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The most ardent adversaries of the infernals have long been the Morrowans, such as the soldiers of the Order of Illumination. Valin Hauke was once one of their champions, a knight who had sworn oaths to eradicate infernalism. A tragic series of events would lead to his undoing and rebirth. The world of light he once believed in has been revealed to be an illusion and the coming darkness as the true reality. Hauke no longer cares whether his victims are innocent or guilty, as he no longer believes in innocence.
Basic Info
| Valin Hauke, The Fallen Knight |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Large |
| SPD |
8 |
| STR |
8 |
| MAT |
8 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
13 |
| ARM |
18 |
| CMD |
10 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
10 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
C |
| UNIT SIZE |
N/A |
| COST |
7 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
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Cavalry
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Tough
- Brother's Keeper - While in this model's command range, friendly Infernal models cannot become knocked down or stationary.
- Marked Soul - This model is a Marked Soul.
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
- Tactician [ Faction warrior ] - While in this model's command range, friendly Faction warrior models can ignore other friendly Faction warrior models when determining LOS. Friendly Faction warrior models can advance through other friendly Faction warrior models in this model's command range if they have enough movement to move completely past them.
Weapons
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| Great Sword
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RNG
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POW
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P+S
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2
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6
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14
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| Mount
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RNG
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POW
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0.5
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12
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Theme Forces
Recent Changes
No changes since 2020.11
Thoughts on the Valin Hauke, The Fallen Knight
Valin Hauke, The Fallen Knight in a Nutshell
Valin Hauke is a powerful combat solo who moonlights as a support solo for the first phase of the game. He'll protect your army from knockdown and stationary, and make moving troops around a lot easier. Then when it's time to get stuck in, he hits like a heavy - on the charge he has a 13" threat range, MAT 8 + 3d6 (thanks to being cavalry), P+S 16 + 3d6 (thanks to Brutal Charge).
Hauke is very strong and is one of the few Marked Souls it's almost never worth sacrificing.
Combos & Synergies
- All warriors; Tactician is a fantastic benefit so that you can move your army freely or have important solos hide behind allies
- Howlers have Tough, so Brother’s Keeper will keep them on their feet. Backed up by an Infernal Gate resurrecting them, they can be very difficult to remove.
- Malakov2's feat interacts quite strongly with Brother's Keeper and Tactician, allowing the affected models to advance through warrior models. Bother's Keeper prevents your opponent from shutting down the feat with Stationary.
- Runewood2 - Insidious Plan: Shadow allows any of your models to move after activating. Tactician means they can hide behind a screen of models.
Drawbacks & Downsides
- Hauke is one of your key power pieces, but he is on a large base in a faction with few large bases. This means your opponent will almost always have a good reason and a good opportunity to shoot him off the table.
Tricks & Tips
- Hauke can make use of his Tactician to set up his own charges.
- With good placement, he can kill something in melee then reposition behind a friendly small-based model and use that model to screen himself from enemy charges.
- Hauke has great damage output, but if you’re in a position to be making attacks with him you’re not making maximum use of his support. It can be tempting to send Hauke in too early.
Other
Trivia
- Released with the Faction launch (2019.06)
- Disillusioned servant of the light turned evil, has long hair, rides a horse and carries a powerful sword, where did I see this before?
- The horse has a magical attack. The horse is magical. Magical horses are unicorns. People who ride unicorns are princesses. Therefore, Valin Hauke is a princess.
Other Infernal models
Rules Clarifications
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Rules Clarification: : Cavalry (Edit) (Click Expand to read)
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Mount Weapon
- Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
- Mount Weapons are melee weapons. (Infernal Ruling) This means:
- Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
- Mount Weapons can be used to make free strikes.
- If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
- Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
- Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
- Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
- You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)
Impact Attacks - Movement
- Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
- The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
- You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.
Impact Attacks - The attack(s)
- You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
- If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
- If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
- Impact Attacks cannot be boosted, refer core rulebook.
- You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.
Impact Attacks - Other
- You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
- Exception: If your Impact targets include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities.
Cavalry unit
- If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
- Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
- Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
- Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
- Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)
Other interactions
- Cavalry model with no melee weapon
- If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
- You can make Impact Attacks along the way.
- Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
- If you don't charge, the mount attack can be used as an initial melee attack.
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
- Warcaster/Warlock Cavalry ( Edit )
- Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
- Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Brother's Keeper - None yet. (Edit)
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Rules Clarification : Reposition (Edit)
- Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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Rules Clarification : Tactician and/or Operations Command (Edit)
- Applying the LOS and Movement bonuses work like mirror opposites:
- LOS: The models you draw LOS through do not need to be in the Tactician bubble. The model drawing LOS does need to be in the Tactician bubble.
- Movement: The models you move through do need to be in the bubble. The model moving does not.
- The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Powerful Charge and/or Brutal Charge (Edit)
- If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.
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