text-align: center;">The robust Shocktroopers</td>
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<p><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Shocktroopers" target="_blank">Shocktroopers</a> are the backbone of an Armored Corps list. They often play the role of anvil, typically holding the middle of the field; where they slowly but steadily advance in Shield Wall, whilst other troops &#8220;hide&#8221; behind them. Typically, they will be in Shield Wall as often as possible, and Sorscha will also upkeep Iron Flesh on them. This gives then an effective ARM of 23, which is pretty OK. When accompanied with the Officer, they are also immune to Knockdown and Push. All in all, pretty solid. I do, however recommend having a unit of Mechaniks nearby, as ARM-cracking is currently abundant.</p>
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Also having the Kovnik (see below) nearby (within 9&#8243;) allows him to give them Desperate Pace, for another 2&#8243; in movement, allowing them to move an impressive 6&#8243; in Shield Wall. Finally, using one of the Advance Moves (4&#8243;) on them, put them 10&#8243; up the board (at the 20&#8243; line, if going second) in the first round &#8211; in Shield Wall. They also threat 11&#8243; when charging and with a potential assault shot up to 15&#8243; (thanks to the officer).</p>
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<td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">The Officer in all his frozen might</span></td>
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<p>Having this wall of steel advancing makes for all sorts of interesting combinations. When Atanas (see below) is present, Man-O-Wars can ignore each other for LOS and can move through each other: This is fun having the Demolition Corps hanging back behind the Shocktroops, to charge through them; Also, Beast ´09 has a 2&#8243; reach, which is just over 1/2&#8243; more that a Man-O-War&#8217;s base; thus, under Stoke the Fires he can charge up behind a Shield Wall and still hit something in front of it (which is at MAT 10 and four dice for an average of 33 points of damage); The Bombardiers can also, in reactively safety lob grenades over the; Finally, Sorscha is also a Man-O-War, so she can charge through them (she does have&nbsp;<i>Stationary on a stick</i>), and Wind Rush back into safety.</p>
<h4>
Shocktrooper Officer</h4>
<p>The officer adds quite a lot of nice features. Some of them has already been detailed above. Not only does he give the troopers Steady and Sturdy, which remains even if he dies (Tactics); he also give them Assault, which the unit looses if he dies (Granted). He does have a slightly better axe, with an extra P+S and critical Stationary; and one better MAT and RAT. He is also an extra body in a small unit. I never leave home without him.</p></div>
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<h3>
Man-O-War Bombardiers</h3>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtjSIeQXqV7tTMnasREL6P-X4eky2KXDYBZOhluUGx0KvgQSdWE7Ps4a6DNo5QkQ8NE7VV7wxeABSTNl_PLVijgqG9Yw7TVya3tmHI-sE7R35Dn2XWQUl9Mrkc1Ltxm8ecPPrBUn8ZBreM/s1600/B.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="448" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/B.jpg" class="wp-image-434" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The grenade lobbing Bombardiers</td>
</tr>
</tbody>
</table>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Bombardiers" target="_blank">Bombardiers</a> are the last of the standard Man-O-War units. Steam powered armour carrying grenade launching chainsaws &#8211; what is not to like? The impressive chainsaw-cannons is a 1&#8243; P+S 13 melee weapon that also has Critical Shred, which allows an addition attack agains the model hit. The grenade launcher is range 12&#8243; and POW 14 with a 3&#8243; AOE. Being elite troops they have RAT 6 and not the normal 5, which is nice. Luckily, they can do CRA. This allows for actually hitting stuff. The table below summarises the expected DEF that Bombardiers can hit and the expected damage (Dam) they can output on a direct hit, and blast damage.</p>
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<thead>
<tr>
<th>CRA</th>
<th>None</th>
<th>None+Officer</th>
<th>Aim</th>
<th>Aim+Officer</th>
<th>Dam</th>
<th>Blast</th>
</tr>
</thead>
<tbody>
<tr>
<td align="right">1</td>
<td align="right">13</td>
<td align="right">14</td>
<td align="right">15</td>
<td align="right">16</td>
<td align="right">21</td>
<td align="right">14</td>
</tr>
<tr>
<td align="right">2</td>
<td align="right">15</td>
<td align="right">16</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">23</td>
<td align="right">16</td>
</tr>
<tr>
<td align="right">3</td>
<td align="right">16</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">24</td>
<td align="right">17</td>
</tr>
<tr>
<td align="right">4</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">20</td>
<td align="right">25</td>
<td align="right">18</td>
</tr>
<tr>
<td align="right">5</td>
<td align="right">18</td>
<td align="right">19</td>
<td align="right">20</td>
<td align="right">21</td>
<td align="right">26</td>
<td align="right">19</td>
</tr>
<tr>
<td align="right">6</td>
<td align="right">19</td>
<td align="right">20</td>
<td align="right">21</td>
<td align="right">22</td>
<td align="right">27</td>
<td align="right">20</td>
</tr>
</tbody>
</table>
<p>
As a normal unit the Bombardiers are kind of OK. They can hide behind the wall of Shocktroopers and lop grenades over them. However, adding the Officer really helps them a lot.</p>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;">
<tbody>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrBNLo-BdKZJaghiVYb4wcPoH2AaUcT9BUSrYgVJGroEkFlxjV2evHyRwm31Pq4CfKO7TQXgpf8z05Y4LVaBAD-zaY1lkcr59G9_nGl33lZtwZnuNm0RCCWRrdjAoM8_BISIZG1Ot0BWNo/s1600/BO.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1600" data-original-width="1088" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/08/BO.jpg" class="wp-image-435" width="217" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The officer giving directions</td>
</tr>
</tbody>
</table>
<h4>
Bombardier Officer&nbsp;</h4>
<p>The Bombardier Officer adds quite a few useful abilities to the unit. He adds another attack (melee and ranged), but also a RAT of 7, which is helpful if he is the point of origin of a CRA (see table above). Quite importantly he Grants Pathfinder to the unit when they make a Full Advance (remember that Granted goes away if he is killed). This is a very nice ability in an army with very little Pathfinder (except the Kodiak). He also gives Quick Work (this is Tactics, so it does not go away if he is killed), which allows for a ranged attack if a model kills an enemy model with a melee attack. Personally, I can&#8217;t remember this ever coming to effect.</p>
<p>His most important addition is the mini-feat Support Fire. This gives two ranged shots per model, if they aim. This is potential 12 shots hitting DEF 14 and giving an expected damage of 21 per shot; or some combination of CRAs. Unfortunately, this volley of grenades are less frequent that one could hope for.</p>
</div>
<h3>
Man-O-War Suppression Tanker</h3>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;">
<tbody>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9H1vJ7IVxLJCsxju5BMmj_B4cSSnfNb0Cow4UqMzaHEAc-bo0fy1iafse1zTQcI9EAuil9Amc0LZp7i5w8zFEhluu2X4gWvvhLz3HmDI1w4H8kpQM-a3N0CfauzES1HiZnhiKkNyw1k35/s1600/Tanker.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1000" data-original-width="1600" height="200" src="https://greylordarchives.org/wp-content/uploads/2019/08/Tanker.jpg" class="wp-image-436" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The two Suppression Tankers</td>
</tr>
</tbody>
</table>
<div style="text-align: left;">
</div>
<p>They are even bigger and even more heavily armoured Man-O-Wars. So, they are slow, but these actually have Bulldoze. In this incarnation with two heavy machine guns incorporated into their shields. They are base ARM 17 and with two shields they&#8217;ll be ARM 21, with 10 boxes. This is pretty good. However, they are deceptively brittle, in particular against heavy fire.</p>
<p><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Suppression_Tanker" target="_blank">Suppression Tankers</a> can actually hit stuff in close combat (2 times P+S 12 shields at MAT 7 per tanker). But their main purpose is to remove light infantry, which they excel in. Their two Volley Guns are POW 10 with between one and three shots per activation. They shoot at RAT 6 with three dice when they attack warrior models (hits DEF 16 on the average). So, on a perfect day one tanker can dish out six shots hitting DEF 16 for 17 points of damage; enough for light infantry, not for heavy. For heavy infantry, a tanker can put out one RNG 8 spray instead at POW 14, bringing it to 21 points of damage on the average. Finally, they can opt for putting down Covering Fire.&nbsp; &nbsp; </p>
</div>
<h3>
Man-O-War Kovnik</h3>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;">
<tbody>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhccNfW1wGrkEAVQgNXb4SDFOYCXp96zaxbKfdENCh2hyphenhyphensfrBHjsobkOGmFca61-4AqMWHmm7-vwolbtnyL8g8W2XSevw9qVPKbsCzzu4CsusJy_OSCOr7vV1A5Oc1OQCJ-npxzS-yUJScD/s1600/Kovnik.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1600" data-original-width="1229" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/08/Kovnik.jpg" class="wp-image-437" width="245" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The Kovnik</td>
</tr>
</tbody>
</table>
<div style="text-align: right;">
</div>
<div style="text-align: right;">
</div>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Kovnik" target="_blank">Man-O-War Kovnik</a> is slightly meaner than the average Shocktrooper. He has one better MAT; a slightly shorter axe, but at P+S 15; a shield cannon that can shoot 2&#8243; longer, he can even hit people with this shield; build-in Assault; and finally, he clocks in at ARM 18 (including the shield).</p>
<p>A Kovnik does three things for an Armored Corps list. First and foremost, he brings Desperate Pace to the Man-O-Wars. These extra 2&#8243; of movement to a unit means a lot to slow Man-O-Wars; in particular to Shocktroopers who really like to stay in Shield Wall. Secondly, he can actually Slam models! Finally, he is not a helpless solo in melee, he actually brings three attacks to a charge: one assault shot (hitting DEF 14, bringing 21 points of damage of the average), one charge axe attack (hitting DEF 15, bringing 25 points of damage on the average), and one shield attack (hitting DEF 15, bringing 18 points of damage on the average).</p>
</div>
<h3>
</h3>
<h3>
</h3>
<h3>
</h3>
<h3>
</h3>
<h3>
</h3>
<h3>
Kommandant Atanas Arconovich &amp; Standard</h3>
<div style="text-align: justify;">
<div style="text-align: left;">
</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;">
<tbody>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwsHIe6Jco4WRM6JA597zkAO9v18gD-vNh2-jdelkaafjra_gOsD6r2MhNNpC8p_KsQjdLFt1PrAn6Zft7bA5Dk9CrVGLbtk_elO9JIFR1-BvK-S_PDOPx6xt1zny4bNjRXwgIpY8DvKpZ/s1600/AA.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1311" data-original-width="1600" height="262" src="https://greylordarchives.org/wp-content/uploads/2019/08/AA.jpg" class="wp-image-438" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The Kommandant and his banner</td>
</tr>
</tbody>
</table>
<p><a href="https://warmachineuniversity.com/mw/index.php/Kommandant_Atanas_Arconovich_%26_Standard" target="_blank">Atanas</a> and his banner consists of two models and counts as a unit. This in itself is nice as it add another Advance Move from the theme bonus. The latter model is the easiest as it basically just add 2&#8243; to Atanas command (when he is with in 5&#8243;, so keep him within). He can also function as screening of Atanas, charge blocker, and hinder landing zones.</p>
<p>The Kommandant, on the other hand is where the money is. First of all, he offers Tactician in a 12&#8243; bubble (assuming the banner is alive and well). This is almost essential for an Armored Coprs list. First of all, it allows for easy unpacking and manoeuvring; but perhaps even more important, it allows for all the cool shooting and charging tricks described elsewhere. If this wasn&#8217;t enough, he also does Battle Plans.</p>
<p>There a three Battle Plans available: <i>Heroic Call</i>, <i>Relentless Charge</i>, and <i>Unstoppable Fury </i>(all of them with a range of 5&#8243;). Heroic Call gives Tough to a Man-O-War model or unit. This works really well with either the Shocktroopers or Demolition Corps, who both can be immune to knockdown.&nbsp; Relentless Charge basically gives a Man-O-War model or unit Pathfinder when charging. Finally, Unstoppable Fury allows a Man-O-War model or unit to make a basic melee attack as a response to a melee attack against it. This is good on an anvil unit. Combined with the Demolition Corps&#8217; mini feat this can be a powerfull tool. It ask a question to the opponent: &#8220;<i>are you willing to accept a P+S 16 and potential a Stationary when hitting a unit?</i>&#8220;.</p>
</div>
<h2>
Battle Mechaniks</h2>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQiqz0RV7fF6W8JaLfzon8mfvluNzZHM4Y4xKManoTMqm-twqXWVKS7uOB2jZtFIxs46alMGLrvchmgq0x3FE2TLwxcMe6YoOgpatUtJX2VafS3cJWkGb7W5C1tZH5zXdfpCF7q6rR1QPI/s1600/Mechaniks.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="313" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/Mechaniks.jpg" class="wp-image-439" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The two units of Mechaniks keeping the show on the road</td>
</tr>
</tbody>
</table>
<div class="separator" style="clear: both; text-align: center;">
</div>
<p><a href="https://warmachineuniversity.com/mw/index.php/Battle_Mechaniks" target="_blank">Battle Mechaniks</a> is, in my opinion an absolut must in this list. Not only can they repair everything in this list (except themselves), the even do it at d3+1 due to theme. Having two units allows one on each flank, and they also contribute with two Advance Moves to Man-O-War models or units due to theme. They are also excellent for scoring zones and contesting.</p>
</div>
<h2>
Kodiak</h2>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfS9FHTwAPcIDfOdSJS9O6O-i44Ve0dv2I4Ud5PMlKfGBWuFdEYqQASQfkffCnthXAkGOarfrbHP7GvkzA_9S425OiIeNWGNW0r2bljDzFmcr3ppUyWnyjWAP53Y74o4sDxkAL9BkptTcS/s1600/Kodiak.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1600" data-original-width="1394" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/08/Kodiak.jpg" class="wp-image-440" width="278" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Plastic Juggernaut and an old metal Kodiak</td>
</tr>
</tbody>
</table>
<p>A <a href="https://warmachineuniversity.com/mw/index.php/Kodiak" target="_blank">Kodiak</a> is a very versatile warjack, with many tricks up its sleeves (on in this case, big black none-bucklers). As a rare treat it has build-in Pathfinder, which is golden in a list where Sorscha really can&#8217;t help out. It can also run 10&#8243; thanks to Heavy Boiler. Under Stoke the Fires, it can actually run for an impressive 14&#8243;, not bad for a Khador warjack.</p>
<p>It has an interesting attack profile. It has two open fists, which are only POW 16, though. Sorscha really helps here due to her Field Marshall ability. If the Kodiak&#8217;s target is in the melee range of a Man-O-War model, it has an effective MAT of 9 (hitting DEF 16 on average), and effectively becomes Weapon Master. This is POW16 + 4d6 on the charge, for an average of 30 points of damage. It also has its signatur Grab &amp; Smash, which actually gives it three initial attacks (assuming it hits on the first two). A single charge will, on the average give 30 + 26 + 22 points of damage, and a knockdown; for just one focus (if it does Headbutt). That will take out half a Khador warjack (18 points of damage) on average rolls.</p>
</div>
<h2>
Beast &#8217;09</h2>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;">
<tbody>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl0thpUff3rr48erwXIy76gxAp45CU7gCUB_BibyoOilCZiWEJwEW66GS6Sg5mCnc6hs0fzg09PZdTgK4OCXoGKpRmiys8hh_KjqP4CazlxQJCzNwl6gCwQwa7xtMlMhYtOO4TIS-D4eu3/s1600/Beast.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img loading="lazy" decoding="async" border="0" data-original-height="1600" data-original-width="1504" height="320" src="https://greylordarchives.org/wp-content/uploads/2019/08/Beast.jpg" class="wp-image-441" width="300" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Beast ready to smash the world</td>
</tr>
</tbody>
</table>
<p><a href="https://warmachineuniversity.com/mw/index.php/Beast-09" target="_blank">Beast &#8217;09</a> is a beast. It is Sorscha&#8217;s pet Juggernaut who is then bonded to her. The bond gives it Shield Guard within 3&#8243;. This is pretty good for Sorscha, since she is not as robust as one would think. This in combination with its other build in ability: Hyper-aggressive presents an interesting question to the opponent. Should I shoot something near Beast and have him Shield Guard it, and have him advance up to 4&#8243; (or 6&#8243; under Stoke the Fires)? He is also the only one with Immunity Cold, so he can e.g. walk through the clouds from Sorscha&#8217;s feat without any issues.</p>
<p>Beast is also equipped with an open fist (P+S 15), but more importantly it has a humongous axe, which is a larger Juggernaut axe (reach &#8220;2 instead of reach 1&#8243;). So, it has Critical Freeze and Beast can do a Thresher attack with it. Further more, it is also Murderous, so it will roll three dice to hit agains warrior models. If a Man-O-War is nearby, it will roll three dice at MAT 10, with at P+S of 19+3d6. This means hitting DEF 20 on average and doing 29 (33 on the charge) points of damage on the average. Getting it near Man-O-War Shocktroopers or Demolition Corps is often a good idea, as they also have reach 2&#8221;, making Flank easier.</p></div>
<p></p>
<h2>
My Armored Corps List</h2>
<p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4dteS6FY7I-TLpiMRI3vsXx-Po2qynKXakreVYfXQ9YyLzwlSjsZxUgXlPCe9Hi2O4OldvU0XJt4hLrsOhfQrfwJEWf3PBsHSB1lyJ4YDeTLVd0jFsoVgeNy5-fpbfwqauMBTyPfK6gt8/s1600/Sorscha3_AC_2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="589" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4dteS6FY7I-TLpiMRI3vsXx-Po2qynKXakreVYfXQ9YyLzwlSjsZxUgXlPCe9Hi2O4OldvU0XJt4hLrsOhfQrfwJEWf3PBsHSB1lyJ4YDeTLVd0jFsoVgeNy5-fpbfwqauMBTyPfK6gt8/s640/Sorscha3_AC_2.jpg" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Deployment of the Armored Corps under Sorscha3</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">
This is it. My Armored Corps list under the control of Sorscha3. The picture above depicts the deployment that best facilitates all the cool trick when hiding behind a wall of Shocktroopers. I have to admit, I rarely deploy like that.</p>
<p>It is worth remembering the Advance Moves in this theme. As there are six units in this army, there are six Advance Moves. In the deployment above, I would move the Shocktroopers, the two Tankers, Sorscha, the Bombardiers, and Atanas.</p>
<p>With the arrival of Oblivion the Armored Corps theme benefits changed a bit. The old theme gave Advance Move as follows: &#8220;<i>For each Khador unit in this army, one Man-O-War model/unit in this army can gain Advance Move</i>&#8221; Now Advance Move is given as follows: &#8220;<i>Man-O-War units and Tanker solos in this army gain Advance Move</i>&#8220;. This is perhaps a slight nerf. Now Sorscha and the Kovnik cannot get Advanced Move anymore. On the other hand, there is no longer any need to bring Mechaniks if they are primarily there to give Advance Move.</p>
<p>Khador Army &#8211; 75 / 75 points<br />
[Theme] Armored Corps</p>
<p>[Sorscha 3] Kommandant Sorscha Kratikoff [+28]<br />
&nbsp;&#8211; Beast 09 [18]<br />
&nbsp;&#8211; Kodiak [13]<br />
Man-O-War Kovnik [4]<br />
Man-O-War Suppression Tanker [0(6)]<br />
Man-O-War Suppression Tanker [0(6)]<br />
Battle Mechaniks (min) [3]<br />
Battle Mechaniks (min) [3]<br />
Kommandant Atanas Arconovich &amp; Standard [7]<br />
Man-O-War Bombardiers (max) [16]<br />
&nbsp;&#8211; Man-O-War Bombardier Officer [5]<br />
Man-O-War Demolition Corps (max) [14]<br />
&nbsp;&#8211; Sergeant Dragos Dragadovich [0(6)]<br />
Man-O-War Shocktroopers (max) [16]<br />
&nbsp;&#8211; Man-O-War Shocktrooper Officer [4]</p>
<p>Also at <a href="https://conflictchamber.com/#c3201b_-0Tk_kV7sl5l3l38686l27Ml0l7l17Qgd" target="_blank">conflict chamber</a>.</p>
<p>Assuming you, me dear reader has arrived all they way down here, I hope you have enjoyed these wild speculations. With a bit of luck, battle reports will appear in the foreseeable future.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_d_x2dlijX0Pr33f8VaemdA_yd5pYJ8zzq2Lf5XflmF9je4B0Lg1QzUrmpL2f-1gh6woPOtF8YildNeg2krWBxjjWOMLdXMf-aKnO3_YbwnGdsI8YldKlwdpnS5xqYdmVxUrK0AvKfiyE/s1600/TheLot.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="535" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/TheLot.jpg" class="wp-image-428" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The whole Armored Corps list</td>
</tr>
</tbody>
</table>
<p>
For the Motherland!</div>
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		<item>
		<title>Kommandant Sorscha Kratikoff (Sorscha3) vs. Kallus, Devastation of Everblight (Kallus2)</title>
		<link>https://greylordarchives.org/2019/08/kommandant-sorscha-kratikoff-sorscha3-5/</link>
					<comments>https://greylordarchives.org/2019/08/kommandant-sorscha-kratikoff-sorscha3-5/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Tue, 06 Aug 2019 16:15:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Pre-Oblivion]]></category>
		<category><![CDATA[Armored Corps]]></category>
		<category><![CDATA[Children of the Dragon]]></category>
		<category><![CDATA[Kallus2]]></category>
		<category><![CDATA[Legion of Everblight]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/kommandant-sorscha-kratikoff-sorscha3-5/</guid>

					<description><![CDATA[The Legion abominations are again plaguing the land. This time Sorscha is called upon to deal &#8230; <a title="Kommandant Sorscha Kratikoff (Sorscha3) vs. Kallus, Devastation of Everblight (Kallus2)" class="hm-read-more" href="https://greylordarchives.org/2019/08/kommandant-sorscha-kratikoff-sorscha3-5/"><span class="screen-reader-text">Kommandant Sorscha Kratikoff (Sorscha3) vs. Kallus, Devastation of Everblight (Kallus2)</span>Read more</a>]]></description>
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<a href="https://greylordarchives.org/wp-content/uploads/2019/08/Khador-beats-Legion.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="130" data-original-width="130" height="75" src="https://greylordarchives.org/wp-content/uploads/2019/08/Khador-beats-Legion.png" class="wp-image-444" /></a></div>
<p><i>The Legion abominations are again plaguing the land. This time Sorscha is called upon to deal with it. She brings her trusted Man-O-Wars in an Armored Corps list against Kallus and all his merry evil Rudolfs. This battle was almost a song of fire and ice, where Kallus provided the fire and Sorscha the ice. Ice won – winter was coming.</i></div>
<p>
<span id="more-443"></span></p>
<div style="text-align: justify;">
Legion is not a faction I see too often. I have only faced them once before, but that was against Absylonia1 using Irusk2&#8217;s WGK list (list detailed&nbsp;<a href="https://greylordarchives.org/2019/03/revisited-winter-guard-kommand-under.html" target="_blank">here</a>, and battle report&nbsp;<a href="https://greylordarchives.org/2019/03/supreme-kommandant-irusk-irusk2-vs.html" target="_blank">here</a>). That time Irusk was victorious. However, this Legion list is a completely different beast, and I&#8217;m opting for my AC list (list detailed <a href="https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha.html">here</a>), which I&#8217;m quite happy about as I&#8217;m pretty sure that Winter Guards would die like flies against this Legion list.&nbsp;The two lists facing of are as follows:</div>
<p></p>
<table border="0">
<tbody>
<tr>
<td valign="top">Legion Army &#8211; 75 / 75 points<br />
[Theme] Children of the Dragon</p>
<p>[Kallus 2] Kallus, Devastation of Everblight [+28]<br />
&#8211; Azrael [21]<br />
&#8211; Nephilim Bolt Thrower [11]<br />
&#8211; Zuriel [18]<br />
&#8211; Succubus [0(4)]<br />
Annyssa Ryvaal [8]<br />
Blighted Nyss Shepherd [1]<br />
Blighted Nyss Shepherd [1]<br />
Craelix, Fang of Everblight [0(6)]<br />
Blighted Nyss Raptors (max) [18]<br />
Blighted Nyss Raptors (max) [18]<br />
Ice Witches [7]</td>
<td valign="top">Khador Army &#8211; 75 / 75 points<br />
[Theme] Armored Corps</p>
<p>[Sorscha 3] Kommandant Sorscha Kratikoff [+28]<br />
&#8211; Beast 09 [18]<br />
&#8211; Kodiak [13]<br />
Man-O-War Kovnik [4]<br />
Man-O-War Suppression Tanker [0(6)]<br />
Man-O-War Suppression Tanker [0(6)]<br />
Battle Mechaniks (min) [3]<br />
Battle Mechaniks (min) [3]<br />
Kommandant Atanas Arconovich &amp; Standard [7]<br />
Man-O-War Bombardiers (max) [16]<br />
&#8211; Man-O-War Bombardier Officer [5]<br />
Man-O-War Demolition Corps (max) [14]<br />
&#8211; Sergeant Dragos Dragadovich [0(6)]<br />
Man-O-War Shocktroopers (max) [16]<br />
&#8211; Man-O-War Shocktrooper Officer [4]</td>
</tr>
</tbody>
</table>
<p></p>
<h2>
Initial Thoughts</h2>
<div style="text-align: justify;">
This Legion list is the theme <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Children_of_the_Dragon" target="_blank">Children of the Dragon</a>, which is apparently primarily a Blighted Nyss theme. The theme gives the Nephilim Bolt Thrower Unyielding, and the player a +1 to the starting roll. This list is controlled by Kallus2, and only has two heavy Warbeasts (Characters, though) and one light. However, there is a lot of Blighted Nyss on evil Rudolfs.</p>
<p><a href="https://warmachineuniversity.com/mw/index.php/Kallus,_Devastation_of_Everblight" target="_blank">Kallus, Devastation of Everblight</a> is all about fire. His Warbeasts gain continuous fire, his sword can give Continuous fire to nearby models if he boxes one. He even has two fire spells: Blazing Path, which gives friendly faction models in his control Fire Immunity, and opponents suffer Continuous Fire is they end their activation with 2&#8243; of one of his models and in his Control Range; and Brand of Fire, which deals Fire damage and models with 5&#8243; of the target hit suffers Continuous Fire. All of this fire leads up to his Feat, where everybody already on fire suffers a POW 12, and his beast can charge for free with a +3&#8243; to their movement.</p>
<p>He can do some other suff besides being a pyromaniac. He has Hyper-regeneration (d3 per turn) and Reposition 3&#8243;. He also has an OK sword (2&#8243; reach P+S 15, with fiery extras); being his own Cavalry he can also do Critical Knockdown. He has our old friend Battle Lust (model/unit gets addition dice on damage roll), and Overrun (if the target model kills something, a model in the Battlegroup can make an advance).</p>
<p>Kallus is accompanied by three Warbeasts and an attachment: <a href="https://warmachineuniversity.com/mw/index.php/Azrael" target="_blank">Azrael</a>, a <a href="https://warmachineuniversity.com/mw/index.php/Nephilim_Bolt_Thrower" target="_blank">Nephilim Bolt Thrower</a>, and <a href="https://warmachineuniversity.com/mw/index.php/Zuriel" target="_blank">Zuriel</a>; and a <a href="https://warmachineuniversity.com/mw/index.php/Succubus" target="_blank">Succubus</a>. The latter can upkeep one of Kallus&#8217; spells for free, and cast three of her own. She can produce a 3&#8243; cloud, cast Hex Bolt (no Special Attacks or Actions, or Power Attacks for one round); and can Influence. She is basically just an annoyance.</p>
<p>The Nephilim Bolt Thrower is basically just a light Warbeast that can shoot stuff up to 16&#8243; away (6&#8243; move and 10&#8243; shot) at POW 14, and push the victim 3&#8243; (Knockdown on Critical). The most annoying bit is probably that it can see through Sorscha&#8217;s clouds.</p>
<p>The two real beasts are <a href="https://warmachineuniversity.com/mw/index.php/Azrael" target="_blank">Azrael</a> and Zuriel. The former is not surprisingly another fire lover. To begin with it, like most other Legion stuff, ignore clouds; so Sorscha&#8217;s feat it somewhat hampered. The main thread from Azreal is its ability to shoot really hard. It can throw two spears (via Reload), with a base POW 17, range 10&#8243;. Of course it causes fire, and it has a Critical Smite. Not too shabby. The same spear is used in close combat. So, Azreal can put out five POW 17 attacks per round; that is 20 points of one of our Warjacks. If Kallus has put Battle Lust on it, it will kill a Warjack.</p>
<p><a href="https://warmachineuniversity.com/mw/index.php/Zuriel" target="_blank">Zuriel</a>&nbsp;is a highly mobile beat-stick, with a spray to Assault with. It has two P+S 16 swords, with a twist: they have Precision Strike so it gets to choose which column to affect. This is always bad news for our &#8216;jacks. Luckily, Sorscha brought Mechaniks.</p>
<p>In addition to the Warbeast, Kallus brought three units: one unit of Ice Witches, and two units of Blighted Nyss on evil Rudolfs with their support solo&nbsp;Annyssa Ryvaal. The <a href="https://warmachineuniversity.com/mw/index.php/Ice_Witches" target="_blank">Ice Witches</a> are there for two reasons: to manipulate dice through Puppet Master; and to lower DEF through our own friend Ice Cage. The latter doesn&#8217;t really do a lot against Armored Corps (I mean anything that lowers DEF 10 is really not going to anything spectacular), except perhaps stationary.</p>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Blighted_Nyss_Raptors" target="_blank">Blighted Nyss Raptors</a>&nbsp;is some of the annoyingly fast cavalry that can both shoot and Reposition. Always a difficult one for the slow Man-O-Wars. They can move 9&#8243;, shoot 12&#8243;, and then Reposition 5&#8243;. So there is basically no way of catching them if they are in shooting mode. They do an average of 21 points of damage with their bow (extra dice due to Poison). If they opt for charging, they can on the average do 19 points on Impact, and then 24 points of damage on the charge attack. Easily enough to take out a Man-O-War, except for the Shocktroopers. However, they are only DEF 14 and ARM 15, with 5 boxes; so, this sounds like work for the Bombardiers. A two-man CRA should be able to take one Raptor out per shot. Unfortunately, the Raptors can shoot and reposition, and stay just outside the threat range of the Bombardiers, unless they have Desperate Pace.</p>
<p>The Raptors are accompanied by their solo <a href="https://warmachineuniversity.com/mw/index.php/Annyssa_Ryvaal" target="_blank">Annyssa Ryvaal</a>.&nbsp; She is basically an assassin that can gallop around and shoot poisonous arrows at the poor Man-O-Wars.</p>
<p>Finally, Kallus bring the ubiquitous <a href="https://warmachineuniversity.com/mw/index.php/Blighted_Nyss_Shepherd">Blighted Nyss&nbsp;<span style="text-align: start;">Shepherds</span></a>, who are there for fury controle and healing; and&nbsp;<span style="text-align: start;"><a href="https://warmachineuniversity.com/mw/index.php/Craelix,_Fang_of_Everblight" target="_blank">Craelix, Fang of Everblight</a>, who is another shooting annoyance. Despite being able to shoot a lot, and do some damage, I don&#8217;t think she is too dangerous for heavy armoured Man-O-Wars.</span><br />
<span style="text-align: start;"><br />
</span></div>
<h2>
Deployment</h2>
<div style="text-align: justify;">
We are playing the 2018 Steamroller scenario Recon II, and Legion goes first. We both opt for the Stockpile objective (remove d3 point of damage within 4&#8243;).&nbsp;</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiJCESwUaz5cx5L4NO-c6rA3Je55eYi9mCoA32xRJ1WGVHjDccIBlhoarO3hpqLZvzorr1ga7moWeLKeRhjWI6DhlRFv0qV2SmLGWj4AH9wvfOo1F5M2WSvg0QtXiN5FRp2PuW2Dry6hGr/s1600/PB110017.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1284" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/PB110017.jpg" class="wp-image-445" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of deployment</td>
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<p></p>
<div style="text-align: justify;">
Kallus deploys Raptors on each flak. The left one also with Annyssa, and the right one also with Craelix. Kallus himself goes in the middle with his attachment and his beasts around him. Ice Witches and Shepherds in the back.</p>
<p>Sorscha deploys the Bombardiers and the Kodiak on the left flank. They both have Pathfinder and can get through the forest. They are supported by a unit of Mechaniks. On the right flank goes the Demolition Corps along with Beast, also supported by a unit of Mechaniks. In the middle is the ambolt of Shocktroopers along with the two Suppression tankers. In the back goes Sorscha, Atanas and the Kovnik. The picture above shows the deployment after Advance Moves.</p></div>
<p></p>
<h2>
Round 1</h2>
<div style="text-align: justify;">
Kallus begins by moving everything forward. On the right flank, the Raptors move far ahead along with Crealix, Zuriel, and the Nephilim. They clearly look like they want to eat Demolition Man-O-Wars. On the left, the Raptors are a bit more hesitant, as they are probably a bit afraid of the Bombardiers&#8217; granades. All the rest just moves forward. So far uneventful.&nbsp;</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBqFUvWoW_VtkdSvST5TTWDC1Z9uyqKXaIwFpBxbrHb-i4tzNO0oHRktCn1gDVYT3mw-u9QiBQp8YhLhEdpX0fyzWsAcIhyEvNHtvW7DAXAa07uXBT1MzrtyTxCOaO8NNHVkrQbnLuu7FF/s1600/Turn02.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1180" data-original-width="1280" src="https://greylordarchives.org/wp-content/uploads/2019/08/Turn02.jpg" class="wp-image-446" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of turn 1</td>
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<div style="text-align: justify;">
</div>
<div style="text-align: justify;">
I forgot to take a picture at the end of the round. So the picture above depicts the situation at the very beginning of turn 2 in the first round. Just before Sorscha has started the show.</p>
<p>On the right flank, the Demolition Corps runs into the zone and activates Band of Brotherhood. Beast also runs op towards the zone. Finally, the Mechaniks follow suit. On the left flank, the Bombardiers run into the zone. The Kodiak runs along side of them, and the Mechaniks follow up behind. In the middle, the Kovnik moves up and gives Desperate Pace to the Shocktroopers, who them move up into a Shield Wall. They split up into two walls to protect Sorscha and to bait Zuriel. Both tankers just move forward, the rightmost up to the flag. Just before Sorscha activates, Atanas move forward and puts Heroic Call on the Demolitions Corps, as they are probably going to be shot a lot. Finally, Sorscha moves up casts Stoke the Fires on both &#8216;jacks, Iron Flesh on the Shocktroopers, Wind Rush on herself, and feats. She gets five clouds that she puts between the forest to the left and the house, and to the right of the house. She is now nice and cozy next to the healing objective, and behind a wall of clouds and Shocktroopers.&nbsp;</p></div>
<p></p>
<h2>
Round 2</h2>
<div style="text-align: justify;">
It is now time for the lines to crash.&nbsp;</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihNFuLzYRjDQ-0bIvZFfESnV3Sf2J1h3GWww53EufNOhgm1YzavlEQzwA7vXCLxOGdn9E7HT45M_VH614PMP78NLBUrKkYbTFh-6ZTm6V-mOol7FHCHXtj3nt-htzSyefZ0vElONGpl2m-/s1600/PB110019-X.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1057" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/PB110019-X.jpg" class="wp-image-447" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of turn 1</td>
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<p></p>
<div style="text-align: justify;">
Kind of surprisingly, the Raptors on the right flank decides to charge the Demolition Corps instead of shooting them (only three though). Had I known that, I would have put Unstoppable Fury on them instead. They do manage to take out two of the proud Man-O-Wars. I think they might have been sprayed first by Zuriel and/or the Raptors spiked their dice. Just three Raptors should not make more than 33 points of damage on the unit, which should leave roughly two remaining boxes on each model. Anyway, two goes down. Craelix also moves up and takes out the whole Mechaniks unit through shooting and Blight Spasm.</p>
<p>On the left flank, the other unit of Raptors move up and and shoots at the Bombardiers. Somehow the manage to take out two. They then Reposition away again. Azrael throws two spears at the leftmost Tanker, and thanks to Eyesless Sight can ignore Sorscha&#8217;s pretty clouds. This kills the Tanker. That was it. I think it was more than enough. The picture above shows the end of Kallus&#8217; turn.<br />
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9VpEMyaDnTEtB77g3br3_oCEjYrNw-qRspQDSKgWu-WNIlID4GLR7VpSaOe6CgoR40mzqzTKQOdmKeOF70nspLEUBiHwRmuUiEG_iL-KvQ9shIdPn68qJHwySBMWwu5-hlacH7wm7iQfv/s1600/PB110020-X.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="976" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/PB110020-X.jpg" class="wp-image-448" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of turn 2, end of round</td>
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<div style="text-align: justify;">
<br />
OK. Perhaps this initial attack was not too bad. Yet, it is now time to get even. The Demolition Corps remove the three Raptors in front of them through Vengeance. Sorscha upkeeps Iron Flesh and moves a bit backwards to get out of Zuriel&#8217;s range. She it now on top of a hill and with Wind Rush on her.</p>
<p>On the right flank, the Demolition Corps continues by charging the remaining Raptors and Zuriel. They are surprisingly inefficient, and only manage to remove one Raptor and put a dent in Zuriel. The Tanker moves forward in front of the flag and takes out Craelix from a hailstorm of bullets. Beast moves a bit into the zone. The Kovnik also moves up to the flag and then gives Desperate Pace to the Shocktroopers.</p>
<p>On the left flank, the Bombardiers moves forward and shoots at the Raptors. They only manage to kill one. The Shocktroopers walk forward in Shield Wall and put sufficient axe to Annyssa&#8217;s face to kill her. Two remains near the objective to provide road blocking agains Zuriel. The Kodiak moves in between the first line of Shocktroopers and the house, and Vent Steam. The Mechaniks moves forward to the right to remove any landing zones for Zuriel. Finally, Atanas moves forward and puts Unstoppable Fury on the Shocktroopes, his banner bearer tags along and blocks yet another landing zone.</p>
<p>So far so good. One scenario point in the bag, and none to Kallus. The picture above shows the situation at the end of the second round.</p></div>
</div>
<p></p>
<h2>
Round 3</h2>
<div style="text-align: justify;">
I&#8217;m in a good place I think. There is sufficient pressure far up the board. I&#8217;m ahead on scenario points with no clear opening for Kallus to score any.&nbsp;</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiJQQcvsGQouAY4V9-RQ2LM1RhtoXA3wkrH9DtGbF5GO1wdfaFbSgxH58YI-lNsZlUP9kPN2oKBdsf8kNzdd0Uho_yxWMMzhe1o8gVKNOH9hHvqEIRTxj9G9OCASkn3kKS4u2jHhJPzW6E/s1600/PB110021-X.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="915" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/PB110021-X.jpg" class="wp-image-449" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of turn 1</td>
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<p></p>
<div style="text-align: justify;">
Kallus commits the remaining Raptors on the left flank, along with Zuriel to removing the Shocktroopers at his doorstep. They are surprisingly inefficient, and manage to remove precisely none. It is a different story on the right flank, where the Demolition Corps is already heavily damaged. The combined forces of the last Raptor, the&nbsp;<span style="text-align: start;">Nephilim Bolt Thrower, and&nbsp;</span><span style="text-align: start;">Azrael manage to remove the remaining troops.&nbsp;</span><span style="text-align: start;">Azrael also throws a spear at Beast, which then advances a bit towards the its attacker. Something, which I can&#8217;t remember what was also managed to remove the Kodiak. Sorscha scores another scenario point, Kallus does not. The picture above shows the situation at the end of Kallus&#8217; turn.</span><br />
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyTCZZTa9GkKI97GrTck_Mzit3RAQQD2GJm_BMRlf62PXD99XVlOR3jXN6iSr7pAV3g5cjk6zhxaC3D784oOu_yN8rsuYPAy2PO08k3V992cjAumsBPPucrAFfRGVAm-Q3JNzW3YJH_Eer/s1600/PB110022.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="905" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/PB110022.jpg" class="wp-image-450" width="570" /></a></td>
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<tr>
<td class="tr-caption" style="font-size: 12.8px;">End of turn 2, round 3</td>
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<div style="text-align: start;">
</div>
<div style="text-align: justify;">
Sorscha is on a roll (she upkeeps Iron Flesh). The payback from Kallus was really unimpressive. On my right flank, the Kovnik moves in front of the flag af gives Desperate Pace to the Suppression Tanker. The Tanker then charges the&nbsp;<span style="text-align: start;">Nephilim and Bulldoze it out of the zone.&nbsp;</span><i>This, we later discovered was a mistake, when re-reading the Kovnik&#8217;s card it clearly says: &#8220;Target friendly <u>Man-o-War unit</u>&#8220;. We did, however agree that it did not really affect the outcome of the game, since the Suppression&nbsp;Tanker still could have charged the&nbsp;<span style="text-align: start;">Nephilim Bolt Thrower</span>&nbsp;and pushed it out of the zone; just at a slightly different angle.</i>&nbsp;Beast follows suit and charges the last Raptor, which dies a violent death. The zone is now cleared.</p>
<p>On the left flank, the Bombardiers and Shocktroopers cleans up a bit. They only manage to remove two out of three Raptors and dent Zuriel. Atanas moves up and puts Heroic Call on the Shocktroopers. Finally, Sorscha moves up to the objective and Wind Rush herself. Two more scenario points for her. Leaving the score at 4-0 in her favour. The picture above depicts the end of round 3.</p></div>
</div>
<p></p>
<h2>
Round 4</h2>
<div style="text-align: justify;">
We are a Kallus last stand. The scenario score is 4-0 in Sorscha&#8217;s favour. Something drastic has to happen to stop a loss on scenario.</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpWZ-X3nv6KAAsyG6GRd2kiAJTboq4yDbV4N1n8zbC_k3sdmYZyL9axyUa35B0xglxyUqdtDisDQwuBRDJ1_jR3T9YZacHYksAVra6mxnSy8SLxV14YbBTDU55UwdQhfr0o3K5LPIXkBEr/s1600/PB110023.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="912" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/PB110023.jpg" class="wp-image-451" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of turn 4</td>
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<p></p>
<div style="text-align: justify;">
Kallus starts by finally committing himself to battle. He charges in, and together with Zuriel cleans up some the of Man-O-Wars on the left flank. They manage to remove three Shocktroopers and Azrael chips in by removing the officer by throwing spears at him. On the right falk, the Nephilim runs within 4&#8243; of my flank, and the Succubus toes into the zone. A Shepherd also runs into each of the zones. That was basically it. Not a lot happened. The scenario score remains at 4-0. The picture above depicts Kallus last stand.<br />
<br class="Apple-interchange-newline" /></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVMIL2VbciTAMjRovxVYrCYhiAVa_fuypDafwltKJPthlfOuuf-B9YcHNYy9Fcg_TARwK0clAU0MvCQAjaEe9_2Tz3ltpmyhbXsmFtmgtzGMvnS9pzPUOkCG-Cl-MYLG43QuEYL-y_jvEf/s1600/PB110024.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="926" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/PB110024.jpg" class="wp-image-452" width="570" /></a></td>
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<td class="tr-caption" style="font-size: 12.8px;">End of turn 5</td>
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<p></p>
<div style="text-align: justify;">
So Sorscha has all the time in the world. Scenario score is 4-0, so just one more point. There is 14:35 left on the clock. She drops Iron Flesh and allocates one to Beast. Leaving her at five focus.</p>
<p>On the right flank, the Tanker bulldoze the Succubus and the Shepherd out of the zone. Beast turns around, strolls up to the Bolt Thrower and proceeds to kill it easily. Now this zone is cleared, and the flag will also score again. Now, over to Sorscha.</p>
<p>Sorscha Wind Rush forward and proceeds to charge Kallus. Cold versus fire is always good when you have Stationary on a stick. She hits Kallus, who is left Stationary and damaged. Sorscha has three focus left, but only one is needed as the second blow kills the abomination. That leaves Sorscha with a solid caster kill and a scenario score of 6-0. The picture above shows how winter is coming.</p></div>
<p></p>
<h2>
Final thoughts</h2>
<div style="text-align: justify;">
I think this was an easy win. The Kallus list can&#8217;t really do anything against the heavy armoured Man-O-Wars. Also, for some reason he never really got all of the fire synergies to work. All in all, there isn&#8217;t really anything remarkable to note. The only thing is perhaps that I misread the Desperate Pace ability on the Kovnik. However, as we both agreed it did not change anything. The only thing that really baffled me was why Azrael was never committed to the battle. It is not like it is a pillow-fisted sack of cotton. I forgot to ask.</div>
<p>
Until next time.</p>
<p>For the Motherland!</p></div>
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