Monday, December 28

35pt Themes: Irusk1/Irusk2


Irusk is the military genius responsible for some of the biggest events in Warmachine so far. His stats and abilities reflect this, in both his forms. Even with MK2, hes still an effective infantrymachine caster. However, his spell, Superiority, is probably the best jack spell in the game. (Grants Steady, +2 MAT and SPD) So he definitely wants at least one Warjack to make use of this.

Epic Irusk takes this theme and pushes it further - he now makes all troops within 10" of him Tough. This is just great, especially with already difficult to kill Khador troops. Along with Iron Flesh, he can make IFP incredibly awesome. DEF16/ARM18 and Tough is going to be very difficult to take down. Winterguard are similar - you can bring Joe and as long as you have the Winterguard close enough the entire unit can remain Tough and get boosted to hit attack rolls all game long! While they are still all DEF17 from Bob and Weave to boot.

Things to think about with normal Irusk:

1) He loves one Warjack. Pick a good one to make the most of +MAT and SPD!

2) His feat is super effective when combined with a lot of Infantry models. Max them out if you can, with at least one giant unit.

3) He benefits from support, and bodyguards since his own stats arent high. Bring Mortars and Wardogs!

Things to think about with Epic Irusk:

1) Fire for Effect is awesome for Mortars. Take two!

2) He has an almost-superiority for free, and permanent! Take a big, personal jack.

3) Tough and Martial Discipline is great for meat shields with dangerous models behind them. Think MoW with Doomreavers hiding behind them. Or IFP with 2 Manhunters and Yuri the Axe waiting to charge through them...

Irusk1 35pt List:

Kommandant Irusk
>Beast-09
>War dog
Doom Reavers (Leader and 5 Grunts)
Great Bears of Gallowswood
Iron Fang Pikemen (Leader and 9 Grunts)
Iron Fang Pikemen Officer & Standard
Winter Guard Field Gun Crew (Leader and 2 Grunts)
Winter Guard Mortar Crew (Leader and Grunt)
Winter Guard Mortar Crew (Leader and Grunt)

Here what ive done is given Irusk Beast 09 for Superiority, making him a ridiculous MAT9 and SPD6 - with no way of slowing him down with slams or headbutts. Beast is my main caster killer - with backups in the form of the Great Bears, Doom Reavers and maybe the pikemen if they survive. When Irusk pops his feat, it will make the Pikemen, Great Bears and Doomreavers super accurate on the charge turn, and hopefully tough enough to survive the retaliation. Unfortunately Tough no longer stacks with his feat, but the Great Bears get 4+ Tough now instead. The Mortars and field guns are there for fire support - Mortars are always good for clearing infantry and the Field gun is long range and a nice crit!

Irusk2 35pt List:

Supreme Kommandant Irusk
>Kodiak
>War dog
Doom Reavers (Leader and 5 Grunts)
Man-o-war Shocktroopers (Leader and 2 Grunts)
Man-o-war Shocktroopers (Leader and 4 Grunts)
Winter Guard Mortar Crew (Leader and Grunt)
Winter Guard Mortar Crew (Leader and Grunt)
Manhunter
Manhunter

The idea here was an impenetrable wall - Shocktroopers with Tough and maybe Tactical Supremacy - advancing in Shield Wall, with a scary force of Doomreavers and 2 Manhunters waiting behind them, while the 2 Mortars under Fire for effect bomb the living bejeezus out of the rest of the enemy army. The Kodiak is Irusks go-to Jack, very versatile for its point cost. Possibly I could add Beast 09 instead of the Kodiak by dropping a Mortar, or a Manhunter+Dog. But we will see. The Kodiak should be able to perform in this list, especially with extra DEF and Steady. On a turn they can charge, the big unit of Shocktroopers would get Battle Lust and hopefully hit, rolling 14+4d6 for damage. The kill condition here is going to rely on either Doom Reavers, Manhunters, or the Kodiak to connect with the enemy caster, while the elements of the Shocktroopers and Mortar crew keep them safe.

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