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

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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…

Southern Ontario Open 2018 – Recap

I alluded to this in my last post, but a couple weekends ago, I attended the Southern Ontario Open in Hamilton. For those that don’t know, the Southern Ontario Open is a three day con and probably the biggest Warmachine convention in Canada, and it features both a Masters and Champions tournament, Iron Arena, hobby programming, IKRPG, and some other events like Steamroller scrambles and Company of Iron. It’s attended by a lot of big names in the Warmachine community, and is getting more and more popular among Americans, in part due to the high caliber of competitive play and in part because the exchange rate on the Canadian dollar makes it a relatively inexpensive con.

I headed out on Thursday, and I decided that this year, I would moderate my goals. Last year, I went with high hopes, only to be crushed repeatedly by bad dice as well as my own suckitude. Protip: never say “All right, I need a six, so I’m going to boost to make sure.” I went 1-4 in Champions, lost a good chunk of my Iron Arena games, and lost every single game where I played a caster other than Harkevich. Knowing that the SOO has a very high caliber of player, I decided that I would just try to equal my previous record, and try not to get frustrated over silly things like dice.

Champions

Champions is an interesting limited format in Warmachine. The two big differences between Champions and other tournaments are that players are restricted to warcasters who are on the Active Duty Roster list, and official Champions tournaments have a painting requirement. I enjoy Champions, because the limited meta means that you don’t have to worry about some of the boogeymen out there and you have to worry less about tailoring your list to defeat the Mad Dogs, Una2, Denny1 Ghost Fleet/Coven Dark Host, Gaspy3 Nine Slayers, Nemo3, or whatever list is running roughshod over the meta at any given time. You get to see some casters and lists that you don’t usually see in other formats, and ironically, you might even have a little more freedom beacuse you don’t have to worry as much about whether you can deal with that boogeyman list out there. To quote Tim Banky from this year’s State of the Game address, one could say that the format is very Hegelian.

I know this is probably a controversial statement, but I also like that Champions is a fully painted format. The painting requirement is one of the big reasons why, when I decided that I would do one of the two tournaments and spend the rest of the time in the Iron Arena or hobby lounge, I settled on Champions instead of Masters. There is something about two fully painted armies duking it out that makes the whole experience a little more enjoyable, and it was nice that seven out of my nine games at the SOO (six Champions, and one Iron Arena) were against fully painted armies.

I know there is talk about removing the painting requirement from Champions, and I do kind of see an argument for it. After all, it can get awkward when you combine a limited format and a painting requirement because it is possible for players to end up in the unfortunate situation where they are limited to models they don’t have painted yet and aren’t allowed to play their painted stuff due to the restrictions in the format. However, I hope that PP keeps the painting requirement in at least one of their official tournament formats, both to encourage painting and to make it so that events with painting requirements are run once in a while. Even if they don’t, I hope people who run big events like the SOO will consider retaining it for part of their official programming. It’s nice to have the occasional fully painted brawl and a convention where there is plenty of other programming going on like Iron Arena and hobby classes is the perfect place to implement a painting requirement for one of the two big tournaments.

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Top secret tech; do not steal

Anyways, getting back to list construction, my choices were two of Sorscha1, Kozlov, Old Witch2, and Vlad3. Since I don’t have the model for OW2, and didn’t feel like acquiring and painting enough cavalry to make a Vlad3 list, my pairing was basically made for me. For Sorscha1, I went with a Winter Guard Kommand list, featuring a Grolar and a Demolisher in her battlegroup and a Juggernaut on Andy, as well as Aiyana & Holt because magic weapons are a thing these days. The battlegroup is a little unusual, however with this list, I was gunning hard for a pop and drop assassination so between the d3+2 POW 12 shots on the Grolar, and the two POW 15 shots on the Demolisher (as well as Bulldoze, Girded, and ARM 23), I figured I would have plenty of additional guns to finish off any enemy caster who survived Sorscha’s assassination run.

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Also, these lists barely fit on one tray, so that’s a bonus

When it came to Kozlov, my list build was relatively simple. Go in Armoured Corps, and take two of all the good models. Double Shocktroopers, Double Drakhuns, Double Kovniks, and Double Forge Seers. Fill out the battlegroup with cheap jacks, and take Saxon Orrik for Pathfinder and a unit of Kayazy Eliminators as my second merc choice because they are Friendly Faction and good. Kozlov is usually not considered a competitive caster, but I feel that the toolbox available to her basically gives an Armoured Corps list pretty much everything they need to get up the table, hit hard, and be obnoxious to remove.

I ended up going 3-3 in Masters, losing to Denny2, Heretic, and Vlad3, and defeating Borka2, Kozlov, and Rhyas. While going into the tournament, my theorymachine told me that my Kozlov list was probably kind of meh, I actually really enjoyed playing it and ended up dropping it five times, playing my Sorscha1 list only into Heretic. I went 3-2 with Kozlov, and I’m happy with my 3-3 overall record. It’s probably better than I excpected, and definitely exceeds my goals for the tournament.

In my Vlad3 game, I was cursed with bad dice, but I also had good dice in the Kozlov mirror match and my opponent’s dice in the Rhyas match absolutely went out the window and his Blightbringer couldn’t kill anything. I also had two games go down to tough rolls – Kozlov failed his tough roll against Deathjack, but had he survived, Denny2 was about to get POW 22 Juggernaut to the face, but next game, Borka2 failed his tough roll after almost facetanking an entire unit of MoW Shocktroopers and a Juggernaut, both with Fury cast on them.

I’m not going to do a play-by-play of all my games, because quite frankly, I don’t think those are all that interesting and the details are starting to fade from memory, but I have five general things to take away from my experience in Masters.

1.   Warmachine is a lot more fun when you aren’t getting frustrated over things like dice. Last year, I didn’t have the best time because after getting my face kicked in four times in a row, I was starting to get a little frustrated. This year, I resolved not to get salty and to try to stay positive no matter how bad the game was going, and while I got frustrated my first game over losing Saxon early to an arced spell, I was able to recognize that and get myself back into the proper state of mind to enjoy the game by the end of that game.

2.   Dice happen, but while I had individual games where they didn’t do what I wanted them to, in the long run, it all averaged out. It’s important to not get frustrated over them, and try not to get yourself into situations where you really really need to make any single roll. It’s easy to say you lost because of dice, as in my game against Vlad3 when there were a couple important rolls that I didn’t make. It’s more productive, if you want to get better at Warmachine, to ask yourself what you could have done differently to not have your game hinge on a single die roll, no matter how good the odds. In that game, I missed some critical die rolls and flubbed some damage rolls, however, I could have been a bit better at playing the scenario and then I wouldn’t have been so far behind on points that I needed everything to go right on my turn to not lose.

 

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Kozlov mirror match? Only in Champions…

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My Kozlov. Yes, the axe is unrealistically large, but this is Khador.

3.   Kozlov might be better than everyone thinks she is. Yeah, she is your average, kind of dull, straightforward battlebox caster, but she can give an Armoured Corps list a lot of what they need to pose a serious threat. Under her feat, Shocktroopers can charge with a threat range of 13” which isn’t bad for a slow unit. Unyielding is great on Shocktroopers, as it can give you a turn of ARM 23 against melee in shield wall. Fury makes them hit harder, and Tactical Supremacy can help them get up the board without running and lets them stay in shield wall. No-knockdown and pathfinder on your battlegroup is legit, and a no-knockdown tough warcaster is just icing on the cake. Pending soon-to-be-released CID changes, something like this list might actually make it into my competitive pairing for unrestricted formats.

4.   Especially on Spread The Net, you need to consider the scenario starting on deployment. In my game against Vlad3, I managed to win the list chicken and get a favoured matchup and also take a commanding lead on attrition, but I still lost in scenario. No doubt part of this was due to dice (see what I said above about not saying “I need a six, so I’ll boost to make sure” – it’s hard to win any game when you roll multiple triple ones in a turn), but had I managed to position my solos a bit better from deployment and either score one more point or contest the opposing flag one more time, I wouldn’t have lost on scenario and then with a massive attrition advantage, I would have likely been able to come back and win.

5.   Models with 2” reach are really good at denying countercharges. In my game against Borka2, I managed to only take one countercharge the entire game, and I had factored that in when I moved my unit in. Part of this was because of experience playing into Karchev, but part of it was the fact that I had a lot of models with 2” reach. It gets easy to prevent enemy models from being able to countercharge by engaging them when you can take advantage of long reach to engage multiple models at a time, particularly if you have fast models like Drakhuns who can get to the sweet spot they need to tie up multiple beasts.

Iron Arena

I managed to get three Iron Arena games in this year, playing Kozlov twice and my old Strakhov1 list once. I mentioned in my previous article how my Strakhov1 game was probably the most fun I’ve ever had in a game of warmachine, but the other two games were pretty good as well. The first was playing the brick of MoW into Circle, where I managed to win by scenario via attrition. Finally, the last game was also without a doubt the drunkest opponent I’ve ever played against in Warmachine. He could barely move models or do math, but since it was on Spread The Net, I figured that accurate math or measurements didn’t really matter because he was also too drunk to effectively play scenario, so I won 5-0.

By the time I went to trade in my Iron Arena points, the prize table was pretty picked over with a most of the stuff there being for factions that I don’t play, so I picked up something for a friend I thought he could use and which I know he will enjoy painting.

Hobby Lounge

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WIP: My Fenris conversion. This is going to be fun to transport…

I spent a good chunk of my time at the SOO in the hobby lounge, working on my Fenris conversion and trying to pick up what I could from the more talented painters in there. The hobby lounge at the SOO is a little out of the way so there are a lot of people who don’t set foot in there the entire weekend, but it’s a great place to have a seat between rounds and paint some models to unwind from an intense game, or just to hang out and learn from the masters. It’s almost criminally under-utilized by the mass of attendees, and I think more people should at least pop in check it out over the weekend. Personally, I got a lot of progress in on Fenris, probably getting the mounted version at least half-finished there alone. Which is good for me because I don’t paint mounted models very often and tend to get frustrated when painting horses.

Painting competition

I also entered in the painting competition again this year, entering Nancy Steelpunch in the small models category, Mary Read in large, one of my Man-O-Wars in Medium, and a whole pile of Man-O-Wars in the group category. The competition this year was more intense than last year, but I managed to eke out a victory in the small models category, and win a Bradigan Pitt model, which I will probably convert into a Kayazy Assassin Underboss because I’m not a huge fan of the movie Fight Club. Will from Moosemachine won best overall with his Borka bust, and there was an amazing Cyclone in the medium category. More importantly, I got some really good feedback, particularly on Mary Read to help me get the bird right and on doing eyeballs. The only suggestion I might have for the painting competition is that since it takes place in the out-of-the-way hobby lounge, it might drum up more interest in the hobby aspect of the game to have a display case in a higher-traffic area for entries.

Overall

The SOO was a blast, and I would say that if you are anywhere remotely near Southern Ontario and vaguely interested in Warmachine, you should really consider going. With Masters, Champions, Iron Arena, and the Hobby Lounge, the SOO has a little bit of something for everyone. I had a lot of fun, and in terms of my win/loss record, I exceeded all my goals and had a lot of fun and got some experience with a new list. The event definitely re-ignited some passion for Warmachine that had been fading as of late, and I would definitely give it five Hegels out of five.

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You don’t even know who I am, do you?

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)

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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…

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**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.