Wendigo Beginner Painting Guide
Posted in Karmans on April 9th, 2009 by Vastatum – 1 CommentLe Dragon du Nord has a beginners painting guide for doing Wendigo repaints. I highly recommend checking it out.
Le Dragon du Nord has a beginners painting guide for doing Wendigo repaints. I highly recommend checking it out.
Flux is a fun Karman list to play. In AT43 there are only two lists that let AFVs control points. Red Blok Frontline and Karman Flux. These lists open up a some great tactical opportunities as you can now park a long range AFV on an RP point and get your reinforcements in earlier. This list will play exactly like that, Use your mobility to grab RP and VP points turn 1 and unleash some other nastiness at your opponent. read more »
The AT-43 Karman trike is a fast, fragile, heavily armed fighting machine. Their pilots are trained to fly into the thick of fighting without expecting to come back alive, knowing they will likely inflict massive casualties on their enemy. There are 4 types of trike all suited for different roles and knowing when to take the appropriate trike can mean the difference between victory and defeat. read more »
The Karmans have two types of ** infantry, Wendigos and Yetis. While both of these units both have access to medics (the only two units in the karman army to have them), they fill the opposite ends of the spectrum in terms of role. While the Wendigos are an extremely versatile unit and perform well in the majority of situations, yetis require more finesse to use effectively. read more »
The Kaptars and Anakongas are the type * infantry of the Karman forces. They each serve a distinct role in the army and have their advantages over the other. Without access to medics both units are very fragile and don’t respond well to taking casualties, but they have an awesome amount of fire that makes up for this fact. Kaptars and Anakongas are also the only Karman troop type with access to mechanics, this plays a crucial role in how they are deployed as that one repair can mean the difference between your King Buggy becoming immobilized for the game, or regaining its propulsion to wreak havoc for another turn. The following is a comparison between the two Karman Type *’s. read more »
The karman Type 3 infantry are extremely powerful heavy hitting units. Unlike their counterparts in other armies, each unit only has 2 models. They make up for this drawback by having an enormous amount of firepower and as much armour as a toad. Grounding is their worst enemy, as most weapons wont be able to damage them at all. Karman K-units now have the stability ability which makes them ungroundable, just like TacArms.

They are the jammer equipped variant of the K’s. With 4 shots per model they are able to put out a lot of jammer fire. Jammers don’t have the range that ZZ-guns do though so you’ll have to be a little closer to your target than normal. Coupled with Jindo-Un this unit can easily capture enemy afv’s with one salvo.
They are equipped with mortars making them the long range anti infantry choice. Again with 4 shots a piece they are easily able to create a max sized template that hits for 2 impacts, or able to engage at least 2 units of infantry when they fire strength 7 is also able to hurt all battle suits. This puts them a notch above the Wendigo Grenade launchers in terms of indirect effectiveness as they can actually dent red blok kolossus.
They are armed with ZZ-Guns what sets them apart from a kaptar unit’s heavy weapons is they get an additional shot each and also are able to use concentrate fire in order to re roll their failed damage tests. This damage re-roll is extremely valuable as it ups their damage potential by about 50%. Throw karmic warrior on these guys and the chance of not doing damage becomes virtually 0. They are also the cheapest K unit which opens up space in the other slots in your army.
They are highly specialized flamer equipped battle suits. They are very mission specific as they need to be within 25 cm in order to unleash their flames. They do not pack any more punch than the Anakonga or Yeti flamer teams but they also give you increased armour and the Super power grips for close combat action. This comes at a higher point cost than the Yeti or Anakonga teams but can pay off if used against units that have low strength weapons.
All of the K units have their uses though the K-warriors and K-Shooters are the most versatile. If you want to run a small wendigo unit, taking K-Warriors will give you some great additional grounding power. Similarly if you want to beef up your anti afv capabilities the K-Shooters are really the way to go. K-Fighters are great but you must be using Saint Anuman / Jindo Un with them. This goes for pretty much any Jammer unit in the Karman force. Don’t take jammers without him.
Thinking of playing Karmans? Got the models in the 800 point starter and want to expand to a full 2000? This guide should point you in the right direction and by the end you’ll have a nice 2000 point army list that is not only useful but only contains the essentials so you can start playing at 2000 points without spending a lot of extra money on models that might collect dust on your shelf.
One of the first questions most Karman players have is Anakongas or Kaptars, closely followed up by Yetis or Wendigos. For a starter list I would recommend going with Kaptars and Wendigos. Kaptars have higher strength and more range and therefore make a better all around unit. Wendigos have higher strength access to grenade launchers as well as maser strike. Yetis are very good but situational.
Karmans – Karmans (2000 AP)
Platoon 1
- 4 Kaptars (Mentor)
- 8 Wendigos (+ Venerable Cornelius, 2 Grenade Launcher)
- 2 K-Shooters (Mentor)
- 1 Easy Trike (Mentor) / (proxy jungle trike)
- King Buggy (Mentor)
I built this list to be compatable for zero proxies, I know some people don’t like to play with them. If you do allow proxies i would use a jungle trike and use the extra points on karmic warrior for the wendigos.
The King buggy is a great all around buggy. Its flamers are what set it apart and make it better than the Thunder buggy. in this list you’ve got K-shooters so having a Jungle buggy is a bit of overkill. For a comparison of all the buggy types see the battle of the buggies.
The King Mammoth is the Karman Type *** AFV and it packs quite a punch. With the surprisingly high armour of 16 (high for Karmans anyways) it can survive all sorts of fire. Couple this with some impressive weaponry and you’ve got the perfect death machine. It is armed with 4 light flamers which can be used to create a curtain of flames (more on this later) and a heavy ZZ-Cannon that has 4 strength 17 shots.
Curtain of Flames is an interesting ability. When it is activated it obscures visibility of the King Mammoth and any units that are behind it. This works only for the side of the mammoth that the flamers are mounted on so you must be careful how you position it.
The best way to defeat the curtain is to shoot the Mammoth on overwatch as the curtain is considered to be down while it moves.
This ability provides some much needed cover to Karman troops to advance and shields the king mamoth from fire until it can bring its heavy weapons to bear on a target. The King Mammoth is a great addition to any Karman list and provides both heavy firepower with a great special ability.
The Karmans have a wide array of Buggies available to them, knowing when to take the right tool for the job is paramount in being successful with the Karmans. Breaking down each buggy, it’s strengths and weaknesses, will help a Karman commander decide what the best buggy to take is.
Weighing in at 400 points this is the cheapest option available to the Karmans. Don’t let its lower point cost fool you though it is a very capable unit. Armed with twin ZZ Cannons and Twin Flamers this unit is used best when pushing towards the enemy. The nice thing is that this guy tends to attract fire away from your other units. No one wants those twin flamers to hit their troops.
Pros:
Cons:
The Jungle buggy is an AFVs worst nightmare. with 4 zz cannons putting out 8 shots, this is enough to ruin most anyone’s day. Those extra ZZ-cannons dont come cheap though, weighing in at 525 points its more than half the cost of a jungle trike over the king buggy. This guy does best sitting at the back of the field laying down a lot of accurate anti afv fire. It will become a very high priority early on as it will completely dominate firing lanes, making any afv or battle suit wary to poke its head out.
Pros:
Cons:
The Thunder Buggy is a blend of both king buggy and Jungle Buggy. With 2 ZZ cannons and 2 Drum Guns it can deal with infantry, battle suits and lightly armoured afv’s. Weighing in at 425, I find this buggy excels at dealing with UNA. The drum guns can wound toads on a 5+ tacarms on a 4+. if you are hoping to hurt anything with armour greater than 11, consider paying the points to take the Jungle Buggy or save yourself 25 points and take the flamers on the King buggy and get in close.
Pros:
Cons:
There you have it. All of the buggies are useful in different situations. Depending on what sort of army list you build you may want the overwhelming power of the Jungle Buggy, The Infantry Routing of the King buggy, or the hail of drum gun rounds from the Thunder Buggy. The most important thing is that you have a plan for how you are going to use your buggy to its maximum effectiveness. If you dont then the points are simply wasted.