Khador Infantry has traditionally been the heart of any competitive pairing. Back in the heady days of MK 2, it was pretty normal to just take the one jack and load up massively on every infantry model you could fit in. Those days are gone, with a more balanced approach being more the norm nowadays. Infantry still has it’s place, but it’s struggled a bit recently, especially with the many, many releases that are great at casually murdering all the infantry in the world.
Infantry still has it’s place though, and Khador infantry tends to break with the Warjack principle of ‘no rules, all stats’. We have infantry like that, but we have much more variety and versatility. The reality of themes means that we don’t get to mix and match very much, which used to be one of our strengths.
As with the jack list, I’m going to be briefly listing strengths, weaknesses and role, as well as any tweaks I’d like to see. The tweaks are going to be for models that don’t see play, or that I feel need adjusting, not to bring up the already stronk models. I don’t care how a MOW Kovnik compares to a Warden Executioner, the Kovnik is still perfectly reasonable for his points.
Assault Kommandos:
Assault Kommandos are a weird unit. They’re abilities are non-trivial, but don’t really amount to anything. Strangle Gas is surprisingly useful (it’s a non healing effect that works on Huge bases), the immunties render them immune to a lot of SWI killers and shield wall is actually pretty good on a unit with guns. Rat 6 is also not to be sniffed at in faction. They make for a decent unit that is fairly difficult to remove in the right situations, that have good abilities in the right situations, that are good at removing the right kind of opponent. And that specificity is their massive weakness. There are just match ups where they do absolutely nothing. They are also in the WGK theme, which is not lacking in ways to deal with Assault Kommandos preferred targets at a cheaper price and with better support.
To give them a niche, I’d like to see them gain Smoke Bombs, get put into Jaws and maybe Legion of Steel, and to see a CA that gives them access to a decent mini feat (Mission Objective from the Trencher Kommandos would be cool). Really double down on the versatility of the unit. Then we could take a small unit as a cloud wall option with the likes of Kozlov or Irusk 2, or take a larger unit to hold a flank.
Rating: Assaulting my senses with their mediocrity.
Battle Mechanics:
The cheapest unit we have, Battle Mechanics are pretty bad compared to other mechanic units in the game. Slow, victim stats, etc, they struggle to be taken. Khador is theoretically a great faction to have repair in, but these guys just tend to die. Compare them to Cygnar mechanics, which have speed 6 and non victim stats. Bump them to speed 6 and give them Iron Sentinel or Repo 3, then we’ll talk.
The CA continues the trend of being awful. He’s as much as a whole min unit, repairs a bit better, but is spd 4. How he is ever going to repair anything when he’s that slow is a mystery to me. Make him cheaper and actually contribute something to the unit (maybe improve their repair or give repo 3?). Or, radical idea, make him a solo. I might genuinely take a cheap flag holder, even at speed 4.
Rating: Apparently Khador is bad at fixing things.
Doom Reaver Swordsmen:
The classic insane convict chained to a cursed sword, the Doom Reaver is the gold standard for a single wound melee unit. They are cheap, fast, hit hard and have a rule to help keep them alive, as well as ways to make more than one attack. Advance Deploy gets these bad boys up the board fast as well. They’re base stats are just good enough to make them annoying to kill. Things miss def 13 a fair amount, and arm 14 comes up every now and then. They work as a screening unit that can’t be ignored (for the jack lists running in Wolves, like Malakov 2 and Strakhov 1), and as the main stay of a list (for the spam lists like Vlad 2 and Old Witch 2) . Great unit, doesn’t need touching.
The CA is one of the better success stories from CID. It used to be pointless taking one, as it mostly gave Rise (a knocked down Doom Reaver was a dead Doom Reaver) and Silence (the unit was small enough to make the need for it rare). It know gives the unit access to pathfinder and grevious wounds, making it a genuine option to make your Doomies more effective, without feeling necessary to take.
Rating: Yes please, at least 2 units.
Great Bears of Gallowswoods:
Khador’s 3 man character unit is actually pretty decent. They epitamise the Iron Fang archetype, being hyper accurate and hard hitting. Flank plus veteran leader gets them to Mat 11 weapon master, and any kind of damage buff takes their damage into the stratosphere. Add on counter charge from theme and precision strike and tactician from various solos and they become a massive issue for enemy battlegroup models to commit to your line. They could use a small bump in power , and could afford to be a free card in the theme (which has very few good options for free cards), but are pretty great beyond that. There are issues with Legion of Steel, but the Bears aren’t it. They live up to their name.
Rating: Still pretty great.
Greylord Outriders:
Let’s give our wizardy boys some ponies. Make the sprays really fast. Greylord Outriders are a really specialised unit. Speed 9, pathfinder, constant concealment and a range 8 spray make them absolute death to lower arm infantry. They can and will hold down a flank themselves in the right match ups. They are pretty cheap for Cavalry, being 17 for a max unit. They struggle a bit to see play, as they really need a bit of caster assistance to really shine (whether Hand of Fate, Zerkova 2, Backstab from Malakov or Sorscha 1 Freezing stuff). They also struggle to compete for the options in Wolves, between Void Archons, Doomies and the excellent solo options. They have a niche and work well enough in that niche (mostly Zerkova 2 and Sorscha for assassination stuff).
Rating: Niche, but good.
Greylord Ternions:
These guys got put in a good place by CID. Being made a free card was all they really needed frankly. I would have liked to have seen them available in more themes (they’d be kind of interesting as a support unit in Jaws), but they are pretty great at the moment. The change to Bonds of Woe and changes to Blizzard make these guys really good value, with the ability to take a unit as a free card being a nice cherry on top. Overall, they are usually a good choice and will get something done in a game, even if that’s just making your Doomies mildly harder to kill.
Rating: By the power of Greylords!
Ironfang Pikemen/ Black Dragons:
I’m gonna talk about these guys together, because the fact of the matter is that Black Dragons were never taken after Theme-machine became a thing, and IFP have just been eclipsed by other options. Let’s start with the good. Iron Fang Pikemen are reasonably fast, have good reach, are hyper accurate in the full boat (mass mat 8) and hit hard. Shield wall takes them to be resistant to blast damage (though not immune). The vanilla pikes have relentless charge with the CA, as well as Defensive Formation mini feat (relentless charge being a big deal), whereas the Black dragons get a bunch of little abilities that are otherwise granted as leaderships by various solos, as well as getting Iron Zeal, which is a good Mini feat. They also have a great set of solos that support, between precision strike, veteran leader and tactician being available.
Now for the bad. They die to everything. 12/14 with shield wall just dies in droves these days (I have literally seen Finn murder 2 units of these guys). They are single wound (and as such are massively vulnerable to corrosion and fire) and they don’t threat far enough (11 inches is decent, but Khador is not big on infantry threat extenders). The final nail is that they are damn expensive. Taking a full unit with CA of either flavour is going to set you back about 20 points, not leaving much room for anything other than Pikes.
So what do we do about it. Personally, I think they need a total re-work. My idea was to take shield wall of both units, bump them to arm 15 and give them Wall of Steel. Black Dragons then get shield wall order on their CA, as well as vengeance. Vanilla pikes change out defensive formation for something like No Quarter or Team Effort, and the drop each unit by 2 points. Distuingishes nicely between the 2 units, gives them a niche and makes them actually relevant.
Rating: Needs looking at.
Iron Fang Uhlans:
I go back and forth on the Non-Winged Hussars. On the one hand: they are fast, hit hard and have relevant abilities (they are really good in WOTOF). On the other hand,they die pretty easily and are really expensive. I think I land on them being generally fine, but really could use a bump to arm 18. Most cav in the game is either 12/18 or 13/17 (with a few exceptions like Chosen), but Uhlans are a sad 12/17. Getting to Arm 20 (arm 22 with a buff) in B2B would be a nice survivability buff. Overall, they hit hard, are fast and suffer from the same issues all other cav do.
Rating: Pretty decent cavalry
Kayazy Assassins
The boys of infinite stab are somewhat on the rise. They have not been in a great position for quite a while, with def 13 base being pretty bad and def 15 not being what it used to be. Their previous MO of charging what they could and running to engage simply doesn’t work any more, there are too many ways around it (like getting bulldozed into a covering fire). That being said, they are fairly cheap at 9/15 and still hit pretty hard. The Underboss is a must take, as not having duelist makes them pretty worthless frankly. The mini feat is best used as a way to emulate charging the next turn. They have an interesting niche with Kozlov, as they benefit from feat massively (combine with Boundless Charge and Fury on one or two for great Archon hunters, POW 15 weapon masters are no joke) and are very useful for triggering Gang Fighter. To see wider appeal, they probably need tweaking, as they die too easily and don’t threaten far enough. Maybe moving Duelist onto the unit base, getting the Underboss to grant Grevious or Take Down, and upping them back to def 14 would be a nice start.
Rating: An offer you probably can refuse.
Kayazy Eliminators
The Ladies of Infinite Stab are much more useful and taken than their male relations. Faster, with Acrobatics and 2 initials, they are the perfect accompany to a jack spam, as they can clear off jams or contest easily. They hit surprisingly hard at pow 15 on the Combo Strike, or can take an auto point versus living for harder SWI, making them useful against a wide range of opponents. Perfect for hunting Lights, Solos and Archons. And they can be taken for free! Perfection.
Rating: Take 2 if you can.
Kommandant Atanas and Standard Bearer
As this is the first MOW unit I’m discussing, lets take a moment to talk about MOW. They need an arm buff. Base arm 16 for the range is simply not good enough any more. MOW are supposed to be relentless and durable, and they aren’t really either of those things. Too much stuff in the game kills them. God help a unit of Shockies if a Death Archon gets to them, because they’ll just die. If they are going to be speed 4 and def 10, at least up their armour to compensate. Hell, Crucible guard Troopers are 11/16 with carapace and other neat rules, so I don’t think 10/17 across the board would be unreasonable. Let me do some real actual Arm stacking in my armour faction.
Atanas was a release for MOW that was sorely needed. The good Kommandant brings some interesting battle plans and Tactician. He is a no brainer for any unit heavy Armoured Korp build. Access to Pathfinder is really good, as is Tough (especially on Shock Troopers). Giving Demo Corp retaliatory strike is actually pretty good with certain casters (such as the Vlads, or anyone with a damage buff), whilst having access to it on Sorscha 3 is pretty hilarious. Tactician on a 12 inch bubble is also really good, allowing them to play the wave tactics of using Shockies to deliver Demo Corp or Bombardiers, or allow the numerous good solos the ability to clear off jams more easily. He struggles a bit at the moment due to MOW being a bit left behind, but is otherwise great. Maybe he could stand to be a free card?
Rating: Exactly as good as MOW are.
Kossite Woodsmen:
Khador’s only ambushing unit is a victim of PP’s previous ambush design style. In that they are crap in exchange for the ability to ambush. Range 10, pow 10 is fine, but is shackled to a unit that is rat 4 and has no CRA. Prowl is useful, especially with Sorscha 0 about, but they will likely be nowhere near her. Yuri 1 gives them access to Tree Walker, which is pretty good, and he will likely be in any Jaws list that has Kossites. They are cheap at least, and can be alright with a couple of casters (Malakov 2 can give them back stab, repo 3 and likes suckering to them). They really need to get at least rat 5 (rat 4 is just embarrasing, Winterguard are rat 5) and possibly repo 3. They don’t need to be hyper accurate or killing jacks, but actually being able to hit something would be nice.
Rating: Somehow less accurate than a Khador jack
Man O War Bombardiers:
The ranged Man O War, Bombardiers are spd 4 with range 12, pow 14 aoe 3 guns that have CRA. Melee wise, they have pow 13s with Crit Shred. They are pretty damn good with the right caster, liking Butcher 1 for the extra damage, Vlad 2 for Signs and boosted to hit (I had one kill an Ironclad on his own once, just kept making attacks), and Irusk 1 for Iron Flesh/Feat. CA gives out Dual Shot, and pathfinder on an advance, as well as Quick work. They are pretty decent as is, and any kind of buff takes their damage output at range into the stratosphere. A unit with Hand of Fate are going to do pretty severe damage to lights and medium infantry, and are going to put a dent into any heavy. Getting the full Mini Feat off doubles their output, allowing the unit to put out an easy 6 pow 16, rat 10 shots. Their main issue is just that the casters that want to take them are either better in other themes (Like Vlad 2) or kind of under performing at the moment (like Irusk 1). I don’t actually think they need any tweaks beyond an armour buff (which I think all MOW need), though high explosive would be nice, seeing as those nerf herding Crucible Guard Shocktroopers have them. Give us an actual ranged caster, and these guys will see some play.
Rating: Boom Baby!
MOW Demo Corp:
The Hammer Bros hit really damn hard. Like really damn hard. Pow 16 is already really good on a 14 point unit, and being conditional weapon masters is excellent as well. Taking them with Sorscha 3 makes them utterly destroy stuff, as does Vlad 2 (HOF plus boosted to hit makes crits really likely). Their main issue is that they are slow and die to shooting. 8 boxes is good, but def 10, arm 16 is very poor. Frankly, they should be arm 17 minimum (The new Wardens in Ret are def 12 arm 17 with unyielding). If they get to anything, they will utterly destroy it, but the delivery is the issue. They threat 11 with a Kovnik, but we don’t really get threat extenders outside of that, and Arm 16 just doesn’t protect them. The CA helps alot, giving Vengeance and a mini feat for sharing damage. Defensive line is mainly interesting for the steady, but def 15 to melee with Vlad 2 is not to be sniffed at.
Rating: Mighty Glaciers indeed.
MOW Shocktroopers:
Shockies have been a main stay of Khador for a long time. Demo Corp and Bombardiers were kind of bad in Mk 2, but 8 box shield wall troops at arm 21 have always had a place in Khador lists. Add on a CA that grants Steady, Sturdy and Assault and you have a decent unit. Shame that everything and their mum can kill these guys these days. The game has simply advanced to the point where most lists can trivially kill or control a low Def, high armour unit. Plus 4 damage swings are now common place, and these guys do very little to mitigate that, as getting a debuff on them is as simple as getting in range. On top of that, this is a unit that is designed to stay in shield wall, that doesn’t have much output outside of shield wall. If their Rat was higher, if their melee Pow was a bit higher, if their base arm was a bit higher. So many ifs. They really need a way to either contribute more in Shield Wall and be harder to kill. My thought was to up their RAT to 6, up their armour to 18 and have give the CA defensive formation. Arm 22 doesn’t seem unreasonable in the current game, and I’d like to not be punished for actually charging and using that shiny Assault shot. MOW Shockies are supposed to be the premier hard to kill medium unit in the game, let them be that again.
Rating: Shockingly inadequate at the moment.
Widowmakers:
Snipers are really good at the moment. Being able to do auto points is good, as is range 14. Shame that’s all that this unit has going for it. 8 points is a lot for a model that will die to any blast damage. They have no stealth, no prowl, no repo, no stealth mitigation, no nothing. Drop them to 6 or 7 points, give them a special rule (Repo 3 or Headshot would be my suggestions) and give me a reason to run my favourite snipers again. Maybe we could actually do something about the damn Hermit then.
Rating: Lot fewer Widows these days.
Winterguard Field Gun:
Winterguard are an interesting set of models. They are universally cheap, have guns and terrible stats. What makes them viable is the human wave tactics available and the synergies with our solos and casters. The Field Gun is one such example. At range 14, pow 15 it packs a punch, but it’s main purpose is to knock stuff down so that our pesants with terrible aim can actually hit stuff (and our jacks I suppose). Whether this is useful or not is going to depend on your list. Stalingrad style lists, for example, tend to go for bigger CRAs, and as such don’t really need the help. Less committed lists, however, quite like the idea of a Rat 9 (aiming plus Joe) shot that can cause the rest of the list to hit accurately. At 4 points and 2 grunts, these things are pretty reasonable. It would be nice if they had Repo, like so many other weapons teams seem to get, but they are honestly pretty alright.
Rating: They get Knockdown, but don’t get up again.
Winter Guard Infantry:
Cheap as chips and boy do they show it. The backbone of the Khadoran army boasts a might spd 6, rat 5 and a range 8 blunderbuss. For the low price of 6/10 though, you can field loads of the gits. As such, we tend to use WGI as either a cheap ablative shield and rocket caddy in jack lists, or flooding the field with the smelly peasants and watching our opponents try to roll enough dice on their clock. They can get tough, they can CRA, they can cart rockets around. Stick Fury or Battle Lust on them, along with Joe’s strength buff and they become pretty respectable melee fighters (though they struggle to hit anything). They are the ideal cheap infantry, in that they take buffs really well.
The CA is interesting, but almost certainly a mistake. Repo 3 is nice, as is the extra command, but Grape shot just does more of what WG already do well: murder infantry. They also cost as much as half a min unit. Ideally, I’d like to see them get Bob and Weave back as a mini feat or order (+2 defence), at which point I could see taking them. Skip it unless you want a full unit with all the trimmings (15 dudes in a unit makes buffs go really far).
How do we make a smelly peasant more dangerous. Give the fool a panzerfaust of course. Now no one can ignore his pleas for extra turnips. The rocketeer is probably the best weapon attachment in the game, in that you actually want them. 2 points is expensive in the land of <1 point models, but a range 14, pow 12 shot on 3 dice damage is pretty decent, giving the base unit some teeth at long range. The only real question is how many and which WG unit to attach them to. I favour rifle corp, as they are all the same range.
Rating: Cheap and Cheerful
Winter Guard Mortar Crew:
The Winter Guard Mortar exemplifies the Khador approach to hitting things. If I carpet bomb the surrounding area, I’m sure to get ’em. So we have an inaccurate (effectively RAT 1) AOE 4 with high explosive that has a ridiculous 18 inch range. If you go first, these things will fire every turn after the first until they die. Whether they kill anything is left up to the whims of fate and dice, as they are very unlikely to actually hit anything (although Signs and Portents does strange things to dice). They work very well in tandem with field guns, as the direct hit is pow 16, and Knockdown means they only have to roll a 4. I have also had fun with Alexia and the Risen, having Alexia bring up a Risen to act as an easy AOE marker. Pretty alright in the right list (Fire for Effect makes them hilarious).
Rating: Carpet bombing for fun and profit.
Winter Guard Rifle Corp:
So it turns out that having range 14 is a good thing. Who knew? Whilst the Cygnar and Ret players whinge about how Long Gunners and Houseguard Riflemen are, mighty Khador actually quite like their unit of range 14, pow 10 CRA unit, despite their lack of desperate pace or Dual Shot. I guess Signs is really that good….
These are our premier rocket caddies, and a min unit with 3 rockets is a good unit option for a Jack list. Taking a couple of min or max units in a Stalingrad list also gives some layered shooting, allowing more of the army to engage at once. They get some decent infantry clearing out, and can put out 1 big CRA if they have nothing better to do. 8/13 is expensive by Winterguard standards, but Range 14 is probably worth it, as it means your smelly rat 5 peasants can aim more often.
Rating: Wouldn’t kick them out of bed for eating crisps.
That’s all the Khador units folks. I’ve not included the options from Flames or Warriors of the Old Faith, because they are hyper specialised options that really have to be talked about in context of the casters they can play with (for example, Vengers are pretty good, but Vlad 3 has no pathfinder solution for them. Resolutes are pretty decent, but Zerkova 1 has no damage buff for them, etc). Next week we take a sneaky peaky at some of our solos. I’m not gonna go into Archons, as I’m saving them for an article of their own.
For the Motherland!