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Thread: KGB: Irusk2

  1. #1
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    Default KGB: Irusk2

    So this will be a place I try to collect for all of us (and selfishly for me) my thoughts/experiences with Irusk 2 in MK2.

    You can find tactica and thoughts in two recent threads which focus on how he can use artifice+Solid Ground to deliver hard hitting infantry. You can find (and I would encourage you to keep posting) high level tactical observations and thoughts about how he plays into the general caster lineup that Khador has. I will try to focus here on battle reports, observations, and lessons learned that might get a bit deeper than those 2 threads. It also puts it into the KGB style so we have a consolidated place.

    Fitting infantry into the 5 inch AOE

    and

    Some initial impressions from Sand20go on eIrusk


    Deeper Lessons to date

    Solid Ground + Artifice (Cover on a stick)+Battlelust can be overwhelming for opponents BUT you need to think about the long game. In MK3 a key feature is just how easy it can be for some factions to eat infantry. So after you get the alpha in with them you likely will lose them UNLESS you press Irusk2 forward...and that puts him in a danger zone. So think hard about how you will be leveraging those infantry for maximum effect.

    WGIRC vs. Sniperboat Many in Khador are rightly excited about the WGIRC+Rockets for how good they can be. HOWEVER, it is important to note that with Mortar+FFE and Behemoth (a near autoinclude with all our casters) you have many ways of removing infantry that is relying on high def to get through What you dont have with him is a great means of removing high armor infantry - for example Maddox abusing her feat, spells, and arcane shield to deliver stormnouns. That is why I tested (and believe is the right play) the sniper boat (right now Kell, Marksman and Widowmaker scouts). That means you have the FFE Mortar and Behemoth for high def/stealth removal (and they can cover the board) and then the sniper boat for high armor.

  2. #2
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    6/25 game

    eIrusk (Behemoth, Devastator, Sylys). Marksman, Kell, Ogrun Bokur, Doomies, Widowmaker Scouts, Mortar, Uhlans (ful)

    Thag (Blighbringer, Warspears+UA, Carnivean, Ravagore, Hellmouth, Shepherd)
    Scenarion: New Close Quarters (whatever they are calling it)


    I saw some of this list the week before so had a solid idea of how to deal with some of the pieces. The Hellmouth I am coming to believe is a trap. with CMD8 you can absolutely understand where the danger zones are until you can bring fire to bear on the Hellmouth itself. Pre-measuring adds your ability to do this. While a huge part of the battlefield and requiring attention you have options.

    Artifice would be critical here in limiting both the damage from is shooting (high def) and blast damage (solid ground).
    I had 3 beasts (and a fourth on Thag's feat) to kill so lots of work.

    Lots of terrain. A few things would matter which I will point out where they matter for running eIrusk in your own armies.

    I won the roll.

    Deployment There was an obstruction on my side of the board generally center table. eIrusk could sit behind that and feel safer than usual. Devastator went opposite my flag. Here the idea was to get the clam into place if need be and stop any scoring on my flag. Behemoth also deployed to the right of the obstruction. Doomies and Uhlans ended up on the left. Kell on far right (he found some cover behind wall) and widows and wMM on the left.

    My opponent deployed BB center, the Carnivean opposite my jacks, the warspears opposite the infantry. Prey went on the doomies (mistake?).

    Turn 1. My plan was to get artifice into place for a double move. Uhlans would go in first and then after they alpha ed the doomies would come in second to take advantage of the upkeep. I got Solid ground out as well. Since I couldn't shoot at anything I used Energize to get Irusk further up the table to get that Artifice further up. You can going to have a decent amount of focus on turn 2 if you can keep him safe so waiting on FFE is not a killer. Thus the mortar CHARGED (better) (6 vs. 5 inches for a run)

    Jacks ran. Kell positioned to shoot something. Ditto Widows who would find themselves a bit hemmed in by the terrain.

    Bottom 1: My opponent moved stuff around. A Scather shot went into an inconvenient place, penning widows into a poor spot. Some spears were chucked and some blight brought but the combo of solid ground and artifice meant everything generally lived.

    Top 2. 1 free upkeep. FFE on Mortar and Battle Lust on the Uhlans. Uhlans charged warspears. Here was a mistake. I tried to kill too many with impact attacks. At ARM ridiculous even with the extra dice from BL that wasn't going to work. I Probably killed fewer than should have. Doomies moved up. Behemoth used power up focus for one shot and uboosted second. I could have likely sent them after the BB. Kell does work. Ditto WMM. Widows run to open ground to get relevent next turn.

    Bottom 2. Uhlans get murdered back by Tharg and BB. An effort for a two handed throw of an Uhlan into Doomies misses (that could have been a real problem).

    Top 3. Artifice dropped, FFE for Free, solid ground for 1. I allocate 2 each to both Jacks leaving I2 with 2. Doomies get into Thag and the remaining spears. I believe I forced 2 transfers at this point. To close the gap required I2 casts energize. Behemoth eats Carnivean and while the Devestator puts up a great effort fails to kill BB.

    Bottom of 3. Behemoth dies. I believe Tharg feats back Carnivean.

    Top of 4. Mortar and snipers and 1 doomie left kill BB. Clam moves to flag and hits one of the Beasts. Bokur moves out from guard duty to be relevant. Kell I believe snipes out shepherd so he isn't around to contest. I score 1

    Bottom of 4. Beast runs to try to get to Irusk (who is going to play keep away). Clam lives. I score again (2-0)

    Top of 5. Kill Beast with Snipes and Bokur. Rain of death finishes off Tharg.


    Lessons learned

    1) Sniper boat did precisely what I had hoped and encouraged me to look for 5 points (bokur?) for Alton.
    2) Clam was great. Slow and steady and then powerup for Boosted Rain of death is---well a thing. It does have overlap with Behemoth and Mortar but having an ARM 23 thing on the table for scenario play that only drops to ARM 19 is so good.
    3) Uhlans were fine but I wonder if overcosted. I remain undecided about how best to build out eI's infantry options. Likely go with Uhlans again just to get more experience with Cav. rules.
    4) Not sure about the right pairing. I THINK a heavy build (Lord Goat with Man of Wars?) since this basic build will be vulnerable to things that can by pass the cover (electro leaps?) on the approach. Or Z1, using the cloud bank for maximum effect.

  3. #3
    Destroyer of Worlds The Buoyancy of Water's Avatar
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    Just posted an Irusk2 battle report into my new topic:

    http://privateerpressforums.com/show...95#post3586395

    Cheers,
    Dave
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  4. #4
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    I had a game on Friday with Irusk2 vs Skarre1. I won the game by scenerio 5-0 based on my favored strategy of attrition and that is what I build my lists to accomplish. The scenerio was the two big zones in the middle of the board.

    Irusk2
    *Behemoth
    *Juggernaut

    Kovnik Joe
    Artillery Kaptain
    Winter Guard Infantry Squad
    *CA
    Winter Guard Infantry Squad
    *CA
    Winter Guard Infantry Squad
    *CA
    X2 Mortar
    Field Gun


    I placed Irusk2 behind Behemoth to block LOS. Solid Ground dictates that Behemoth can't be knocked down and makes up for the loss of the old Warjack Bond. I had the Juggernaut out to the right. The Mortars on either side and the WG units are placed two on the left, one on the right. The Field Gun was next to the far right WGI.

    I went second and cast my two main spells: Fire for Effect and Solid Ground. I try to pass FFE between the two Mortars per turn, while upkeeping Solid Ground. Without having to worry about Killbox, I move Irusk as far up as needed to keep the WGI, Mortars, Joe, and the Artillery Kaptain in his Tough, Steady bubble of 10".



    The first turn is always shots by the Mortars and Behemoth Bombards. These shots are hunting for deviations into units, Solos, and Stealth Solos. The rest of the list moves forward, but does not run, unless I need the extra movement from the WG. Reposition has actually makes running even more rare. The Juggernaut did run and I usually send Juggernauts, if I include them, after my opponent's zone.

    My opponent had Bane Thralls and Bane Riders on the right, Mechanithralls on the left, and two Leviathans in the middle who ranged weaponry were doing damage. Second Turn I upkept FFE on the 1st Mortar and Solid Ground. I assigned an extra focus to each Warjack. The Mortars removed half of the Bane Thralls, while Behemoth focused on the Mechanithralls. The WG got into position for the next turn. The Juggernaut charged the Bane Thralls and removed some. I had him there as a distraction and in case he was ignored, could charge the Leviathans in the middle of the field.



    Between Solid Ground, Tough saves, Fire for Effect, and of course Tactician I was able to move my WGI around the board, setting them up to clear my zone, as well as control the center of the board and help the Mortars to remove the Leviathan with CRA shots. The other WGI on my right side held up the Bane Riders, as well as Skarre. As the game wore on I was able to achieve my goal of attrition. Every turn saw more of his models removed and I kept control of my zone, scoring points starting turn 3. Down 4-0, my opponent attempted an assassination with Skarre, but it only did 8 damage, and Irusk held out to win the game.





    LESSONS

    1. No matter what infantry you bring to the board, Irusk2 will support them with Tactician, Tough, Solid Ground, Fire for Effect, and Battle Lust.

    2. Make sure you screen Irusk well with either a Rager or if you have a Warjack like Behemoth, that will be shooting most of the game. I used one WGI with CA to block charge lanes from aggressive Bane units.

    3. Don't try to force the Feat. If you are simply using it to slow down your opponent and it has no benefit to your forces, it's not worth it. Pathfinder and seeing through clouds/forests is too valuable to waste.

    4. Keep Irusk within 10" of as many infantry possible. Shooting infantry does make it easier than running melee infantry like IFP or MOWs.
    Last edited by Winter-Guard Kovnik; 08-02-2016 at 06:01 AM.
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  5. #5
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    Fantastic coverage WGK. I guess I should start taking photos of my battles soon aswell, generally speaking I'm forced to play them relatively quick because of work and availability of my local playing group. So thaking the time to write down my movements and total lists is often something I don't find the time for. My Irusk 2 experience into PoM has been amazing. So far I'm 3-1 against Feorra, 3-0 against Kreoss 1, 1-1 against Amon 1, 1-1 against Severius 2 (won because of very lucky Tough rolls on Iron Fang Uhlans) other games have been below 75 points where I feel Irusk 2 has the bigger advantage because of the limited ways to deal with infantry and crack ARM at those point levels.

    I'm extremely impressed so far with Irusk 2. I feel it's correct to say that he easily is one of the best infantry spam builds in the game. Many lists have gone through my games but the core foundation generally speaking remained the same:

    Khadoran Power Core
    Irusk 2
    - Behemoth
    Iron Fang Uhlans
    WGRC (min)
    - 3x Rocketeer
    Kovnik Jozef
    WGMC
    Points: 38 (3 WJP left)
    As we speak I think it's correct to call it Irusk 2's power core and is responsible for his succes. With Iron Fang Uhlans blocking LOS to him and the WGMC while Behemoth and the WGRC cover either flank. The biggest benifit of the build remains playing all these models in B2B and because Rocketeers also ignore WGRC for LOS purposes they can easily be hidden and ran as a really tightly packed unit.

    The core I am totally certain about and basically doesn't change:
    • Behemoth - Bombards plus Solid Ground are the prime reason to why this list works so incredibly well. You can simply un-jam everything that decided to engage your troops by running, a tactic usually very effective against aggressively played Cavalry, Iron Fang Pikemen, Kayazy or even Warjacks. There are no damage buffs available on Irusk 2 for Warjacks as a result I consider Behemoth a mand
    • Iron Fang Uhlans - Everything is good on these guys and with a 14" threat range they are the most legit unit who benifits really well from tactician. ARM 19, Steady, Reposition 3, Tough is the best screen available for Irusk 2 and all Irusk 2's spells ignore our own models.
    • Winter Guard Rifle Corps Death Star - A minimum feels mandatory a maximum is certainly optional. The ranged support in general is extremely welcome and the weaknesses this module could have are completely removed by Irusk 2. For he allows them to have Tough, ignore blast damage and thus allow Grigorovich to use For the Motherland throughout the game.
    • Winter Guard Mortar Crew - It's hard to put Fire for Effect on anything else and be extremely useful. I feel we have this option and otherwise a Conquest but the downside of the Conquest for this build is that it can't benifit from Energizer so has a very limited threat range of 9", tested it one game, directly wished it was a Behemoth + Kodiak/Juggernaut instead.
    • Objective: Armory, Magical attacks matter a lot for the WGRC and Behemoth.


    Specialist Match Up Choices
    Then there are a lot of alternative applications to supplement Irusk 2, each with their strenghts and weaknesses:
    • Reinholdt - Stealth removal can be essential to deal with several solo's who benifit from this. The same applies to being able to re-roll an attack from Irusk. I personally have yet to test him but have seen several lists using him for great reasons.
    • Sylys - My personal prefered Warcaster attachment for Irusk 2, "Hand of Fate" Airburst, RNG 8 Battle Lust and 'free' Solid Ground allow for a fantastic defensive option for Irusk 2.
    • Iron Fang Pikemen - 11" Threat Range and Battle Lust mean they often out-threat Warjacks and some Warbeasts. I feel they give you the edge against Circle or Trollbloods. However they are easy to hit so if your opponent does not rely on blast damage they remain less interesting.
    • Kayazy Assassins - 9.5" Threat range and Battle Lust means they make mice-meat of any heavier infantry build. I feel they give you the edge against Protectorate or Cygnar who usually still pick full units of infantry where they can easily prey upon. The added Stealth and Blast Damage immunity ensures they often arrive in one piece. The downside against Warbeasts for them is that they can only can engage one large based or medium based pieces with so many models on top of that anatomical precision only works on living models so Jacks can and will tank them.
    • Juggernaut - The humble Juggernaut does a lot of work for the small amount of points you have to invest into him. 9 Points are left minus the 3 you often have left after taking Behemoth. I personally like the Juggernaut because it's another hard hitting piece which increases your potential to keep Irusk 2 more in the back.
    • Kodiak - Playing Irusk 2 more upfield can certainly be an easier task to do with the Kodiak. I havn't found a lot of reasons to thake him because of Irusk's Feat also handing out Pathfinder to a Juggernaut. However it's a Warjack I still want to play more.
    • Kayazy Eliminators - 10.5" Threat range and more thanks to Side Step, they are incredible units to remove solo's with. I'm always debating them over the Juggernaut. It's really a matter of increasing your assassination potential (Kayazy Eliminators) vs attrition potential (Juggernaut/other Warjack)


    The current list I'm using is designed to thake on Circle, Trollbloods and PoM and due to my personal meta is less of a focus on Cygnar, Khador or even Cryx. The build is designed so opponents have difficulties drawing LOS to our targets while our models block LOS to others.
    The use of the Juggernaut has not dissapointed but also because I like Energizer a lot in this form. Being able to create a 10" threat range for the Juggernaut and Behemoth mean they can shift into an offensive form really quick.
    Irusk 2
    - Behemoth
    - Juggernaut
    - Sylys
    Iron Fang Uhlans (max)
    Iron Fang Pikemen (max)
    - CA
    WGRC (min)
    - 3x Rockteer
    WGMC
    Kovnik Jozef
    Objective: Armory
    Other greatly succeful lists have chosen for the Kayazy route, which certainly adds benifits to the overal approach and can't be jammed due to Parry on the Kayazy Assassins.

    WetCoast 2016 Jeff Everritt
    Irusk 2
    - Behemoth
    Iron Fang Uhlan (max)
    Kayazy Assassins (max)
    - Kayazy Assassin Underboss
    Kayazy Eliminators
    Kayazy Eliminators
    Winter Guard Rifle Corps (max)
    - 3x Rocketeer
    Jozef Grigorovich
    http://www.discountgamesinc.com/tour...ayers/view/921
    Comes with the added bonus of having a lot of Stealthed models for Khador standards. More aggressive in approach but also has an extended assassination potential thanks to the many Parry models.

    Texicon 2016 Tom Guan
    Irusk 2
    - Behemoth
    Iron Fang Uhlan (max)
    Kayazy Assassins (max)
    - Kayazy Assassin Underboss
    Winter Guard Mortar Crew
    Winter Guard Rifle Corps (max)
    - 3x Rocketeer
    Widowmakers
    Jozef Grigorovich
    http://www.discountgamesinc.com/tour...ayers/view/900
    Same great set up with added Widowmakers, love the approach and generally speaking think this is also a fantastic list which covers a lot of support removal and a fine block of Kayazy Assassins.

    Rocky Mountain Rubble 2016
    Irusk 2
    - Behemoth
    - Reinholdt
    Iron Fang Uhlan (max)
    Kayazy Assassins (max)
    Kayazy Assassin Underboss
    Winter Guard Rifle Corps (max)
    - 3x Rocketeer
    Widowmakers
    Jozef Grigorovich
    http://www.discountgamesinc.com/tour...ayers/view/926
    Same power core which again shows us that Kayazy Assassins are amazing under Irusk 2 as a counter for opposing units and added assasination potential. I don't know if Reinholdt is that much needed but understand the choice.

    For the comming weeks I'll swap out the Iron Fang Pikemen module for Kayazy Assassins to see how this pans out. As mentioned I'm really happy with the Juggernaut as is but it might be swapped for the Tom Guan build.

  6. #6
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    I generally prefer Pikemen in my lists; but I don't own Uhlans and am unsure of dropping the money to buy them right now. What I plan to experiment with is using ONE OF the WGRCDS or the "Sniper Corps", but not both, to avoid falling into the trap of too much shooting and not enough punch once the enemy closes lines; Irusk I think prefers the snipers for guaranteed damage on something before Behemoth/Mortar/others finish them off. I'm a big Irusk2 (and Irusk in general) fan due to his fluff, his spell list is just icing on the cake. I have to try Kayazy sometime, I bought a unit in MkII and never used them. I love my Eliminators though.

    Maybe thinking of trying something like this:

    Khador Army - 73 / 75 points

    http://conflictchamber.com/#bj1b8I9P...b3b3aBakaPawbA

    (Irusk 2) Supreme Kommandant Irusk [+27]
    - Behemoth [24]
    - Devastator [14]
    - Sylys Wyshnalyrr, The Seeker [4]
    Kell Bailoch [5]
    Iron Fang Pikemen (max) [15]
    - Iron Fang Pikemen Officer & Standard [4]
    Kayazy Eliminators [5]
    Kayazy Eliminators [5]
    Widowmaker Scouts [8]
    Winter Guard Mortar Crew [5]
    Widowmaker Marksman [4]
    Greylord Ternion [7]
    Bunker (Steamroller) [0]

    I want to buy a Gobber Tinker to fill that last 2 points but don't own him yet.
    Last edited by wayniac; 08-02-2016 at 05:27 AM.
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  7. #7
    Destroyer of Worlds Winter-Guard Kovnik's Avatar
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    Thanks JDantoine, I work midnights, so on Tuesdays I can get a few games in and take my time. I take the pics, make very few notes, so it doesn't interrupt the flow of the game.

    Wayniac Get the Tinker! He is a great way to fill two points AND he can be invaluable for obvious reasons.
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    I need to. But wow that lil guy's pricey. I guess it's all the junk he has with him
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    Destroyer of Worlds Wendan's Avatar
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    Like you, Wayniac, I like to run Irusk pikemen heavy. That said, I know that he supports winter guard really well. I'm also considering this list, thanks to WGK:

    Khador Army - 75 / 75 points

    (Irusk 2) Supreme Kommandant Irusk [+27]
    - Behemoth [24]
    - Kodiak [13]
    Winter Guard Infantry (max) [11]
    - Winter Guard Infantry Officer & Standard [4]
    Winter Guard Rifle Corps (max) [13]
    - Winter Guard Rocketeer (3) [6]
    Greylord Ternion [7]
    Widowmaker Scouts [8]
    Kovnik Jozef Grigorovich [4]
    Koldun Lord [4]
    Widowmaker Marksman [4]
    Winter Guard Field Gun Crew [4]

    Enough shooting that I can reasonably hold my own vs a lot of factions, plus lots of battle lust targets to help deal with armour.
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    It will be interesting to see how an infantry heavy approach works now. I also like how we do not have a "one true style" short of some must-haves (e.g. Behemoth), that's always good IMHO and I hope it stays that way for a long time, where you have some commonalities between lists but the majority boils down to "I like X".
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    Quote Originally Posted by wayniac View Post
    I generally prefer Pikemen in my lists; but I don't own Uhlans and am unsure of dropping the money to buy them right now. What I plan to experiment with is using ONE OF the WGRCDS or the "Sniper Corps", but not both, to avoid falling into the trap of too much shooting and not enough punch once the enemy closes lines; Irusk I think prefers the snipers for guaranteed damage on something before Behemoth/Mortar/others finish them off. I'm a big Irusk2 (and Irusk in general) fan due to his fluff, his spell list is just icing on the cake. I have to try Kayazy sometime, I bought a unit in MkII and never used them. I love my Eliminators though.

    Maybe thinking of trying something like this: /snip/
    I too like my Pikemen, so that's really where the list is based on . I also REALLY like my Juggernauts if I can increase their SPD and give them Pathfinder (even if it's for a turn) so Irusk 2 totally delivers for him, altough the Pathfinder is indeed limited to a turn.

    Iron Fang Uhlans have never been so good. Which sounds like a bit of a exaggeration but really isn't. The prime reason behind this is that they have boosted charge attack rolls, MAT 7, kept ARM 19 when they are B2B, gained Steady and has Pathfinder on the charge and can Reposition which against RNG 1 models means you can disengage and engage to your willing. For Irusk 2 in particular the Iron Fang Uhlan recieves another boost because of tactician, which is the biggest reason to why the screening tactic applied works so well and cannot be applied with any other Warcaster unless Markov is added, which can be done, but is another 7 points (still very great with Vladimir 3).

    To give you a bit of an idea of how I set up the list I've made the following:


    (J) (W)(W)(W)(W)(W) (IP)(IP)(IP)(IP)(IP)(IP) (B)
    (W)(R)(R)(R)(KJ) (IP)(IP)(IP)(IP)(IP)(IP)
    (IU)(IU)(IU)(IU)(IU)
    (WM) (I2) (S)

    I2= Irusk 2
    B= Behemoth
    J= Juggernaut
    S= Sylys
    W= Winter Guard Rifle Corps
    R= WG Rocketeer
    IP= Iron Fang Pikemen
    IU= Iron Fang Uhlans
    WM= Winter Guard Mortar Crew
    KJ= Jozef

    The key advantages here is that you can be in B2B with every unit because you are immume to blast damage thanks to Solid Ground. Because of that spell and the (Arcing Fire) Blasts you can unjam practically anything.
    On top of that Iron Fang Uhlans have a 13" Threat Range and with Battle Lust destroy Warjacks if they are capable of charging it with 3 models. Irusk 2 can proceed to buff any warrior model. Even Winter Guard Rifle Corps wreck face in melee when Battle Lust is applied on top of Bear's Strength with low DEF models or For the Motherland with high DEF models.

    I think the Winter Guard Rifle Corps work out slightly better as the Sniper Corps for Irusk 2 because of the flexability gained from Kovnik Jozef, as said they can really work well in melee aswell. Sounds suprising but they actually killed Feorra 1 in my last game against her.

    Quote Originally Posted by Winter-Guard Kovnik View Post
    Thanks JDAntoine, I work midnights, so on Tuesdays I can get a few games in and take my time. I take the pics, make very few notes, so it doesn't interrupt the flow of the game.

    Wayniac Get the Tinker! He is a great way to fill two points AND he can be invaluable for obvious reasons.
    Fantastic, will have to pick up that habit aswell!

    I completely agree with you on the Tinker. It's the only 2 point solo available to us and in many cases it gets tossed in if I find myself left with 2 points. It's amazing with Behemoth and almost feels mandatory with Karchev. The fact that it brings it's own cover, still has 5 boxes and is medium base makes it totally worth it's cost. This edition I have not yet used the Gobber Tinker to throw him at my opponent for assassination purposes. However this is only a matter of time really.

  12. #12
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    Quote Originally Posted by JDAntoine View Post
    I think the Winter Guard Rifle Corps work out slightly better as the Sniper Corps for Irusk 2 because of the flexability gained from Kovnik Jozef, as said they can really work well in melee aswell. Sounds suprising but they actually killed Feorra 1 in my last game against her.
    That's a really good point, and one I did not consider. WGRC are more flexible with a caster like Irusk; Bear's Strength + Battle Lust and suddenly hey that's Tough, no-knockdown P+S 12 weaponmasters. That's not too shabby.
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    Quote Originally Posted by wayniac View Post
    That's a really good point, and one I did not consider. WGRC are more flexible with a caster like Irusk; Bear's Strength + Battle Lust and suddenly hey that's Tough, no-knockdown P+S 12 weaponmasters. That's not too shabby.
    Exactly, it works out suprisingly well. Very much like the Mk II Winter Guard Death Star. But slightly less effective against masses of infantry. The cool thing about the new meta is that generally speaking you don't need to be worried about those masses of infantry anymore as Behemoth, Rocketeer AoE's, Mortars and reduced CMD have made AoE 3-4 attacks very effective.

    As posted in the initial thread-o-mancy I believe Irusk 2 to be one of the strongest Infantry Warcasters in the game. It's incredible what he does for Khador right now, not only in terms of awnsers but also very much in terms of presenting a skew that doesn't break or bend in the face of Blasts, Knockdowns, massed Forest/Rough Terrain or Clouds.

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    Just got back from another game tonight, Irusk 2 versus Agathea 1. Will eventually write a longer battlereport but it was a very interesting match because I was up against double Satyxis Raiders, all blast immume so the list really had to dig in.

    Sum up of the game, scenario 2, opponent ran up turn 1, which leaded me to run up and Feat very early in the game to ensure the Raiders could not charge me totally next turn. My opponent decided to respond with his own feat to make sure his models could press through the terrain and Behemoth could not reply in kind to his Heavies. Eventually a handful of Iron Fang Pikemen died but where capable to strike back because of the unjamming potential granted by the Juggernaut (trampling) and WGRC. With the space open the Iron Fang Uhlans could proceed to charge to only leave three Raiders on my side of the board.

    Thoughts now:
    - Juggernaut might become a Kodiak, would have been much easier into the blast immume squad as Vent Steam is not blast damage.
    - WGMC did not do a terrible lot, didn't cast FFE because the high DEF models mostly where blast immume and I really needed to Energizer my Juggernaut and Behemoth into a good position.
    - WGRC, Uhlans and Pikemen preformed really well. I am reconsidering the WGI again because of the massive ammount of Reposition models I could run that way. Uhlans and Pikemen mini-Feat work so incredibly well together when they are within Irusk 2's CMD, it just means Uhlans can't be jammed and it was key to winning this battle.
    - Still need to play much more with Behemoth, never did he not impress me or got my opponent reconsidering every move but the fine line to applying him aggressive and defensive is the key to succes for this model. However the fact that he's around makes my opponent's clock not happy, which is a massive advantage we still do not have on any other piece.
    - Lastly, Airburst solo hunting remains rock solid.

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    Quote Originally Posted by JDAntoine View Post
    Just got back from another game tonight, Irusk 2 versus Agathea 1. Will eventually write a longer battlereport but it was a very interesting match because I was up against double Satyxis Raiders, all blast immume so the list really had to dig in.

    Sum up of the game, scenario 2, opponent ran up turn 1, which leaded me to run up and Feat very early in the game to ensure the Raiders could not charge me totally next turn. My opponent decided to respond with his own feat to make sure his models could press through the terrain and Behemoth could not reply in kind to his Heavies. Eventually a handful of Iron Fang Pikemen died but where capable to strike back because of the unjamming potential granted by the Juggernaut (trampling) and WGRC. With the space open the Iron Fang Uhlans could proceed to charge to only leave three Raiders on my side of the board.

    Thoughts now:
    - Juggernaut might become a Kodiak, would have been much easier into the blast immume squad as Vent Steam is not blast damage.
    - WGMC did not do a terrible lot, didn't cast FFE because the high DEF models mostly where blast immume and I really needed to Energizer my Juggernaut and Behemoth into a good position.
    - WGRC, Uhlans and Pikemen preformed really well. I am reconsidering the WGI again because of the massive ammount of Reposition models I could run that way. Uhlans and Pikemen mini-Feat work so incredibly well together when they are within Irusk 2's CMD, it just means Uhlans can't be jammed and it was key to winning this battle.
    - Still need to play much more with Behemoth, never did he not impress me or got my opponent reconsidering every move but the fine line to applying him aggressive and defensive is the key to succes for this model. However the fact that he's around makes my opponent's clock not happy, which is a massive advantage we still do not have on any other piece.
    - Lastly, Airburst solo hunting remains rock solid.
    Good write up and thanks!! Good food for thought!

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    Quote Originally Posted by JDAntoine View Post
    Just got back from another game tonight, Irusk 2 versus Agathea 1. Will eventually write a longer battlereport but it was a very interesting match because I was up against double Satyxis Raiders, all blast immume so the list really had to dig in.

    Sum up of the game, scenario 2, opponent ran up turn 1, which leaded me to run up and Feat very early in the game to ensure the Raiders could not charge me totally next turn. My opponent decided to respond with his own feat to make sure his models could press through the terrain and Behemoth could not reply in kind to his Heavies. Eventually a handful of Iron Fang Pikemen died but where capable to strike back because of the unjamming potential granted by the Juggernaut (trampling) and WGRC. With the space open the Iron Fang Uhlans could proceed to charge to only leave three Raiders on my side of the board.

    Thoughts now:
    - Juggernaut might become a Kodiak, would have been much easier into the blast immume squad as Vent Steam is not blast damage.
    - WGMC did not do a terrible lot, didn't cast FFE because the high DEF models mostly where blast immume and I really needed to Energizer my Juggernaut and Behemoth into a good position.
    - WGRC, Uhlans and Pikemen preformed really well. I am reconsidering the WGI again because of the massive ammount of Reposition models I could run that way. Uhlans and Pikemen mini-Feat work so incredibly well together when they are within Irusk 2's CMD, it just means Uhlans can't be jammed and it was key to winning this battle.
    - Still need to play much more with Behemoth, never did he not impress me or got my opponent reconsidering every move but the fine line to applying him aggressive and defensive is the key to succes for this model. However the fact that he's around makes my opponent's clock not happy, which is a massive advantage we still do not have on any other piece.
    - Lastly, Airburst solo hunting remains rock solid.
    The Mortar with FFE might be a good tool to remove that Satyxis UA though if the opponent leaves her open for targeting.
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    Quote Originally Posted by Pariah View Post
    The Mortar with FFE might be a good tool to remove that Satyxis UA though if the opponent leaves her open for targeting.
    Certainly but it didnt really happen because with the Feat they where way back and Stealthed. Still it took out a Machine Wraith thanks to Armory which was kind of nice. Detailed report tomorrow with a new planned list .

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    Great coverage, guys. Irusk2 was my first love, and I'm thrilled to see him so successful in everything from kitchen tables games to national tournaments.

    Question: I see the Greylord Ternion in a lot of these lists - any thoughts on why you field them? I like them in theory but at 7 points I never seem to have enough room. They're obviously more survivable with Irusk2, but it seems like you'd have enough infantry clearing with WGI and Big B. I guess magic sprays are always nice for the odd Incorp solo, but that seems to be less of a concern these days, and you've always got Airburst. Do they bring something specific to the list that I'm missing?
    Quote Originally Posted by jdeckert View Post
    The MK2 gloom was off base. We were maybe just a little below average - we weren't bad. Now we're too good. If that's where our bar is as a community - we're only happy when we're OP and miserable when we're about right - we should re-calibrate.

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    Quote Originally Posted by blackhawktf View Post
    Great coverage, guys. Irusk2 was my first love, and I'm thrilled to see him so successful in everything from kitchen tables games to national tournaments.

    Question: I see the Greylord Ternion in a lot of these lists - any thoughts on why you field them? I like them in theory but at 7 points I never seem to have enough room. They're obviously more survivable with Irusk2, but it seems like you'd have enough infantry clearing with WGI and Big B. I guess magic sprays are always nice for the odd Incorp solo, but that seems to be less of a concern these days, and you've always got Airburst. Do they bring something specific to the list that I'm missing?
    I think the greylords are important if you are bringing the rifles. Finding points is a REAL problem but you need sprays. Trenchers are ARM 17 dug in and that means CRA'ing with the Rifles+ Joe and they still have a 1 in 3 chance of tough (and can get no knock down from, for example, Caine2). Flip side - bring sprays and cover doesn't matter.

    That said, a bunch of the reasons some of us are thinking WGI over Rifles (or perhaps even min of both with max rockets if my budget will allow) is they can cover the sprays.

    Least this is the current thinking. I continue to experiment ;_)

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    Quote Originally Posted by blackhawktf View Post
    Great coverage, guys. Irusk2 was my first love, and I'm thrilled to see him so successful in everything from kitchen tables games to national tournaments.

    Question: I see the Greylord Ternion in a lot of these lists - any thoughts on why you field them? I like them in theory but at 7 points I never seem to have enough room. They're obviously more survivable with Irusk2, but it seems like you'd have enough infantry clearing with WGI and Big B. I guess magic sprays are always nice for the odd Incorp solo, but that seems to be less of a concern these days, and you've always got Airburst. Do they bring something specific to the list that I'm missing?
    I would be putting them in for the clouds. Most people are bringing kayazy and their stealth paired with immunity to blast damage make them really good, reliable cloud targets.

  21. #21
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    I had a game with Irusk2 vs Iron Mother on Tuesday.

    Irusk2
    *Destroyer
    *Juggernaut

    Kovnik Joe
    Artillery Kaptain
    X2 Winter Guard Death Stars
    Winter Guard Infantry Squad with CA
    X2 Mortars

    Iron Mother
    *Assimilator
    *Corollary
    *Mitigator
    *Galvanizer
    *Cipher

    Attunement Servitors
    X2 Clockwork Angels
    Eradicators
    Recipricators
    Optifex Directive

    We played the scenerio with two zones and objectives in the middle of the zones. My opponent went first. He deployed with Iron Mother in the center. The Eradicators on my left, Recipricators (with ATV, Tac Supremecy, and in shield wall) moving quickly on my right. The Assimilator on the right, Cipher on the left, and Mitigator down the center. All units moved to just out of my Mortar and Rocketeer range. The Clockwork Angels were advanced deployed behind a forest on my right and on my left out in the open.

    I deployed with The two Warjacks in the middle, Mortars on either side, both Death Stars on each flank next to the mortars, the third WGI Squad with CA on the left to deal with the Eradicators directly. Irusk2, Joe, and the Artillery Kaptain were behind the two Warjacks. The WGI with CA started with a CRA to one of the Clockwork Angels in range on the left, destroying it. The 2nd Death Star Rocketeers (with the For the Motherland Speech from Joe) missed the second angel in the same unit. The left Mortar finally took out that Angel (with a re-roll from Artillerist thanks to the good Kaptain). The first Death Star Rocketeers on the right hunted for Servitors without success, however one Angel was killed with a deviation from the right Mortar that had FFE cast on it by Irusk. Irusk cast Solid Ground and upkept the spell all game of course! The Juggernaut ran forward and the Destroyer missed the last Clockwork Angels on the left with its Bombard.

    My opponent started chipping away at my Winter Guard. The Assimilator removed 6 WG from the 1st Death Star. Iron Mother cast Shrapnel Storm through the Mitigator that was in the middle of the board, removing 4 WG (made 3 Toughs) from the 2nd WGDS. The Eradicators and Recipricators continued their march up the board. The one Clockwork Angel on the left charged and tied up two WG from the third WGI Squad, while the other two on the right tied up four from the 1st WGDS including all three Rocketeers that I failed to screen.

    My second turn was more effective. The third WGI Squad removed two Eradicators, while the 2nd WGDS Rocketeers removed two more, leaving one left in that squad. The two WG from the third Squad failed to hit the Angel (I miss CMAs!). The two Mortars targeted the Mitigator in an attempt to remove at least one arc node for Iron Mother, and even with the Destroyer's boosted Bombard left it with two boxes! The 1st WGDS removed both Angels (thanks to Joe) but only two Rocketeers were able to fire and both were ineffective against the Recipricators Shield Wall.

    Iron Mother took control of the Juggernaut via Domination and had it leave my opponent's zone and take a swing at the Destroyer, causing 5 damage. Shrapnel Storm removed 4 of 6 WGI holding onto my zone (2 Toughs made). The Assimilator removed the remaining two WG from that unit giving my opponent 1 point. Irusk2 had popped Feat, but the Recipricators could still reach and destroy the objective for 2 more points! The Cipher removed 4 more WG from the 1st Death Star. The remaining Eradicator removed two WG from the third Squad. I failed numerous Tough rolls in the game and my plan of winning by attrition was out the window...

    I was down 3-0 and it was Hail Mary assassination time. I'd lost the majority of my WG and would have had a Tough time wrestling my opponent's zone from him. I first had Joe give my two remaining Rocketeers from the 2nd WGDS an extra attack dice. Iron Mother was behind the wall of Recipricators in my zone. Both Rocketeers hit causing a total of 7 damage that was taken down to 2 by one focus. The right Mortar with Fire for Effect caused another 10 damage that was taken down to 5 by the last focus for a total of 7 damage. Irusk who was behind the Juggernaut boosted both attack and damage rolls, hitting with 17 damage (minus 5) for a total of 19. Irusk gets the assassination!

    Lessons
    1. A huge part of my strategy is attrition. When I fail to make Tough checks, my plans fall apart quickly. I need to focus more on objective play.

    2. I need to be more aggressive with my Juggernaut in this list. I take Behemoth most of the time and use him to screen Irusk while causing Mayhem with his Bombards. I can put the Destroyer in front of Irusk while sending Juggernaut into my opponent's lines. My Warjack play is still not where it should be.

    3. My shot selection needs to be better with my Mortars vs Convergence. The Assimilator and Cypher should be targeted way before the Mitigator. Iron Mother has other Arc Nodes anyway, losing the Mitigator won't stop her using Shatter Storm. That spell drives me insane, causing double Tough checks on the targeted WG and then the other WG each have one check in the AOE 4. Attrition is difficult against Convergence as a whole.

    4. Keep my Rocketeers safer. Once they shoot first turn, I need to make sure at least 4 WG are blocking LOS. As everyone knows, Rocketeers are more valuable in MKIII.
    "She has the un-blinking stare of a brainwashed cult psycho."

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    (totally not enemy of the motherland)
    So irusk is clearly a power caster with tons of options. He makes infantry shine and provides ample support against the biggest threat to them (blasts and other infantry)
    So what does irusk need to avoid, in a tourney what lists do you not run him against and what units/casters does he not have an answer to?


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    Destroyer of Worlds Winter-Guard Kovnik's Avatar
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    Quote Originally Posted by GavikDross View Post
    (totally not enemy of the motherland)
    He is totally a friend to the Motherland and if I was more persuasive I could convince him to start a Zerkova army.
    "She has the un-blinking stare of a brainwashed cult psycho."

  24. #24
    Destroyer of Worlds Wendan's Avatar
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    I think he wants to avoid anti tough, and super long range assassinations. I'm not certain I would drop him into Sloan, for example.
    Quote Originally Posted by Frey
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    Quote Originally Posted by GavikDross View Post
    (totally not enemy of the motherland)
    So irusk is clearly a power caster with tons of options. He makes infantry shine and provides ample support against the biggest threat to them (blasts and other infantry)
    So what does irusk need to avoid, in a tourney what lists do you not run him against and what units/casters does he not have an answer to?
    Haley 2 is really a massive issue, especially the Stormwall build much akin to Mk II.

    Quote Originally Posted by Wendan View Post
    I think he wants to avoid anti tough, and super long range assassinations. I'm not certain I would drop him into Sloan, for example.
    Sloan is doable really (even with Stormwall), Caine 2 can be, Haley 2 with Stromwall remains a messed up match up.

    Still havn't found the time to totally write out my Battrep (it will come) but it's important to see Irusk 2 as a fantastic infantry support Warcaster. Irusk 2 is not the type of assassination Warcaster or comes with a bag of tricks to win you the game. His Feat is solid but basically only ensures that you can arrive where you want to be.

    For me the 5 best things about Irusk 2 are:
    1. Tactician [Faction Warrior]
    Straight up the most important ability on his card because without it you have a ton of other great Khador Warcaster options but this ability is unique to him in the game and allows you to maximize the use of your own models and model screens. Blocking LOS remains the most effective way of countering ranged attacks. Doing this with Iron Fang Uhlans usually causes them to get stuck but Tactician totally removes that issue. As mentioned ARM 19 Steady models with 5 boxes are hard to remove.

    2. Solid Ground
    This is what makes him so amazing because Khador is full of blast damage and being immume means you can unjam yourself from oppossing models and cannot jam yourself because of Tactician. Having Steady also matters a lot because of:

    3. Total Obedience
    It's not the most massive bubble but it's there and it allows for some great offensive set ups. IFP don't really need to Shield Wall, WGRC or WGI do not really need Courage of the Forefathers and IFU who make Tough checks are just too damn difficult to remove when they remain B2B with their buddy.

    4. Airburst
    I know some might find it expensive but removing solo's is worth 3 focus. The number of key models I destroyed with this spell have been massive to any of my victories (sidenote, my I2 runs undefeated).

    5. Battle Lust or Artifice of Deviation
    While I'm cheating in saying they are 5 great things about Iruks 2 this offensive/defensive switch is what makes him so great. If your opponent can only run because you used your Feat to migate charge distances Battle Lust will still ensure a ton of damage in response. If your opponent has a lot of ranged attacks enjoy the cover. You do not need to be completely within the AoE 5 to recieve that sweet +4 DEF bonus.

    So yeah, Irusk 2 for certain is amongst the top 5 Warcasters and I still believe that the top 5 are S1, B3, V2, I2 and B1. Out of this set Irusk 2 is easily the best Warcaster supporting MAX units, V2 seems like a king of MSU and both S1 and B1 should be capable to preform a really good piece assassination list. B3 rounds it out with being a true Colossal/Gargantuan killer, however his tactic can still be fairly easy countred by MSU where Irusk 2 just crushes that with full forces and high survivability outs.

    Other Warcasters as Haley 2 who worry me as an Irusk 2 player would be Reznik 2, Harbinger, Skarre 1 with Kraken and too many Satyxis, Sorscha 1, Old Witch 1 or essentially anything that deals with infantry really quick or can put a massive halt to them for a turn.... I'd need some more time to figure out the absolute worst of the worst match ups for Irusk 2 but generally speaking it's the incredible anti-infantry lists who dig a grave for Irusk 2 to lie in.

  26. #26
    Destroyer of Worlds Wendan's Avatar
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    I'd have to try it out, but I'm not so sure Irusk likes Sloan! Maybe if there are forests on the table. otherwise, she kind of laughs at his high defense!

    Still, Irusk 2 is really good, whether run as infantry spam or with warjacks.
    Quote Originally Posted by Frey
    Moose don't get angry, they get even
    It is important to note that I am just awful at this game. Seriously, watching me play is like watching Keanu Reeves perform Hamlet. It's funny at first, but then starts to get quietly sad, until you just want to leave the room.

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    Quote Originally Posted by Wendan View Post
    I'd have to try it out, but I'm not so sure Irusk likes Sloan! Maybe if there are forests on the table. otherwise, she kind of laughs at his high defense!

    Still, Irusk 2 is really good, whether run as infantry spam or with warjacks.
    The real question is how she draws LoS to Irusk 2. Tactician allows you to play your units as tightly packed as possible, which you should do at all times . Because of immunity to blast damage, AoD, Total Obiedience and Tactician and all that.

  28. #28
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    I think it's the new solos. The super gun mage thing. It can shadowfire and help draw line of sight.

    I mean, I say I think, but I've run into it quite a few times now. That solo can really ruin your day.
    Quote Originally Posted by Frey
    Moose don't get angry, they get even
    It is important to note that I am just awful at this game. Seriously, watching me play is like watching Keanu Reeves perform Hamlet. It's funny at first, but then starts to get quietly sad, until you just want to leave the room.

  29. #29
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    Far be from me having any real experiences but I hope to run my Irusk2 list that I've mentioned elsewhere sometime soon; if my best friend does not come down from Jacksonville to see me, my FLGS has a Steamroller tomorrow that I might attend, although since I've had like maybe 1-2 MkIII games I expect to get my butt kicked. If I can't attend the SR then next week I should be going to the shop on regular game nights to finally (only 8 months late...) get around to really playing again.

    Relevant to the discussion the Irusk2 list I plan to run would be:

    Supreme Kommandant Irusk
    - Sylys Wyshnalyrr, the Seeker
    - Behemoth
    - Destroyer
    Winter Guard Mortar
    Kovnik Jozef Grigorovich
    Winter Guard Rifle Corps (Max) w/3x Rocketeers
    Iron Fang Pikemen (Max) w/Officer & Standard
    Koldun Lord
    Greylord Ternion

    My idea is that this list provides me with:

    1) Four 4" AOE shots a turn (2x from Behemoth, 1x from Morter, 1x from Destroyer) for a cost of 2 Focus (allocate one to Behemoth, allocate one to Destroyer, upkeep FFE for free with Sylys) and a total cost of 3-4 focus (depending on if I upkeep Artifice and/or Solid Ground).

    2) Tough bubble with no KD and immune to blast damage, coupled with Blizzard clouds from Ternion (safely behind the lines) and able to throw out an Artifice where I can't put a cloud. When I close in, I have the Koldun Lord's 9" "no ranged" bubble although I'll be honest I'm not expecting much out of that, I just feel that model might have some merit and want to experiment with him. Also I just painted him

    3) Pikemen to do some ARM cracking under Battle Lust if necessary and to do some offensive jamming into enemy lines

    4) Rifle Corps Deathstar for general shooting

    I have not given thought to matchups at all, seeing as I have played barely any MkIII games, but I know this is not a list designed to play into a heavy shooting list because I can't return the same firepower. My pairing will be Butcher3 with 4-5 heavies to hopefully handle things that can deal with infantry.

    If I actually get some games in this weekend I'll update with my experiences
    Last edited by wayniac; 08-12-2016 at 05:50 AM.
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  30. #30
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    Quote Originally Posted by Wendan View Post
    I think it's the new solos. The super gun mage thing. It can shadowfire and help draw line of sight.

    I mean, I say I think, but I've run into it quite a few times now. That solo can really ruin your day.
    You mean the Gun Mage Captain Adept? It can Shadow Fire one model. Most lists run 1 and sometimes 2 of them. With Snipe his Weapon Range goes up to 14, which is also Irusk's CTRL and Behemoth's Range and within the Range of the WGMC. You can choose to blast it apart with Airburst, Bombard, Mortar or use AoD to make sure it can't get anywhere near.

    --

    wayniac, the list looks cool but I can't stress enough how important Iron Fang Uhlans can be for his gameplan. By large because of Battle Lust and Tactician. I can see other units like Kayazy or another IFP unit as being an alternative but three units are still ideally there. The unjam potential Greylords come with often isn't that much needed because of Behemoth and the likelyness of your opponent not playing infantry into Irusk 2 anyway.

    I've played and tested the Destroyer aswell but the issue I came with is that I feel it thakes up too much points. The only upkeep that is really there at all times is Solid Ground and Sylys keeps that up. While having a ton of blasts is fun, Irusk does come with Airbust and the more models who benifit from Tatician and Total Obedience the better the list can continue to attrition really.
    Last edited by JDAntoine; 08-12-2016 at 05:50 AM.

  31. #31
    Destroyer of Worlds Wendan's Avatar
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    Yeha, It's not unwinnable or lopsided by any means. But the Cygnar player is going to be able to measure threats too! And I'm sure they will work to protect their gunmage.

    Like everything else in this game, it comes down to player skill!
    Quote Originally Posted by Frey
    Moose don't get angry, they get even
    It is important to note that I am just awful at this game. Seriously, watching me play is like watching Keanu Reeves perform Hamlet. It's funny at first, but then starts to get quietly sad, until you just want to leave the room.

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    Quote Originally Posted by JDAntoine View Post
    wayniac, the list looks cool but I can't stress enough how important Iron Fang Uhlans can be for his gameplan. By large because of Battle Lust and Tactician. I can see other units like Kayazy or another IFP unit as being an alternative but three units are still ideally there. The unjam potential Greylords come with often isn't that much needed because of Behemoth and the likelyness of your opponent not playing infantry into Irusk 2 anyway.

    I've played and tested the Destroyer aswell but the issue I came with is that I feel it thakes up too much points. The only upkeep that is really there at all times is Solid Ground and Sylys keeps that up. While having a ton of blasts is fun, Irusk does come with Airbust and the more models who benifit from Tatician and Total Obedience the better the list can continue to attrition really.
    I agree, but I don't own Uhlans (they might be my next purchase when I have ~$100 lying around). I'm not sold on the Destroyer myself, but it seems like an interesting option. In any event I'll be lucky if I even get some games in since as you are aware from other posts I spend WAY too much time thinking of lists versus actually playing and seeing for myself. So even if the list doesn't pan out, I think I need to just try something I'm interested in and go from there.
    Last edited by wayniac; 08-12-2016 at 06:09 AM.
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  33. #33
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    So let me write up a recent Haley 2/Irusk 2 match up which I think shows that the match up CAN be won but things to be concerned about.

    My current Irusk2 list

    Irusk
    Behemoth
    Devestator
    Sylss

    Ulhans (full)
    Doom Reavers

    WGIRC+Joe+3 Rockets
    Bad Santa

    The concept pretty simple. Uhlans there for heavy lifting and battle lust with Doomies there to do Doomie stuff. Bad Santa is there to deal with Assualts (but I am going to do some swapping next week for refinement). Sylss there for upkeeps but I also think a possible change. I basically look to get solid ground up, the artifice out (aka the pie plate of doom) and then part the infantry in the pie plate for cover so they can threaten out. Irusk moves up to hopefully get some/all of the models in the pie plate of doom in his tough bubble. Makes for a very challenging situation. Devestator for the opportunity to go contest one place while the pie plate of doom (see below) clears the other.

    His list (this is my nemesis Juris)

    Haley2
    Squire
    Stormwall
    Thorn

    Junior
    Sentinal

    Gaston
    Talon

    Alton
    GunMage Adept
    Eiyrss
    Lanyssa Ryssyl


    Turn 1 I run my stuff up to get into the pie plate of doom which is also on a hill.. I put the doomreavers out front (possible mistake) and the Uhlans behind. WGIRC moves up on the flank under tough.
    Turn 1 (his) He puts Alton and GMA against the RC along with Lanyssa. The mistake I made was that the leading edge of the doomies is in range of a Thorn "from way downtown" charge. Reaction Drive/TC (I think he had to cast), Temporal acceleration and he got into the Doomies with 2 focus. Some tough rolls were made but he was able to kill 2-3 doomies. One was in melee range (see turn 2). Talon also moved up. He feats

    Turn 2 I Decided to play defensively and so I drop the pie plate. I swing with the doomie on Thorn and it misses. This is important and sad because it means that Thorn Dodges further to jam the Uhlans. Other Uhlans walk to engage Sentinal and Talon (another mistake - they would have been better served hanging out and trying to wack back. Rifle Corp moves up. Lobs some shots into SW. Kille Kanyssa. Should have CRA'ed Alton earlier - forgot he had Grevious Wounds on Jenny. Devestator and Behemoth move up and I believe lob shots which miss at Gaston and E1. I cast pie plate to get I2 up to Def 19 in cover and feat to stop scary stormwall from eat by Uhlans.

    Turn 2 (his). He gets to live the dream (and one of our more "socially challenged game players - you know - "that guy" - laughes in my face about it). E1 disruptor bolts Devestator (this will occur another 2 turns I believe). Haley Dominates the Devestator and turns it around and hits I think Behemoth. Talon charges in Stationaries Clam. Gaston lands 2 weapon master backstriking shots into the clam. Dings it badly. Can't remember how the doomies were cleared but they were. Junior flips (I believe it was this turn) Arcane Shield on to Stormwall.

    Turn 3 Battle lusted Ulans eat thorn. One (I believe) gets into scary stormwall. WGIRC kill Alton and Gun Mage Officer. Devestator looks sad. Behemoth fires at things and tries to get into position so that he can get to SW. I think I screwed up again this turn by eating Talon and not Eyss. Artifice recasted and Iruks moves closer to his flag.

    Turn 3 his. Finished off clam. E bolts Behemoth (no charging for you). Kills Uhlan with SW but generally it doesn't do much this turn.

    Turn 4 me. WGIRC Get bears strength and Battle lust. Sadly 2 (could have been three) fail to hit DEF 10 Stormwall which is very sad at it has all things left.. Behemoth gets dominated and turns around and Gaston hits him twice

    After that it was largely clean up. Some tough rolls were made but in the end I had Joe, Irusk and Sylss against Haley, a 10 box left Stormwall, Junior, and Squire. It would have been impossible for me to stop him from scoring and we had been at the grind (it was very grindy) for too long.


    The key to playing into her is the artifice (I think). You will want to consider getting it out each and every turn in the right spot for Irusk to go camp in. At DEF 19 very hard for most casters to hit with a spell. Solid ground will make him immune to blast. In our match up even if he gets TK'ed if he is in the middle of it he can't be take out and SW is, at best, RAT 8 aiming and needing an 11 to hit Irusk (9 if Haley turned him around with a TK). Can absolutely to it but I will take my chances and that is a lot of focus blown in her stack to do that.

    Then I think you want to be better than I on positioning the pie plate of doom to avoid the early jam. Thorns Threat in this case is 6+2 (reach)+3 (Reaction Drive)+ 2 (TK) + 2(Temp A) + 3 charge (or 18 inches). Now that is probably one of the longest threats in the game so not going to be an issue MOST instances but it is something to think about....you don't want your pie plate jammed in any way by a control caster like Haley (or Zerkova1) since that will neuter a lot of your power. A few inches less would not have impacted the game but would have allowed me to better dejam thorn under Haley's feat with DoomReavers.


    This match up suggested to me the value of getting Reinholdt into THIS iteration of the list. Eyrss right now - because of disruption - is pretty common. While Irusk2 has a great anti-E1 tech (in the pie plate she will need a TEN to hit him!!!) killing her is a good point swing in this game and keeps Big B the threat he wants/needs to be. Desealth elf girl, move up Big B. Shoot her. When we get the artillerist that might be less of an issue but for now one thing that Irusk2 would like more of is answers to destealthing high value targets. You have the AOEs to deal with things like trencher commandos but you want to be able to get Eiryss/Made Hunter Assassins as well.

    Finally, it also suggest that there are 2 critical nerfs that hit Haley2 hard which limit the scariness of this matchup. First, remember that the SP debuff on TimeBomb (still 4 focus to cast) no long stops you from Charging. This is Huge for Irusk. Yes, SP 8 Uhlans are better than SP 6. But you will still ding things up pretty hard under battlelust with them. Second, you are likely to see a lot more of these "supersolo" kinds of builds with her - because with Deadeye off her spell card she is going to be less inclined to bring things like ATGMs or Murder Ponies to the table. Not "bad" under her uber feat but not as good as before.

    Anyway, I would play the same build into her again. I probably would end up NOT swinging at thorn and just Repo the Uhalns to a new spot under cover to get for turn #3. I could have been more efficient with the rockets against Alton's flank and collapsed that quicker. And as noted, with Rienholdt in much better place in respect to getting rid of Eiryss.

  34. #34
    Destroyer of Worlds Winter-Guard Kovnik's Avatar
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    Quote Originally Posted by JDAntoine View Post
    For me the 5 best things about Irusk 2 are:

    1. Tactician [Faction Warrior]
    Straight up the most important ability on his card because without it you have a ton of other great Khador Warcaster options but this ability is unique to him in the game and allows you to maximize the use of your own models and model screens. Blocking LOS remains the most effective way of countering ranged attacks. Doing this with Iron Fang Uhlans usually causes them to get stuck but Tactician totally removes that issue. As mentioned ARM 19 Steady models with 5 boxes are hard to remove.

    2. Solid Ground
    This is what makes him so amazing because Khador is full of blast damage and being immume means you can unjam yourself from oppossing models and cannot jam yourself because of Tactician. Having Steady also matters a lot because of:

    3. Total Obedience
    It's not the most massive bubble but it's there and it allows for some great offensive set ups. IFP don't really need to Shield Wall, WGRC or WGI do not really need Courage of the Forefathers and IFU who make Tough checks are just too damn difficult to remove when they remain B2B with their buddy.
    Above are my three favorite attributes of Irusk2 and the reason he runs WGI so well. And you are right, Joe doesn't have to make WGI Tough anymore, allowing him to use his most important speech, "For the Motherland." Irusk2 and the Artillery Kaptain have freed up Joe to run the three WGI units almost exclusively.
    "She has the un-blinking stare of a brainwashed cult psycho."

  35. #35
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    Great battlereports Winter-Guard Kovnik and Sand20go! Finally found some time to write mine a bit more into detail (see below).

    wayniac, go for what you want man! I just found the Destroyer to be another ranged AoE piece and that's not really where you would have a shortage of anyway. Fire for Effect in general can be 'wasted' on Jacks because of Power Up. For the upkeep does essentially the same as adding 1 focus. Nontheless it's very useful on the Winter Guard Mortar (suddenly you can hit up to DEF 13) or Winter Guard Field Gun because it turns into a super-sniper.
    However in general I am a firm believer that the power from Irusk 2 comes from his infantry. The more the better really because it's all Blast immume, immume to knockdown, gets Pathfinder and ignores Clouds and Forest on Feats, can get the bonus from Battle Lust and you can put a ton of models (1,5 unit for sure) into his Artifice of Deviation. Warjacks are really potent this edition if you have the focus and spells to boost them Battlegroup wide, Irusk 2 manages just fine with a Behemoth and anything extra really is only there to assist in pieces vs piece battles. Some of these examples can also be found in the batrep.

    So without further ado, list I was playing:
    Irusk 2
    - Behemoth
    - Juggernaut
    - Sylys
    Iron Fang Pikemen (max)
    - CA
    Iron Fang Uhlans (max)
    Winter Guard Rifle Corps (min)
    - 3x Rocketeer
    Kovnik Jozef
    Winter Guard Mortar Crew
    Objective: Armory
    My opponent was playing:
    Agathia 1
    - Desecrator
    - Slayer
    - Slayer
    - The Withershadow Combine
    Satyxis Raiders (max)
    - CA
    Satyxis Raiders (max)
    - CA
    Machine Wraith
    Machine Wraith
    Machine Wraith
    Warwitch Siren
    Warwitch Siten
    Pistol Wraith
    Necrotech
    Soul Trapper
    Soul Trapper
    Objective: Fuel Cache
    Scenario: (2) Line Breaker

    My opponent won the roll and decided to start (quite obvious). The board was roughly the same with a total of 4 forest templates, 2 walls (one way on the right side of the table) and a piece of rough terrain. I chose the half with the rough terrain side, which in hindsight wasn't the smartest move but eventually panned out well. His deployment was quite standard. Agathia in the center, Machine Wraiths and support in middle, left and right, Raiders and Jacks in between. As a result I decided to have my Warjacks more centered as usual by large because I didn't want to have them be easy targets by the Machine Wraith and Pistol Wraith combination, which is bound to happen if you have your Warjacks to the edge of your control.

    Turn 1 Cryx:
    Agathia and TWC cast Ghostly on the Slayers. The Desecrator recieved Hellwrought. The Raiders ran with Force Barrier up, terrain pushed them a bit back but when needed they could have charged next turn if I didn't use Irusk 2's Feat. The others promptly followed with runs and my models where so far out of range that the Desecrator couldn't really do anything useful so ran aswell. The key plan for me on my turn was to 1. Not get charged/jammed by too many Raiders and 2. Try to decide how to get best rid of the Machine Wraiths.
    Turn 1 Khador:
    Because of the aggressive set up I needed to respond in kind and knew I had to give up some models in order to gain a board advantage. Which mend Irusk 2 had to Feat early. After that as usual Solid Ground was cast, Energizer moved my Juggernaut and Behemoth into the rough terrain and forest. I knew I had to sacrifice something to draw my opponent out so in this case I decided to do this with a handful of Iron Fang Pikemen on my right flank, AoD was placed to protect that pocket of Iron Fang Pikemen but also to draw my opponent out to use his Feat there and keep the attention somewhat off my Winter Guard Rifle Corps. Where because of his aggressive play the Winter Guard Rifle Corps and Rocketeers where capable of CRA-ing his first wave of (5) Raiders with the help of Joe's speech. The Iron Fang Uhlans moved up to body wall Irusk 2 again and stood slightly out of Raider charge range. Behemoth shot some pot shots who did nothing. Juggernaut and WGMC ran, getting the most out of my Pathfinder.

    Turn 2 Cryx:
    Because of Irusk 2's Feat and general terrain on the board my opponent decided to use his Feat. Agathia moved up to make a shot at my Armory and did some significant damage to it but did not destroy it, Vanished back and used her Feat. This way the Raiders looking at the Iron Fang Pikemen could get in some kills and he used the Overtake ability with them. Which lead to 5 dead Iron Fang Pikemen in total but made me very happy because it also ment they where not immume to blast damage, despite having Stealth. A few Satyxis where used to jam my Iron Fang Uhlans, however this unit did remain immume to blast damage. Other Raiders could have been used somewhat more aggressive but hid behind a wall. The Machine Wraiths ran up again and suddenly formed a real issue to Juggernaut or Behemoth if they where not dealt with next turn. The Pistol Wraith made some shots at the Iron Fang Pikemen but luckily missed both shots. The Desecrator shot at a Uhlan but because of Iron Wall was unable to kill him (remained on 2 boxes) the hazard couldn't have bothered me less. Which more or less made his turn complete. Now his whole army did have Stealth but here is where Airburst came to play.
    Turn 2 Khador:
    With the only small loss of 5 Iron Fang Pikemen I could finally respond in kind. WGMC recieved the magical shot from Armory. Irusk kept Solid Ground up, two Airburst where used to kill two Machine Wraiths (center and the one closest to Behemoth). WGMC made a shot at a Soul Trapper who was very close to a Slayer and Warwitch Siren, I obviously deviated but still catched the Trapper and Siren, both where destroyed by a good roll (lucky me). After that the Behemoth activated and unjammed 3 Uhlans and the 2 Iron Fang Pikemen engaged. This in turn allowed the rest of the 7 Iron Fang Pikemen to mini-Feat and charge 5 of the Raiders, 4 hit and killed a Raider and Repositioned further up the board to engage a Slayer, Pistol Wraith but generally allowed me to clear the right side of my board. Next I activated the Juggernaut to let it Tramply through some Raiders, could hit 3 and killed 2 which allowed an additional Uhlan to be freed up.
    The freed Uhlans activated next and proceed to move through a bunch of the Iron Fang Pikemen to impact kill 1 Raider and charge the Slayer. One other killed the Sea Witch but missed on impact so was more or less stuck there and the other only moved up to kill a Raider of the blast immume unit. The one who was still succesfully jammed by the second Raider unit and moved up to kill one and one Uhlan moved up to kill another on charge (miss on impact). The one who did manage to charge a Slayer did some good damage. Reposition was gold for the Uhlans as it allowed me to put three of them near the Iron Fang Pikemen again so they would be incredible difficult to jam next turn.
    Winter Guard Rifle Corps proceeded to move up within 5" of the rest of the blast immume Raiders and managed to thake out another 2 of them by CRA. The Rocketeers made some pot shots at one of the Warwitch Sirens and one of them managed to roll 1 on deviation but I did not manage to kill the model.

    Turn 3 Cryx:
    My opponent lost a ton of Raiders, Support and clearly was in a bad position at this point as he had no further acces to good infantry really. Nontheless he used Parasite on my Juggernaut, charged it with the few Raiders that where left to deal some Feedback damage on Irusk and the Slayer proceeded to destroy the Juggernaut. The needed to remove a Uhlan that was parked right in front of his face and couldn't really do anything after (which was the damaged Uhlan so I didn't really care either). The Slayer on his side that was stuck killed another Uhlan and one of the Pikemen. Jozef got charged by a Machine Wraith but the one Tough roll I made that turn was on Jozef (lucky me!). One of his Warwitch Siren sprayed 2 WGRC and that was in a nutshell his turn.
    Turn 3 Khador:
    Had some luck on my side with Jozef but the most relevant parts of my force where still intact. Irusk 2 moved up nearing the Uhlans and Iron Fang Pikemen so I could get the most out of Tactician. Battle Lust was cast on the both of them and the Uhlan and Iron Fang combination mix proceeded to destroy both the Slayer and Desecrator. Jozef killed the Wraith and boosted WGRC hits. Behemoth moved up to put down the hurt on the Slayer who destroyed the Juggernaut and combined with the Rocketeers managed to destroy it. The WGMC shot the Siren and catched it, other parts of the WGRC moved up to hit at the Raiders. I basically killed the right side of the board but Irusk 2 was really close to the middle of the board, luckily the terrain and Repositioned Uhlans provided somewhat of a good screen. I managed to score 1 but my opponent had very little left to strike back.

    Turn 4 Cryx/Khador: Khadoran Victory
    My opponent reached the hand and we decided I would probably win on assassination. He had the support pieces to stop me from winning on scenario (and this scenario is difficult to win anyway based on CP) and he could certainly deal with the two Uhlans in front of Irusk 2 but other than that didn't have the pieces to press through.

    --

    As mentioned after this game I did have the option to change something in the list but now, half a week later, I do not think I'd change much. Stealth pieces can remain an issue and my initial thought was to replace the Juggernaut for a Kodiak and replace the Mortar for a Field Gun to do so.

    Despite me certainly liking the Kodiak more as the Juggernaut and it could certainly have done more with Vent Steam to totally remove the Satyxis by itself I still think I'll stick with this list for a while. I am never that impressed by the Mortar but at the end of the day it is another tool to remove key solo's with and it does it so well (even without Fire for Effect) because of High Explosive and it's excellent range.

    However if you expect to be up against a lot of blast immume opponents you could certainly switch it for a Kodiak and WGFGC, a list like that would look like:

    Irusk 2
    - Behemoth
    - Kodiak
    - Sylys
    Iron Fang Pikemen (max)
    - CA
    Iron Fang Uhlans (max)
    Winter Guard Rifle Corps (min)
    - 3x Rocketeer
    Kovnik Jozef
    Winter Guard Field Gun Crew
    Objective: Armory
    I do however think that globally speaking the Juggernaut does more for Irusk 2 in the list when you are not facing two units of blast immume models. I have played the list into practically every PoM list and the blast damage and Juggernaut combinations have proven incredibly valuable at times. The list allready has a ton of awnsers to deal with infantry so from that perspective the Juggernaut has an edge over the Kodiak.

    Quote Originally Posted by Winter-Guard Kovnik View Post
    Above are my three favorite attributes of Irusk2 and the reason he runs WGI so well. And you are right, Joe doesn't have to make WGI Tough anymore, allowing him to use his most important speech, "For the Motherland." Irusk2 and the Artillery Kaptain have freed up Joe to run the three WGI units almost exclusively.
    Certainly! What I also really like is the model flexability gained by Reposition. Back in Mk II it was very difficult to keep a screen in front of Irusk and now I feel this is easier to do and much better to apply because Tactician allows you to 'cheat' with models even more. To me that's also really the power of Irusk. You essentially get to cheat with models, placing them B2B has no downsides and order of activation is hardly an issue because you can move through a large part of it.
    Winter Guard Rifle Corps because of that also jam really well with him because they have Practiced Maneuvers so you can really work off-center with Irusk 2 during the later stages of the game and not really lose out on this 'benifit'.
    Last edited by JDAntoine; 08-14-2016 at 06:11 AM.

  36. #36
    Destroyer of Worlds HRM's Avatar
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    It still cracks me up that this dude is the most important military leader in the entire nation and he walks around with a HUGE flag. THAT'LL make him inconspicuous!
    Quote Originally Posted by Mod_GoLu View Post
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  37. #37
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    Quote Originally Posted by HRM View Post
    It still cracks me up that this dude is the most important military leader in the entire nation and he walks around with a HUGE flag. THAT'LL make him inconspicuous!
    Technically he only walks around with it like that for Feat purposes . At least that's my understanding from when I read the piece of lore above his Feat.

    However the name Supreme Kommandant certainly lives up with him. He's not perse the most powerful Warcaster but his synergy within our faction certainly is the greatest of all our Warcasters. He has every spell you'd want, ranged offense, ranged defence, melee damage boost, speed boost, ranged attack boost and blast damage/knockdown immunity plus a set of personal abilities that synergize with that. Move all those tightly packed models through each other and play with Mk II Tough.

    Irusk 2 is closest we get to cheat

  38. #38
    Destroyer of Worlds Winter-Guard Kovnik's Avatar
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    Quote Originally Posted by JDAntoine View Post

    Irusk 2 is closest we get to cheat
    That's what it feels like, sometimes. Especially the MKII Tough.
    "She has the un-blinking stare of a brainwashed cult psycho."

  39. #39
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    Quote Originally Posted by Winter-Guard Kovnik View Post
    That's what it feels like, sometimes. Especially the MKII Tough.
    Most certainly! I'm also always looking for ways to get the most out of Tactician [Faction Warrior] by large because it allows you to continue to strike from unexpected angles. One of the things I like the most about your list Winter-Guard Kovnik is the massive ammounts of Reposition models you have in that list that can continue to strike and spread out so Tramples become impossible to preform or generally speaking even models get jammed who didn't want any part of the action to begin with. As a result I have a huge love for Iron Fang Pikemen, Iron Fang Uhlans and Winter Guard Infantry with Irusk 2, the mobility and offense continues to amaze me.

    As you said your list is currently build towards attrition but I do also believe you could easily change the pace by mixing in other units aswell. The key part remains to bring the right ammount of infantry because quantity is a quality of it's own.

  40. #40
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    A ton of discussion going on with Irusk 2, so battle reports and lists are certainly welcome here. In my opinion Irusk 2 is the best allround Khador Warcaster and there are more then enough results to show it. However I'm still looking for more imput on lists because I believe there are a ton of unspoken synergies we are not talking about just yet.

    A sum up of hot topics:
    What are we pairing Irusk 2?
    Irusk 2 as a Hordes drop?
    Irusk 2 beats Butcher 3
    Irusk 2 and Kayazy Assins
    Irusk 2 and Victor

    Now with those topics being the example, I think more tournament players should chime in here. Experiences are a giant sum up of synergies so here are some of the additional uses for Irusk 2, in other words:

    Irusk 2 Synergies

    I open this part because I feel a lot of players who have not picked up Irusk 2 are forgetting how many models actually profit from the abilities he grands them, it's easy to overlook and dismiss because Irusk 2 was not the most popular Khador Warcaster in Mk II, the changes that where applied to him however are massive, a short rundown:

    Tactician [Friendly Warrior]
    Every Khador Warrior model profits from this. I want to let that sink in before saying it again... EVERY Khador Warrior model profits from this. It's a bunch of words which essentially come down to: Every Khador Warrior model in Irusk 2's CMD gains friendly Faction Acrobatics and that really works out well with Iron Fang Uhlans, Man-O-War and Iron Fang Pikemen. For every model with RNG 2 Weapons can now strike from behind another model ignoring LOS or have another model move into his threat range to assist in killing another piece.

    Total Obiedience
    Simple, Tough, works wonders with massed infantry quanity works wonders with Solid Ground. Ideally 20+ bodies are ran with him to get something out of this, obvious but still very important to keep in mind.

    Desperate Ground
    Key things:
    - ALL Khador models in CTRL ignore Forests, Cloud Effects for LOS and gain Pathfinder
    - ALL Khador models stand up (altough often not applied because of Solid Ground)
    - Enemy models/units (thus not only models!) in CTRL suffer -3 SPD, essentially cutting off Charge SPD bonus
    The same with Irusk 2's other abilities, it's important to digest that for a while before writing it of. It's one of the best control Feats we really have available to us. By large because it allows us to totally make use of every terrain piece on the table with every Khador model we have, not only Warrior models as his other abilities imply.

    Airburst
    - AoE 4
    Because of Focus 7 and it ignoring practically every DEF bonus you commonly see on a Support unit or Solo it's one of the best ways to easily deal with models or model. It does cost 3 focus but the fact that it can be used without any LOS makes it so amazing. Key example to keep in mind is that DEF 14 is often hit on average and Sylys allows you to crank that up to DEF 15 with relative easy thanks to Arcane Secrets. In the case of Eiryss 1 I'd say it's worth boosting, in most other cases you'll be fine with spending 3 focus for this. By large because you can do it from very 'bunkered in' positions.

    Artifice of Deviation
    Glorious spell, key things:
    - AoE 5
    - Models do not have to be completely within to recieve Cover bonus (+4 DEF to ranged and magic attacks)
    - When oppossing models do not have Pathfinder the AoE is often best placed where the oppossing model would want to end it's movement. By large because it's easy to put it over a unit and call it allright but it's often better put where oppossing models would want to end to be in charge distance, with propper use of the terrain on the board you globally get a bigger advantage out of this as it allows you to protect a unit from incomming charges and often also allows you to give some front line models Cover.

    Battle Lust
    Simple but incredibly effective, allows you to hit hard and run-jam much better because you do not really require a charge to remove pieces.

    Energizer
    Often overlooked but really amazing in my honest opinion as it puts our slow SPD 4 Warjacks back at SPD 6 essentially. This spell becomes good when you have two Warjacks and need Irusk 2 to move to places. I've used it way more this edition as previous one because on his Feat turn it allows the humble Juggernaut to still have a Pathfinder threat range of 10" and allows Behemoth to move up and/or aim.

    Fire for Effect
    Not great on single shot Warjacks or Behemoth but otherwise a really good spell for Mortars, Field Guns and Conquest, Victor. It's again very interesting to see how sometimes this spell matters and sometimes it doesn't at all. Much like Energizer it's a great tool to have and to apply sometimes. If there is a lot of Blast Immunity on the other side of the board it's practically worthless on the Mortar, however when there isn't Irusk 2 has a massive advantage into that game.

    Solid Ground
    The best spell on his card and the Upkeep you will never drop (99% of your games) because of the synergy it has with Irusk 2's other abilities but also because it's key to having so many blasts at your disposal as a Khador player.
    What does it ignore in faction?
    - Airburst shots from Irusk 2 used in melee
    - Behemoth shots used while parts of your army are engaged
    - Black Ivan shots, relevant especially because of Point-Blank
    - (technically) Demolisher shots (altough there is 0 reason to thake him with Irusk 2)
    - Destroyer shots used while parts of your army are engaged
    - Devastator *Rain of Death, totally ignore everything, amazing if you want to go on a true melee offense with Irusk 2
    - Conquest, a ton of blasts are on him but the most relevant part is that you can place Creeping Barrages and stand into them. You can do this anyway by placing Creeping Barrages on top of units who allready activated but this timing often nets you more benifits as placing that AoE 4 ideally is done before models are placed (for clear stepping into the AoE 4 purposes) on top of that other Warjacks you might want to bring can also be thrown and activated that turn because Solid Ground essentially offers Steady aswell to Warjacks.
    - Victor, a ton of options with him aswell as you can 'place' two Rough Terrain AoE's or Flare into melee.
    - Winter Guard Gun Carriage, more Rough Terrain and if the Gun Carriage survives throughout the game you can unjam pretty good with it aswell. Not a common sight only because it's not considered a Warrior model.
    - Markhov, can now move through anything and allows your Iron Fang Pikemen to be far away from Irusk 2 and continue to be effective. Then Warhead also can be totally ignored by your own forces, allowing you to jam this with Winter Guard Infantry or Kayazy Assasins really well.
    - Rocketeers, shooting 'through' every warrior model on your side of the board if within Irusk 2's CMD. Silly!
    - Winter Guard Mortar Crew because boosted RAT 3, RNG 18, boosted POW 16 and boosted POW 10 Blast Damage is allright un-jam material with with FFE
    - Then obviously blast immunity is good for Kayazy Assassins and Kayazy Eliminators aswell because it's one of their few weaknesses.

    The current Iron Fang heavy build has no real issues in being dropped into gunlines. It sometimes means you have to use your Feat early so you can optimize terrain to your liking but in general it should work out well. There are certainly weaknesses to Irusk 2, mostly found in oppossing Control Feat Warcasters (such as Haley 2 or Zerkova 1) because his own Feat isn't a prime example of one-Feat-that-rules them all.
    However I've currently been extremely succesful with Irusk 2 into Cygnar, PoM, (non Kayazy) Khador, Cryx, Circle and Legion. Making him one of the best Warcasters out there for me right now. His coverage is so huge because he brings a ton of awnsers and a few questions.

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