Saturday, 12 April 2025

The Kontroller Module

For quite some time I have been thinking about modules in Khador. This is by no means my invention. It is a quite common approach across the game. With the January '25 update, the Kontroller has suddenly gone from being unheard of to something quite interesting by becoming a 'Jack Marshal. So, what could a Kontoller module look like?

Until recently, the Kontroller has been living a rather anonymous existence. However, as our only 'Jack Marshal it really deservers a closer look. I think we can make a pretty good module consisting of the Kontroller, a 'jack, a Battle Mechanik, a Winter Korps Officer and a unit of Arkanists. It is a self contained module, yet parts can contribute to the rest of the army. This module can be plugged into any list.

The Kontroller

The Kontroller
The Kontroller comes with a standard Man-O-War armour, giving him SPD 4, MAT 6, RAT 6, DEF 10, ARM 19, and 10 boxes. All in all, the normal Man-O-War OK stats. He is also, as standard on a 50 mm base, has Unstoppable (he can walk out of combat without loosing his combat action), has Resistance: Blast (one less dice when damaged by a blast), and has Dual Attack (can do both melee and ranged attacks in the same activation). His main new addition is 'Jack Marshal.

Furthermore, as all other Man-O-Wars he is Study (cannot be pushed), Steady (cannot be knocked down), is Repairable, and can Bulldoze (push models 2" during normal movement). He has the addition of Girded (models base-to-base also get Resistance: Blast) and a special action: Hauler, which allows him to move Defenses 2". His final and main addition is of course the Drive he has as being a 'Jack Marshal.

Both the Kontroller's MAT and RAT is 6. Thus, he will on the average hit DEF 13. There really isn't any good way of fixing this, outside putting him in a Baranova list, where she will be casting Invocations of Wrath; or aiming for a better RAT. However, the Kontroller is probably not going to charge into melee at every single opportunity. He should be using his fantastic spray whenever possible. 

The Froster is a pretty nice range 10", POW 14 spray. It is cold damage and is a Pistol (shooting into the model's melee ignores the -4 to attack). Its claim to fame is straight up stationary (unless immune to cold). We like stationary. In particularly, when looking at this model's Drive (more on that later). The Kontroller will hit DEF 13 on the average, and DEF 15 when aiming. The threat range is 10" when aiming, 14" when walking, and 17" when charging. The RAT is a bit on the low side with respect to hitting. However, an average damage of 21 is not to be frown upon. Remember that it is stationary on hit so no requirement for actually doing damage.

The spray is also that which makes his Drive marvellous. Warjacks' melee weapons under his control gain Shatter. That is an additional die on damage against stationary targets. So, any charging 'jack would arrive with four dice (average of 14) and any additional damage rolls will be on three dice (average of 10). As a 'Jack Marshal also allows a 'jack to charge for free (to compensate for not powering up), a charge and any additional attacks are guarantied.

Which 'jacks should we put on the Kontroller

We can currently choose between the two character 'jacks: Medveditsa or Razor; or any layout of the Great Bear or the Dire Wolf; or the Avalanche. Let's investigate all the options.

The Dire Wolf

The Dire Wolf
The lovely Dire Wolf. Our only "light 'jack" option. It is kind of inexpensive and has some interesting options for heads and arms. 

I think the most sensible head for the Dire Wolf in this configuration is the Shield Guard head at 1 point. It allows it to take a hit on behalf of the Kontroller; and lets face it, a Dire Wolf is much more robust than a Kontroller. The Kontroller needs to stay alive to keep the benefits of 'Jack Marshall around.

For the right arm, I think the discussion is whether or not to go ranged. Having a ranged weapons obviously allows the model to contribute in more rounds. However, the Drive doesn't do anything for a ranged attack. So, I would argue that it is either the Ice Hammer or the Long Axe. The Ice Hammer is one more POW that the axe, yet at one less range. It does have Critical Freeze, though, which doesn't really do anything here as we are relying on the Froster. The Long Axe is POW 16, range 2" and has Critical Grievous Wounds. I would pick the Long Axe. The additional range is golden and there is alway a roughly 14% chance (on two dice) to trigger the critical.

The left arm is more difficult. There is a Flame Fist with a POW 14 melee attack and a 6" flame thrower spray; the Heavy Chain Gun could give us a range attack and some anti infantry clean up; the Plow Shield is another POW 14 attack and two additional ARM; finally, the Scrap Saw is another POW 17 with critical Shred (make an additional attack). I like the Plow Shield. It gives us an ARM 21 'jack, which is always nice and even more so when it is a Shield Guard. 

So, if we are picking the Dire Wolf, I would go for the Shield Guard head, Long Axe right arm, and Plow Shield left arm. All of this for a mere 10 points. This brings the package to 14 points. Obviously, it is only MAT 6; but we are relying on the Froster. It can charge and touch things at 10" (5" + 3" charge + 2" Long Axe), which corresponds with the range of the Froster, if aiming. 

The Great Bear

The Great Bear is our standard heavy Warjack. Compared to the Dire Wolf, it does have an additional MAT, one less DEF and SPD, an additional ARM, and Bulldoze. Generally at a slightly higher cost.

There are four options for the Great Bear's head: Aggressive, Mage Static, Reposition and Slammer. Agressive doesn't really do anything for this module. A 'jack will already charge for free under a 'Jack Marshal. Although, the additional +2 SPD when running is nice, but the Kontroller needs to be able to keep up. The Mage Static head probably requires the 'jack to be pretty close to the front, which is not necessarily the role of this module. The Reposition [3"] head is always nice to block lanes to the Kontroller or just to get to a better place. Finally, Slammer allows follow-ups from a slam, it can slam for free and move the slammed model an additional 2". I would pick the Slammer. It is inexpensive (1 point), and assuming that something survives, being both Stationary and knocked down is expensive to get out of. Only one can be shaken curing the Control Phase. So, something would most likely have to be given up.

For the right arm, we can choose between: the Battle Mace, the Deep Freezer, the Grinder and a Heavy Cannon. Again, are we going melee or ranged? The Battle Mace is an excellent choice for melee. POW 19, range 2 at four dice charging (33 points of damage on the average), and 3 dice normal (29 points of damage on the average) is a lot of damage. There is even Beat Back and a Critical Smite. The Deep Freezer gives us a range 14", AOE 3, critical Stationary gun. The Grinder can surly clean out enemy infantry. The Heavy Cannon is a range 12", POW 16 momentum gun. I will follow the same reasoning as with the Dire Wolf: ranged is nice, but to use the Froster we need melee. Thus, I'll go for the Battle Mace at 7 points.

The left arm give us two purely melee options (Battle Axe, Blasting Fist), one ranged only (Dozer), and one having both (Heavy Cannon Shield). The latter is alway nice. This gives us an ARM 22 'jack with an additional melee attack, and a (short) ranged one. The Dozer gives us two POW 15 shots and range 10". The two melee arms are basically a choice between an additional POW and critical amputation versus an open fist and critical knockdown. To keep it at a low price, I would go for the Blasting Fist. 

So, if we are picking a Great Bear, I would go for the Slammer head, the Battle Mace and the Blasting Fist (this is, by the way the closest we get to the good old Juggernaut). It can charge and touch things at 9" (4" + 3" charge + 2" Battle Mace) at ARM 20. All of this for 12 points, which would bring the package to 16 point.

Named Warjacks

Beside the two standard 'jack platforms, we could also attatch one of our three named 'jacks to a Kontroller.

Avalanche

The Avalanche aka the Slam God. This is currently my favourite 'jack. However, I'm not sure it is particularly suited for a Kontroller. The Avalanche would really like to slam stuff. So, the free charge from the Drive doesn't really do anything, as it can already slam for free. Further, it would like to be filled with focus, which of course can be done by Arkanists. Finally, it is 15 points, which would make the whole package 19 points.

Medviditsa

Mother Bear
Motherbear is now priced as a comparable Great Bear (the AAD version). In general, this makes her interessting on the table. She has a larger damage output than the AAD Great Bear, thanks to Grab & Smash. She is actually a candidate for a Kontroller. She has Shield Guard. She can charge for free. She is still expensive at 15 point. Again, this will make a 19 points package. Yet, it could be fun.






Razor

Razor
The weird 'jack, on paper; but according to wisdom of the crowd, really good on the table. I don't think it will have a place on a Kontroller. It is 18 points, making the whole package 22 points.

Summary

There are, probably two good choices: the Dire Wolf and Great Bear; two bad ones choices: Avalanche and Razor; and one fun one: Medveditsa. Damage output from each of the choices are somewhat different. The table below summarises the average damage output (also compared to standard Khador ARM) if the 'jack under Drive charge a model that is stationary.

Model Att. Pow Dice Avg. Arm 20 Note
Dire Wolf (ADC) Charge 17 14 31 11 Crit. grevious wounds
2. initial 14 10 24 4
Sum 55 15
 
Great Bear (AAB) Charge 19 14 33 13 Beat back, crit. smite
2. initial 17 10 27 7 Crit. knockdown
60 20
 
Medveditsa Charge 18 14 32 12
2. initial 18 10 28 8
Grab & Smash 12 10 22 2
Sum 82 22
 
Avalanche Charge 17 14 34 14 Grand slam
2. initial 17 10 27 7
Sum 58 18
 
Razor Charge 18 14 32 12 Beat back, crit. shred
2. initial 16 10 26 6 Momentum, siege weapon
Sum 58 18
Summary of attacks by marshalled 'jack, if opponent is stationary

Unless there are some very specific requirements put on this module from the rest of the army, I would make the standard package Kontroller + Dire Wolf (ADC). It is a lovely little package at only 14 points all in all. That is less than just a random Great Bear or an Avalanche on their own.

It could be fun attaching Medveditsa to a Kontroller. It is a pricy package at 19 points. However, with the rest of the module (see below) it might be an option for 'casters who do not do anything for their battlegroup.

Other parts of the module

In addition to the core parts of the Kontroller and the Dire Wolf, this module also consists of three other parts that completes it. Yet, these parts also contributes to the rest of the army. The tree additional parts of the module are: a Battle Mechanik, a Winter Korps Officer, and a unit of Arkanists.

Battle Mechanik

Battle Mechanik
A Battle Mechanik is always nice. At a mere two points, it generally does a lot for any Khador army. It is immune to Cold, so it will not get into too much trouble if it is caught in the Kontroller's spray. It can obviously repair both the Kontroller and the Dire Wolf. However, the most important ability here is Tune Up. Tune Up allows the Dire Wolf to stand up, loose stationary and all continuous effects. Finally, it gets Pathfinder.

Begin able to standup is potentially quite important. Somebody might knockdown the 'jack, either directly or because it used it Shield Guard to catch a shot ment for the Kontroller. Also, if the Dire Wolf is caught in the Kontroller's spray, it can become stationary. Finally, Pathfinder on a 'jack is nice.

The Battle Mechanik do have weapons: a gun and a spray. However, if the Battle Mechanik really needs to use its weapons, it is probably in a lot of trouble.

Obviously, the Battle Mechanik is not exclusively for this module. When not required, it can move around and do its things for others, contribute to scoring a terrain objective or contests. Just remember that all its abilities is only range 1". So, it should probably stay within 6" of the Dire Wolf.

Winter Korps Officer

Officer
The Winter Officer, the backbone of the command structure of the Winter Korps. Their contributions to the army is well known and celebrated. They have build in Pathfinder and Tough, which makes them moveable and survivable. Also, on their own they can remove minor annoyances with a POW 11 Weapon Master attack (25 points of damage on an average charge) and the classic Hand Cannon (POW 12, range 12" and Pistol). Both hit at MAT/RAT 7. Finally, together with the Battle Mechanik they can score a terrain objective.

The extra cool stuff is their Battle Plans, which can be used even when charging. There are three plans to pick from: Combat Coordination, March, and Press the Advantage. All are range 5". So, with a SPD of 6, an Officer should probably stay within 11" of the Kontroller.

Combat Coordination synergises really good with the Kontroller's spray. The Dire Wolf will work so much better if the target is Stationary. So, everything we can do to help the Kontroller is appreciated. Combat Coordination allows the Kontroller to re-roll one attack or damage roll. As the Kontroller only has RAT 6, being able to re-roll is really nice.

The other two abilities are not to frown upon either. The combination of the Battle Mechanik's Tune Up and March from the Officer, will give the whole core module Pathfinder. Finally, Press the Advantage gives Swift Hunter, which obviously can be used on the Officer self, but also gives the Kontroller the possibility to get 2" out of the way after killing something with the spray.

Just like the Battle Mechanik, the Officer can obviously contribute to the rest of the army, whilst not occupied with the module.

Arkanists

Arkanists
The final part of the module is a unit of Arkanists. Arkanists are perhaps the only true auto-include unit in the Winter Korps. Their main purpose in life is to give focus to our magnificent Warjacks by using Empower.

Empower has a pretty nice interaction with a 'Jack Marshal. Since it can charge for free due to being marshalled, such a 'jack actually counts as having four focus (or being Aggressive). If the Arkanists fill up the Dire Wolf, it gets four attacks with the Long Axe and one with the Shield. That is quite a lot of damage. The table below summarises the expected damage from a completely fuelled Dire Wolf charging a stationary target.

Charge (free) 2. initial Long Axe Long Axe Long Axe Avg. dam. Arm 20
31 24 27 27 27 136 36
Summary of attacks by fully fuelled marshalled Dire Wolf, if opponent is stationary

There are also two other abilities: Razor Winds and Sigil of Power. It is always nice to spray chaff at POW 12. However, that is typically for the late game if we run out of 'jacks to fuel. Magical Weapons actually has a pretty good use against, in particular Dusk using Void Engines where Incorporeal stuff appears all the time. A Magical spray is nice.

Summary

This is the Kontroller module as I see it. The whole module is only 23 points. It gives opportunities to score 50 mm objectives, terrain objectives, and 40 mm objectives; whilst also contesting. It can run completely autonomous irregardless of which Warcaster runs the army. Some will obliviously not do a lot for it, whilst others can do good things. Yet, it is lovely that it can operate without any explicit support, e.g. far out on a flank. Some of the scenarios in Steamroller 2025 almost requires abilities to operate autonomously on a flank.

Further, all the components in the module can naturally contribute to the rest of the army without diminishing the power of the module.

Finally, training with a fixed module should make playing it almost a reflex. Thus, we can spend our faculties on the rest of the army. The complete module is as follows.
Kontroller [4] - Dire Wolf [10] HEAD - Shield Guard RIGHT ARM - Long Axe LEFT ARM - Plow-Shield Battle Mechanikm [2] Winter Korps Officer [3] Arkanists [4] Total Points 23
Until next time.
For the Motherland!

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