Hot Takes: Champions and Khador ADR

Privateer Press recently spoiled some of their changes to the champions format, including the Active Duty Roster. And, like any Privateer Press release, that means there will be a deluge of hot takes, questionable analyses, and not-fully-thought-through opinions. Remember how all the Cryx players thought Ghost Fleet was unplayable trash and their faction was uncompetitive about a year ago? Anyways, I couldn’t let this go by without offering my unsolicited and uninformed opinions on the new format and the new ADR roster for Khador.

Format changes

There are a few format changes for the Masters and Champions tournament formats. First, Divide and Conquer, the requirement that everyone must play all of their lists at least once, is no longer a thing. This is something that may have been necessary in the past when one could just rock something like old-school Haley2 to victory on the strength of one extremely overpowered list, however now that balance is a bit tighter, character restrictions on lists are gone, and outliers are typically addressed through errata rather than being allowed to linger for years, there really is no reason for it to continue to exist and I don’t think it will be missed.

Masters also no longer uses ADR, which means that Specialists are gone from the format. Specialists are basically a sideboard that you are allowed if you bring casters on the ADR list. I like the idea of a format with a sideboard, and feel that there are a lot of underplayed, niche units which are good sideboard choices (hello, Assault Kommandos and Kossites!), however the economy of free points in themes meant it never really worked out. Either you had to create various legal permutations and combinations of your lists with whatever specialists you were afforded, or you had to spend ten minutes futzing around on War Room to get your lists to work out before the game started because you changed out a model which in turn changed the number of free solos from your theme.

They also made a lot of changes to the Active Duty Roster, the most notable being that themes are now a part of it. In addition to being limited to certain casters, you must choose your theme force from a list, and you aren’t allowed to play the same theme force for both your lists. This is an interesting idea, because it makes the ADR a truly limited format by disallowing more than 10% of the models in a faction, and I kind of like it. Further, they are increasing the number of casters available to most factions from four to five, and decreasing the number available to CoC and Grymkin to three, because ADR restrictions didn’t really do much to already limited factions and that helps balance out the big advantage that the limited factions got in the format.

They also discussed in CID the removal of the 15 second minimum turn, which is something that I am agnostic on. I don’t think the 15 second turn is as necessary given the hard turn limit in the game, but I still am not sure it’s a good experience when you’re that low on time and people are just throwing down focus and slapping the clock as fast as they can. However, it’s not something that has affected me greatly; I don’t usually have a lot of clock management issues, and when I do, I’m usually already screwed in other ways and on the way to a loss anyways.

Finally, they didn’t come out and make it official yet, but it’s been said during the CID process that PP is going to remove the painting requirement from Champions. This is probably a controversial statement, but I think it is good for Privateer Press to have a painting requirement on at least one of their tournament formats. It not only encourages painting, but it also means that people who like fully painted armies but aren’t good enough players to qualify for (and/or aren’t willing or able to travel to) huge national conventions like the WTC or Adepticon are more likely to have a chance at having a fully painted experience at smaller, more local conventions. The painting requirement was one reason why I chose to do Champions instead of Masters at the SOO, because it’s refreshing to have a whole day of fully painted games. However, I also think that a painting requirement and a limited format aren’t a great combination, as you could end up in a situation where players aren’t allowed to play their painted models due to the restrictions of the format. I think it would be a good idea to flip the painting requirement from Champions to Masters, or introduce a new format, or something so that painting requirements in Warmachine don’t go the way of the dodo. Dallas and the team at PP do a lot of work to promote the hobby aspect, and it would be sad to undermine that effort by eliminating all painting requirements from every official format and signal to the player base that it’s not important to at least aspire to play it painted.

Our Roster

khador_adr.jpg

Anyways, onto the Khador ADR roster. Our caster choices consist of Kozlov, Sorscha3, Irusk2, Butcher1, and Zerkova1, and we are limited to two themes: Armoured Corps, and Jaws of the Wolf. Of course, I only play one of these casters and Armoured Corps has a lot of new models that I haven’t fully examined yet, but that doesn’t mean I can’t spew my uninformed opinions out onto the Warmachine internet.

Kozlov

Ironically, for a caster who is supposed to be an Iron Fang, Kozlov is probably best in Armoured Corps. Fury and Tactical Supremacy are both excellent support spells for Man-O-War, particularly Shocktroopers, and I’ve been running him in Armoured Corps already with my patented “just take two of all the good models in the theme” list. Double Shocktroopers, double Drakhun, double Kovnik, and double Forge Seer, then season your battlegroup to taste. Once our new releases come out, I think that will open up a lot of new tactics and list builds with models that have previously been not that great such as the Demolition Corps and Bombardiers. Also, Atanas is going to unlock a lot, because the ability to move through your own models allows for a lot of options on the battlefield.

Jaws could potentially be interesting. Kozlov has some battlegroup support spells and his feat affects all models, including warjacks. The problem is that after spending three focus on upkeeps, and without any free charges or other forms of focus efficiency on the feat, he doesn’t have the focus to support a large battlegroup. However, PP has proposed allowing journeyman warcasters in Jaws of the Wolf, so bringing Andy1 and Sorscha0 and throwing a jack on each of them, plus perhaps one on a Forge Seer could solve some of those focus inefficiency issues.

Sorscha3

Sorscha3 is the latest iteration of Sorscha to be released in June, and she is my most anticipated model in a long time because it’s Sorscha in a Man-O-War suit and that is awesome. She grants Flank [Man-O-War] to her battlegroup, has a cost 1 jack support spell, Iron Flesh, and a cloudwall feat with clouds that hurt. I think there are a lot of tools here that could potentially be unlocked, but it’s pretty clear here that she’s a Man-O-War caster, so for my money, it’s Armoured Corps for her.

Also, she can take Beast 09 and Forge Seers can now cast Winter’s Wind on Beast. You’re welcome.

Irusk2:

At first glance, Irusk2 seems like he doesn’t really synergize with the themes available. He’s an infantry support caster, but his tools don’t seem to support Man-O-War as good as some others — I mean, how many Man-O-War can you fit in an Artifice of Deviation anyways? And with almost none of his kit doing anything to support warjacks, Jaws seems like a bad choice.

That is, until you remember that there is more to Jaws than just spamming warjacks. Irusk2 is a great infantry caster, and there are some interesting infantry choices in the theme. If you stack Battle Lust on top of the Kayazy Assassins’ minifeat, they can do a lot of damage with those little knives. Between Stealth, Tough, and Artifice of Deviation, they’re going to be difficult to remove on the way in. And just to add on an additional level of obnoxiousness, throw on Alexia1 so when they do finally kill one of your dudes, they come back as a zombie.

Butcher1:

I also think Butcher1 could be interesting in a combined arms Jaws list, if only because stacking Gang, Fury, mini-feat and Butcher’s feat on a unit of Kayazy Assassins allows for some truly hilarious damage potential on those tiny daggers.

I’m probably the only Khador player who has never actually played any of the Butchers (because I’m on Team Sorscha), but over at Avatar of Slaughter, Robert McCormick has been making some noise about Butcher1 in Armoured Corps, so… I dunno, go over there and read something from someone who actually knows what he’s talking about.

Zerkova1:

I don’t know, she… has a cloudwall, I guess? To be honest, I’ve only played Zerkova1 a couple of times, and I haven’t done particularly well with her. She doesn’t really help warjacks or help infantry hit hard, and she seems to lean more towards either Legion of Steel or Wolves of Winter as she would want to use the cloudwall to deliver something that packs a bit more of a punch and has a higher volume of attacks than Man-O-Wars.

On the other hand, countercharging Drakhuns through a unit of Shocktroopers behind a cloudwall seems legit, Ghost Walk could be fun combined with Demo Corps or Drakhuns, Hex Blast can more or less risk free take an enemy upkeep off a unit of Man-O-Wars, and Frost Hammer can be used to spray down single wound infantry jamming your Man-O-Wars without being so powerful that it can actually hurt the guys in the big metal suits.

Okay, I take it back, try her out in Armoured Corps.

My Pairings:

So, what am I going to run? First off, I’m definitely running Sorscha3 in Armoured Corps when she comes out, just because Sorscha is an old favourite of mine and Sorscha in a Man-O-War suit is straight up awesome. For a second list, since I’m restricted to Jaws, the smart thing to do would probably be a combined arms Jaws with two units of Kayazy Assassins and either Butcher1 or Irusk2. However, I don’t own any Kayazy Assassins and probably won’t want to paint 20 of them, and I’m also not particularly smart. Which means I’m going to wait for Sorscha0 to release and then make some sort of weird Kozlov Superfriends list, taking Kozlov and both Juniors and relying on his feat and the ability to stack speed buffs to hit hard and fast and be ARM 22 against melee. Because screw it, Cygnar shouldn’t be the only ones who are allowed to have fun with their juniors.

Final Thoughts

Overall, I am intrigued by the new format as I think it will be nice to have a truly limited format, especially for people who can’t be bothered to remember what all 1,200 or so models in the game do or are sick of worrying about the OP boogeyman of the week. For Khador, I think there are going to be two challenges. First is going to be our usual Khador issues with incorporeal and recursion. Fortunately, however, Ghost Fleet isn’t on the ADR so we don’t have to worry about basically autolosing if we didn’t bring mass RFP and mass magic weapons or because our opponent brought a Wraith Engine, so this may be less of an issue than it is in unlimited formats.

Second is the fact that we are restricted to two themes which are generally comprised of heavily armoured, low defense, SPD 4 models. This means that it’s very easy to end up in a situation where you have two similar lists that share similar weaknesses, which is not a good position to be in in a two list pairing. Further, these bricks of slow models could struggle into some of the very live scenarios that exist in a post-SR2017 world.

While this looks like it could be a problem and the first reaction might be to complain about being dealt a bad ADR following on an underwhelming CID because PP doesn’t like us as much as they like Cryx and Cygnar, I think this ADR could be an opportunity to force some exploration and creativity in list building. We could see some more experimentation with combined arms Jaws lists, as well as the use of mercenaries to supplement the weaknesses of Armoured Corps. Already, the wheels are turning for me regarding things like combining Kayazy Assassins with Butcher1 or Irusk2, or finding some mercenaries that may be useful as flanking pieces for Armoured Corps lists.

Now, to sit and wait until my next big order of plasticrack comes in…

Hot Take: Khador theme drop

After frantically checking War Room for updates every five minutes for the past week or so, the new content that we have been waiting for has finally arrived.  New themes for every model in every faction of the game, and old themes tweaked with the addition of mercenaries.  It’s Christmas come early for Warmachine players.

In Khador, we had both of our new themes spoiled already, and I already did a hot take on the Man-O-War theme, so I’m not going into too much detail on that one.  Suffice it to say that it lets you run a brick of MoW Shocktroopers, and we won’t find out its true potential until we get our new toys sometime in 2018.

Anyways, let’s take a look here, starting with our new Greylord theme…

Wolves of Winter

wolves.pngLet’s get this out of the way first:  Unfortunately, you can’t start the game with upkeeps on your Doom Reavers.  It is a bit of a shame, and does put a damper on the dream of what a Doomie Spam list can do with an upkeep-heavy caster like Strakhov2, but there might still be some game in this theme.  Unfortanately, I’m kind of an axe to face guy, so I don’t have the experience with the Greylord side of Khador to comment with too much expertise on this, but that hasn’t stopped me before.  Let’s see if we can have some fun list-building with this…

List:  Vlad3 is good, right?
Theme:  Wolves of Winter

Vladimir Tzepesci, Great Prince of Umbrey (Vlad3)
– Drago
– Juggy

Fenris
Greylord Forge Seer (free)
Greylord Forge Seer (free)
Koldun Lord (free)

Doom Reaver Swordsmen
Doom Reaver Swordsmen
Greylord Outriders
Greylord Outriders

vlad3-pic-large.pngVlad3 isn’t usually considered a competitive caster, with the general consensus being that he’s not bad, he’s just the third-best Vlad.  Still, there may be something here, at least for a funsies list.  Since you can start with your upkeeps out, Hand of Fate is great on Greylord Outriders because of the sheer amount of extra dice you are chucking with those sprays.  Infernal machine can go on either of your warjacks.  Wind Wall can help protect a unit of Doomies on the advance from getting shot down on the way in, and between Apparition and Dash, your Doomies can threat 14 inches, which according to my math, is legit.  Murdering everything with sprayponies with Hand of Fate and sending in a bunch of Doomies to finish off whatever is left seems fun.  Vlad’s feat can affect the Outriders and Fenris, priming them to strike again after the initial alpha, or retreat off to some annoying position on the flank where they are going to be hard to deal with.  Competitive?  Not sure yet.  Fun?  Well, I’m going to be hitting the painting table…

Theme tweaks

In addition to the new themes, we’ve got a few tweaks to our existing themes.  In general, the big addition to our existing theme forces is the addition of mercenaries.  This is huge for Khador; there are a number of merc solos out there that for a few points, can patch some holes in our lists and fix some struggles we’ve been having lately with certain armies that have been challenging matchups for us (hello, Ghost Fleet and Gremlin Swarms).

There are a few things to note though. First, you can take mercs that have the Partisan (Khador) rule, which means that you can add a unit of Kayazys to your theme force of choice.  Second, Valachev is available as an attachment to a merc unit, so you can make them friendly Faction.

Most curiously, a couple of themes restrict the mercenaries you can take to non-character solos (Winter Guard Kommand) or units (Legion of Steel).  From what I can tell, Khador is the only faction that is faced with this restriction, which makes sense, because you know how all the other factions get when we get nice things.  I’m guessing there must have been some sort of completely broken combination in there, though I haven’t quite figured out what it would have been yet.

The Good

The thing that I am most excited about in this theme drop is the potential to take mercenary units in Winter Guard Kommand, particularly Lady Aiyana & Master Holt.  One of the major weaknesses with WGK which was really showing in a world of Ghost Fleet and Gremlin Swarms was a total lack of magic weapons aside from your caster and Andy, who ideally should be nowhere near combat anyways.  With Aiyana’s ability to make the weapons of a model/unit magical, incorporeal opponents like Gremlin Swarms and Blackbane’s Raiders can be easily countered.  Fortunately, we now have an answer to this…

 

sorscha3.JPG

My Sorscha2 conversion — because Irusk2 wasn’t top-heavy enough of a model

List:  Suck it, Ghost Fleet
Theme:  Winter Guard Kommand

 

Forward Kommander Sorscha
– Spriggan
– Marauder

Kovnik Joe

Winter Guard Rifle Corps
– Rocketeers x3
Winter Guard Rifle Corps
– Rocketeers x3
Winter Guard Infantry
– WGI Officer & Standard (free)
– Rocketeers x3
Winter Guard Mortar Crew (free)

Aiyana & Holt
– Valachev

As you can tell, this list is designed to do one thing and one thing only:  Make Ghost Fleet players cry.  By hot-swapping shatterstorm between the two units of Rifle Corps, you can threaten to RFP from 22″ away (with Desperate Pace).  Since RFPed stuff doesn’t come back, you can shut down the Cryx recursion engine pretty quickly, and you won’t have to worry about Tough if they drop their Bane list.  Spriggan is there to threaten to drop a flare on Denny1 and take away her Stealth, and Aiyana & Holt can hand out magic weapons so you can take out the Wraith Engine and Blackbane’s Raiders.

The Meh

Jaws of the Wolf, the theme that I’ve been using most often, got a bit of a sidegrade.  In addition to the mercs now available in-theme, we are now able to take Yuri the Axe as a free model.  At six points, Yuri was kind of expensive for what he did, and a key linchpin of the Yuri/Manhunters/Kossites package.  Being able to take him for free is going to make that package a little more attractive.

Unfortunately, we lost the ability to deny Advance Deploy to our opponents, trading it instead for denying Ambush.  Right now, this feels like a downgrade because there is a lot more AD out there than Ambush.  While the stock on this may go up as more themes grant ambush to more units, units which may do a lot more damage than our ambushing units (sorry, Kossites)

The Disappointments

There was one big disappointment for me, and that is Assault Kommandos.  They got added to the Winter Guard theme, however they gain no benefits and offer no benefits to the theme, and feel like more of an afterthought than anything.  They just don’t fit in, either thematically, or from a list design perspective.

ak1.JPG

Hope you like that shelf…

Honestly, I think they got put in the wrong theme.  Had they been placed in Jaws, you would be able to make some pretty interesting Strakhov1 lists, the sort that I was running before the rise of thememachine.  Right now, the only reason I can possibly think to use them would be if you’re playing Vlad1 and you’re really really worried about cloudwalls.  But even then…ugh…

What else is out there?

Cygnar got their trencher theme, so expect to see Haley3 making a comeback. If only we had some sort of Kommando unit that would be good at Assaulting trenchers… Cryx also got a couple new themes, so that could mix up their usual Ghost Fleet/Dark Host pairing and since they’re the one you have to tech for these days, it could pose new challenges.  Apart from that, I haven’t looked at what all the other factions have gotten and am probably not good enough at this game to understand what it means, but I’m sure the meta will settle out and find some broken-ass theme that is going to dominate for the next couple months.

Conclusions

These changes have been hyped for a while, and it was inevitable that we would find something that wouldn’t live up to the hype and be disappointed.  I will admit to being excited about Assault Kommandos finally having their place only to have them remain on my shelf until they get a theme force or UA or something.  That said, I don’t think it was a bad day for Khador.  Just from the ability to include mercs in our theme forces, we gained a lot and got a lot of difficult matchups fixed.  models like Aiyana & Holt can fill holes in many of our lists and make things that were a challenge for us to deal with previously trivially easy.

I see some salt out there on the Khador facebook group, and to my comrades, I have one thing to say.

This is Khador.  We of the north do not turn green with envy at the luxuries of others.  We are made of tougher stuff than that.  We redouble our efforts and fight harder; we don’t go around crying about things like a bunch of whiny Cygnar players.  There is still tech to be unlocked and future releases to come out, and I’m sure everything will be all right, so long as we have our axes to insert into the faces of those who oppose the motherland.

With this release, it feels like we’re finally in Warmachine Mk.III as intended.  We can use just about every model on the shelf in some way, and I’m sure we will find some fun, powerful lists in this release — as will our opponents!

Hot Take: Steam and Steel

So, one of the things on the Warmachine internet that sometimes irritates me is how the moment something drops, we immediately get a whole bunch of hot takes and theorymachine, which immediately fills the echo chamber and becomes commonly accepted wisdom without any rigorous testing or any effort to really unlock what’s there. Sometimes these “hot takes” turn out to be accurate, but sometimes… well, remember how people said that Caine3 or Ghost Fleet were unplayable trash when they came out, and then all of the sudden Tim Banky won everything?

That said, now that I’m on the Warmachine internet and happen to be a loyal Khador player, I am now required by the Empress to offer you my hot take on today’s Insider, which is all about our Man-O-War, even though what I really really want to see is an Assault Kommando theme.  And a Vlad3 all the horses theme.  And Harkevich2… okay, now I’m getting greedy.

However, I will preface this by saying that I am, in fact, an idiot who is not very good at this game.  At the SOO this year, I managed to eke out a 1-4 record in whichever tournament actually required painted models.  A few weeks ago at the CCBB, I was knocked out of contention in something like 11 minutes, and more importantly, I got crushed in the painting competition by Will from Moosemachine.  Again.  Not that I’m bitter or anything…

img_1375.jpgFor a long time, Man-O-War were the unit that Khador players really wanted to love. Big burly men and women of Khador in giant steam-powered suits of armour, wielding either giant axes, giant hammers or grenade launchers with freaking chainsaws for bayonets, we all had the dream of crushing our opponents with an unstoppable tide of steam and steel, even if the models themselves bore an unfortunate resemblance to GW’s Space Marines if you squint a little too hard.  Unfortunately, throughout Mk.II, they were generally too slow to get to where they needed to be and didn’t really do what they needed to do when they got there, so you didn’t really see them all that much on the competitive circuit. While Mk.III brought the Shocktroopers up to a decent baseline with the release of the Officer, they were quickly overtaken by the rise of themes (aside from the Loud Chris Vlad2 list).

Today, with the sneak preview of the Armored Korps theme and some new models, we can see that starting to change. Armored Korps lets you take all the Man-O-War, Battle Mechaniks, our trusty War Dog, and a merc solo or unit.  The benefits are free models, better Repair on mechaniks, and Advance Move on models that don’t exist yet.

Okay, at first glance, nothing in is either unexpected or is anything to really write home about.  Free points is standard for themes and probably what we all expected, better mechaniks are good, I guess, but it just feels like between electroleaps, blast damage, and sprays, there are enough ways to trivially kill mechaniks that I can’t see this being gamebreaking.  And the final benefit is something that we aren’t going to see until 2018 when they start releasing the new models.

Speaking of new models, though, this is the real meat of the insider.  Bombardiers are going to get some CID love with a proposal to increase their range.  Further, they will be getting an officer which grants them some neat special rules, such as Clear Cut, Quick Work, and a Dual Shot minifeat.  This will hopefully make them as cool on the tabletop as “heavily armoured Russians wielding chainsaw-RPGs” sounds.  We’re getting a battle engine which kind of reminds me of the Gun Carriage and which, with Advance Move in theme, seems pretty legit.  Finally, we’re going to be getting Man-O-War Tankers, which it is safe to assume is a new name for the Heavy Man-O-War whose sculpts were spoiled at Lock and Loadtanker.jpg.

But when it comes to recent Man-O-War news, that’s not all!  In the most recent issue of No Quarter, the splash page showed off what is clearly Sorscha3 in a Man-O-War suit**, as well as a couple cool-looking MoW solos. With the hint in the insider that there is more to come, I don’t think it is too much of a stretch to say that the Demolition Corps are at some point going to get some much-needed help in the form of a Unit Attachment or Solo — perhaps they might get backswing back or something to that effect?

Sorscha3So, how do I feel about this theme overall?  I think it seems pretty good, but I’m not sensing anything at the moment that is going to light the world on fire — at least, not until we start getting a good look at the new Man-O-War releases slated for 2018.  The big thing that this has going for it is that it enables one to create a bricky Khador army that can actually score circular zones, as SR2017 and some boogeymen in the meta (Cryxian armour debuffing, POW 20-something Skin and Moans that chew through anything they get into) seem to be taking the shine off some of our jackspams.  A couple units of Man-O-War and a couple jacks in the battlegroup can score in some scenarios a lot better than an all-jack army whose only scoring piece for some zones is the caster.

As for what casters to take it with, I think Vlad2 is an obvious candidate because between Hand of Fate and his feat, he can turn a unit of MoW up to 11.  Will Pagani offered up a Butcher1 list in the Insider which seems solid.  Strakhov2 will surely be hilarious when you tell your opponent that your shocktroopers are ARM 26 with no-knockdown tough on feat turn, though casting Last Stand on a unit with relatively expensive models seems to be an iffy proposition.  The Irusks are always good at running infantry, and with Irusk2, it could be fun to throw Fire For Effect onto a Bombardier and drop a fully-boosted arcing fire 6-man CRA onto someone (and of course, managing to triple-snake the attack roll because you have somehow angered the dice gods). Of course, Sorscha3 is undoubtedly going to be badass when she comes out.  And even Lord Kozlov, our much-maligned battlebox caster, may get a new lease on life with a mob of Shocktroopers.

So, how am I going to Man-O-War?

Lady Kozlov, Viscountess of Scarsgrad (28 WJP)

IMG_1940.JPG

It’s totally not weird that I put in the effort to make a gender-bent conversion of Kozlov, out of Nicia and a random Iron Fang cape, right?


— Spriggan (19)
— Juggernaut (12)

 

Greylord Forge Seer (Free)
Greylord Forge Seer (4)
Man-O-War Drakhun (9)
Man-O-War Drakhun (9)
Man-O-War Kovnik (Free)
Man-O-War Kovnik (Free)
Saxon Orrik (4)

Man-O-War Shocktroopers (16)
— Man-O-War Shocktrooper Officer (4)
Man-O-War Shocktroopers (16)
— Man-O-War Shocktrooper Officer (4)
Battle Mechaniks (3)
— Battle Mechanik Officer (3)

Kozlov gets a lot of hate online for being kind of boring and not being number one at anything in particular, but I chose her because she’s got two solid upkeep spells for Man-O-War, and her feat synergizes quite nicely with Shocktroopers.  +2 SPD brings them up to a whopping 13″ threat range with the Kovnik, and Unyielding is not too shabby on a no-knockdown ARM-skewy unit with 2″ reach.  Forge Seers can help fuel the jacks when Kozlov is spending all her focus on her upkeeps, as well as take care of any pesky Gremlin Swarms.  Saxon Orrik is an obvious choice for a mercenary solo because he grants pathfinder, and the last thing MoW want is to be slowed down even more by rough terrain.

As for the battlegroup, if journeyman league games have taught me anything, it is that casting Fury on a Juggernaut is fun.  And the Spriggan is there because I just finished painting it, and despite being kind of expensive in terms of point cost, it at least has some synergy with Kozlov’s feat for the same reasons as the Shocktroopers.

So, final verdict?  It’s really too early to tell, given that the theme force includes a lot of unreleased models, but let’s just say that I’m probably going to be taking out the airbrush next weekend…

IMG_1936.JPG

**Sorscha3 in a Man-O-War suit is the most awesome thing that has happened in Khador in a long time, and anyone who has a problem with it is an idiot.