Uthar the Destined, only named character of the Leagues of Votann, seems like he could become a pretty cool character in the lore. But what's with his rules in the 10th edition index?
So here you are, being "born" from the crucible gestation pods fully adult and educated just like everyone else, expecting to lead a humble life in honor of the ancestors, maybe become a soldier or a mechanic... And the first thing you see is a throng of grave faces, proclaiming you to be "The Destined" because the Votann spoke of your coming. And before they even give you a cup of caf-brĂ¼, they push a sword into your hand that apparently was made for you especially and named the sword of the ancestors...
That's what happened to Uthar, and while we don't really know a lot about him yet, the story about him in the 9th edition Codex is actually pretty cool: While the Votann thought to tell everyone else that this guy is destined for some ultimate showdown (of ultimate destiny), he himself didn't actually get the memo, so he's working damned hard to be ready for.. whatever it is.
We, however, care most about how he helps us win games. If he does at all anymore.
In the Leagues of Votann 10th edition index, Uthar is basically a Kahl with a Volkanite Disintegrator and a fancy sword, and some bespoke rules. He comes at a premium points wise, at 115 points he costs the same as a Kahl with an expensive enhancement. So lets see if he's worth it compared to the unnamed version.
What you lose by by picking Uthar over an unnamed Kahl.
- The ability to take a Teleport Crest (Uthar is locked to the 5++ invulnerable save-granting Rampart Crest, which a normal Kahl can replace with a Teleport crest granting deep strike to his unit).
- The unnamed Kahls Kindred hero ability which grants lethal hits to the units attacks when he's leading a squad.
Attacks and offensive abilities
The Blade of Ancestors hit significantly harder than ordinary Kahl weapons, which could be situationally significant if he gets into combat - especially used with the Epic Challenge stratagem if you can use it to take out an enemy buffing character before an enemy unit fights.
Defensive stats
Compared to a normal Kahl, Uthar has 1 extra wound, and significantly the ability to change the damage characteristic of incoming attacks to 1. As with the ability to give himself 6s to hit or wound though, this only works for attacks allocated to himself. Which means he's guaranteed to survive at least 5 hits.
With only T5, a 3+ save and a 4++ invulnerable save though, he's still dying fairly fast to small arms fire. The ability is good, but I can't see it very useful. Unless and until he's finding himself in melee with enemy characters precisioning him.
This ability does mean he is harder to snipe down, which is actually useful for Votann because we want to deploy a Kahl-equivalent that can see the enemy in our first command phase. I've lost more than one Kahl to various snipers that way, trying to get tokens on the enemy. You can be abit less worried about putting Uthar in such an exposed position. And this may indeed be the best play for him.
But he's far from unkillable. The most common sniper in the game right now seems to be the Vindicare Assassin. The vindicare has 3 attacks at damage 3. Great, you might think, Uthar can't take more than a total of 3 wounds per turn from that!
Wrong. As per the Rules Commentary page 17, section on modifiers, "changing" is done before "adding". And the vindicare has an ability that adds to the damage characteristic on critical hits. So the vindicare can still one-round Uthar, though it's a lot harder than taking down a Kahl.
I'm not sure how many similar rules are out there, but don't feel completely safe using Uthar as a "forward spotter" to put tokens out in the first round.
It really is a shame. I'm hoping they errata his "change something to a 6" ability to effect the unit. Would make it funny to pair with the hearthkyn magna-rail or beamer. Still don't know if it's good at that point, but it would be funny!
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