Rounding out my review of Khador’s new battle box, we shall
consider Kozlov, friendliest of the Northern warcasters. As usual, any mistakes are my own.
Basics:
Kozlov is
a beefed-up iron fang Kovnik. Tuff, defense
15, and Arm 17 render him bullet resistant.
MAT 7, precision strike, and P+S 12 weapon master on his axe give him
enough punch to threaten all but the most durable heavies. Sidestep and SPD 6 leave him surprisingly
mobile. His feat gives friendly faction
models within his control range +2 move and unyielding. He features average focus and warjack points.
Spells:
·
Avalanche—gives AOE attack with critical
knockdown.
·
Raiser wind—standard Pow 12 magical zap.
·
Fury—Upkeep that gives +3 melee damage and -1
defense to a friendly faction model or unit.
·
Tactical supremacy—Upkeep that gives reposition to
a friendly faction model or unit.
·
Chosen ground—Upkeep that gives Kozlov’s
battlegroup pathfinder and steady.
Role:
Kozlov is
a tempo caster. He tunes up a couple
quality units with fury and tactical supremacy.
At the critical moment, his feat sends his army sprinting into battle
where unyielding helps them weather counterattacks from whatever survives his
charge. While Lord Goat can get his
hands dirty, he prefers to work the mid field—enabling the rest of his army
rather than personally leading the charge.
Effectiveness/value:
When
Kozlov was first announced a lot of us compared him to Butcher 1. It made sense—weapon master, durable stat
line, big freaking axe, fury, feat that turns his army up to 11. So, when I started building old goat lists
for my journeyman league, my first reaction was to make a face wrecking train
of doom. It turns out Kozlov is a far
better support caster than front line combatant. Once he has 2 upkeeps running and one of his
jacks loaded for bear, he does not have the resources to take on heavies
single-handed. So getting him to work
well required a change in perspective.
The
key to getting the most out of Kozlov is understanding that everything revolves
around his feat. All of his abilities
are geared toward powering up models/units/his battlegroup in order to maximize
his list’s output when he goes all in.
The optimal play is to charge everything forward end of turn 2 and
remove 25-50% of the enemy force outright.
If your opponent has anything left to threaten you after that, unyielding
should throw the attrition game even further in your favor. If the alpha is out of reach, your army can
always run forward and jam—setting up for a turn 3 assassination.
Downsides:
I
like everything on a caster’s card to have a purpose. Unfortunately, a third to a half of Kozlov’s
spell list is dead weight. Avalanche is
too expensive on a caster that will always be upkeeping at least 2 spells and
loading a jack—especially since hitting and fishing for crits requires him to
boost to hit. Raiser wind and avalanche
are two redundant “I can do magical damage” spells on a caster who ends up
farming out most of his stack each turn.
Chosen ground—his signature spell—should be amazing. In practice I found it to be useful but far
from game warping. Do not get me wrong,
battlegroup wide pathfinder is nothing to sneeze at. The catch is that it only came into play 2
out of 8 games. Steady looks good on
paper but did not do anything for me.
Unless I wanted to set up a throw chain, even if I had steady active, I
still had to sacrifice a movement or action if hit by a knock down affect. It does not help that pathfinder and steady
are natively available on the Kodiak and devastator chassis. For a signature spell, chosen ground left me
unimpressed. Replacing steady with sturdy
would make Kozlov into a scenario monster but sadly such is not the case.
Kozlov
“helps” lots of models. What he does not
do is offer much strategic flexibility.
His game is won or lost on feat turn.
Beyond that turn, all he has is fury and tactical supremacy. This left me feeling as if I was a spell
short or an extra ability shy of a full caster.
I have heard it said that Khador plays a fair game well. Kozlov exemplifies this perception—and in my
opinion this leaves him somewhat wanting in the larger competitive environment.
Notable strategies:
Warmachine is all
about the signs and portents rule.
Everyone can benefit from signs and portents but there are some models
that gain a lot more than others with S&P on the board. Put another way, warmachine
is about magnifying great models, not papering over the weaknesses of lesser
offerings. So, Kozlov loves two types of
models. His feat adds movement and armor
to engaged friendly faction models.
Movement benefits everyone but especially high threat range pieces. armor tends to help higher armor models with
multiple wounds. So, we are looking for
fast high armor multiple wound models—cavalry.
My preference would be for Uhlans and Drakhun but outriders certainly wouldn’t
mind the help. Malakov 1 with redline on
a jack also benefits heavily—you have not lived till you have thrown a fully
loaded juggernaut 11 inches on a free charge ending its turn with arm 22. Eliminators? Heck yes! I would even look at manhunters and Uri.
Second, Kozlov loves some solid
ranged support. Widowmaker scouts and
marksmen are the obvious choice but do not overlook mortars and field
guns. Since ranged options probably won’t
be mixing it up in hand-to-hand, the usual mercenary shooters are also great
additions. Grab Behemoth or a gun carriage
to cover both options. Kozlov needs his
targets taken down a peg to set up his charges and insure successful one-round-removals. Anything that can threaten heavies and infantry
turn 2 is worth consideration
Fury’s musings:
Kozlov
is one of the best battle box casters to learn the game with owing to his
simple order of activations (turn 1 cast fury on the juggernaut and tactical
supremacy on the decimator. Run
forward. Turn 2 charge if going second,
or wait just out of charge range to bate your opponent out if going
first.) Other than allocating focus and
picking when to feat, you do not have to make many decisions. This leaves fewer opportunities for strategic
blunders than with other casters. At
high skill levels the game becomes more competitive—I would even say bad for
Khador once Cryx learns to maximize the reaper and parasite for example.
As the game gets
bigger and bigger Kozlov starts to look a little tattered around the edges. The original prime casters have great feats that
enable their strategies. However, they
all have strong toolboxes outside their feats too. Kozlov has no such depth. Even at 75 points he comes down to who is
getting my 2 upkeeps and when will I pop feat?
This consistency is handy if you are just learning the game but if you
have some experience under your belt I think his small toolbox holds him back. He asks a single question—a great one mind—but
just the one and he only gets to ask it once.
As previously stated Kozlov also
does not have a lot of juice to offer a large battlegroup. Even at 50 points I was glad Malakov was there
to pump up my third heavy. The ease of
turn movement kept my clock down but that was a result of his simple style, not
my experience. In a game that favors larger
battlegroups Kozlov feels like he wants 2 quality jacks at most—probably Behemoth
and a juggernaut or Kodiak. That smaller
battle group and straight forward approach is a feature in the beginning but
started to feel like more of a bug the farther I got down the rabbit hole.
As a relatively new player I love_playing_Kozlov. Outside the field of honor, I keep comparing
him to other casters. He is not as aggressive
as the butchers. He does not have the
flexibility of Malakov 2 and the Irusks.
His feat is not as ball-busting as Sorscha 1. Unlike many of our casters, his fiction
leaves me with a definite feeling of “meh.”
Whenever I read his back story I expect the author to include something
to the effect of “and he is good with children too.” I feel like he should swap out a little
nice-guy for a little more bad-ass.
Lacking that, He falls firmly in my list of second tier choices.
Conclusion:
Kozlov
is a solid stepping stone for new players.
He offers a strong simple game that easily expands beyond the battle
box. He does not challenge Khador’s
design space much. He works the
fundamentals—and that is a good thing for new commandants.
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