Tuesday 5 March 2019

Revisited: Winter Guard Kommand under Supreme Kommandant Irusk's orders (Irusk2)

Irusk2 is still a Winter Guard's best friend and Stalingrad-style lists are fun. However, over time Irusk has learned that the original list had its downsides. First and foremost, there is a lack of ARM-cracking ability. This is an attempt to remedy some of the problems, by changing the list to include the Greylord Adjunct and the triple Marauder battle group.


I have been running a Winter Guard Kommand list for quite some time (see list and thoughts about it here). I really do enjoy it, and the whole Stalingrad-style list is also very Khadorian. However, there have been two main issues with it (in addition to my own lack of skill):
  1. Lady Aiyana & Master Holt have never really performed; and
  2. The combination of a Spriggan and a Marauder have left the list with too little ARM-cracking.
So, to mitigate these problems, I have been thinking hard about what changes could be made. The list needs to fix ARM-cracking and magical weapons, without loosing too many of the benefits from the existing 'jack, and the lady and friend.

Lady Aiyana & Master Holt

Let's start with the Lady and her friend. This small unit is there, primarily to provide some way of having magical attacks to counter things such as incorporeal, and in a pinch claim a round zone, or contest.  

The ability to hand out magical weapon has never really come in handy. Arguably, this is due to the fact that Irusk haven't really faced that many armies, which counted on incorporeal. Nevertheless, eight points for this is a rather steep price. It could be argued that including Koldun Kapitan Valachev in this package would open up for using Ayiana's Kiss of Lyliss (as Valachev makes the unit a friendly faction unit instead of merely friendly). Clearly +2 to damage rolls is not to be frown upon. However, that would put the entire package at 12 points. I simply cannot see these three models being worth 12 points; in particular not after the release of the Greylord Adjunct

The Greylord Adjunct attached to Irusk2

Greylord Adjunct
This guy solves a lot of problems for most Khador casters and lists. He comes with both passive and active abilities. Let's start by looking at his two really good passive abilities: Arcane Assist and Spiritual Conduit

Arcane Assist allows the caster, whom the adjunct is attached to, to upkeep one spell for free. For Irusk2, this is major. He would really like to cast Solid Ground and Fire for Effect during turn one; and sometimes even Artifice of Deviation. This leaves him with "only" four focus each turn after upkeep. The extra focus each turn suddenly give Irusk five, opening up a whole new range of options. For example, he can now cast both Battle Lust and Energizer, giving him much more tactical flexibility; he can fill up two 'jacks, and still leave him with one focus - just in case; or if needs be, dropping one of his upkeeps and casting Battle Lust on two units. Two times Battle Lust combined with one unit under Joe's Bear Strength actually gives a rather hard hitting combination.

Spiritual Conduit extends the caster's range for spells with two inches. For Irusk2, this means that he can suddenly reach out 8" with Battle Lust, and the same for Fire for Effect if he wishes to cycle it - which is not a completely unsound assumption. These two inches might not sound like much, but two inches can mean the world, in particular in a WGK list where the huge number of models, and the clutter they create easily can put Fire for Effect targets outside the six inches mark.

In addition to the two passive abilities, the Greylord Adjunct also brings three active abilities to the table: Blizzard, Frostbite, and Guidance. 

Blizzard is a magic ability, which creates a 3" cloud on any (friendly faction) model within 5". The main usage of this is to put it on himself (giving him DEF 15 against shooting), or even on Irusk. This will make Irusk even more difficult for take down with ranged weapons. It brings him to an impressive DEF 17, and in combination with Sacrificial Pawn and Solid Ground makes him very difficult to assassinate from afar.

Frostbite is an 8" POW 12 spray, which in itself is not remarkable. However, sprays are super powerfull in this game, so the more the merrier. 

Finally, Guidance is where the money really is. This can be cast on a friendly model within 7" and gives Eyeless Sight and magical weapon (both melee and range!). Eyeless sight allows a model to ignore clouds for LOS, concealment, and stealth. Despite being model only and not model/unit as Lady Aiyana's Sigil of Power, and not as powerfull as the Spriggan's two Targeting Flares, it goes a long way. Cast on a Field Gun (under Fire for Effect), makes this artillery piece marvellous for removing pesky solos, such as Eiryss1 or Eiryss2,

Eiryss1 and Eiryss2 are often used to Disrupt 'jacks. This can really be terrible for any plan. One 'jack out without focus is always bad. Both incarnations of this little lady have Stealth. Eiryss1 shoots 12", which is within a Field Gun's range. So, it can even aim, giving it a 71% chance of hitting. Hitting her means she is dead. Eiryss2 is slightly worse. She can also shoot 12", however she can reposition 3", brining her just outside a Field Gun's range. Thus, the Field Gun would have to move, giving it a 50/50 chance of hitting her.

All in all, I think that the Greylord Adjunct is a pretty good substitute for some of the abilities that both Lady Aiyana, and the Spriggan brings to the table; and for only four points. 

The Triple Marauder battle group

Triple Marauder - thrice the pain

The combination of the Spriggan and the Marauder has been lacking in damage output against heavily armoured targets. It also appears to be too easy to neutralise two 'jacks before they can make an impact. Finally, removing Lady Aiyana & Master Holt and the Spriggan, and adding the Greylord Adjunct releases exactly 22 points for 'jacks. So, it might be time for the triple Marauder battle group.

If we look at what Marauders are best at, it is knocking things down, and taking out huge based models. I almost always see one or more huge based models on the table. There are currently 53 huge based models (colossal/gargantuan (25), battle engine (21), structure (2), warcaster/warlock (5)). Assuming a Marauder is fully loaded, the following options exist (this is ignoring any issues regarding actually hitting the target): all structures, warcasters/warlocks, and battle engines can be taken out by one 'jack; most colossal/gargantuan require two 'jacks to be killed, only five can be taken out by one 'jack. So, having two Marauders ready to deal with huge based models would be handy; thus, having a third in backup sounds prudent. Obviously, if everything goes completely wrong a Battle Lusted and Bear Strength Winter Guard unit can assist.

How triple Marauder interact with Irusk2

In general, Irusk2 do not do a lot for 'jacks. His main tricks are obviously his feat, which allows them to ignore clouds and forests. He can also offer Energizer, which offers two inches more movement and non-linear charge lanes. Using Energizer, a Marauder can reach an enemy 10" away. Finally, he can actually use Artifice of Deviation to bring them to an impressive DEF 14 against shooting, not bad for a Khador 'jack (yes, three 'jacks can be packed into the 5" template).

It requires six focus to fill up three 'jacks. So, with the Greylord Adjunct, Irusk can still upkeep Solid Ground and Fire for Effect, and fully load all three 'jacks.

The new version of Winter Guard Kommand under Supreme Kommandant Irusk's orders (Irusk2)

Irusk and his Winter Guards ready to take on the enemies of the Empress
All in all, I think that the change from Spriggan, and Lady Aiyana and Master Holt to triple Marauder and Greylord Adjunct solves the main issue of ARM cracking, without loosing all the benefits of the old setup. So, without any further ado, here is the new version of Irusk2's WGK list:

Khador Army - 75 / 75 points
[Theme] Winter Guard Kommand

[Irusk 2] Supreme Kommandant Irusk [+27]
- Marauder [11]
- Marauder [11]
- Marauder [11]
- Greylord Adjunct [4]
Kovnik Jozef Grigorovich [4]
Winter Guard Artillery Kapitan [3]
Winter Guard Field Gun Crew [0(4)]
Winter Guard Field Gun Crew [0(4)]
Winter Guard Mortar Crew [0(5)]
Winter Guard Infantry (max) [10]
- Winter Guard Infantry Officer & Standard [4]
- Winter Guard Rocketeer (3) [6]
Winter Guard Rifle Corps (max) [13]
- Winter Guard Rocketeer (3) [6]
Winter Guard Rifle Corps (max) [13]
- Winter Guard Rocketeer (3) [6]

Also a conflict chamber.

Stay tuned for battle reports on this new list. Until then:

For the Motherland!

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