Post by subversive on Mar 22, 2017 20:07:15 GMT
Ah, the Warpwolf Stalker. The favored Circle heavy of MK 2, it was our best warbeast with a faction-defining animus. However, with a new edition comes new changes, and the Stalker is no exception. Hopefully this tactia will help any new players learn about him.
Stats
SPD, DEF, ARM: 6/14/17. It's fast, difficult to hit, but easily damaged if able to be hit. A Knocked Down/Stationary Stalker is often a dead Stalker, and if the opponent can land a debuff on him it's not much better.
Fury, Threshold: 4/9. Good stats, and it won't always Frenzy when it has a spare Fury on him, but it's best not to keep any on him if possible.
STR, MAT: 10/6. The STR is a little low for a heavy, but the STR Warp (see below) helps with that. Standard MAT 6 means you'll hit average DEF on average, but anything above 13 becomes a bit unreliable.
Boxes: 27, divided evenly between the three branches. The lowest of any warpwolf. Do not let him be the sustained target of a beating, because there's a good chance any sustained attack will cripple him or kill him. I've seen Brutal Damage Gun Mages and Chargers cripple him, and 3 charging mini-feated Halberdiers under Issyria's feat kill him on good dice.
RAT, CMD: Pointless.
Point Cost: 19. Almost twice as much as its original 10 from MK 2, he's our most expensive non-character heavy.
Attacks:
Great Sword: P+S 16, RNG 2. Somewhat pillowfisted but becomes servicable when he warps STR. No special qualities.
Claw: P+S 14, RNG 1, Open Fist. Same description as the Great Sword. It's nice to have an Open Fist, but the other Warpwolves are better due to having two of them, and Ghettorix has a better base STR.
Abilities
Pathfinder: Now that we've lost the ability to hand it out with an animus due to the transition from MK 2 to 3, native Pathfinder is a great ability to have. He's the only Warpwolf to natively possess it, and in combination with his warps and animus makes him the most mobile.
Controlled Warping: Here's where we get to the good stuff.
Berserk: Turns him into an infantry thresher, forcing him to make an additional attack whenever he destroys any model. His decent POW means he'll be able to kill almost any single wound infantry in the game with one hit unless they're heavily buffed, and he can tear through unbuffed 5-wound medium base infantry as well. The "any" part is a key descriptor - it doesn't matter if he destroys a friendly or enemy model.
Strength: Gives him +2 to STR. Basic, but gives him the highest POW of our non-character warbeasts and two of our characters. Essential for taking on other heavies. As a note, it's the warp he'll default to if you don't specify and whenever he frenzies.
Prowl: Grants him Stealth whenever he has Concealment. Extremely important for his survival against dedicated shooting and spell-based debuffs. The requirement to be completely within terrain means it can be difficult to give him this, but I've often found it worthwhile to protect him against heavy shooting.
Regneration: Force to heal d3. Don't expect to heal back to full life, but it can be used to avoid order of activation issues with your warlock, as well as healing after attacking a target with Spiny Growth or losing an aspect to effects such as Covering Fire or taking a free strike.
Animus: Lightning Strike, a 1 cost SELF-spell that grants him Sprint. Although diminished from MK 2, it's still an excellent animus that allows him to hit and retreat. Unfortunately, due to his need for himself to cast it on, well, himself, it means he's unlikely to be able to charge in and kill an enemy heavy and Sprint back unless he has a free charge, is buffed, the enemy is wounded, or preferably all three.
So, in the end, we have a expensive, multi-purpose warbeast. It doesn't kill heavies or warcasters/warlocks as well as the Feral due to fewer attacks and lower MAT, but it's RNG 2 sword, high base POW, and suite of abilities allows him to fulfill multiple roles, with Prowl allowing him to survive enemy shooting.
The next post deals with synergies between Warlocks and other models.
Stats
SPD, DEF, ARM: 6/14/17. It's fast, difficult to hit, but easily damaged if able to be hit. A Knocked Down/Stationary Stalker is often a dead Stalker, and if the opponent can land a debuff on him it's not much better.
Fury, Threshold: 4/9. Good stats, and it won't always Frenzy when it has a spare Fury on him, but it's best not to keep any on him if possible.
STR, MAT: 10/6. The STR is a little low for a heavy, but the STR Warp (see below) helps with that. Standard MAT 6 means you'll hit average DEF on average, but anything above 13 becomes a bit unreliable.
Boxes: 27, divided evenly between the three branches. The lowest of any warpwolf. Do not let him be the sustained target of a beating, because there's a good chance any sustained attack will cripple him or kill him. I've seen Brutal Damage Gun Mages and Chargers cripple him, and 3 charging mini-feated Halberdiers under Issyria's feat kill him on good dice.
RAT, CMD: Pointless.
Point Cost: 19. Almost twice as much as its original 10 from MK 2, he's our most expensive non-character heavy.
Attacks:
Great Sword: P+S 16, RNG 2. Somewhat pillowfisted but becomes servicable when he warps STR. No special qualities.
Claw: P+S 14, RNG 1, Open Fist. Same description as the Great Sword. It's nice to have an Open Fist, but the other Warpwolves are better due to having two of them, and Ghettorix has a better base STR.
Abilities
Pathfinder: Now that we've lost the ability to hand it out with an animus due to the transition from MK 2 to 3, native Pathfinder is a great ability to have. He's the only Warpwolf to natively possess it, and in combination with his warps and animus makes him the most mobile.
Controlled Warping: Here's where we get to the good stuff.
Berserk: Turns him into an infantry thresher, forcing him to make an additional attack whenever he destroys any model. His decent POW means he'll be able to kill almost any single wound infantry in the game with one hit unless they're heavily buffed, and he can tear through unbuffed 5-wound medium base infantry as well. The "any" part is a key descriptor - it doesn't matter if he destroys a friendly or enemy model.
Strength: Gives him +2 to STR. Basic, but gives him the highest POW of our non-character warbeasts and two of our characters. Essential for taking on other heavies. As a note, it's the warp he'll default to if you don't specify and whenever he frenzies.
Prowl: Grants him Stealth whenever he has Concealment. Extremely important for his survival against dedicated shooting and spell-based debuffs. The requirement to be completely within terrain means it can be difficult to give him this, but I've often found it worthwhile to protect him against heavy shooting.
Regneration: Force to heal d3. Don't expect to heal back to full life, but it can be used to avoid order of activation issues with your warlock, as well as healing after attacking a target with Spiny Growth or losing an aspect to effects such as Covering Fire or taking a free strike.
Animus: Lightning Strike, a 1 cost SELF-spell that grants him Sprint. Although diminished from MK 2, it's still an excellent animus that allows him to hit and retreat. Unfortunately, due to his need for himself to cast it on, well, himself, it means he's unlikely to be able to charge in and kill an enemy heavy and Sprint back unless he has a free charge, is buffed, the enemy is wounded, or preferably all three.
So, in the end, we have a expensive, multi-purpose warbeast. It doesn't kill heavies or warcasters/warlocks as well as the Feral due to fewer attacks and lower MAT, but it's RNG 2 sword, high base POW, and suite of abilities allows him to fulfill multiple roles, with Prowl allowing him to survive enemy shooting.
The next post deals with synergies between Warlocks and other models.
Warlock Synergies
Baldur 1: Excellent synergy. Solid Ground prevents knockdown, a massive killer of warpwolves, Rapid Growth allows for Prowl on demand, Stone Skin is an good STR buff, and his feat protects him on the approach as well as helping prevent retaliation after he's Sprinted away. Even Stone Spikes works well, as critical knockdown helps his low MAT, as does Weight of Stone. Although Baldur is unlikely to benefit from Sprint, he can use it after Forest Walking. A+ synergy.
Baldur 2: Decent synergy. Roots of the Earth gives him Khador-quality ARM while giving him immunity to knockdown, places, and pushes, and Rock Wall helps against shooting and in melee. However, that's all he does for it - he doesn't have any way to augment his offensive capability. Good synergy.
Bradigus: Can't even take him. Sad.
Grayle: Not a lot of synergy. Grayle's feat grants Stealth and allows the Stalker to move 3" once after another model has killed an enemy, allowing you to increase his threat or move him further back after Sprint. Gallows is also a threat extender. Besides that, Grayle does nothing to increase the Stalker's offensive potential and doesn't need Sprint. Average synergy.
Kaya 1: Quite a bit of synergy. Kaya 1 grants a +2 bonus to hit to him, Spirit Fang can further debuff an opponents DEF, and Spirit Door can be used to pull him back if he failed to kill and Sprint away. Occultation can be put on him if he can't find a good place to Prowl. However, Kaya probably won't gain much from Sprint. Good synergy.
Kaya 2: Forced Evolution makes him hit harder and more difficult to hit, Muzzle can keep the opponents warbeast away, and Shadowpack means you'll rarely if ever need to warp Prowl. Dog Pile is also a direct threat extender that allows one to ignore LOS, and when combined with Hunter's Mark gives him a 15" threat. Her feat has good synergy with him as well; due to its wording, the Stalker can choose to make its Sprint move after it's teleported by her feat, letting you spread out and move to a better position. Great synergy.
Kaya 3: She rides a wolf and the stalker is a wolf. In all seriousness, Kaya 3 is amazing with the Stalker, and vice versa. Fog of War grants him easy stealth no matter what the terrain, appreciates free charges from Blood Spiller, and Synergy ramps his killing power so there's a good chance he can one-round a good amount of faction heavies with a free charge. Reposition 3 isn't always necessary with Sprint, but sometimes you might want to save that extra fury and don't need to pull back as far. His high base threat lets him move through models and dig deep without sacrificing POW like the Feral, and Pathfinder will let him go where he wants; he also appreciates the DEF buff, and can Sprint away without fear of free strikes as well. Kaya might not hit hard, but POW 15 at the end of the Synergy chain is nothing to sneeze at, and her high base SPD lets her take advantage of Sprint for excellent manuevering. Excellent synergy.
Kromac 1: Wild Aggression is an amazing offensive buff (boosted attacks and free charges/power attacks) and Invioable Resolve is a good ARM buff and prevents him from being moved by pushes and slams. Warpath is amazing; it's a threat extender and allows him to move back further when combined with Sprint. Additionally, it lets him move toward more enemies after using Berserk due to the wording; when combined with Wild Aggression and Berserk it turns him into an infantry destroying machine, capable of decimating improperly spaced units. Rift can prevent enemies from getting to him, albeit at a price. Kromac is able to use Lightning Strike while in beast mode, and his decent POW means you might actually want to. Excellent synergy
Kromac 2: Carnage helps his average MAT, Primal Spirit lets him cast Lightning Strike for free, and the feat increases both his survivability and POW. Kromac 2 wants to get involved in combat, and Sprint lets him dart in and out like another Stalker. Excellent synergy.
Krueger 1: Lightning Tendrils gives his Claw RNG 2 (yay?) and Electro Leaps, allowing him to kill low-ARM infantry that he can't reach. Gale Winds is a great DEF buff against ranged and spell attacks, while the feat can help protect him from low ARM/single wound infantry. Krueger might be able to benefit from Sprint due to his potentially high SPD and RNG 2 Sustained Attack staff, but he's no Kromac when it comes to melee. Average synergy.
Krueger 2: Telekinesis allows him to extend the threat of the Stalker, move him back after Sprinting, or turn an enemy around for back strikes. Gale Winds protects him from a great deal of shooting that Stealth might not (such as shooters with True Sight/Eyeless Sight). Rebuke is backbreaking against units hoping to go after him (especially cavalry), while his feat can save the Stalker and give him an additional turn of action after preventing retaliation. Krueger 2 might use Lightning Strike - a common tactic is to charge an enemy, kill it, Feat, Telekinesis back, and Sprint away, allowing him to affect more targets while remaining safe. Excellent synergy.
Mohsar: Do I have to?
*sigh*
Curse of Shadows is an ARM debuff and lets you move through the affected target(s) and prevents them from making free strikes. It can also let you move through a unit for Sprinting or charge through them. Mirage is a threat extender and lets you disengage when you remember it's up. Pillars can prevent retaliation if the enemy can't destroy them. If you're using Lightning Strike on Mohsar, something has gone horribly wrong. Average synergy.
Morvahna 1: Restoration is a decent ARM buff, but you're more likely to use it on something closer to Morvahna, such as Shifting Stones. Eruption of Life can create a forest out of an enemy model for Prowl. Her feat, in combination with Berserk, can theoretically let you create a forest wall out of infantry (but I might have the wording wrong). No offensive buffs. Morvahna 1 is unlikely to use Lightning Strike, but might benefit via Harvest from a Berserking Stalker. Poor synergy.
Morvahna 2: Carnivore is a good hit buff, although due to the wording won't allow a Berserk Stalker to generate attacks from RFP'd models. Fog of War is excellent and allows the Stalker to Prowl on the approach without worrying about terrain, and the re-rolls are a great way to avoid poor die rolls without boosting. Morvahna 2 is already mobile, and when combined with Lightning Strike and Ram allows her to move across the field; with Life Trader she can do significant damage. Good synergy.
Tanith: Roots of Shadow is an excellent debuff to use against high/average-DEF targets to guarantee the Stalker hits. Admonition allows for keep-away from melee threats, as well as guns that try to approach a Prowling Stalker, allowing you to move in to engage assuming they don't have RNG 2, or behind terrain. Affliction is another great DEF debuff, and Scything Touch is an excellent ARM debuff; theoretically, you can have it on the Stalker, have it kill a target, and Sprint toward another to apply the benefit to it. Rift can slow down the enemy. Tanith is unlikely to use Lightning Strike, and her feat doesn't allow him to cast it for free; additionally, there are better arc nodes. Good/great synergy.
Una 2: Very odd. Hand of Fate is a good hit/damage buff, Wind Wall can prevent him from being shot if he's close by, and Twister in conjunction with disposable infantry allows you to create a cloud wall. Appration is a threat extender and allows him to disengage when you remember it. Black Penny can allow you to clear off chaff infantry engaging the Stalker, and Thunderbolt can push heavier targets away. However, her abilities and feat won't affect him, and she's unlikely to use his animus. Average/good synergy.
Wurmwood: Curse of Shadows was detailed above in Mohsar. Hellmouth is a threat extender when used on the Stalker or the enemy model, Rapid Growth is Prowl on demand and blocks LOS, and his feat allows the Stalker to kill Toughed infantry that made their checks without wasting an attack, prevents retaliation, and triggers Prowl. Good/great synergy.
Warbeasts
Gorax/Feral Warpwolf: Primal is an excellent buff, and now that Lightning Strike can be triggered retroactively (i.e. killing a model before it's cast allows you to trigger Sprint), can be used after you kill a model with it.
Shadowhorn Satyr: The Shadowhorn, outside of its throwing shenanigans, can grant Beat Back to a Stalker, allowing it some amount of control and movement, allowing you to get to jucier targets such as warlocks/warcasters by attacking a hard target.
Wild Argus: Doppler Bark is an excellent animus against high-DEF models, and its combo strike can take chunks out of targets, allowing a Stalker to kill the wounded target.
Winter Argus: Stupid completionist.
*sigh*
If you can trigger Stationary on a target, you're golden. Still, don't take it.
Next post covers units, solos, and tactics.
Baldur 1: Excellent synergy. Solid Ground prevents knockdown, a massive killer of warpwolves, Rapid Growth allows for Prowl on demand, Stone Skin is an good STR buff, and his feat protects him on the approach as well as helping prevent retaliation after he's Sprinted away. Even Stone Spikes works well, as critical knockdown helps his low MAT, as does Weight of Stone. Although Baldur is unlikely to benefit from Sprint, he can use it after Forest Walking. A+ synergy.
Baldur 2: Decent synergy. Roots of the Earth gives him Khador-quality ARM while giving him immunity to knockdown, places, and pushes, and Rock Wall helps against shooting and in melee. However, that's all he does for it - he doesn't have any way to augment his offensive capability. Good synergy.
Bradigus: Can't even take him. Sad.
Grayle: Not a lot of synergy. Grayle's feat grants Stealth and allows the Stalker to move 3" once after another model has killed an enemy, allowing you to increase his threat or move him further back after Sprint. Gallows is also a threat extender. Besides that, Grayle does nothing to increase the Stalker's offensive potential and doesn't need Sprint. Average synergy.
Kaya 1: Quite a bit of synergy. Kaya 1 grants a +2 bonus to hit to him, Spirit Fang can further debuff an opponents DEF, and Spirit Door can be used to pull him back if he failed to kill and Sprint away. Occultation can be put on him if he can't find a good place to Prowl. However, Kaya probably won't gain much from Sprint. Good synergy.
Kaya 2: Forced Evolution makes him hit harder and more difficult to hit, Muzzle can keep the opponents warbeast away, and Shadowpack means you'll rarely if ever need to warp Prowl. Dog Pile is also a direct threat extender that allows one to ignore LOS, and when combined with Hunter's Mark gives him a 15" threat. Her feat has good synergy with him as well; due to its wording, the Stalker can choose to make its Sprint move after it's teleported by her feat, letting you spread out and move to a better position. Great synergy.
Kaya 3: She rides a wolf and the stalker is a wolf. In all seriousness, Kaya 3 is amazing with the Stalker, and vice versa. Fog of War grants him easy stealth no matter what the terrain, appreciates free charges from Blood Spiller, and Synergy ramps his killing power so there's a good chance he can one-round a good amount of faction heavies with a free charge. Reposition 3 isn't always necessary with Sprint, but sometimes you might want to save that extra fury and don't need to pull back as far. His high base threat lets him move through models and dig deep without sacrificing POW like the Feral, and Pathfinder will let him go where he wants; he also appreciates the DEF buff, and can Sprint away without fear of free strikes as well. Kaya might not hit hard, but POW 15 at the end of the Synergy chain is nothing to sneeze at, and her high base SPD lets her take advantage of Sprint for excellent manuevering. Excellent synergy.
Kromac 1: Wild Aggression is an amazing offensive buff (boosted attacks and free charges/power attacks) and Invioable Resolve is a good ARM buff and prevents him from being moved by pushes and slams. Warpath is amazing; it's a threat extender and allows him to move back further when combined with Sprint. Additionally, it lets him move toward more enemies after using Berserk due to the wording; when combined with Wild Aggression and Berserk it turns him into an infantry destroying machine, capable of decimating improperly spaced units. Rift can prevent enemies from getting to him, albeit at a price. Kromac is able to use Lightning Strike while in beast mode, and his decent POW means you might actually want to. Excellent synergy
Kromac 2: Carnage helps his average MAT, Primal Spirit lets him cast Lightning Strike for free, and the feat increases both his survivability and POW. Kromac 2 wants to get involved in combat, and Sprint lets him dart in and out like another Stalker. Excellent synergy.
Krueger 1: Lightning Tendrils gives his Claw RNG 2 (yay?) and Electro Leaps, allowing him to kill low-ARM infantry that he can't reach. Gale Winds is a great DEF buff against ranged and spell attacks, while the feat can help protect him from low ARM/single wound infantry. Krueger might be able to benefit from Sprint due to his potentially high SPD and RNG 2 Sustained Attack staff, but he's no Kromac when it comes to melee. Average synergy.
Krueger 2: Telekinesis allows him to extend the threat of the Stalker, move him back after Sprinting, or turn an enemy around for back strikes. Gale Winds protects him from a great deal of shooting that Stealth might not (such as shooters with True Sight/Eyeless Sight). Rebuke is backbreaking against units hoping to go after him (especially cavalry), while his feat can save the Stalker and give him an additional turn of action after preventing retaliation. Krueger 2 might use Lightning Strike - a common tactic is to charge an enemy, kill it, Feat, Telekinesis back, and Sprint away, allowing him to affect more targets while remaining safe. Excellent synergy.
Mohsar: Do I have to?
*sigh*
Curse of Shadows is an ARM debuff and lets you move through the affected target(s) and prevents them from making free strikes. It can also let you move through a unit for Sprinting or charge through them. Mirage is a threat extender and lets you disengage when you remember it's up. Pillars can prevent retaliation if the enemy can't destroy them. If you're using Lightning Strike on Mohsar, something has gone horribly wrong. Average synergy.
Morvahna 1: Restoration is a decent ARM buff, but you're more likely to use it on something closer to Morvahna, such as Shifting Stones. Eruption of Life can create a forest out of an enemy model for Prowl. Her feat, in combination with Berserk, can theoretically let you create a forest wall out of infantry (but I might have the wording wrong). No offensive buffs. Morvahna 1 is unlikely to use Lightning Strike, but might benefit via Harvest from a Berserking Stalker. Poor synergy.
Morvahna 2: Carnivore is a good hit buff, although due to the wording won't allow a Berserk Stalker to generate attacks from RFP'd models. Fog of War is excellent and allows the Stalker to Prowl on the approach without worrying about terrain, and the re-rolls are a great way to avoid poor die rolls without boosting. Morvahna 2 is already mobile, and when combined with Lightning Strike and Ram allows her to move across the field; with Life Trader she can do significant damage. Good synergy.
Tanith: Roots of Shadow is an excellent debuff to use against high/average-DEF targets to guarantee the Stalker hits. Admonition allows for keep-away from melee threats, as well as guns that try to approach a Prowling Stalker, allowing you to move in to engage assuming they don't have RNG 2, or behind terrain. Affliction is another great DEF debuff, and Scything Touch is an excellent ARM debuff; theoretically, you can have it on the Stalker, have it kill a target, and Sprint toward another to apply the benefit to it. Rift can slow down the enemy. Tanith is unlikely to use Lightning Strike, and her feat doesn't allow him to cast it for free; additionally, there are better arc nodes. Good/great synergy.
Una 2: Very odd. Hand of Fate is a good hit/damage buff, Wind Wall can prevent him from being shot if he's close by, and Twister in conjunction with disposable infantry allows you to create a cloud wall. Appration is a threat extender and allows him to disengage when you remember it. Black Penny can allow you to clear off chaff infantry engaging the Stalker, and Thunderbolt can push heavier targets away. However, her abilities and feat won't affect him, and she's unlikely to use his animus. Average/good synergy.
Wurmwood: Curse of Shadows was detailed above in Mohsar. Hellmouth is a threat extender when used on the Stalker or the enemy model, Rapid Growth is Prowl on demand and blocks LOS, and his feat allows the Stalker to kill Toughed infantry that made their checks without wasting an attack, prevents retaliation, and triggers Prowl. Good/great synergy.
Warbeasts
Gorax/Feral Warpwolf: Primal is an excellent buff, and now that Lightning Strike can be triggered retroactively (i.e. killing a model before it's cast allows you to trigger Sprint), can be used after you kill a model with it.
Shadowhorn Satyr: The Shadowhorn, outside of its throwing shenanigans, can grant Beat Back to a Stalker, allowing it some amount of control and movement, allowing you to get to jucier targets such as warlocks/warcasters by attacking a hard target.
Wild Argus: Doppler Bark is an excellent animus against high-DEF models, and its combo strike can take chunks out of targets, allowing a Stalker to kill the wounded target.
Winter Argus: Stupid completionist.
*sigh*
If you can trigger Stationary on a target, you're golden. Still, don't take it.
Next post covers units, solos, and tactics.
Solos/Units
Blackclad Wayfarer: Hunter's Mark allows for Fury management with a free charge and threat extension. Stone Spray can clear off intervening infantry. Don't leave home without one.
Lanyssa McElfname: Hunter's Mark for one fewer point than the Blackclad, although Lanyssa isn't a friendly faction model, being a Minion.
Shifting Stones: Fury management, healing, and teleportation. One trick for them allows for attacking with a Stalker, Sprinting into the triangle, and teleporting away with the Stones, taking hit and run to a whole other level. Great support unit in general, excellent with the Stalker.
Tharn Bloodweavers: They can potentially heal the Stalker if they kill living models while the Stalker is close by. That's synergy. I think.
Wrongeye & Snapjaw: Starcrossed makes hitting DEF 14 obnoxious although it's generally not good to rely on it against boosted attack rolls. Combined with other defensive buffs can give the Stalker far more longevity.
Hutchuck: Rust is a good ARM debuff, allowing a STR warped Stalker to do straight damage to ordinary Khador heavies. Quake is a Knockdown shot, which is good if you can manage it against high-DEF targets.
Swamp Gobbers: Clouds on demand for LOS blocking and Prowl. 'Nuff said.
Anyone willing to chime in and correct me, please respond. For those who made it here, thank you for reading and I hope it helped.
Blackclad Wayfarer: Hunter's Mark allows for Fury management with a free charge and threat extension. Stone Spray can clear off intervening infantry. Don't leave home without one.
Lanyssa McElfname: Hunter's Mark for one fewer point than the Blackclad, although Lanyssa isn't a friendly faction model, being a Minion.
Shifting Stones: Fury management, healing, and teleportation. One trick for them allows for attacking with a Stalker, Sprinting into the triangle, and teleporting away with the Stones, taking hit and run to a whole other level. Great support unit in general, excellent with the Stalker.
Tharn Bloodweavers: They can potentially heal the Stalker if they kill living models while the Stalker is close by. That's synergy. I think.
Wrongeye & Snapjaw: Starcrossed makes hitting DEF 14 obnoxious although it's generally not good to rely on it against boosted attack rolls. Combined with other defensive buffs can give the Stalker far more longevity.
Hutchuck: Rust is a good ARM debuff, allowing a STR warped Stalker to do straight damage to ordinary Khador heavies. Quake is a Knockdown shot, which is good if you can manage it against high-DEF targets.
Swamp Gobbers: Clouds on demand for LOS blocking and Prowl. 'Nuff said.
Anyone willing to chime in and correct me, please respond. For those who made it here, thank you for reading and I hope it helped.