Kromac the Ravenous
| Mk4 has been announced, and we need to talk about what it means for the future of this website.
Please join the discussion either on the WMU Facebook Group or the Talk:Main Page area of this wiki. |
|
Kromac the Ravenous |
Barbarian chieftain, shaman and living nightmare, Kromac the Ravenous draws upon the Devourer Wurm to transform into a beast and bring destruction upon all civilization. One of the few Tharn warlocks, Kromac commands powers his brethren cannot comprehend and leads his people to slaughter all opposing them.
Basic Info
| Kromac1 | |||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|||||||||||||||||||||||||||||||
Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : Blood Rage
- Kromac suffers up to 7 damage points. For each damage point he suffers, Kromac gains 1 fury point. Kromac's fury point total cannot exceed his current FURY as a result of Blood Rage.
- If Kromac is in Tharn form when this feat is used, he can immediately take beast form; replace his Tharn form model with his beast form model. Effects on the replaced model are applied to the beast model.
Abilities
- Altered States - At the start of your Maintenance Phase, choose a form for this model to take: Tharn Form or Beast Form. If it changes form, replace the model in play with its alternate form. Effects on the replaced model are applied to the alternate form. When one form replaces another, the new form is not considered to have entered an area and does not trigger effects triggered by entering. You choose which form this model starts the game in.
- Beast Form Only
- Beast Mind - This model cannot upkeep spells or cast non-animi spells.
- Jump - After it makes a full advance during its Normal Movement but before it performs its Combat Action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent charging also prevent this model from using Jump.
Weapons
| Dusk | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| RNG | POW | P+S | ||||||||||||
| 2 | 5 | 11 / 14 | ||||||||||||
| ||||||||||||||
| Dawn | ||||||||||||||
| RNG | POW | P+S | ||||||||||||
| 2 | 5 | 11 / 14 | ||||||||||||
| ||||||||||||||
Spells
| COST | RNG | AOE | POW | DUR | OFF | ||
|---|---|---|---|---|---|---|---|
| Bestial
|
3 | SELF | Control | - | Round | No | |
| While in the spellcaster's control range, enemy models cannot cast non-animus spells or be used to channel spells. Bestial lasts for one round. | |||||||
| Inviolable Resolve
|
2 | 6 | - | - | Upkeep | No | |
| Target friendly Faction model/unit gains +2 ARM and cannot be moved by a push or a slam. Models are not affected while out of formation. | |||||||
| Rift
|
3 | 8 | 4 | 13 | Round | Yes | |
| The AOE is rough terrain and remains in play for one round. | |||||||
| Warpath
|
3 | SELF | Control | - | Upkeep | - | |
| When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warbeast in the spellcaster's battlegroup that is in its control range can advance up to 3". A warbeast can advance as a result of Warpath only once per turn. | |||||||
| Wild Aggression
|
3 | 6 | - | - | Upkeep | No | |
| Target friendly living warbeast in the spellcaster's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls. | |||||||
Theme Forces
-
Secret Masters - The Bones of Orboros. He can start the game with friendly upkeeps in play in this theme.
- The Devourer's Host
- The Wild Hunt
Recent Changes
2021 10 Mega Update
- +2 WBP
Thoughts on Kromac1
Kromac1 in a nutshell
Kromac is a circle warcaster who tries to force the enemy into a fair fight and then beat them to death or assassinate anyone silly enough to start within 13" of him. In either Skorne or Trollbloods this would be an excellent strategy and there are several casters that try to do this, but a big part of the Circle's identity is as a faction that simply doesn't fight fair because outside their casters (two of whom even have Synergy) they are fairly fragile.
Feat thoughts
It gives him a monster turn. It's used for one of two things - the assassination on any caster who started too close to him or to spam a lot of animi (normally Primal)
Spell thoughts
- Bestial is his signature spell and it is incredibly annoying for casters who rely on channeling. Other casters, however, are simply forced back out of his control area, or just allocate their focus to their jacks or even beat face themselves or camp against his assassination. It is especially potent against Infernal armies, as it prevents their support aspects (Regna, Cultist Bands and Wretches) from casting and thus severely limiting their essence economy. infernal Masters who have to actually fuel and maintain their beasts with their own essence are Masters who cannot cast spells as effectively, which is huge.
- Warpath is an excellent battle group spell used to extend threat ranges. Put it up early and upkeep it.
- Wild Aggression is another really nice spell on a heavy warbeast. Especially one with either a chain attack (Riphorn Satyr, Shadowhorn Satyr or Berserk Warpwolf Stalker). Unfortunately with Primal as your only real damage buff this is less useful than for other factions.
- Inviolable Resolve is just a nice ARM buff. Put it on a beast like a Wold Guardian who can keep Kromac from being shot, thenswap it onto Kromac himself and enjoy premium stats in his beast from so you can bully the middle of the table.
- Rift is his zap spell, it’s fairly common in faction and Kromac will only really have the spare fury to use it after feating.
Drawbacks & Downsides
- Squishy in human form, unable to upkeep in beast form.
- He's not as hard hitting as he looks; POW 14 is not what you want to use against heavies although it will kill casters.
- He has none of the rules typically seen on Male Tharn that make them great (no hearts, no treewalker, no rapid healing etc)
Tricks & Tips
- Remember the assassination run. And if you can start the turn in beast form you can still feat for a more reliable one (but you might need the warpath instead)
- Woldwyrd's shooting is an easy way to trigger Warpath and with premeasuring will easily allow them to shoot and reposition out of threat with their Warpath move.
- Remember that Kromac can't move himself with Warpath
- Bestial is a great spell for shutting down any caster that likes to rely on spell assassination or offensive spellcasting. Krueger2, Vayl, and any number of Cryx casters become very sad when they're not able to land their debuffs and offensive spells, and especially sad when they can't use arc nodes.
- Be aware of the models your opponent has that can threaten Kromac. He's made of tissue paper, and dies to shooting very easily, but Bestial makes him very safe against spells. Knowing your matchups will let you assess when you can play him forwards, and when you have to keep him hidden.
List Building Advice
Strategy
Kromac has an 13" threat assassination (walk 6", leap 5", 2" reach). However, it's quite easy to measure his threat, and only the most novice players will walk into his threat (unless they're baiting him). The assassination run is best used to bully enemy casters off of the front lines, and/or when paired with a shadowhorn satyr throwing the enemy warcaster into his threat range.
In most games, Kromac wants to play a mixture of attrition and assassination - if the opponent tries to play cagey (out of fear of his assassination potential), he can easily yo-yo warbeasts in and out of the enemy lines, cheating trades and slowly getting up on attrition, or clearing zones without giving up important pieces. If the opponent tries to push forwards aggressively (to try and overwhelm his less-than-impressive damage potential), that's when you start looking for the assassination run - Warpath, Ghetorix with overtake, Kromac himself, and possible a Shadowhorn Satyr can give you a lot of unpredictable angles for assassination.
He likes to include some ranged unit to trigger Warpath.
Theme thoughts
This used to be Kromac's prefered theme as it afford him access to the harder hitting Wolds. Free upkeeps turn one are also great for any Warlock with three of them.
- Wold Guardian - they are slow, so they love Warpath and they hit hard and have high ARM so they love Wild Aggression and Inviolable Resolve.
- Woldwyrd - They are excellent ranged lights and thus excellent Warpath triggers.
- Sentry Stone & Mannikins - They lock down scenario on your side of the board so you can push forward hard.
- Blackclad Stoneshapers - Your resident damage buff for your Guardians. P+S 20 beats hurt like a truck, especially with Wild Aggression since they can focus on buying attack and boost damage rolls.
- Chuck Dogwood - Veteran Leader for all your beasts (sans Ghetorix and Puppet Master to make your assassinations more dangerous.
- Well of Orboros - A free solo at your leisure and a very neat gun to boot.
- Krueger0 - Krueger loves having constructs around for free fury and can trigger road to war for Kromac quite well. Lighting Blade on Ghetorix is also a great buff if you need to hit harder rather than more accurately.
There are a couple of options for themes for Kromac, and The Wild Hunt is considered the "traditional" option because Warpath and Wild Aggression both push him towards a large battlegroup, and Warpwolf Stalkers are great targets for warpath (as they can warpath and then sprint, ending the turn up to 11" away from whatever they hit). For infantry Reeves and ambushing wolves are both good ways of triggering warpath, as are the tried-and-true 'war wolves from a million miles away' strategy. Access to both Wolds and living warbeasts also gives a lot of flexibility in terms of battlegroup composition. And with the recent buff to living Warbeasts mostly by point cost reductions the Wild Hunt might have just become viable enough with Kromac1.
- Warpborn Skinwalkers - if you want toughness not provided by a warbeast, here it is.
Battlegroup
- Ghetorix is Kromac's pet warbeast that he can take in any theme, and it is awesome. Especially when you combine murderous, overtake, and warpath. Also Spiny Growth makes beast form Kromac really pretty tough.
- Warpwolf Stalker Wild aggression on a model with a long sword and berserk works really well for cleaning out enemies. And it's a very nice beast in general. Kromac can get good use out of sprint.
- Wild Argus - to flatten those high DEF casters if you get the assassination off.
- Shadowhorn Satyr does a mini-version of what Kromac does. And with walk 6, warpath 3, leap 5, and then the chain attack into the throw you have another assassin here. (Buff it as much as you can - you aren't getting it back).
First Seven Purchases
A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.
- Warbeast: Ghetorix
- Warbeast: Wold Guardian
- Structure: Well of Orboros
- Solo: Blackclad Stoneshaper (x2)
- Unit: Sentry Stone & Mannikins
- Unit: Sentry Stone & Mannikins
- Unit: Shifting Stones (x2)
Other
Trivia
Released in Hordes: Evolution (2007)
Other Circle models
Rules Clarifications
|
Rules Clarification : Feat: Blood Rage
|
| |
Rules Clarification: : Magical Damage (Edit) |
* 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)
|
| |
Rules Clarification: : Warlock (Edit) | ||||
|
|
Rules Clarification : Altered States (Edit)
|
Rules Clarification : Beast Mind - None yet. (Edit)
|
Rules Clarification : Bounding Leap and/or Jump and/or Leap (Edit)
|
Rules Clarification : Bestial - None yet. (Edit)
Rules Clarification : Inviolable Resolve - None yet. (Edit)
Rules Clarification : Rift - None yet. (Edit)
|
Rules Clarification : Road to War and/or Warpath and/or Rites of Torment (Edit)
|
Rules Clarification : Wild Aggression - None yet. (Edit)
