Two heavily armored ork miniatures from Warhammer 40K stand ready for battle in a misty forest, each on a round base with grassy tufts.

Warmachine Kithguard Journeyman and Ramhead Spotlight

Kithguard armies already have trapdoors, trollkin grit, and swagger.

However, this preview gives them something more direct. The Journeyman and Ramhead bring focus support, armor, and a giant problem. For players who like sneaky plans with a backup hammer, this pair looks excellent. Thius is a summary of a Warmachine community post here.

Kithguard Get a Lesser Warcaster and Super Heavy Beatstick

The Journeyman solo and Ramhead super heavy are coming to pre-order next Tuesday. Together, they give Southern Kriels Kithguard a tougher option when tricks are not enough. Trollkin warcasters are a strange new phenomenon, and Kithguard respond exactly as scavengers should. They recycle those talents, build their own warjacks, and make something brutally practical. The Journeyman is not a full army-leading warcaster. However, they can generate focus, allocate it to the Ramhead, and cast spells that make it nastier.

Defensively, the Journeyman is surprisingly sturdy. Ten health boxes, ARM 17, Unyielding, and focus reduction make them hard to remove. Still, they must stay close because CTRL 8 limits how far the Ramhead can roam.

Close Control adds another wrinkle, since the Journeyman cannot use trapdoors while a functional Ramhead remains. You gain a monster warjack, but lose some classic Kithguard mobility.

Two weapon cards: Handcannon (green) with pistol icon and stats RAT 5, RNG 12, ROF 1, POW 12 (AOE -).","Two weapon cards: Mechanika Great Sword (brown) with sword icon and stats MAT 6, RNG 2, POW 13.","Inventory panel showing two weapons: Handcannon (green) and Mechanika Great Sword (brown) with respective stat lines and icons.","Handcannon and Mechanika Great Sword cards with unit icons and their numeric stats for cost/attack."

In combat, the Journeyman carries handcannons and a POW 13 melee weapon. With focus boosts or extra attacks, they can still punish enemies. The spell package is the real support engine. Open Fire gives the Ramhead a bonus shot, usually with its Khadoran Conquest-sourced Main Guns.

In-game spell list showing Open Fire and Redline cards with stats (AAT 4, COST 1, RNG Ctrl; AOE, POW, DUR blank or Up) and lore text descriptions for each spell.

Meanwhile, Redline is the big melee steroid. It grants speed, allows charging without spending focus, and adds plus two damage. That turns the Ramhead from dangerous to terrifying. The Ramhead itself is cobbled together from trollkin ingenuity and battlefield wreckage.

Close-up of a heavily armored green miniature with riveted plates, spikes, and chains from a tabletop game figure.

With 34 health boxes and ARM 20, it is a proper super heavy chassis. Speed 4 looks slow, but Redline usually pushes it to an effective speed 6. Bulldoze helps it shove smaller models aside while reaching better targets. Its Metal Storm guns come from a Cygnar Cyclone and chew through infantry.

In-game item list showing Electrified Blade with MAT 6, RNG 2, POW 19 and the Electro Leap description beneath.

However, the real selling point is melee. The Electrified Blade and Ice Axe reach POW 21 under Redline, with a 2-inch melee zone. Electro Leap helps clear crowds, while Ice Axe criticals freeze enemies for follow-up attacks. Craghorn loves it for a scenario anchor, and Gunnbjorn loves the guns and armor.

Summary and Final Thoughts

Overall, this release broadens Kithguard play. The army keeps its dirty tricks, but now it can add a huge armored fist. Better yet, the Journeyman makes that fist faster, meaner, and harder to waste.

author avatar
Sam
The resident Flames of War, Historical, and narrative gaming expert. I have been playing tabletop games for 20 years with armies for 40k, Warhammer Fantasy, Horus Heresy, Age of Sigmar, Flames of War, Legions Imperialis, Battlefleet Gothic, and even Titanicus. I love narrative campaigns above all and dabble in customs missions too.

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