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

<channel>
	<title>Vlad2 &#8211; The Greylord Archives</title>
	<atom:link href="https://greylordarchives.org/tag/vlad2/feed/" rel="self" type="application/rss+xml" />
	<link>https://greylordarchives.org</link>
	<description>A warmachine blog mostly about Khador</description>
	<lastBuildDate>Mon, 30 Mar 2026 12:53:09 +0000</lastBuildDate>
	<language>en-GB</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=7.1</generator>
	<item>
		<title>Vladimir Tzepesci, the Dark Champion&#8217;s (Vlad2) vs. Aurum Lucanum Athanor Locke (Locke1)</title>
		<link>https://greylordarchives.org/2021/02/vladimir-tzepesci-dark-champions-vlad2/</link>
					<comments>https://greylordarchives.org/2021/02/vladimir-tzepesci-dark-champions-vlad2/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Tue, 02 Feb 2021 18:54:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[Clockwork Legion]]></category>
		<category><![CDATA[Convergence of Cyriss]]></category>
		<category><![CDATA[Locke1]]></category>
		<category><![CDATA[Vlad2]]></category>
		<category><![CDATA[Wolves of Winter]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/vladimir-tzepesci-dark-champions-vlad2/</guid>

					<description><![CDATA[Convergence is not an opponent I see too often. I have actually only faced them once &#8230; <a title="Vladimir Tzepesci, the Dark Champion&#8217;s (Vlad2) vs. Aurum Lucanum Athanor Locke (Locke1)" class="hm-read-more" href="https://greylordarchives.org/2021/02/vladimir-tzepesci-dark-champions-vlad2/"><span class="screen-reader-text">Vladimir Tzepesci, the Dark Champion&#8217;s (Vlad2) vs. Aurum Lucanum Athanor Locke (Locke1)</span>Read more</a>]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKQ0H7Q2taavHz0x0UWxkJFeBiRmEv8hy19KlXQOxl3fB1gyuKLZF-AsJrKOonm0wyJJmNq5-ENXCUWbzrL6sedIakma8jS0GNp0_R36L_wsdePDm1_RSroJcDX3EB_zi8jn2e082Vvjn4/s130/Khador-beats-Convergence.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/2021/02/Khador-beats-Convergence.png" class="wp-image-233" /></a></div>
<div style="text-align: justify;"><i>Convergence is not an opponent I see too often. I have actually only faced them once before. I am told that they have received a CID upgrade, and are now a force to be reckoned with. They are a bit odd compared to both Warmachine and Hordes factions, as they do Focus in a strange way, where they can spend one and then pass it on. The army in front of me has a tremendous number of floating &#8216;jacks with sharp elbows. Let&#8217;s see how Vlad2 and his Wolves of Winter fare.</i></div>
<div style="text-align: justify;"><i><br /></i></div>
<p><span id="more-232"></span></p>
<div style="text-align: justify;">I do not see a lot of Convergence. I have only faced them once before, where Vlad1 nicely demonstrated how to contain the threat (see battle report&nbsp;<a href="https://greylordarchives.org/2019/12/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a>). This list is fresh out of CID, which should have improved them a lot. They are led by Locke, who I thought was a Crucible Guard caster. Anyway, I&#8217;m opting for Wolves of Winter under Vlad2 (list is described&nbsp;<a href="https://greylordarchives.org/2020/05/wolves-of-winter-under-kommander-andrei.html" target="_blank">here</a>).</div>
<div style="text-align: justify;"></div>
<table border="0">
<tbody>
<tr>
<td style="white-space: pre-wrap;" valign="top">Khador<br />
[Theme] Wolves of Winter</p>
<p>[Vladimir 2] Vladimir Tzepesci, the Dark Champion [+27]<br />
 &#8211; Marauder [11]<br />
 &#8211; Ruin [17]<br />
Koldun Lord [4]<br />
Koldun Lord [4]<br />
Void Archon [8]<br />
Void Archon [8]<br />
Doom Reaver Swordsmen [10]<br />
 &#8211; Greylord Escort [3]<br />
Doom Reaver Swordsmen [10]<br />
 &#8211; Greylord Escort [3]<br />
Doom Reaver Swordsmen [10]<br />
 &#8211; Greylord Escort [3]<br />
Doom Reaver Swordsmen [10]<br />
Greylord Ternion [0(7)]<br />
Greylord Ternion [0(7)]<br />
Greylord Ternion [0(7)]<br />
</td>
<td style="white-space: pre-wrap;" valign="top">Convergence<br />
[Theme] Clockwork Legions</p>
<p>[Locke 1] Aurum Lucanum Athanor Locke [+29]<br />
 &#8211; Corollary [0(6)]<br />
 &#8211; Negator [0(6)]<br />
 &#8211; Negator [0(6)]<br />
 &#8211; Negator [6]<br />
 &#8211; Negator [6]<br />
 &#8211; Prime Conflux [33]<br />
Algorithmic Dispersion Optifex [2]<br />
Algorithmic Dispersion Optifex [2]<br />
Algorithmic Dispersion Optifex [2]<br />
Hermit of Henge Hold [5]<br />
Void Archon [8]<br />
Void Archon [8]<br />
Asphyxious the Sanctified [14]<br />
 &#8211; Negator [6]<br />
 &#8211; Negator [6]<br />
 &#8211; Negator [6]
</td>
</tr>
</tbody>
</table>
<h2>Initial Thoughts</h2>
<div style="text-align: justify;">
<a href="https://warmachineuniversity.com/mw/index.php/Aurum_Lucanum_Athanor_Locke" target="_blank">Aurum Lucanum Athanor Locke</a> is new to me, at least in Convergence. I think I might have seen her once or twice in Crucible Guard lists. I have faced the theme, <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Clockwork_Legions" target="_blank">Clockwork Legions</a> before (see <a href="https://greylordarchives.org/2019/12/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a> for battle report), yet in another configuration. This time there is an abundance of completely new light &#8216;jacks (or Vectors): Negators.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The theme is a bit of an odd choice. None of the theme bonuses are used. However, I think it has been chosen to be able to include the &#8216;caster, Asphyxious4, and Void Archons; and perhaps to be able to include the unhealthy amount of light &#8216;jacks.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The &#8216;caster, Locke1 confers only a MAT 5 to her &#8216;jacks, which on the surface makes her a bit of an odd choice in a melee heavy list. However, her spell Engine of Destruction, which increases her MAT to 9 is why. In addition, she gives them all Precision Strike, which luckily is not that important against Vlad&#8217;s list. She is Resourceful, though. So, she can upkeep all spells on her battlegroup for free. Speaking of battlegroup. The whole list has 7 Negators. I have to admit that I can&#8217;t remember exactly how many were on Locke herself, and how many were assigned to&nbsp;<span style="text-align: start; white-space: pre-wrap;">Asphyxious</span>. I have made a guess. Under this assumption, Lock brings: a Corollary, four Negators, and a Prime Conflux.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Locke is a 7 focus &#8216;caster, and brings six spells to the table: Engine of Destruction, Jackhammer, Redline, Road to War, Sentry, Bombshell. She actually have a very &#8216;jack heavy spell list. First and foremost, Engine of Destruction is brilliant for a Convergence list. MAT 9 on all her Vectors is not to be frown upon. Jackhammer basically allows a &#8216;jack to make a melee attack out of its activation; always handy. Redline is well know from out own junior &#8216;caster. It gives a &#8216;jack a turbo charge. Road to War is potentially quite dangerous in this matchup. It allows a &#8216;jack to move 3&#8243; when, in this case a Khador model is killed. Give the expected death toll on Doom Reavers, the Convergence &#8216;jacks are going to be really fast. Sentry allows a &#8216;jack to shoot once in the Maintenance Phase. It will probably go on the Prime Conflux. Finally, Bombshell is a 10&#8243;, POW 13, AOE 3&#8243; damage spell, which also has Critical throw. I&#8217;m just assuming that all upkeeps will go up in the first turn: Sentry on the Prime Conflux and Redline on one of the Negators. They are upkept for free.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Corollary" target="_blank">Corollary</a> is the attachment to Locke, which works as a focus battery. I can potentially improve the focus efficiency of the Vectors. As a bonus, it also extends Locke&#8217;s Control range by 2&#8243;. Seems to be an auto include for a Convergence army (at least a Vector heavy one).&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Negator" target="_blank">Negators</a> are the new black for Convergence. They can fly and have Reposition, and at speed 7 they are quite mobile (add Road to War to make them extremely mobile). They have a pretty bad P+S at only 10 (with Critical Amputation, though). This is not impressive.&nbsp; However, it is really cheap at only 6 points, or even free as a Requisition Choice. Those under Asphyxious is slightly better though. They are affected by Dark Shroud, making the effective P+S 12. This is more than enough the kill a doom reaver. So, they are fast and trivially kills Doom Reavers. They spell trouble.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Prime_Conflux_%26_Ionization_Servitors" target="_blank">Prime Conflux</a> is one of Convergence&#8217;s two colossal. It is a big stumpy brute. In particular against the Wolves. Against &#8216;jacks it is capable to deliver two P+S 21 fists, plus a d3 POW 10 damage per hit. If Locke uses Redline on it, it becomes P+S 23, and it is going to hit every time due to MAT from Locke using Engine of Destruction. She can also add more attacks by casting Jackhammer. So, any &#8216;jack coming within 10-12&#8243; of the Conflux is very very dead. I&#8217;ll just have to put my faith the the trusted Marauder and enough Doom Reavers.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Speaking of Doom Reavers, the Conflux is unfortunately also pretty good against infantry. It big gun can potentially kill a whole lot of Reavers, not only by hitting one, but also by damaging all troopers between the model hit and the Conflux in a straight line. It also has two smaller guns. As a bonus if a Reaver hits the Conflux the Reaver will suffer a POW 10 damage roll, which will normally kill a Reaver. A Conflux is really bad news for the Wolves.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Locke is flanked by Junior &#8216;caster&nbsp;<span style="text-align: left; white-space: pre-wrap;"><a href="https://warmachineuniversity.com/mw/index.php/Asphyxious_the_Sanctified_%26_Annihilation_Servitors" target="_blank">Asphyxious4</a>, probably leading three Negators. The lich gives his Vectors Bloodlust for an extra 2&#8243; movement when charging, and Dark Shroud, which lowers the ARM by two for enemies base to base. Finally, the Negators can also use focus on </span><span style="text-align: left; white-space: pre-wrap;">Asphyxious.<span>&nbsp;&nbsp; &nbsp;</span></span></div>
<div style="text-align: justify;"><span style="text-align: left; white-space: pre-wrap;"><span><br /></span></span></div>
<div style="text-align: justify;"><span style="text-align: left; white-space: pre-wrap;"><span><span style="text-align: justify; white-space: normal;">There are two&nbsp;</span><a href="https://warmachineuniversity.com/mw/index.php/Void_Archon" style="text-align: justify; white-space: normal;" target="_blank">Void Archons</a>, apparently they only come in pairs. <span style="text-align: justify; white-space: normal;">They have a host of build in abilities, like the all archons. They cannot be knocked down or made blind, within 5&#8243; enemy models loose tough (poor Doom Reavers), it can be placed within 8&#8243; if it kills something, dual attack, Dark Shroud (-2 ARM within 1&#8243;), and it can gain and use Soul Tokens to become incorporeal or boost. That is a lot of build in abilities. In addition, it has a 10&#8243; POW 14 spray and two P+S 13 (actually 15 due to Dark Shroud) attacks. It seems to be able to do a lot of shenanigans with charging and jumping around.</span></span></span></div>
<div style="text-align: justify;"><span style="text-align: left; white-space: pre-wrap;"><span><br /></span></span></div>
<div style="text-align: justify;"><span style="text-align: start;"><span style="white-space: pre-wrap;">There is also three </span><a href="https://warmachineuniversity.com/mw/index.php/Algorithmic_Disperasion_Optifex" style="white-space: pre-wrap;" target="_blank">Algorithmic Dispersion Optifex</a><span style="white-space: pre-wrap;">, which are basically just Arc Nodes and can work as relays for the whole </span><i style="white-space: pre-wrap;">Convergence focus flying around thing</i><span style="white-space: pre-wrap;">. Incidentally, besides Locke these are the only three souls available for my Void Archons. Bad day to be a Khador Void Archon on.</span></span></div>
<div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;"><br /></span></div>
<div style="text-align: justify;"><span style="text-align: start;"><span style="white-space: pre-wrap;">Finally, the ubiquitous</span> <a href="https://warmachineuniversity.com/mw/index.php/Hermit_of_Henge_Hold" style="white-space: pre-wrap;" target="_blank">Hermit of Henge Hold</a><span style="white-space: pre-wrap;"> is also present. As a side note, I have gone into <i>dissident mode</i>. I flatly refuse to recruit the Hermit. There has to be a single list in the entire world that does not include him. Anyway, the Hermit does a lot of things: he has the Mad Visions, which can negate damage to a model within 8&#8243; once per game; he can cast Grip of Shadow, which gives +2 to magic attack rolls against models within 8&#8243;; and Whisper at the Gate lowers the ARM by 2 on all models within 5&#8243;. On paper he does a lot of things. However, I have ever only encountered him used as a flag hugger. He is really difficult to remove, as he has 5 boxes and only takes one point of damage per attack.</span></span></div>
<div style="text-align: justify;"><span style="text-align: start;"><span style="white-space: pre-wrap;"><br /></span></span></div>
<div style="text-align: justify;"><span style="text-align: start;"><span style="white-space: pre-wrap;">This appears to be a difficult matchup. In theory, the Doom Reavers should be well equipped to deal with the Negators. It takes four charging maniacs to kill one Negater. Of course, the requires that they can actually get there. The Conflux should be manageable between Ruin, the Marauder and a few suicidal Doom Reavers. However, my Void Archons are not going to do much more that denying the opponent souls. Hard times ahead.</span></span></div>
<div style="text-align: justify;"><span style="text-align: start;"><span style="white-space: pre-wrap;"><br /></span></span></div>
<h2>Deployment</h2>
<div style="text-align: justify;">We are playing the 2019 Steamroller King of the Hill. This is clearly in Locke&#8217;s favour, as she has sufficient &#8216;jacks to score the two outer zones. We are both picking the Stockpile objective (remove d3 point of damage within 4&#8243;), Lock wins the roll-off and decides to go first.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Locke deploys, with machine precision everything in a nice line. The two Archons go on each flank; Negators are more or less evenly distributed; Locke hides behind the Conflux; and Asphyxious deploys slightly to the right. Most other things clump around near the middle.&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://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTsahsjlSy_jTQq8vDnbKo3thg2m59CnIX4SXKDjnoI61SSUR9wVh3vGfsnVw0FyiGpApwPa_1lcYoOgFo24RRZbbF4hjprMJuC4WTxYNOyBy3T0-DrPBpdc2_3qi7337oq3bzEq2Gqf3R/s2048/00+-+Deployment.jpeg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1628" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/02/00-Deployment.jpeg" class="wp-image-234" 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;">Vlad deploys in, more or less the standard formation. The Void Archons mirror their opponents and deploy on the flanks. The two &#8216;jacks deploy around Vlad near the middle. The Ternions are spread out behind the Advanced Deployed Doom Reavers in front. Two units deploy in the middle in two layers: the one without the Escort in front. The picture above shows the situation after deployment.&nbsp;</div>
<p></p>
<h2>Round 1</h2>
<div style="text-align: justify;">Round one is as always the uneventful round, where we go through the motions. We might or might not adjust to counter our opponent.&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://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcnTzRXSzqMxqWI5HNTXVJG4ifXedvPq6TykynavK2GO31NJmwFbXRdS3clMxDPKFMqyUajOqgrRrkzyCmEtOHnBsPqIsMk95PiemRIXGmVTSvT3eBPzS-w3qiQpBuVG64YMztKOHmnKQ-/s2048/01+-+01.jpeg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1622" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/02/01-01.jpeg" class="wp-image-235" 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;">Locke does a somewhat cautious advance. She really wants to keep her models outside Doom Reavers&#8217; jamming range, which is completely understandable. She drops Redline on the Conflux (my assumption was wrong) and Road to War on herself. That is about it. A classic uneventful turn. The picture above depicts the end of Convergences&#8217; 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;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2qf_Hi9DH5wp7QUk0nQnnXAfIdmU_1TV23jKXpnoVCBxqdb8zqxRDbS1f3MuhpswHiyYlHpDDV6R1YM6Q1tRQnnZVuZWSioE5F5NJHtRbEzv-0W52UkX1LlOlbQgS4rizm1zKvu0N42EY/s2048/01+-+02.jpeg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1379" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/02/01-02.jpeg" class="wp-image-236" 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;">Doom Reavers – hey ho, here we go. I am contemplating using Apparition and then run the middle unit into the enemy as a speed bump. Locke made sure that almost all of her models are outside the 16&#8243; engagement range of the Doom Reavers (running for 12&#8243; + 2&#8243; Apparition + 2&#8243; reach). After a bit back and forth, I decide to go for the wall of clouds instead. So the Ternions move up and put clouds on Doom Reavers. They then proceed to move forward and construct a wall of clouds. All other Doom Reavers spread out behind them. I know there is going to be carnage as the Negators will chew through Doom Reavers and trigger Road to War repeatedly. Yet, this is what Doom Reavers do: they die, and then what remains kill stuff.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Vlad also places the Archons so that they can collect and deny souls. Ruin, unfortunately got in a slightly bad position on the right flank. He would have liked to be in the middle to have a comprehensive soul cover, together with the two archons. Vlad moves behind the wall –&nbsp;he really likes walls. He drops Assail onto Ruin and Arcane Might on himself.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">This turn is a bit of a gamble. I have no idea how efficient Locke&#8217;s models will be at chewing through Doom Reavers. We will find out soon enough. The picture above shows the end of the first Round.</div>
<div style="text-align: justify;"></div>
<h2>Round 2</h2>
<div style="text-align: justify;">Second round. This is where we will find out just how many Doom Reavers can be killed in one round.&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://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAllsL5oD0uWKbuhtTKPGpCVmLK2rJt5u-PuH-fmb4ePwa7ntEWvBRCaRh3CibaHxaTQLcLYzmsEAKw68DpysjXSCUVVGAb6Br5MCKkDlCp2tQSDu4OvbPzB8iUMWXD7v0aodjqH8KWIvE/s2048/02+-+01.jpeg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1236" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/02/02-01.jpeg" class="wp-image-237" 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;">Locke starts by making sure that Engine of Destruction is up; and thats it for her.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the left flank the Void Archon flies forward and sprays through a whole lot of Doom Reavers; who were nicely lined up for that exact purpose (<i>bummer 1</i>). This is followed up by two Negators really going to town on the last few Doom Reavers. Finally, the Conflux shoots a bit to get rid of even more. This almost wipes out two units. Only the Escort is left in one of them, and the unit leader in the second one.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the right flank, the second Void Archon pulls another neat trick. It charges a Doom Reaver, which it easily kills, then it Void Walks to the right most unit of Ternions and sprays them (<i>bummer 2</i>). Kudos to the Locke player for a very well carried out attack. Besides that, the story on this flank is more or less the same. Negators chew through Doom Reavers like nothing. What is left alive is taken care of by Servitators.&nbsp;<span style="text-align: start; white-space: pre-wrap;">Asphyxious moves in behind the house and an Conf moves to score the flag on the right flank.</span></div>
<div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;"><br /></span></div>
<div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;">The only small, actually rather minute positive thing is that Locke spend a lot of time on the clock. The picture above shows the battle field sans Doom Reavers and the end of turn 1.</span></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://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF_UYgjuCQKiBgD4nNS9OuSPtzUSyPOGIl2Eyv4CjUslII-uBMXZ2bgI7QOpVOrv4VDQ7L9wkhDVluTfWpMlZujWi4p4Mjwc_cTi5lgUGcSu0dpf5mbPWdgVMeuoU7sER7EL6clPhT5Mmt/s2048/02+-+02.jpeg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1128" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/02/02-02.jpeg" class="wp-image-238" 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;">Holy crap. That was really bad positioning from Vlad&#8217;s side, and to be fair good playing from Locke&#8217;s side. I am basically left without Doom Reavers, and the Ternions Bond of Woe is not going to help a lot, as there are hardly any living models on the other side. Vlad is now in survival mode. Assassination is unlikely, as Locke is quite happy where she is, Scenario is also unlikely. So the only way is to use that fact that Locke spends a lot of clock and go for that &#8220;victory&#8221;. However, I need to be mindful of not loosing on Scenario before Locke clocks herself.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">So let the clean up begin. Vlad starts by moving Assail to the Marauder and feats. He climbs over the wall to protect himself from the Void Archon now in his back yard. He also drops a Wind Blast on the Conflux to hopefully hinder its shooting.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the left flank, the first unit of Ternions move up to engage the Negator and one of them blasts one of the few living models with Bonds of Woe. There by removing the scoring solo from the flag and resurrecting one Doom Reaver. The rest do a bit of damage on the Negator. The second Negator is removed by what remains of the Doom Reavers, with a bit of help from a Koldun Lord. The last Doom Reaver in the middle stands up a kills a Servitator.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The remaining Doom Reavers and Ruin kills the two Negators on the right side, along with the Servitators. This now allows the Void Archon to fly up and threaten&nbsp;<span style="text-align: start; white-space: pre-wrap;">Asphyxious. It sprays the Optifex in the right zone and then chews into </span><span style="text-align: start; white-space: pre-wrap;">Asphyxious. I&#8217;m not sure that I expected to do serious damage, so perhaps I&#8217;m not too surprised that </span><span style="text-align: start; white-space: pre-wrap;">Asphyxious survives. Finally, an Escort kills the Servitator on the right. </span></div>
<div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;"><br /></span></div>
<div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;">All of this moving around also makes room for the Marauder to charge a Negator in the middle of the field. Unfortunately, it survives. The Marauder only had its initials. </span></div>
<div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;"><br /></span></div>
<div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;">Given the starting point, I think this was not too bad. Vlad managed to hinder Locke easily scoring and a lot of the stuff on Vlad&#8217;s side of the table was cleaned out. He is still in trouble, which can easily be seen in the picture above.<br /></span></div>
<p></p>
<h2>Round 3</h2>
<div style="text-align: justify;">Round 3. I wonder how long Vlad will survive. I&#8217;m hoping longer than what is left on Locke&#8217;s clock.&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://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUFITVo8CP9OlujwKtuyKaFTKFA_r3RBksdc-kdRZxdkytyw2QCdpnt1ZKk8YYW8H6uEb8Kcz5_a4s8lhdP4zcDNBGNAHkvPq4pP2vUo3DGMKcsiB-TbHYU5SOg9j25_1v0uVCjksX9y4S/s2048/03+-+01.jpeg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1506" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/02/03-01.jpeg" class="wp-image-239" 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;">Locke continues her unreasonable killing the Empress&#8217; subjects. On the left flank, the Archon moves in and kills all the Ternions, except one. This releases the damaged Negator, which can then move into the zone to score. On the right flank, three Negators and the Archon move into the vicinity of Vlad. They remove Ruin and a few remaining Doom Reavers; they also put some damage on Vlad. The Conflux moves in and takes out the Marauder; and the remaining Negators clear out more troops. This turn was really bloody. Locke manages to score two scenario points for the left zone and the flag. The picture above shows the sorry remains of Vlad&#8217;s forces.&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://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXTCj6a-YKD-OTfLWyJnIMDMc4s56AzeqqTyiWjwqag6-ZFDjTFZI-BOggiWmZZogROpteAo73X3UZeJN9auyjlvItIdW-gdRAeuRpd7yhTdHoaYoO1b1EPT2VnxyQopD1zUk3NhlaLcoX/s2048/03+-+02.jpeg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1381" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/02/03-02.jpeg" class="wp-image-240" 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;">Vlad is in so much trouble. There is only a slim to no chance of surviving long enough for Locke to clock herself. To do this, he also needs to make sure that he does not loose on scenario. On the left flank, a lone Doom Reaver charges and kills the Negator in the leftmost zone. One Doom Reaver moves forward in the middle zone and hits the Negator there. The main purpose of this is to contest the flag. Vlad and two Doom Reavers do their best to clean out what is in Vlad&#8217;s back yard. Two Negators and the Archon goes down. Unfortunately, this leaves Vlad with his back to most of the Convergence army. He does, however camp four, hoping this will be enough to keep him alive. At least, this hinders scenario scoring. Thus, the score is still 2-0 in Locke&#8217;s favour. The picture above depicts Vlad&#8217;s last stand.&nbsp;</div>
<p></p>
<h2>Round 4</h2>
<div style="text-align: justify;">This is it. Vlad is so much going to die. The only hope is Locke&#8217;s clock, which is quickly moving towards zero.&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://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4v9-ga27-jVkqC7FBIyvqZvaCJNQR0KAmzP5QS-9RFt_bUCvMo0szewEk14vpba8jiElB1XZZyr7qgEx6XvBX57STEnzcT0GLDjeYbnfjWT7InBnwpev3uNsiMQl0XNCe-XHxNrY6-sun/s2732/04+-+01.jpeg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1132" data-original-width="2732" src="https://greylordarchives.org/wp-content/uploads/2021/02/04-01.jpeg" class="wp-image-241" 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>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Conflux moves into the leftmost zone to score. I think it also took at least one shot at Vlad. The Archon moves in and sprays Vlad for some damage. Finally, the rightmost Negator also starts hitting Vlad in the back. Luckily, this is where Locke&#8217;s clock goes bing! Vlad is victorious (here in its widest possible definition). Scenario ends at 3-0 in Locke&#8217;s favour. The picture above shows Vlad&#8217;s marvellous victory&#8230;</div>
<div style="text-align: justify;"></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">OK, 7 Negators and spice is quite difficult. Luckily, my opponent was not super confident with his list. If he hadn&#8217;t clocked himself, I would have died horribly. I am not sure that this was actually doable for Vlad. If Vlad should have had a chance a few things should have been done differently.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">First of all, I think both Ruin and the Marauder should have been positioned to go after the Conflux and ignored the Negators, which Doom Reavers should be able to handle. Secondly, I think I should have run at least one (the one that also did Apparition), possible two units of Doom Reavers to begin with. They should only serve the purpose of tying up Locke&#8217;s army to get the remaining Doom Reavers into charge range. I have to learn that Doom Reavers are there to die.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">It is also clear that I underestimated Mat 9 Negators. They can really remove Doom Reavers. However, the Conflux did not do a lot. Perhaps it didn&#8217;t have to?</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Anyway, Vlad did win!</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
Until next time.</p>
</div>
<div style="text-align: justify;">
<p>For the Motherland!</p></div>
</div>
]]></content:encoded>
					
					<wfw:commentRss>https://greylordarchives.org/2021/02/vladimir-tzepesci-dark-champions-vlad2/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Wolves of Winter under Vladimir Tzepesci, the Dark Champion&#8217;s orders (Vlad2)</title>
		<link>https://greylordarchives.org/2020/12/wolves-of-winter-under-kommander-andrei/</link>
					<comments>https://greylordarchives.org/2020/12/wolves-of-winter-under-kommander-andrei/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Thu, 31 Dec 2020 14:22:00 +0000</pubDate>
				<category><![CDATA[List building]]></category>
		<category><![CDATA[Lists]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Doom Reaver]]></category>
		<category><![CDATA[Greylord Ternion]]></category>
		<category><![CDATA[Koldun Lord]]></category>
		<category><![CDATA[Marauders]]></category>
		<category><![CDATA[Ruin]]></category>
		<category><![CDATA[Vlad2]]></category>
		<category><![CDATA[Void Archon]]></category>
		<category><![CDATA[Wolves of Winter]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/wolves-of-winter-under-kommander-andrei/</guid>

					<description><![CDATA[The wisdom of the internet argues that Vlad2 is the perfect Warcaster to lead a Wolves &#8230; <a title="Wolves of Winter under Vladimir Tzepesci, the Dark Champion&#8217;s orders (Vlad2)" class="hm-read-more" href="https://greylordarchives.org/2020/12/wolves-of-winter-under-kommander-andrei/"><span class="screen-reader-text">Wolves of Winter under Vladimir Tzepesci, the Dark Champion&#8217;s orders (Vlad2)</span>Read more</a>]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKLT0mWlvzijdf2RAcerqTvdnpyhmlORNYAkr1QVhfeQtLVZeeDJ8JNNRn8p24SAUsDnJ5r6IMCQKxB8SFjLTAvxrLNGUdy4bISiYN7jz4YiaMgwcC9NMYJYuUED0SPPbL8luenezHQG9d/s2048/PC300001.jpeg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="1280" data-original-width="1067" height="80" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300001.jpeg" class="wp-image-244" /></a><i></p>
<div style="text-align: justify;"><i>The wisdom of the internet argues that Vlad2 is the perfect Warcaster to lead a Wolves of Winter list. Here is my take on how a horde of crazy semi-naked manics, support by wizards in funny hats can defend the honour of the Motherland. 24 Doom Reavers, 14 Greylords, two Archons, and two &#8216;jacks are under Vladimir Tzepesci&#8217;s orders. Any short comings&nbsp;in Vlad&#8217;s performance are solely the fault of the man behind the lines.</i></div>
<p></i></div>
<p><span id="more-243"></span></p>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of winter</a> is the perfect past time in a crazy period. It consists, primarily of crazed half-naked people hurling them selves at the enemy without any regard for their own safety. I am told that Vlad2 is the perfect leader of the crazy bunch. I have to admit, I have never really gotten Vlad2. He seems to be carrying an interesting toolbox, yet not really being really good at anything.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">I have been playing quite a lot of <a href="https://greylordarchives.org/2019/07/winter-guard-kommand-under-vladimir.html" target="_blank">Vlad1 in Winter Guard Kommand</a>, so lots of squishy infantry is nothing new. However, where Winter Guards are disciplined and equipped with ranged weapons, Doom Reavers are quite the opposite. Let&#8217;s give it a try.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the text below, I&#8217;ll go through the different models and some rationale behind the composition of the army.</div>
<p></p>
<h2 style="text-align: justify;">Vlad 2</h2>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKLT0mWlvzijdf2RAcerqTvdnpyhmlORNYAkr1QVhfeQtLVZeeDJ8JNNRn8p24SAUsDnJ5r6IMCQKxB8SFjLTAvxrLNGUdy4bISiYN7jz4YiaMgwcC9NMYJYuUED0SPPbL8luenezHQG9d/s2048/PC300001.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1348" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300001.jpeg" class="wp-image-244" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Vlad 2</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Vladimir_Tzepesci,_the_Dark_Champion" target="_blank">Vlad2</a> is the second incarnation of Vladimir Tzepesci. He it to a certain degree still a purely support caster with a hail Mary potential to finish a game by assassination. On paper, he looks like a front line fighter. As with Vlad1, this is a trap.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He has three passive abilities: Great Power, which allows him to upkeep a single spell for free (of which he has four); Might of Kings, which gives him +2 STR (making his blade P+S 16) and +2 ARM (making him ARM 18), if he is damaged; and Righteous Vengeance, which gives him Vengeance if a friendly model is killed within 5&#8243; of him – there should be amble opportunity here with all of the easily killable Doom Reavers around. Finally, his sword is a 2&#8243; reach weapon with P+S 14 and Thresher.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Vlad brings six spells to the table: Arcane Might, which allows friendly Faction models to boost using Vlad&#8217;s focus; Assail for improving &#8216;jacks; his trademark spell Hand of Faith, which is a discount version of Signs &amp; Portens from his earlier incarnation; Martial Paragon for improving himself; the standard damage spell Razor Winds; and his area control spell Wind Blast. He probably wants to upkeep Hand of Faith (for free thanks to Great Power). Assail will most likely also be an upkeep (on the Marauder, I would think). On the approach, he probably wants to cast as many Wind Blast as possible, which is three if he is happy being naked. Once the lines meet he probably wants to switch Assail with Arcane Might. This should give his army 5-7 boosts depending on whether or not he wants to be naked and/or cycle Hand of Faith. All in all, he can quickly be starved of focus.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">His assassination potential is&nbsp;good if the moon and stars are all aligned. Assuming that he has managed to get Martial Paragon up in the previous round, and has been damaged, he will be MAT 7 on three die (hitting DEF 17 on the average), having one Thresher attack on the charge with the possibility to buy an additional 7 at P+S 16. I do, however think that this might be a trap. If he is not damaged, he will only be P+S 14 (which is actually rather weak, with an average damage output of just 21); Casting Martial Paragon on a assassination round will cost him two attacks and &#8220;just&#8221; allowing him to hit DEF 17 instead of DEF 14 (on the average); and if he fails, he dies! In the current meta, having ARM 18 (and this assumes that he has already been damaged), a just slightly above average DEF of 15, and just a maximum of 18 boxes are old man stats.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">All in all, I think that where Vlad1 is a good, simple and powerful support caster, Vlad2 requires much more finesse to unleash his full potential.&nbsp;</div>
<div style="text-align: justify;"></div>
<h3>Arcane Might</h3>
<div style="text-align: justify;">Arcane Might is an interesting spell. It basically allows a warrior model (friendly faction) to use Vlad&#8217;s focus for boosting. This is particularly interesting in an army where most of the infantry cannot be targeted by spells. This is a way to increase a Doom Reaver&#8217;s efficiency, whilst getting around the issue of not being able to cast spells on them. However, as with many things about Vlad2 it can easily become a trap. He will quickly run out of focus if warriors start using it. So, use with care.</div>
<p></p>
<h3>Assail</h3>
<div style="text-align: justify;">Where Vlad1 had Boundless Charge, Vlad2 has this spell. It allows a Warjack to charge, slam and trample&nbsp; for free, whilst getting +2&#8243; Movement, and increase the distance something is slammed by 2&#8243;. On the downside it does not give Pathfinder. However, it is an upkeep (potentially for free) and applies not only to charges. This should go on a &#8216;jack as early as possible, and could even be cycled on the right turn. My choice would be a Marauder to begin with, and then cycled to Ruin if required.&nbsp;</div>
<p></p>
<h3>Hand of Faith</h3>
<div style="text-align: justify;">This is his signature spell. It is a reduced version of his previous incarnation&#8217;s signature spell Signs &amp; Portents. This version is half the price to cast and an upkeep; unfortunately it is also only unit/model. Here this only means either the &#8216;jacks, himself or some of the Greylords. I actually think that in this list, it will be less important than other spells. It does, however work as a deterrent, as I think it is perceived much more dangerous than it actually is (in this list).</div>
<p></p>
<h3>Martial Paragon</h3>
<div style="text-align: justify;">A spell for making Vlad better at hitting and getting places. It gives him an additional die on attack rolls and Parry (immune to free strikes). Either up-keeping this or casting it could allow for an assassin run.&nbsp;</div>
<p></p>
<h3>Razor Wind</h3>
<div style="text-align: justify;">The standard damage spell (POW 12, range 10) currently in the arsenal of eight of our casters. I can&#8217;t remember ever casting it for any of our caster. It has a range of at least 1&#8243; shorter than Vlad&#8217;s charge range.</div>
<p></p>
<h3 style="text-align: left;">Wind Blast</h3>
<div style="text-align: justify;">Wind Blast is Vlad&#8217;s best utility spell and the one that should be able to keep the Doom Reavers alive when they approach the line. It is a 5&#8243; AOE that can be placed completely within 14&#8243;. It removes cloud effects, which is handy if the Doom Reavers are ready to charge something. It also hinders models in making ranged attacks when they are in the AOE. This should offer some protection from being shot off the table. However, I suspect that placing these AOEs (up to three) requires some finesse. Vlad will probably be casting a lot of these at the beginning of a battle.&nbsp;</div>
<p></p>
<h3>Blood Legacy — Feat</h3>
<div style="text-align: justify;">Vlad&#8217;s feat is where it really gets interesting. It allows d3+3 friendly faction warrior models to gain +3 SPD, STR. MAT, RAT, DEF, and ARM; and you get to <u>choose</u> the models. Thus, it bypasses the Spell Ward on the Doom Reavers. It can supercharge a Doom Reaver to SPD 9, MAT 10, DEF 16, ARM 17, and hitting at 4d6+15 on the charge. This allows a Doom Reaver to reach out at touch something 13&#8243; away, hitting DEF 17 on the average for an average damage of 29. Four can now kill a standard Khador &#8216;jack. Even a Ternion is now dangerous at MAT 8, P+S 13; or a Koldun Lord now has a more probable way of using his Battle Wizard at MAT 9, P+S 13. Unfortunately, it can&#8217;t go on Vlad himself, nor the &#8216;jacks or Archons.&nbsp;</div>
<p></p>
<h2>Wolves</h2>
<div>The theme. <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of Winter</a> offers two main benefits: it gives access to Void Archons, which are clever pieces giving a way of improving the damage by Doom Reavers and somewhere to store all souls that will be released, whilst denying the enemy souls; and giving one unit of Greylord or Doom Reaver unit Apparition in the Control Phase. The latter is marvellous for getting Doom Reavers into places the enemy will hate.&nbsp;</div>
<div></div>
<div>In general, Wolves of Winter revolves around having enough Doom Reavers. They are going to die in droves, so bring plenty. They are supported by primarily Greylord Ternions, and some things to use souls and/or corpses. The list presented here, revolves around four units of Doom Reavers, which I suspect is the minimum; two Void Archons and Ruin for using souls; and a Marauder, and two Koldun Lords for good measure.&nbsp;</div>
<div></div>
<h3>Doom Reaver Swordsmen</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdCZCbP2vdVrwb0RCzeJJ-_EyKXazZyQCpCq3MyFYptPY3edDbnITIDhLDxjjMSqehwel3TB9rtLxtzE6ZsGZfsPaMmDeHIEBY9_E4g0xpIOQsp4HmixBs_HPjSs2dzF8KUxvTh4MLGspr/s2809/PC300008.jpeg" style="margin-left: auto; margin-right: auto;"><img fetchpriority="high" decoding="async" border="0" data-original-height="1120" data-original-width="2809" height="256" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300008.jpeg" class="wp-image-245" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td class="tr-caption" style="text-align: center;">A unit of crazed Doom Reavers with attachment</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Doom_Reaver_Swordsmen" target="_blank">Doom Reavers</a> are enemies of the Motherland, who has been sentenced to a glorious death by being chained to ancient Orgoth swords (that are Magical). This basically makes them into homicidal maniacs, who will hurl themselves at friends and foes alike. A unit consists of 6 maniacs who are Tough, has Spell Ward (can&#8217;t be targeted by spells), and Advance Deployment. The latter allows them to be 13&#8243; up the board if you go first, which is always advisable! One unit can be 27&#8243; up the board in the first turn (30&#8243; if going second). This is fast!&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Their Orgoth blades allows them to reach out and touch something 11&#8243; away, at MAT 7 and P+S 12. However, remember they are Weapon Masters. This means an average damage output of 26 on the charge. They also have Berserk. Combined with the 2&#8243; reach they can really chew through a lot of models once they get started. A word of warning, though: Berserk does not distinguish between friend and foe. So, unfortunate placing can also make them wipe out their own entire unit.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Doom reavers can be a messy crowd to keep alive and under control. This is why Greylord Escorts exist.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<h4 style="text-align: justify;">Greylord Escort</h4>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPVhkSdO-qUGsdBvMxjbNKpeZ1SzRjdkSFqopaS1vKyg3t8osi98dr6wyoVIJ8W3MpTJDIXyMbwm4OFIxuF-A8ty9E98f55rOH5uByfsvt5VENQaAjUnoxZnDr_CdS-cpgbxru7DEfbYyF/s1162/PC300009.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1162" data-original-width="815" height="320" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300009.jpeg" class="wp-image-246" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">An Escort</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;">The Greylord Escorts are wizards that keep Doom Reavers in line. They are equipped with a very scary big green stick, which is feared by Doom Reavers. Besides begin a 2&#8243; reach P+S 10 stick, it also grants Silence. This is quite important as Doom Reavers do not have to take a Berserk attack, which improves their reliability a lot. The stick also give the Escorts Sacrificial Pawn (within 3&#8243;), as Doom Reavers are quite happy to take a shot instead of their Escort overlords. Of course, they have the same Spell Ward as the Reavers they are escorting.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Greylords can of course cast spells in the traditional way. They can cast: Death Strider, Fell Curse, and Frostbite. Yet, their most important ability is perhaps their ability to cast a spell at the beginning of a Press Forward order (Combat Caster). This is where the money is. An Escort can cast a spell and then run or charge. This is important in particular for the first two spell.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Death Strider gives the unit Relentless Charge (giving Pathfinder), which is brilliant for solving terrain problems. Fell Curse makes sure that enemy models within 5&#8243; loose Tough. So, the Doom Reavers are still safe. This is brilliant for dealing with the many Tough no-knockdown combinations that are currently out there.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">There is a cool interaction with the Koldun Lords. They give Escorts Battle Wizard, which enables an Escort to cast two spells per turn: one as Combat Caster, and then one after charging and killing something. The latter is where Frostbite often comes in handy. It is a POW 12, 8&#8243; spray; and as we all know: sprays wins Warmahordes battles.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the perfect world, all units would include an Escort. However, at three points each they eat through point allowance pretty fast. I am opting for three units with Escorts and one throw away unit without.</div>
<div style="text-align: justify;"></div>
<h3>Greylord Ternion</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkj-EAKH0hPOKi91bsC7LjaGNLUl-IRl_USG0yWCEiuDseiPX5ExCeNwL3RpPxMCKLDLSpNAY63JrAHe5zg3PnChWt_ehYNL7TrNXBX3q7hYtZTsG5bKV5bv9Hg-8Xqd1Oex2VB5bPLChE/s2048/PC300007.jpeg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1067" data-original-width="2048" height="167" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300007.jpeg" class="wp-image-247" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">A unit of Ternions</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Greylord_Ternion" target="_blank">Greylord Ternions</a> are what make Doom Reavers really shine. In particular as they can be taken for free as Requisition Points in this theme. Taking three units is a whooping 21 points for free. They rival the Protectorates <a href="https://warmachineuniversity.com/mw/index.php/Protectorate_of_Menoth" target="_blank">Initiates of the Wall</a> in cost. However, I&#8217;m not convinced that they would be worth their points if we had to pay for them.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They do two major things for the Doom Reavers, and one for everybody. First of all, they can make an 3&#8243; AOE, which is a cloud effect. Contrary to most other spells, this does not need a target, you simply <u>choose</u> a model. Thus, you can get around the Spell Ward and place a cloud on a Doom Reaver. Secondly, Bonds of Woe, which is a POW 12, range 10&#8243; spell. If it kills a warrior model, you can bring back a Doom Reaver within 3&#8243;. Finally, they are also equipped with&nbsp; Ice Cage, which will lower the DEF of the target hit by 2 (cumulative), and potentially make it stationary if it is hit by three.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">As with the Escort, Ternions also benefit som having a Koldun Lord around. They also gain Battle Wizard. This opens the possibility of charging something, killing it, and the casting a spell. This is probably not something to build a plan around, as MAT 5 only hits DEF 12 on the average, and P+S 10 only kills ARM 19 or less on the average. So, targets should be chosen carefully. But having a Void Archon around improves the odds (more on this later).</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">All in all, Greylord Ternions are pretty good utility units for keeping Doom Reavers going. They can even kill stuff on a good day, and are nice for scoring and contesting. They do, however often have a problem with keeping up with the fast Doom Reavers. So, as with most other things in this list, finesse is probably required. I&#8217;m opting for three units. Perhaps two would be sufficient?</div>
<div style="text-align: justify;"></div>
<h3>Koldun Lord</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;">
<tbody>
<tr>
<td style="margin-right: 1em; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDRIvGmHGOlt59D5IWqYZCnp0g8jRnaF6CwhWAF_f-D4leHLIqL5vJGQqPdHRAQxJOJhICzHBIswTN5ZzYmjAMp0bs7GNoL3P8tj81JB6XQUydYrr5cPMhqPxGtcBHUKWqy3doPEHjeNGj/s2563/PC300006.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1122" data-original-width="2563" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300006.jpeg" class="wp-image-248" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The two Bad Santas</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Koldun_Lord" target="_blank">Koldun Lords</a> are the epitome of Greylords. Old and venerable with many interesting abilities. Their close combat abilities are not fantastic. They are equipped with a Magical axe with P+S 10 and have a MAT 6. It does, however have a critical display; and they are Battle Wizards.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">It is their passive abilities and spells where the money is. First of all, they give Battle Wizard to other Greylords within 9&#8243;, which is worth a measurement (see Escorts and Ternions, above). Secondly, they also have Lore Master. Having Lore Master allows Koldun Lords to cast spells from any Greylord model within 9&#8243;. In this list, the Bad Santas will be able to cast the following spells (number 7 doesn&#8217;t make sense as it targets the caster&#8217;s unit):</div>
<div style="text-align: justify;">
<ol>
<li>Brittle Frost (Koldun Lord)</li>
<li>Puppet Master (Koldun Lord)</li>
<li>Wind Ravager (Koldun Lord)</li>
<li>Blizzard (Ternion)</li>
<li>Bonds of Woe (Ternion)</li>
<li>Ice Cage (Ternion)</li>
<li><strike>Death Strider (Escort)</strike></li>
<li>Fell Curse (Escort)</li>
<li>Frostbite (Escort)</li>
</ol>
<p>In addition to the spells they can borrow (for a description see the relevant parts above), they have their own; all cast at a Magic Ability of 8: Brittle Frost, Puppet Master, and Wind Ravager. Brittle Frost is a range 10 POW 10 spell, which also reduces the ARM by 2 of the target hit. Sometimes the latter is the only reason to cast it, as POW 10 is not terrible powerful (in particular when supporting a Marauder in killing huge-bases. More on this later) . Puppet Master is alway good, when you really need something to go well. It allows for a reroll of one attack or damage roll; either on a friendly model or enemy. Wind Ravager is a very useful spell. Albeit, as with must other in this theme it requires finesse. While within 9&#8243; of the casting Koldun Lord, enemy models cannot make ranged attacks. This is actually more useful than what it sounds like. In particular against models with Assault. However, being just within 9&#8243; it often brings the Bad Santa a bit too close to the frontline to be safe.</p></div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Perhaps more interesting is the ability to borrow spells. Again, it is within 9&#8243; so careful positioning is important. The first spells that spring to mind are the ones borrowed from the Ternions: Bonds of Woe is always nice to have to have yet another possibility to bring back Doom Reavers. Blizzard is also nice, in particular on the advance where another cloud always helps. an extra Ice Cage is also handy, if something needs to become Stationary. From the Escorts only two spells make sense: Fell Curse and Frostbite. The former removes tough, whilst having another spray via Frostbite is always good.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">There is an argument to be made for including the Greylord Adjunct and perhaps even a Greylord Forge Seer. This would give the Lords access to more spells. Perhaps most importantly Guidance and Empower. However, points are tight. Only two Koldun Lords are allowed, so I&#8217;m taking two. I think even more would have been nice.</div>
<div style="text-align: justify;"></div>
<h3>Void Archon</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;">
<tbody>
<tr>
<td style="margin-right: 1em; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvaocDhMiX0uH-TQqzdte_9d9t91j1QM4JZY6T7h_W5UsFN2RHJLBE1MgVmca8HFIW096XwB3Q2BIT9iioJbE4G7tuMwgbbPvpvbeNFMKfpk21Rjr8wrSkNn6zsMDoiPJHZv1Jkflzujl0/s2048/PC300004+%25281%2529.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1670" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300004-1.jpeg" class="wp-image-249" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Void and Nil as the Archons are called</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;">This theme is the only one that allows Khador to take&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Void_Archon" target="_blank">Void Archons</a>. So, why not take two. They are flying weird things with so many rules on the card that I suspect that they are actually Crucible Guard models. In general, they are really a catalyst for the theme. Running Wolves of Winter as a Doom Reave heavy list really benefits from having two of these guys around. Their main problem is to stay alive. They have large bases and are rather squishy at only DEF 14, ARM 17 and 12 boxes. Also note that Soul Phase makes them Incorporeal, but only in the turn they use it! So, they can get hit in the opponents turn (many a Void Archon has died from me overlooking this). The main use of Incorporeal is to ignore free strikes whilst flying (hoping for non-magical weapons), or to allow your own troops to move through it, if it have placed itself somewhere silly.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Among the many passive abilities they have, the one that covers most area is the ability to protect the souls of our own models within 10&#8243; (Soul Ward). This is good, as there are plenty of armies and models out there that wish to consume our souls, and we can use them. Having protected the souls, the Archons can use them, both friendly and enemy alike. Each can carry three. They can be used to boost attacks of damage, and to make them Incorporeal (remember another trap).&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">They also do Dark Shroud lowering the ARM of enemies within their 1&#8243; melee range by two. Finally, they do Entropic Force, which removes tough from enemy models within 5&#8243;.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">It is when attacking that their true potential shows. First of all they fly. They also have Dual Attack allowing them to do both their two initial melee attacks, which are range 1&#8243;, P+S 13 (effectively P+S 15 due to Dark Shroud), Magical; and their spray, which is 10&#8243;, POW 14. Both allows the Archon to collect souls, which then can be used to boost. So a fully loaded Archon could charge, boost the first melee, collect a soul, boost the second, collect a soul, spray something, boost, and collect souls. Sprinkle a Void Walk, allowing the Archon to be placed anywhere within 8&#8243;. Beware if the opponent has an Archon nearby, as it will prevent your Archon from getting souls.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">A typical activation would look something like this: Charge something and kill it. Then Void Walk to somewhere near a model or unit that some Doom Reavers are going to charge. Spray whatever should be sprayed. The models to be charged by the Doom Reavers are now denied touch (saving the Escort&#8217;s Fell Curse) and with a bit of clever positioning will also have ARM -2.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">There is of course always the option of doing a <i>Cygnar Advance</i> instead, where the Archon charge in, kills stuff and then retreats by teleporting.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">All in all. Void Archons are brilliant here. So, I&#8217;m taking two. The main issue is keeping them alive until then can get som work done.</div>
<div style="text-align: justify;"></div>
<h2>Warjacks</h2>
<div style="text-align: justify;">Any Warcaster worth anything will bring a sensible assortment of Warjacks. Vlad2 has 27 Warjack points to play around with. It is actually not a lot, as almost all other points are already used by non-Warjack models. Also, Vlad2, as most of our casters are strapped for focus. So, he really don&#8217;t want to fuel too many &#8216;jacks.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On paper, our marvellous Khador &#8216;jacks are fantastic constructions, build to last. Unfortunately, the standard ARM of 20 really do not cut it these days. Our greatest strength, which we pay for in points, doesn&#8217;t really help. There are plenty of low cost units out there that can trivially one-round a Khador &#8216;jack. So chose carefully, and protect them.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Being Strapped for focus, Vlad really want&#8217;s something self contained. Our prime example here is Ruin. Also, there are many huge-bases out there. Thus, my favourite &#8216;jack, the Marauder is here. Never leave home without it.</div>
<div style="text-align: justify;"></div>
<h3>Marauder</h3>
<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/AVvXsEg7IVxChZcfXcA0GpXo1G3Z9q84G-zWyM1J8DAv5YfZpnb5T9u7LiWVc5HcrCyl08fueWRRcqxXYGXZ20eNRjeBmSCTDt04jzqVKRFN4srORluuqioVY6s2I9Z-BVVVSpI9EbSYCG6LRxtn/s2048/PC300002+%25281%2529.jpeg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2031" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300002-1.jpeg" class="wp-image-250" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">One of the wonderful Marauders</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;">My favourite &#8216;jack. It is a standard, no nonsense Khador &#8216;jack. It works marvels against huge-bases, and is OK for smaller targets. I never leave home without at least one (actually I prefer three). As Khador &#8216;jacks go it is really inexpensive. Just 11 points for this bundle of joy. A bargain, if you ask me.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The draw back is the same as with all Khador &#8216;jacks. They are so slow and do not survive any serious attacks. ARM 20 and 34 boxes is not enough in today&#8217;s meta. Vlad doesn&#8217;t really offer any ways of protecting &#8216;jacks. He can speed one up by casting Assail on it. A Marauder can now charge 11&#8243;, and touch something 12&#8243; away. It is a bit on the short side, but is ok.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Warjacks in this list are really second wave models. Let the Doom Ravers engage and soften the opponent up, before engaging with the &#8216;jacks. Just keep them alive until they are needed.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Marauder" target="_blank">Marauder</a> really excels at killing huge-bases, thanks to Siege Weapon, which gives an addition damage die against huge-bases. This is why you should always bring one. Marauders tend to keep huge-bases honest. In this list, the Marauder synergises really well with a Void Archon&#8217;s Dark Shroud; or even a Koldun Lord casting Brittle Frost. The table below describes the amount of damage a Marauder can do against a huge-base.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<tbody>
<tr>
<th>Attack type</th>
<th>Damage, sum</th>
<th>ARM 16</th>
<th>ARM 18</th>
<th>ARM 19</th>
<th>ARM 20</th>
</tr>
<tr>
<td>Charge, combo</td>
<td align="right">112</td>
<td align="right">48</td>
<td align="right">40</td>
<td align="right">36</td>
<td align="right">32</td>
</tr>
<tr>
<td>Charge, no combo</td>
<td align="right">138</td>
<td align="right">54</td>
<td align="right">44</td>
<td align="right">39</td>
<td align="right">34</td>
</tr>
<tr>
<td>Charge, Dark Shroud, no combo</td>
<td align="right">148</td>
<td align="right">68</td>
<td align="right">58</td>
<td align="right">53</td>
<td align="right">48</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">The first row details a Marauder charging something and using its Combo Smite as the initial attack. The second row is just strait attacks. The last one is if the target has already been touched by Dark Shroud or even Brittle Frost. All rows assume that Vlad has managed to get Assail on the Marauder (i.e. free charge). Each of the ARM columns are the amount of damage done by a Marauder for huge-based models.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The conclusion is that a single Marauder is tremendously dangerous when charging near a Void Archon and under Assail. Out of the 53 huge based models in the game (I&#8217;m sure I missed some) a single Marauder, on average rolls, can one-round 62% of them!&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Please note that this calculation is based on just the huge-base without any buffs. Also, that the Marauder can actually hit them. A Marauder will hit a DEF 14 on average. There are only two huge-bases that I can think of that has a higher DEF (Lylyth3 and Deneghra3). Luckily, Greylords can assist here. A few Ice Cages will do wonders.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Have I mentioned that I love Marauders?</div>
<div style="text-align: justify;">
<div style="text-align: justify;"></div>
<h3>Ruin</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDMYiCze6hNDt4xJ9MZGKSlKuYvPlbX7U_ME9lKqoWZvcosFf1-7aUs7pSEemAjVpafgYwPJmsihzyWSSuXzxKF1RyFu5kVFktG-qBboafnhICz7dLpLOLalLHqgdvCY0UF8Bfd8JnMZBp/s2048/PC300003+%25281%2529.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1987" data-original-width="2048" height="310" src="https://greylordarchives.org/wp-content/uploads/2020/12/PC300003-1.jpeg" class="wp-image-251" width="320" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Ruin</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;">The Marauder is already consuming more of Vlad&#8217;s focus than he is completely comfortable with. So, the second &#8216;jack needs to be much more self contained. Enter Ruin, our most autonomous &#8216;jack.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Ruin is equipped with a 2&#8243; reach Mace at P+S 18. It is Magical and also dispels upkeeps on targets hit. It also has a fist with a 1&#8243; reach and at P+S 16. The fist has a Orgoth shield, which surprisingly is not formally a shield. It does, however give Ruin Sacred Ward (note that Sacred Ward is not the same as Spell Ward on the Doom Reavers. Ruin can be targeted by friendly spells).&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Ruin can collect and use souls when living enemy models are killed within 5&#8243;. This is what makes him autonomous. It can have up to five souls onboard. Ruin can use these for different things. He can do Arcane Vortex that will negate any spell targeting a model within 3&#8243;. Thus, it is good to keep Vlad within 3&#8243;. Besides that, he can convert souls to focus. He does this at the beginning of his activation, and not in the control phase, which is the usual way. This is a bonus, as it makes it easier to fill him up by activating something else first and kill som enemies. The two Void Archons and Ruin can cover a large area for soul collection. With a bit of clever play, Ruin can have three focus from power-up and souls, without Vlad needing to fuel it.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The caveat is of course that he suffers from the normal Khador &#8216;jack problems. He is still just a Khador heavy, meaning that he is easily killed; and he really needs to be close to the front line to collect souls. So, keep him safe until he is needed.</div>
<div style="text-align: justify;"></div>
<h2>My Wolves of Winter list</h2>
<div style="text-align: justify;">So, this is my Wolves of Winter list. Four units of Doom Reavers, three with escorts. Full Ternion load out, two Koldun Lords and Void Archons. One &#8216;jack for killing huge-bases, and one for taking care of other problems.&nbsp;</p>
<div>
<div>[Theme] Wolves of Winter</div>
<div></div>
<div>[Vladimir 2] Vladimir Tzepesci, the Dark Champion [+27]</div>
<div>&nbsp;&#8211; Marauder [11]</div>
<div>&nbsp;&#8211; Ruin [17]</div>
<div>Koldun Lord [4]</div>
<div>Koldun Lord [4]</div>
<div>Void Archon [8]</div>
<div>Void Archon [8]</div>
<div>Doom Reaver Swordsmen [10]</div>
<div>&nbsp;&#8211; Greylord Escort [3]</div>
<div>Doom Reaver Swordsmen [10]</div>
<div>&nbsp;&#8211; Greylord Escort [3]</div>
<div>Doom Reaver Swordsmen [10]</div>
<div>&nbsp;&#8211; Greylord Escort [3]</div>
<div>Doom Reaver Swordsmen [10]</div>
<div>Greylord Ternion [0(7)]</div>
<div>Greylord Ternion [0(7)]</div>
<div>Greylord Ternion [0(7)]</div>
</div>
<p>
Also at <a href="https://conflictchamber.com/?c3201b_-1S77kTnm8h8hpipinf89nf89nf89nfnnnnnn" target="_blank">conflict chamber</a>.</p>
<p>All in all, I&#8217;m quite happy. If I were to change anything, it would be to exchange one of the Escorts for a Greylord Adjunct. We&#8217;ll see.&nbsp;</p>
<p>Assuming you, me dear reader has arrived all they way down here, I hope you have enjoyed these wild speculations. With a bit of luck, battle reports will appear in the foreseeable future.</p>
<p>For the Motherland!</p></div>
</div>
</div>
</div>
]]></content:encoded>
					
					<wfw:commentRss>https://greylordarchives.org/2020/12/wolves-of-winter-under-kommander-andrei/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
	</channel>
</rss>

<!--
Object Caching 0/93 objects using Disk
Page Caching using Disk: Enhanced 
Minified using Disk

Served from: greylordarchives.org @ 2026-08-23 01:08:17 by W3 Total Cache
-->