WJ points: High
Front of Card
Immunity Corrison and Fire and Pathfinder (Oh My!)
Trench Knife - Short Range and not very powerful
Ranged - Riot Gun and Cinder Bomb Neither are particularly long ranged, but the gun gets D3 shots for free. The Cinder Bomb does have a fire damage type.
Back of Card
Alchemical Mask - Strakhov see through your puny attempts to hide behind clouds.
Resourceful - Strakhov is so awesome he can upkeep battlegroup spells for free.
Sprint - Strakhov never runs away, he merely moves to assess the situation from a better angle, only after killing someone in melee.
Veteran Leader: Assault Kommandos - He make them better, but he isn't a kommando himself.
Cinder bomb - The aoe leaves a little cloud
Trench Knife - Brutal Charge, but don't expect Strakhov to kill anything with armour thicker than paper.
Battering Ram - Short Range spell that hits quite hard and sends the enemy back 3 inches. Situational, but maybe you need to clear a zone.
Occulation - Target Model or Unit gains Stealth. This can go on jacks or Strakhov himself. Or any units he brought with him. If it is on a member of a battlegroup, it is free to upkeep.
Overrun - An interesting spell. Explained in detail below.
Sentry - Model gains rapid fire, you get to make a shot in the maintainace phase. Bring a big gun.
Superioity - Target Jack gains a boost to its defence, MAT and speed and cannot be knocked down. Pick a melee Jack and go to town.
Iron Fist - Friendly faction models gain +4 movement and pathfinder when charging or slamming enemy models in Strakhov's control area. Warjacks may charge or slam an enemy model for free.
Strakhov is amazing at bringing power to a specific point on the field. He basically doubles the speed of warjacks when they are charging enemy models and with overrun and superiority he can send a warjack miles up the field. He can also make a unit stealthed, and has quite a lot of movement shenanigans to play with
Strakhov's stats are quite average, he can die quite easily to a counter attack. To use his feat the enemy must be within his control, meaning that he must be within 12 inches of his opponent. You will often win or lose games on that feat turn.
Thoughts on Strakhov
In Mark II, Strakhov was able to pull off a move known as the Heaven Piercing Spear by sending a Spriggan into a target 21 inches away. And he can do it even better in MarkII by actually being able to afford the focus to do it.
Strakhov's main shenanigans is the spell Overrun. When cast on a model, when that model kills an enemy model, a model in his battlegroup may move for free. Note, you can Overrun yourself. You could charge a model, kill it, move six inches with superiority and then keep on killing.
When using his feat, don't be afraid to use a Overrun to move Strakhov away from the battle to a safer position, if you do enough damage, you can play it safe for another turn.