https://warmachineuniversity.com/mw/api.php?action=feedcontributions&user=Abratzas&feedformat=atomLOS Warmachine University - User contributions [en]2024-03-29T09:08:45ZUser contributionsMediaWiki 1.27.4https://warmachineuniversity.com/mw/index.php?title=Limited_Edition_Sculpts&diff=109449Limited Edition Sculpts2022-07-27T13:17:25Z<p>Abratzas: </p>
<hr />
<div>{{Index Vaults}}<br />
{{Index Gallery}}<br />
This article is a list of exclusive sculpts and their original source.<br />
<br />
If you're updating this page, please double check it vs [[:Category: Limited Edition Sculpt]]<br />
__toc__<br />
<br />
=Mini-Crate=<br />
Minicrate is a subscription service where each month they release an alternate sculpt of an existing model. <br />
<br />
After the initial run of subscriptions, these models have their molds destroyed, meaning they will never be available again.<br />
<br />
All Minicrate models are fully tournament legal alternative sculpts for the model they are based apon.<br />
<br />
There are two different subscription options:<br />
* '''Collector''' - Subscription is billed monthly and can be canceled at any time. <br />
* '''VIP''' - Subscription is billed every six months, and your first six-month-segment will include one bonus mini (that normal Collectors don't get). You also get discounts/offers on future exclusives.<br />
<br />
===Collector Models===<br />
{| class="wikitable" <br />
!width=25%| Alternative Sculpt Name<br />
!width=25%| Standard Model Represented<br />
!width=25%| Comments<br />
!width=25%| Gallery<br />
|-<br />
|Swamp Siren<br />
|[[Swamp Horror]]<br />
|#1 October 2017<br />
|[[File:Swamp Horror alt.jpg|150px]]<br />
|-<br />
|Plaid Piper of Ord<br />
|[[Rhupert Carvolo, Piper of Ord]]<br />
|#2 November 2017<br />
|[[File:Plaid Piper.jpg|150px]]<br />
|-<br />
|Geist of Christmas Yet to Come<br />
|[[Feralgeist]]<br />
|#3 December 2017<br />
|[[File:Feralgeist alt.jpg|150px]]<br />
|-<br />
|Ashes to Ashlynn<br />
|[[Ashlynn D'Elyse]]<br />
|#4 January 2018<br />
|[[File:Ashlynn ashes.jpg|150px]]<br />
|-<br />
|Bloody Bradigan Pitt<br />
|[[Bloody Bradigan]]<br />
|#5 February 2018<br />
|[[File:BloodyBradiganPitt.jpeg|150px]]<br />
|-<br />
|Professor Victoria Pendrake<br />
|[[Victor Pendrake]]<br />
|#6 March 2018<br />
|[[File:Pendrake alt.jpg|150px]]<br />
|-<br />
|Totem Huntress<br />
|[[Totem Hunter]]<br />
|#7 April 2018<br />
|[[File:Totem Huntress.jpeg|150px]]<br />
|-<br />
|Alten Van Helsing<br />
|[[Alten Ashley]]<br />
|#8 May 2018<br />
|[[File:Alten Alt.jpg|150px]]<br />
|-<br />
|Runeball Wizard<br />
|[[Gun Mage Captain Adept]]<br />
|#9 June 2018<br />
|[[File:GMCA alt.jpg|150px]]<br />
|-<br />
|Farrow Brigand War Valkyrie<br />
|[[Farrow Brigands|Farrow Brigand Warlord]]<br />
|#10 July 2018<br />
|[[File:Farrow Brigand Warlord alt.jpg|150px]]<br />
|-<br />
|Gastone Crossbones<br />
|[[Gastone Crosse]]<br />
|#11 August 2018<br />
|[[File:Gastone1 minicrate.jpg|150px]]<br />
|-<br />
|Eiryss, Angel of Vengeance<br />
|[[Eiryss, Angel of Retribution]]<br />
|#12 September 2018<br />
|[[File:Eiryss MiniCrate.jpg|150px]]<br />
|-<br />
|Lady Rose Riding Hood<br />
|[[Lady Karianna Rose]]<br />
|#13 October 2018<br />
|[[File:Lady Karianna Rose Alt.jpg|150px]]<br />
|-<br />
|Lady of the Feast<br />
|[[Lord of the Feast]]<br />
|#14 November 2018<br />
|[[File:Feast Alt.jpg|150px]]<br />
|-<br />
|Butcher Klaus<br />
|[[Orsus Zoktavir, The Butcher of Khardov]]<br />
|#15 December 2018<br />
|[[File:Butcher1 Alt.jpg|150px]]<br />
|-<br />
|Ice Queen Lanyssa<br />
|[[Lanyssa Ryssyl, Nyss Sorceress]]<br />
|#16 January 2019<br />
|[[File:Lanyssa Alt.jpg|150px]]<br />
|-<br />
|Raggedy Mandy<br />
|[[Ragman]]<br />
|#17 February 2019<br />
|[[File:Ragman Alt.jpg|150px]]<br />
|-<br />
|Harelquin Versh<br />
|[[Harlan Versh, Illuminated One]]<br />
|#18 March 2019<br />
|[[File:Harlan Alt.jpg|150px]]<br />
|-<br />
|Seeker of Silence<br />
|[[Sylys Wyshnalyrr, The Seeker]]<br />
|#19 April 2019<br />
|[[File:Sylys Alt.jpg|150px]]<br />
|-<br />
|Ancestral Guardian Angel<br />
|[[Ancestral Guardian]]<br />
|#20 May 2019<br />
|[[File:AG Alt.png|150px]]<br />
|-<br />
|Asphyxious, The Undamned<br />
|[[Iron Lich Asphyxious]]<br />
|#21 June 2019<br />
|[[File:Asphyxious1 Alt.jpg|150px]]<br />
|-<br />
|Greylord Taskmaster<br />
|[[Doom Reaver Swordsmen|Greylord Escort (CA)]]<br />
|#22 July 2019<br />
|[[File:Greylord Escort Alt.jpg|150px]]<br />
|-<br />
|Midwinter Night's Dream<br />
|[[Orin Midwinter, Rogue Inquisitor]]<br />
|#23 August 2019<br />
|[[File:Orin1-alt.jpg|150px]]<br />
|-<br />
|Shield Sister<br />
|[[Paladin of the Order of the Wall]]<br />
|#24 September 2019<br />
|[[File:Paladin Alt.png|150px]]<br />
|-<br />
|Brew Bearer<br />
|[[Trollkin Runebearer]]<br />
|#25 October 2019<br />
|[[File:Runebearer Alt.jpg|150px]]<br />
|-<br />
|LIL'Fenris<br />
|[[Neigh Slayers|Neigh Slayer]]<br />
|#26 November 2019<br />
|[[File:LilFenris.jpg|150px]]<br />
|-<br />
|Non-Metallic Numen<br />
|[[Aurora, Numen of Aerogenesis]]<br />
|#27 December 2019<br />
|[[File:NonMetallicNumen.jpg|150px]]<br />
|-<br />
|Disco Infernal<br />
|[[Cultist_Band|Dark Sentinel]]<br />
|#28 January 2020<br />
|[[File:MiniCrate_DiscoInfernal.jpg|150px]]<br />
|-<br />
|Grim Stalker<br />
|[[Stalker]]<br />
|#29 February 2020<br />
|[[File:MiniCrate_GrimStalker.jpg|150px]]<br />
|-<br />
|Medusonia<br />
|[[Absylonia, Terror of Everblight]]<br />
|#30 March 2020<br />
|[[File:MiniCrate_Medusonia.jpg|150px]]<br />
|-<br />
|Gremlin Beach Party<br />
|[[Gremlin Swarm]]<br />
|#31 April 2020<br />
|[[File:0-3.jpg|150px]]<br />
|-<br />
|Kara, the Sloan Ranger<br />
|[[Captain Kara Sloan]]<br />
|#32 May 2020<br />
|[[File:Karasloanranger.jpg|150px]]<br />
|-<br />
|Admiral Carver<br />
|[[Lord Carver, BMMD, Esq. III]]<br />
|#33 June 2020<br />
|[[File:AdmiralCarver.jpg|150px]]<br />
|-<br />
|Issyria, Sibyl of Dusk<br />
|[[Issyria, Sibyl of Dawn]]<br />
|#34 July 2020<br />
|[[File:MiniCrate_Issyria.jpg|150px]]<br />
|-<br />
|Asheth Magnus, Warlord of Darkness<br />
|[[Magnus the Warlord]]<br />
|#35 August 2020<br />
|[[File:MiniCrate_AshethMagnus.jpg|150px]]<br />
|-<br />
|GOR10<br />
|[[Gorten Grundback]]<br />
|#36 September 2020<br />
|[[File:MiniCrate_GOR10.jpeg|150px]]<br />
|-<br />
|Widget Wonka<br />
|[[Widget, Tinker Extraordinaire]]<br />
|#37 October 2020<br />
|[[File:MiniCrate_WidgetWonka.jpeg|150px]]<br />
|-<br />
|Lady Wraith<br />
|[[Pistol Wraith]]<br />
|#38 November 2020<br />
|[[File:MiniCrate_LadyWraith.jpg|150px]]<br />
|-<br />
|Winter Watch<br />
|[[Pyg Lookouts]]<br />
|#39 December 2020<br />
|[[File:MiniCrate_WinterWatch.jpg|150px]]<br />
|-<br />
|Flugwug the Hero We Deserve<br />
|[[Flugwug the Filcher]]<br />
|#40 January 2021<br />
|[[File:MiniCrate_FlugwugHero.jpg|150px]]<br />
|-<br />
|Gorghadra Plushie<br />
|[[The Dreamer|Dreamer Phantasm]]<br />
|#41 February 2021<br />
|[[File:Gorghadra_Plushie.jpeg|150px]]<br />
|-<br />
|Drake "Kiltlifter" Macbain<br />
|[[Drake Macbain]]<br />
|#42 March 2021<br />
|[[File:MiniCrate_DrakeMcBain.jpg|150px]]<br />
|-<br />
|Death Metal Fell Caller<br />
|[[Fell Caller Hero]]<br />
|#43 April 2021<br />
|[[File:MiniCrate8_1_MetalFellCaller.jpg|150px]]<br />
|-<br />
|Little Blighted Peep<br />
|[[Blighted Nyss Shepherd]]<br />
|#44 May 2021<br />
|[[File:MiniCrate8_2_LittleBlightedPeep.jpg|150px]]<br />
|-<br />
|Allegiant Prize Fighter<br />
|[[Allegiant of the Order of the Fist]]<br />
|#45 June 2021<br />
|[[File:MiniCrate8_3_AllegiantPrizeFighter.jpg|150px]]<br />
|-<br />
|Hermit the Frog<br />
|[[Hermit of Henge Hold]]<br />
|#46 July 2021<br />
|[[File:MiniCrate8_4_HermitTheFrog.jpg|150px]]<br />
|-<br />
|Swamp Gobber River Rafter<br />
|[[Swamp Gobber River Raider]]<br />
|#47 August 2021<br />
|[[File:MiniCrate8_5_SwampGobberRafter.jpg|150px]]<br />
|-<br />
|Maternal Guardian<br />
|[[Umbral Guardian]]<br />
|#48 September 2021<br />
|[[File:MiniCrate8_6_Maternal-Guardian.jpg|150px]]<br />
|-<br />
|Robo Caine<br />
|[[Captain Allister Caine]]<br />
|#49 October 2021<br />
|[[File:MiniCrate9_1_RoboCaine-1.jpg|150px]]<br />
|-<br />
|Gourd Horde<br />
|[[Boneswarm]]<br />
|#50 November 2021<br />
|[[File:Wm-h_gourd-horde.jpg|150px]]<br />
|-<br />
|Gunslinger Garryth<br />
|[[Garryth, The Blade of Retribution]]<br />
|#51 December 2021<br />
|[[File:MiniCrate9_3_GunslingerGarryth.jpg|150px]]<br />
|-<br />
|Kayazy Godfather<br />
|[[Kayazy_Assassins|Kayazy Assassin Underboss]]<br />
|#52 January 2022<br />
|[[File:MiniCrate9_4_KayazyGodfather.jpg|150px]]<br />
|-<br />
|Champion of Patience<br />
|[[Virtue Champion]]<br />
|#53 February 2022<br />
|[[File:MiniCrate9_5_ChampionPatience-1.jpg|150px]]<br />
|-<br />
|Thor Meinhammer<br />
|[[Thor Steinhammer]]<br />
|#54 March 2022<br />
|[[File:MINICRATEThorMein.jpg|150px]]<br />
|-<br />
|Demon Rattler<br />
|[[Rattler]]<br />
|#55 April 2022<br />
|[[File:MINICRATERATTLER.jpg|150px]]<br />
|-<br />
|Dhunian Tree Spirit<br />
|[[Dhunian Archon]]<br />
|#56 May 2022<br />
|[[File:DhunianMiniCrate.jpg|150px]]<br />
|-<br />
|Negation Daemon<br />
|[[Negation Angels]]<br />
|#57 June 2022<br />
|[[File:MinicrateNegationDemon.jpg|150px]]<br />
|-<br />
|Knight Hunter<br />
|[[Exemplar Warder Elias Gade]]<br />
|#58 July 2022<br />
|[[File:KnightHunterMinicrate.jpg|150px]]<br />
|-<br />
|Wraith in the Machine<br />
|[[Machine Wraith]]<br />
|#59 Auguest 2022<br />
|[[File:WraithMiniCrate2022.jpg|150px]]<br />
|}<br />
<br />
===VIP Models===<br />
{| class="wikitable" <br />
!width=25%| Alternative Sculpt Name<br />
!width=25%| Standard Model Represented<br />
!width=25%| Comments<br />
!width=25%| Gallery<br />
|-<br />
|Di Wulfe in Sheep's Clothing<br />
|[[Gorman Di Wulfe, Rogue Alchemist]]<br />
|VIP #1 October 2017 - March 2018<br />
|[[File:Wulfe Sheep.jpg|150px]]<br />
|-<br />
|Mrs. Walls<br />
|[[Sea Dog Pirates|Mr. Walls, Quartermaster (CA)]]<br />
|VIP #2 April 2018 - September 2018<br />
|[[File:Mrs Walls.jpg|150px]]<br />
|-<br />
|Alexia, Handmaiden of Death<br />
|[[Alexia Ciannor & The Risen]]<br />
|VIP #3 October 2018 - March 2019<br />
|[[File:Alexia1 Alt.jpg|150px]]<br />
|-<br />
|Bride of Arkadius<br />
|[[Dr. Arkadius]]<br />
|VIP #4 April 2019 - September 2019<br />
|[[File:Arkadius Alt.jpg|150px]]<br />
|-<br />
|Trance Dancer<br />
|[[Trancer]]<br />
|VIP #5 October 2019 - March 2020<br />
|[[File:Trancer Alt.jpg|150px]]<br />
|-<br />
|00 di Bray<br />
|[[Anastasia di Bray]]<br />
|VIP #6 April 2020 - September 2020<br />
|[[File:0-4.jpg|150px]]<br />
|-<br />
|Fiona from the Black Lagoon<br />
|[[Fiona the Black]]<br />
|VIP #7 October 2020 - March 2021<br />
|[[File:MiniCrate_FionaBlackLagoon.jpg|150px]]<br />
|-<br />
|Morrowan Battle Priestess<br />
|[[Morrowan Battle Priest]]<br />
|VIP #8 April 2021 - September 2021<br />
|[[File:MiniCrate8_VIP_MorrowanPriestess.jpg|150px]]<br />
|-<br />
|Bog Trog Smoke Speaker<br />
|[[Bog Trog Mist Speaker]]<br />
|VIP #9 October 2021 - March 2022<br />
|[[File:MiniCrate9_VIP_SmokeSpeaker.jpg|150px]]<br />
|-<br />
|Tomb Raiding Taryn<br />
|[[Taryn di la Rovissi]]<br />
|VIP #9 April 2022 - September 2022<br />
|[[File:MinicrateTRTARYN.jpg|150px]]<br />
|}<br />
<br />
=Convention Exclusives and Misc Exclusives=<br />
Privateer will occasionally make exclusive sculpts to celebrate an event. Most are for an annual convention (Gen Con, Lock n Load, etc), but some are for more specific events.<br />
<br />
While the convention is underway these models are normally put on the PP online store, for people that can't attend. Not only that, but previous convention exclusives will often also be re-listed on the online store at this time too.<br />
<br />
{| class="wikitable" <br />
!width=25%| Alternative Sculpt Name<br />
!width=25%| Standard Model Represented<br />
!width=25%| Source<br />
!width=25%| Gallery<br />
|-<br />
|Beefeater Hollowman<br />
|[[Hollowmen]]<br />
|Smogcon <br />
|[[File:Hollowman alt.jpg|150px]]<br />
|-<br />
|Black Ogrun Buccaneer<br />
|[[Ogrun Bokur]]<br />
|Pressgang dissolution gift<br />
|[[File:Ogrun Bokur alt.jpg|150px]]<br />
|-<br />
|Blighted Bather<br />
|[[Spawning Vessel]]<br />
|Gen Con<br />
|[[File:Blighted Bather.jpg|150px]]<br />
|-<br />
|Blindwater Brew Witch Doctor<br />
|[[Gatorman Witch Doctor]]<br />
|Gen Con<br />
|[[File:Gator Brew Witch.jpg|150px]]<br />
|-<br />
|Bloody Buccaneer Skarre<br />
|[[Pirate Queen Skarre]]<br />
|Gen Con<br />
|[[File:Bloody Buccaneer Skarre.jpg|150px]]<br />
|-<br />
|Bombardier Bombshell<br />
|[[Man-o-War Bombardiers]]<br />
|<br />
||[[File:Bombardier Bombshell.jpg|150px]]<br />
|-<br />
|Brute Thrall Femme Fatale<br />
|[[Mechanithralls|Brute Thrall]]<br />
|<br />
|[[File:BruteThrallFemme.jpg|150px]]<br />
|-<br />
|Colbie Sterling<br />
|[[Colbie Sterling, Captain of the BRI]]<br />
|Lock & Load 2016 Hotel Block<br />
|[[File:Colbie alt.png|150px]]<br />
|-<br />
|Druid Gone Wilder<br />
|[[Druid Wilder]]<br />
|Gen Con<br />
|[[File:Druid Gone Wilder.jpg|150px]]<br />
|-<br />
|Eilish Garrity<br />
|[[Eilish Garrity, the Occultist]]<br />
|Packaged with No Quarter Prime #1<br />
|[[File:Noquartereilishgarrity.png|150px]]<br />
|-<br />
|Female Doom Reavers<br />
|[[Doom Reaver Swordsmen]]<br />
|Lock & Load 2019<br />
|[[File:Doom Rraver Alt.jpg|150px]]<br />
|-<br />
|Gobber Drudge<br />
|[[Cephalyx Mind Slaver & Drudges]]<br />
|Lock & Load<br />
|[[File:Gobber_Drudge.jpg|150px]]<br />
|-<br />
|Gorman Di Sea Wulfe<br />
|[[Gorman Di Wulfe, Rogue Alchemist]]<br />
|Pressgang thank you gift<br />
|[[File:Gorman Sea Wulfe.jpg|150px]]<br />
|-<br />
|Morrowan Beer Priest<br />
|[[Morrowan Battle Priest]]<br />
|WTC 2019<br />
|[[File:Morrowan Battle Priest alt.jpg|150px]]<br />
|-<br />
|No Quarter Eiryss<br />
|[[Eiryss, Mage Hunter of Ios]]<br />
|Mail away with Proof of Purchase <br />
from No Quarter #13, #14, & #15<br />
|[[File:Noquartereryiss.jpg|150px]]<br />
|-<br />
|Pyg Barrel Rider<br />
|[[Northkin Raiders]]<br />
|Warmachine Weekend<br />
|[[File:NK Raider alt.jpg|150px]]<br />
|-<br />
|Rinny, Gobber Speculator<br />
|[[Reinholdt, Gobber Speculator]]<br />
|GenCon<br />
|[[File:Reinholdt Alt.jpg|150px]]<br />
|-<br />
|Rocketgirl Rider<br />
|[[Rocketman Ace]]<br />
|Lock & Load 2018<br />
|[[File:Rocketgirlrider.jpg|150px]]<br />
|-<br />
|Rolling Bones Goreshade<br />
|[[Goreshade the Bastard & Deathwalker]]<br />
|<br />
|[[File:RollingBonesGorshade.jpg|150px]]<br />
|-<br />
|Steelsoul Keg Protector<br />
|[[Steelsoul Protector]]<br />
|Gen Con<br />
|[[File:Steelsoul Keg Protector.jpg|150px]]<br />
|-<br />
|Stryker Archon<br />
|[[Morrowan Archon]]<br />
|Lock and Load 2020<br />
|[[File:Stryker_Archon.jpg|150px]]<br />
|-<br />
|Thagrosh, Painter of Everblight<br />
|[[Thagrosh, Prophet of Everblight]]<br />
|<br />
|[[File:Thagrosh, Painter of Everblight.jpg|150px]]<br />
|-<br />
|Trollkin Kilt Lifter<br />
|[[Trollkin Fennblades]]<br />
|<br />
|[[File:Trollkin Kilt Lifter.jpg|150px]]<br />
|-<br />
|Voltaic Vixen<br />
|[[Squire]]<br />
|Gen Con<br />
|[[File:VoltaicVixen.jpg|151px]]<br />
|-<br />
|Zaal, The Ancestral Eye<br />
|[[Zaal, the Ancestral Advocate]]<br />
|Lock & Load 2019<br />
|[[File:Zaal1 Alt.jpg|150px]]<br />
|-<br />
|}<br />
<br />
=Riot Quest Throwdown Exclusives=<br />
The blinged-out model is a representation of the player’s success at getting paid and wreckin’ face: a version of an existing Riot Quest Hero that cannot be purchased separately, only won at events, that shows that Hero laden with tons of loot and gold.<br />
<br />
{| class="wikitable" <br />
!width=25%| Model Name<br />
!width=25%| Non-limited Sculpt<br />
!width=25%| Gallery<br />
|-<br />
|Blinged Gubbin<br />
|[[Gubbin]]<br />
|[[File:OPGubbin.png|150px]]<br />
|-<br />
|Blinged Bamfist<br />
|[[Balthazar Bamfist]]<br />
|[[File:Blinged_Bamfist.jpg|150px]]<br />
|}<br />
<br />
=Kickstarter Exclusives=<br />
In 2013, PP crowdfunded the release of their first video game, Warmachine: Tactics. <br />
<br/>One of the pledge bonuses was limited edition alternative sculpts of the brand new character journeyman warcasters, each came with a limited edition Faction Coin. <br />
<br/>The regular sculpts for each of these character's Journeymen followed shortly after and are available thru normal means.<br />
<br />
{| class="wikitable" <br />
!width=25%| Model Name<br />
!width=25%| Non-limited Sculpt<br />
!width=25%| Kickstarter exclusive Sculpt<br />
|-<br />
|[[Aiakos, Scourge of the Meredius]]<br />
|[[File:Aiakos1.jpg|150px]]<br />
|[[File:Aiakos1-ks.jpg|150px]]<br />
|-<br />
|[[Elara, Tyro of the Third Chamber]]<br />
|[[File:Elara1.jpg|150px]]<br />
|[[File:Elara1-ks.jpg|150px]]<br />
|-<br />
|[[Gastone Crosse]]<br />
|[[File:Crosse1.jpg|150px]]<br />
|[[File:Gastone1 limited.jpg|150px]]<br />
|-<br />
|[[Lieutenant Allison Jakes]]<br />
|[[File:Jakes1.jpg|150px]]<br />
|[[File:Jakes1-ks.jpg|150px]]<br />
|-<br />
|[[Kovnik Andrei Malakov]]<br />
|[[File:Kovnikandreimalakov.jpg|150px]]<br />
|[[File:Malakov1-ks.jpg|150px]]<br />
|-<br />
|[[Commander Dalin Sturgis]]<br />
|[[File:Sturgis1.jpg|150px]]<br />
|rowspan=2|[[File:Sturgis-ks.jpg|150px]]<br />
|-<br />
|[[Sturgis the Corrupted]]<br />
|[[File:34107 SturgisTheCorrupted WEB.jpg|150px]]<br />
|-<br />
|[[Initiate Tristan Durant]]<br />
|[[File:InitiateTristanDurant.jpg|150px]]<br />
|[[File:Durant1-ks.jpg|150px]]<br />
|}<br />
<br />
{{Index Gallery}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Ripjaw&diff=109310Ripjaw2022-07-21T14:20:27Z<p>Abratzas: /* Combos & Synergies */</p>
<hr />
<div>{{Cryxbox|{{Cryx}} {{Light Warjack}} }} [[Category: Model]]<br />
<br />
''The Ripjaw’s pincer-like jaws are used to hold its victims in place while its bone saw cuts them into mangled and unidentifiable bits. Necrotechs take particular delight in using the Ripjaw, as the ’jack efficiently dismembers its victims into component pieces. Regardless of these lethal armaments, the Ripjaw remains quick and agile like its brethren and serves its master by maneuvering its arc node to wherever required to disrupt the plans of the enemies of Cryx.''<br />
<br />
{{TOC-rightbox|{{Infobox|When you go to physically buy {{PAGENAME}}s, you get a box with 2 models. Despite this, they are added to your army one model at a time.<br />
}}<br />
}}<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = Ripjaw.jpg<br />
| base = Medium<br />
| spd = 7<br />
| str = 7<br />
| mat = 5<br />
| rat irrelevant<br />
| def = 14<br />
| arm = 14<br />
| hp = 20<br />
| cost = 6<br />
| fa = U<br />
}}<br />
<br />
{{Warjack}}<br />
<br />
=== Abilities===<br />
* {{Arc Node}}<br />
* {{Construct}}<br />
<br />
===Weapons === <br />
{| class="wikitable"<br />
{{Melee-loc|Bone Saw|0.5|3|10|loc=Head|<br />
* {{Powerful Attack|focus}}<br />
* {{Critical Armor Piercing}} }}<br />
|}<br />
<br />
===Theme Forces===<br />
* '''''Cryx<br />
** {{Black Industries}}<br />
** {{Dark Host}}<br />
** {{The Ghost Fleet}}<br />
** {{Scourge of the Broken Coast}}. {{PAGENAME}} gains [[Gang Fighter]] in this theme.<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Mortenebra]] is leading the army. It gains [[Accumulator]] [Soulless] in this theme.<br />
** '''[[Mercenary]]''' and '''[[Convergence]]''' players can use it by either:<br />
*** putting it under the control of [[Asphyxious4]] in various themes,<br />
*** putting it under the control of [[Mortenebra]] in [[Strange Bedfellows]].<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -1 points<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
==={{PAGENAME}} in a nutshell=== <br />
<u>{{PAGENAME}} as an arc node</u><br />
<br />
The Arc Node is one of the most useful abilities a model can have, and with Cryx you can field them very cheaply. An arc node allows your warcaster to cast spells using the arc node as the point of origin. The obvious benefit is casting spells on the frontline while staying safely in the backline. You can also use it to launch surprise attacks from unexpected angles, by running an arc node right across the board into a good position before activating your warcaster. For this reason it pays to keep at least one arc node on the outskirts of the conflict, waiting for an opportunity.<br />
<br />
<u>{{PAGENAME}} as a combat jack</u><br />
<br />
With Powerful Attack it's quite an efficient melee combatant with a good chance of rolling a crit for large damage spikes. And it's only 1 point more than the Deathripper, the absolute cheapest arc node.<br />
<br />
Cryx's arc nodes are not renown for being a threat in combat, often used solely as arc nodes. Use this misconception to surprise your opponents.<br />
<br />
===Combos & Synergies===<br />
* If you want to use it in melee, try Empowering it with a [[Warwitch Siren]] first. With 2 focus it has a better chance of killing whatever it attacks and thus getting itself un-engaged and free to arc spells again.<br />
* [[Skarre1]] can cast Dark Guidance for an extra attack die, giving it a fantastic chance of rolling a critical.<br />
* [[Venethrax]] he loves an arc node for mortality and terminal velocity helps land the crit. Counter charge is also a lot better on the ripjaw, due to its enhanced combat profile.<br />
* Likewise, casters or models that grant rerolls can help reach a critical roll. The [[Withershadow Combine]] or [[Eilish]] brinmg Puppet master for this. [[Scaverous]] has Knowledge of the Damned.<br />
* [[Asphyxious4]] - In a match up where you want to place his clouds in a more forward position, or want to sling around some Hellfires, an Arc Node isn't terrible on Gaspy. Dark Shroud makes it's bites leave more of a mark, especially on a crit.<br />
<br />
===Drawbacks & Downsides===<br />
* Its damage grid has just enough boxes to allow the bonejack to take a good hit and keep going, but a second one will likely leave it crippled if not totally destroyed. This sets the tone for Cryx bonejacks being fast and hard to hit, but easily damaged if they are struck.<br />
* You have to have a plan that involves getting into melee or there isn't much reason to pick the cheaper [[Deathripper]]<br />
<br />
===Tricks & Tips=== <br />
* [[Slam]] a target to cause damage and leave it knocked down. This has the added benefit of leaving the {{PAGENAME}} out of combat afterwards so its arc node may still be used.<br />
<br />
=Other=<br />
===Trivia=== <br />
* Released in [[FoWCryx|Forces of Warmachine: Cryx]] (June 2010)<br />
* Nickname(s): Bonechicken, Deathchicken, Chicken (these names can refer to any of the Cryx arc nodes)<br />
<br />
===Other Cryx models===<br />
{{Index Cryx}} <br />
<br />
===Rules Clarifications=== <br />
{{RC Warjack}}<br />
{{RC Construct}}<br />
{{RC Arc Node}}<br />
{{RC Powerful Attack}}<br />
{{RC Armor Piercing}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Iron_Lich_Overseer&diff=109308Iron Lich Overseer2022-07-19T14:02:49Z<p>Abratzas: /* Combos & Synergies */</p>
<hr />
<div>{{Cryxbox<br />
|n={{Iron Lich}} Overseer<br />
|{{Cryx}} {{Solo}} - ('Jack Marshal)}} [[Category: Model]]<br />
<br />
''The first overseers were created in the aftermath of the annihilation of Drer Drakkerung, when the Orgoth war witches unleashed unparalleled destruction upon the Cryxian army. The lich lords left no tool to decay, no matter how badly damaged. This included powerful necromancers who had suffered massive physical and mental trauma but were not entirely destroyed. Because of their unique skills and arcane talents a method was found to preserve them. The restructured liches are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation, and in time these competing personalities merge into a single mind - undeniably insane, but with heightened awareness as well as amplified cognitive and arcane powers.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = IronLichOverseer.jpg<br />
| base = Medium<br />
| spd = 6<br />
| str = 7<br />
| mat = 6<br />
| rat irrelevant <br />
| ma = 7<br />
| def = 14<br />
| arm = 16<br />
| cmd = 9<br />
| hp = 8<br />
| cost = 3<br />
| fa = 2<br />
}}<br />
<br />
===Abilities===<br />
* {{Jack Marshal}}<br />
* {{Undead}}<br />
* {{Circular Vision}}<br />
* {{Drive Dark Shroud}} <br />
* {{Magic Ability|7}}<br />
* {{Soul Harvest}}<br />
** {{Soul-Powered}}<br />
** {{Strength of Death}}<br />
<br />
===Weapons===<br />
{|class="wikitable"<br />
{{Melee|Fell Staff|2|5|12|<br />
* {{Magical Damage}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Cloak of Darkness}}<br />
{{Dark Fire Attack}}<br />
}}<br />
<br />
===Theme Forces===<br />
* '''''Cryx<br />
** {{Black Industries}}<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Mortenebra]] is leading the army.<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -2 points<br />
* Swapped [[Soul Cage]] for Soul Harvest<br />
* Soul Harvest is the same, except it also lets the ILO gather souls from models that its warjack kills, if that warjack is in its command range<br />
<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
{{Recent Change}}<br />
==={{PAGENAME}} in a nutshell=== <br />
The Iron Lich Overseer is a jack marshal that provides Dark Shroud for whichever jack he's currently marshaling for some serious hitting power.<br />
<br />
If that is all you want from him that is fine but he is so cheap to take even without a Warjack that you can't overlook his durable frame or his combat potential, especially when loaded up on souls. However he does like a Warjack and to act as a damage amp for other models if points allow.<br />
<br />
===Combos & Synergies===<br />
'''Jacks to Marshal'''<br />
* [[Seether]] - it's unusual to recommend marshaling a heavy, but the Seether gets to charge for free which means you can always use the Crush jack marshal ability. That's effectively three P+S=21 attacks and one P+S=18, all at MAT 8. Even more if it [[Berserk|Berserks]]. The down side to this is the fact that all of the downsides of Uncontrollable Rage still apply when jack marshalling and the IOL has absolutely no way to mitigate those. Also the Setther hardly has a problem hitting things hard, so the Dark Shroud and Crush! stacking are pretty much overkill.<br />
* [[Slayer]] - the pocket heavy with Crush has three attacks at P+S 20 and one at P+S 16. Not bad for the cost.<br />
* [[Inflictor]] - It can do what a slayer does while protecting it's marshal and giving a bigger dark shroud bubble.<br />
* [[Shrike]] - it's cheap, high DEF, and its trample really can get places to set up the Dark Shroud. Alas it can't exploit Dark Shroud while Trampling. Cloak Of Darkness can help it reach the objective without being shot. <br />
* [[Harrower]] - against the right foe the Harrower can do absurd damage thanks to a full stack of souls and the jack marshal bonuses. But the wrong foes or the enemy sniping your Soul Takers will make this a waste of points.<br />
<br />
'''Other Synergies'''<br />
* [[Warwitch Siren]] - Empower lets you use the Crush drive for an extra attack and +2 to all damage rolls rather than be stuck with +2 to hit on your charge attack.<br />
* [[Black Ogrun Ironmongers]] - Curse helps your Warjack hit.<br />
* [[Scaverous]] - If you are a big fan of the Overseether package, Scaverous provides TK to help mitigate Uncontrollable Rage. His feat lets the IOL fire of a fully boosted Dark Fire.<br />
<br />
===Drawbacks & Downsides=== <br />
* Cloak of Darkness is a {{Star Action}}, which means you can't use it after running or charging. Thus if you want the ILO and its jack to be stealthed, you're moving across the field at a snail's pace. <br />
* Cloak of Darkness would be okay on a ranged jack, but the only ranged jacks that Cryx have are heavies, expensive, and focus-hungry. Tying them to a jack marshal just isn't good sense.<br />
* On the other hand melee jacks benefit the most from the Crush! order, which requires focus or a free charge to use over Hurry! Since Cryx does not have access to Boundless Charge, you need to either run a Seether or have Warwitch Sirens on duty.<br />
* Lots of stuff can ignore stealth.<br />
<br />
===Tricks & Tips=== <br />
* Since the Overseer has a medium base, keep it screened by bone/helljacks or medium-based infantry like [[Bloodgorgers]] or the [[Black Ogrun Boarding Party]].<br />
* Maintain Cloak of Shadows to lessen incoming fire and when the enemy is dealing with the Overseer's marshaled 'jack; otherwise, torment infantry with Dark Fire.<br />
* Ignore the fact it has the jack marshal rule all-together and use it as a cheap, durable combat solo that can buy or boost attack rolls if it gets souls<br />
<br />
=Other=<br />
===Trivia=== <br />
* Released in [[Wrath|Warmachine: Wrath]] (2011).<br />
* The model looks somewhat like a Quintesson from the Transformers universe.<br />
* Nicknames: ILO; Overseether (if you attach a Seether).<br />
<br />
===Other Cryx models===<br />
{{Index Cryx}} <br />
<br />
===Rules Clarifications===<br />
{{RC Jack Marshal}}<br />
{{RC Undead}}<br />
{{RC Circular Vision}}<br />
{{RC Drive Dark Shroud}} <br />
{{RC Magic Ability}}<br />
{{RC Soul Harvest}}<br />
{{RC Soul-Powered}}<br />
{{RC Strength of Death}}<br />
<br />
{{RC Magical Damage}} <br />
<br />
{{RC Cloak of Darkness}}<br />
{{RC Dark Fire}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Iron_Lich_Overseer&diff=109307Iron Lich Overseer2022-07-19T14:01:55Z<p>Abratzas: /* Tricks & Tips */</p>
<hr />
<div>{{Cryxbox<br />
|n={{Iron Lich}} Overseer<br />
|{{Cryx}} {{Solo}} - ('Jack Marshal)}} [[Category: Model]]<br />
<br />
''The first overseers were created in the aftermath of the annihilation of Drer Drakkerung, when the Orgoth war witches unleashed unparalleled destruction upon the Cryxian army. The lich lords left no tool to decay, no matter how badly damaged. This included powerful necromancers who had suffered massive physical and mental trauma but were not entirely destroyed. Because of their unique skills and arcane talents a method was found to preserve them. The restructured liches are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation, and in time these competing personalities merge into a single mind - undeniably insane, but with heightened awareness as well as amplified cognitive and arcane powers.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = IronLichOverseer.jpg<br />
| base = Medium<br />
| spd = 6<br />
| str = 7<br />
| mat = 6<br />
| rat irrelevant <br />
| ma = 7<br />
| def = 14<br />
| arm = 16<br />
| cmd = 9<br />
| hp = 8<br />
| cost = 3<br />
| fa = 2<br />
}}<br />
<br />
===Abilities===<br />
* {{Jack Marshal}}<br />
* {{Undead}}<br />
* {{Circular Vision}}<br />
* {{Drive Dark Shroud}} <br />
* {{Magic Ability|7}}<br />
* {{Soul Harvest}}<br />
** {{Soul-Powered}}<br />
** {{Strength of Death}}<br />
<br />
===Weapons===<br />
{|class="wikitable"<br />
{{Melee|Fell Staff|2|5|12|<br />
* {{Magical Damage}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Cloak of Darkness}}<br />
{{Dark Fire Attack}}<br />
}}<br />
<br />
===Theme Forces===<br />
* '''''Cryx<br />
** {{Black Industries}}<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Mortenebra]] is leading the army.<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -2 points<br />
* Swapped [[Soul Cage]] for Soul Harvest<br />
* Soul Harvest is the same, except it also lets the ILO gather souls from models that its warjack kills, if that warjack is in its command range<br />
<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
{{Recent Change}}<br />
==={{PAGENAME}} in a nutshell=== <br />
The Iron Lich Overseer is a jack marshal that provides Dark Shroud for whichever jack he's currently marshaling for some serious hitting power.<br />
<br />
If that is all you want from him that is fine but he is so cheap to take even without a Warjack that you can't overlook his durable frame or his combat potential, especially when loaded up on souls. However he does like a Warjack and to act as a damage amp for other models if points allow.<br />
<br />
===Combos & Synergies===<br />
'''Jacks to Marshal'''<br />
* [[Seether]] - it's unusual to recommend marshaling a heavy, but the Seether gets to charge for free which means you can always use the Crush jack marshal ability. That's effectively three P+S=21 attacks and one P+S=18, all at MAT 8. Even more if it [[Berserk|Berserks]]. The down side to this is the fact that all of the downsides of Uncontrollable Rage still apply when jack marshalling and the IOL has absolutely no way to mitigate those. Also the Setther hardy has a problem hitting things hard, so the drive and Crush! are pretty much overkill.<br />
* [[Slayer]] - the pocket heavy with Crush has three attacks at P+S 20 and one at P+S 16. Not bad for the cost.<br />
* [[Inflictor]] - It can do what a slayer does while protecting it's marshal and giving a bigger dark shroud bubble.<br />
* [[Shrike]] - it's cheap, high DEF, and its trample really can get places to set up the Dark Shroud. Alas it can't exploit Dark Shroud while Trampling. Cloak Of Darkness can help it reach the objective without being shot. <br />
* [[Harrower]] - against the right foe the Harrower can do absurd damage thanks to a full stack of souls and the jack marshal bonuses. But the wrong foes or the enemy sniping your Soul Takers will make this a waste of points.<br />
<br />
'''Other Synergies'''<br />
* [[Warwitch Siren]] - Empower lets you use the Crush drive for an extra attack and +2 to all damage rolls rather than be stuck with +2 to hit on your charge attack.<br />
* [[Black Ogrun Ironmongers]] - Curse helps your Warjack hit.<br />
* [[Scaverous]] - If you are a big fan of the Overseether package, Scaverous provides TK to help mitigate Uncontrollable Rage. His feat lets the IOL fire of a fully boosted Dark Fire.<br />
<br />
===Drawbacks & Downsides=== <br />
* Cloak of Darkness is a {{Star Action}}, which means you can't use it after running or charging. Thus if you want the ILO and its jack to be stealthed, you're moving across the field at a snail's pace. <br />
* Cloak of Darkness would be okay on a ranged jack, but the only ranged jacks that Cryx have are heavies, expensive, and focus-hungry. Tying them to a jack marshal just isn't good sense.<br />
* On the other hand melee jacks benefit the most from the Crush! order, which requires focus or a free charge to use over Hurry! Since Cryx does not have access to Boundless Charge, you need to either run a Seether or have Warwitch Sirens on duty.<br />
* Lots of stuff can ignore stealth.<br />
<br />
===Tricks & Tips=== <br />
* Since the Overseer has a medium base, keep it screened by bone/helljacks or medium-based infantry like [[Bloodgorgers]] or the [[Black Ogrun Boarding Party]].<br />
* Maintain Cloak of Shadows to lessen incoming fire and when the enemy is dealing with the Overseer's marshaled 'jack; otherwise, torment infantry with Dark Fire.<br />
* Ignore the fact it has the jack marshal rule all-together and use it as a cheap, durable combat solo that can buy or boost attack rolls if it gets souls<br />
<br />
=Other=<br />
===Trivia=== <br />
* Released in [[Wrath|Warmachine: Wrath]] (2011).<br />
* The model looks somewhat like a Quintesson from the Transformers universe.<br />
* Nicknames: ILO; Overseether (if you attach a Seether).<br />
<br />
===Other Cryx models===<br />
{{Index Cryx}} <br />
<br />
===Rules Clarifications===<br />
{{RC Jack Marshal}}<br />
{{RC Undead}}<br />
{{RC Circular Vision}}<br />
{{RC Drive Dark Shroud}} <br />
{{RC Magic Ability}}<br />
{{RC Soul Harvest}}<br />
{{RC Soul-Powered}}<br />
{{RC Strength of Death}}<br />
<br />
{{RC Magical Damage}} <br />
<br />
{{RC Cloak of Darkness}}<br />
{{RC Dark Fire}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Leviathan&diff=109306Leviathan2022-07-19T14:00:31Z<p>Abratzas: /* Combos & Synergies */</p>
<hr />
<div>{{Cryxbox|{{Cryx}} {{Heavy Warjack}} }} [[Category: Model]]<br />
<br />
''The Leviathan is an immense metal atrocity of frightening mobility. The watertight furnaces of this horror make it a favorite among blackship captains, who take full advantage of its amphibious nature by deploying it at sea - or, rather, shoving it overboard and allowing it to make its way silently across the seabed on its spidery claws.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = Leviathan WEB.jpg<br />
| base = Large<br />
| spd = 5<br />
| str = 12<br />
| mat = 6<br />
| rat = 5<br />
| def = 12<br />
| arm = 18<br />
| hp = 30<br />
| cost = 14<br />
| fa = U<br />
}}<br />
<br />
{{Warjack}}<br />
<br />
=== Abilities===<br />
* {{Amphibious}}<br />
* {{Construct}}<br />
* {{Pathfinder}}<br />
* {{Steady}}<br />
<br />
===Weapons ===<br />
* '''Crushing Claw''' - 1" reach, POW 5, P+S 17 melee weapon<br />
** {{Open Fist}}<br />
* '''Spiker''' - 13" range, ROF d3, POW 13 ranged attack<br />
** {{Volume Fire}}<br />
<br />
===Theme Forces===<br />
* '''''Cryx<br />
** {{Black Industries}}. {{PAGENAME}} gains [[Carapace]] in this theme.<br />
** {{Dark Host}}<br />
** {{Scourge of the Broken Coast}}. {{PAGENAME}} gains [[Gang Fighter]] in this theme.<br />
** {{The Ghost Fleet}}<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Mortenebra]] is leading the army. It gains [[Accumulator]] [Soulless] in this theme.<br />
** '''[[Mercenary]]''' and '''[[Convergence]]''' players can use it by either:<br />
*** putting it under the control of [[Asphyxious4]] in various themes,<br />
*** putting it under the control of [[Mortenebra]] in {{Strange Bedfellows|notbold=}}.<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -2 points<br />
* Lost [[Burst Fire]] and gained Volume Fire<br />
<br />
=Thoughts on the {{PAGENAME}}=<br />
===The {{PAGENAME}} in a nutshell===<br />
The Leviathan is best deployed as a gun platform, preferably focusing its fire on enemy heavies. Not only will you get the Volume Fire bonus, but larger models tend to have lower DEF making it easier to hit without boosting.<br />
<br />
The Crushing Claw lacks any abilities that would make you want to rush into melee. Don't discount the idea of using the Claw entirely though, it is a very high P+S melee weapon and buying a string of attacks with it can still wreck a target.<br />
<br />
Its unreliable ROF combined with its high points cost makes the Leviathan unpopular with many players - some feel that the Sepulcher holds more value as a volume fire shooting platform. However, when taken in larger quantities with the right support/debuff caster (particularly [[Warwitch Deneghra|Denegrha 1]]), overall variability in range output drops due to the [https://en.wikipedia.org/wiki/Law_of_large_numbers law of large numbers]](successful tournament lists suggest that four is the sweet spot). Further, bringing the Leviathan in the [[Black Industries]] theme gives them the [[Carapace]] rule which allows them to turn the tide in a prolonged fire fight.<br />
<br />
===Combos & Synergies===<br />
* [[Mortenebra1]] can use her Interface rule to provide focus to this jack. This is immensely useful to it, as this negates the need to allocate to it, where the focus points can be wasted on a low roll for ROF. With interface you can always use exactly as much focus to boost its shots as you need. Rerolls from the feat, Overrun and Tune Up are all very useful to this jack.<br />
* [[Asphyxious4]] - Malign Alignment and Interface work the exact same way, so the Leviathan can spend focus on Gaspy. Dark Shroud on its pincer is icing on the cake.<br />
* [[Aiakos1]] and Leviathan is a nice combo, as he can fuel it with plenty of focus without drawing on your warcaster's reserves. He can also speed it up with [[Escort]] allowing it to get in a better position sooner. All that being said, [[Kharybdis]] is a better jack overall, even though it's slightly more expensive. Escort is also waster if it spends most of its time aiming.<br />
* The [[Iron Lich Overseer]] is oft-maligned due to them being a 'jack marshal and not a good one at that, but they have the benefit of requiring no focus to run their 'jack; after all you cant run into trouble fuelling your jacks efficiently if you don't fuel it in the first place! The "Take Aim!" command means that the Leviathan can't move, but anything within its RNG is going to be suffering d3 RAT 7, POW 17 shots. It can also give the shooty 'jack [[Stealth]]. Having two War Witches give it focus with Empower results in some decent debuff stacking with no caster input. <br />
* [[Skarre2]] or [[Rahera]] bring the Black Spot spell, which can potentially net you 6 shots a turn!<br />
* [[Skarre3]] - Guided Fire boosts the attack rolls of ALL of its shots, do it doesn't matter how many you roll in terms of allocation.<br />
* Casters with damage buffs that aren't Dark Shroud, work well well for ranged attacks. Examples include, Parasite, Curse of Shadows and Mortality:<br />
** [[Deneghra3]] - Mortality and Scourge can set up prime targets to unload the spike cannon into. Her Vengeful Spirits rule means she can fully load a Leviathan for just one soul, and thus suffers less from the d3 ROF problem than other casters.<br />
** [[Sturgis2]], [[Agathia]], [[Asphyxious1]], [[Asphyxious2]] all bring Parasite.<br />
*** [[Deneghra1]] deserves special mention because she has both Parasite and Crippling Grasp, so she can spread around ARM debuffs on multiple models/units and has a feat that debuffs ARM yet again.<br />
** [[Goreshade2]], [[The Witch Coven of Garlghast & the Egregore]], [[Deneghra0]], and [[Deneghra2]] bring Curse of Shadows.<br />
** [[Scaverous]] has Feat of Worms as an ARM debuff and Telekinesis as a pseudo-RAT-and-range buff<br />
<br />
===Drawbacks & Downsides===<br />
* The unreliable ROF means you never know how much focus to allocate it. If you fill it up with 3 focus then it rolls a "1" for number of shots, you've wasted at least one focus. On the other hand, if you give it no extra focus and it rolls a "3" then you'll have several unboosted shots that won't achieve much. For best and most consistent results, operate a Leviathan with 2 focus on it.<br />
* You'll probably be able to hit enemy heavies relatively easy, but the Leviathan's "meh" RAT means you'll want to boost to-hit against most infantry or light warjacks.<br />
* Only one initial attack, whether it is ranged or melee.<br />
<br />
===Tricks & Tips===<br />
* If the Leviathan gets stuck in melee, consider using your Open Fist to simply [[throw]] the enemy away. Won't work against models with a high STR, though.<br />
* If you intend to use the gun on the Leviathan, activate it early in your turn so you have a better idea what kind of impact the shooting will have. Then adjust plans as necessary.<br />
<br />
=Other=<br />
===Trivia===<br />
* Originally released in [[Escalation|Warmachine: Escalation]] (2004)<br />
* Sculptor (original metal model): John Winter<br />
* The Leviathan used to be one of the most awkward models to assemble in the game. With the plastic resculpt, however, the legs are designed to fit directly into the torso which allows for much easier construction.<br />
** Of note, one of the legs comes with a small sculpted rock, to more easily fasten it to the base. Please do not confuse it for flash or a poor mold.<br />
<br />
===Other Cryx models===<br />
{{Index Cryx}}<br />
<br />
===Rules Clarifications=== <br />
{{RC Warjack}}<br />
{{RC Construct}}<br />
{{RC Open Fist}}<br />
{{RC Burst Fire}}<br />
{{RC Steady}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Koldun_Kommander_Aleksandra_Zerkova&diff=109302Koldun Kommander Aleksandra Zerkova2022-07-18T09:55:59Z<p>Abratzas: /* Battlegroup */</p>
<hr />
<div>{{Khadbox|{{Khador}} {{Thamarite}} {{Greylord}} [[Warcaster]]}} [[Category: Model]]<br />
<br />
''Few people in the Khadoran Empire have more drive than Aleksandra. Most of her peers see her intensity and zeal for the occult as unsettling. She employs soldiers and warjacks with equal dispassion, and most who come to know her deem her heartless and cruel. Certainly, she has the will and the courage to walk into the darkness without flinching, a talent that may prove vital to Khador's triumph in the months and years ahead.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Zerkova|Zerkova1]]<br />
| image = Zerkova1.jpg<br />
| base = Small<br />
| spd = 6<br />
| str = 5<br />
| mat = 6<br />
| rat = 5<br />
| def = 15<br />
| arm = 15<br />
| cmd = 9<br />
| focus = 7<br />
| hp = 16<br />
| wjp = +28<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat: Howling Wind===<br />
# While in Zerkova's {{control}} range, enemy models cannot make ranged attacks.<br />
# Enemy models beginning their activations in Zerkova's {{control}} range cannot run, charge, make power attacks or special attacks, give or receive orders, or make special actions.<br />
: Howling Wind lasts for one round.<br />
<br />
===Abilities===<br />
* {{Cold Immunity}}<br />
* {{Pathfinder}}<br />
* {{Arcane Artifacts}}<br />
** {{Focus Sphere}}<br />
** {{Lens of Tarvodh}}<br />
** {{True Sight}}<br />
* {{Sacred Ward}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Rod of Whispers|12|13|<br />
* {{Magical Damage}}<br />
* {{Grave Door}} }}<br />
{{Melee|Quietus|0.5|6|11|<br />
* {{Magical Damage}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Freezing Mist}}<br />
{{Frost Hammer}}<br />
{{Ghost Walk}}<br />
{{Hex Blast}}<br />
{{Watcher}}<br />
}}<br />
<br />
===Theme Forces ===<br />
* {{Armored Korps}}<br />
* {{Flame in the Darkness}}. Zerkova gains access to [[Mercenary]] and [[Cygnar]] warjacks in this theme.<br />
* {{Jaws of the Wolf}}<br />
* {{Legion of Steel}} <br />
* {{si|Warriors of the Old Faith}}<br />
* {{WG Kommand}}. In this theme the caster gains [[Sacrificial Pawn]] [Winter Guard trooper model].<br />
* {{Wolves of Winter}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* +2 RNG on her Rod<br />
* Grave Door'd models can now channel even when they're engaged.<br />
<br />
=Thoughts on Zerkova1= <br />
[[File:Zerkova_classic.jpg|thumb|Classic Sculpt]]<br />
===Zerkova1 in a nutshell===<br />
Zerkova is an odd caster who boasts an excellent feat and clouds to ensure your army can make it across the table but does basically nothing to assist them once they arrive. She, therefore, enjoys units that leverage her denial game or that pack a punch on their own but struggle with delivering it. New additions to the game have allowed Zerkova easier access to channeling and greater spell power, allowing her to add some offensive support with her sprays while maintaining a safe distance. <br />
<br />
===Spell thoughts===<br />
Her Arcane Artifacts offer her some additional flexibility with her spells:<br />
* Focus Sphere: your most important option and requires little forethought; there’s basically no reason not to use it on the first spell you cast each turn. Note that it does not reduce ongoing upkeep costs.<br />
* Lens of Tarvodh: +5 RANGE on paper looks cool, but practically it is limited to Hex Blast and Ghost Walk. A long-range Ghost Walk can be useful in wider scenarios, and Sniping out key solos with a long-range hex blast can help Zerkova’s army capture flags. Unlike similar abilities, this one works even with channeled spells if you brought an arc node in the Flame in the Darkness theme (which you definitely should).<br />
* True Sight: You'll only ever use it on Hex Blast, or if you need to choose your target behind cloud cover(sometimes your own). It’s very obvious when you need this and otherwise, it can be ignored. <br />
<br />
Spells:<br />
* [[Freezing Mist]]: Your cloud wall spell, with a 12” cloud being possible if you dump everything into it. The -2 can also be positioned to debuff shooty models (either canceling their aiming bonus or forcing them to move) or boost the DEF of your force after they have already made their attacks. <br />
* [[Frost Hammer]]: Works well with Focus Sphere; for the basic cost you can fish for critical hits with a boosted attack roll on a crucial model. In FitD (or off an extremely lucky Rod of Whispers) you can send up to 4 of them through an arc node each turn. <br />
* [[Ghost Walk]]: Her only direct support spell. Essentially super-Pathfinder, it’s another tool to help deliver with the added functionality of allowing your troops to walk into unexpected places. Try to play around terrain rather than rely too heavily on this as you lose a cloud for every Ghostwalk.<br />
* [[Hex Blast]]: Zapl with decent POW. The upkeep/animi removal is the main reason to cast it, with solo or UA sniping another potential use. In very desperate situations you can use it on your own models to remove a particularly nasty enemy upkeep from them (like Parasite).<br />
* [[Watcher]]: A life-insurance spell. Your jack can make attacks only against the model that moved. It does not say directly toward, so you can try to move around any screening models the opponent throws at you so long as you end up closer. Against fast, alpha striking lists you'll want to pop it early, and never let it drop.<br />
<br />
===Feat thoughts===<br />
Zerkova's biggest selling point is her feat. It offers one turn where the enemy is limited to walk-and-strike close combat attacks, making their threat range highly predictable. It is also quite effective against [[Gunfighter]] and [[dual attack]] models, who either have no other means to attack or perform much worse with their Melee options... Works well with Watcher, as the enemy will have fewer ways to lock down your Jack and Zerkova will usually be quite forward to maximize denial. <br />
<br />
===Drawbacks & Downsides===<br />
* Her feat can be bypassed by long-range (>14") shooting, or by models who can advance up to 14" without actually charging (Stryker2, for example). The limitations for charging/orders/power attacks are also invalidated if the enemy activates outside her CTRL area.<br />
* Very limited combat performance without investment both of Focus and putting arc nodes in your list (if you can), and not extraordinary defensive stats. Also, spell-immunity tricks will make her sad.<br />
* She offers very little direct support for her battlegroup, and for her army.<br />
* 2 out of the 3 Arcane Artefacts' abilities are very situational.<br />
* Grave Door only works on enemy models, so you cannot shoot your Mechanic in the back to get an arc node. It is completely useless against a Convergence army.<br />
<br />
===Tricks & Tips=== <br />
* Keep her Cold Immunity in mind, it can save her in match-ups against casters with stationary effects tied to cold.<br />
* Playing Zerkova in the [[Winter Guard Kommand]] theme makes her a pain to assassinate. Spells are negated by Sacred Ward, shooting can be mitigated by sacrificing Winter Guard troopers and attempts at melee have to deal with Watcher first.<br />
* Spell Ward does not make you immune to spells. Bouncing lightnings or overlapping AOEs from nearby models still pose a threat to you.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
Zerkova is a fairly odd caster in the faction (and in the entire game). She lacks dedicated unit support, offers almost nothing to her battlegroup, and isn’t a one-woman powerhouse either. Her shtick is highly focused on delivery and denial.<br />
<br />
When writing a list, it’s best to ignore everything about Zerkova (except maybe ghost walk) and make the assumption that most of your army will be able to reach the enemy. This will help make a list that supports itself for speed and damage, and Zerkova will then step in to make sure it’s applied.<br />
<br />
Freezing Mist with Focus Sphere allows her to spend her entire stack to place 12" of Cloud Wall. With a [[Greylord Adjunct]], she can do this while upkeeping Watcher. This LoS blocking synergizes nicely with her feat and allows her to deliver an army if the enemy doesn't ignore clouds. Even if they do, the clouds can be used instead to debuff the enemies' chance to hit. <br />
<br />
She has some assassination potential against squishy casters with Cygnar Arc nodes in FitD or occasionally the Rod of Whispers. Firing off enough Front Hammers to do the job will most likely eat up all your Focus pool, but odds are you will still be far enough from retaliation.<br />
<br />
===Theme thoughts===<br />
{{Header|[[Flames in the Darkness]]}}<br />
<br />
This is THE theme for Zerkova, as it offers her everything she ever wanted, while Zerkova helps with every weakness the theme itself has. They go extremely well together. Zerkova has no damage fixes and desperately wants an Arc Node, Flames offers both in spades. Flame units struggle with delivery, while Zerkova is a delivery expert with her feat and clouds. Among all the clouds and the rampart Shield Guard and Vengeance, it might also be able to function as an anti gunline list, which is quite valuable in today's meta. This will require any patriot kommander to invest in unreliable mercenaries and (gasp) even swan technology, but to protect the motherland from infernal invaders one has to grit their teeth.<br />
<br />
* [[Hurricane]] - So you want an Arc Node? How about the biggest and beefiest you can find in all of the Iron Kingdoms? It makes for an excellent Watcher target as well, as anything that violates the precious personal space will be hit by its fully boosted slam gun. Colossals also really, really don't want to be charged so they can get an extra round of shooting to make their points back, the feat helps with this.<br />
* [[Gallant]] and a [[Lancer]] - If you don't want to go for the big guy above, these two are the next best option. The Lancer is your shiny new arc node, Gallant is just a quality, focus efficient, beatstick heavy for Watcher.<br />
* [[Talon]] - It can be a very nice Watcher at a bargain price thanks to its shock spear, being able to stop any warjack dead in its tracks.<br />
* [[Precursor Knights]] with all the UAs - Your bread and butter unit for this theme. Among Shield Wall, Tough from [[Gabriel Throne]], Rise from the WA, Vengeance from the Theme, and Zerkova's kit, you should have no problem delivering them, upon which they hit like trucks under damage buffs and minifeat.<br />
* [[Order of Illumination Vigilants]] and [[Glyn Cormier, Illuminated One]] - They bring a good shooting contingent to the list. Thanks to True Sight they can shoot through the clouds Zerkova can put in front of them, so maybe they won't die after they have shot something.<br />
* [[Alexia, The Undying]] and the [[Legion of Lost Souls]] - They bring a strong recursion engine to the list, and Alexia can buff their damage, as well as generate even more weapon master shield guards.<br />
* [[Ragman]], The [[Hermit]] and [[Grand Master Gabriel Throne]]- Damage buffs that Zerkova lacks can be brought by these guys instead, resulting in a caster independent +6 damage if all are applied at the same time! Gabriel can hand out Pathfinder to save Zerkova having to cast Ghost Walk, and the Hermit brings Telementry, which allows Zerkova’s spells to beat some Def skews without boosting.<br />
* [[Morrowan Archon]] - Veteran Leader for your troops provides an accuracy buff that Zerkova lacks. Flight and Ghostly lets it go pretty much anywhere it pleases to wreck face as well.<br />
* [[Thamarite Archon]] - He makes Zerkova frighteningly accurate and brings a great gun that can bypass your cloud wall.<br />
<br />
{{Header|[[Armored Corps]]}}<br />
<br />
This is another great tpheme to take her because [[Man-o-War]]s hit like light warjacks, without needing focus from Zerkova so she can keep casting her spells. She also augments their durability with her cloudwall and/or feat, as even the softer ARM 16 Man-o-War can be hard to crack if your enemy is unable to charge them. <br />
<br />
All of this is good, because all Zerkova really brings for the Man-o-War themselves is Ghost Walk. Ghost Walk is very good for the Man-o-War, though, since their only other access to Pathfinder is via [[Kommander Atanas Arcanovich]]'s Relentless Charge battle plan, and neither [[Shocktroopers]] nor [[Bombardiers]] want to be charging all game.<br />
<br />
The [[Siege Chariot]] brings a big gun (the biggest), and a pair of spare clouds. And even though your opponent can still see it through the clouds, they won't be able to charge it if you drop some medium bases between the chariot and the clouds. Atanas can help with this, as his Tactician applies to all Man-o-War. <br />
<br />
[[Demo Corps]] in particular synergize with Zerkova. The character UA gives them Defensive Line, which couples with the -2 to attack rolls from Freezing Mist to make them effectively DEF 14, which is pretty admirable. With [[Sylys]] and a boost, your chances to crit on Frost Hammer aren't terrible, and that activates Shatter for the hammers. Weaponmaster P+S 16 solves Zerkova's damage problem. And with Ghost Walk, you don't need to worry about Free Strikes stopping you from charging. <br />
<br />
{{Header|[[Wolves of Winter]]}}<br />
<br />
She can run a pretty decent Wolves of Winter force because she can protect the squishy [[Greylord]]s and [[Doom Reavers]]. The Greylords can also extend the cloudwall by up to another (unnecessary) 33", though their clouds lack the staying power and utility of Zerkova's, as they must be centered on a model and disappear once the model is removed. Still, it can be fun to drop a cloudwall across the entire table. <br />
<br />
The [[Koldun Lord]] is the stand out for her her as not only does it offer the damage fix she needs but his Leadership ability grants her and the Greylord's [[Prowl]] which adds even more anti shooting if it is needed.<br />
<br />
Doom Reavers can't be targeted by spells, but Zerkova doesn't really want to cast any spells on her army anyways. Freezing Mist brings additional utility to the theme because the infantry is all DEF 13. And while DEF 13 isn't great, it's significantly improved by your enemy having -2 to all their attack rolls.<br />
<br />
{{Header|[[Legion of Steel]]}}<br />
<br />
She can also run a pretty decent Legion of Steel force because she can keep the [[Iron Fang]]s safe from shooting while they get up the table. They might even be able to run for an extra turn, safe behind the clouds Zerkova pops out. With CMA and [[Ragman]] they hit decently hard, and Zerkova can bring the spells to make up for the theme's inability to get magic weapons. She also has the focus to fuel a couple of gun jacks, making up for the theme's complete lack of ranged attacks.<br />
<br />
{{Header|[[Jaws of the Wolf]] and [[Winter Guard Kommand]]}}<br />
<br />
These two are rather weaker for Zerkova in terms of synergies.<br />
<br />
Jaws of the Wolf brings independent infantry, but they don't hit particularly hard. The jacks that the theme is centered around demand Zerkova's focus to perform, keeping her great spells off the table, and they don't need the protection of her feat as strongly as infantry. The infantry in the theme doesn't really need caster buffs to work but they don't hit that hard by themselves. That said, there's probably a list that could be made by offloading the jacks onto [[Forge Seer]]s, [[Malakov1]], and/or [[Sorscha0]].<br />
<br />
Winter Guard Kommand brings cheap, cheap bodies and some good guns (CRAs and Rocketeers) and Zerkova can be very hard to kill in this theme between Sacrificial Pawn and Sacred Ward. But there is rarely any way for her to protect the numerous Winter Guard, and she neither helps them hit nor helps them damage. She also doesn't run jacks very well. This theme might be worth trying, again using Malakov1 and Sorscha0 to run fast heavies into your opponent while Zerkova protects the juniors and the Rocketeers against the enemy guns.<br />
<br />
===Battlegroup===<br />
As mentioned, it is kind of hard to offer an army to her. Power Up, and a good amount of FOCUS seemingly allows you to run an extensive battelgroup, but the lack of support limits her to self-sufficient jacks.<br />
<br />
* [[Juggernaut]] is a plain and simple wrecking machine. Remember that Watcher boosts the attack roll, making it likely to freeze an assassination attempt in its tracks, even if the attacker survives the boosted damage.<br />
* [[Rager]] - a shield guard is always nice if the enemy tries to kill you from afar during your feat.<br />
* [[Behemoth]] - all casters from the motherland love Big B, and enemies in her feat zone will rarely be able to run away from its templates.<br />
* [[Conquest]] - its Creeping Barrage under your feat can be a powerful area denial tool for softer targets.<br />
* [[Decimator]] - It's a focus hog, but advocates help with that and the gun at POW 15 doesnt mind zerkova's lack of damage buffs.<br />
<br />
===Starting a 25 point Brawl list ===<br />
In 2020.10 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. It was then updated for the 2021.10 errata. He even wrote about its playstyle and expanded it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2020/10/22/brawlmachine-list-building-khador read here].<br />
<br />
'''[[Theme - Flame in the Darkness]]<br />
<br />
: '''[[Koldun Kommander Aleksandra Zerkova|Zerkova1]]''' [+28 WJP]<br />
:* [[Gallant]] [17 pts]<br />
:* [[Kodiak]] [12 pts]<br />
<br />
: [[Alexia, The Undying|Alexia3]] [Free] {{grey|(5 pts)}}<br />
: [[Thamarite Advocate]] [3 pts]<br />
: [[Ragman]] [3 pts]<br />
<br />
: [[Legion of Lost Souls]] (Max unit) [18 pts]<br />
<br />
{{Brawl}}<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in [[Warmachine: Legends]] (2008)<br />
<br />
===Other Khador models===<br />
{{Index Khador}} <br />
<br />
===Video Battle Reports===<br />
* [https://youtu.be/YqwTNzJVCZI 2018.09 Arcane Assist] 75 points vs [[Locke]]<br />
* [https://youtu.be/u44Rall5YiU 2018.09 Not Snakes Gaming] 75 points vs [[Hexeris2]]<br />
* {{VBR}}<br />
<br />
===Rules Clarifications=== <br />
{{RCbox2|Name=Feat : Howling Wind<br />
|list=* If a model has a special ability that reads "Instead of making a ranged attack, do [X]" (such as the [[Stormwall]]'s Sustained Fire) then they can't do that, either. ('''[http://privateerpressforums.com/showthread.php?271287-Sustained-Fire-under-Zerkova-1-s-Feat&p=3845341&viewfull=1#post3845341 Infernal Ruling]''')<br />
}}<br />
<br />
{{RC Magical Damage}}<br />
{{RC Grave Door}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Cold Immunity}}<br />
{{RC Pathfinder}}<br />
{{RC Arcane Artifacts}}<br />
{{RC Focus Sphere}}<br />
{{RC Lens of Tarvodh}}<br />
{{RC True Sight}}<br />
{{RC Sacred Ward}}<br />
<br />
{{RC Freezing Mist}}<br />
{{RC Frost Hammer}}<br />
{{RC Ghost Walk}}<br />
{{RC Hex Blast}}<br />
{{RC Watcher}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Commander_Dalin_Sturgis&diff=109240Commander Dalin Sturgis2022-07-11T12:07:54Z<p>Abratzas: /* Battlegroup */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} [[Warcaster]] }} [[Category: Model]] [[Category: Limited Edition Sculpt]]<br />
<br />
''Commander Dalin Sturgis is a master duelist who believes in leading his troops from the front lines. Nimble and deadly, he has honed his impressive combat skills to lend support to his warjacks and soldiers even as he surges across the battlefield delivering death with his twin-bladed mechanikal staff. Commander Sturgis rends his foes with a flurry of precisely targeted blades before disappearing in a flash of arcane light to track down his next opponent.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Sturgis|Sturgis1]]<br />
| image = Sturgis1.jpg<br />
| base = Small<br />
| spd = 6<br />
| mat = 7<br />
| rat = 5<br />
| def = 16<br />
| arm = 15<br />
| cmd <br />
| focus = 6<br />
| hp = 18<br />
| wjp = +30<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Dead on Arrival===<br />
# Enemy non-warcaster, non-warlock, and non-infernal master models in Sturgis's {{CTRL}} range are [[push]]ed up to 3" directly toward Sturgis in the order you choose. [[Category: Push Feat]]<br />
# Then Sturgis gains 1 focus for each enemy model he is engaging and may make one basic attack with one of his melee weapons against each enemy model in his LOS that is in the melee weapon's range. These attacks are simultaneous.<br />
# Then, once this turn, anytime this activation except while resolving an attack, you can [[place]] Sturgis anywhere completely within 3” of his current location. [[Category: Place Feat]]<br />
<br />
===Abilities===<br />
* {{Chain Attack Flash}}<br />
* {{Relentless Charge}}<br />
* {{Reversal}}<br />
* {{Snap Strike}}<br />
<br />
===Weapons ===<br />
{| class="wikitable"<br />
{{Ranged|Hand Cannon|12|12|}}<br />
{{Melee|Blade (Left)|2|7|13|<br />
* {{Magical Weapon}}<br />
* {{Feedback}} }}<br />
{{Melee|Blade (Right)|2|7|13|<br />
* {{Magical Weapon}} <br />
* {{Electro Leap}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Arcane Shield}}<br />
{{Lightning Storm}}<br />
{{Positive Charge}}<br />
{{Snipe}}<br />
{{Teleport}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{si|Flame in the Darkness}}<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. In this theme this model gains [[Immunity: Electricity]].<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* Lost [[Convection]], gained [[Positive Charge]].<br />
* Feat no longer affects Infernal Masters<br />
* Feat now goes push enemies -> gain focus -> make attacks -> get a free mini-teleport any time after that<br />
* (Feat used to go push enemies -> everyone within 3" suffers a POW 12 -> for each kill, allocate a focus to one of his warjacks -> no mini-teleport)<br />
<br />
<br />
=Thoughts on Sturgis1=<br />
{{Recent Change}}<br />
===Sturgis1 in a nutshell===<br />
Sturgis is great generalist caster with a decent assassination threat range of 14" and who has a collection of support spells and a feat that can either help with the assassination or can bring your opponent closer to you. His spell list is composed of spells that have a very Cygnaran flavor, including great upkeeps such as Snipe and Arcane Shield, the ever great Positive Charge, as well as Teleport to make him extremely mobile, making him able to get in close an personal and be a one man clean up crew or dangerous assassin. He is quite comparable to the likes of [[Stryker1]] or [[Maddox1]], but his level of personal output (which neither of the other can compete with) makes him valid competition for them in a list pair rather than a cheap knock off.<br />
<br />
===Feat thoughts===<br />
<br />
{{Tipbox| '''This information refers to his old feat. Although somewhat relevant, anything put here would still be the hottest of hot takes!'''<br />
[[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:58, 21 October 2021 (UTC)<br />
}}<br />
<br />
His feat has two main roles: <br />
# To bring the enemy into charge range to ensure your army gets the alpha strike.<br />
# Clear models out of the way for an assassination run. <br />
<br />
It can occasionally pull contesting/controlling units away from the zones /flags. The damage roll is not tied to the pushing part of your feat; you can roll (and boost) against such targets. The last part of the feat is a very situational bonus, allocating to Warjacks in Sturgis' control area.<br />
<br />
===Spell thoughts===<br />
* ''Arcane Shield'' - Your primary support spell, making the already hard elements in your army even more durable and pumping up the resilience of the squishy ones up to the point that they will likely survive stray blasts. Don't expect fragile, single wound models to survive direct hits, though. Bring a [[Journeyman Warcaster]], if you want to defend 2 targets at once, or ease the focus burden on Sturgis. It should be noted Sturgis becomes very hardy DEF16, ARM18 with 18 boxes when he puts this spell on himself.<br />
* ''[[Positive Charge]]'' - One of the best spells available for an offensive caster. It works wonders for any melee list and is even better when applied to any model with an Arc Node. It goes a good distance to helping with Cygnar's usual difficulties with high ARM targets. It's difficult to do effectively but if you can utilise Sturgis' feat and end up in positive charge range you can deal a lot of damage.<br />
* ''Lightning Storm'' - Sturgis' one nuke - and your focus pool makes it pretty restrictive to cast. The hazard from this could be great to control your opponent's movement options, but the low-ish POW will hardly scare away the tougher troops, let alone jacks/beasts. Land it near rough terrain or similar to further curtail them. You can also consider arcing it onto electricity-immune friendly targets, that are in abundance in Cygnar's arsenal.<br />
* ''Snipe'' - This is one of the the support spells that takes Cygnar's ranged game from good to amazing. Hard hitting jacks can be good targets, but the best application is probably on a ranged unit. Cycling Snipe between models/units is a time honored tradition in Cygnar.<br />
* ''Teleport'' - This can be used to get Sturgis out of dodge after he's charged forward into melee or get an extra 6" movement at the end of your fist turn. You can also combine it with your chain attack, use it to escape retaliation, or get the last few control points in a scenario by dominating the enemy's zone.<br />
<br />
===Drawbacks & Downsides===<br />
* Sturgis is an in-between caster, often compared to [[Commander Coleman Stryker]], [[Lieutenant Allistair Caine]], and [[Lord Commander Stryker]] although he lacks Stryker1's support and attrition tools, Stryker2's sheer hitting power and Caine 1's ranged presence. In general, he has a much less clear game.<br />
* Without Flash and without his feat his assassination threat is only 11" - not enough to qualify him as an assassin. Even if flash triggers, if a small based target happened to survive your initials, that move is not even enough to get completely into its back arc. <br />
<br />
===Tricks & Tips===<br />
* You can choose to not apply Electro Leap.<br />
* The chain attack has two important conditions and both must meet to be triggered. First, all of your '''initial''' melee attack must hit - if either one misses, there will be no teleporting for you. Second, the enemy must survive the first hit and it's not always that easy to find an enemy model that can survive a P+S 13. You basically need a low DEF multi-wound model to ensure triggering it.<br />
* Watch out for enemies who resist pushing via special rules like being on a huge base or, simply, standing behind the warcasters/locks which also stops pushes. The latter scenario also leaves room for some tricks against high DEF low ARM casters/locks. Push a low DEF target close to the caster, the rake it with blasts/electro leaps to do quick work on the caster.<br />
* The feat pushes '''every''' enemy model closer to you by 3". Though you choose the order they are being pushed, watch out not to bring something on you you don't want to (melee assassins and the like).<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
His main win condition is attrition, relying on getting the alpha strike with the feat. He also is good enough in melee to assassinate the enemy if the chance presents itself. If the latter is part of your plan be sure to bring some sort of DEF debuff to make Sturgis' potential 16 attacks more accurate.<br />
<br />
With as generic a spell list as Sturgis has, anything at all works well with him.<br />
<br />
===Theme Thoughts===<br />
{{Header|Support Models - Various themes}}<br />
<br />
* A [[Squire]] is strongly recommended. He only has an average focus pool, and the extra CTRL zone increases the area of his feat too. <br />
* [[Journeyman Warcaster]] - A second source of Arcane Shield is always great. As well as a solo with a good gun that can run a cheap Positive Charge node for him, such as a [[Firefly]].<br />
* [[Jakes1]] - Master and student united on your tabletop! Similar to the Jr she can run a firefly for him. With Sidekick and Energizer it can get stuck in deep into the enemy lines and proc Ionization and PC and might cheat out another turn with the extra Defense. Jakes herself really loves the damage buff from PC due to her hight number of initials. Alternatively inflate her cost immensely on purpose and give her a Centurion, which will love the speed buff from Energizer and no-knockdown from Sidekick.<br />
* [[Arlan Strangeways]] - Sturgis desnt have much focus to give to his jacks, so Arlan helps there. Repairs are also never bad. Note arlan also has a pretty decent if short ranged spray, so he can hoze down some enemy models that have been reeled in and bunched up with the feat.<br />
<br />
{{Header|[[Storm Division]]}}<br />
Sturgis's prefered theme, as it has lots of great targets for his support spells and gives him a control element that works well with his feat.<br />
* [[Storm Lances]] - Arcane Shield is a tried and true spell on them and naturally it is also great with Sturgis, especially since he can also crank their damage with Positive Charge.<br />
* [[Stormblades]] - Snipe on them goes pretty well so they can pick of targets until they go in after the Lances to clean up. Storm Gunners benefit from this especially.<br />
* [[Reliant]] - They get to accumulate here, so they can boost both the attack and damage roll on their shots without needing focus from Sturgis. Use the feat to drag enemy models through the electrical fields they leave behind.<br />
* [[Stormsmith Grenadiers]] - They have native reposition but only RNG 6" on their grenades. Snipe lets them be 13" away from the models they chucked their grenades at. Since their grenades also leave an AOE behind you can once again use his feat to drag enemy models through it.<br />
* [[Firefly]]s double their function as cheap Positive Charge nodes, because they also bring Ionization, which naturally works well in this theme.<br />
* [[Storm Strider]] - A great target for Arcane Shield or Snipe.<br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
* [[Long Gunners]] love Snipe, and you can play around with his feat too to bring targets from 21" into a double CRA zone.<br />
* [[Sword Knights]] like arcane shield and are close enough to the action to benefit from both positive charge and flank at the same time.<br />
* [[Thorn]] - It's an upgrades Lancer that can channel spells while engaged as well and it comes with some extra trimmings for the 3 points you spend on it over a Lancer.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
* [[Trencher Chain Gun Crew]] - dragging enemies into walls of fire can get rid of them fast.<br />
* Snipe on [[Trencher Long Gunners]] is a decent use of the spell.<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
Sturgis is a greta caster for Sons because he brings Snipe and cranks damage with Positive Charge, something the gun mages love. That being said, Sturgis himself only really gets Bastian Falk out of the deal who serves as yet another damage buff to his personal output.<br />
* [[Tempest Blazers]] - A decent target for Arcane Shield because it puts them at decent ARM levels.<br />
* [[GMCA]] Shadow Fire makes Assassination runs easier.<br />
* [[Bastian Falk]] - Sturgis's melee attack are magical, so he benefits from Rune Marked.<br />
* [[Caine0]] and [[Ace]] can hunt important solos and UAs with their Trick Shots or thin out infantry after Sturgis puled them in with his feat.<br />
* [[Arcane Tempest Gun Mages]] as mentioned above love Snipe and Positive Charge.<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Gabriel Throne]] - Another damage buff and Pathfinder on demand for Strurgis's troops.<br />
<br />
===Battlegroup===<br />
* A [[Cyclone]] can lay a Covering Fire down before Sturgis feats, and anyone pushed into it by his feat will take damage. Snipe benefits both its guns and the covering fire templates and with Positive Charge it deals some decent damage both in melee and at range.<br />
* A [[Stormwall]] can do the Covering Fire trick too.<br />
* The [[Hurricane]] is both an Arc Node for PC plays and a great gun-platform to benefit from snipe. or Use Arcane Shield to protect your massive investment.<br />
* At least one [[Lancer]] should always accompany him to serve as a cheap Positive Charge node.<br />
* The [[Avenger]] or [[Defender]] are great Snipe recipients.<br />
* [[Centurion]] - A Shield Guard with Arcane Shield is always great. It's too bad he can't speed it up, but Polarity Shield makes it a great anchor piece.<br />
* Note that a Firefly, Lancer and Centurion will will his WJPs exactly and give him a lot of tools to play around with.<br />
<br />
=Other=<br />
===Trivia===<br />
[[File: Sturgis-ks.jpg|thumb|Kickstarter Exclusive sculpt]]<br />
* Released as part of the 2013 Kickstarter project for Warmachine: Tactics. Backers got a limited-edition sculpt.<br />
* The non-limited edition version of the sculpt is available through PP's online store, under the "PP Exclusives" section.<br />
* Sturgis became a [[Cryx]] warcaster known as [[Sturgis the Corrupted]].<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}}<br />
<br />
==Rules Clarifications== <br />
{{RCbox2<br />
|Feat: Dead on Arrival<br />
|<br />
{{RC Push}} <br />
}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Feedback}}<br />
{{RC Electro Leap}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Chain Attack Flash}}<br />
{{RC Relentless Charge}}<br />
{{RC Reversal}}<br />
{{RC Snap Strike}}<br />
<br />
{{RC Arcane Shield}}<br />
{{RC Lightning Storm}}<br />
{{RC Positive Charge}}<br />
{{RC Snipe}}<br />
{{RC Teleport}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Commander_Dalin_Sturgis&diff=109239Commander Dalin Sturgis2022-07-11T12:05:48Z<p>Abratzas: /* Theme Thoughts */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} [[Warcaster]] }} [[Category: Model]] [[Category: Limited Edition Sculpt]]<br />
<br />
''Commander Dalin Sturgis is a master duelist who believes in leading his troops from the front lines. Nimble and deadly, he has honed his impressive combat skills to lend support to his warjacks and soldiers even as he surges across the battlefield delivering death with his twin-bladed mechanikal staff. Commander Sturgis rends his foes with a flurry of precisely targeted blades before disappearing in a flash of arcane light to track down his next opponent.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Sturgis|Sturgis1]]<br />
| image = Sturgis1.jpg<br />
| base = Small<br />
| spd = 6<br />
| mat = 7<br />
| rat = 5<br />
| def = 16<br />
| arm = 15<br />
| cmd <br />
| focus = 6<br />
| hp = 18<br />
| wjp = +30<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Dead on Arrival===<br />
# Enemy non-warcaster, non-warlock, and non-infernal master models in Sturgis's {{CTRL}} range are [[push]]ed up to 3" directly toward Sturgis in the order you choose. [[Category: Push Feat]]<br />
# Then Sturgis gains 1 focus for each enemy model he is engaging and may make one basic attack with one of his melee weapons against each enemy model in his LOS that is in the melee weapon's range. These attacks are simultaneous.<br />
# Then, once this turn, anytime this activation except while resolving an attack, you can [[place]] Sturgis anywhere completely within 3” of his current location. [[Category: Place Feat]]<br />
<br />
===Abilities===<br />
* {{Chain Attack Flash}}<br />
* {{Relentless Charge}}<br />
* {{Reversal}}<br />
* {{Snap Strike}}<br />
<br />
===Weapons ===<br />
{| class="wikitable"<br />
{{Ranged|Hand Cannon|12|12|}}<br />
{{Melee|Blade (Left)|2|7|13|<br />
* {{Magical Weapon}}<br />
* {{Feedback}} }}<br />
{{Melee|Blade (Right)|2|7|13|<br />
* {{Magical Weapon}} <br />
* {{Electro Leap}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Arcane Shield}}<br />
{{Lightning Storm}}<br />
{{Positive Charge}}<br />
{{Snipe}}<br />
{{Teleport}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{si|Flame in the Darkness}}<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. In this theme this model gains [[Immunity: Electricity]].<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* Lost [[Convection]], gained [[Positive Charge]].<br />
* Feat no longer affects Infernal Masters<br />
* Feat now goes push enemies -> gain focus -> make attacks -> get a free mini-teleport any time after that<br />
* (Feat used to go push enemies -> everyone within 3" suffers a POW 12 -> for each kill, allocate a focus to one of his warjacks -> no mini-teleport)<br />
<br />
<br />
=Thoughts on Sturgis1=<br />
{{Recent Change}}<br />
===Sturgis1 in a nutshell===<br />
Sturgis is great generalist caster with a decent assassination threat range of 14" and who has a collection of support spells and a feat that can either help with the assassination or can bring your opponent closer to you. His spell list is composed of spells that have a very Cygnaran flavor, including great upkeeps such as Snipe and Arcane Shield, the ever great Positive Charge, as well as Teleport to make him extremely mobile, making him able to get in close an personal and be a one man clean up crew or dangerous assassin. He is quite comparable to the likes of [[Stryker1]] or [[Maddox1]], but his level of personal output (which neither of the other can compete with) makes him valid competition for them in a list pair rather than a cheap knock off.<br />
<br />
===Feat thoughts===<br />
<br />
{{Tipbox| '''This information refers to his old feat. Although somewhat relevant, anything put here would still be the hottest of hot takes!'''<br />
[[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:58, 21 October 2021 (UTC)<br />
}}<br />
<br />
His feat has two main roles: <br />
# To bring the enemy into charge range to ensure your army gets the alpha strike.<br />
# Clear models out of the way for an assassination run. <br />
<br />
It can occasionally pull contesting/controlling units away from the zones /flags. The damage roll is not tied to the pushing part of your feat; you can roll (and boost) against such targets. The last part of the feat is a very situational bonus, allocating to Warjacks in Sturgis' control area.<br />
<br />
===Spell thoughts===<br />
* ''Arcane Shield'' - Your primary support spell, making the already hard elements in your army even more durable and pumping up the resilience of the squishy ones up to the point that they will likely survive stray blasts. Don't expect fragile, single wound models to survive direct hits, though. Bring a [[Journeyman Warcaster]], if you want to defend 2 targets at once, or ease the focus burden on Sturgis. It should be noted Sturgis becomes very hardy DEF16, ARM18 with 18 boxes when he puts this spell on himself.<br />
* ''[[Positive Charge]]'' - One of the best spells available for an offensive caster. It works wonders for any melee list and is even better when applied to any model with an Arc Node. It goes a good distance to helping with Cygnar's usual difficulties with high ARM targets. It's difficult to do effectively but if you can utilise Sturgis' feat and end up in positive charge range you can deal a lot of damage.<br />
* ''Lightning Storm'' - Sturgis' one nuke - and your focus pool makes it pretty restrictive to cast. The hazard from this could be great to control your opponent's movement options, but the low-ish POW will hardly scare away the tougher troops, let alone jacks/beasts. Land it near rough terrain or similar to further curtail them. You can also consider arcing it onto electricity-immune friendly targets, that are in abundance in Cygnar's arsenal.<br />
* ''Snipe'' - This is one of the the support spells that takes Cygnar's ranged game from good to amazing. Hard hitting jacks can be good targets, but the best application is probably on a ranged unit. Cycling Snipe between models/units is a time honored tradition in Cygnar.<br />
* ''Teleport'' - This can be used to get Sturgis out of dodge after he's charged forward into melee or get an extra 6" movement at the end of your fist turn. You can also combine it with your chain attack, use it to escape retaliation, or get the last few control points in a scenario by dominating the enemy's zone.<br />
<br />
===Drawbacks & Downsides===<br />
* Sturgis is an in-between caster, often compared to [[Commander Coleman Stryker]], [[Lieutenant Allistair Caine]], and [[Lord Commander Stryker]] although he lacks Stryker1's support and attrition tools, Stryker2's sheer hitting power and Caine 1's ranged presence. In general, he has a much less clear game.<br />
* Without Flash and without his feat his assassination threat is only 11" - not enough to qualify him as an assassin. Even if flash triggers, if a small based target happened to survive your initials, that move is not even enough to get completely into its back arc. <br />
<br />
===Tricks & Tips===<br />
* You can choose to not apply Electro Leap.<br />
* The chain attack has two important conditions and both must meet to be triggered. First, all of your '''initial''' melee attack must hit - if either one misses, there will be no teleporting for you. Second, the enemy must survive the first hit and it's not always that easy to find an enemy model that can survive a P+S 13. You basically need a low DEF multi-wound model to ensure triggering it.<br />
* Watch out for enemies who resist pushing via special rules like being on a huge base or, simply, standing behind the warcasters/locks which also stops pushes. The latter scenario also leaves room for some tricks against high DEF low ARM casters/locks. Push a low DEF target close to the caster, the rake it with blasts/electro leaps to do quick work on the caster.<br />
* The feat pushes '''every''' enemy model closer to you by 3". Though you choose the order they are being pushed, watch out not to bring something on you you don't want to (melee assassins and the like).<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
His main win condition is attrition, relying on getting the alpha strike with the feat. He also is good enough in melee to assassinate the enemy if the chance presents itself. If the latter is part of your plan be sure to bring some sort of DEF debuff to make Sturgis' potential 16 attacks more accurate.<br />
<br />
With as generic a spell list as Sturgis has, anything at all works well with him.<br />
<br />
===Theme Thoughts===<br />
{{Header|Support Models - Various themes}}<br />
<br />
* A [[Squire]] is strongly recommended. He only has an average focus pool, and the extra CTRL zone increases the area of his feat too. <br />
* [[Journeyman Warcaster]] - A second source of Arcane Shield is always great. As well as a solo with a good gun that can run a cheap Positive Charge node for him, such as a [[Firefly]].<br />
* [[Jakes1]] - Master and student united on your tabletop! Similar to the Jr she can run a firefly for him. With Sidekick and Energizer it can get stuck in deep into the enemy lines and proc Ionization and PC and might cheat out another turn with the extra Defense. Jakes herself really loves the damage buff from PC due to her hight number of initials. Alternatively inflate her cost immensely on purpose and give her a Centurion, which will love the speed buff from Energizer and no-knockdown from Sidekick.<br />
* [[Arlan Strangeways]] - Sturgis desnt have much focus to give to his jacks, so Arlan helps there. Repairs are also never bad. Note arlan also has a pretty decent if short ranged spray, so he can hoze down some enemy models that have been reeled in and bunched up with the feat.<br />
<br />
{{Header|[[Storm Division]]}}<br />
Sturgis's prefered theme, as it has lots of great targets for his support spells and gives him a control element that works well with his feat.<br />
* [[Storm Lances]] - Arcane Shield is a tried and true spell on them and naturally it is also great with Sturgis, especially since he can also crank their damage with Positive Charge.<br />
* [[Stormblades]] - Snipe on them goes pretty well so they can pick of targets until they go in after the Lances to clean up. Storm Gunners benefit from this especially.<br />
* [[Reliant]] - They get to accumulate here, so they can boost both the attack and damage roll on their shots without needing focus from Sturgis. Use the feat to drag enemy models through the electrical fields they leave behind.<br />
* [[Stormsmith Grenadiers]] - They have native reposition but only RNG 6" on their grenades. Snipe lets them be 13" away from the models they chucked their grenades at. Since their grenades also leave an AOE behind you can once again use his feat to drag enemy models through it.<br />
* [[Firefly]]s double their function as cheap Positive Charge nodes, because they also bring Ionization, which naturally works well in this theme.<br />
* [[Storm Strider]] - A great target for Arcane Shield or Snipe.<br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
* [[Long Gunners]] love Snipe, and you can play around with his feat too to bring targets from 21" into a double CRA zone.<br />
* [[Sword Knights]] like arcane shield and are close enough to the action to benefit from both positive charge and flank at the same time.<br />
* [[Thorn]] - It's an upgrades Lancer that can channel spells while engaged as well and it comes with some extra trimmings for the 3 points you spend on it over a Lancer.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
* [[Trencher Chain Gun Crew]] - dragging enemies into walls of fire can get rid of them fast.<br />
* Snipe on [[Trencher Long Gunners]] is a decent use of the spell.<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
Sturgis is a greta caster for Sons because he brings Snipe and cranks damage with Positive Charge, something the gun mages love. That being said, Sturgis himself only really gets Bastian Falk out of the deal who serves as yet another damage buff to his personal output.<br />
* [[Tempest Blazers]] - A decent target for Arcane Shield because it puts them at decent ARM levels.<br />
* [[GMCA]] Shadow Fire makes Assassination runs easier.<br />
* [[Bastian Falk]] - Sturgis's melee attack are magical, so he benefits from Rune Marked.<br />
* [[Caine0]] and [[Ace]] can hunt important solos and UAs with their Trick Shots or thin out infantry after Sturgis puled them in with his feat.<br />
* [[Arcane Tempest Gun Mages]] as mentioned above love Snipe and Positive Charge.<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Gabriel Throne]] - Another damage buff and Pathfinder on demand for Strurgis's troops.<br />
<br />
===Battlegroup===<br />
* A [[Cyclone]] can lay a Covering Fire down before Sturgis feats, and anyone pushed into it by his feat will take damage. Snipe benefits both its guns and the covering fire templates and with Positive Charge it deals some decent damage both in melee and at range.<br />
* A [[Stormwall]] can do the Covering Fire trick too.<br />
* The [[Hurricane]] is both an Arc Node for PC plays and a great gun-platform to benefit from snipe. or Use Arcane Shield to protect your massive investment.<br />
* At least one [[Lancer]] should always accompany him to serve as a cheap Positive Charge node.<br />
* The [[Avenger]] or [[Defender]] are great Snipe recipients.<br />
* [[Centurion]] - A Shield Guard with Arcane Shield is always great. It's too bad he can't speed it up.<br />
<br />
=Other=<br />
===Trivia===<br />
[[File: Sturgis-ks.jpg|thumb|Kickstarter Exclusive sculpt]]<br />
* Released as part of the 2013 Kickstarter project for Warmachine: Tactics. Backers got a limited-edition sculpt.<br />
* The non-limited edition version of the sculpt is available through PP's online store, under the "PP Exclusives" section.<br />
* Sturgis became a [[Cryx]] warcaster known as [[Sturgis the Corrupted]].<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}}<br />
<br />
==Rules Clarifications== <br />
{{RCbox2<br />
|Feat: Dead on Arrival<br />
|<br />
{{RC Push}} <br />
}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Feedback}}<br />
{{RC Electro Leap}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Chain Attack Flash}}<br />
{{RC Relentless Charge}}<br />
{{RC Reversal}}<br />
{{RC Snap Strike}}<br />
<br />
{{RC Arcane Shield}}<br />
{{RC Lightning Storm}}<br />
{{RC Positive Charge}}<br />
{{RC Snipe}}<br />
{{RC Teleport}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Centurion&diff=109238Centurion2022-07-11T12:05:13Z<p>Abratzas: /* Combos & Synergies */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} {{Heavy Warjack}} }} [[Category: Model]]<br />
<br />
''Caspian engineers developed the hulking Centurion to rival the size and strength of Khador’s warjacks. Its increased armor and heavy shield makes it one of Cygnar’s most durable designs, and its mighty piston spear can easily pierce the hulls of enemy warjacks. The Hammersmith swaps out shield and spear with massive twin forge hammers meant to flatten anything in its path, while the Avenger features a stun blade and a groundbreaking seismic cannon. Representing a step forward in Cygnaran technology, the seismic cannon fires sophisticated projectiles that can unleash a localized earthquake upon impact.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = Centurion.jpg<br />
| base = Large<br />
| spd = 4<br />
| str = 12<br />
| mat = 7<br />
| rat irrelevant <br />
| def = 11<br />
| arm = 19{{/}}21 {{Star}}<br />
| hp = 30<br />
| cost = 16<br />
| fa = U<br />
| notes = {{Star}} ''21 including the Shield<br />
}}<br />
<br />
{{Warjack}}<br />
<br />
===Abilities=== <br />
* {{Construct}}<br />
* {{Imprint|Polarity Field}} (''{{Polarity Field-alt}}'')<br />
* {{Shield Guard}}<br />
<br />
===Weapons === <br />
{| class="wikitable"<br />
{{Melee-loc|Shield|1|2|14|loc=Left| <br />
* {{Shield}} }}<br />
{{Melee-loc|Piston Spear|2|6|18|loc=Right|<br />
* {{Critical Sustained Attack}} }} <br />
|}<br />
<br />
===Theme Forces===<br />
* '''''Cygnar<br />
** {{Flames in the Darkness}}<br />
** {{Gravediggers}}<br />
** {{Heavy Metal}}<br />
** {{Sons of the Tempest}}<br />
** {{Storm Division}}. This model gains [[Immunity: Electricity]] in this theme.<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use it in [[Hearts of Darkness]], but only if [[Sloan]] is leading the army. This model gains [[Accumulator]] [Soulless] in this theme.<br />
** '''[[Mercenary]]''' and '''[[Khador]]''' players can use it [[Flame in the Darkness]]<br />
** '''[[Mercenary]]''' and '''[[Convergence]]''' players can use it by putting it under the control of [[Nemo4]] in various themes.<br />
<br />
===Recent Changes===<br />
No changes since 2021.10<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
==={{PAGENAME}} in a nutshell===<br />
Cygnar's roadblock heavy. Due to the shield, it has the highest unbuffed ARM in Cygnar...and can obviously be buffed further by the various armour spells. It typically gets to somewhere you don't want the enemy to get to, uses Polarity Field for a turn or two then charges in. It's the ideal Warjack to control/contest zones and flags to prevent your opponent scoring scenario points.<br />
<br />
Having gained shield guard it can now weather fire intended for your infantry although [[Morrowan Battle Priest]]s do this in abundance the centurion is almost guaranteed to remain on the field afterwards, and as it’s 3 armour higher than the [[Sentinel]] and has significantly more health than the [[Trench Buster]] it’s probably the best shield guard in faction in terms of survivability.<br />
<br />
===Combos & Synergies===<br />
* Any model with [[Arcane Shield]].<br />
** ARM24 makes it very hard to take out, even more so since your opponent won't generally be able to charge it due to Polarity Field and therefore requiring a further investment of resources.<br />
** [[Haley1]] also has the Spell and with Temporal Barrier and Arcane Vortex there isn't much the enemy can use to get rid of a Centurion.<br />
** [[Commander Coleman Stryker]] deserves a special mention due to Invincibility. ARM29 for a round? Good luck getting through that with anything that isn't a Colossal or Gargantuan.<br />
** [[Commander Dalin Sturgis]] - He relies on his DEF to stay alive, so the Shield Guard is very much appreciated to deter high RAT shooting.<br />
<br />
* [[Captain Jeremiah Kraye]] gives it all sorts of useful buffs.<br />
** The free boosted charge attack is a great way to activate Critical Sustained Attack with no additional investment of focus.<br />
** The reposition makes running pointless since advancing and repositioning is 1" faster. Also, if you have spare focus, or can trample for free, trample and reposition is 50% quicker than running.<br />
** His feat gives it a handy speed boost.<br />
** Selfishly Kraye being on a big base is harder to screen than most having a shield guard that suits his plans and does the heavy lifting for him is handy.<br />
* [[Artificer General Nemo]] removes the other remaining options that Polarity Field doesn't affect - he negates place effects and pushes thanks to [[Magnetic Field]].<br />
** It's not a bad target for [[Lightning Shroud]] - the extra damage on an already powerful 'jack is going to hurt most heavy beasts/jacks badly. The Electro-Leaps are just a bonus.<br />
**[[Electrify]] not only gives it an ARM buff, but if your opponent ''does'' finally manage to get into melee with the Centurion, they will get one or two hits at best before [[Repulsor Field]] pushes them out of engagement range.<br />
* Warcasters with [[Escort]] go some way to solving its speed issues.<br />
* [[Captain Arlan Strangewayes]] allows you to Polarity Field and run without any focus from your Warcaster thanks to Empower.<br />
* [[Silver Line Stormguard]] also cannot be charged putting these 2 together lets you control a Flank.<br />
<br />
===Drawbacks & Downsides===<br />
* It's slow, really slow.<br />
* Enemies cannot charge you with your imprint on, they can still run up and jam you. <br />
* Enemies cannot charge you with your imprint on, but they can charge another model nearby, and engage you that way. Position the model carefully.<br />
* Some models will just control the Centurion with pushes and slams from guns and spells. The Centurion isn't a great contesting piece if it can't get into a position to contest.<br />
* it’s expensive for a purely melee model with minimal army support.<br />
<br />
===Tricks & Tips===<br />
* You can play it further forward than most jacks. 3" to be specific as it can't be charged. So trigger the imprint and run.<br />
* Don't forget, running ends your activation immediately, so activate the Imprint ''before'' you intend to run.<br />
* The model's spear is obnoxiously large, and can often be in the way - consider magnetizing both arms (especially with the plastic kit).<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in [[Escalation|Warmachine: Escalation]] (2004)<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}} <br />
<br />
===Rules Clarifications===<br />
{{RC Warjack}}<br />
<br />
{{RC Construct}}<br />
{{RC Imprint}}<br />
{{RC Polarity Field}}<br />
{{RC Shield Guard}}<br />
<br />
{{RC Sustained Attack}}<br />
{{RC Shield}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Captain_E._Dominic_Darius&diff=109237Captain E. Dominic Darius2022-07-11T06:06:03Z<p>Abratzas: /* Battlegroup */</p>
<hr />
<div>{{Cygbox2|Captain E. Dominic Darius<br />
|{{Cygnar}} [[Warcaster]]<br />
|Halfjacks<br />
|[[Companion]] [[Solo]]s<br />
}} [[Category: Model]]<br />
<br />
''Encased in his enormous steam-powered armor, Captain Darius strides into battle like a man of iron. The most ingenious element of this walking arsenal is a drone deployment system allowing him to unleash a number of halfjacks to serve as both weapons and battlefield repair assistants. Darius and his battlegroup act in tandem to disassemble the enemy army with the precision of a well-tuned machine.''<br />
<br />
=Basic Info=<br />
==Darius==<br />
{{Infobox-Model<br />
| name = Darius1<br />
| image = Darius1.jpg<br />
| base = Medium<br />
| spd = 5<br />
| str = 8<br />
| mat = 6<br />
| rat = 5<br />
| def = 13<br />
| arm = 18<br />
| cmd = 8<br />
| focus = 6<br />
| hp = 22<br />
| wjp = +29<br />
}}<br />
<br />
{{Warcaster}}<br />
: Darius starts the game with 3 Halfjacks solos in play.<br />
<br />
===Feat: Pit Stop===<br />
* Darius gains 1d3+2 focus. <br />
* This turn, Darius and warjacks in his battlegroup can have damage removed with [[Repair]] regardless of other special rules.<br />
* Darius and the Halfjacks in his battlegroup currently in his {{control}} range can each completely Repair Darius or one friendly Faction warjack with which he or it is B2B. Remove all damage from those models. [[Category: Remove Damage Feat]]<br />
<br />
===Abilities===<br />
* {{Repair|d3+3}}<br />
* {{Repairable}}<br />
* {{Activate Halfjack}}<br />
* {{Crane}}<br />
<br />
===Weapons ===<br />
{| class="wikitable"<br />
{{Ranged|Steam Cannon|12|14|aoe=4| }}<br />
{{Melee|Quake Hammer|1|7|15| <br />
* {{Critical Knockdown}}<br />
* {{Tremor}} }}<br />
{{Melee|Wrench|0.5|3|11| }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Arcantrik Bolt}}<br />
{{Fortify}}<br />
{{Full Throttle}}<br />
{{Jackhammer}}<br />
{{Refuge}}<br />
}}<br />
<br />
==Halfjacks==<br />
{{Infobox-Model<br />
| name = Halfjack<br />
| base = Small<br />
| spd = 6<br />
| str = 2<br />
| mat 3 irrelevant<br />
| rat 1 irrelevant<br />
| def = 13<br />
| arm = 14<br />
| hp = 1<br />
}}<br />
<br />
===Abilities===<br />
* {{Construct|Hide_Cat=<!---YES--->}}<br />
* {{Companion|Captain E. Dominic Darius|Darius|more text= Place all three Halfjacks in play at the start of the game.|Hide_Cat=<!---YES--->}}<br />
* {{Prime Mine|Hide_Cat=<!---YES--->}}<br />
* {{Repair|1|Hide_Cat=<!---YES--->}}<br />
<br />
===Weapons===<br />
* {{Unarmed|Hide_Cat=<!---YES--->}}<br />
<br />
==Theme Forces==<br />
* {{si|Flame in the Darkness}}<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. Darius and the halfjacks gain [[Immunity: Electricity]] in this theme.<br />
<br />
==Recent Changes==<br />
2021.10 Mega Update<br />
* His feat now gives focus<br />
* His feat now ignores stuff that normally stops repairs (such as [[Grievous Wounds]]).<br />
* His feat now lets Darius himself be fully repaired.<br />
<br />
<br />
=Thoughts on Darius =<br />
===Darius in a nutshell===<br />
<br />
Darius is a melee brawler of a warjack controller, able to toughen warjacks, repair them, able to speed up one heavy a turn, and be relatively focus efficient. He has quite a beefy frame (on par with Butcher) to fend off half-hearted assassination attempts, allowing you to worry a bit less for his personal safety than with other casters in the faction. Make no mistake though; he is on a medium base, and is only as durable as a light warjack. Anything that can one-round a [[Sentinel]] or a [[Charger]] can make short work on him too.<br />
<br />
Throughout Mk3 Darius has been among the underdog casters in Cygnar, mainly because of the in-faction competitors and his struggle in the metagame. He is intended to be a close-combat battlegroup caster who can enhance the survivability of his jacks. He is fun in casual games (and sometimes frustrating to be played against), but more experienced players will be prepared to one-round even the heaviest warjacks or stop damage-removal on them, diminishing your feat's usefulness.<br />
<br />
His spell-kit and abilities also suffer from some anti-synergy - namely that you should activate Darius first to get the most out of Crane and Full Throttle. Also, you should activate your warjack first to get into position and make the most out of Jackhammer. It is technically possible to activate Darius first, crane your warjack into position to engage the enemy, punch it into oblivion with Jackhammer, then charge in with your jack to another enemy, but that requires position mistakes on the enemy's behalf, and extra care on yours not to put Darius into a position where he can be assassinated next turn.<br />
<br />
As for his in-faction status, he's outdone by [[Nemo3]] in terms of Focus efficiency, and has nothing on [[Kraye]] when we talk about battlegroup mobility and threat ranges. [[Jakes2]] and [[Stryker2]] both have Positive Charge, an awesome MAT + damage fixer spell for your jacks (plus the rest of the army), and the latter also has ARM fix against ranged attacks.<br />
As with other rarely seen models, we hope that a CID cycle may make this article largely obsolete.<br />
<br />
===Spell thoughts===<br />
* '''Arcantrik Bolt''' - This is his only tool for hunting Incorporeal models. Considering the shallow FOCUS pool, it is quite unlikely to be used during the battle, so save it for the endgame. You might consider using it against a warjack to bestow the [[Stationary]] effect. If you manage to also knock it down, the target will suffer both effects.<br />
* '''Fortify''' - Your bread and butter spell, which usually will be on your biggest, meanest brawler jack from turn one. Since Darius tends to operate close to the front to use his Crane ability, it defends him from slams against the screening warjacks that could knock him down. It makes a [[Sturdy]] + [[Steady]] model out of your jack, and all those in B2B. You are also protected against non-power attack slams, like Thunder Strike or [[Force Hammer]]. However, affected models can still be made stationary, be placed, or be moved via Power Attacks and Throws.<br />
* '''Refuge''' - Despite its name, it can be just as good for threat extension, as for seeking shelter after an attack. Considering his low speed, Darius himself can also be a good target for that. Read the spell's rules clarification page to understand how best to use this spell.<br />
* '''Jackhammer''' - This spell lets a jack sucker punch the opponent's face for one focus. It is limited to basic attacks, so you cannot use the Ironclad's Tremor attack for example. Unless you cast Full Throttle first, you also cannot boost the attack rolls. Since its range is short, consider arcing through a [[Lancer]] if you need to keep Darius away from the fight. <br />
* '''Full Throttle''' - This is one of the best battlegroup spells for melee warjacks and it has a higher return-on-investment the larger your battlegroup is. Since it eats up half of your FOCUS pool and Power-Up grants you free focus, always calculate when you'll reach a break-even point. Look for warjacks with nice critical effects, like the [[Thunderhead]], the [[Ironclad]] or the [[Centurion]]. A note on wording: to get the free charge/slam/trample/run, it is enough to start the model's activation in the caster's CTRL area, but to gain the boosted melee attack rolls you must be within CTRL range at the time of the attack - so don't run too far up ahead. Darius also gains the boosted melee attack rolls.<br />
<br />
===Feat thoughts===<br />
Simple as it gets: you remove all damage points from as many jacks as you can get into B2B with your caster and the half-jacks. Don't expect it to be a game-changer though - enemies will concentrate on one jack at a time, ensuring that it won't get up after a proper beating. Restoring your banged-up colossal from 4 boxes to full sounds awesome, but opponents will rarely do that favor. If you can save a heavy - go for it, it can give you the necessary advantage in the war of attrition. By having this on the table, you are forcing your opponent to commit (and sometimes over-commit) to "one-rounding" your 'Jacks (and, more importantly, your Colossal). Use the threat of the full repair to goad your opponent into overestimating the resources needed! An example would be to have your opponent over-commit to one flank in early turns.<br />
<br />
The additional focus also massively alleviates one of Darius' core problems - he wants to do too much with too little Focus. Now he can upkeep Fortify, cast Full Throttle and allocate focus to multiple Jacks to an adequate standard...even to the point where he can keep some to protect himself!<br />
<br />
===Drawbacks & Downsides===<br />
* He is Focus starved on non-Feat turns.<br />
* He and his jacks are pretty sensitive to difficult terrain, SPD de-buffs, jamming units, and [[Incorporeal]] models.<br />
* No army support outside warjacks.<br />
* Enemies will rarely leave around several half-dead warjacks for your feat.<br />
<br />
===Tricks & Tips===<br />
* Darius cannot use his repair ability on himself, as he cannot be in B2B with himself.<br />
* The jacks you feat-repair don't have to be in your control range (although the halfjack doing the repair does). Nor do they need to be jacks in Darius's battlegroup.<br />
* Feel free to use the halfjacks as charge-lane blockers, or contesting pieces. They are solos, which are ideal for scoring on flags.<br />
* Remember that Prime Mined halfjack explosions are "may" and not a "must". You can happily walk into your own mine field without fear. Walk a tasty target on top of one of your own mines and your opponent will need to do a cost-vs-reward analysis to engage.<br />
* Crane is only limited to ''friendly'' models, not ''friendly faction'' models. Feel free to crane out Eyriss from melee if the enemy ran in to engage her.<br />
* Study your opponent's list carefully, especially models with [[Steady]], [[Sturdy]] and blast immunity.<br />
* You can change the facing of the craned model - use it in case your key models were turned around due to [[Domination]] or [[Telekinesis]] to counter charges, or if the enemy simply ran behind you to avoid being charged at.<br />
<br />
Darius can be quite unforgiving in terms of order of activation for beginners. Here's a short guide for him:<br />
* Maintenance Phase - This is where you blow up Mine markers, ''after'' you resolved continuous effects, and resolved everything else that happens in this phase (like attacks from [[Rapid Fire]]). If you skipped that, no explosions for you. <br />
* Control Phase - You put new Halfjacks into play ''at the end'' of this phase. Power Up and allocate Focus first, then drop new Halfjacks.<br />
* Activation Phase - This is where your Crane ability can be triggered. As with all the "any time during its activation", it cannot be triggered after you ran or failed a charge, but can be triggered after you hit something under your Refuge spell, or you made a charge move, but before you attack. Read the [[End of Activation]] article for a detailed rundown.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
Darius has remarkable tools for attrition and the ability to deny zones to the opponent with minefields or immovable jacks. He may also manipulate the threat range of a single model or provide excellent focus efficiency for his battlegroup.<br />
<br />
===Theme thoughts===<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
This one seems like a no-brainer for Darius. With the ability to allow partisans, it allows Darius to run with some more combined arms.<br />
<br />
* [[Ol' Rowdy]] - Fortify is pretty good on him for ARM 22 and no know down and pushes, as are Full Throttle and Jackhammer.<br />
* [[Thorn]] - An Arc Node can be pretty vital to use Jack Hammer on another jack that got stuck in enemy lines. Thorn also doesn't care if it's engaged itself.<br />
* [[Caine0]] - He brings some important chaff clearing and solo hunting with Trick Shot and Fire for Effect is actually pretty good on Darius himself and his Steam Cannon. [[Ace]] or a [[Minuteman]] are excellent and cheap options for him.<br />
* [[Precursor Knights]] - A cheap and disposable screen for your slower jacks who can hit way above their class due to their mini feat.<br />
* [[Order of Illumination Resolutes]] - The are repairable heavy infantry, and as such the synergize a lot with him as he can repair for days. With Arcane Shield from a Jr Warcaster they reach acceptable ARM levels as well. Also they bring some ranged presence he really appreciates.<br />
* [[Storm Strider]] - Having its own boosting mechanism, this self-supporting long-range gun platform can operate without taxing Darius' Focus pool too much, and clear chaff infantry. Although, if you can spare the resources, it is a grateful recipient for Refuge.<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
<br />
This list solves issues with incorporeal models and provides Darius and his jacks with multiple tools to scalpel priority targets and an indirect damage buff with Falk. Gun Mages are fragile and usually have problems dealing with heavy armor, but that's what your jacks are there for.<br />
Captain Arlan Strangewayes<br />
* [[Lieutenant Bastian Falk]] - A great scalpel piece that can directly buff the damage the other gunmages put out. Combined with [[Captain Arlan Strangewayes]] he can enable a damage buff for one of Darius jacks that can persist through jackhammer attacks.<br />
* [[Tempest Blazers]] - These guys excel at harassing flanks and hunting solos.<br />
<br />
{{Header|[[Storm Division]]}}<br />
<br />
With the changes in {{Immunity:Electricity}}, your means to remove chaff infantry with electro-leaps from your own models were greatly diminished. However, [[Stormclad]]s may operate very efficiently in Darius' battlegroup thanks to their Accumulator rule. [[Storm Lances]] can be self-sufficient, and with the help of a [[Journeyman Warcaster]] and unyielding, can hold a flank while Darius pushes his battlegroup.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
Probably the hardest theme to play with him, as most of the important support solos will be unavailable, save for replacing [[Arlan Strangewayes]] with [[Lady Aiyana & Master Holt|Aiyana]] under Murdoch's care for magical attacks. [[Trenchers]] in general tend to be self-sufficient units and [[Rangers]] can shore up your chances to hit with your ranged warjacks, but you will be hard-pressed to squeeze in the desired amount of warjacks with the expensive trencher infantry.<br />
<br />
{{Header|Support models - Various themes}}<br />
<br />
When building an army with Darius, consider using the following models:<br />
<br />
* [[Journeyman Warcaster]] - Arcane Shield is really useful for making tough jacks tougher, and you can put Fortify elsewhere. Try letting Junior run a [[Charger]] or a [[Sentinel]].<br />
* [[Squire]] - Vital to extending full throttle's reach and helps lessen his focus burden.<br />
* [[Captain Arlan Strangewayes|Arlan]] - Darius is short on magical attacks, which is something Arlan can mitigate. He can occasionally hand out extra focus or repair Darius in a pinch. The problem is that he cannot be everywhere at once and will probably be a high-priority target for your opponent, especially if they rely on spamming Incorporeal models<br />
<br />
===Battlegroup===<br />
Darius likes tough melee warjacks that he can repair.<br />
* [[Centurion]] - With full throttle, it can trigger Polarity Field and run in the opening turn, and it is a tough and hard-hitting melee jack. Fortify makes it even harder to kill.<br />
* [[Lancer]] A Lancer is vital to Darius's game plan because he definitely doesn't want to hang out within 6" of his workhouse jack to cast jackhammer, because that will just get him killed. An Arc Node fixes this issue. Note that in Heavy Metal you can upgrade a Lancer into [[Thorn]].<br />
* [[Hammersmith]] - Cheap, tough, and hard-hitting melee jack. Full throttle means he will definitely get his chain attack off. But it's slow and Darius has no way of fixing that.<br />
* [[Ironclad]] - Cheap and focus-efficient melee jack. A boosted Tremor (thanks to full throttle) can be game-ending.<br />
* [[Defender]] - An ideal target for Jackhammer, helping it to knock out a warjack's cortex. It also has very good ranged capability.<br />
* [[Stormclad]] - He has the longest native threat range of any Cygnar heavy and the highest native P+S.<br />
* [[Hurricane]] - Cygnar's two Colossi are both extremely tough and get ''a lot'' of mileage out of Darius' feat. The Hurricane has the added bonus of cortex damage on his fists, as well as an arc node, and both help, get mileage from Jackhammer.<br />
* [[Stormwall]] - Darius has quite a scenario problem if he runs too many jacks. The Lightning pot this machine is able to put into play count as solos so they can contest.<br />
* [[Avenger]] - Range 10 on its gun is a problem, but with Refuge it can advance 4", shoot and back up 4" and thus shoot somethign from 14" away and still be safe. With its P+S 18 Stun Blade it works well in melle with Full throttle and Jack Hammer as well.<br />
<br />
===Starting a 25 point Brawl list===<br />
In 2020.11 LuckGod, a prolific Warmachine blogger, put together this list for the [[Brawlmachine]] format. He even wrote about its play style which you can [https://luckgod84.blogspot.com/2020/11/darius1-brawlmachine-list.html read here].<br />
<br />
'''[[Theme - Heavy Metal]]<br />
<br />
: '''Captain E. Dominic Darius''': [+29 WJP]<br />
:* Halfjacks<br />
:* [[Squire]]: [Free] {{grey|(5 pts)}}<br />
:* [[Centurion]]: [16 pts]<br />
:* [[Hammersmith]]: [12 pts]<br />
:* [[Thorn]]: [11 pts]<br />
<br />
: Journeyman Warcaster [3 pts]<br />
:* [[Charger]]: [9 pts]<br />
<br />
: [[Field Mechaniks]] (Min unit): [3 pts]<br />
<br />
Total RRP: USD $209 (based on PP's online store prices 2021.03)<br />
:'''Note''' - This list/article was written before the 2021.10 Errata and therefore may have incorrect point values<br />
<br />
<br />
{{Brawl}}<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in [[Apotheosis|Warmachine: Apotheosis]] (2005)<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}} <br />
<br />
===Rules Clarifications=== <br />
{{RC Knockdown}}<br />
{{RC Tremor}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Repair}}<br />
{{RC Repairable}}<br />
{{RC Activate Halfjack}}<br />
{{RC Crane}}<br />
<br />
{{RC Arcantrik Bolt}}<br />
{{RC Fortify}}<br />
{{RC Full Throttle}}<br />
{{RC Jackhammer}}<br />
{{RC Refuge}}<br />
<br />
{{RC Companion}}<br />
{{RC Prime Mine}}<br />
{{RC Unarmed}}<br />
<br />
{{Edbox|To edit the halfjack's tagged abilities, [{{FULLURL:Captain_E._Dominic_Darius_:_Halfjack_(Companion)|action=edit}} Click here]}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Captain_E._Dominic_Darius&diff=109236Captain E. Dominic Darius2022-07-11T06:00:42Z<p>Abratzas: /* Theme thoughts */</p>
<hr />
<div>{{Cygbox2|Captain E. Dominic Darius<br />
|{{Cygnar}} [[Warcaster]]<br />
|Halfjacks<br />
|[[Companion]] [[Solo]]s<br />
}} [[Category: Model]]<br />
<br />
''Encased in his enormous steam-powered armor, Captain Darius strides into battle like a man of iron. The most ingenious element of this walking arsenal is a drone deployment system allowing him to unleash a number of halfjacks to serve as both weapons and battlefield repair assistants. Darius and his battlegroup act in tandem to disassemble the enemy army with the precision of a well-tuned machine.''<br />
<br />
=Basic Info=<br />
==Darius==<br />
{{Infobox-Model<br />
| name = Darius1<br />
| image = Darius1.jpg<br />
| base = Medium<br />
| spd = 5<br />
| str = 8<br />
| mat = 6<br />
| rat = 5<br />
| def = 13<br />
| arm = 18<br />
| cmd = 8<br />
| focus = 6<br />
| hp = 22<br />
| wjp = +29<br />
}}<br />
<br />
{{Warcaster}}<br />
: Darius starts the game with 3 Halfjacks solos in play.<br />
<br />
===Feat: Pit Stop===<br />
* Darius gains 1d3+2 focus. <br />
* This turn, Darius and warjacks in his battlegroup can have damage removed with [[Repair]] regardless of other special rules.<br />
* Darius and the Halfjacks in his battlegroup currently in his {{control}} range can each completely Repair Darius or one friendly Faction warjack with which he or it is B2B. Remove all damage from those models. [[Category: Remove Damage Feat]]<br />
<br />
===Abilities===<br />
* {{Repair|d3+3}}<br />
* {{Repairable}}<br />
* {{Activate Halfjack}}<br />
* {{Crane}}<br />
<br />
===Weapons ===<br />
{| class="wikitable"<br />
{{Ranged|Steam Cannon|12|14|aoe=4| }}<br />
{{Melee|Quake Hammer|1|7|15| <br />
* {{Critical Knockdown}}<br />
* {{Tremor}} }}<br />
{{Melee|Wrench|0.5|3|11| }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Arcantrik Bolt}}<br />
{{Fortify}}<br />
{{Full Throttle}}<br />
{{Jackhammer}}<br />
{{Refuge}}<br />
}}<br />
<br />
==Halfjacks==<br />
{{Infobox-Model<br />
| name = Halfjack<br />
| base = Small<br />
| spd = 6<br />
| str = 2<br />
| mat 3 irrelevant<br />
| rat 1 irrelevant<br />
| def = 13<br />
| arm = 14<br />
| hp = 1<br />
}}<br />
<br />
===Abilities===<br />
* {{Construct|Hide_Cat=<!---YES--->}}<br />
* {{Companion|Captain E. Dominic Darius|Darius|more text= Place all three Halfjacks in play at the start of the game.|Hide_Cat=<!---YES--->}}<br />
* {{Prime Mine|Hide_Cat=<!---YES--->}}<br />
* {{Repair|1|Hide_Cat=<!---YES--->}}<br />
<br />
===Weapons===<br />
* {{Unarmed|Hide_Cat=<!---YES--->}}<br />
<br />
==Theme Forces==<br />
* {{si|Flame in the Darkness}}<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. Darius and the halfjacks gain [[Immunity: Electricity]] in this theme.<br />
<br />
==Recent Changes==<br />
2021.10 Mega Update<br />
* His feat now gives focus<br />
* His feat now ignores stuff that normally stops repairs (such as [[Grievous Wounds]]).<br />
* His feat now lets Darius himself be fully repaired.<br />
<br />
<br />
=Thoughts on Darius =<br />
===Darius in a nutshell===<br />
<br />
Darius is a melee brawler of a warjack controller, able to toughen warjacks, repair them, able to speed up one heavy a turn, and be relatively focus efficient. He has quite a beefy frame (on par with Butcher) to fend off half-hearted assassination attempts, allowing you to worry a bit less for his personal safety than with other casters in the faction. Make no mistake though; he is on a medium base, and is only as durable as a light warjack. Anything that can one-round a [[Sentinel]] or a [[Charger]] can make short work on him too.<br />
<br />
Throughout Mk3 Darius has been among the underdog casters in Cygnar, mainly because of the in-faction competitors and his struggle in the metagame. He is intended to be a close-combat battlegroup caster who can enhance the survivability of his jacks. He is fun in casual games (and sometimes frustrating to be played against), but more experienced players will be prepared to one-round even the heaviest warjacks or stop damage-removal on them, diminishing your feat's usefulness.<br />
<br />
His spell-kit and abilities also suffer from some anti-synergy - namely that you should activate Darius first to get the most out of Crane and Full Throttle. Also, you should activate your warjack first to get into position and make the most out of Jackhammer. It is technically possible to activate Darius first, crane your warjack into position to engage the enemy, punch it into oblivion with Jackhammer, then charge in with your jack to another enemy, but that requires position mistakes on the enemy's behalf, and extra care on yours not to put Darius into a position where he can be assassinated next turn.<br />
<br />
As for his in-faction status, he's outdone by [[Nemo3]] in terms of Focus efficiency, and has nothing on [[Kraye]] when we talk about battlegroup mobility and threat ranges. [[Jakes2]] and [[Stryker2]] both have Positive Charge, an awesome MAT + damage fixer spell for your jacks (plus the rest of the army), and the latter also has ARM fix against ranged attacks.<br />
As with other rarely seen models, we hope that a CID cycle may make this article largely obsolete.<br />
<br />
===Spell thoughts===<br />
* '''Arcantrik Bolt''' - This is his only tool for hunting Incorporeal models. Considering the shallow FOCUS pool, it is quite unlikely to be used during the battle, so save it for the endgame. You might consider using it against a warjack to bestow the [[Stationary]] effect. If you manage to also knock it down, the target will suffer both effects.<br />
* '''Fortify''' - Your bread and butter spell, which usually will be on your biggest, meanest brawler jack from turn one. Since Darius tends to operate close to the front to use his Crane ability, it defends him from slams against the screening warjacks that could knock him down. It makes a [[Sturdy]] + [[Steady]] model out of your jack, and all those in B2B. You are also protected against non-power attack slams, like Thunder Strike or [[Force Hammer]]. However, affected models can still be made stationary, be placed, or be moved via Power Attacks and Throws.<br />
* '''Refuge''' - Despite its name, it can be just as good for threat extension, as for seeking shelter after an attack. Considering his low speed, Darius himself can also be a good target for that. Read the spell's rules clarification page to understand how best to use this spell.<br />
* '''Jackhammer''' - This spell lets a jack sucker punch the opponent's face for one focus. It is limited to basic attacks, so you cannot use the Ironclad's Tremor attack for example. Unless you cast Full Throttle first, you also cannot boost the attack rolls. Since its range is short, consider arcing through a [[Lancer]] if you need to keep Darius away from the fight. <br />
* '''Full Throttle''' - This is one of the best battlegroup spells for melee warjacks and it has a higher return-on-investment the larger your battlegroup is. Since it eats up half of your FOCUS pool and Power-Up grants you free focus, always calculate when you'll reach a break-even point. Look for warjacks with nice critical effects, like the [[Thunderhead]], the [[Ironclad]] or the [[Centurion]]. A note on wording: to get the free charge/slam/trample/run, it is enough to start the model's activation in the caster's CTRL area, but to gain the boosted melee attack rolls you must be within CTRL range at the time of the attack - so don't run too far up ahead. Darius also gains the boosted melee attack rolls.<br />
<br />
===Feat thoughts===<br />
Simple as it gets: you remove all damage points from as many jacks as you can get into B2B with your caster and the half-jacks. Don't expect it to be a game-changer though - enemies will concentrate on one jack at a time, ensuring that it won't get up after a proper beating. Restoring your banged-up colossal from 4 boxes to full sounds awesome, but opponents will rarely do that favor. If you can save a heavy - go for it, it can give you the necessary advantage in the war of attrition. By having this on the table, you are forcing your opponent to commit (and sometimes over-commit) to "one-rounding" your 'Jacks (and, more importantly, your Colossal). Use the threat of the full repair to goad your opponent into overestimating the resources needed! An example would be to have your opponent over-commit to one flank in early turns.<br />
<br />
The additional focus also massively alleviates one of Darius' core problems - he wants to do too much with too little Focus. Now he can upkeep Fortify, cast Full Throttle and allocate focus to multiple Jacks to an adequate standard...even to the point where he can keep some to protect himself!<br />
<br />
===Drawbacks & Downsides===<br />
* He is Focus starved on non-Feat turns.<br />
* He and his jacks are pretty sensitive to difficult terrain, SPD de-buffs, jamming units, and [[Incorporeal]] models.<br />
* No army support outside warjacks.<br />
* Enemies will rarely leave around several half-dead warjacks for your feat.<br />
<br />
===Tricks & Tips===<br />
* Darius cannot use his repair ability on himself, as he cannot be in B2B with himself.<br />
* The jacks you feat-repair don't have to be in your control range (although the halfjack doing the repair does). Nor do they need to be jacks in Darius's battlegroup.<br />
* Feel free to use the halfjacks as charge-lane blockers, or contesting pieces. They are solos, which are ideal for scoring on flags.<br />
* Remember that Prime Mined halfjack explosions are "may" and not a "must". You can happily walk into your own mine field without fear. Walk a tasty target on top of one of your own mines and your opponent will need to do a cost-vs-reward analysis to engage.<br />
* Crane is only limited to ''friendly'' models, not ''friendly faction'' models. Feel free to crane out Eyriss from melee if the enemy ran in to engage her.<br />
* Study your opponent's list carefully, especially models with [[Steady]], [[Sturdy]] and blast immunity.<br />
* You can change the facing of the craned model - use it in case your key models were turned around due to [[Domination]] or [[Telekinesis]] to counter charges, or if the enemy simply ran behind you to avoid being charged at.<br />
<br />
Darius can be quite unforgiving in terms of order of activation for beginners. Here's a short guide for him:<br />
* Maintenance Phase - This is where you blow up Mine markers, ''after'' you resolved continuous effects, and resolved everything else that happens in this phase (like attacks from [[Rapid Fire]]). If you skipped that, no explosions for you. <br />
* Control Phase - You put new Halfjacks into play ''at the end'' of this phase. Power Up and allocate Focus first, then drop new Halfjacks.<br />
* Activation Phase - This is where your Crane ability can be triggered. As with all the "any time during its activation", it cannot be triggered after you ran or failed a charge, but can be triggered after you hit something under your Refuge spell, or you made a charge move, but before you attack. Read the [[End of Activation]] article for a detailed rundown.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
Darius has remarkable tools for attrition and the ability to deny zones to the opponent with minefields or immovable jacks. He may also manipulate the threat range of a single model or provide excellent focus efficiency for his battlegroup.<br />
<br />
===Theme thoughts===<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
This one seems like a no-brainer for Darius. With the ability to allow partisans, it allows Darius to run with some more combined arms.<br />
<br />
* [[Ol' Rowdy]] - Fortify is pretty good on him for ARM 22 and no know down and pushes, as are Full Throttle and Jackhammer.<br />
* [[Thorn]] - An Arc Node can be pretty vital to use Jack Hammer on another jack that got stuck in enemy lines. Thorn also doesn't care if it's engaged itself.<br />
* [[Caine0]] - He brings some important chaff clearing and solo hunting with Trick Shot and Fire for Effect is actually pretty good on Darius himself and his Steam Cannon. [[Ace]] or a [[Minuteman]] are excellent and cheap options for him.<br />
* [[Precursor Knights]] - A cheap and disposable screen for your slower jacks who can hit way above their class due to their mini feat.<br />
* [[Order of Illumination Resolutes]] - The are repairable heavy infantry, and as such the synergize a lot with him as he can repair for days. With Arcane Shield from a Jr Warcaster they reach acceptable ARM levels as well. Also they bring some ranged presence he really appreciates.<br />
* [[Storm Strider]] - Having its own boosting mechanism, this self-supporting long-range gun platform can operate without taxing Darius' Focus pool too much, and clear chaff infantry. Although, if you can spare the resources, it is a grateful recipient for Refuge.<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
<br />
This list solves issues with incorporeal models and provides Darius and his jacks with multiple tools to scalpel priority targets and an indirect damage buff with Falk. Gun Mages are fragile and usually have problems dealing with heavy armor, but that's what your jacks are there for.<br />
Captain Arlan Strangewayes<br />
* [[Lieutenant Bastian Falk]] - A great scalpel piece that can directly buff the damage the other gunmages put out. Combined with [[Captain Arlan Strangewayes]] he can enable a damage buff for one of Darius jacks that can persist through jackhammer attacks.<br />
* [[Tempest Blazers]] - These guys excel at harassing flanks and hunting solos.<br />
<br />
{{Header|[[Storm Division]]}}<br />
<br />
With the changes in {{Immunity:Electricity}}, your means to remove chaff infantry with electro-leaps from your own models were greatly diminished. However, [[Stormclad]]s may operate very efficiently in Darius' battlegroup thanks to their Accumulator rule. [[Storm Lances]] can be self-sufficient, and with the help of a [[Journeyman Warcaster]] and unyielding, can hold a flank while Darius pushes his battlegroup.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
Probably the hardest theme to play with him, as most of the important support solos will be unavailable, save for replacing [[Arlan Strangewayes]] with [[Lady Aiyana & Master Holt|Aiyana]] under Murdoch's care for magical attacks. [[Trenchers]] in general tend to be self-sufficient units and [[Rangers]] can shore up your chances to hit with your ranged warjacks, but you will be hard-pressed to squeeze in the desired amount of warjacks with the expensive trencher infantry.<br />
<br />
{{Header|Support models - Various themes}}<br />
<br />
When building an army with Darius, consider using the following models:<br />
<br />
* [[Journeyman Warcaster]] - Arcane Shield is really useful for making tough jacks tougher, and you can put Fortify elsewhere. Try letting Junior run a [[Charger]] or a [[Sentinel]].<br />
* [[Squire]] - Vital to extending full throttle's reach and helps lessen his focus burden.<br />
* [[Captain Arlan Strangewayes|Arlan]] - Darius is short on magical attacks, which is something Arlan can mitigate. He can occasionally hand out extra focus or repair Darius in a pinch. The problem is that he cannot be everywhere at once and will probably be a high-priority target for your opponent, especially if they rely on spamming Incorporeal models<br />
<br />
===Battlegroup===<br />
Darius likes tough melee warjacks that he can repair.<br />
* [[Centurion]] - With full throttle, it can polarity field in the opening turns, and it is a tough and hard-hitting melee jack. Fortify makes it even harder to kill.<br />
* [[Lancer]] A Lancer is vital to Darius's game plan because he definitely doesn't want to hang out within 6" of his workhouse jack to cast jackhammer, because that will just get him killed. An Arc Node fixes this issue. Note that in Heavy Metal you can upgrade a Lancer into [[Thorn]].<br />
* [[Hammersmith]] - Cheap, tough, and hard-hitting melee jack. Full throttle means he will definitely get his chain attack off.<br />
* [[Ironclad]] - Cheap and focus-efficient melee jack. A boosted Tremor (thanks to full throttle) can be game-ending.<br />
* [[Defender]] - An ideal target for Jackhammer, helping it to knock out a warjack's cortex. It also has decent ranged capability.<br />
* [[Stormclad]] - He has the longest native threat range of any Cygnar heavy and the highest native P+S.<br />
* [[Hurricane]] - Cygnar's two Colossi are both extremely tough and get ''a lot'' of mileage out of Darius' feat. The Hurricane has the added bonus of cortex damage on his fists, as well as an arc node, and both help, get mileage from Jackhammer.<br />
* [[Stormwall]] - Darius has quite a scenario problem if he runs too many jacks. The Lightning pot this machine is able to put into play count as solos so they can contest.<br />
<br />
===Starting a 25 point Brawl list===<br />
In 2020.11 LuckGod, a prolific Warmachine blogger, put together this list for the [[Brawlmachine]] format. He even wrote about its play style which you can [https://luckgod84.blogspot.com/2020/11/darius1-brawlmachine-list.html read here].<br />
<br />
'''[[Theme - Heavy Metal]]<br />
<br />
: '''Captain E. Dominic Darius''': [+29 WJP]<br />
:* Halfjacks<br />
:* [[Squire]]: [Free] {{grey|(5 pts)}}<br />
:* [[Centurion]]: [16 pts]<br />
:* [[Hammersmith]]: [12 pts]<br />
:* [[Thorn]]: [11 pts]<br />
<br />
: Journeyman Warcaster [3 pts]<br />
:* [[Charger]]: [9 pts]<br />
<br />
: [[Field Mechaniks]] (Min unit): [3 pts]<br />
<br />
Total RRP: USD $209 (based on PP's online store prices 2021.03)<br />
:'''Note''' - This list/article was written before the 2021.10 Errata and therefore may have incorrect point values<br />
<br />
<br />
{{Brawl}}<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in [[Apotheosis|Warmachine: Apotheosis]] (2005)<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}} <br />
<br />
===Rules Clarifications=== <br />
{{RC Knockdown}}<br />
{{RC Tremor}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Repair}}<br />
{{RC Repairable}}<br />
{{RC Activate Halfjack}}<br />
{{RC Crane}}<br />
<br />
{{RC Arcantrik Bolt}}<br />
{{RC Fortify}}<br />
{{RC Full Throttle}}<br />
{{RC Jackhammer}}<br />
{{RC Refuge}}<br />
<br />
{{RC Companion}}<br />
{{RC Prime Mine}}<br />
{{RC Unarmed}}<br />
<br />
{{Edbox|To edit the halfjack's tagged abilities, [{{FULLURL:Captain_E._Dominic_Darius_:_Halfjack_(Companion)|action=edit}} Click here]}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Arcane_Tempest_Gun_Mages&diff=109234Arcane Tempest Gun Mages2022-07-10T14:42:19Z<p>Abratzas: /* Thoughts on adding the CA */</p>
<hr />
<div>{{Cygbox2|{{PAGENAME}}<br />
|{{Cygnar}} {{Arcane Tempest}} {{Gun Mage}} {{Unit}} <br />
|Officer<br />
|[[Command Attachment]]<br />
}} [[Category: Model]]<br />
<br />
''Cygnar’s dashing gun mages are a unique breed of soldier-sorcerers who can weave devastating arcane power into their unerring pistol shots. With highly accurate magelock pistols, gun mages can snipe distant targets, cripple heavily armored foes, or knock enemies off their feet.''<br />
<br />
''As battles intrude on Cygnar, the Militant Order of the Arcane Tempest has stepped up to answer its nation’s call. Bringing an arsenal of arcane abilities together with deadly accurate magelock pistol fire, the order’s captains and their teams are highly prized for their versatile fire support.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| altname= Unit{{/}}Officer<br />
| image = Gun Mages.jpg<br />
| base = Small <br />
| spd = 6<br />
| str = 4<br />
| mat = 5{{/}}6<br />
| rat = 7{{/}}8<br />
| def = 14<br />
| arm = 11<br />
| cmd = 7{{/}}9<br />
| hp = 1{{/}}5<br />
| fa = 2<br />
| size = 6 +1&nbsp;CA<br />
| cost = 9 +3&nbsp;CA<br />
| cost_note = 1.8 each<br />
}}<br />
<br />
=== Abilities===<br />
* '''''Entire unit<br />
** {{Gunfighter}}<br />
<br />
* '''''Leader & Grunts only<br />
** {{Supporting Attack}}<br />
<br />
* '''''Officer only<br />
** {{Officer|Hide_Cat=<!---YES--->}}<br />
** {{Jack Marshal|Hide_Cat=<!---YES--->}}<br />
** {{Drive Rune Shot|Hide_Cat=<!---YES--->}} <br />
** {{Granted|Swift Hunter|Hide_Cat=|Hide_ability=}} (''{{Swift Hunter-alt|Hide_Cat=}}'')<br />
** {{Moment of Clarity|Hide_Cat=<!---YES--->}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Magelock Pistol|10|10|<br />
* {{Magical Weapon}}<br />
* {{Attack Type}}<br />
** {{Critical Brutal Damage}}<br />
** {{Snipe Attack}}<br />
** {{Thunderbolt}} }}<br />
{{Melee|Sword|0.5|3|7| }} Avoid using it. <br />
|}<br />
<br />
===Theme Forces===<br />
* '''''Cygnar<br />
** {{Sons of the Tempest}}. In this theme the unit gains [[Pistoleer]], and you don't have to pay to upkeep spells on it.<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use this unit in the {{Hearts of Darkness|notbold=}} theme, but only if [[Sloan]] is leading the army.<br />
** '''[[Mercenary]]''' players can use this unit in the {{Llaelese Resistance|notbold=}} theme. They become Llaelese models and gain [[Pathfinder]] and [[Sniper]].<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -2 points cost to the base unit<br />
* -1 points cost to the CA<br />
* Unit gains Supporting Attack<br />
<br />
= Thoughts on {{PAGENAME}} =<br />
[[File:Gun Mage Officer.jpg|thumb|Command Attachment]]<br />
=== {{PAGENAME}} in a nutshell===<br />
Gun mages are trick-shooting elite troops who kill infantry stone cold dead - but against hardened targets are normally reduced to trying to push them back and out of range with knockback shots. A good unit at what they do - with an officer who is primarily an interesting Jack Marshal. In the current stage of Mk3 they are in a catch-22 situation: they may shoot from afar which will not do much against anything above ARM17 and/or DEF14, or get up close to use their more specialized shots but risk retaliation next turn. Their "original" theme force, [[Sons of the Tempest]] offers OK benefits, but it is the mercenary [[Llaelese Resistance]] where they may truly shine.<br />
<br />
The addition of Supporting Attack gives them a bit more play into higher ARM targets - Critical Brutal Damage becomes far more realistic, even more so with [[Deadeye]] casters. Similarly, getting the Critical Knockdown from Thunderbolt can scare those models that rely heavily on high DEF.<br />
<br />
===Thoughts on adding the CA===<br />
The CA is a jack-marshal with some of the best drive for a ranged jack, plus also brings back some of the the old Mk2 utility of the Gun Mages against stealthy targets via Moment of Clarity (giving True Sight for a turn). At least he's also an extra gun for your army, so unless you really skim points, there's hardly any reason not to take this guy.<br />
<br />
His Drive means the marshalled 'jack gets to use the unit's attack types with its ranged weapons; enjoy [[:Category:Critical Brutal Damage|Critical Brutal Damage]], [[Snipe]] or [[Thunderbolt]] on your 'jack. It also makes the attack magical, so it gets buffed by [[Bastian Falk]].<br />
<br />
{{Header|Marshalled Warjack}}<br />
<br />
* [[Firefly]] - Cheap and tough, the firefly can make use of all Jack Marshal drives.<br />
* [[Cyclone]] - 2*D3 Rune shots this cheap heavy can make, or place a Covering Fire template behind an advancing enemy, and shoot them into it with the Thunderbolt rounds.<br />
* [[Hunter]] - ''Strike True!'' and ''Take Aim!'' commands can make it hit DEF16 targets on an average roll. If you manage to put a focus on it from another source (like [[Captain Arlan Strangewayes]]), it can be pretty devastating for high DEF low ARM targets.<br />
* [[Avenger]] - On direct hit with Thunderbolt, the Seismic Cannon will knockdown and push back everything touched by its 4" AOE. However, Snipe is really what makes this combination worth considering at all, as the avenger is held back by the low range on its gun. [[Caine0]] can upkeep Fire For Effect on it to make the AOE shot more devastating, especially combined with Take Aim! as both affect both the direct hit and all AOE hits as well.<br />
<br />
* In [[Llaelese Resistance]] they can marshal a merc jack. <br />
** [[Swabber]] is the perfect choice for them as it protects them from blasts and really wants snipe.<br />
** [[Mule]] can go crit fishing with Thunderbolt AND Crit Devestation on [[Ashlynn1]]'s feat turn.<br />
** [[Mariner]], if you want a more conservative but consistent choice of firepower, is the best long distance shooter in mercs which makes excellent use of all 3 rune shots and all marshal commands.<br />
<br />
=== Combos & Synergies ===<br />
* [[Sons of the Tempest]] gives you free support solos, free upkeeps, and some extra punch for your gunfighter shots. <br />
* [[Lieutenant Bastian Falk]] is their in-theme damage buff. Even their marshaled jack can benefit from his damage buff via their drive.<br />
* Gun Mages are commonly seen with casters with [[Deadeye]] so they can fish for critical hits.<br />
* They also get on well with assassin-casters (chiefly [[Captain Allister Caine]] and [[Lord Commander Stryker]] to open up routes to the enemy caster.<br />
* With [[Fire for Effect]] from [[Captain Allister Caine]] or [[Journeyman Lieutenant Allister Caine]] you've got roughly 40% chance to achieve POW+4D6 damage with your Critical Brutal Damage shots against targets with DEF13 or lower.<br />
** Combine with [[Eilish1]]'s Puppet Master for an even higher chance for criticals.<br />
* In [[Llaelese Resistance]] the gain Pathfinder AND Sniper, turning them into excellent hunters of single wound models. <br />
** [[Ashlynn1]] increases their MAT and with her Feat an Supportive Fire fishing for Critical Brutal Damage becomes trivial.<br />
<br />
=== Drawbacks & Downsides ===<br />
* Against tough targets the best thing they can do is knock them back or down - and that doesn't work against everyone.<br />
* Armour like paper - even blast damage can cut a swathe through their ranks.<br />
* Gunfighter somewhat mitigates their weakness in close combat, and their naturally high DEF gives them a bit of staying power, but that still shouldn't encourage you to linger too long in melee.<br />
* Anything that forbids shooting will leave your Gun Mages with their ceremonial swords - which is the synonym of dead.<br />
* Mind your deployment - the lack of Pathfinder may force you to run and give up a round of shooting, or risk getting locked out of scenario.<br />
* Keep the Officer safe - enemy gunners tend to be pretty excited about the presence of a squishy jack marshal.<br />
<br />
=== Tricks & Tips===<br />
* Supporting Attack<br />
** Unlike a CRA, the models using Supporting Attack do not need the target in range or LOS.<br />
** The Officer cannot use Supporting Attack (he thinks he is too important to support someone else), but he can benefit from it.<br />
* [[Unyielding]] is not effective against Gunfighter attacks. Use this to your advantage, especially if fielding them in the Sons of the Tempest theme.<br />
* Always look to clog the enemy with knockback shots.<br />
* Thunderbolt rounds are powerful board controlling tools. Knowing their threat, the enemy will probably try to place their zone/flag contesting models closer than normally would; giving extra (fraction) inches for your melee units to counter-attack.<br />
* Scattered around the 4 current theme forces, Cygnar offers a lot of tool for infantry cleaning, from jacks like the [[Cyclone]] to [[Trencher_Chain_Gun_Crew|Trencher]] and [[Stormsmith_Storm_Tower|Stormsmith]] weapon crews, as well as [[Long Gunners|regular]] and [[Trencher Long Gunners|trencher]] Long Gunners. Each have their own niche utility beyond killing infantry units, so choose according to your needs.<br />
<br />
=Other=<br />
===Trivia===<br />
* The unit (not including UA) was originally released in [[Prime|Warmachine: Prime]] (2003)<br />
* The UA was released in [[Legends|Warmachine: Legends]] (2008)<br />
* Arcane Tempest Gun Mages were the first Gun Mage unit and are therefore known colloquially as Gun Mages.<br />
* They were renamed Arcane Tempest Gun Mage Pistoleers after the [[Tempest Blazers]] came out, and then re-renamed as Arcane Tempest Gun Mages after PP realised that the ATGMP name was a lost cause.<br />
* In Mk1 Gun Mages didn't have Snipe, but instead had Cortex Damage along the lines of the [[Lancer]]'s shield. They were too good at their job and warjacks were consequently rare. (For that matter in Mk1 Cygnar was an anti-warjack faction, with Disruption being much more common than Electroleap).<br />
<br />
===Other Cygnar Models===<br />
{{Index Cygnar}}<br />
<br />
===Rules Clarifications===<br />
{{RC Magical Weapon}}<br />
{{RC Attack Type}}<br />
{{RC Brutal Damage}}<br />
{{RC Snipe}}<br />
{{RC Thunderbolt}}<br />
<br />
{{RC Gunfighter}}<br />
{{RC Supporting Attack}}<br />
<br />
{{RC Officer}}<br />
{{RC Jack Marshal}}<br />
{{RC Drive}}<br />
{{RC Granted}}<br />
{{RC Swift Hunter}}<br />
{{RC Practiced Maneuvers}}<br />
{{RC Moment of Clarity}}<br />
<br />
{{Edbox|To edit the CA's tagged abilities, [{{FULLURL:Arcane_Tempest_Gun_Mages_:_Officer_(CA)|action=edit}} Click here]}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Commander_Dalin_Sturgis&diff=109233Commander Dalin Sturgis2022-07-10T14:36:54Z<p>Abratzas: /* Theme Thoughts */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} [[Warcaster]] }} [[Category: Model]] [[Category: Limited Edition Sculpt]]<br />
<br />
''Commander Dalin Sturgis is a master duelist who believes in leading his troops from the front lines. Nimble and deadly, he has honed his impressive combat skills to lend support to his warjacks and soldiers even as he surges across the battlefield delivering death with his twin-bladed mechanikal staff. Commander Sturgis rends his foes with a flurry of precisely targeted blades before disappearing in a flash of arcane light to track down his next opponent.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Sturgis|Sturgis1]]<br />
| image = Sturgis1.jpg<br />
| base = Small<br />
| spd = 6<br />
| mat = 7<br />
| rat = 5<br />
| def = 16<br />
| arm = 15<br />
| cmd <br />
| focus = 6<br />
| hp = 18<br />
| wjp = +30<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Dead on Arrival===<br />
# Enemy non-warcaster, non-warlock, and non-infernal master models in Sturgis's {{CTRL}} range are [[push]]ed up to 3" directly toward Sturgis in the order you choose. [[Category: Push Feat]]<br />
# Then Sturgis gains 1 focus for each enemy model he is engaging and may make one basic attack with one of his melee weapons against each enemy model in his LOS that is in the melee weapon's range. These attacks are simultaneous.<br />
# Then, once this turn, anytime this activation except while resolving an attack, you can [[place]] Sturgis anywhere completely within 3” of his current location. [[Category: Place Feat]]<br />
<br />
===Abilities===<br />
* {{Chain Attack Flash}}<br />
* {{Relentless Charge}}<br />
* {{Reversal}}<br />
* {{Snap Strike}}<br />
<br />
===Weapons ===<br />
{| class="wikitable"<br />
{{Ranged|Hand Cannon|12|12|}}<br />
{{Melee|Blade (Left)|2|7|13|<br />
* {{Magical Weapon}}<br />
* {{Feedback}} }}<br />
{{Melee|Blade (Right)|2|7|13|<br />
* {{Magical Weapon}} <br />
* {{Electro Leap}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Arcane Shield}}<br />
{{Lightning Storm}}<br />
{{Positive Charge}}<br />
{{Snipe}}<br />
{{Teleport}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{si|Flame in the Darkness}}<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. In this theme this model gains [[Immunity: Electricity]].<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* Lost [[Convection]], gained [[Positive Charge]].<br />
* Feat no longer affects Infernal Masters<br />
* Feat now goes push enemies -> gain focus -> make attacks -> get a free mini-teleport any time after that<br />
* (Feat used to go push enemies -> everyone within 3" suffers a POW 12 -> for each kill, allocate a focus to one of his warjacks -> no mini-teleport)<br />
<br />
<br />
=Thoughts on Sturgis1=<br />
{{Recent Change}}<br />
===Sturgis1 in a nutshell===<br />
Sturgis is great generalist caster with a decent assassination threat range of 14" and who has a collection of support spells and a feat that can either help with the assassination or can bring your opponent closer to you. His spell list is composed of spells that have a very Cygnaran flavor, including great upkeeps such as Snipe and Arcane Shield, the ever great Positive Charge, as well as Teleport to make him extremely mobile, making him able to get in close an personal and be a one man clean up crew or dangerous assassin. He is quite comparable to the likes of [[Stryker1]] or [[Maddox1]], but his level of personal output (which neither of the other can compete with) makes him valid competition for them in a list pair rather than a cheap knock off.<br />
<br />
===Feat thoughts===<br />
<br />
{{Tipbox| '''This information refers to his old feat. Although somewhat relevant, anything put here would still be the hottest of hot takes!'''<br />
[[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:58, 21 October 2021 (UTC)<br />
}}<br />
<br />
His feat has two main roles: <br />
# To bring the enemy into charge range to ensure your army gets the alpha strike.<br />
# Clear models out of the way for an assassination run. <br />
<br />
It can occasionally pull contesting/controlling units away from the zones /flags. The damage roll is not tied to the pushing part of your feat; you can roll (and boost) against such targets. The last part of the feat is a very situational bonus, allocating to Warjacks in Sturgis' control area.<br />
<br />
===Spell thoughts===<br />
* ''Arcane Shield'' - Your primary support spell, making the already hard elements in your army even more durable and pumping up the resilience of the squishy ones up to the point that they will likely survive stray blasts. Don't expect fragile, single wound models to survive direct hits, though. Bring a [[Journeyman Warcaster]], if you want to defend 2 targets at once, or ease the focus burden on Sturgis. It should be noted Sturgis becomes very hardy DEF16, ARM18 with 18 boxes when he puts this spell on himself.<br />
* ''[[Positive Charge]]'' - One of the best spells available for an offensive caster. It works wonders for any melee list and is even better when applied to any model with an Arc Node. It goes a good distance to helping with Cygnar's usual difficulties with high ARM targets. It's difficult to do effectively but if you can utilise Sturgis' feat and end up in positive charge range you can deal a lot of damage.<br />
* ''Lightning Storm'' - Sturgis' one nuke - and your focus pool makes it pretty restrictive to cast. The hazard from this could be great to control your opponent's movement options, but the low-ish POW will hardly scare away the tougher troops, let alone jacks/beasts. Land it near rough terrain or similar to further curtail them. You can also consider arcing it onto electricity-immune friendly targets, that are in abundance in Cygnar's arsenal.<br />
* ''Snipe'' - This is one of the the support spells that takes Cygnar's ranged game from good to amazing. Hard hitting jacks can be good targets, but the best application is probably on a ranged unit. Cycling Snipe between models/units is a time honored tradition in Cygnar.<br />
* ''Teleport'' - This can be used to get Sturgis out of dodge after he's charged forward into melee or get an extra 6" movement at the end of your fist turn. You can also combine it with your chain attack, use it to escape retaliation, or get the last few control points in a scenario by dominating the enemy's zone.<br />
<br />
===Drawbacks & Downsides===<br />
* Sturgis is an in-between caster, often compared to [[Commander Coleman Stryker]], [[Lieutenant Allistair Caine]], and [[Lord Commander Stryker]] although he lacks Stryker1's support and attrition tools, Stryker2's sheer hitting power and Caine 1's ranged presence. In general, he has a much less clear game.<br />
* Without Flash and without his feat his assassination threat is only 11" - not enough to qualify him as an assassin. Even if flash triggers, if a small based target happened to survive your initials, that move is not even enough to get completely into its back arc. <br />
<br />
===Tricks & Tips===<br />
* You can choose to not apply Electro Leap.<br />
* The chain attack has two important conditions and both must meet to be triggered. First, all of your '''initial''' melee attack must hit - if either one misses, there will be no teleporting for you. Second, the enemy must survive the first hit and it's not always that easy to find an enemy model that can survive a P+S 13. You basically need a low DEF multi-wound model to ensure triggering it.<br />
* Watch out for enemies who resist pushing via special rules like being on a huge base or, simply, standing behind the warcasters/locks which also stops pushes. The latter scenario also leaves room for some tricks against high DEF low ARM casters/locks. Push a low DEF target close to the caster, the rake it with blasts/electro leaps to do quick work on the caster.<br />
* The feat pushes '''every''' enemy model closer to you by 3". Though you choose the order they are being pushed, watch out not to bring something on you you don't want to (melee assassins and the like).<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
His main win condition is attrition, relying on getting the alpha strike with the feat. He also is good enough in melee to assassinate the enemy if the chance presents itself. If the latter is part of your plan be sure to bring some sort of DEF debuff to make Sturgis' potential 16 attacks more accurate.<br />
<br />
With as generic a spell list as Sturgis has, anything at all works well with him.<br />
<br />
===Theme Thoughts===<br />
{{Header|Support Models - Various themes}}<br />
<br />
* A [[Squire]] is strongly recommended. He only has an average focus pool, and the extra CTRL zone increases the area of his feat too. <br />
* [[Journeyman Warcaster]] - A second source of Arcane Shield is always great. As well as a solo with a good gun that can run a cheap Positive Charge node for him, such as a [[Firefly]].<br />
* [[Jakes1]] - Master and student united on your tabletop! Similar to the Jr she can run a firefly for him. With Sidekick and Energizer it can get stuck in deep into the enemy lines and proc Ionization and PC and might cheat out another turn with the extra Defense. Jakes herself really loves the damage buff from PC due to her hight number of initials. Alternatively inflate her cost immensely on purpose and give her a Centurion, which will love the speed buff from Energizer and no-knockdown from Sidekick.<br />
* [[Arlan Strangeways]] - Sturgis desnt have much focus to give to his jacks, so Arlan helps there. Repairs are also never bad. Note arlan also has a pretty decent if short ranged spray, so he can hoze down some enemy models that have been reeled in and bunched up with the feat.<br />
<br />
{{Header|[[Storm Division]]}}<br />
Sturgis's prefered theme, as it has lots of great targets for his support spells and gives him a control element that works well with his feat.<br />
* [[Storm Lances]] - Arcane Shield is a tried and true spell on them and naturally it is also great with Sturgis, especially since he can also crank their damage with Positive Charge.<br />
* [[Stormblades]] - Snipe on them goes pretty well so they can pick of targets until they go in after the Lances to clean up. Storm Gunners benefit from this especially.<br />
* [[Reliant]] - They get to accumulate here, so they can boost both the attack and damage roll on their shots without needing focus from Sturgis. Use the feat to drag enemy models through the electrical fields they leave behind.<br />
* [[Stormsmith Grenadiers]] - They have native reposition but only RNG 6" on their grenades. Snipe lets them be 13" away from the models they chucked their grenades at. Since their grenades also leave an AOE behind you can once again use his feat to drag enemy models through it.<br />
* [[Firefly]]s double their function as cheap Positive Charge nodes, because they also bring Ionization, which naturally works well in this theme.<br />
* [[Storm Strider]] - A great target for Arcane Shield or Snipe.<br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
* [[Long Gunners]] love Snipe, and you can play around with his feat too to bring targets from 21" into a double CRA zone.<br />
* [[Sword Knights]] like arcane shield and are close enough to the action to benefit from both positive charge and flank at the same time.<br />
* [[Thorn]] - It's an upgrades Lancer that can channel spells while engaged as well and it comes with some extra trimmings for the 3 points you spend on it over a Lancer.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
* [[Trencher Chain Gun Crew]] - dragging enemies into walls of fire can get rid of them fast.<br />
* Snipe on [[Trencher Long Gunners]] is a decent use of the spell.<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
Sturgis is a greta caster for Sons because he brings Snipe and cranks damage with Positive Charge, something the gun mages love. That being said, Sturgis himself only really gets Bastian Falk out of the deal who serves as yet another damage buff to his personal output.<br />
* [[Tempest Blazers]] - A decent target for Arcane Shield because it puts them at decent ARM levels.<br />
* [[GMCA]] Shadow Fire makes Assassination runs easier.<br />
* [[Basian Falk]] - Sturgis's melee attack are magical, so he benefits from Rune Marked.<br />
* [[Caine0]] and [[Ace]] can hunt important solos and UAs with their Trick Shots or thin out infantry after Sturgis puled them in with his feat.<br />
* [[Arcane Tempest Gun Mages]] as mentioned above love Snipe and Positive Charge.<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Gabriel Throne]] - Another damage buff and Pathfinder on demand for Strurgis's troops.<br />
<br />
===Battlegroup===<br />
* A [[Cyclone]] can lay a Covering Fire down before Sturgis feats, and anyone pushed into it by his feat will take damage. Snipe benefits both its guns and the covering fire templates and with Positive Charge it deals some decent damage both in melee and at range.<br />
* A [[Stormwall]] can do the Covering Fire trick too.<br />
* The [[Hurricane]] is both an Arc Node for PC plays and a great gun-platform to benefit from snipe. or Use Arcane Shield to protect your massive investment.<br />
* At least one [[Lancer]] should always accompany him to serve as a cheap Positive Charge node.<br />
* The [[Avenger]] or [[Defender]] are great Snipe recipients.<br />
* [[Centurion]] - A Shield Guard with Arcane Shield is always great. It's too bad he can't speed it up.<br />
<br />
=Other=<br />
===Trivia===<br />
[[File: Sturgis-ks.jpg|thumb|Kickstarter Exclusive sculpt]]<br />
* Released as part of the 2013 Kickstarter project for Warmachine: Tactics. Backers got a limited-edition sculpt.<br />
* The non-limited edition version of the sculpt is available through PP's online store, under the "PP Exclusives" section.<br />
* Sturgis became a [[Cryx]] warcaster known as [[Sturgis the Corrupted]].<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}}<br />
<br />
==Rules Clarifications== <br />
{{RCbox2<br />
|Feat: Dead on Arrival<br />
|<br />
{{RC Push}} <br />
}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Feedback}}<br />
{{RC Electro Leap}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Chain Attack Flash}}<br />
{{RC Relentless Charge}}<br />
{{RC Reversal}}<br />
{{RC Snap Strike}}<br />
<br />
{{RC Arcane Shield}}<br />
{{RC Lightning Storm}}<br />
{{RC Positive Charge}}<br />
{{RC Snipe}}<br />
{{RC Teleport}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Commander_Dalin_Sturgis&diff=109232Commander Dalin Sturgis2022-07-10T14:15:35Z<p>Abratzas: /* Battlegroup */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} [[Warcaster]] }} [[Category: Model]] [[Category: Limited Edition Sculpt]]<br />
<br />
''Commander Dalin Sturgis is a master duelist who believes in leading his troops from the front lines. Nimble and deadly, he has honed his impressive combat skills to lend support to his warjacks and soldiers even as he surges across the battlefield delivering death with his twin-bladed mechanikal staff. Commander Sturgis rends his foes with a flurry of precisely targeted blades before disappearing in a flash of arcane light to track down his next opponent.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Sturgis|Sturgis1]]<br />
| image = Sturgis1.jpg<br />
| base = Small<br />
| spd = 6<br />
| mat = 7<br />
| rat = 5<br />
| def = 16<br />
| arm = 15<br />
| cmd <br />
| focus = 6<br />
| hp = 18<br />
| wjp = +30<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Dead on Arrival===<br />
# Enemy non-warcaster, non-warlock, and non-infernal master models in Sturgis's {{CTRL}} range are [[push]]ed up to 3" directly toward Sturgis in the order you choose. [[Category: Push Feat]]<br />
# Then Sturgis gains 1 focus for each enemy model he is engaging and may make one basic attack with one of his melee weapons against each enemy model in his LOS that is in the melee weapon's range. These attacks are simultaneous.<br />
# Then, once this turn, anytime this activation except while resolving an attack, you can [[place]] Sturgis anywhere completely within 3” of his current location. [[Category: Place Feat]]<br />
<br />
===Abilities===<br />
* {{Chain Attack Flash}}<br />
* {{Relentless Charge}}<br />
* {{Reversal}}<br />
* {{Snap Strike}}<br />
<br />
===Weapons ===<br />
{| class="wikitable"<br />
{{Ranged|Hand Cannon|12|12|}}<br />
{{Melee|Blade (Left)|2|7|13|<br />
* {{Magical Weapon}}<br />
* {{Feedback}} }}<br />
{{Melee|Blade (Right)|2|7|13|<br />
* {{Magical Weapon}} <br />
* {{Electro Leap}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Arcane Shield}}<br />
{{Lightning Storm}}<br />
{{Positive Charge}}<br />
{{Snipe}}<br />
{{Teleport}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{si|Flame in the Darkness}}<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. In this theme this model gains [[Immunity: Electricity]].<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* Lost [[Convection]], gained [[Positive Charge]].<br />
* Feat no longer affects Infernal Masters<br />
* Feat now goes push enemies -> gain focus -> make attacks -> get a free mini-teleport any time after that<br />
* (Feat used to go push enemies -> everyone within 3" suffers a POW 12 -> for each kill, allocate a focus to one of his warjacks -> no mini-teleport)<br />
<br />
<br />
=Thoughts on Sturgis1=<br />
{{Recent Change}}<br />
===Sturgis1 in a nutshell===<br />
Sturgis is great generalist caster with a decent assassination threat range of 14" and who has a collection of support spells and a feat that can either help with the assassination or can bring your opponent closer to you. His spell list is composed of spells that have a very Cygnaran flavor, including great upkeeps such as Snipe and Arcane Shield, the ever great Positive Charge, as well as Teleport to make him extremely mobile, making him able to get in close an personal and be a one man clean up crew or dangerous assassin. He is quite comparable to the likes of [[Stryker1]] or [[Maddox1]], but his level of personal output (which neither of the other can compete with) makes him valid competition for them in a list pair rather than a cheap knock off.<br />
<br />
===Feat thoughts===<br />
<br />
{{Tipbox| '''This information refers to his old feat. Although somewhat relevant, anything put here would still be the hottest of hot takes!'''<br />
[[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:58, 21 October 2021 (UTC)<br />
}}<br />
<br />
His feat has two main roles: <br />
# To bring the enemy into charge range to ensure your army gets the alpha strike.<br />
# Clear models out of the way for an assassination run. <br />
<br />
It can occasionally pull contesting/controlling units away from the zones /flags. The damage roll is not tied to the pushing part of your feat; you can roll (and boost) against such targets. The last part of the feat is a very situational bonus, allocating to Warjacks in Sturgis' control area.<br />
<br />
===Spell thoughts===<br />
* ''Arcane Shield'' - Your primary support spell, making the already hard elements in your army even more durable and pumping up the resilience of the squishy ones up to the point that they will likely survive stray blasts. Don't expect fragile, single wound models to survive direct hits, though. Bring a [[Journeyman Warcaster]], if you want to defend 2 targets at once, or ease the focus burden on Sturgis. It should be noted Sturgis becomes very hardy DEF16, ARM18 with 18 boxes when he puts this spell on himself.<br />
* ''[[Positive Charge]]'' - One of the best spells available for an offensive caster. It works wonders for any melee list and is even better when applied to any model with an Arc Node. It goes a good distance to helping with Cygnar's usual difficulties with high ARM targets. It's difficult to do effectively but if you can utilise Sturgis' feat and end up in positive charge range you can deal a lot of damage.<br />
* ''Lightning Storm'' - Sturgis' one nuke - and your focus pool makes it pretty restrictive to cast. The hazard from this could be great to control your opponent's movement options, but the low-ish POW will hardly scare away the tougher troops, let alone jacks/beasts. Land it near rough terrain or similar to further curtail them. You can also consider arcing it onto electricity-immune friendly targets, that are in abundance in Cygnar's arsenal.<br />
* ''Snipe'' - This is one of the the support spells that takes Cygnar's ranged game from good to amazing. Hard hitting jacks can be good targets, but the best application is probably on a ranged unit. Cycling Snipe between models/units is a time honored tradition in Cygnar.<br />
* ''Teleport'' - This can be used to get Sturgis out of dodge after he's charged forward into melee or get an extra 6" movement at the end of your fist turn. You can also combine it with your chain attack, use it to escape retaliation, or get the last few control points in a scenario by dominating the enemy's zone.<br />
<br />
===Drawbacks & Downsides===<br />
* Sturgis is an in-between caster, often compared to [[Commander Coleman Stryker]], [[Lieutenant Allistair Caine]], and [[Lord Commander Stryker]] although he lacks Stryker1's support and attrition tools, Stryker2's sheer hitting power and Caine 1's ranged presence. In general, he has a much less clear game.<br />
* Without Flash and without his feat his assassination threat is only 11" - not enough to qualify him as an assassin. Even if flash triggers, if a small based target happened to survive your initials, that move is not even enough to get completely into its back arc. <br />
<br />
===Tricks & Tips===<br />
* You can choose to not apply Electro Leap.<br />
* The chain attack has two important conditions and both must meet to be triggered. First, all of your '''initial''' melee attack must hit - if either one misses, there will be no teleporting for you. Second, the enemy must survive the first hit and it's not always that easy to find an enemy model that can survive a P+S 13. You basically need a low DEF multi-wound model to ensure triggering it.<br />
* Watch out for enemies who resist pushing via special rules like being on a huge base or, simply, standing behind the warcasters/locks which also stops pushes. The latter scenario also leaves room for some tricks against high DEF low ARM casters/locks. Push a low DEF target close to the caster, the rake it with blasts/electro leaps to do quick work on the caster.<br />
* The feat pushes '''every''' enemy model closer to you by 3". Though you choose the order they are being pushed, watch out not to bring something on you you don't want to (melee assassins and the like).<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
His main win condition is attrition, relying on getting the alpha strike with the feat. He also is good enough in melee to assassinate the enemy if the chance presents itself. If the latter is part of your plan be sure to bring some sort of DEF debuff to make Sturgis' potential 16 attacks more accurate.<br />
<br />
With as generic a spell list as Sturgis has, anything at all works well with him.<br />
<br />
===Theme Thoughts===<br />
{{Header|Support Models - Various themes}}<br />
<br />
* A [[Squire]] is strongly recommended. He only has an average focus pool, and the extra CTRL zone increases the area of his feat too. <br />
* [[Journeyman Warcaster]] - a second source of Arcane Shield is always great. As well as a solo that can run a cheap Positive Charge node for him, sucha s a [[Firefly]].<br />
<br />
{{Header|[[Storm Division]]}}<br />
Sturgis's prefered theme, as it has lots of great targets for his support spells and gives him a control element that works well with his feat.<br />
* [[Storm Lances]] - Arcane Shield is a tried and true spell on them and naturally it is also great with Sturgis, especially since he can also crank their damage with Positive Charge.<br />
* [[Stormblades]] - Snipe on them goes pretty well so they can pick of targets until they go in after the Lances to clean up. Storm Gunners benefit from this especially.<br />
* [[Reliant]] - They get to accumulate here, so they can boost both the attack and damage roll on their shots without needing focus from Sturgis. Use the feat to drag enemy models through the electrical fields they leave behind.<br />
* [[Stormsmith Grenadiers]] - They have native reposition but only RNG 6" on their grenades. Snipe lets them be 13" away from the models they chucked their grenades at. Since their grenades also leave an AOE behind you can once again use his feat to drag enemy models through it.<br />
* [[Firefly]]s double their function as cheap Positive Charge nodes, because they also bring Ionization, which naturally works well in this theme.<br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
* [[Long Gunners]] love Snipe, and you can play around with his feat too to bring targets from 21" into a double CRA zone.<br />
* [[Sword Knights]] like arcane shield and are close enough to the action to benefit from both positive charge and flank at the same time.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
* [[Trencher Chain Gun Crew]] - dragging enemies into walls of fire can get rid of them fast.<br />
* Snipe on [[Trencher Long Gunners]] is a decent use of the spell.<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Gabriel Throne]] - Another damage buff and Pathfinder on demand for Strurgis's troops.<br />
<br />
===Battlegroup===<br />
* A [[Cyclone]] can lay a Covering Fire down before Sturgis feats, and anyone pushed into it by his feat will take damage. Snipe benefits both its guns and the covering fire templates and with Positive Charge it deals some decent damage both in melee and at range.<br />
* A [[Stormwall]] can do the Covering Fire trick too.<br />
* The [[Hurricane]] is both an Arc Node for PC plays and a great gun-platform to benefit from snipe. or Use Arcane Shield to protect your massive investment.<br />
* At least one [[Lancer]] should always accompany him to serve as a cheap Positive Charge node.<br />
* The [[Avenger]] or [[Defender]] are great Snipe recipients.<br />
* [[Centurion]] - A Shield Guard with Arcane Shield is always great. It's too bad he can't speed it up.<br />
<br />
=Other=<br />
===Trivia===<br />
[[File: Sturgis-ks.jpg|thumb|Kickstarter Exclusive sculpt]]<br />
* Released as part of the 2013 Kickstarter project for Warmachine: Tactics. Backers got a limited-edition sculpt.<br />
* The non-limited edition version of the sculpt is available through PP's online store, under the "PP Exclusives" section.<br />
* Sturgis became a [[Cryx]] warcaster known as [[Sturgis the Corrupted]].<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}}<br />
<br />
==Rules Clarifications== <br />
{{RCbox2<br />
|Feat: Dead on Arrival<br />
|<br />
{{RC Push}} <br />
}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Feedback}}<br />
{{RC Electro Leap}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Chain Attack Flash}}<br />
{{RC Relentless Charge}}<br />
{{RC Reversal}}<br />
{{RC Snap Strike}}<br />
<br />
{{RC Arcane Shield}}<br />
{{RC Lightning Storm}}<br />
{{RC Positive Charge}}<br />
{{RC Snipe}}<br />
{{RC Teleport}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Captain_Victoria_Haley&diff=109146Captain Victoria Haley2022-07-08T12:50:13Z<p>Abratzas: /* Theme Thoughts */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} [[Warcaster]] }} [[Category: Model]]<br />
<br />
''A strong-willed woman capable of both grim resolve and singular heroism, Victoria Haley has risen from meager origins to become one of the greatest assets of the Cygnaran Army. A daughter to murdered parents, she has sworn vengeance against the Cryxians who killed her family. Where the armies of the Nightmare Empire assemble she is often found throwing everything she can muster toward the undead hordes.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Haley|Haley1]]<br />
| image = Haley1_new.jpg<br />
| base = Small<br />
| spd = 6<br />
| str = 5<br />
| mat = 6<br />
| rat = 5<br />
| def = 16<br />
| arm = 14<br />
| cmd = 8<br />
| focus = 7<br />
| hp = 15<br />
| wjp = +27<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Blitz===<br />
Haley and friendly Faction models beginning their activations in her {{CTRL}} can make one additional ranged or melee attack during their activations. Blitz lasts for one turn.<br />
<br />
===Abilities===<br />
* {{Arcane Vortex|Focus}}<br />
* {{Set Defense}}<br />
<br />
===Weapons=== <br />
{| class="wikitable"<br />
{{Ranged|Hand Cannon|12|12| }}<br />
{{Melee|Vortex Spear|2|6|11|<br />
* {{Magical Damage}} }} <br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Arcane Bolt}}<br />
{{Arcane Shield}}<br />
{{Chain Lightning}}<br />
{{Deadeye}}<br />
{{Scramble}}<br />
{{Temporal Barrier}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{si|Flame in the Darkness}}<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. In this theme this model gains [[Immunity: Electricity]].<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* The SPD debuff from Temporal Barrier now affects her control range (it used to be her command range). The DEF debuff range is unchanged.<br />
<br />
<br />
=Thoughts on Haley1=<br />
[[File:Haley1.jpg|thumb|Classic Sculpt]]<br />
===Haley1 in a nutshell===<br />
Captain Haley is the easiest of the Haley's to manage as she has the fewest special rules, a straightforward spell list, and a simple feat. If you are new and looking for a spell-oriented Cygnar caster, Haley1 is a great one to start with. Her feat lets you hit a few more times, but still requires you to practice good target selection. To use her effectively in most situations, you need to bring naturally hard-hitting models. Haley1 primarily wants to sit back, cast Temporal Barrier each turn, upkeep Arcane Shield and fuel a strong ranged jack.<br />
<br />
===Feat thoughts===<br />
Your models each get an extra ranged '''OR''' melee attack. This can be devastating if you can attack with most of your army on the same turn. Since it is far easier to achieve this using ranged attacks, most Haley1 lists are heavily ranged focussed. Getting extra attacks is great, but be warned: extra attacks against the ''WRONG'' targets isn't going win you the engagement. For example, a unit with POW 10 attacks doesn't benefit much from an extra attack against an ARM 18+ target. However, if you've selected targets appropriately, the extra attacks can be very useful. The feat itself can help clench an assassination run or win your the war of attrition if you eliminate enough enemy models. Keep in mind that additional attacks can never be ★ attacks.<br />
<br />
===Spell thoughts===<br />
* [[Arcane Bolt]] - A no frills zap, with a superb range. You might consider occasionally arcing it, but will be among your least used spells due to it's low POW.<br />
* [[Arcane Shield]] - Makes everything all the more survivable. Bring a [[Journeyman Warcaster]], if you plan to shield two units at once or want to ease the focus burden on her.<br />
* [[Chain Lightning]] - An excellent zap spell for clearing low ARM infantry.<br />
* [[Deadeye]] - This one looks better on paper that it actually is. You almost never want to waste it on warjacks, unless you absolutely, positively have to kill something really elusive with a single big gun. It works real nice on units, like the Long Gunners or Gun Mages, but the former won't benefit on its second shot. Excellent on models with crit effects and assault.<br />
* ''Scramble'' - Suitable to play dirty tricks with the enemy's key jacks, especially if the enemy has no way to clear [[Disruption]]. <br />
* ''Temporal Barrier'' - Haley1's signature. An absolutely monstrous spell vs low-mid speed melee forces such as Khador warjacks or Man o' War. Cygnar generally lacks non-Warcaster speed buffs, so being able to out-threat more nimble factions such as Circle or Retribution can be huge. The DEF debuff is equally devastating into faster factions who often rely on their DEF to be able to get close but typically lack ARM (e.g. Legion). Despite its versatility, you still have to decide if you ''really'' need it each turn. It requires a lot of Focus, which can starve your own offensive output, especially if you are looking to cast Deadeye to fish for critical hits in Sons of the Tempest. It also leaves her defensive options far more limited for reducing damage or using Arcane Vortex (quite handy when fielding a colossal). Even worse, enemy models with extreme threat ranges or those who can move out of her control range before their activation won't be affected by the SPD debuff.<br />
<br />
===Drawbacks & Downsides===<br />
* She needs to play forward to catch the enemy in her control area for Temporal Barrier. Which can lead to an assassination if you don't protect her.<br />
* Apart of her feat, there is no way to boost the damage level of her army or her battlegroup. Hence, you must bring naturally hard-hitting models.<br />
<br />
===Tricks & Tips===<br />
* Make sure she does as little personal work as possible. She has an expensive support kit that you should prioritize over trying to act as a spellslinger, even if her focus pool is huge. You should rather use that to camp and occasionally provide Arcane Vortex.<br />
* Just because she has the Set Defense ability, it does not mean she safe if she gets charged.<br />
* Arcane Vortex is a great counter play to enemy casters. Keep your battle group close to Haley and try to camp one or two focus at all times.<br />
* Always consider models that can give out more Focus - [[Arlan Strangewayes]], the [[Squire]] or [[Accumulator]] warjacks being the main examples - to be able to camp more.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
[[File:Thorn.jpg|thumb|[[Thorn]] is her pet warjack that she can take in any theme.]]<br />
Haley1's main way of winning is to clog the enemy up in Temporal Barrier, then destroy them by shooting them to death. She has strong tools on the defensive side in the form of Arcane Shield and can make the ranged elements of her army more accurate with Deadeye. Don't forget that you can cast Deadeye on multiple things a turn, as it's not an upkeep spell.<br />
<br />
===Theme Thoughts===<br />
{{Header|Support models - Various themes}}<br />
* [[Squire]] gives her the extra control area to stay slightly safer as well as an extra bit of focus. A magic attack re-roll once per turn is nice too.<br />
* [[Arlan Strangewayes]] - He can reduce your focus burden AND fix up your jacks.<br />
<br />
{{Header|[[Storm Division]]}}<br />
With the 2021 CID, she now can now play to her strengths in this theme. It offers strong shooting at a good range and caster independent damage buffs as well as options to help her already strong control game. Bring along a [[Hermit of Henge Hold]] for a 6 point damage swing.<br />
*[[Silver Line Stormguard]] - Their abillity to deny charges combines well with Temporal Barrier.<br />
*[[Stormsmith Grenadiers]] - Grenadiers are amazing under Haley as they allow you to double down on the SPD debuff and their Voltaic Vortex attack type can bring many models into the AoE. They also love Haley's feat.<br />
*[[Firefly]] - Brings its ionization damage buff. As you have no way of saving it from its suicide run, you might want to consider bringing two. Also has Lightning Generator, for 2d3 electro leaps on feat turn.<br />
*[[Stormguard Infantry]] - Their leader model can apply a second +2 damage buff for lightning attacks at 10" with a 5" AOE, twice on feat turn. Bring a minimum unit as you really only want them for the leader. That said, they can pitch in with some control and jamming if required as they can be moderately tough in melee and have 2" reach with electro leaps and CMA.<br />
*[[Stormsmith Storm Tower]] - For 4 points (or as a requisition option) they bring a 14", 14 POW gun that ignores cover, concealment and stealth, benefits from all the damage buffs, disrupts on a hit and has Lightning Generator. Their only downside is RAT6 and having only a single shot, which Haley fixes. <br />
*[[Stormsmith Stormcaller]] - A steal at 1 point. They can score flags, contest zones and in a pinch pitch in with their accurate POW10, critical disruption gun. They are the cheapest extra shot Haley can buy anywhere. However, they cannot use the additional ranged attack from Blitz to make Surge and Triangulation ★ attacks, so the most you can get for your 1 point is 4 shots.<br />
*[[Storm Strider]] - One of your big guns, together with the [[Hurricane]]. Can quite reliably put out three boosted POW 19 shots on feat turn. Superconduction drives accuracy to absurd levels when combined with Temporal Barrier and Lightning Generator helps with chaff cleaning and support removal.<br />
* [[Storm Lances]] - Though she prefers ranged models to more easily maximize her feat, Lances are by far the best melee unit to use with her. Temporal Barrier helps with their RAT 5 shooting and helps guarantee them to get the charge rather than having to take it. They are also good targets for [[Arcane Shield]]. Additionally with the feat they can take down hard targets very well, on the charge they have their assault shot, impact attack, cavalry charge, mount attack and then the feat attack follow up. This compensates for Haley's lack of damage buffs.<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
She is one of the better casters for this theme because she can slow down enemy troopers so your vulnerable mages don't get charged to pieces. She makes your troops shoot more accurately and more often with her feat!<br />
* [[Arcane Tempest Gun Mages]] really love Deadeye to help trigger their crits.<br />
* [[Arcane Tempest Rifleman]] - The are excellent at hunting solos, CAs or just shaving boxes off of harder targets. More shots mean they do more of that.<br />
* [[Rangers]] and [[Gun Mage Captain Adept]]s ensure the other Gun Mages will basically never miss.<br />
* Arcane Shield doesn't have many viable targets here, so put it on a jack, like a [[Hurricane]].<br />
* The many damage buffs in this theme make the most of your consecutive feat shots. [[Falk]] and [[Hermit]] make for an easy +2 to damage. Note that Rune Marked also affects Haley's spells and melee attacks.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
She doesn't really have a home here due to there being vastly better casters (i.e., Siege1), but since most [[Trenchers]] are self-reliant troops, her feat can help them out a lot. Take [[Trencher Commandos]] for example. With their anatomical precision ability, they can wipe out a full unit of high ARM targets on feat turn. It's not unreasonable to take Haley in a Gravediggers list if you want to counter a strong enemy caster with Arcane Vortex.<br />
<br />
===Battlegroup===<br />
<br />
* [[Thorn]] - Since he has the bond with her, he can be taken in any theme with her. This jack is seriously good and very durable when Arcane Shielded. Although not necessarily as good as with the other two versions of Haley, Thorn is still an excellent warjack simply for it's disruption capabilities, but she prefers a jack with guns for her feat.<br />
* [[Hurricane]] - It's an arc node and big enough for her to stand behind to stay safe. It likes Arcane Shield, Arcane Vortex and even Deadeye if you want both Storm Emitters fully boosted. It even likes Temporal Barrier due to its fairly mediocre (by Cygnar standards) MAT/RAT 6. It's got excellent guns though, so it can bring the feat with her feat.<br />
** If you are going to stand Haley right behind it, just remember that some abilities can still chain damage from the Hurricane on to Haley (e.g. Trick Shot or Ashes to Ashes).<br />
* [[Defender]] - It's got an excellent long range boomstick for the feat and Cortex Damage on the hammer.<br />
* [[Centurion]] - The most durable Shield Guard you can get in Cygnar, so it loves Arcane Shield to be ARM 24 against shooting, and with Imprint: Polarity Shield and Temporal Barrier it poses a real conundrum for your enemy, as it cannot be charged and enemy models will move at -2 SPD as well, so engaging it will be very hard for many lists.<br />
<br />
=Other=<br />
===Trivia===<br />
* Captain Haley was one of the three Cygnar warcasters in the first-ever Warmachine rulebook, [[Prime|Warmachine: Prime]] (2003)<br />
* Temporal Barrier has slowly been toned down in each edition; in MK1 and Mk2 it prevented people charging.<br />
** It was toned back up in the October 2021 to reduce SPD across her control area instead of command area.<br />
*** And now the loss of a single WJP doesn't seem so bad...<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}}<br />
<br />
===Video Battle Reports===<br />
* [https://youtu.be/JIxnODqLNWI 2018.07 Feat Fetish] 75 points vs [[The Child]]<br />
* {{VBR}}<br />
<br />
===Rules Clarifications===<br />
{{RC Magical Weapon}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Arcane Vortex}}<br />
{{RC Set Defense}}<br />
<br />
{{RC Arcane Bolt}}<br />
{{RC Arcane Shield}}<br />
{{RC Chain Lightning}}<br />
{{RC Deadeye}}<br />
{{RC Scramble}}<br />
{{RC Temporal Barrier}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Template:RC_Dual_Attack_%26_Drag&diff=109135Template:RC Dual Attack & Drag2022-07-04T19:41:32Z<p>Abratzas: </p>
<hr />
<div>* <u>Dual Attack & Drag</u> ( [{{FULLURL:Template: RC Dual Attack & Drag |action=edit}} Edit] )<br />
** ''This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2''<br />
** If you charge model A then utilise Dual Attack to make a ranged attack vs the '''same''' model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. ('''[http://privateerpressforums.com/showthread.php?261441-Prime-Axiom-Syntherion-s-feat-Charge&p=3840316&viewfull=1#post3840316 Infernal Ruling]''')<br />
** If you charge model A then utilise Dual Attack to make a ranged attack vs a '''different''' model, then you would lose the free melee attack from Drag. Your first melee attack ''must'' be versus the charge target, and you cannot save the Drag attack for later. ('''[http://privateerpressforums.com/showthread.php?261441-Prime-Axiom-Syntherion-s-feat-Charge&p=3840316&viewfull=1#post3840316 Infernal Ruling]''') <br />
** If you didn't charge then ... just go nuts. There's no restrictions that I know of.<noinclude>[[Category:RC Template]]</noinclude></div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Captain_Kara_Sloan&diff=109133Captain Kara Sloan2022-07-03T19:56:23Z<p>Abratzas: /* Theme Thoughts */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} {{Gun Mage}} [[Warcaster]]}} [[Category: Model]]<br />
<br />
'' Captain Kara Sloan goes to war as a one-woman rifle brigade. When focused on the destruction of her foe, every warjack she commands becomes linked to the pull of her rifle’s trigger to unleash a barrage of unparalleled accuracy and power simultaneously. Armed with her custom magelock rifle, she walks into the most vicious of firefights without hesitation and always emerges the victor.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = Sloan1<br />
| image = Sloan.jpg<br />
| base = Small<br />
| spd = 6<br />
| str = 5<br />
| mat = 5<br />
| rat = 8<br />
| def = 16<br />
| arm = 14<br />
| cmd = 8<br />
| focus = 6<br />
| hp = 16<br />
| wjp = +28<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat - Firing Squad===<br />
# Sloan immediately casts Fire Group (see her spell list) without spending focus. [[Category: Fire Group Feat]]<br />
# Additionally, Sloan and models in her battlegroup beginning their activation in her {{CTRL}} range can make one additional ranged attack during their activations. <br />
: Firing Squad lasts for one turn.<br />
<br />
===Abilities=== <br />
* {{True Sight}}<br />
* {{Field Marshal|True Sight|Hide_ability=<!---YES--->}} [[Category: True Sight Field Marshal]]<br />
<br />
===Weapons === <br />
* '''Spitfire''' - 14" range, POW 12 gun.<br />
** {{Magical Weapon}}<br />
** {{Weapon Master}}<br />
* '''Sword''' - 0.5" reach, P+S 8 melee weapon that you hope to never use.<br />
<br />
{| class="wikitable"<br />
{{Ranged|Spitfire |14|12|<br />
* {{Magical Weapon}}<br />
* {{Weapon Master}} }}<br />
{{Melee|Sword|0.5|3|8| }} <br />
Hope you never have to use it.<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Dust to Dust}}<br />
{{Fire Group}}<br />
{{Guided Fire}}<br />
{{Refuge}}<br />
{{Return Fire}}<br />
}}<br />
<br />
===Theme Forces===<br />
* '''''Cygnar <br />
** {{si|Flame in the Darkness}}<br />
** {{Gravediggers}}<br />
** {{Heavy Metal}}<br />
** {{Sons of the Tempest}}. She can upkeep spells for free on [[Gun Mage]] models (including herself). She does not get the Pistoleer bonus though, because she lacks Gunfighter.<br />
** {{Storm Division}}. In this theme this model gains [[Immunity: Electricity]].<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use her in the {{Hearts of Darkness|notbold=}} theme.<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update <br />
* Gained the [[Gun Mage]] tag, letting her have free upkeeps. Note that it does ''not'' give her the Sons of the Tempest Pistoleer benefit as she is not a Gunfighter.<br />
<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
==={{PAGENAME}} in a nutshell=== <br />
Kara went from one of Cygnar's most neglected casters to the epitome of a gunline caster. She wants to shoot her opponent off the table with her battlegroup from long range. While Sloan can't personally eliminate vast quantities of infantry, she does excel at annihilating hard targets. Her Field Marshal ability makes hiding from her very difficult. Sloan gives your battlegroup the tools to win a ranged battle by boosting range and accuracy.<br />
<br />
===Feat thoughts=== <br />
Kara Sloan's feat requires you to tailor her battlegroup to make the most out of it. In its mechanics it is pretty self-explanatory; Sloan and her jacks should be shooting a lot and you will do it even more efficiently than usual on feat turn. Remember, it only grants an additional ranged attack, so jacks and colossi with multiple weapons won't get to fire all their guns again. Watch out for fast enemies, who will try to force you to pop your feat early by rushing your gun line. With [[Reinholdt]] and your feat you have excellent chances to shoot pretty much any model you can get line of sight on. If going for assassination, remember to remove Shield Guards, models eligible for Sucker! or Sacrificial Pawn, which would waste your shots. <br />
<br />
===Spell thoughts===<br />
* ''Dust to Dust'' - With barely enough focus for your other spells, it is easy to never use this spell at all. At best it's a niche spell, but it [[RFP]]s warrior models, so sometimes it worth using as it can nullify the feat of [[The Twins]].<br />
* ''Fire Group'' - Not as decisive as [[Snipe]], but its battlegroup-wide effect compensates for it adequately. It extends your gun's range as well, giving a total threat range of 22". Probably your most sought-after spell.<br />
* ''Guided Fire'' - That might seem like a no-brainer, but do your maths, whether or not you'll actually need it. Since your jacks can use their power-up focus to boost, sometimes you better spend it elsewhere. It is also good to enable boosted shots for your jacks, if they become disrupted, for example, after the feat of Nemo1. It can also compensate the accuracy decrease of crippled ranged weapons. <br />
* ''Refuge'' - You might want to cast it early and upkeep it - but only if there is a nice place out of line of sight or behind a wall you can move the model back to. Just remember that this can leave you without any focus if you've been casting Guided Fire and Fire Group. <br />
* ''Return fire'' - This will be another rarely used spell. As the attack happens outside of your activation, it cannot be boosted. Guided Fire only works for one turn, not a round, so unless your opponent is making ranged attacks during your turn, there is no interaction between Guided Fire and Return Fire. Theoretically, you could use it on elusive solos with high damage output, like the Gun Mage Captain Adept or the Arcane Tempest Rifleman, to retaliate for half-measures in removing them, but the short range of the spell makes it extremely unlikely.<br />
<br />
===Drawbacks & Downsides=== <br />
* Sloan provides very little support for any models outside of her battlegroup besides killing or softening up targets for them.<br />
* She has no effective counter to spells or feats that prevent models being targeted by ranged attacks such as [[Submerge]] or [[Swamp Pit]]. She's also vulnerable to [[Lamentation]], making it impossible to use both of her key spells at once.<br />
* In many turns you may want to cast Guided Fire and/or Fire Group, which can leave her with only a single focus to boost Spitfire's damage roll(s).<br />
* She typically plays with low volume, high damage Warjacks. Into high model count armies, she simply can't grind through their models quick enough before they engage.<br />
* [[Steamroller]] 2017 makes gunlines more difficult to play, since all packets after 2017 recommend and encourage centrally placed Line of Sight blocking terrain. <br />
** This makes her assassination threat and the ability to focus-fire much weaker.<br />
** The general increase in the amount of terrain has had a similar impact. Her one trick strategy has even more problems to contend with.<br />
<br />
===Tricks & Tips===<br />
* With her feat, there is some discrepancy between the 2016 print of the physical card and the Warroom entry. Warroom is correct - make sure you're using the right version of her rules.<br />
* Remember that Refuge triggers on a model *hit*, not on damage or destroyed. With her high RAT, unless you colossally fail a roll, you'll hit what you're aiming at and walk away safely.<br />
* Now that she is a Gun Mage, in [[Sons of the Tempest]] she can upkeep Refuge on herself without spending Focus, giving her a welcome upgrade to survivability.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
Kara Sloan hopes to devastate the enemy with lethal waves of gunfire leaving them unable to properly respond. You are typically aiming to get an assassination, but if the opponent is overly defensive, you may be able to take apart their entire army with your shooting. Traditionally, her feat is best used early, you're going to be hoping to alpha strike the enemy with your shooting. Between the good ranges of Cygnar, and the range buff of Fire Group, you should be able to manage at least two turns of shooting. If you shoot everything that was in range to attack you first, you may be able to buy yourself more turns of shooting. Though her army is all about her battlegroup, smart enemies will try to jam her as soon as possible. To counter that, you might want to consider cheap and/or self-sufficient troops to screen your lines.<br />
<br />
===Theme Thoughts===<br />
As things are now, Sloan gets the most work out of ranged warjacks. She gets so much efficiency out of them that her armies typically are almost entirely composed of them. With this in mind, she is most commonly played with the '''[[Theme - Gravediggers|Gravediggers]]''' theme list. Despite this, there are still reasons to try to use her out of Gravediggers.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
The best case for Gravediggers is the fact she can squeeze an incredible number of highly accurate shots out of [[Grenadier]]s. This plus the ranged support in the theme really tip the scales in its favour.<br />
<br />
* [[Rangers]] - Sloan favours bringing all of the guns, so missing with any battlegroup model is disappointing. Rangers make the battlegroup even more accurate.<br />
* [[Trencher Master Gunner]] - A great contesting and shooting solos in his own right, he also supports Grenadiers with Artillerist.<br />
* [[Patrol Dog]] - Since it removes Stealth, it is a good pick against many lists for those non-battlegroup models like the Express Team.<br />
* [[Trencher Express Team]] - They can knock down targets and dish out heavy damage.<br />
* [[Trencher Infantry]] - These guys throw up a cloud wall that her battlegroup can see straight through, but the enemy can't. But, many armies have anti cloud wall tech now.<br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
* [[Sword Knights]] - They are an average screening unit.<br />
* [[Lieutenant Allison Jakes|Jakes1]] - Offers a method to splash some melee power into an otherwise ranged list. She can perform well with a Hammersmith whose poor threat range is largely mitigated by Energizer and the fact most enemies are trying to run to get to Sloan.<br />
<br />
{{Header|[[Storm Division]]}}<br />
Accumulator gives the [[Reliant]] and [[Stormclad]] an additional focus when they begin activations near Storm Knights. This is super helpful during Kara's feat turn, providing boosted second shots. <br />
* [[Jakes1]] - Mentioned above and can also be in this theme.<br />
* [[Silver Line Stormguard]] - They help you fend off early charges.<br />
* [[Stormblade Infantry]] - They are a good, self-sufficient unit to screen with and trigger accumulator.<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
<br />
* [[Gun Mage Captain Adept]] - Provides [[Veteran Leader]] and a [[Flare]] shot to further improve your accuracy. Though situational, his [[Shadow Fire]] can remove a model blocking LOS, making it all the easier to hit the juicy targets behind.<br />
* [[Lieutenant Bastian Falk]] - Rune-Marked can turn Sloan into a POW 14 Weaponmaster rifle.<br />
* [[Black 13th Strike Force]] - They unjam with Black Penny and are an excellent unit for their price.<br />
* [[Rangers]] - As above are in this theme, too.<br />
<br />
{{Header|Support models - Various Themes}}<br />
<br />
* [[Captain Arlan Strangewayes]] - Almost mandatory for [[Empower]] so he can alleviate some of the focus burden on Sloan. [[Arcane Reinforcement]] can also give Sloan an extra chance into Protectorate warjacks under [[Hymn of Passage]] or armies with incorporeal models, but it still means most of her battlegroup can't attack the important models unless you can shoot out the [[Choir of Menoth]] first.<br />
* [[Squire]] - Can be a useful model to include. Typically Sloan would rather have Reinholdt, but that isn't always an option. Being able to allocate an extra focus to boost damage during her feat turn can be very helpful indeed.<br />
* [[Journeyman Warcaster]] - Can be extremely valuable to Sloan lists that include a Stormwall. Arcane Shield protects the investment you make with selecting a colossal. Typically his battlegroup will be just a [[Charger]], [[Sentinel]] or [[Hunter]].<br />
* [[Journeyman Lieutenant Allister Caine]] - His [[Fire For Effect]] spell can fully boost Sloan's or one of her ranged jack's first attack.<br />
** He can bring Ace with him. [[Shadow Fire]] can open up assassination vectors for Kara.<br />
<br />
{{Header|Mercenary Options}}<br />
<br />
* [[Lynus Wesselbaum & Edrea Lloryrr]] - Applied Knowledge is good if you choose to cripple beasts or jacks rather than go for the straight up assassination.<br />
* [[Reinholdt]] - Gives you another shot with Reload.<br />
<br />
===Infernal Armies=== <br />
<br />
She is the only Cygnar caster available in [[Hearts of Darkness]], but as a pure battlegroup caster it's an iffy theme for her (just as any theme other than Heavy Metal). Still, it does something for her as her jacks gain [[Accumulator]] which vastly increases their focus efficiency. Be aware that accumulator won't give you two extra focus if you also bring storm knights and a Stormclad. <br />
<br />
* One of the advantages is that you can mix and match (most of) the solos/units already suggested above.<br />
* [[Howlers]], [[Griever Swarm]]s and the Horrors summoned by [[Regna Granov]] provide you with the afoementioned Accumulator opportunities. Saldy Kara does nothing for them.<br />
* [[Valin Hauke]] - Provides Tactician (also affects jacks), which is great with Refuge. The refuge target can walk up, shoot and back away through a skirmish screen. Brother's Keeper is a no knockdown / no stationairy bubble which is great with Kara's naturally high defenses and Tough troops such as [[Trencher Infantry]].<br />
* [[Mordecai]] - The Shadow ability is excellent to keep Sloan save in a pinch.<br />
* [[Umbral Guardians]] or [[Trench Buster]] - Another way to keep Kara save. Busters also flank with other Trenchers if you brought them.<br />
* [[Bastian Falk]] - Can be brough along to provide a damage buff to Sloan and the Infernal troops.<br />
* [[The Hermit]] - Another damage buff and control piece against other Infernals.<br />
<br />
===Battlegroup===<br />
* Light<br />
** [[Charger]] - Provides firepower beyond what it's cost typically promises. Unfortunately, despite being good range and RoF, Powerful Attack on its gun isn't terribly efficient if you are also casting Guided Fire. The Charger also typically wants to operate with two focus points so both of its shots are boosted. If you are taking this jack, it may be best to leave it on a Journeyman Warcaster.<br />
** [[Hunter]] - The gold standard of a Sloan List. Firing against a Khador jack, this has comparable firepower to the much more expensive Defender at a much cheaper cost. Another important factor would be that it is typically happy to be left with a single point of focus to just boost its considerable attack making it more efficient than the Charger.<br />
** [[Firefly]] - Works better on the feat turn than other multi-shot ranged jacks because you'll get 2d3+2 attacks, rather just one extra shot as you would with a something like a Charger or Sentinel. The Firefly's two-inch melee weapon synergizes well with Sword Knights, providing flank in the Heavy Metal theme list.<br />
** [[Sentinel]] - Doesn't have a very great gun, but against larger formations of infantry, it can be very useful. The main reason to take this jack is because of the Shield Guard ability.<br />
<br />
* Heavy<br />
** [[Avenger]] - Packs a powerful gun, while its Quake ability can open up lines for assassination.<br />
** [[Defender]] - Has a long range and very powerful gun. This makes it a solid choice.<br />
** [[Reliant]] and [[Stormclad]] with Storm Knights for extra focus. <br />
<br />
* Colossal<br />
** [[Stormwall]] - This colossal provides several elements that make it a good choice. It comes equipped with two very powerful long-range cannons just like a defender but happens to be well armored enough that even heavy shooting is unlikely to kill it. Also, the Stormwall is a deterrent. Killing Kara Sloan usually means engaging her in close combat where her amazing firepower counts for much less. Having a colossal nearby ensures that such a strategy is a risky one.<br />
** [[Hurricane]] - The arc node doesn't often play a large role in her game but does extend the possibility of casting Dust to Dust, or Return Fire, provided the target is near the Hurricane. The Storm Emitter lethality can also be increased by a nearby Firefly. The no-fly zone can prevent charges from flying models from coming near Kara.<br />
<br />
===Starting a 25 point Brawl list===<br />
In 2020.11 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2020/11/19/brawlmachine-list-building-infernals read here].<br />
<br />
'''[[Theme - Hearts of Darkness]] ([[Infernals]])<br />
<br />
: '''[[Captain Kara Sloan|Sloan1]]''': [+28 WJP]<br />
:* [[Defender]]: [14 pts]<br />
:* [[Hunter]]: [10 pts]<br />
:* [[Minuteman]]: [8 pts]<br />
<br />
: [[Umbral Guardian]]: [Free] {{grey|(6 pts)}}<br />
: [[Eilish Garrity, the Dark Seeker|Eilish2]]: [5 pts]<br />
: [[Gun Mage Captain Adept]]: [4 pts]<br />
: [[Trencher Master Gunner]]: [3 pts]<br />
: [[Patrol Dog]]: [1 pt]<br />
<br />
: [[Trencher Express Team]]: [5 pts]<br />
:* Command Attachment: [3 pts]<br />
<br />
<br />
{{Brawl}}<br />
<br />
=Other=<br />
===Trivia=== <br />
[[File:Karasloanranger.jpg|thumb|Kara, the Sloan Ranger. Minicrate Exclusive.]]<br />
<br />
* Released in [[Forces of Warmachine: Cygnar]] (2010)<br />
* In the early years of Mk3 Sloan was notorious about her [[Hunter]] spam, allowing these fast, advance-deploying jacks to deliver a punishing blow into the enemy's front line, with little possiblility to respond in kind. She was the main reson that the Hunter lost Advance Deployment via the Trencher [[CID]] in 2017 September.<br />
*{{LES|2020.05}}<br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/V2n2DlmpOYc 2019.07 Feat Fetish], vs [[Saeryn1]]<br />
* {{VBR}}<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}}<br />
<br />
===Rules Clarifications=== <br />
{{RCBox2<br />
|Name=Feat: Firing Squad<br />
|list=*Additional attacks can only be made during your Combat Action, so this feat doesn't help warjacks with Assault or similar.<br />
* ROF only applies to your initial attacks. This feat will only grant you one extra shot, regardless of your normal ROF.<br />
* The feat only gives you one extra attack, not one per weapon.}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Weapon Master}}<br />
<br />
{{RC Warcaster}}<br />
{{RC True Sight}}<br />
{{RC Field Marshal}}<br />
<br />
{{RC Dust to Dust}}<br />
{{RC Fire Group}}<br />
{{RC Guided Fire}}<br />
{{RC Refuge}}<br />
{{RC Return Fire}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Captain_Kara_Sloan&diff=109132Captain Kara Sloan2022-07-03T19:56:06Z<p>Abratzas: /* Theme Thoughts */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} {{Gun Mage}} [[Warcaster]]}} [[Category: Model]]<br />
<br />
'' Captain Kara Sloan goes to war as a one-woman rifle brigade. When focused on the destruction of her foe, every warjack she commands becomes linked to the pull of her rifle’s trigger to unleash a barrage of unparalleled accuracy and power simultaneously. Armed with her custom magelock rifle, she walks into the most vicious of firefights without hesitation and always emerges the victor.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = Sloan1<br />
| image = Sloan.jpg<br />
| base = Small<br />
| spd = 6<br />
| str = 5<br />
| mat = 5<br />
| rat = 8<br />
| def = 16<br />
| arm = 14<br />
| cmd = 8<br />
| focus = 6<br />
| hp = 16<br />
| wjp = +28<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat - Firing Squad===<br />
# Sloan immediately casts Fire Group (see her spell list) without spending focus. [[Category: Fire Group Feat]]<br />
# Additionally, Sloan and models in her battlegroup beginning their activation in her {{CTRL}} range can make one additional ranged attack during their activations. <br />
: Firing Squad lasts for one turn.<br />
<br />
===Abilities=== <br />
* {{True Sight}}<br />
* {{Field Marshal|True Sight|Hide_ability=<!---YES--->}} [[Category: True Sight Field Marshal]]<br />
<br />
===Weapons === <br />
* '''Spitfire''' - 14" range, POW 12 gun.<br />
** {{Magical Weapon}}<br />
** {{Weapon Master}}<br />
* '''Sword''' - 0.5" reach, P+S 8 melee weapon that you hope to never use.<br />
<br />
{| class="wikitable"<br />
{{Ranged|Spitfire |14|12|<br />
* {{Magical Weapon}}<br />
* {{Weapon Master}} }}<br />
{{Melee|Sword|0.5|3|8| }} <br />
Hope you never have to use it.<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Dust to Dust}}<br />
{{Fire Group}}<br />
{{Guided Fire}}<br />
{{Refuge}}<br />
{{Return Fire}}<br />
}}<br />
<br />
===Theme Forces===<br />
* '''''Cygnar <br />
** {{si|Flame in the Darkness}}<br />
** {{Gravediggers}}<br />
** {{Heavy Metal}}<br />
** {{Sons of the Tempest}}. She can upkeep spells for free on [[Gun Mage]] models (including herself). She does not get the Pistoleer bonus though, because she lacks Gunfighter.<br />
** {{Storm Division}}. In this theme this model gains [[Immunity: Electricity]].<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use her in the {{Hearts of Darkness|notbold=}} theme.<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update <br />
* Gained the [[Gun Mage]] tag, letting her have free upkeeps. Note that it does ''not'' give her the Sons of the Tempest Pistoleer benefit as she is not a Gunfighter.<br />
<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
==={{PAGENAME}} in a nutshell=== <br />
Kara went from one of Cygnar's most neglected casters to the epitome of a gunline caster. She wants to shoot her opponent off the table with her battlegroup from long range. While Sloan can't personally eliminate vast quantities of infantry, she does excel at annihilating hard targets. Her Field Marshal ability makes hiding from her very difficult. Sloan gives your battlegroup the tools to win a ranged battle by boosting range and accuracy.<br />
<br />
===Feat thoughts=== <br />
Kara Sloan's feat requires you to tailor her battlegroup to make the most out of it. In its mechanics it is pretty self-explanatory; Sloan and her jacks should be shooting a lot and you will do it even more efficiently than usual on feat turn. Remember, it only grants an additional ranged attack, so jacks and colossi with multiple weapons won't get to fire all their guns again. Watch out for fast enemies, who will try to force you to pop your feat early by rushing your gun line. With [[Reinholdt]] and your feat you have excellent chances to shoot pretty much any model you can get line of sight on. If going for assassination, remember to remove Shield Guards, models eligible for Sucker! or Sacrificial Pawn, which would waste your shots. <br />
<br />
===Spell thoughts===<br />
* ''Dust to Dust'' - With barely enough focus for your other spells, it is easy to never use this spell at all. At best it's a niche spell, but it [[RFP]]s warrior models, so sometimes it worth using as it can nullify the feat of [[The Twins]].<br />
* ''Fire Group'' - Not as decisive as [[Snipe]], but its battlegroup-wide effect compensates for it adequately. It extends your gun's range as well, giving a total threat range of 22". Probably your most sought-after spell.<br />
* ''Guided Fire'' - That might seem like a no-brainer, but do your maths, whether or not you'll actually need it. Since your jacks can use their power-up focus to boost, sometimes you better spend it elsewhere. It is also good to enable boosted shots for your jacks, if they become disrupted, for example, after the feat of Nemo1. It can also compensate the accuracy decrease of crippled ranged weapons. <br />
* ''Refuge'' - You might want to cast it early and upkeep it - but only if there is a nice place out of line of sight or behind a wall you can move the model back to. Just remember that this can leave you without any focus if you've been casting Guided Fire and Fire Group. <br />
* ''Return fire'' - This will be another rarely used spell. As the attack happens outside of your activation, it cannot be boosted. Guided Fire only works for one turn, not a round, so unless your opponent is making ranged attacks during your turn, there is no interaction between Guided Fire and Return Fire. Theoretically, you could use it on elusive solos with high damage output, like the Gun Mage Captain Adept or the Arcane Tempest Rifleman, to retaliate for half-measures in removing them, but the short range of the spell makes it extremely unlikely.<br />
<br />
===Drawbacks & Downsides=== <br />
* Sloan provides very little support for any models outside of her battlegroup besides killing or softening up targets for them.<br />
* She has no effective counter to spells or feats that prevent models being targeted by ranged attacks such as [[Submerge]] or [[Swamp Pit]]. She's also vulnerable to [[Lamentation]], making it impossible to use both of her key spells at once.<br />
* In many turns you may want to cast Guided Fire and/or Fire Group, which can leave her with only a single focus to boost Spitfire's damage roll(s).<br />
* She typically plays with low volume, high damage Warjacks. Into high model count armies, she simply can't grind through their models quick enough before they engage.<br />
* [[Steamroller]] 2017 makes gunlines more difficult to play, since all packets after 2017 recommend and encourage centrally placed Line of Sight blocking terrain. <br />
** This makes her assassination threat and the ability to focus-fire much weaker.<br />
** The general increase in the amount of terrain has had a similar impact. Her one trick strategy has even more problems to contend with.<br />
<br />
===Tricks & Tips===<br />
* With her feat, there is some discrepancy between the 2016 print of the physical card and the Warroom entry. Warroom is correct - make sure you're using the right version of her rules.<br />
* Remember that Refuge triggers on a model *hit*, not on damage or destroyed. With her high RAT, unless you colossally fail a roll, you'll hit what you're aiming at and walk away safely.<br />
* Now that she is a Gun Mage, in [[Sons of the Tempest]] she can upkeep Refuge on herself without spending Focus, giving her a welcome upgrade to survivability.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
Kara Sloan hopes to devastate the enemy with lethal waves of gunfire leaving them unable to properly respond. You are typically aiming to get an assassination, but if the opponent is overly defensive, you may be able to take apart their entire army with your shooting. Traditionally, her feat is best used early, you're going to be hoping to alpha strike the enemy with your shooting. Between the good ranges of Cygnar, and the range buff of Fire Group, you should be able to manage at least two turns of shooting. If you shoot everything that was in range to attack you first, you may be able to buy yourself more turns of shooting. Though her army is all about her battlegroup, smart enemies will try to jam her as soon as possible. To counter that, you might want to consider cheap and/or self-sufficient troops to screen your lines.<br />
<br />
===Theme Thoughts===<br />
As things are now, Sloan gets the most work out of ranged warjacks. She gets so much efficiency out of them that her armies typically are almost entirely composed of them. With this in mind, she is most commonly played with the '''[[Theme - Gravediggers|Gravediggers]]''' theme list. Despite this, there are still reasons to try to use her out of Gravediggers.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
The best case for Gravediggers is the fact she can squeeze an incredible number of highly accurate shots out of [[Grenadier]]s. This plus the ranged support in the theme really tip the scales in its favour.<br />
<br />
* [[Rangers]] - Sloan favours bringing all of the guns, so missing with any battlegroup model is disappointing. Rangers make the battlegroup even more accurate.<br />
* [[Trencher Master Gunner]] - A great contesting and shooting solos in his own right, he also supports Grenadiers with Artillerist.<br />
* [[Patrol Dog]] - Since it removes Stealth, it is a good pick against many lists for those non-battlegroup models like the Express Team.<br />
* [[Trencher Express Team]] - They can knock down targets and dish out heavy damage.<br />
* [[Trencher Infantry]] - These guys throw up a cloud wall that her battlegroup can see straight through, but the enemy can't. But, many armies have anti cloud wall tech now.<br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
* [[Sword Knights]] - They are an average screening unit.<br />
* [[Lieutenant Allison Jakes|Jakes1]] - Offers a method to splash some melee power into an otherwise ranged list. She can perform well with a Hammersmith whose poor threat range is largely mitigated by Energizer and the fact most enemies are trying to run to get to Sloan.<br />
<br />
{{Header|[[Storm Division]]}}<br />
Accumulator gives the [[Reliant]] and [[Stormclad]] an additional focus when they begin activations near Storm Knights. This is super helpful during Kara's feat turn, providing boosted second shots. <br />
* [[Jakes1]] - Mentioned above and can also be in this theme.<br />
* [[Silver Line Stormguard]] - They help you fend off early charges.<br />
* [[Stormblade Infantry]] - They are a good, self-sufficient unit to screen with and trigger accumulator.<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
<br />
* [[Gun Mage Captain Adept]] - Provides [[Veteran Leader]] and a [[Flare]] shot to further improve your accuracy. Though situational, his [[Shadow Fire]] can remove a model blocking LOS, making it all the easier to hit the juicy targets behind.<br />
* [[Lieutenant Bastian Falk]] - Rune-Marked can turn Sloan into a POW 14 Weaponmaster rifle.<br />
* [[Black 13thStrike Force]] - They unjam with Black Penny and are an excellent unit for their price.<br />
* [[Rangers]] - As above are in this theme, too.<br />
<br />
{{Header|Support models - Various Themes}}<br />
<br />
* [[Captain Arlan Strangewayes]] - Almost mandatory for [[Empower]] so he can alleviate some of the focus burden on Sloan. [[Arcane Reinforcement]] can also give Sloan an extra chance into Protectorate warjacks under [[Hymn of Passage]] or armies with incorporeal models, but it still means most of her battlegroup can't attack the important models unless you can shoot out the [[Choir of Menoth]] first.<br />
* [[Squire]] - Can be a useful model to include. Typically Sloan would rather have Reinholdt, but that isn't always an option. Being able to allocate an extra focus to boost damage during her feat turn can be very helpful indeed.<br />
* [[Journeyman Warcaster]] - Can be extremely valuable to Sloan lists that include a Stormwall. Arcane Shield protects the investment you make with selecting a colossal. Typically his battlegroup will be just a [[Charger]], [[Sentinel]] or [[Hunter]].<br />
* [[Journeyman Lieutenant Allister Caine]] - His [[Fire For Effect]] spell can fully boost Sloan's or one of her ranged jack's first attack.<br />
** He can bring Ace with him. [[Shadow Fire]] can open up assassination vectors for Kara.<br />
<br />
{{Header|Mercenary Options}}<br />
<br />
* [[Lynus Wesselbaum & Edrea Lloryrr]] - Applied Knowledge is good if you choose to cripple beasts or jacks rather than go for the straight up assassination.<br />
* [[Reinholdt]] - Gives you another shot with Reload.<br />
<br />
===Infernal Armies=== <br />
<br />
She is the only Cygnar caster available in [[Hearts of Darkness]], but as a pure battlegroup caster it's an iffy theme for her (just as any theme other than Heavy Metal). Still, it does something for her as her jacks gain [[Accumulator]] which vastly increases their focus efficiency. Be aware that accumulator won't give you two extra focus if you also bring storm knights and a Stormclad. <br />
<br />
* One of the advantages is that you can mix and match (most of) the solos/units already suggested above.<br />
* [[Howlers]], [[Griever Swarm]]s and the Horrors summoned by [[Regna Granov]] provide you with the afoementioned Accumulator opportunities. Saldy Kara does nothing for them.<br />
* [[Valin Hauke]] - Provides Tactician (also affects jacks), which is great with Refuge. The refuge target can walk up, shoot and back away through a skirmish screen. Brother's Keeper is a no knockdown / no stationairy bubble which is great with Kara's naturally high defenses and Tough troops such as [[Trencher Infantry]].<br />
* [[Mordecai]] - The Shadow ability is excellent to keep Sloan save in a pinch.<br />
* [[Umbral Guardians]] or [[Trench Buster]] - Another way to keep Kara save. Busters also flank with other Trenchers if you brought them.<br />
* [[Bastian Falk]] - Can be brough along to provide a damage buff to Sloan and the Infernal troops.<br />
* [[The Hermit]] - Another damage buff and control piece against other Infernals.<br />
<br />
===Battlegroup===<br />
* Light<br />
** [[Charger]] - Provides firepower beyond what it's cost typically promises. Unfortunately, despite being good range and RoF, Powerful Attack on its gun isn't terribly efficient if you are also casting Guided Fire. The Charger also typically wants to operate with two focus points so both of its shots are boosted. If you are taking this jack, it may be best to leave it on a Journeyman Warcaster.<br />
** [[Hunter]] - The gold standard of a Sloan List. Firing against a Khador jack, this has comparable firepower to the much more expensive Defender at a much cheaper cost. Another important factor would be that it is typically happy to be left with a single point of focus to just boost its considerable attack making it more efficient than the Charger.<br />
** [[Firefly]] - Works better on the feat turn than other multi-shot ranged jacks because you'll get 2d3+2 attacks, rather just one extra shot as you would with a something like a Charger or Sentinel. The Firefly's two-inch melee weapon synergizes well with Sword Knights, providing flank in the Heavy Metal theme list.<br />
** [[Sentinel]] - Doesn't have a very great gun, but against larger formations of infantry, it can be very useful. The main reason to take this jack is because of the Shield Guard ability.<br />
<br />
* Heavy<br />
** [[Avenger]] - Packs a powerful gun, while its Quake ability can open up lines for assassination.<br />
** [[Defender]] - Has a long range and very powerful gun. This makes it a solid choice.<br />
** [[Reliant]] and [[Stormclad]] with Storm Knights for extra focus. <br />
<br />
* Colossal<br />
** [[Stormwall]] - This colossal provides several elements that make it a good choice. It comes equipped with two very powerful long-range cannons just like a defender but happens to be well armored enough that even heavy shooting is unlikely to kill it. Also, the Stormwall is a deterrent. Killing Kara Sloan usually means engaging her in close combat where her amazing firepower counts for much less. Having a colossal nearby ensures that such a strategy is a risky one.<br />
** [[Hurricane]] - The arc node doesn't often play a large role in her game but does extend the possibility of casting Dust to Dust, or Return Fire, provided the target is near the Hurricane. The Storm Emitter lethality can also be increased by a nearby Firefly. The no-fly zone can prevent charges from flying models from coming near Kara.<br />
<br />
===Starting a 25 point Brawl list===<br />
In 2020.11 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2020/11/19/brawlmachine-list-building-infernals read here].<br />
<br />
'''[[Theme - Hearts of Darkness]] ([[Infernals]])<br />
<br />
: '''[[Captain Kara Sloan|Sloan1]]''': [+28 WJP]<br />
:* [[Defender]]: [14 pts]<br />
:* [[Hunter]]: [10 pts]<br />
:* [[Minuteman]]: [8 pts]<br />
<br />
: [[Umbral Guardian]]: [Free] {{grey|(6 pts)}}<br />
: [[Eilish Garrity, the Dark Seeker|Eilish2]]: [5 pts]<br />
: [[Gun Mage Captain Adept]]: [4 pts]<br />
: [[Trencher Master Gunner]]: [3 pts]<br />
: [[Patrol Dog]]: [1 pt]<br />
<br />
: [[Trencher Express Team]]: [5 pts]<br />
:* Command Attachment: [3 pts]<br />
<br />
<br />
{{Brawl}}<br />
<br />
=Other=<br />
===Trivia=== <br />
[[File:Karasloanranger.jpg|thumb|Kara, the Sloan Ranger. Minicrate Exclusive.]]<br />
<br />
* Released in [[Forces of Warmachine: Cygnar]] (2010)<br />
* In the early years of Mk3 Sloan was notorious about her [[Hunter]] spam, allowing these fast, advance-deploying jacks to deliver a punishing blow into the enemy's front line, with little possiblility to respond in kind. She was the main reson that the Hunter lost Advance Deployment via the Trencher [[CID]] in 2017 September.<br />
*{{LES|2020.05}}<br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/V2n2DlmpOYc 2019.07 Feat Fetish], vs [[Saeryn1]]<br />
* {{VBR}}<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}}<br />
<br />
===Rules Clarifications=== <br />
{{RCBox2<br />
|Name=Feat: Firing Squad<br />
|list=*Additional attacks can only be made during your Combat Action, so this feat doesn't help warjacks with Assault or similar.<br />
* ROF only applies to your initial attacks. This feat will only grant you one extra shot, regardless of your normal ROF.<br />
* The feat only gives you one extra attack, not one per weapon.}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Weapon Master}}<br />
<br />
{{RC Warcaster}}<br />
{{RC True Sight}}<br />
{{RC Field Marshal}}<br />
<br />
{{RC Dust to Dust}}<br />
{{RC Fire Group}}<br />
{{RC Guided Fire}}<br />
{{RC Refuge}}<br />
{{RC Return Fire}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Garryth,_The_Blade_of_Retribution&diff=109131Garryth, The Blade of Retribution2022-07-03T19:37:59Z<p>Abratzas: /* Spell thoughts */</p>
<hr />
<div>{{Retbox|{{Retribution}} {{Mage Hunter}} [[Warcaster]]}} [[Category: Model]]<br />
<br />
''Even among mage hunters Garryth is considered a fanatic. He sweeps across the battlefield like a storm, letting the death reaped by his pistols and their razor-sharp blades serve as prayers to the stricken goddess.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Garryth|Garryth1]]<br />
| image = Garryth1.jpg<br />
| base = Small<br />
| spd = 7<br />
| str = 6<br />
| mat = 8<br />
| rat = 7<br />
| def = 17<br />
| arm = 14<br />
| cmd irrelevant <br />
| hp = 16<br />
| focus = 6<br />
| wjp = +29<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Vortex Lock===<br />
For one round, while in Garryth's {{CTRL}} range enemy models cannot cast spells, [[channel]] spells, spend focus or fury points, or be moved by [[place]] effects. [[Category: Anti-Channeler Feat]] [[Category: Anti-Spell Feat]]<br />
<br />
===Abilities===<br />
* {{Parry}}<br />
* {{Pathfinder}}<br />
* {{Stealth}}<br />
* {{Acrobatics}}<br />
* {{Dual Attack}}<br />
* {{Field Marshal|Reposition 3"}} [[Category: Reposition Field Marshal]]<br />
* {{Reposition 3}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Pistol (x2)|12|12|<br />
* {{Blessed}} }}<br />
* {{Magical Weapon}}<br />
{{Melee|Blade (x2)|0.5|5|11|<br />
* {{Blessed}} }}<br />
* {{Magical Weapon}}<br />
* {{Weapon Master}}<br />
* {{Grievous Wounds}} <br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Crippling Grasp}}<br />
{{Gallows}}<br />
{{Gate Crasher}}<br />
{{Mirage}}<br />
{{Perseverance}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{Defenders of Ios}}<br />
* {{Forges of War}}<br />
* {{Legions of Dawn}}<br />
* {{Shadows of the Retribution}}. He gains [[Take Down|"optional take down"]] in this theme.<br />
<br />
===Recent Changes===<br />
No changes since 2021.02<br />
<br />
= Thoughts on Garryth1 =<br />
=== Garryth1 in a nutshell===<br />
At first (and even second) sight Garryth bears a lot of similarity with the [[Caine2|game's most dangerous assassin caster]], and can be regarded as such. He has 2 decent guns, a feat that stops most of the FURY/FOCUS related defensive measures, and insanely high DEF, paired with a spell to potentially resist some methods of setting him up for an assassination.<br />
He also shares the dreaded [[Acrobatics]], [[Pathfinder]], and [[Parry]] combination of [[Rhyas]], meaning, that whatever gets within his threat range (up to ''17.5"'' with [[Apparition]] and a conveniently placed model to bounce off of with ''Gate Crasher'') is pretty much dead.<br />
<br />
However, he has great support spells too, and unlike his Cygnaran friend, he must use it actively, if you want to get the job done.<br />
<br />
===Spell thoughts===<br />
* ''Crippling Grasp'' - A fantastic debuff that means Garryth will want at least 1 arc node and possibly [[Sylys]] to mitigate his average focus stat.<br />
* ''Gallows'' - It's cost means an extreme Focus burden upon you, so don't bank too hard on it for assassinations. Consider arcing it to remove screening models to get LOS for your shots, or pull pesky Shield Guards or Guard Dogs out of range. If you do go for it in an assassination, pulling models close to your primary target into Garryth's charge range can set up unexpected chances to jump onto casters with ''Gate Crasher'', though the two spells will use up 5/6 of your Focus and make the assassination attempt quite risky.<br />
* ''Gate Crasher'' - ''Gate Crasher'' is an '''''incredibly''''' powerful spell to have on a caster with such high assassination potential, the threat extension it grants makes Garryth a nightmare to deal with. Upkeeping ''Mirage'' (ideally for free with [[Sylys]]) for a 2" place, walking 7" (with Pathfinder, Parry, and Acrobatics letting you get just about anywhere), and then casting ''Gate Crasher'' gives you a 14.5" threat range and still leaves you with all your initials and 3 (4 if you have [[Sylys]]) focus to dump on the assassination. Garryth can charge a target and then cast ''Gate Crasher'' after finishing his movement, but before attacking, since warcasters can cast spells at any time, and teleport to a 'caster within 5" for a monstrous 17.5" assassination threat range with no external help. When playing with or against Garryth1 this spell should always be at the front of your mind as he can, and likely should, use it to secure an assassination at every possible opportunity.<br />
* ''Mirage'' - A tough decision, whether you want it on yourself, or on your units. It can unjam your fast units, like Destors, and might even allow them a charge with their lances, but it is also a powerful threat-extension when cast on Garryth himself. Combined with ''Gate Crasher'', Garryth can project a ludicrously large threat area. Whatever you cast ''Mirage'' on will generally appreciate the extra positioning advantage, so there is a lot of room for experimentation in its application.<br />
* ''Perseverance'' - A solid defensive upkeep, putting it on your main frontline unit to help buy time for Garryth to find an opening is generally going to be the standard use. Sentinels appreciate the armor bonus, though paper-armored Mage Hunters will generally die too easily for it to make too much of a difference unless you are expecting a lot of very low POW blasts. If you are up against an opponent like Rahn, or anyone else that likes to slam models around, then having a Warjack that can't be pushed, slammed, or thrown as a bodyguard for Garryth goes a long way in making him safer to move up the field. Do note that this spell does nothing to stop ''place'' effects, so effects like Telekinesis ignore it and can still move affected models. Also, unlike Garryth's old spell, ''Heightened Reflexes'', ''Perseverance'' doesn't prevent knockdowns from any source other than being slammed. If ''another'' target is slammed over a model affected by this spell, they are still potentially knocked over. For this reason, putting the spell on Garryth himself for knockdown-protection is of questionable worth, as most slam-based assassinations don't slam a caster directly since it's often easier to just slam something else over them and not have to deal with their caster-level DEF stat.<br />
<br />
===Feat thoughts=== <br />
* His '''feat''' prevents the opponents from being able to avoid his damage through spending a focus to block damage, and it prevents them from spending fury to transfer the damage as well. This effectively gives your entire army the equivalent of mkII Arcane Assassin for the turn, which is very dangerous for the opposing warcaster/warlock. If you don't want to (or can't) get the caster with it, keep in mind the restriction about placement. It can pull out the fangs of placing tricks, like Apparition, Telekinesis, or the Slipstream animus. Spells like [[Respawn]] and [[Reconstruct]] also lose their placing part, so the reviewed model will still be placed in melee with you, if you killed them in melee. Most important, it also shuts down [[Jump]] and [[Bounding Leap]].<br />
<br />
=== Drawbacks & Downsides ===<br />
* Squishy - a knocked-down or stationary Garryth is usually a soon-to-be-very-dead Garryth.<br />
* Even without KD or stationary, electro leaps and countinous fire, as well as AoEs are valid dangers.<br />
* Anti magic tricks - especially when combined with charge denial - can potentially hurt you really bad.<br />
* Anti upkeep tricks can remove ''Mirage'' or ''Perseverance'', reducing your vitally important threat range or either leaving you more vulnerable or removing your most direct army support tool. Plus, 60% of your spells are upkeeps - be on the lookout for bad match-ups. <br />
* If you need Gallows, you'll rarely have focus to pull off a proper assassination run. If you need ''both'' ''Gallows'' and ''Gate Crasher'' you should think hard about whether that one focus you'll have left once you get into melee will be enough.<br />
<br />
=== Tricks & Tips===<br />
* [[Parry]] and [[Acrobatics]] allows Garryth to charge through models freely in order to assassinate an opposing caster without the risk of free strikes.<br />
** Factoring [[Pathfinder]] into the mix means that if there is a straight line between Garryth and his target and enough space for him to end next to them, he can generally get there the same as if it was an open field without any extra investment. Unless your opponent is hiding behind a solid piece of terrain or is sitting way out of range Garryth can generally get into melee with them, and the terrain can even be ignored with ''Gate Crasher'' so hiding isn't really a great option against him.<br />
* While charge denial is potentially quite damaging to Garryth's main plan of putting his knives into the opposing 'caster, having a 14.5" threat range from ''Mirage'', walking 7, and casting ''Gate Crasher'' means that a charge is quite possibly simply not necessary. Especially when you can do the 5" place through obstructions that you otherwise couldn't charge through anyways, or place yourself behind the target for easy backstrike bonuses.<br />
* Don't underestimate Garryth's guns! Combined with his feat, Garryth can quite easily end the average warcaster or warlock by himself with a very long threat range.<br />
* His Feat is weaker against Hordes as it still allows Forcing, meaning that warbeasts can still attack normally. Though, you probably used your feat for assassination; if there's a warbeast still standing, and can be forced, things are usually not going your way...<br />
** Additionally, his feat is MUCH less useful against Infernal Masters. Essence is neither Focus nor Fury, so it doesn't prevent them from spending it on anything that the feat doesn't otherwise limit. They still won't be able to cast spells with it, channel spells, or place themselves, but that's really it. They can still summon with it, have their big scary monsters spend it to boost attacks into Garryth, or Tithe their Horrors with it. Most importantly, and most frustratingly, they can still spend it to transfer damage to their Horrors. [[Grievous Wounds]] cannot stop transferring damage either, so attempting an assassination run against an Infernal Master with a stack of Essence is generally a terrible plan unless you think you can hit enough times to overwhelm their transfers or simply deal enough damage to their Horrors through transferred damage to be worth it. Garryth really does not like fighting Infernals.<br />
* His Feat might not always work as intended - knowing that they won't be able to use FOC/FURY for defence when in feat range, enemies will likely just spend those resources anyway, instead of camping them However, it is often a win-win situation for you.<br />
* Against spell-slinging opposing 'casters, prioritizing the removal of Arc Nodes is ''especially'' important. If you can disable their options to safely channel spells at you from outside Garryth's threat range, you can force them to move into range to cast spells themselves on what will likely be their last turn with a 'caster that isn't full of knives. Garryth can threat out to 14.5" without charging, and many spellcasters can't cast offensive spells with a range further than that.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
Garryth demands an aggressive play-style to dictate the flow of the battle. 2 out of his 3 upkeeps are for offensive use (though only ''Crippling Grasp'' is an offensive spell in game terms), though the third is a decent enough defensive buff for either himself or a model/unit that expects to benefit from a bit more durability. The whole toolset he has available is largely focused towards picking on a single model and either killing it himself or setting it up for his army to pick it off. When possible this one model will hopefully be the opposing warcaster getting Garryth's knives in their back, but ''Gallows'' and ''Crippling Grasp'' can be used to set up unexpected and hard-hitting alpha-strikes against freshly softened up targets in order to open up your opponent's army for a future run at their caster. Garryth himself can pick off key solos/troops with his guns or execute hit and run attacks over his frontline to eliminate just about anything softer than a heavy 'jack.<br />
<br />
Garryth is going to want to keep the assassination run as his primary plan, but it is important to remember that every model you remove from the table makes it that much harder for your opponent to protect their 'caster, and rushing in ''immediately'' is potentially not as wise as waiting until the perfect time once some key pieces have been removed from the equation. True, you will be losing your own models as well, but Garryth is more than capable of killing the opposing 'caster even if he is the last of your models on the table and trading away your army in order to get him closer to his goal is often a sound plan. Just do be careful not to wait ''too'' long, or you will quickly find yourself in serious risk of being assassinated yourself, or simply losing on scenario once you no longer have an army to contest with.<br />
<br />
===Theme Thoughts===<br />
{{Header|[[Defenders of Ios]]}}<br />
<br />
* [[Stormfall Archers]] absolutely love the DEF and ARM debuff from Crippling Grasp. In fact most ranged models, like [[Scythe]] or [[Ghost Sniper]]s love Crippling Grasp<br />
* [[Elara1]] to hand out Ghost Walk so Garry can charge through a house and thus still project his assassinations. Give her a [[Gorgon]] to double stack the SPD debuff of Crippling Grasp, or a [[Harpy]] for those Thunderbolt shots.<br />
* Pretty much all stripes of infantry love Perseverance and Crippling Gasp, as it makes them surprisingly tanky and also makes them hit harder or more accurately. [[House Ellowuyr Wardens]] come to mind, but [[Ryssovass Defenders]] or [[House Ellowuyr Swordsmen]] love it just as much.<br />
* [[Dawnguard Trident]] - That's a 19" assassination threat range thanks to slipstream (Apparition 2", Trident 2", charge 10", gate crasher 5") and everybody knows how good Tridents are baseline and Perseverance and Grasp push them to ludicrous levels.<br />
<br />
{{Header|[[Legions of Dawn]]}}<br />
<br />
* Garryth can take the [[Dawnguard Trident]], mentioned above in this theme, too.<br />
* [[Dawnguard Destors]] - yep, that's 15" of charge distance with Mirage. And Perseverance and Crippling Grasp are once again excellent.<br />
* [[Imperatus]] - This and Moros make for a truly excellent battlegroup that this barely over his Battlegroup point total. Also an excellent Perserverance target.<br />
<br />
{{Header|[[Shadows of the Retribution]]}}<br />
<br />
* [[Narn]] - He's part of the "Mage Hunter Care Package" Garry gets to benefit from. Narn gives him Sprint, meaning you can jo-jo him around after he got some work done and project your threat at the same time with clever positioning.<br />
* [[Elara1]] is also here. You can even give her Moros if you want to for super-sprint.<br />
* [[Mage Hunter Strike Force]] with Crippling Grasp they can just shoot most things straight off the board.<br />
* [[Void Archons]] - Amazing debuffers and they do lots of work with their void slaps and sprays. They have similar mobility to Garyyth and can thus Dark Shroud a target an enemy caster easily if you want better odd of winning the game outright.<br />
* It's a hard sell, but [[Nayl]] is ''potentially'' a semi-reasonable pick with Garryth1 due to ''Perseverance'' preventing your opponent from simply pushing, slamming, or throwing him back at you. Yeah, he will still most likely do nothing or be used as Fury management by your opponent, but he is at least far less likely to backfire as horrifically as he usually would. If you can get him past shooting and within 8" of the opposing 'caster he can at the ''very'' least force them to think carefully about their positioning and potentially be quite the amusing distraction.<br />
<br />
{{Header|Support models - Various themes}}<br />
<br />
* Either [[Fane Knight Guardian]] or [[Sylys_Wyshnalyrr|Sylys]]. Choosing between them might be your biggest dilemma. An extra die on attack rolls with Crippling Grasp is very good, but so is DEF 19 in melee with an ARM 20 shield guard. Sadly, you can't have both.<br />
* [[Eiryss4]] - The other part of the care package, granting him Swift Hunter and thus extending his assassination threat range to 21" ((Apparition 2", charge 10", shoot twice, Swift Hunt twice for 4", gate crasher 5")<br />
<br />
===Battlegroup===<br />
[[File:Retribution Moros.jpg|thumb|[[Moros]] is his pet warjack that he can take in any theme.]]<br />
<br />
* [[Banshee]] - A knocked down target is ripe for the taking.<br />
* [[Manticore]] - lay down covering fire, back up with reposition. And they hit like trucks too. And you can gallows targets through covering fire templates.<br />
* [[Chimera]] - A cheap arc node with capacity to hurt heavies.<br />
* [[Moros]] is Garryth's pet warjack that he can take in any theme. It can lower your main target's DEF to near-stationary level (you still miss on snake-eyes), and his bond allows a really nice attack from behind your screening models.<br />
<br />
===Starting a 25 point brawl list===<br />
{{Ret buy list|Garryth1}} {{ph}}<br />
<br />
=Other=<br />
===Trivia===<br />
[[File:MiniCrate9 3 GunslingerGarryth.jpg|thumb|Gunslinger Garryth; Minicrate Exclusive.]]<br />
<br />
* Released in [[Forces of Warmachine: Retribution of Scyrah]] (Novermber 2009)<br />
* {{LES|2021.12}}<br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/m6Pxsbe3Px4 2019.04 Feat Fetish], vs [[Morghoul2]]<br />
* [https://youtu.be/VPGOzj3UbhA 2018.10 Arcane Assist], vs [[Lord Carver]]<br />
* {{VBR}}<br />
<br />
===Other Retribution models===<br />
{{Index Retribution}}<br />
<br />
===Rules Clarifications===<br />
{{RCbox2|Name=Feat: Vortex Lock<br />
|list=* His feat prevents models ''spending'' fury, but warbeasts can still ''be forced'' for fury. ('''[http://privateerpressforums.com/showthread.php?253776-Garryth-Feat-question-in-regards-to-warbeasts&p=3572111&viewfull=1#post3572111 Infernal Ruling]''')<br />
}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Blessed}}<br />
{{RC Weapon Master}}<br />
{{RC Grievous Wounds}}<br />
<br />
{{RC Warcaster}}<br />
<br />
{{RC Stealth}}<br />
{{RC Parry}}<br />
{{RC Pathfinder}}<br />
<br />
{{RC Acrobatics}}<br />
{{RC Dual Attack}}<br />
{{RC Field Marshal}}<br />
{{RC Reposition}}<br />
<br />
{{RC Crippling Grasp}}<br />
{{RC Gallows}}<br />
{{RC Gate Crasher}}<br />
{{RC Mirage}}<br />
{{RC Perseverance}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Garryth,_The_Blade_of_Retribution&diff=109130Garryth, The Blade of Retribution2022-07-03T19:35:01Z<p>Abratzas: </p>
<hr />
<div>{{Retbox|{{Retribution}} {{Mage Hunter}} [[Warcaster]]}} [[Category: Model]]<br />
<br />
''Even among mage hunters Garryth is considered a fanatic. He sweeps across the battlefield like a storm, letting the death reaped by his pistols and their razor-sharp blades serve as prayers to the stricken goddess.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Garryth|Garryth1]]<br />
| image = Garryth1.jpg<br />
| base = Small<br />
| spd = 7<br />
| str = 6<br />
| mat = 8<br />
| rat = 7<br />
| def = 17<br />
| arm = 14<br />
| cmd irrelevant <br />
| hp = 16<br />
| focus = 6<br />
| wjp = +29<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Vortex Lock===<br />
For one round, while in Garryth's {{CTRL}} range enemy models cannot cast spells, [[channel]] spells, spend focus or fury points, or be moved by [[place]] effects. [[Category: Anti-Channeler Feat]] [[Category: Anti-Spell Feat]]<br />
<br />
===Abilities===<br />
* {{Parry}}<br />
* {{Pathfinder}}<br />
* {{Stealth}}<br />
* {{Acrobatics}}<br />
* {{Dual Attack}}<br />
* {{Field Marshal|Reposition 3"}} [[Category: Reposition Field Marshal]]<br />
* {{Reposition 3}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Pistol (x2)|12|12|<br />
* {{Blessed}} }}<br />
* {{Magical Weapon}}<br />
{{Melee|Blade (x2)|0.5|5|11|<br />
* {{Blessed}} }}<br />
* {{Magical Weapon}}<br />
* {{Weapon Master}}<br />
* {{Grievous Wounds}} <br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Crippling Grasp}}<br />
{{Gallows}}<br />
{{Gate Crasher}}<br />
{{Mirage}}<br />
{{Perseverance}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{Defenders of Ios}}<br />
* {{Forges of War}}<br />
* {{Legions of Dawn}}<br />
* {{Shadows of the Retribution}}. He gains [[Take Down|"optional take down"]] in this theme.<br />
<br />
===Recent Changes===<br />
No changes since 2021.02<br />
<br />
= Thoughts on Garryth1 =<br />
=== Garryth1 in a nutshell===<br />
At first (and even second) sight Garryth bears a lot of similarity with the [[Caine2|game's most dangerous assassin caster]], and can be regarded as such. He has 2 decent guns, a feat that stops most of the FURY/FOCUS related defensive measures, and insanely high DEF, paired with a spell to potentially resist some methods of setting him up for an assassination.<br />
He also shares the dreaded [[Acrobatics]], [[Pathfinder]], and [[Parry]] combination of [[Rhyas]], meaning, that whatever gets within his threat range (up to ''17.5"'' with [[Apparition]] and a conveniently placed model to bounce off of with ''Gate Crasher'') is pretty much dead.<br />
<br />
However, he has great support spells too, and unlike his Cygnaran friend, he must use it actively, if you want to get the job done.<br />
<br />
===Spell thoughts===<br />
* ''Crippling Grasp'' - A fantastic debuff that means Garryth will want at least 1 arc node and possibly [[Sylys]] to mitigate his average focus stat.<br />
* ''Gallows'' - It's cost means an extreme Focus burden upon you, so don't bank too hard on it for assassinations. Consider arcing it to remove screening models to get LOS for your shots, or pull pesky Shield Guards or Guard Dogs out of range. If you do go for it in an assassination, pulling models close to your primary target into Garryth's charge range can set up unexpected chances to jump onto casters with ''Gate Crasher'', though the two spells will use up 5/6 of your Focus and make the assassination attempt quite risky.<br />
* ''Gate Crasher'' - ''Gate Crasher'' is an '''''incredibly''''' powerful spell to have on a caster with such high assassination potential, the threat extension it grants makes Garryth a nightmare to deal with. Upkeeping ''Mirage'' (ideally for free with [[Sylys]]) for a 2" place, walking 7" (with Pathfinder, Parry, and Acrobatics letting you get just about anywhere), and then casting ''Gate Crasher'' gives you a 14.5" threat range and still leaves you with all your initials and 3 (4 if you have [[Sylys]]) focus to dump on the assassination. Garryth can charge a target and then ''Gate Crasher'' to a 'caster within 5" for a monstrous 17.5" threat range with no external help, trading an initial attack (ideally one of the guns) for the 3" extension. When playing with or against Garryth1 this spell should always be at the front of your mind as he can, and likely should, use it to secure an assassination at every possible opportunity.<br />
* ''Mirage'' - A tough decision, whether you want it on yourself, or on your units. It can unjam your fast units, like Destors, and might even allow them a charge with their lances, but it is also a powerful threat-extension when cast on Garryth himself. Combined with ''Gate Crasher'', Garryth can project a ludicrously large threat area. Whatever you cast ''Mirage'' on will generally appreciate the extra positioning advantage, so there is a lot of room for experimentation in its application.<br />
* ''Perseverance'' - A solid defensive upkeep, putting it on your main frontline unit to help buy time for Garryth to find an opening is generally going to be the standard use. Sentinels appreciate the armor bonus, though paper-armored Mage Hunters will generally die too easily for it to make too much of a difference unless you are expecting a lot of very low POW blasts. If you are up against an opponent like Rahn, or anyone else that likes to slam models around, then having a Warjack that can't be pushed, slammed, or thrown as a bodyguard for Garryth goes a long way in making him safer to move up the field. Do note that this spell does nothing to stop ''place'' effects, so effects like Telekinesis ignore it and can still move affected models. Also, unlike Garryth's old spell, ''Heightened Reflexes'', ''Perseverance'' doesn't prevent knockdowns from any source other than being slammed. If ''another'' target is slammed over a model affected by this spell, they are still potentially knocked over. For this reason, putting the spell on Garryth himself for knockdown-protection is of questionable worth, as most slam-based assassinations don't slam a caster directly since it's often easier to just slam something else over them and not have to deal with their caster-level DEF stat.<br />
<br />
===Feat thoughts=== <br />
* His '''feat''' prevents the opponents from being able to avoid his damage through spending a focus to block damage, and it prevents them from spending fury to transfer the damage as well. This effectively gives your entire army the equivalent of mkII Arcane Assassin for the turn, which is very dangerous for the opposing warcaster/warlock. If you don't want to (or can't) get the caster with it, keep in mind the restriction about placement. It can pull out the fangs of placing tricks, like Apparition, Telekinesis, or the Slipstream animus. Spells like [[Respawn]] and [[Reconstruct]] also lose their placing part, so the reviewed model will still be placed in melee with you, if you killed them in melee. Most important, it also shuts down [[Jump]] and [[Bounding Leap]].<br />
<br />
=== Drawbacks & Downsides ===<br />
* Squishy - a knocked-down or stationary Garryth is usually a soon-to-be-very-dead Garryth.<br />
* Even without KD or stationary, electro leaps and countinous fire, as well as AoEs are valid dangers.<br />
* Anti magic tricks - especially when combined with charge denial - can potentially hurt you really bad.<br />
* Anti upkeep tricks can remove ''Mirage'' or ''Perseverance'', reducing your vitally important threat range or either leaving you more vulnerable or removing your most direct army support tool. Plus, 60% of your spells are upkeeps - be on the lookout for bad match-ups. <br />
* If you need Gallows, you'll rarely have focus to pull off a proper assassination run. If you need ''both'' ''Gallows'' and ''Gate Crasher'' you should think hard about whether that one focus you'll have left once you get into melee will be enough.<br />
<br />
=== Tricks & Tips===<br />
* [[Parry]] and [[Acrobatics]] allows Garryth to charge through models freely in order to assassinate an opposing caster without the risk of free strikes.<br />
** Factoring [[Pathfinder]] into the mix means that if there is a straight line between Garryth and his target and enough space for him to end next to them, he can generally get there the same as if it was an open field without any extra investment. Unless your opponent is hiding behind a solid piece of terrain or is sitting way out of range Garryth can generally get into melee with them, and the terrain can even be ignored with ''Gate Crasher'' so hiding isn't really a great option against him.<br />
* While charge denial is potentially quite damaging to Garryth's main plan of putting his knives into the opposing 'caster, having a 14.5" threat range from ''Mirage'', walking 7, and casting ''Gate Crasher'' means that a charge is quite possibly simply not necessary. Especially when you can do the 5" place through obstructions that you otherwise couldn't charge through anyways, or place yourself behind the target for easy backstrike bonuses.<br />
* Don't underestimate Garryth's guns! Combined with his feat, Garryth can quite easily end the average warcaster or warlock by himself with a very long threat range.<br />
* His Feat is weaker against Hordes as it still allows Forcing, meaning that warbeasts can still attack normally. Though, you probably used your feat for assassination; if there's a warbeast still standing, and can be forced, things are usually not going your way...<br />
** Additionally, his feat is MUCH less useful against Infernal Masters. Essence is neither Focus nor Fury, so it doesn't prevent them from spending it on anything that the feat doesn't otherwise limit. They still won't be able to cast spells with it, channel spells, or place themselves, but that's really it. They can still summon with it, have their big scary monsters spend it to boost attacks into Garryth, or Tithe their Horrors with it. Most importantly, and most frustratingly, they can still spend it to transfer damage to their Horrors. [[Grievous Wounds]] cannot stop transferring damage either, so attempting an assassination run against an Infernal Master with a stack of Essence is generally a terrible plan unless you think you can hit enough times to overwhelm their transfers or simply deal enough damage to their Horrors through transferred damage to be worth it. Garryth really does not like fighting Infernals.<br />
* His Feat might not always work as intended - knowing that they won't be able to use FOC/FURY for defence when in feat range, enemies will likely just spend those resources anyway, instead of camping them However, it is often a win-win situation for you.<br />
* Against spell-slinging opposing 'casters, prioritizing the removal of Arc Nodes is ''especially'' important. If you can disable their options to safely channel spells at you from outside Garryth's threat range, you can force them to move into range to cast spells themselves on what will likely be their last turn with a 'caster that isn't full of knives. Garryth can threat out to 14.5" without charging, and many spellcasters can't cast offensive spells with a range further than that.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
Garryth demands an aggressive play-style to dictate the flow of the battle. 2 out of his 3 upkeeps are for offensive use (though only ''Crippling Grasp'' is an offensive spell in game terms), though the third is a decent enough defensive buff for either himself or a model/unit that expects to benefit from a bit more durability. The whole toolset he has available is largely focused towards picking on a single model and either killing it himself or setting it up for his army to pick it off. When possible this one model will hopefully be the opposing warcaster getting Garryth's knives in their back, but ''Gallows'' and ''Crippling Grasp'' can be used to set up unexpected and hard-hitting alpha-strikes against freshly softened up targets in order to open up your opponent's army for a future run at their caster. Garryth himself can pick off key solos/troops with his guns or execute hit and run attacks over his frontline to eliminate just about anything softer than a heavy 'jack.<br />
<br />
Garryth is going to want to keep the assassination run as his primary plan, but it is important to remember that every model you remove from the table makes it that much harder for your opponent to protect their 'caster, and rushing in ''immediately'' is potentially not as wise as waiting until the perfect time once some key pieces have been removed from the equation. True, you will be losing your own models as well, but Garryth is more than capable of killing the opposing 'caster even if he is the last of your models on the table and trading away your army in order to get him closer to his goal is often a sound plan. Just do be careful not to wait ''too'' long, or you will quickly find yourself in serious risk of being assassinated yourself, or simply losing on scenario once you no longer have an army to contest with.<br />
<br />
===Theme Thoughts===<br />
{{Header|[[Defenders of Ios]]}}<br />
<br />
* [[Stormfall Archers]] absolutely love the DEF and ARM debuff from Crippling Grasp. In fact most ranged models, like [[Scythe]] or [[Ghost Sniper]]s love Crippling Grasp<br />
* [[Elara1]] to hand out Ghost Walk so Garry can charge through a house and thus still project his assassinations. Give her a [[Gorgon]] to double stack the SPD debuff of Crippling Grasp, or a [[Harpy]] for those Thunderbolt shots.<br />
* Pretty much all stripes of infantry love Perseverance and Crippling Gasp, as it makes them surprisingly tanky and also makes them hit harder or more accurately. [[House Ellowuyr Wardens]] come to mind, but [[Ryssovass Defenders]] or [[House Ellowuyr Swordsmen]] love it just as much.<br />
* [[Dawnguard Trident]] - That's a 19" assassination threat range thanks to slipstream (Apparition 2", Trident 2", charge 10", gate crasher 5") and everybody knows how good Tridents are baseline and Perseverance and Grasp push them to ludicrous levels.<br />
<br />
{{Header|[[Legions of Dawn]]}}<br />
<br />
* Garryth can take the [[Dawnguard Trident]], mentioned above in this theme, too.<br />
* [[Dawnguard Destors]] - yep, that's 15" of charge distance with Mirage. And Perseverance and Crippling Grasp are once again excellent.<br />
* [[Imperatus]] - This and Moros make for a truly excellent battlegroup that this barely over his Battlegroup point total. Also an excellent Perserverance target.<br />
<br />
{{Header|[[Shadows of the Retribution]]}}<br />
<br />
* [[Narn]] - He's part of the "Mage Hunter Care Package" Garry gets to benefit from. Narn gives him Sprint, meaning you can jo-jo him around after he got some work done and project your threat at the same time with clever positioning.<br />
* [[Elara1]] is also here. You can even give her Moros if you want to for super-sprint.<br />
* [[Mage Hunter Strike Force]] with Crippling Grasp they can just shoot most things straight off the board.<br />
* [[Void Archons]] - Amazing debuffers and they do lots of work with their void slaps and sprays. They have similar mobility to Garyyth and can thus Dark Shroud a target an enemy caster easily if you want better odd of winning the game outright.<br />
* It's a hard sell, but [[Nayl]] is ''potentially'' a semi-reasonable pick with Garryth1 due to ''Perseverance'' preventing your opponent from simply pushing, slamming, or throwing him back at you. Yeah, he will still most likely do nothing or be used as Fury management by your opponent, but he is at least far less likely to backfire as horrifically as he usually would. If you can get him past shooting and within 8" of the opposing 'caster he can at the ''very'' least force them to think carefully about their positioning and potentially be quite the amusing distraction.<br />
<br />
{{Header|Support models - Various themes}}<br />
<br />
* Either [[Fane Knight Guardian]] or [[Sylys_Wyshnalyrr|Sylys]]. Choosing between them might be your biggest dilemma. An extra die on attack rolls with Crippling Grasp is very good, but so is DEF 19 in melee with an ARM 20 shield guard. Sadly, you can't have both.<br />
* [[Eiryss4]] - The other part of the care package, granting him Swift Hunter and thus extending his assassination threat range to 21" ((Apparition 2", charge 10", shoot twice, Swift Hunt twice for 4", gate crasher 5")<br />
<br />
===Battlegroup===<br />
[[File:Retribution Moros.jpg|thumb|[[Moros]] is his pet warjack that he can take in any theme.]]<br />
<br />
* [[Banshee]] - A knocked down target is ripe for the taking.<br />
* [[Manticore]] - lay down covering fire, back up with reposition. And they hit like trucks too. And you can gallows targets through covering fire templates.<br />
* [[Chimera]] - A cheap arc node with capacity to hurt heavies.<br />
* [[Moros]] is Garryth's pet warjack that he can take in any theme. It can lower your main target's DEF to near-stationary level (you still miss on snake-eyes), and his bond allows a really nice attack from behind your screening models.<br />
<br />
===Starting a 25 point brawl list===<br />
{{Ret buy list|Garryth1}} {{ph}}<br />
<br />
=Other=<br />
===Trivia===<br />
[[File:MiniCrate9 3 GunslingerGarryth.jpg|thumb|Gunslinger Garryth; Minicrate Exclusive.]]<br />
<br />
* Released in [[Forces of Warmachine: Retribution of Scyrah]] (Novermber 2009)<br />
* {{LES|2021.12}}<br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/m6Pxsbe3Px4 2019.04 Feat Fetish], vs [[Morghoul2]]<br />
* [https://youtu.be/VPGOzj3UbhA 2018.10 Arcane Assist], vs [[Lord Carver]]<br />
* {{VBR}}<br />
<br />
===Other Retribution models===<br />
{{Index Retribution}}<br />
<br />
===Rules Clarifications===<br />
{{RCbox2|Name=Feat: Vortex Lock<br />
|list=* His feat prevents models ''spending'' fury, but warbeasts can still ''be forced'' for fury. ('''[http://privateerpressforums.com/showthread.php?253776-Garryth-Feat-question-in-regards-to-warbeasts&p=3572111&viewfull=1#post3572111 Infernal Ruling]''')<br />
}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Blessed}}<br />
{{RC Weapon Master}}<br />
{{RC Grievous Wounds}}<br />
<br />
{{RC Warcaster}}<br />
<br />
{{RC Stealth}}<br />
{{RC Parry}}<br />
{{RC Pathfinder}}<br />
<br />
{{RC Acrobatics}}<br />
{{RC Dual Attack}}<br />
{{RC Field Marshal}}<br />
{{RC Reposition}}<br />
<br />
{{RC Crippling Grasp}}<br />
{{RC Gallows}}<br />
{{RC Gate Crasher}}<br />
{{RC Mirage}}<br />
{{RC Perseverance}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Garryth,_The_Blade_of_Retribution&diff=109129Garryth, The Blade of Retribution2022-07-03T19:33:49Z<p>Abratzas: Undo revision 109128 by Brady220 (talk)</p>
<hr />
<div>{{Retbox|{{Retribution}} {{Mage Hunter}} [[Warcaster]]}} [[Category: Model]]<br />
<br />
''Even among mage hunters Garryth is considered a fanatic. He sweeps across the battlefield like a storm, letting the death reaped by his pistols and their razor-sharp blades serve as prayers to the stricken goddess.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Garryth|Garryth1]]<br />
| image = Garryth1.jpg<br />
| base = Small<br />
| spd = 7<br />
| str = 6<br />
| mat = 8<br />
| rat = 7<br />
| def = 17<br />
| arm = 14<br />
| cmd irrelevant <br />
| hp = 16<br />
| focus = 6<br />
| wjp = +29<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Vortex Lock===<br />
For one round, while in Garryth's {{CTRL}} range enemy models cannot cast spells, [[channel]] spells, spend focus or fury points, or be moved by [[place]] effects. [[Category: Anti-Channeler Feat]] [[Category: Anti-Spell Feat]]<br />
<br />
===Abilities===<br />
* {{Parry}}<br />
* {{Pathfinder}}<br />
* {{Stealth}}<br />
* {{Acrobatics}}<br />
* {{Dual Attack}}<br />
* {{Field Marshal|Reposition 3"}} [[Category: Reposition Field Marshal]]<br />
* {{Reposition 3}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Pistol (x2)|12|12|<br />
* {{Blessed}} }}<br />
* {{Magical Weapon}}<br />
{{Melee|Blade (x2)|0.5|5|11|<br />
* {{Blessed}} }}<br />
* {{Magical Weapon}}<br />
* {{Weapon Master}}<br />
* {{Grievous Wounds}} <br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Crippling Grasp}}<br />
{{Gallows}}<br />
{{Gate Crasher}}<br />
{{Mirage}}<br />
{{Perseverance}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{Defenders of Ios}}<br />
* {{Forges of War}}<br />
* {{Legions of Dawn}}<br />
* {{Shadows of the Retribution}}. He gains [[Take Down|"optional take down"]] in this theme.<br />
<br />
===Recent Changes===<br />
No changes since 2021.02<br />
<br />
= Thoughts on Garryth1 =<br />
=== Garryth1 in a nutshell===<br />
At first (and even second) sight Garryth bears a lot of similarity with the [[Caine2|game's most dangerous assassin caster]], and can be regarded as such. He has 2 decent guns, a feat that stops most of the FURY/FOCUS related defensive measures, and insanely high DEF, paired with a spell to potentially resist some methods of setting him up for an assassination.<br />
He also shares the dreaded [[Acrobatics]], [[Pathfinder]], and [[Parry]] combination of [[Rhyas]], meaning, that whatever gets within his threat range (up to ''17.5"'' with [[Apparition]] and a conveniently placed model to bounce off of with ''Gate Crasher'') is pretty much dead.<br />
<br />
However, he has great support spells too, and unlike his Cygnaran friend, he must use it actively, if you want to get the job done.<br />
<br />
===Spell thoughts===<br />
* ''Crippling Grasp'' - A fantastic debuff that means Garryth will want at least 1 arc node and possibly [[Sylys]] to mitigate his average focus stat.<br />
* ''Gallows'' - It's cost means an extreme Focus burden upon you, so don't bank too hard on it for assassinations. Consider arcing it to remove screening models to get LOS for your shots, or pull pesky Shield Guards or Guard Dogs out of range. If you do go for it in an assassination, pulling models close to your primary target into Garryth's charge range can set up unexpected chances to jump onto casters with ''Gate Crasher'', though the two spells will use up 5/6 of your Focus and make the assassination attempt quite risky.<br />
* ''Gate Crasher'' - ''Gate Crasher'' is an '''''incredibly''''' powerful spell to have on a caster with such high assassination potential, the threat extension it grants makes Garryth a nightmare to deal with. Upkeeping ''Mirage'' (ideally for free with [[Sylys]]) for a 2" place, walking 7" (with Pathfinder, Parry, and Acrobatics letting you get just about anywhere), and then casting ''Gate Crasher'' gives you a 14.5" threat range and still leaves you with all your initials and 3 (4 if you have [[Sylys]]) focus to dump on the assassination. Garryth can charge a target and then ''Gate Crasher'' to a 'caster within 5" for a monstrous 17.5" threat range with no external help, trading an initial attack (ideally one of the guns) for the 3" extension. When playing with or against Garryth1 this spell should always be at the front of your mind as he can, and likely should, use it to secure an assassination at every possible opportunity.<br />
* ''Mirage'' - A tough decision, whether you want it on yourself, or on your units. It can unjam your fast units, like Destors, and might even allow them a charge with their lances, but it is also a powerful threat-extension when cast on Garryth himself. Combined with ''Gate Crasher'', Garryth can project a ludicrously large threat area. Whatever you cast ''Mirage'' on will generally appreciate the extra positioning advantage, so there is a lot of room for experimentation in its application.<br />
* ''Perseverance'' - A solid defensive upkeep, putting it on your main frontline unit to help buy time for Garryth to find an opening is generally going to be the standard use. Sentinels appreciate the armor bonus, though paper-armored Mage Hunters will generally die too easily for it to make too much of a difference unless you are expecting a lot of very low POW blasts. If you are up against an opponent like Rahn, or anyone else that likes to slam models around, then having a Warjack that can't be pushed, slammed, or thrown as a bodyguard for Garryth goes a long way in making him safer to move up the field. Do note that this spell does nothing to stop ''place'' effects, so effects like Telekinesis ignore it and can still move affected models. Also, unlike Garryth's old spell, ''Heightened Reflexes'', ''Perseverance'' doesn't prevent knockdowns from any source other than being slammed. If ''another'' target is slammed over a model affected by this spell, they are still potentially knocked over. For this reason, putting the spell on Garryth himself for knockdown-protection is of questionable worth, as most slam-based assassinations don't slam a caster directly since it's often easier to just slam something else over them and not have to deal with their caster-level DEF stat.<br />
<br />
===Feat thoughts=== <br />
* His '''feat''' prevents the opponents from being able to avoid his damage through spending a focus to block damage, and it prevents them from spending fury to transfer the damage as well. This effectively gives your entire army the equivalent of mkII Arcane Assassin for the turn, which is very dangerous for the opposing warcaster/warlock. If you don't want to (or can't) get the caster with it, keep in mind the restriction about placement. It can pull out the fangs of placing tricks, like Apparition, Telekinesis, or the Slipstream animus. Spells like [[Respawn]] and [[Reconstruct]] also lose their placing part, so the reviewed model will still be placed in melee with you, if you killed them in melee. Most important, it also shuts down [[Jump]] and [[Bounding Leap]].<br />
<br />
=== Drawbacks & Downsides ===<br />
* Squishy - a knocked-down or stationary Garryth is usually a soon-to-be-very-dead Garryth.<br />
* Even without KD or stationary, electro leaps and countinous fire, as well as AoEs are valid dangers.<br />
* Anti magic tricks - especially when combined with charge denial - can potentially hurt you really bad.<br />
* Anti upkeep tricks can remove ''Mirage'' or ''Perseverance'', reducing your vitally important threat range or either leaving you more vulnerable or removing your most direct army support tool. Plus, 60% of your spells are upkeeps - be on the lookout for bad match-ups. <br />
* If you need Gallows, you'll rarely have focus to pull off a proper assassination run. If you need ''both'' ''Gallows'' and ''Gate Crasher'' you should think hard about whether that one focus you'll have left once you get into melee will be enough.<br />
<br />
=== Tricks & Tips===<br />
* [[Parry]] and [[Acrobatics]] allows Garryth to charge through models freely in order to assassinate an opposing caster without the risk of free strikes.<br />
** Factoring [[Pathfinder]] into the mix means that if there is a straight line between Garryth and his target and enough space for him to end next to them, he can generally get there the same as if it was an open field without any extra investment. Unless your opponent is hiding behind a solid piece of terrain or is sitting way out of range Garryth can generally get into melee with them, and the terrain can even be ignored with ''Gate Crasher'' so hiding isn't really a great option against him.<br />
* While charge denial is potentially quite damaging to Garryth's main plan of putting his knives into the opposing 'caster, having a 14.5" threat range from ''Mirage'', walking 7, and casting ''Gate Crasher'' means that a charge is quite possibly simply not necessary. Especially when you can do the 5" place through obstructions that you otherwise couldn't charge through anyways, or place yourself behind the target for easy backstrike bonuses.<br />
* Don't underestimate Garryth's guns! Combined with his feat, Garryth can quite easily end the average warcaster or warlock by himself with a very long threat range.<br />
* His Feat is weaker against Hordes as it still allows Forcing, meaning that warbeasts can still attack normally. Though, you probably used your feat for assassination; if there's a warbeast still standing, and can be forced, things are usually not going your way...<br />
** Additionally, his feat is MUCH less useful against Infernal Masters. Essence is neither Focus nor Fury, so it doesn't prevent them from spending it on anything that the feat doesn't otherwise limit. They still won't be able to cast spells with it, channel spells, or place themselves, but that's really it. They can still summon with it, have their big scary monsters spend it to boost attacks into Garryth, or Tithe their Horrors with it. Most importantly, and most frustratingly, they can still spend it to transfer damage to their Horrors. [[Grievous Wounds]] cannot stop transferring damage either, so attempting an assassination run against an Infernal Master with a stack of Essence is generally a terrible plan unless you think you can hit enough times to overwhelm their transfers or simply deal enough damage to their Horrors through transferred damage to be worth it. Garryth really does not like fighting Infernals.<br />
* His Feat might not always work as intended - knowing that they won't be able to use FOC/FURY for defence when in feat range, enemies will likely just spend those resources anyway, instead of camping them However, it is often a win-win situation for you.<br />
* Against spell-slinging opposing 'casters, prioritizing the removal of Arc Nodes is ''especially'' important. If you can disable their options to safely channel spells at you from outside Garryth's threat range, you can force them to move into range to cast spells themselves on what will likely be their last turn with a 'caster that isn't full of knives. Garryth can threat out to 14.5" without charging, and many spellcasters can't cast offensive spells with a range further than that.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
Garryth demands an aggressive play-style to dictate the flow of the battle. 2 out of his 3 upkeeps are for offensive use (though only ''Crippling Grasp'' is an offensive spell in game terms), though the third is a decent enough defensive buff for either himself or a model/unit that expects to benefit from a bit more durability. The whole toolset he has available is largely focused towards picking on a single model and either killing it himself or setting it up for his army to pick it off. When possible this one model will hopefully be the opposing warcaster getting Garryth's knives in their back, but ''Gallows'' and ''Crippling Grasp'' can be used to set up unexpected and hard-hitting alpha-strikes against freshly softened up targets in order to open up your opponent's army for a future run at their caster. Garryth himself can pick off key solos/troops with his guns or execute hit and run attacks over his frontline to eliminate just about anything softer than a heavy 'jack.<br />
<br />
Garryth is going to want to keep the assassination run as his primary plan, but it is important to remember that every model you remove from the table makes it that much harder for your opponent to protect their 'caster, and rushing in ''immediately'' is potentially not as wise as waiting until the perfect time once some key pieces have been removed from the equation. True, you will be losing your own models as well, but Garryth is more than capable of killing the opposing 'caster even if he is the last of your models on the table and trading away your army in order to get him closer to his goal is often a sound plan. Just do be careful not to wait ''too'' long, or you will quickly find yourself in serious risk of being assassinated yourself, or simply losing on scenario once you no longer have an army to contest with.<br />
<br />
===Theme Thoughts===<br />
{{Header|[[Defenders of Ios]]}}<br />
<br />
* [[Stormfall Archers]] absolutely love the DEF and ARM debuff from Crippling Grasp. In fact most ranged models, like [[Scythe]] or [[Ghost Sniper]]s love Crippling Grasp<br />
* [[Elara1]] to hand out Ghost Walk so Garry can charge through a house and thus still project his assassinations. Give her a [[Gorgon]] to double stack the SPD debuff of Crippling Grasp, or a [[Harpy]] for those Thunderbolt shots.<br />
* Pretty much all stripes of infantry love Perseverance and Crippling Gasp, as it makes them surprisingly tanky and also makes them hit harder or more accurately. [[House Ellowuyr Wardens]] come to mind, but [[Ryssovass Defenders]] or [[House Ellowuyr Swordsmen]] love it just as much.<br />
* [[Dawnguard Trident]] - That's a 19" assassination threat range thanks to slipstream (Apparition 2", Trident 2", charge 10", gate crasher 5") and everybody knows how good Tridents are baseline and Perseverance and Grasp push them to ludicrous levels.<br />
<br />
{{Header|[[Legions of Dawn]]}}<br />
<br />
* Garryth can take the [[Dawnguard Trident]], mentioned above in this theme, too.<br />
* [[Dawnguard Destors]] - yep, that's 15" of charge distance with Mirage. And Perseverance and Crippling Grasp are once again excellent.<br />
* [[Imperatus]] - This and Moros make for a truly excellent battlegroup that this barely over his Battlegroup point total. Also an excellent Perserverance target.<br />
<br />
{{Header|[[Shadows of the Retribution]]}}<br />
<br />
* [[Narn]] - He's part of the "Mage Hunter Care Package" Garry gets to benefit from. Narn gives him Sprint, meaning you can jo-jo him around after he got some work done and project your threat at the same time with clever positioning.<br />
* [[Elara1]] is also here. You can even give her Moros if you want to for super-sprint.<br />
* [[Mage Hunter Strike Force]] with Crippling Grasp they can just shoot most things straight off the board.<br />
* [[Void Archons]] - Amazing debuffers and they do lots of work with their void slaps and sprays. They have similar mobility to Garyyth and can thus Dark Shroud a target an enemy caster easily if you want better odd of winning the game outright.<br />
* It's a hard sell, but [[Nayl]] is ''potentially'' a semi-reasonable pick with Garryth1 due to ''Perseverance'' preventing your opponent from simply pushing, slamming, or throwing him back at you. Yeah, he will still most likely do nothing or be used as Fury management by your opponent, but he is at least far less likely to backfire as horrifically as he usually would. If you can get him past shooting and within 8" of the opposing 'caster he can at the ''very'' least force them to think carefully about their positioning and potentially be quite the amusing distraction.<br />
<br />
{{Header|Support models - Various themes}}<br />
<br />
* Either [[Fane Knight Guardian]] or [[Sylys_Wyshnalyrr|Sylys]]. Choosing between them might be your biggest dilemma. An extra die on attack rolls with Crippling Grasp is very good, but so is DEF 19 in melee with an ARM 20 shield guard. Sadly, you can't have both.<br />
* [[Eiryss4]] - The other part of the care package, granting him Swift Hunter and thus extending his assassination threat range to 21" ((Apparition 2", charge 10", shoot twice, Swift Hunt twice for 4", gate crasher 5")<br />
<br />
===Battlegroup===<br />
[[File:Retribution Moros.jpg|thumb|[[Moros]] is his pet warjack that he can take in any theme.]]<br />
<br />
* [[Banshee]] - A knocked down target is ripe for the taking.<br />
* [[Manticore]] - lay down covering fire, back up with reposition. And they hit like trucks too. And you can gallows targets through covering fire templates.<br />
* [[Chimera]] - A cheap arc node with capacity to hurt heavies.<br />
* [[Moros]] is Garryth's pet warjack that he can take in any theme. It can lower your main target's DEF to near-stationary level (you still miss on snake-eyes), and his bond allows a really nice attack from behind your screening models.<br />
<br />
{{Ret buy list|Garryth1}} {{ph}}<br />
<br />
=Other=<br />
===Trivia===<br />
[[File:MiniCrate9 3 GunslingerGarryth.jpg|thumb|Gunslinger Garryth; Minicrate Exclusive.]]<br />
<br />
* Released in [[Forces of Warmachine: Retribution of Scyrah]] (Novermber 2009)<br />
* {{LES|2021.12}}<br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/m6Pxsbe3Px4 2019.04 Feat Fetish], vs [[Morghoul2]]<br />
* [https://youtu.be/VPGOzj3UbhA 2018.10 Arcane Assist], vs [[Lord Carver]]<br />
* {{VBR}}<br />
<br />
===Other Retribution models===<br />
{{Index Retribution}}<br />
<br />
===Rules Clarifications===<br />
{{RCbox2|Name=Feat: Vortex Lock<br />
|list=* His feat prevents models ''spending'' fury, but warbeasts can still ''be forced'' for fury. ('''[http://privateerpressforums.com/showthread.php?253776-Garryth-Feat-question-in-regards-to-warbeasts&p=3572111&viewfull=1#post3572111 Infernal Ruling]''')<br />
}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Blessed}}<br />
{{RC Weapon Master}}<br />
{{RC Grievous Wounds}}<br />
<br />
{{RC Warcaster}}<br />
<br />
{{RC Stealth}}<br />
{{RC Parry}}<br />
{{RC Pathfinder}}<br />
<br />
{{RC Acrobatics}}<br />
{{RC Dual Attack}}<br />
{{RC Field Marshal}}<br />
{{RC Reposition}}<br />
<br />
{{RC Crippling Grasp}}<br />
{{RC Gallows}}<br />
{{RC Gate Crasher}}<br />
{{RC Mirage}}<br />
{{RC Perseverance}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Deneghra,_the_Soul_Weaver&diff=109038Deneghra, the Soul Weaver2022-06-21T15:15:01Z<p>Abratzas: /* Theme Thoughts */</p>
<hr />
<div>{{Cryxbox|{{Cryx}} [[Cavalry]] [[Battle Engine]] [[Warcaster]] }} [[Category:Model]]<br />
<br />
''Deneghra, the Soul Weaver takes to the skies to terrorize her foes. Atop her nightmarish winged necromechanikal mount she blots out the sun, casting a long shadow over those destined to die by her command. She gathers the souls of those slain in her presence, twisting them to her malevolent will. Such is her mastery that she can send these tormented spirits to empower her machines or tear their essence apart to weave a torrent of withering magic.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Deneghra|Deneghra3]]<br />
| image = 34105_DeneghraTheSoulWeaver_WEB.jpg<br />
| base = Huge<br />
| spd = 9<br />
| str = 5<br />
| mat = 6<br />
| rat = 4<br />
| def = 15<br />
| arm = 18<br />
| cmd = 9<br />
| focus = 7<br />
| hp = 23<br />
| wjp = +27<br />
}}<br />
<br />
{{Battle Engine}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat - Hell Gate ===<br />
Deneghra immediately gains seven soul tokens.<br />
<br />
===Abilities===<br />
* {{Cavalry}}<br />
* {{Construct}}<br />
* {{Flight}}<br />
* {{Undead}}<br />
* {{Reposition 5}}<br />
* {{Cull Soul|replenishes its focus|focus}}<br />
* {{Soul Weaver}}<br />
* {{Soul Mastery}}<br />
** {{Arcane Mastery}}<br />
** {{Vengeful Spirits}}<br />
<br />
===Weapons ===<br />
*'''Venomous Breath''' - 8" spray, POW 10 ranged attack<br />
** {{Corrosion Damage}}<br />
** {{Continuous Corrosion}}<br />
*'''Malefactor''' - 2" reach, POW 8, P+S 13 melee attack<br />
**{{Magical Weapon}}<br />
*'''Mount''' - 0.5" reach, POW 12 mount attack.<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Ghost Walk}}<br />
{{Grave Wind}}<br />
{{Mortality}}<br />
{{Scourge}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{Black Industries}}<br />
* {{Dark Host}}<br />
* {{The Ghost Fleet}}<br />
* {{Scourge of the Broken Coast}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* +2 ARM<br />
* +5 hitboxes<br />
<br />
=Thoughts on Deneghra3=<br />
===Deneghra3 in a Nutshell===<br />
Deneghra 3 is a curious amalgamation of abilities, mixing together the debuff-happy tendencies of her previous incarnations with some unique, and effective, defensive options.<br />
<br />
Although her board control is less than impressive, she brings a personal presence to the battle field which can’t be ignored. With a base threat of 14" and the ability to self-buff to DEF 17 with Poltergeist (combined with the fact that it cannot become stationary or knocked down), there is a significant portion of the field that will struggle to get her dead. Casting spells via Soul Weaving also means it’s realistic that she can sit at DEF 17 and several focus points for damage reduction and is still able contribute. Just watch out for Eiryss.<br />
<br />
===Spell thoughts===<br />
Her spell list, whilst short and lacking a spammable offensive nuke, is not to be dismissed lightly. Mortality is an incredible spell and, considering her Soul Weaving abilities, can be applied liberally to an enemy force in a way that Crippling Grasp cannot. Additionally, her ability to ride-by to apply Mortality reduces her reliance on arc nodes if you’re feeling more inclined to fill her list with cheap bodies/shooting to exploit the effects of Mortality.<br />
<br />
*Ghost Walk can be casted by a Skarlock Thrall as usual.<br />
*Grave Wind aids Deneghra's personal survivability in the late game, or that of a key model early on.<br />
*Mortality is her spammable spell.<br />
*Scourge is an expensive knockdown but very useful for assassination.<br />
<br />
===Feat thoughts===<br />
Her feat is there for Soul Mastery, pure and simple. Imagine this, you have 7 beatstick jacks about to make contact with the enemy. You pop your feat, use Vengeful spirits 7 times, and send 21 focus down the enemy throat. And that's just one possibility.<br />
<br />
===Drawbacks & Downsides===<br />
* Huge bases are always a problem - both getting shot at and trying to move around the battlefield.<br />
** Denny has Grave Wind to help with the first point (and triggering Poltergeist is great)<br />
** Denny has Flight and Ghost Walk to help with the second point.<br />
* Her Soul Weaving ability may be a list-building trap, be careful that you don't have too many different collectors and end up with a dribble of souls on a large number of models. Ideally you want to have the greatest number of souls on a single model to maximise Soul Weaving's usefulness.<br />
* It can be tempting to go overboard taking souls from friendly models. But remember that if you don't use a Soul Mastery ability, they're just going to turn into boring old focus next round. It may be wiser to leave the soul token where it is until you need it.<br />
* Activation order for Denny3 armies could get tricky. You need to first activate your soul gatherer(s), get them into position, then activate some of your army to kill the enemy and feed souls to the gatherer(s), then activate Denny3 to take the souls from gatherer and use them, then activate the army that benefited from Denny's work.<br />
* Despite being awesome looking, the dragon effectively does nothing. A POW 12 impact attack and a poor RAT spray? Boo. Especially since Deneghra lost Venom in the process.<br />
* Deneghra is not a 'jack caster. Sure, Vengeful Spirits allows her to fuel more jacks, but she's got no Terminal Velocity, Infernal Machine, Perdition, ... nothing to really get them going. And outside of feat turn, you're going to be lucky to fuel them heavily.<br />
* Soul collecting is critical for your battle plan. If you face a list with few, or no soul (jack-casters, or most of the Legion's battlegroup pieces), you can easily end up hunting for solos/support pieces.<br />
<br />
===Tips & Tricks===<br />
* If any enemy models have soul collection abilities, they're competing with your collection and they become your priority number one. Denny needs those souls for herself, dammit.<br />
* Turning souls into 3 allocated focus is more efficient than letting it turn into 1 focus next round (via Cull Soul). Unless you really need that additional focus for damage reduction in the next round.<br />
* Sticking Mortality on a beast and hitting it just enough to take out key systems (like spirit) can be an effective play if you don't have the resources to fully kill it this turn - the beast will be unable to heal and be substantially reduced in effectiveness. Or, if you want to be extra mean, take out the spirit and Scourge it down. Then enjoy as they sit on their ass for a turn.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
Deneghra3 is a versatile caster that can play relatively well in multiple parts of the game. She has a good attrition game with her Mortality spam game, she has a good assassination game her SPD 9, Ghost Walk and Scourge, and she has a good scenario presence as well with her personal mobility and her preferred army choices. But she does not excel in any part of the game either, so instead of having a predefined plan each game, you'll have to adapt your gameplan to your opponent's weaknesses.<br />
<br />
When selecting an army for Denny3, ask yourself the following questions about every model. <br />
# Does it collect souls? <br />
# Does it carry an arc node? <br />
If your answer to both of these questions is "no", consider the selection carefully.<br />
<br />
Building to exploit Mortality is also a valid way to go. Similar to Deneghra1, she enjoys having Nyss and a variety of shooting to blow debuffed models away at range.<br />
<br />
===Theme Thoughts===<br />
{{Header|[[Black Industries]]}}<br />
<br />
Her preferred theme. Lots of soul collecting models, and it makes her jacks tougher, which she runs quite effectively thanks to Soul Weaver.<br />
* [[Ol' Grim]] - Pretty much an autoinclude with her. He collects souls and can shoot twice a turn at base POW 12, so he's excellent with Scourge and Mortality.<br />
* The [[Hellslinger Phantom]] and [[Pistol Wraith]]s function similar to Ol'Grim, but have lower range, less POW and no Apparition to assist aiming.<br />
* [[Deathjack]] - DJ can cast the spells of its warcaster, with exceptions of course, see it page for clarification. Important for her is that he can cast Ghost Walk, Scourge and Mortality and hits like a freight train against Mortality targets.<br />
* [[Bloat Thrall Overseer Mobius]] - He's got a decent gun, which obviously works well with her debuffs.<br />
* [[Withershadow Combine]] - They do a whole lot for her; Puppet Master to nail an important Mortality, a free upkeep of Grave Wind and Spell Slave to cast extra Ghost Walks.<br />
* [[Soulhunters]] - Incorporeal and Ghostly makes them very mobile and let them ignore many obstacles. They also collect souls, like the name implies.<br />
<br />
{{Header|[[Ghost Fleet]]}}<br />
<br />
Mortality does amazing things for guns, and Ghost Fleet has them for days. Given the low RAT and POW of Revenant Crew, Mortality really makes their output far beyond what it should be. Will recursion for days, Deneghra can play a long attrition game that is hard for a lot of opponents to deal with. Add to this Deneghra has Scourge, you can very easier put multiple POW12 shots into a knocked down 'caster.<br />
<br />
There are multiple solos in the theme ([[Hellslinger Phantom]], [[Ol' Grim]], [[Pistol Wraith]]) that can collect souls, allowing Deneghra to use Soul Weaver each turn while there are models to kill!<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Asphyxious4]] - Gaspy needs no introduction, being a notoriously powerful model. Grave Winds on him makes him annoying to remove and he has a Soul Taker ability.<br />
* [[Princess Delores Graciela]] - A unit worth of shooting condensed into one model to abuse Mortaliy, have Gaspy4 bring a Toro along so you can include her and she has a burly bodyguard that enjoys MAT 7 by her Veteran Leader and Carapace from the Black Industries theme.<br />
<br />
===Battlegroup ===<br />
[[File:Nightmare.png|thumb|[[Nightmare]] is Deneghra's pet warjack that she can bring in any theme.]]<br />
<br />
She can run a LOT of 'jacks if she has the souls to fuel them; at least two [[Harrower]]s are essential; Malice can also keep your soul supply in good shape (in the 2 themes she's allowed).<br />
<br />
An alternative would be to skip Harrowers and instead have soul-gatherers that transfer the souls via Denny + Venegeful Spirits to focus-hungry jacks ([[Leviathan]]s, [[Harrower]]s, [[Malice]], [[Reaper]]s).<br />
<br />
Lastly, [[Nightmare]] is Deneghra's pet warjack that she can bring in any theme. He is often considered over-costed for his abilities, but still.<br />
<br />
===First Seven Purchases===<br />
A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is ''not'' designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs ''most'' of the time. <br />
<br />
# Warjack: [[Barathrum]]<br />
# Warjack: [[Deathripper]] (x2)<br />
# Solo: [[Satyxis Blood Priestess]]<br />
# Solo: [[Gerlak]]<br />
# Solo: [[Axiara]]<br />
# Unit: [[Blighted Trollkin Marauders]] + CA<br />
# Unit: [[Satyxis Blood Witches]] + CA<br />
<br />
This list is really just a standard [[Scourge of the Broken Coast]] list, with Deneghra3 tacked on. It doesn't interact with her Soul Mastery at all, but it does give her [[Sucker!]] to bump up her survivability.<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in the Warmachine: [[Reckoning book|Reckoning]] book (2015).<br />
* Nicknames = Denny3, Dragonera, Dragon3ra<br />
<br />
===Other Cryx models===<br />
{{Index Cryx}}<br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/X9bVfJw-Y9k 2019.12 Desperate Pace] vs [[Jaga-Jaga]]<br />
* [https://youtu.be/GvAJgLR4CR0 2018.09 Not Snakes Gaming] 75 points vs [[Siege2]]<br />
* {{VBR}}<br />
<br />
===Rules Clarifications===<br />
{{RC Corrosion}}<br />
{{RC Magical Weapon}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Battle Engine}}<br />
{{RC Construct}}<br />
{{RC Flight}}<br />
{{RC Undead}}<br />
{{RC Reposition}}<br />
{{RC Cull Soul}}<br />
{{RC Soul Weaver}}<br />
{{RC Soul Mastery}}<br />
{{RC Arcane Spirits}}<br />
{{RC Vengeful Spirits}}<br />
<br />
{{RC Ghost Walk}}<br />
{{RC Grave Wind}}<br />
{{RC Mortality}}<br />
{{RC Scourge}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Deneghra,_the_Soul_Weaver&diff=109037Deneghra, the Soul Weaver2022-06-21T15:14:45Z<p>Abratzas: /* Theme Thoughts */</p>
<hr />
<div>{{Cryxbox|{{Cryx}} [[Cavalry]] [[Battle Engine]] [[Warcaster]] }} [[Category:Model]]<br />
<br />
''Deneghra, the Soul Weaver takes to the skies to terrorize her foes. Atop her nightmarish winged necromechanikal mount she blots out the sun, casting a long shadow over those destined to die by her command. She gathers the souls of those slain in her presence, twisting them to her malevolent will. Such is her mastery that she can send these tormented spirits to empower her machines or tear their essence apart to weave a torrent of withering magic.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Deneghra|Deneghra3]]<br />
| image = 34105_DeneghraTheSoulWeaver_WEB.jpg<br />
| base = Huge<br />
| spd = 9<br />
| str = 5<br />
| mat = 6<br />
| rat = 4<br />
| def = 15<br />
| arm = 18<br />
| cmd = 9<br />
| focus = 7<br />
| hp = 23<br />
| wjp = +27<br />
}}<br />
<br />
{{Battle Engine}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat - Hell Gate ===<br />
Deneghra immediately gains seven soul tokens.<br />
<br />
===Abilities===<br />
* {{Cavalry}}<br />
* {{Construct}}<br />
* {{Flight}}<br />
* {{Undead}}<br />
* {{Reposition 5}}<br />
* {{Cull Soul|replenishes its focus|focus}}<br />
* {{Soul Weaver}}<br />
* {{Soul Mastery}}<br />
** {{Arcane Mastery}}<br />
** {{Vengeful Spirits}}<br />
<br />
===Weapons ===<br />
*'''Venomous Breath''' - 8" spray, POW 10 ranged attack<br />
** {{Corrosion Damage}}<br />
** {{Continuous Corrosion}}<br />
*'''Malefactor''' - 2" reach, POW 8, P+S 13 melee attack<br />
**{{Magical Weapon}}<br />
*'''Mount''' - 0.5" reach, POW 12 mount attack.<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Ghost Walk}}<br />
{{Grave Wind}}<br />
{{Mortality}}<br />
{{Scourge}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{Black Industries}}<br />
* {{Dark Host}}<br />
* {{The Ghost Fleet}}<br />
* {{Scourge of the Broken Coast}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* +2 ARM<br />
* +5 hitboxes<br />
<br />
=Thoughts on Deneghra3=<br />
===Deneghra3 in a Nutshell===<br />
Deneghra 3 is a curious amalgamation of abilities, mixing together the debuff-happy tendencies of her previous incarnations with some unique, and effective, defensive options.<br />
<br />
Although her board control is less than impressive, she brings a personal presence to the battle field which can’t be ignored. With a base threat of 14" and the ability to self-buff to DEF 17 with Poltergeist (combined with the fact that it cannot become stationary or knocked down), there is a significant portion of the field that will struggle to get her dead. Casting spells via Soul Weaving also means it’s realistic that she can sit at DEF 17 and several focus points for damage reduction and is still able contribute. Just watch out for Eiryss.<br />
<br />
===Spell thoughts===<br />
Her spell list, whilst short and lacking a spammable offensive nuke, is not to be dismissed lightly. Mortality is an incredible spell and, considering her Soul Weaving abilities, can be applied liberally to an enemy force in a way that Crippling Grasp cannot. Additionally, her ability to ride-by to apply Mortality reduces her reliance on arc nodes if you’re feeling more inclined to fill her list with cheap bodies/shooting to exploit the effects of Mortality.<br />
<br />
*Ghost Walk can be casted by a Skarlock Thrall as usual.<br />
*Grave Wind aids Deneghra's personal survivability in the late game, or that of a key model early on.<br />
*Mortality is her spammable spell.<br />
*Scourge is an expensive knockdown but very useful for assassination.<br />
<br />
===Feat thoughts===<br />
Her feat is there for Soul Mastery, pure and simple. Imagine this, you have 7 beatstick jacks about to make contact with the enemy. You pop your feat, use Vengeful spirits 7 times, and send 21 focus down the enemy throat. And that's just one possibility.<br />
<br />
===Drawbacks & Downsides===<br />
* Huge bases are always a problem - both getting shot at and trying to move around the battlefield.<br />
** Denny has Grave Wind to help with the first point (and triggering Poltergeist is great)<br />
** Denny has Flight and Ghost Walk to help with the second point.<br />
* Her Soul Weaving ability may be a list-building trap, be careful that you don't have too many different collectors and end up with a dribble of souls on a large number of models. Ideally you want to have the greatest number of souls on a single model to maximise Soul Weaving's usefulness.<br />
* It can be tempting to go overboard taking souls from friendly models. But remember that if you don't use a Soul Mastery ability, they're just going to turn into boring old focus next round. It may be wiser to leave the soul token where it is until you need it.<br />
* Activation order for Denny3 armies could get tricky. You need to first activate your soul gatherer(s), get them into position, then activate some of your army to kill the enemy and feed souls to the gatherer(s), then activate Denny3 to take the souls from gatherer and use them, then activate the army that benefited from Denny's work.<br />
* Despite being awesome looking, the dragon effectively does nothing. A POW 12 impact attack and a poor RAT spray? Boo. Especially since Deneghra lost Venom in the process.<br />
* Deneghra is not a 'jack caster. Sure, Vengeful Spirits allows her to fuel more jacks, but she's got no Terminal Velocity, Infernal Machine, Perdition, ... nothing to really get them going. And outside of feat turn, you're going to be lucky to fuel them heavily.<br />
* Soul collecting is critical for your battle plan. If you face a list with few, or no soul (jack-casters, or most of the Legion's battlegroup pieces), you can easily end up hunting for solos/support pieces.<br />
<br />
===Tips & Tricks===<br />
* If any enemy models have soul collection abilities, they're competing with your collection and they become your priority number one. Denny needs those souls for herself, dammit.<br />
* Turning souls into 3 allocated focus is more efficient than letting it turn into 1 focus next round (via Cull Soul). Unless you really need that additional focus for damage reduction in the next round.<br />
* Sticking Mortality on a beast and hitting it just enough to take out key systems (like spirit) can be an effective play if you don't have the resources to fully kill it this turn - the beast will be unable to heal and be substantially reduced in effectiveness. Or, if you want to be extra mean, take out the spirit and Scourge it down. Then enjoy as they sit on their ass for a turn.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
Deneghra3 is a versatile caster that can play relatively well in multiple parts of the game. She has a good attrition game with her Mortality spam game, she has a good assassination game her SPD 9, Ghost Walk and Scourge, and she has a good scenario presence as well with her personal mobility and her preferred army choices. But she does not excel in any part of the game either, so instead of having a predefined plan each game, you'll have to adapt your gameplan to your opponent's weaknesses.<br />
<br />
When selecting an army for Denny3, ask yourself the following questions about every model. <br />
# Does it collect souls? <br />
# Does it carry an arc node? <br />
If your answer to both of these questions is "no", consider the selection carefully.<br />
<br />
Building to exploit Mortality is also a valid way to go. Similar to Deneghra1, she enjoys having Nyss and a variety of shooting to blow debuffed models away at range.<br />
<br />
===Theme Thoughts===<br />
{{Header|[[Black Industries]]}}<br />
<br />
Her preferred theme. Lots of soul collecting models, and it makes her jacks tougher, which she runs quite effectively thanks to Soul Weaver.<br />
* [[Ol' Grimm]] - Pretty much an autoinclude with her. He collects souls and can shoot twice a turn at base POW 12, so he's excellent with Scourge and Mortality.<br />
* The [[Hellslinger Phantom]] and [[Pistol Wraith]]s function similar to Ol'Grim, but have lower range, less POW and no Apparition to assist aiming.<br />
* [[Deathjack]] - DJ can cast the spells of its warcaster, with exceptions of course, see it page for clarification. Important for her is that he can cast Ghost Walk, Scourge and Mortality and hits like a freight train against Mortality targets.<br />
* [[Bloat Thrall Overseer Mobius]] - He's got a decent gun, which obviously works well with her debuffs.<br />
* [[Withershadow Combine]] - They do a whole lot for her; Puppet Master to nail an important Mortality, a free upkeep of Grave Wind and Spell Slave to cast extra Ghost Walks.<br />
* [[Soulhunters]] - Incorporeal and Ghostly makes them very mobile and let them ignore many obstacles. They also collect souls, like the name implies.<br />
<br />
{{Header|[[Ghost Fleet]]}}<br />
<br />
Mortality does amazing things for guns, and Ghost Fleet has them for days. Given the low RAT and POW of Revenant Crew, Mortality really makes their output far beyond what it should be. Will recursion for days, Deneghra can play a long attrition game that is hard for a lot of opponents to deal with. Add to this Deneghra has Scourge, you can very easier put multiple POW12 shots into a knocked down 'caster.<br />
<br />
There are multiple solos in the theme ([[Hellslinger Phantom]], [[Ol' Grim]], [[Pistol Wraith]]) that can collect souls, allowing Deneghra to use Soul Weaver each turn while there are models to kill!<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Asphyxious4]] - Gaspy needs no introduction, being a notoriously powerful model. Grave Winds on him makes him annoying to remove and he has a Soul Taker ability.<br />
* [[Princess Delores Graciela]] - A unit worth of shooting condensed into one model to abuse Mortaliy, have Gaspy4 bring a Toro along so you can include her and she has a burly bodyguard that enjoys MAT 7 by her Veteran Leader and Carapace from the Black Industries theme.<br />
<br />
===Battlegroup ===<br />
[[File:Nightmare.png|thumb|[[Nightmare]] is Deneghra's pet warjack that she can bring in any theme.]]<br />
<br />
She can run a LOT of 'jacks if she has the souls to fuel them; at least two [[Harrower]]s are essential; Malice can also keep your soul supply in good shape (in the 2 themes she's allowed).<br />
<br />
An alternative would be to skip Harrowers and instead have soul-gatherers that transfer the souls via Denny + Venegeful Spirits to focus-hungry jacks ([[Leviathan]]s, [[Harrower]]s, [[Malice]], [[Reaper]]s).<br />
<br />
Lastly, [[Nightmare]] is Deneghra's pet warjack that she can bring in any theme. He is often considered over-costed for his abilities, but still.<br />
<br />
===First Seven Purchases===<br />
A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is ''not'' designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs ''most'' of the time. <br />
<br />
# Warjack: [[Barathrum]]<br />
# Warjack: [[Deathripper]] (x2)<br />
# Solo: [[Satyxis Blood Priestess]]<br />
# Solo: [[Gerlak]]<br />
# Solo: [[Axiara]]<br />
# Unit: [[Blighted Trollkin Marauders]] + CA<br />
# Unit: [[Satyxis Blood Witches]] + CA<br />
<br />
This list is really just a standard [[Scourge of the Broken Coast]] list, with Deneghra3 tacked on. It doesn't interact with her Soul Mastery at all, but it does give her [[Sucker!]] to bump up her survivability.<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in the Warmachine: [[Reckoning book|Reckoning]] book (2015).<br />
* Nicknames = Denny3, Dragonera, Dragon3ra<br />
<br />
===Other Cryx models===<br />
{{Index Cryx}}<br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/X9bVfJw-Y9k 2019.12 Desperate Pace] vs [[Jaga-Jaga]]<br />
* [https://youtu.be/GvAJgLR4CR0 2018.09 Not Snakes Gaming] 75 points vs [[Siege2]]<br />
* {{VBR}}<br />
<br />
===Rules Clarifications===<br />
{{RC Corrosion}}<br />
{{RC Magical Weapon}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Battle Engine}}<br />
{{RC Construct}}<br />
{{RC Flight}}<br />
{{RC Undead}}<br />
{{RC Reposition}}<br />
{{RC Cull Soul}}<br />
{{RC Soul Weaver}}<br />
{{RC Soul Mastery}}<br />
{{RC Arcane Spirits}}<br />
{{RC Vengeful Spirits}}<br />
<br />
{{RC Ghost Walk}}<br />
{{RC Grave Wind}}<br />
{{RC Mortality}}<br />
{{RC Scourge}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Aeternae&diff=109004Aeternae2022-06-16T17:18:30Z<p>Abratzas: /* Combos & Synergies */</p>
<hr />
<div>{{Retbox|{{Retribution}} {{Vyre}} {{Heavy Warjack}} }} [[Category: Model]]<br />
<br />
''The Aeternae myrmidon was manufactured by House Vyre at the behest of House Ellowuyr as compensation for an unknown agreement. Aeternae myrmidons feature some of the latest Vyre innovations in warjack weaponry. They wield a pair of Distortion Voulges, massive bladed weapons that cause their enemies to reverberate with arcane energy and be repelled with each successful blow.<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = Aeternae.jpg<br />
| base = Large<br />
| spd = 5<br />
| str = 11<br />
| mat = 6<br />
| rat = 6<br />
| def = 12<br />
| arm = 19<br />
| hp = 30<br />
| cost = 16<br />
| fa = U<br />
}}<br />
<br />
{{Warjack}}<br />
<br />
=== Abilities=== <br />
* {{Construct}}<br />
* {{Accumulator|Ellowuyr}}<br />
<br />
===Weapons=== <br />
{|class="wikitable"<br />
{{Ranged-loc|Shatter Cannon|14|8|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Armor Piercing}} }}<br />
{{Melee-loc|Light Distortion Voulge|2|4|15|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Beat Back}} }}<br />
{{Melee-loc|Heavy Distortion Voulge|2|6|17|loc=Left|<br />
* '''Damage Type: Magical'''<br />
* '''Beat Back''' }}<br />
|}<br />
<br />
===Theme Forces===<br />
* {{Defenders of Ios}}<br />
* {{Forges of War}}. In this theme this model gains [[Shield Guard]].<br />
* {{Legions of Dawn}}. '''(1)''' In this theme this model can ignore friendly [[Dawnguard]] models when determining LOS, and it can advance through friendly Dawnguard models if it has enough movement to move completely past them. '''(2)''' If someone [['Jack Marshal]]s this model in this theme, it gains [[Flank]] [Dawnguard].<br />
* {{Shadows of the Retribution}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -1 points cost<br />
* Added to Forges of War<br />
<br />
=Thoughts on {{PAGENAME}}=<br />
==={{PAGENAME}} in a nutshell=== <br />
Aeternae warjacks are heavy-hitting Vyre-style warjacks with a powerful armor-piercing ranged attack. They work well with any warcaster in the Faction but in particular have good synergy with warcasters that can amplify the power of their Shatter Cannon, such as [[Lord Arcanist Ossyan]].<br />
<br />
It obviously loves working with its brethren in house Ellowuyr because of [[Accumulator]] but with [[Arcanist]]s in faction it’s not an essential pairing and it does still have game outside of [[Defenders of Ios]].<br />
<br />
The are excellent jacks who will almost always justify their steep price tag, thanks to their excellent damage output at range and in melee. With a bit of protection they trade favourably into most other heavies, are also able to clear some infantry thanks to two 2" reach initials and Beat Back and its gun blows even tough solos like archons off the table, meaning, no matter the enemy list construction, it will always have preferred targets to go after. They are also a huge threat to casters and warlocks if they ever get in gun range.<br />
<br />
===Combos & Synergies===<br />
* Anything [[Ellowuyr]] - This pushes it towards the Defenders of Ios theme force. But [[Thyron]] and [[Falcir]] can carry the tag to other themes as well.<br />
* [[Thyron1]] in particular loves a 2" reach heavy jack for Field Marshal Side Step and it accumulates off him.<br />
* [[Falcir]] - Her whole kit is designed to polish up her army, and the Aeternae is no exception; Full Throttle in particular makes it supremely focus efficient, combined with Accumulator and Execute and Prey Upon are excellent with both the Voulges and Railguns alike.<br />
* [[Kaelyssa]] - Phantom Hunter makes them a big problem for the opponent, because they can no longer screen their heavies from the Aeternae's Armor Piercing shots. Add in Dispel shots to strip ARM buffs messing with AP damage calculation, the feat and Refuge to stop them from getting engaged, and Blurred Ellowuyr Swordsmen to screen them and Accumulate from and she can comfortably run up to four Aeternae.<br />
* [[Ossyan]] polishes ranged models second to none. On feat turn the gun can be very devastating.<br />
* [[Goreshade4]] and [[Issyria]] have ways to mitigate Stealth. Issyria also makes it faster, gives it another shot with Ancilliary attack and her feat gives it super-S&P on all of it's attacks.<br />
* [[Elara1]] - Ghostly and Speed of Death hare great on pretty much any jack. It's an expensive package though.<br />
* [[Elara2]] - Stealth Mitigation and hit fixing, a Speed buff and Scything Touch for extra melee oomph. Oh and 2" reach with Retaliatory Strike is just gravy on top.<br />
* [[Ravyn]] - Aeternae appreciate Open Fire and her feat, and she needs a high damage jack to do the heavy lifting for her.<br />
* [[Arcanist Mechanik]]s have a damage buff and extra focus for it. If you have three of them you can even top of an Aeaternae completely and still give it the damage buff thanks to Accumulator.<br />
<br />
===Drawbacks & Downsides===<br />
* It’s premium price tag<br />
* Shield guards can seriously mess up a single powerful shot.<br />
* It's main claims to fame are 2" reach on both melee weapons, Accumulator and having a devastating long range gun. If It's melee prowess you want, you are better served with a [[Manticore]] for higher P+S and utility or a [[Phoenix]] for 2" reach and a way to quickly unjam. The [[Banshee]] also has a devastating gun and better melee effects. As you see, it has lots of competition, but none of them outclass it completely thanks to the Aeternaes superior ranged output, and vice versa (sans the Banshee, there is almost never a reason to want a Banshee over an Aeternae), so you cannot go wrong with any of them.<br />
<br />
===Tricks & Tips=== <br />
* Beat back triggers after the hit is resolved be careful of your order of effects or you may miss out on things like Thyron’s side step.<br />
* The box art (shown above in the statblock) has the weapons in the wrong arms. The sculpt inside the box is correct though. But please don't mess up your model trying to get it to match the art!<br />
<br />
=Other=<br />
===Trivia===<br />
* Released 2021.02<br />
* Sculpted by Doug Hamilton<br />
* The Aeternae were a race of legendary creatures described in the travels of Alexander the Great, while passing the northern Indian plains. The Aeternae were described as killing and wounding enemies with "bony, saw-toothed protuberances sprouting from their heads."<br />
* The Aeternae kit comes with all the pieces to make ''any'' non-character Vyre chassis Myrmidon, not just the Aeternae itself. Great for magnetising if you are buying into the faction and moderately annoying if you are a veteran and already have as man Vyre jacks as you want.<br />
===Other Retribution models===<br />
{{Retribution Index}}<br />
<br />
===Rules Clarifications===<br />
{{RC Warjack}}<br />
<br />
{{RC Construct}}<br />
{{RC Accumulator}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Armor Piercing}}<br />
{{RC Beat Back}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Aeternae&diff=109003Aeternae2022-06-16T17:15:17Z<p>Abratzas: /* {{PAGENAME}} in a nutshell */</p>
<hr />
<div>{{Retbox|{{Retribution}} {{Vyre}} {{Heavy Warjack}} }} [[Category: Model]]<br />
<br />
''The Aeternae myrmidon was manufactured by House Vyre at the behest of House Ellowuyr as compensation for an unknown agreement. Aeternae myrmidons feature some of the latest Vyre innovations in warjack weaponry. They wield a pair of Distortion Voulges, massive bladed weapons that cause their enemies to reverberate with arcane energy and be repelled with each successful blow.<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = Aeternae.jpg<br />
| base = Large<br />
| spd = 5<br />
| str = 11<br />
| mat = 6<br />
| rat = 6<br />
| def = 12<br />
| arm = 19<br />
| hp = 30<br />
| cost = 16<br />
| fa = U<br />
}}<br />
<br />
{{Warjack}}<br />
<br />
=== Abilities=== <br />
* {{Construct}}<br />
* {{Accumulator|Ellowuyr}}<br />
<br />
===Weapons=== <br />
{|class="wikitable"<br />
{{Ranged-loc|Shatter Cannon|14|8|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Armor Piercing}} }}<br />
{{Melee-loc|Light Distortion Voulge|2|4|15|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Beat Back}} }}<br />
{{Melee-loc|Heavy Distortion Voulge|2|6|17|loc=Left|<br />
* '''Damage Type: Magical'''<br />
* '''Beat Back''' }}<br />
|}<br />
<br />
===Theme Forces===<br />
* {{Defenders of Ios}}<br />
* {{Forges of War}}. In this theme this model gains [[Shield Guard]].<br />
* {{Legions of Dawn}}. '''(1)''' In this theme this model can ignore friendly [[Dawnguard]] models when determining LOS, and it can advance through friendly Dawnguard models if it has enough movement to move completely past them. '''(2)''' If someone [['Jack Marshal]]s this model in this theme, it gains [[Flank]] [Dawnguard].<br />
* {{Shadows of the Retribution}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -1 points cost<br />
* Added to Forges of War<br />
<br />
=Thoughts on {{PAGENAME}}=<br />
==={{PAGENAME}} in a nutshell=== <br />
Aeternae warjacks are heavy-hitting Vyre-style warjacks with a powerful armor-piercing ranged attack. They work well with any warcaster in the Faction but in particular have good synergy with warcasters that can amplify the power of their Shatter Cannon, such as [[Lord Arcanist Ossyan]].<br />
<br />
It obviously loves working with its brethren in house Ellowuyr because of [[Accumulator]] but with [[Arcanist]]s in faction it’s not an essential pairing and it does still have game outside of [[Defenders of Ios]].<br />
<br />
The are excellent jacks who will almost always justify their steep price tag, thanks to their excellent damage output at range and in melee. With a bit of protection they trade favourably into most other heavies, are also able to clear some infantry thanks to two 2" reach initials and Beat Back and its gun blows even tough solos like archons off the table, meaning, no matter the enemy list construction, it will always have preferred targets to go after. They are also a huge threat to casters and warlocks if they ever get in gun range.<br />
<br />
===Combos & Synergies===<br />
* Anything [[Ellowuyr]] - This pushes it towards the Defenders of Ios theme force. But [[Thyron]] and [[Falcir]] can carry the tag to other themes as well.<br />
* [[Thyron1]] in particular loves a 2" reach heavy jack for Field Marshal Side Step and it accumulates off him.<br />
* [[Kaelyssa]] - Phantom Hunter makes them a big problem for the opponent, because they can no longer screen their heavies from the Aeternae's Armor Piercing shots. Add in Dispel shots to strip ARM buffs messing with AP damage calculation, the feat and Refuge to stop them from getting engaged, and Blurred Ellowuyr Swordsmen to screen them and Accumulate from and she can comfortably run up to four Aeternae.<br />
* [[Ossyan]] polishes ranged models second to none. On feat turn the gun can be very devastating.<br />
* [[Goreshade4]] and [[Issyria]] have ways to mitigate Stealth. Issyria also makes it faster, gives it another shot with Ancilliary attack and her feat gives it super-S&P on all of it's attacks.<br />
* [[Elara1]] - Ghostly and Speed of Death hare great on pretty much any jack. It's an expensive package though.<br />
* [[Elara2]] - Stealth Mitigation and hit fixing, a Speed buff and Scything Touch for extra melee oomph. Oh and 2" reach with Retaliatory Strike is just gravy on top.<br />
* [[Ravyn]] - Aeternae appreciate Open Fire and her feat, and she needs a high damage jack to do the heavy lifting for her.<br />
* [[Arcanist Mechanik]]s have a damage buff and extra focus for it. If you have three of them you can even top of an Aeaternae completely and still give it the damage buff thanks to Accumulator.<br />
<br />
===Drawbacks & Downsides===<br />
* It’s premium price tag<br />
* Shield guards can seriously mess up a single powerful shot.<br />
* It's main claims to fame are 2" reach on both melee weapons, Accumulator and having a devastating long range gun. If It's melee prowess you want, you are better served with a [[Manticore]] for higher P+S and utility or a [[Phoenix]] for 2" reach and a way to quickly unjam. The [[Banshee]] also has a devastating gun and better melee effects. As you see, it has lots of competition, but none of them outclass it completely thanks to the Aeternaes superior ranged output, and vice versa (sans the Banshee, there is almost never a reason to want a Banshee over an Aeternae), so you cannot go wrong with any of them.<br />
<br />
===Tricks & Tips=== <br />
* Beat back triggers after the hit is resolved be careful of your order of effects or you may miss out on things like Thyron’s side step.<br />
* The box art (shown above in the statblock) has the weapons in the wrong arms. The sculpt inside the box is correct though. But please don't mess up your model trying to get it to match the art!<br />
<br />
=Other=<br />
===Trivia===<br />
* Released 2021.02<br />
* Sculpted by Doug Hamilton<br />
* The Aeternae were a race of legendary creatures described in the travels of Alexander the Great, while passing the northern Indian plains. The Aeternae were described as killing and wounding enemies with "bony, saw-toothed protuberances sprouting from their heads."<br />
* The Aeternae kit comes with all the pieces to make ''any'' non-character Vyre chassis Myrmidon, not just the Aeternae itself. Great for magnetising if you are buying into the faction and moderately annoying if you are a veteran and already have as man Vyre jacks as you want.<br />
===Other Retribution models===<br />
{{Retribution Index}}<br />
<br />
===Rules Clarifications===<br />
{{RC Warjack}}<br />
<br />
{{RC Construct}}<br />
{{RC Accumulator}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Armor Piercing}}<br />
{{RC Beat Back}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Banshee&diff=109002Banshee2022-06-16T17:12:12Z<p>Abratzas: /* {{PAGENAME}} in a nutshell */</p>
<hr />
<div>{{Retbox|{{Retribution}} {{Vyre}} {{Heavy Warjack}} }} [[Category: Model]]<br />
<br />
''Recently unleashed upon the enemies of the Retribution, House Vyre’s myrmidons were developed with distinct capabilities all their own. The Banshee emits a high-pitched wail that prevents enemy spellcasters from using their magic, while its shrieking cannon hurls enemies aside with raw sonic power. ''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = Retribution Banshee.jpg<br />
| base = Large<br />
| spd = 5<br />
| str = 11<br />
| mat = 6<br />
| rat = 6<br />
| def = 12<br />
| arm = 19<br />
| hp = 30<br />
| cost = 18<br />
| fa = U<br />
}}<br />
<br />
{{Warjack}}<br />
<br />
=== Abilities=== <br />
* {{Construct}}<br />
* {{Wailing}}<br />
<br />
===Weapons=== <br />
{|class="wikitable"<br />
{{Ranged-loc|Force Cannon|12|14|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Momentum}} }}<br />
{{Melee-loc|Light Void Blade|1|4|15|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Grievous Wounds}} }}<br />
{{Melee-loc|Heavy Void Blade|2|7|18|loc=Left|<br />
* {{Magical Weapon}}<br />
* '''Grievous Wounds''' }}<br />
|}<br />
<br />
===Theme Forces===<br />
* {{Defenders of Ios}}<br />
* {{Forges of War}}. In this theme this model gains [[Shield Guard]].<br />
* {{Legions of Dawn}}. '''(1)''' In this theme this model can ignore friendly [[Dawnguard]] models when determining LOS, and it can advance through friendly Dawnguard models if it has enough movement to move completely past them. '''(2)''' If someone [['Jack Marshal]]s this model in this theme, it gains [[Flank]] [Dawnguard].<br />
* {{Shadows of the Retribution}}<br />
<br />
===Recent Changes===<br />
2021.02 Ret Update<br />
* +1 RAT<br />
* lost Crit Grievous Wounds<br />
* gained Grievous Wounds<br />
* Added to Forges of War<br />
<br />
=Thoughts on {{PAGENAME}}=<br />
==={{PAGENAME}} in a nutshell=== <br />
The Banshee is a versatile combined arms jack. It is capable of delivering ranged knockdown or charging in with some of the higher damage attacks Retribution warjacks are able to make. It's Wailing ability gives it denial ability that can wreak havoc on enemy units and spell casters.<br />
<br />
All of that being said, the package does not come together to match its price point, which is in character heavy territory. That and it faces stiff competition from the [[Aeternae]], which takes the same niche of expensive-but-versatile heavy myrmidon, but has ''more'' versatility and is ''less'' expensive.<br />
<br />
===Combos & Synergies===<br />
* If a ranged attack that knocks down what it hits isn't good enough for you, [[Kaelyssa, Night's Whisper|Kaelyssa's]] [[:Template:Phantom Hunter|Phantom Hunter]] means that it ignores any attempt to hide from it too.<br />
* The [[Arcantrik Force Generator]] is a good slammin' buddy for the Banshee. If it's close by the Banshee will gain a useful boost to its range, giving it more opportunities to aim and reach more targets.<br />
* [[Dawnlord Vyros|Vyros1]] doesn't mind the Banshee, though the combination isn't common. Bird's Eye lets the Banshee affect more of the board and steaming in with PS20 and an additional die of damage can deal some serious hurt on feat turn. Mobility to make up for it's relatively low SPD helps, too.<br />
* [[Hermit of Hengehold]] - Shoot him in the back with the slam gun to get him to your enemy faster. He will only take one damage point anyway.<br />
* [[Ravyn]] - Sniper and Energizer give it a huge threat range, Open Fire on a Momentum gun is just gravy and its a weirdly effective Counter Measurs target, as it stacks with Wailing for double the "nope".<br />
<br />
===Drawbacks & Downsides===<br />
*Like the rest of the Vyre chassis, the Banshee is a little slower than most of the rest of the faction.<br />
*With it's low RAT, even with boosting the Banshee is going to struggle against high DEF targets, so you're better off with more tried-and-true methods for approaching high DEF (like knock down).<br />
* Be careful when running in to make use of your wailing ability. Though it is an amazing skill, a single high armor or regenerating unit will basically keep that banshee's scream in a glass jar, unable to help around the battle field.<br />
<br />
===Tricks & Tips=== <br />
* Because both the damage taken by the hit model and its collateral damage is POW 14, always look to punish models that seek refuge in such defensive measures as Wall of Steel.<br />
* At RNG 12", the Banshee has the longest range of the House Vyre heavy guns, so aim when you can to overcome its relatively poor RAT (Dawnguard Sentinel Scyir's Righteous Vengeance/Strike True!, Rahn's TK, Kaelyssa's Refuge, Ravyn's Snipe etc. all help).<br />
* Check ranges when your target isn't large/huge-based, so that you don't slam your target out of a supporting model's/unit's charge range.<br />
<br />
=Other=<br />
===Trivia===<br />
* A banshee ("woman of the fairy mound" or "fairy woman") is a female spirit in Irish mythology who heralds the death of a family member, usually by shrieking or keening. [https://en.wikipedia.org/wiki/Banshee]<br />
* Released in the [[Warmachine: Wrath]] expansion (2011)<br />
<br />
===Other Retribution models===<br />
{{Retribution Index}}<br />
<br />
===Rules Clarifications===<br />
{{RC Warjack}}<br />
{{RC Construct}}<br />
{{RC Wailing}}<br />
<br />
{{RC Grievous Wounds}}<br />
{{RC Magical Damage}}<br />
{{RC Momentum}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Underboss_Vizkoya&diff=108953Underboss Vizkoya2022-06-08T14:11:59Z<p>Abratzas: /* Tricks & Tips */</p>
<hr />
<div>{{Main page announcement}}<br />
{|<br />
| [[File: MercenariesLogo.jpg|100px]] [[File: Khador Logo.jpg|100px]]<br />
| {{FH2|{{PAGENAME}} }}<BR><br />
{{FH3|{{Mercenary}}, & {{Khador}} [[Partisan]], {{Kayazy}} {{Character}} {{Solo}} }}<br />
|} [[Category:Model]]<br />
<br />
''Vizkoya was once a Kayazy underboss, but the Kayazy have been scattered to the winds since the apocalypse. Without a criminal syndicate to help run, Vizkoya decided to put his skills to use elsewhere. The former underboss is a master of breaking & entering, capable of pulling heists only [[Azazello|Lord Azazello]] would dream of attempting. With his trusty grapple gun and bladed crowbar in hand, there’s no trapped door or locked vault that Vizkoya can’t get into.<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = Vizkova.jpg<br />
| base = Small<br />
| spd = 6<br />
| str = 6<br />
| mat = 8<br />
| rat = 6<br />
| def = 13<br />
| arm = 12<br />
| cmd 9 irrelevant<br />
| cost = 4<br />
| fa = C<br />
| hp = 5<br />
}}<br />
<br />
{{Riot Quest}}<br />
<br />
'''[[Mercenary]]''' - This model will work for {{Khador Mercenary}}<br />
<br />
{{Partisan|Khador}}<br />
<br />
===Abilities===<br />
* {{Parry}}<br />
* {{Stealth}}<br />
* {{Tough}}<br />
* {{Creeper}}<br />
* {{Dual Attack}}<br />
* {{Duelist}}<br />
* {{Fortune Hunter}}<br />
<br />
===Weapons===<br />
{|class="wikitable"<br />
{{Ranged|Grapple Gun|8|12|<br />
* {{Attack Type}}<br />
** {{Pull}}<br />
** {{Reel In}} }}<br />
{{melee|Bladed Crowbar|1|6|12|<br />
* {{Brain Damage}}<br />
* {{Critical Stagger}} }}<br />
|}<br />
<br />
===Theme Forces===<br />
* '''''Mercenary<br />
** {{The Irregulars}}<br />
<br />
* '''''Khador<br />
** As a Mercenary model, he can be taken in most Khador themes. However, this will use your "Up to one Mercenary solo" slot (most of the time).<br />
** {{Armored Corps|notbold=}}<br />
** {{si|Flame in the Darkness}}<br />
** {{Jaws of the Wolf}}. He doesn't use your "Up to one Merc" slot in this theme.<br />
** {{Legion of Steel|notbold=}}<br />
** {{si|Warriors of the Old Faith|notbold=}}<br />
** {{Winter Guard Kommand|notbold=}}<br />
** {{Wolves of Winter|notbold=}}<br />
<br />
<br />
=Thoughts on {{PAGENAME}}=<br />
<br />
==={{PAGENAME}} in a nutshell===<br />
He's a combined-arms combat solo. What he wants to do is find a character model within 14" of his start position, shoot them and pull them close (if they're small) or reel himself closer (if they're big), then critically stagger them. His paper bag armour means he works best on a flank away from potential blasts, where he can sneak in close.<br />
<br />
Brain damage on his weapon can really mess with your opponents plans; remember animi are spells when hitting warbeasts. His ideal target is a warcaster/warlock/infernal master as he gets the bonus on his gun and can mess up their plans next turn. He is however unlikely to survive this move or kill his target with only 2 attacks.<br />
<br />
===Combos & Synergies===<br />
===In Khador===<br />
* [[Malakov2]] can give him backstab, which makes his melee attack much more dangerous after he Reels himself into a back arc. He also has fighting dirty which can be applied safely (or more safely than a model without a placement effect gun). Finally his feat and creeper work well together, move through your enemies and set up a prime shot for next turn.<br />
* Hand of Fate or Signs and Portends increase his chance for criticals and make his RAT 6 less of a problem. [[Vladimir1]] and [[Vladimir2]] deliver this of course.<br />
* [[Victor]], a [[Spriggan]] or [[Torch]] can flare up a juicy target for him.<br />
===In Mercenaries === <br />
* [[Rahera]] has Black Spot, which is a DEF bebuff and lets him make another attack after killing something. She also gives him yet another attack with her feat.<br />
* [[Magnus2]] given Duelist he is a great target for Bullet Dodger. Calamity makes it easier to hit the ranged attack.<br />
<br />
===Drawbacks & Downsides===<br />
* He only has two attacks. <br />
** He can shoot, then reel/pull, then make a melee attack. But the melee attack is an unboosted P+S 12 which is ... meh. <br />
** He can charge, get a boosted melee attack, then shoot something outside of the melee and use reel/pull. That can let him bounce around the table which is cute but ... eh.<br />
* RAT 6 is average, and the short range on the gun disincentives aiming.<br />
* Paper armour means he is likely to die if hit by anything.<br />
* His main shtick is setting up a caster assassination by reeling into the back arc of a caster and inflicting brain damage, which relies entirely on your opponent leaving their caster in this threat range and being scared by a singular RAT 6 shot which can be Shield Guarded. Aside from that he isn't that scary to anything else. You can probably use him to kill a character support solo with a similar cost to him, but he will be killed as soon as the clock turns over to your opponent.<br />
<br />
===Tricks & Tips===<br />
* When using the Reel, place yourself in the target's back arc.<br />
* Look for juicy targets that are standing near a huge-base model. You can use Reel vs the huge-base model to get yourself in melee range with that juicy target. This can greatly extend your threat range.<br />
* Note that Fortune Hunter doesn't work on melee attacks.<br />
* Critical Stagger is fantastic vs warjacks, battle engines, colossals, etc because it cannot be shaken.<br />
* All warcasters, warlocks, etc are character models.<br />
* You cannot fail a charge, then use Reel/Pull to get yourself into melee range, and transform it into a successful charge. If you fail a charge, you do not get to make ranged attacks.<br />
* Warbeasts can’t cast their animus when they are brain damaged<br />
* Brain Damage works best against warcasters or warlocks, but it can also be very useful against warbeasts (they cannot cast their animus) or models with strong magic abilities, such as the [[Hermit]] (remember he cas use Mad Visions to prevent the damage roll and thus Brain Damage, but forcing him to waste a once per game ability to keep himself functional is great value in and of itself).<br />
<br />
=Other=<br />
===Trivia===<br />
* Released 2020.12<br />
<br />
===Other Faction models===<br />
{{Index Mercenary}}<br />
{{Index Khador}}<br />
<br />
===Rules Clarifications===<br />
{{RC Partisan}}<br />
<br />
{{RC Parry}}<br />
{{RC Stealth}}<br />
{{RC Tough}}<br />
{{RC Creeper}}<br />
{{RC Dual Attack}}<br />
{{RC Duelist}}<br />
{{RC Fortune Hunter}}<br />
<br />
{{RC Attack Type}}<br />
{{RC Pull}}<br />
{{RC Reel In}} }}<br />
{{RC Brain Damage}}<br />
{{RC Stagger}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Colbie_Sterling,_Captain_of_the_BRI&diff=108950Colbie Sterling, Captain of the BRI2022-06-06T10:12:41Z<p>Abratzas: /* Trivia */</p>
<hr />
<div>{{Mercbox|[[Mercenary]] {{Character}} {{Solo}} - ([['Jack Marshal]])}} [[Category: Model]] [[Category: Limited Edition Sculpt]]<br />
<br />
''A skilled ’jack marshal and mechanik and a versatile fighter, Colbie Sterling is the captain of a small mercenary company known as the Black River Irregulars—a group with a reputation for getting things done even when it means putting themselves at risk. Sterling seeks the most lucrative contracts, with the goal of amassing enough wealth to transform the BRI into a truly formidable mercenary force.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = ColbieSterling.jpg<br />
| base = Small<br />
| spd = 6<br />
| str = 6<br />
| mat = 6<br />
| rat = 6<br />
| def = 14<br />
| arm = 13<br />
| cmd = 7<br />
| hp = 5<br />
| cost = 2<br />
| fa = C<br />
}}<br />
<br />
'''[[Mercenary]]''' - This model will work for {{Crucible Guard mercenary}}, {{Cygnar Mercenary}}, {{Khador Mercenary}}, or {{Menoth Mercenary}}.<br />
<br />
===Abilities===<br />
* {{Jack Marshal}}<br />
* {{Gunfighter}}<br />
* {{Drive Reposition 3}}<br />
* {{Mechanikally Adept}}<br />
* {{Repair|d3+1}}<br />
<br />
===Weapons=== <br />
{|class="wikitable"<br />
{{ranged|Slug Gun|4|14| }}<br />
{{melee|Wrench|0.5|3|9| }}<br />
|}<br />
<br />
===Theme Forces===<br />
* '''''Mercenaries<br />
** {{The Irregulars}}<br />
** {{Llaelese Resistance}}<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Crosse2]] is leading the army.<br />
** Furthermore, Mercenary models can be hired by other Factions. Normally those Factions' themes will have a limit on how many models they can hire. Refer to [[#Other Theme Forces]], below.<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update <br />
* -1 point<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
==={{PAGENAME}} in a Nutshell===<br />
Colbie is a cheap jack marshal who can repair non-faction jacks. Because Meg is a better marshal AND a better mechanic, she rarely sees the table. One situation where she might be taken in the Llaelese Resistance theme where she can be taken but Dirty Meg can not. The other would be if you want Meg and Colbie as two cheap marshals in Irregulars.<br />
<br />
===Combos & Synergies===<br />
Assuming you want to give her a 'jack, there are a few options:<br />
<br />
* The [[Mangler]] is top choice - it has Thresher, can charge AND use the Crush bonus, AND gets Flank in irregulars. The [[Mariner]] also has Thresher, and while it can't charge/crush, it does provide Lash to keep Colbie upright.<br />
* The frugal [[Freebooter]], with [[Shae]] and [[Magnus1]] both having ways to make jacks charge for free. This opens up ways to abuse Flank on knocked down targets in Irregulars, with Colbie repairing any Jury Rig damage it takes.<br />
* The are several 'jacks with shields or bucklers which benefit nicely from her Drive - [[Talon]], [[Nomad]], [[Vanguard]], [[Rover]], [[Swabber]] and [[Toro]]. The [[Buccaneer]] doesn't have a shield, but it's cheap and can be annoying with its net. <br />
<br />
===Drawbacks & Downsides===<br />
* She faces stiff competition in all of her roles when compared to other solos in her price class; [[Dirty Meg]]'s Jack marshal drive is a straight upgrade over hers, [[Widget1]] is a better Mechanically Adept repairwoman, A [[Gobber Tinker]] comes at the same price, is also Mechanically Adept and better at contesting and repairing. He also gives you access to [[Malvin & Mayhem]].<br />
* Unless there is something to repair, she got nothing to do due to her criminally short range and lack of actions such as Ancilliary Attack.<br />
* She is squishy and has no defensive rules to make her harder to kill.<br />
<br />
===Tricks & Tips===<br />
* She's the only [[Mechanikally Adept]] model available to the Protectorate.<br />
<br />
=Other=<br />
===Trivia===<br />
[[File: Colbie_alt.png|thumb|Colbie Sterling, limited edition alternate sculpt, 2016]]<br />
* Released for the spin-off boardgame "Undercity" (2015)<br />
* Released for the main game in Febuary of 2017<br />
* In the lore she has a warjack named Doorstop, but despite it having a model in the Undercity boardgame, there are no rules for Doorstop in games of Warmachine.<br />
* In fact none of other BRI members have appeared in Warmachine so far, bar the ubiquitous [[Eilish Garrity]], they do feature in the Widower's Wood and IKRPG games though.<br />
* The name of her company and her status as a jack marshal is a pun on two kinds of cheese, refrencing [http://en.wikipedia.org/wiki/Brie| Brie] and [http://en.wikipedia.org/wiki/Monterey_Jack| Monterey Jack].<br />
<br />
===Warjacks she can take===<br />
{{Index Mercenary Warjacks}}<br />
<br />
===Other Theme Forces===<br />
{{Cygnar merc solo themes|Character=}} <br />
{{Menoth merc solo themes|Character=}}<br />
{{Khador merc solo themes|Character=}}<br />
{{CG merc solo themes|Character=}}<br />
<br />
===Other Mercenary models===<br />
{{Index Mercs}}<br />
<br />
===Rules Clarifications=== <br />
{{RC Jack Marshal}}<br />
{{RC Drive}}<br />
{{RC Reposition}}<br />
{{RC Mechanikally Adept}}<br />
{{RC Repair}}<br />
{{RC Gunfighter}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Commander_Dalin_Sturgis&diff=108909Commander Dalin Sturgis2022-06-01T19:06:20Z<p>Abratzas: /* Battlegroup */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} [[Warcaster]] }} [[Category: Model]] [[Category: Limited Edition Sculpt]]<br />
<br />
''Commander Dalin Sturgis is a master duelist who believes in leading his troops from the front lines. Nimble and deadly, he has honed his impressive combat skills to lend support to his warjacks and soldiers even as he surges across the battlefield delivering death with his twin-bladed mechanikal staff. Commander Sturgis rends his foes with a flurry of precisely targeted blades before disappearing in a flash of arcane light to track down his next opponent.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Sturgis|Sturgis1]]<br />
| image = Sturgis1.jpg<br />
| base = Small<br />
| spd = 6<br />
| mat = 7<br />
| rat = 5<br />
| def = 16<br />
| arm = 15<br />
| cmd <br />
| focus = 6<br />
| hp = 18<br />
| wjp = +30<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Dead on Arrival===<br />
# Enemy non-warcaster, non-warlock, and non-infernal master models in Sturgis's {{CTRL}} range are [[push]]ed up to 3" directly toward Sturgis in the order you choose. [[Category: Push Feat]]<br />
# Then Sturgis gains 1 focus for each enemy model he is engaging and may make one basic attack with one of his melee weapons against each enemy model in his LOS that is in the melee weapon's range. These attacks are simultaneous.<br />
# Then, once this turn, anytime this activation except while resolving an attack, you can [[place]] Sturgis anywhere completely within 3” of his current location. [[Category: Place Feat]]<br />
<br />
===Abilities===<br />
* {{Chain Attack Flash}}<br />
* {{Relentless Charge}}<br />
* {{Reversal}}<br />
* {{Snap Strike}}<br />
<br />
===Weapons ===<br />
{| class="wikitable"<br />
{{Ranged|Hand Cannon|12|12|}}<br />
{{Melee|Blade (Left)|2|7|13|<br />
* {{Magical Weapon}}<br />
* {{Feedback}} }}<br />
{{Melee|Blade (Right)|2|7|13|<br />
* {{Magical Weapon}} <br />
* {{Electro Leap}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Arcane Shield}}<br />
{{Lightning Storm}}<br />
{{Positive Charge}}<br />
{{Snipe}}<br />
{{Teleport}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{si|Flame in the Darkness}}<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. In this theme this model gains [[Immunity: Electricity]].<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* Lost [[Convection]], gained [[Positive Charge]].<br />
* Feat no longer affects Infernal Masters<br />
* Feat now goes push enemies -> gain focus -> make attacks -> get a free mini-teleport any time after that<br />
* (Feat used to go push enemies -> everyone within 3" suffers a POW 12 -> for each kill, allocate a focus to one of his warjacks -> no mini-teleport)<br />
<br />
<br />
=Thoughts on Sturgis1=<br />
{{Recent Change}}<br />
===Sturgis1 in a nutshell===<br />
Sturgis is great generalist caster with a decent assassination threat range of 14" and who has a collection of support spells and a feat that can either help with the assassination or can bring your opponent closer to you. His spell list is composed of spells that have a very Cygnaran flavor, including great upkeeps such as Snipe and Arcane Shield, the ever great Positive Charge, as well as Teleport to make him extremely mobile, making him able to get in close an personal and be a one man clean up crew or dangerous assassin. He is quite comparable to the likes of [[Stryker1]] or [[Maddox1]], but his level of personal output (which neither of the other can compete with) makes him valid competition for them in a list pair rather than a cheap knock off.<br />
<br />
===Feat thoughts===<br />
<br />
{{Tipbox| '''This information refers to his old feat. Although somewhat relevant, anything put here would still be the hottest of hot takes!'''<br />
[[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:58, 21 October 2021 (UTC)<br />
}}<br />
<br />
His feat has two main roles: <br />
# To bring the enemy into charge range to ensure your army gets the alpha strike.<br />
# Clear models out of the way for an assassination run. <br />
<br />
It can occasionally pull contesting/controlling units away from the zones /flags. The damage roll is not tied to the pushing part of your feat; you can roll (and boost) against such targets. The last part of the feat is a very situational bonus, allocating to Warjacks in Sturgis' control area.<br />
<br />
===Spell thoughts===<br />
* ''Arcane Shield'' - Your primary support spell, making the already hard elements in your army even more durable and pumping up the resilience of the squishy ones up to the point that they will likely survive stray blasts. Don't expect fragile, single wound models to survive direct hits, though. Bring a [[Journeyman Warcaster]], if you want to defend 2 targets at once, or ease the focus burden on Sturgis. It should be noted Sturgis becomes very hardy DEF16, ARM18 with 18 boxes when he puts this spell on himself.<br />
* ''[[Positive Charge]]'' - One of the best spells available for an offensive caster. It works wonders for any melee list and is even better when applied to any model with an Arc Node. It goes a good distance to helping with Cygnar's usual difficulties with high ARM targets. It's difficult to do effectively but if you can utilise Sturgis' feat and end up in positive charge range you can deal a lot of damage.<br />
* ''Lightning Storm'' - Sturgis' one nuke - and your focus pool makes it pretty restrictive to cast. The hazard from this could be great to control your opponent's movement options, but the low-ish POW will hardly scare away the tougher troops, let alone jacks/beasts. Land it near rough terrain or similar to further curtail them. You can also consider arcing it onto electricity-immune friendly targets, that are in abundance in Cygnar's arsenal.<br />
* ''Snipe'' - This is one of the the support spells that takes Cygnar's ranged game from good to amazing. Hard hitting jacks can be good targets, but the best application is probably on a ranged unit. Cycling Snipe between models/units is a time honored tradition in Cygnar.<br />
* ''Teleport'' - This can be used to get Sturgis out of dodge after he's charged forward into melee or get an extra 6" movement at the end of your fist turn. You can also combine it with your chain attack, use it to escape retaliation, or get the last few control points in a scenario by dominating the enemy's zone.<br />
<br />
===Drawbacks & Downsides===<br />
* Sturgis is an in-between caster, often compared to [[Commander Coleman Stryker]], [[Lieutenant Allistair Caine]], and [[Lord Commander Stryker]] although he lacks Stryker1's support and attrition tools, Stryker2's sheer hitting power and Caine 1's ranged presence. In general, he has a much less clear game.<br />
* Without Flash and without his feat his assassination threat is only 11" - not enough to qualify him as an assassin. Even if flash triggers, if a small based target happened to survive your initials, that move is not even enough to get completely into its back arc. <br />
<br />
===Tricks & Tips===<br />
* You can choose to not apply Electro Leap.<br />
* The chain attack has two important conditions and both must meet to be triggered. First, all of your '''initial''' melee attack must hit - if either one misses, there will be no teleporting for you. Second, the enemy must survive the first hit and it's not always that easy to find an enemy model that can survive a P+S 13. You basically need a low DEF multi-wound model to ensure triggering it.<br />
* Watch out for enemies who resist pushing via special rules like being on a huge base or, simply, standing behind the warcasters/locks which also stops pushes. The latter scenario also leaves room for some tricks against high DEF low ARM casters/locks. Push a low DEF target close to the caster, the rake it with blasts/electro leaps to do quick work on the caster.<br />
* The feat pushes '''every''' enemy model closer to you by 3". Though you choose the order they are being pushed, watch out not to bring something on you you don't want to (melee assassins and the like).<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
His main win condition is attrition, relying on getting the alpha strike with the feat. He also is good enough in melee to assassinate the enemy if the chance presents itself. If the latter is part of your plan be sure to bring some sort of DEF debuff to make Sturgis' potential 16 attacks more accurate.<br />
<br />
With as generic a spell list as Sturgis has, anything at all works well with him.<br />
<br />
===Theme Thoughts===<br />
{{Header|Support Models - Various themes}}<br />
<br />
* A [[Squire]] is strongly recommended. He only has an average focus pool, and the extra CTRL zone increases the area of his feat too. <br />
* [[Journeyman Warcaster]] - a second source of Arcane Shield is always great. As well as a solo that can run a cheap Positive Charge node for him, sucha s a [[Firefly]].<br />
<br />
{{Header|[[Storm Division]]}}<br />
Sturgis's prefered theme, as it has lots of great targets for his support spells and gives him a control element that works well with his feat.<br />
* [[Storm Lances]] - Arcane Shield is a tried and true spell on them and naturally it is also great with Sturgis, especially since he can also crank their damage with Positive Charge.<br />
* [[Stormblades]] - Snipe on them goes pretty well so they can pick of targets until they go in after the Lances to clean up. Storm Gunners benefit from this especially.<br />
* [[Reliant]] - They get to accumulate here, so they can boost both the attack and damage roll on their shots without needing focus from Sturgis. Use the feat to drag enemy models through the electrical fields they leave behind.<br />
* [[Stormsmith Grenadiers]] - They have native reposition but only RNG 6" on their grenades. Snipe lets them be 13" away from the models they chucked their grenades at. Since their grenades also leave an AOE behind you can once again use his feat to drag enemy models through it.<br />
* [[Firefly]]s double their function as cheap Positive Charge nodes, because they also bring Ionization, which naturally works well in this theme.<br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
* [[Long Gunners]] love Snipe, and you can play around with his feat too to bring targets from 21" into a double CRA zone.<br />
* [[Sword Knights]] like arcane shield and are close enough to the action to benefit from both positive charge and flank at the same time.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
* [[Trencher Chain Gun Crew]] - dragging enemies into walls of fire can get rid of them fast.<br />
* Snipe on [[Trencher Long Gunners]] is a decent use of the spell.<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Gabriel Throne]] - Another damage buff and Pathfinder on demand for Strurgis's troops.<br />
<br />
===Battlegroup===<br />
* A [[Cyclone]] can lay a Covering Fire down before Sturgis feats, and anyone pushed into it by his feat will take damage.<br />
* A [[Stormwall]] can do the Covering Fire trick too.<br />
* A [[Lancer]], [[Thorn]] or [[Hurricane]] can be useful if you want to get stuck into melee with Positive Charge via their Arc Node.<br />
* The [[Avenger]] or [[Defender]] are great Snipe recipients.<br />
* [[Centurion]] - A Shield Guard with Arcane Shield is always great.<br />
<br />
=Other=<br />
===Trivia===<br />
[[File: Sturgis-ks.jpg|thumb|Kickstarter Exclusive sculpt]]<br />
* Released as part of the 2013 Kickstarter project for Warmachine: Tactics. Backers got a limited-edition sculpt.<br />
* The non-limited edition version of the sculpt is available through PP's online store, under the "PP Exclusives" section.<br />
* Sturgis became a [[Cryx]] warcaster known as [[Sturgis the Corrupted]].<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}}<br />
<br />
==Rules Clarifications== <br />
{{RCbox2<br />
|Feat: Dead on Arrival<br />
|<br />
{{RC Push}} <br />
}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Feedback}}<br />
{{RC Electro Leap}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Chain Attack Flash}}<br />
{{RC Relentless Charge}}<br />
{{RC Reversal}}<br />
{{RC Snap Strike}}<br />
<br />
{{RC Arcane Shield}}<br />
{{RC Lightning Storm}}<br />
{{RC Positive Charge}}<br />
{{RC Snipe}}<br />
{{RC Teleport}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Commander_Dalin_Sturgis&diff=108908Commander Dalin Sturgis2022-06-01T18:59:25Z<p>Abratzas: /* Theme Thoughts */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} [[Warcaster]] }} [[Category: Model]] [[Category: Limited Edition Sculpt]]<br />
<br />
''Commander Dalin Sturgis is a master duelist who believes in leading his troops from the front lines. Nimble and deadly, he has honed his impressive combat skills to lend support to his warjacks and soldiers even as he surges across the battlefield delivering death with his twin-bladed mechanikal staff. Commander Sturgis rends his foes with a flurry of precisely targeted blades before disappearing in a flash of arcane light to track down his next opponent.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Sturgis|Sturgis1]]<br />
| image = Sturgis1.jpg<br />
| base = Small<br />
| spd = 6<br />
| mat = 7<br />
| rat = 5<br />
| def = 16<br />
| arm = 15<br />
| cmd <br />
| focus = 6<br />
| hp = 18<br />
| wjp = +30<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Dead on Arrival===<br />
# Enemy non-warcaster, non-warlock, and non-infernal master models in Sturgis's {{CTRL}} range are [[push]]ed up to 3" directly toward Sturgis in the order you choose. [[Category: Push Feat]]<br />
# Then Sturgis gains 1 focus for each enemy model he is engaging and may make one basic attack with one of his melee weapons against each enemy model in his LOS that is in the melee weapon's range. These attacks are simultaneous.<br />
# Then, once this turn, anytime this activation except while resolving an attack, you can [[place]] Sturgis anywhere completely within 3” of his current location. [[Category: Place Feat]]<br />
<br />
===Abilities===<br />
* {{Chain Attack Flash}}<br />
* {{Relentless Charge}}<br />
* {{Reversal}}<br />
* {{Snap Strike}}<br />
<br />
===Weapons ===<br />
{| class="wikitable"<br />
{{Ranged|Hand Cannon|12|12|}}<br />
{{Melee|Blade (Left)|2|7|13|<br />
* {{Magical Weapon}}<br />
* {{Feedback}} }}<br />
{{Melee|Blade (Right)|2|7|13|<br />
* {{Magical Weapon}} <br />
* {{Electro Leap}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Arcane Shield}}<br />
{{Lightning Storm}}<br />
{{Positive Charge}}<br />
{{Snipe}}<br />
{{Teleport}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{si|Flame in the Darkness}}<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. In this theme this model gains [[Immunity: Electricity]].<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* Lost [[Convection]], gained [[Positive Charge]].<br />
* Feat no longer affects Infernal Masters<br />
* Feat now goes push enemies -> gain focus -> make attacks -> get a free mini-teleport any time after that<br />
* (Feat used to go push enemies -> everyone within 3" suffers a POW 12 -> for each kill, allocate a focus to one of his warjacks -> no mini-teleport)<br />
<br />
<br />
=Thoughts on Sturgis1=<br />
{{Recent Change}}<br />
===Sturgis1 in a nutshell===<br />
Sturgis is great generalist caster with a decent assassination threat range of 14" and who has a collection of support spells and a feat that can either help with the assassination or can bring your opponent closer to you. His spell list is composed of spells that have a very Cygnaran flavor, including great upkeeps such as Snipe and Arcane Shield, the ever great Positive Charge, as well as Teleport to make him extremely mobile, making him able to get in close an personal and be a one man clean up crew or dangerous assassin. He is quite comparable to the likes of [[Stryker1]] or [[Maddox1]], but his level of personal output (which neither of the other can compete with) makes him valid competition for them in a list pair rather than a cheap knock off.<br />
<br />
===Feat thoughts===<br />
<br />
{{Tipbox| '''This information refers to his old feat. Although somewhat relevant, anything put here would still be the hottest of hot takes!'''<br />
[[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:58, 21 October 2021 (UTC)<br />
}}<br />
<br />
His feat has two main roles: <br />
# To bring the enemy into charge range to ensure your army gets the alpha strike.<br />
# Clear models out of the way for an assassination run. <br />
<br />
It can occasionally pull contesting/controlling units away from the zones /flags. The damage roll is not tied to the pushing part of your feat; you can roll (and boost) against such targets. The last part of the feat is a very situational bonus, allocating to Warjacks in Sturgis' control area.<br />
<br />
===Spell thoughts===<br />
* ''Arcane Shield'' - Your primary support spell, making the already hard elements in your army even more durable and pumping up the resilience of the squishy ones up to the point that they will likely survive stray blasts. Don't expect fragile, single wound models to survive direct hits, though. Bring a [[Journeyman Warcaster]], if you want to defend 2 targets at once, or ease the focus burden on Sturgis. It should be noted Sturgis becomes very hardy DEF16, ARM18 with 18 boxes when he puts this spell on himself.<br />
* ''[[Positive Charge]]'' - One of the best spells available for an offensive caster. It works wonders for any melee list and is even better when applied to any model with an Arc Node. It goes a good distance to helping with Cygnar's usual difficulties with high ARM targets. It's difficult to do effectively but if you can utilise Sturgis' feat and end up in positive charge range you can deal a lot of damage.<br />
* ''Lightning Storm'' - Sturgis' one nuke - and your focus pool makes it pretty restrictive to cast. The hazard from this could be great to control your opponent's movement options, but the low-ish POW will hardly scare away the tougher troops, let alone jacks/beasts. Land it near rough terrain or similar to further curtail them. You can also consider arcing it onto electricity-immune friendly targets, that are in abundance in Cygnar's arsenal.<br />
* ''Snipe'' - This is one of the the support spells that takes Cygnar's ranged game from good to amazing. Hard hitting jacks can be good targets, but the best application is probably on a ranged unit. Cycling Snipe between models/units is a time honored tradition in Cygnar.<br />
* ''Teleport'' - This can be used to get Sturgis out of dodge after he's charged forward into melee or get an extra 6" movement at the end of your fist turn. You can also combine it with your chain attack, use it to escape retaliation, or get the last few control points in a scenario by dominating the enemy's zone.<br />
<br />
===Drawbacks & Downsides===<br />
* Sturgis is an in-between caster, often compared to [[Commander Coleman Stryker]], [[Lieutenant Allistair Caine]], and [[Lord Commander Stryker]] although he lacks Stryker1's support and attrition tools, Stryker2's sheer hitting power and Caine 1's ranged presence. In general, he has a much less clear game.<br />
* Without Flash and without his feat his assassination threat is only 11" - not enough to qualify him as an assassin. Even if flash triggers, if a small based target happened to survive your initials, that move is not even enough to get completely into its back arc. <br />
<br />
===Tricks & Tips===<br />
* You can choose to not apply Electro Leap.<br />
* The chain attack has two important conditions and both must meet to be triggered. First, all of your '''initial''' melee attack must hit - if either one misses, there will be no teleporting for you. Second, the enemy must survive the first hit and it's not always that easy to find an enemy model that can survive a P+S 13. You basically need a low DEF multi-wound model to ensure triggering it.<br />
* Watch out for enemies who resist pushing via special rules like being on a huge base or, simply, standing behind the warcasters/locks which also stops pushes. The latter scenario also leaves room for some tricks against high DEF low ARM casters/locks. Push a low DEF target close to the caster, the rake it with blasts/electro leaps to do quick work on the caster.<br />
* The feat pushes '''every''' enemy model closer to you by 3". Though you choose the order they are being pushed, watch out not to bring something on you you don't want to (melee assassins and the like).<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
His main win condition is attrition, relying on getting the alpha strike with the feat. He also is good enough in melee to assassinate the enemy if the chance presents itself. If the latter is part of your plan be sure to bring some sort of DEF debuff to make Sturgis' potential 16 attacks more accurate.<br />
<br />
With as generic a spell list as Sturgis has, anything at all works well with him.<br />
<br />
===Theme Thoughts===<br />
{{Header|Support Models - Various themes}}<br />
<br />
* A [[Squire]] is strongly recommended. He only has an average focus pool, and the extra CTRL zone increases the area of his feat too. <br />
* [[Journeyman Warcaster]] - a second source of Arcane Shield is always great. As well as a solo that can run a cheap Positive Charge node for him, sucha s a [[Firefly]].<br />
<br />
{{Header|[[Storm Division]]}}<br />
Sturgis's prefered theme, as it has lots of great targets for his support spells and gives him a control element that works well with his feat.<br />
* [[Storm Lances]] - Arcane Shield is a tried and true spell on them and naturally it is also great with Sturgis, especially since he can also crank their damage with Positive Charge.<br />
* [[Stormblades]] - Snipe on them goes pretty well so they can pick of targets until they go in after the Lances to clean up. Storm Gunners benefit from this especially.<br />
* [[Reliant]] - They get to accumulate here, so they can boost both the attack and damage roll on their shots without needing focus from Sturgis. Use the feat to drag enemy models through the electrical fields they leave behind.<br />
* [[Stormsmith Grenadiers]] - They have native reposition but only RNG 6" on their grenades. Snipe lets them be 13" away from the models they chucked their grenades at. Since their grenades also leave an AOE behind you can once again use his feat to drag enemy models through it.<br />
* [[Firefly]]s double their function as cheap Positive Charge nodes, because they also bring Ionization, which naturally works well in this theme.<br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
* [[Long Gunners]] love Snipe, and you can play around with his feat too to bring targets from 21" into a double CRA zone.<br />
* [[Sword Knights]] like arcane shield and are close enough to the action to benefit from both positive charge and flank at the same time.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
* [[Trencher Chain Gun Crew]] - dragging enemies into walls of fire can get rid of them fast.<br />
* Snipe on [[Trencher Long Gunners]] is a decent use of the spell.<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Gabriel Throne]] - Another damage buff and Pathfinder on demand for Strurgis's troops.<br />
<br />
===Battlegroup===<br />
* A [[Cyclone]] can lay a Covering Fire down before Sturgis feats, and anyone pushed into it by his feat will take damage.<br />
* A [[Stormwall]] can do the Covering Fire trick too.<br />
* A Lancer, Thorn or Hurricane can be useful if you want to get stuck into melee with Positive Charge via their Arc Node.<br />
<br />
=Other=<br />
===Trivia===<br />
[[File: Sturgis-ks.jpg|thumb|Kickstarter Exclusive sculpt]]<br />
* Released as part of the 2013 Kickstarter project for Warmachine: Tactics. Backers got a limited-edition sculpt.<br />
* The non-limited edition version of the sculpt is available through PP's online store, under the "PP Exclusives" section.<br />
* Sturgis became a [[Cryx]] warcaster known as [[Sturgis the Corrupted]].<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}}<br />
<br />
==Rules Clarifications== <br />
{{RCbox2<br />
|Feat: Dead on Arrival<br />
|<br />
{{RC Push}} <br />
}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Feedback}}<br />
{{RC Electro Leap}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Chain Attack Flash}}<br />
{{RC Relentless Charge}}<br />
{{RC Reversal}}<br />
{{RC Snap Strike}}<br />
<br />
{{RC Arcane Shield}}<br />
{{RC Lightning Storm}}<br />
{{RC Positive Charge}}<br />
{{RC Snipe}}<br />
{{RC Teleport}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Commander_Dalin_Sturgis&diff=108907Commander Dalin Sturgis2022-06-01T18:22:07Z<p>Abratzas: /* Sturgis1 in a nutshell */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} [[Warcaster]] }} [[Category: Model]] [[Category: Limited Edition Sculpt]]<br />
<br />
''Commander Dalin Sturgis is a master duelist who believes in leading his troops from the front lines. Nimble and deadly, he has honed his impressive combat skills to lend support to his warjacks and soldiers even as he surges across the battlefield delivering death with his twin-bladed mechanikal staff. Commander Sturgis rends his foes with a flurry of precisely targeted blades before disappearing in a flash of arcane light to track down his next opponent.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Sturgis|Sturgis1]]<br />
| image = Sturgis1.jpg<br />
| base = Small<br />
| spd = 6<br />
| mat = 7<br />
| rat = 5<br />
| def = 16<br />
| arm = 15<br />
| cmd <br />
| focus = 6<br />
| hp = 18<br />
| wjp = +30<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Dead on Arrival===<br />
# Enemy non-warcaster, non-warlock, and non-infernal master models in Sturgis's {{CTRL}} range are [[push]]ed up to 3" directly toward Sturgis in the order you choose. [[Category: Push Feat]]<br />
# Then Sturgis gains 1 focus for each enemy model he is engaging and may make one basic attack with one of his melee weapons against each enemy model in his LOS that is in the melee weapon's range. These attacks are simultaneous.<br />
# Then, once this turn, anytime this activation except while resolving an attack, you can [[place]] Sturgis anywhere completely within 3” of his current location. [[Category: Place Feat]]<br />
<br />
===Abilities===<br />
* {{Chain Attack Flash}}<br />
* {{Relentless Charge}}<br />
* {{Reversal}}<br />
* {{Snap Strike}}<br />
<br />
===Weapons ===<br />
{| class="wikitable"<br />
{{Ranged|Hand Cannon|12|12|}}<br />
{{Melee|Blade (Left)|2|7|13|<br />
* {{Magical Weapon}}<br />
* {{Feedback}} }}<br />
{{Melee|Blade (Right)|2|7|13|<br />
* {{Magical Weapon}} <br />
* {{Electro Leap}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Arcane Shield}}<br />
{{Lightning Storm}}<br />
{{Positive Charge}}<br />
{{Snipe}}<br />
{{Teleport}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{si|Flame in the Darkness}}<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. In this theme this model gains [[Immunity: Electricity]].<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* Lost [[Convection]], gained [[Positive Charge]].<br />
* Feat no longer affects Infernal Masters<br />
* Feat now goes push enemies -> gain focus -> make attacks -> get a free mini-teleport any time after that<br />
* (Feat used to go push enemies -> everyone within 3" suffers a POW 12 -> for each kill, allocate a focus to one of his warjacks -> no mini-teleport)<br />
<br />
<br />
=Thoughts on Sturgis1=<br />
{{Recent Change}}<br />
===Sturgis1 in a nutshell===<br />
Sturgis is great generalist caster with a decent assassination threat range of 14" and who has a collection of support spells and a feat that can either help with the assassination or can bring your opponent closer to you. His spell list is composed of spells that have a very Cygnaran flavor, including great upkeeps such as Snipe and Arcane Shield, the ever great Positive Charge, as well as Teleport to make him extremely mobile, making him able to get in close an personal and be a one man clean up crew or dangerous assassin. He is quite comparable to the likes of [[Stryker1]] or [[Maddox1]], but his level of personal output (which neither of the other can compete with) makes him valid competition for them in a list pair rather than a cheap knock off.<br />
<br />
===Feat thoughts===<br />
<br />
{{Tipbox| '''This information refers to his old feat. Although somewhat relevant, anything put here would still be the hottest of hot takes!'''<br />
[[User:Rork|Rork]] ([[User talk:Rork|talk]]) 15:58, 21 October 2021 (UTC)<br />
}}<br />
<br />
His feat has two main roles: <br />
# To bring the enemy into charge range to ensure your army gets the alpha strike.<br />
# Clear models out of the way for an assassination run. <br />
<br />
It can occasionally pull contesting/controlling units away from the zones /flags. The damage roll is not tied to the pushing part of your feat; you can roll (and boost) against such targets. The last part of the feat is a very situational bonus, allocating to Warjacks in Sturgis' control area.<br />
<br />
===Spell thoughts===<br />
* ''Arcane Shield'' - Your primary support spell, making the already hard elements in your army even more durable and pumping up the resilience of the squishy ones up to the point that they will likely survive stray blasts. Don't expect fragile, single wound models to survive direct hits, though. Bring a [[Journeyman Warcaster]], if you want to defend 2 targets at once, or ease the focus burden on Sturgis. It should be noted Sturgis becomes very hardy DEF16, ARM18 with 18 boxes when he puts this spell on himself.<br />
* ''[[Positive Charge]]'' - One of the best spells available for an offensive caster. It works wonders for any melee list and is even better when applied to any model with an Arc Node. It goes a good distance to helping with Cygnar's usual difficulties with high ARM targets. It's difficult to do effectively but if you can utilise Sturgis' feat and end up in positive charge range you can deal a lot of damage.<br />
* ''Lightning Storm'' - Sturgis' one nuke - and your focus pool makes it pretty restrictive to cast. The hazard from this could be great to control your opponent's movement options, but the low-ish POW will hardly scare away the tougher troops, let alone jacks/beasts. Land it near rough terrain or similar to further curtail them. You can also consider arcing it onto electricity-immune friendly targets, that are in abundance in Cygnar's arsenal.<br />
* ''Snipe'' - This is one of the the support spells that takes Cygnar's ranged game from good to amazing. Hard hitting jacks can be good targets, but the best application is probably on a ranged unit. Cycling Snipe between models/units is a time honored tradition in Cygnar.<br />
* ''Teleport'' - This can be used to get Sturgis out of dodge after he's charged forward into melee or get an extra 6" movement at the end of your fist turn. You can also combine it with your chain attack, use it to escape retaliation, or get the last few control points in a scenario by dominating the enemy's zone.<br />
<br />
===Drawbacks & Downsides===<br />
* Sturgis is an in-between caster, often compared to [[Commander Coleman Stryker]], [[Lieutenant Allistair Caine]], and [[Lord Commander Stryker]] although he lacks Stryker1's support and attrition tools, Stryker2's sheer hitting power and Caine 1's ranged presence. In general, he has a much less clear game.<br />
* Without Flash and without his feat his assassination threat is only 11" - not enough to qualify him as an assassin. Even if flash triggers, if a small based target happened to survive your initials, that move is not even enough to get completely into its back arc. <br />
<br />
===Tricks & Tips===<br />
* You can choose to not apply Electro Leap.<br />
* The chain attack has two important conditions and both must meet to be triggered. First, all of your '''initial''' melee attack must hit - if either one misses, there will be no teleporting for you. Second, the enemy must survive the first hit and it's not always that easy to find an enemy model that can survive a P+S 13. You basically need a low DEF multi-wound model to ensure triggering it.<br />
* Watch out for enemies who resist pushing via special rules like being on a huge base or, simply, standing behind the warcasters/locks which also stops pushes. The latter scenario also leaves room for some tricks against high DEF low ARM casters/locks. Push a low DEF target close to the caster, the rake it with blasts/electro leaps to do quick work on the caster.<br />
* The feat pushes '''every''' enemy model closer to you by 3". Though you choose the order they are being pushed, watch out not to bring something on you you don't want to (melee assassins and the like).<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
His main win condition is attrition, relying on getting the alpha strike with the feat. He also is good enough in melee to assassinate the enemy if the chance presents itself. If the latter is part of your plan be sure to bring some sort of DEF debuff to make Sturgis' potential 16 attacks more accurate.<br />
<br />
With as generic a spell list as Sturgis has, anything at all works well with him.<br />
<br />
===Theme Thoughts===<br />
{{Header|Support Models - Various themes}}<br />
<br />
* A [[Squire]] is strongly recommended. He only has an average focus pool, and the extra CTRL zone increases the area of his feat too. <br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
* [[Long Gunners]] love Snipe, and you can play around with his feat too to bring targets from 21" into a double CRA zone.<br />
* [[Sword Knights]] like arcane shield and are close enough to the action to benefit from positive charge.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
* [[Trencher Chain Gun Crew]] - dragging enemies into walls of fire can get rid of them fast. Also the [[Cyclone]] and the [[Stormwall]].<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Lanyssa Ryssyl, Nyss Sorceress]] - 2" extra charge range helps for some crazy threat ranges.<br />
* All of the utility solos are great with Sturgis, Gorman for Black Oil, Ragman for more hitting power, Hutchuck for Quake, Lanyssa for more charge threat. On and on it goes. Sturgis loves utility solos in his lists because they amp up his personal threat.<br />
<br />
===Battlegroup===<br />
* A [[Cyclone]] can lay a Covering Fire down before Sturgis feats, and anyone pushed into it by his feat will take damage.<br />
* A [[Stormwall]] can do the Covering Fire trick too.<br />
* A Lancer, Thorn or Hurricane can be useful if you want to get stuck into melee with Positive Charge via their Arc Node.<br />
<br />
=Other=<br />
===Trivia===<br />
[[File: Sturgis-ks.jpg|thumb|Kickstarter Exclusive sculpt]]<br />
* Released as part of the 2013 Kickstarter project for Warmachine: Tactics. Backers got a limited-edition sculpt.<br />
* The non-limited edition version of the sculpt is available through PP's online store, under the "PP Exclusives" section.<br />
* Sturgis became a [[Cryx]] warcaster known as [[Sturgis the Corrupted]].<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}}<br />
<br />
==Rules Clarifications== <br />
{{RCbox2<br />
|Feat: Dead on Arrival<br />
|<br />
{{RC Push}} <br />
}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Feedback}}<br />
{{RC Electro Leap}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Chain Attack Flash}}<br />
{{RC Relentless Charge}}<br />
{{RC Reversal}}<br />
{{RC Snap Strike}}<br />
<br />
{{RC Arcane Shield}}<br />
{{RC Lightning Storm}}<br />
{{RC Positive Charge}}<br />
{{RC Snipe}}<br />
{{RC Teleport}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Caine%27s_Hellslingers&diff=108902Caine's Hellslingers2022-05-29T17:25:21Z<p>Abratzas: /* Mercenary Theme Thoughts */</p>
<hr />
<div>{{Main page announcement}}<br />
{|<br />
| [[File: MercenariesLogo.jpg|100px]] [[File: Cygnar Logo.jpg|100px]]<br />
| {{FH2|{{PAGENAME}} }}<BR><br />
{{FH3|[[Mercenary]], & {{Cygnar}} [[Partisan]], {{Gun Mage}} [[Warcaster Unit]] }}<br />
|} [[Category:Model]] [[Category: Mercenary]]<br />
<br />
<br />
''Caine’s Hellslingers has developed a reputation as one of the toughest and deadliest outfits in western Immoren. Comprised of former Black 13th gun mages Lieutenant Darsey Ryan and Sergeant Samuel Watts as well as the renegade warcaster Allister Caine himself, this trio has gunned down scores of opponents. Their intelligence, expertise, and lethality make them a force to be reckoned with.''<br />
<br />
=Basic Info=<br />
'''[[Mercenary]]''' - This unit will work for {{Cygnar Partisan}}<br />
* {{Partisan|Cygnar}}<br />
: Since Caine3 is a Partisan, he can be included in a Cygnar army without it needing to be a 2+ caster game (unlike normal Mercenary warcasters).<br />
<br />
{{Warcaster Unit}}<br />
: The unit consists of Caine, Watts, and Ryan. Watts and Ryan are trooper models, but are ''not'' Grunt models.<br />
<br />
==Caine==<br />
{{Infobox-Model<br />
| name = [[Caine|Caine3]]<br />
| image = Caine3.jpg<br />
| base = Small<br />
| spd = 7<br />
| str = 5<br />
| mat = 4<br />
| rat = 9<br />
| def = 17<br />
| arm = 13<br />
| cmd = 8<br />
| focus = 6<br />
| hp = 15<br />
| wjp = +24<br />
}}<br />
<br />
===Feat : Reap the Whirlwind===<br />
While in Caine's {{CTRL}} range, models in his battlegroup gain a +1 cumulative bonus on ranged attack and ranged damage rolls for each other model in his battlegroup that hit an enemy model with a ranged attack this turn while in Caine's {{CTRL}} range. This cumulative bonus cannot exceed +3. Reap the Whirlwind lasts for one turn.<br />
<br />
===Abilities===<br />
* {{Gunfighter}}<br />
* {{Officer}}<br />
* {{Synergistic Magic}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Spellstorm Pistol (x2)|12|12|<br />
* {{Magical Damage}}<br />
* {{Attack Type}}<br />
**{{Witch Mark}}<br />
**{{Blast}}<br />
**{{Black Penny}}<br />
* {{Reload_1|spend 1 focus point}}<br />
}} |}<br />
<br />
===Spells===<br />
{{Spellbox2|<br />
{{Calamity}}<br />
{{Flicker}}<br />
{{Mage Sight}}<br />
}}<br />
<br />
==Watts==<br />
{{Infobox-Model<br />
| name = Watts2<br />
| base = Small<br />
| spd = 6<br />
| str = 4<br />
| mat = 5<br />
| rat = 8<br />
| def = 14<br />
| arm = 11<br />
| cmd = 7<br />
| hp = 5<br />
}}<br />
<br />
===Abilities=== <br />
* {{Gunfighter}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Magelock Rifle|14|10|<br />
*{{Attack Type}}<br />
**{{Black Penny}}<br />
**{{Brutal Damage}}<br />
**{{Grievous Wounds}}}}<br />
|}<br />
<br />
==Ryan==<br />
{{Infobox-Model<br />
| name = Ryan2<br />
| base = Small<br />
| spd = 6<br />
| str = 4<br />
| mat = 5<br />
| rat = 8<br />
| def = 14<br />
| arm = 11<br />
| cmd = 7<br />
| hp = 5<br />
}}<br />
<br />
===Abilities=== <br />
* {{Gunfighter}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Magelock Pistol (x2)|10|10|<br />
*{{Attack Type}}<br />
**{{Black Penny}}<br />
**{{Brutal Damage}}<br />
**{{Shadow Fire}} }}<br />
|}<br />
<br />
==Theme Forces==<br />
* '''''Mercenary<br />
** {{Llaelese Resistance}}. They gain [[Sniper]] in this theme.<br />
** {{Steelies}}<br />
** {{The Irregulars}}<br />
<br />
* '''''Cygnar<br />
** {{si|Flame in the Darkness}}<br />
** {{Gravediggers}}<br />
** {{Heavy Metal}}<br />
** {{Sons of the Tempest}}. They gain [[Pistoleer]] in this theme. Also Caine can upkeep spells for free on [[Gun Mage]] models (including his own unit).<br />
** {{Storm Division}}. They gain [[Immunity: Electricity]] in this theme.<br />
<br />
==Recent Changes==<br />
2021.10 Mega Update<br />
* +4 WJP<br />
* Lost [[Locomotion]]<br />
* Flicker now affects all battlegroup models (instead of just his unit).<br />
* Gained [[Synergistic Magic]]<br />
* Caine and his unit gained the [[Gun Mage]] tag.<br />
* As a Gun Mage, in [[Sons of the Tempest]] theme they gain Pistoleer and can upkeep spells for free on Gun Mages. As Caine's spells don't target friendly models this second part is fairly moot<br />
<br />
=Thoughts on Caine3= <br />
{{Recent Change}}<br />
===Caine3 in a nutshell=== <br />
Caine's Hellslingers is a warcaster unit comprised of the Caine we all know and love, and two members of the [[Black 13th Strike Force]]. This incarnation of Caine is a ranged battlegroup caster who wants as many warjack shots going down range each turn as possible. Caine3 is both a Mercenary and Cygnar warcaster. He is considered questionable in Mercenaries because Mercenaries have no cheap ranged warjacks to compare to Cygnar's [[Charger]]. In Cygnar he definitely feels right at home compared to mercs because he synergizes well with Heavy Metal. However, there are better casters for Heavy Metal, like [[Nemo3]] or [[Sloan]], so he's never seen competitively. Caine3 in Cygnar forces has the added benefit from the [[Squire]] and [[Arlan Strangewayes]], which boost his focus output. Caine taken in a merc force has to stick to the [[Galleon]] and [[Swabber]] plus [[Ace]]. Caine's Hellslingers are built around a massive alpha strike with serious assassination potential and will either kill the opposing caster, wipe out huge portions of the opposing army on the feat turn, or lose quickly thereafter. He made a very brief splash when he came out before becoming fairly obsolete due to his limited tools.<br />
<br />
===Feat thoughts===<br />
Caine3's feat is essentially [[Synergy]] but for ranged weapons. As with Synergy, the key things are: it goes up when ''other'' models hit, and it goes up per ''model'' that hits (not per ''attack'' that hits).<br />
<br />
Normal feat usage goes: activate the Hellslingers, declare feat, shoot with Ryan and Watts (which, if they both hit, will put Caine at +2/+2), then shoot with Caine last. Once they're done, you start activating warjacks who are now at +3/+3.<br />
<br />
One decision you have is whether to shoot with Watts first (which will give Ryan two attacks at +1/+1) or shoot with Ryan first (in case the first shot misses, you get a second chance to start the Whirlwind chain). Rule of thumb: <br />
* If you need <5 to hit, you've good odds even if you start with Watts.<br />
* If you need 6-7 to hit, you should probably start with Ryan if you really want the full bonus for Caine.<br />
* If you need 8+ to hit, you should definitely start with Ryan.<br />
<br />
===Spell thoughts===<br />
* '''Calamity''' is a fairly common spell for Caine to cast, once he has accumulated some Power Tokens. Using Witch Mark to land it keeps him 2" further back than the spell's range, but still puts him forward with low focus. This spell makes everything better, but it's fraught with risk.<br />
* '''Flicker''' is normally used to keep Caine safe(ish) at the end of the turn by moving him (and his two accomplices) behind a solid obstacle, but can also be used to extend the assassination threat to 21 inches or put his unit into position for his feat. It also can set up your jacks, including taking them out of melee to avoid them being jammed.<br />
* '''Mage Sight''' lets you shoot things you otherwise couldn't. When you need it, it's really useful. This spell prevents him from being totally worthless against armies with stealth and clouds.<br />
<br />
===Synergistic Magic===<br />
This is a pretty big thing for Caine. As a ranged caster, it's pretty easy for him to acquire Synergistic Magic tokens from turn 2 onwards. By getting hold of them, he has far more options for handing out Focus or casting Calamity on his Feat turn. This ultimately translates into more damage or more survivability (because you can keep more Focus) for Caine and more damage output for his Battlegroup. Since neither Calamity or Mage Sight can be upkept for free in Sons of the Tempest, it also gives him some headroom on all turns to keep using his Focus for his protection or damage output.<br />
<br />
===Drawbacks & Downsides=== <br />
* Ryan and Watts have a much lower DEF than Caine. If your opponent can target them with a unit-wide debuff spell (such as [[Freezing Grip]]), Caine can end up being vulnerable.<br />
* Caine is lacking defensive tech and doesn't have a great range. Unlike his first and second incarnations, he lacks spells to teleport far away after shooting, lacks Caine2's true sight and Heightened Reflexes, and cannot increase his DEF. In other words, he's more vulnerable than his other versions.<br />
* He has to use most if not all his focus each turn to be effective.<br />
* Any army with strong ranged defense is going to mitigate your effectivness.<br />
* He depends heavily on Calamity and simply doesn't have the focus to cast it AND run a large battlegroup. Yet his feat demands you bring a large battlegroup or else he has a lousy feat. Army composition is a tricky proposition.<br />
* Due to character restrictions you cannot bring either [[Caine0]] for cheap source of Fire for Effect, or the [[Black 13th]]<br />
<br />
===Tricks & Tips=== <br />
* The strongest Caine3 armies usually have a bunch of Chargers and often a Hurricane. They are always in the Heavy Metal theme list for a free [[Arlan Strangewayes]] and [[Squire]] to get two extra focus. If the opposing caster starts the turn in range of enough of your guns, they're probably dead as line of sight is only an issue if a building is in the way.<br />
* [[Boomhowler2]] can grant his unit Reposition 3" allowing him to back off to safety.<br />
* Damage buffs are worth their weight in gold with Caine and Company. Caine is a POW 12, his cohorts are POW 10. But apply a damage buff and Caine is suddenly POW 14 and his goons POW 12 or higher. Consider taking [[Lieutenant Bastian Falk]] or [[ Lady Aiyana & Master Holt ]] with [[Captain Jonas Murdoch]] if played in Cygnar rather then as a Mercenary. [[ Ragman ]] brings Dark Shroud, Caine's companions have Black Penny thus allowing them to shoot targets in melee without suffering the penalty. [[ Hermit ]] is also worth looking at. Flavor to taste.<br />
<br />
=List Building Advice - Cygnar=<br />
===Strategy===<br />
[[File:Ace WEB.jpg|thumb|[[Ace]] is Caine's pet warjack that he can take in any theme.]]<br />
Caine's army support is very poor because his feat is very strong. His army should be built to maximize the effectiveness of his feat turn because if that doesn't inflict massive damage or kill the opposing caster, he's in rough shape. If an enemy warcaster wanders within 21" of Caine, they are in your kill zone, but he is going to need alot of focus. The best warjack for him to use is probably the [[Charger]]. His most dangerous lists are Heavy-Metal with all the Chargers you can fit, though the Hurricane is also popular. Caine and his unit start the Synergy chain and he will cast Mage Sight, Flicker, Calamity or allocate depending on what is needed to maximize the feat. His battlegroup should then inflict maximum damage on the opposing army. The feat turn generally results in either: 1.) a massive attrition swing for Caine, 2.) a dead enemy caster, 3.) leaves Caine very vulnerable and he gets killed, or 4.) it fails to inflict enough damage to matter. Post-feat, Caine is hanging his hat on Calamity to mop up whatever's left.<br />
<br />
===Cygnar Theme Thoughts===<br />
{{Header|Support Models - Various Themes}}<br />
Caine likes these models, which are grouped here because they can go in 3+ themes.<br />
* [[Journeyman Warcaster]] - Caine and Co. are super squishy, and Arcane Shield helps bump their arm up to "no longer fearing blast damage". Don't be fooled, they are still squishy with +3 ARM.<br />
** Watch out, Junior's 'jack doesn't benefit from the feat!<br />
* [[Captain Arlan Strangewayes]] - Caine will probably have a lot of 'jacks running around, so extra focus is always helpful.<br />
* [[Squire]] - Caine is focus strapped, squire gives focus, a boost to control range, and a free re-roll should you miss with Calamity.<br />
* [[Rangers]] (Gravediggers and Sons of the Tempest) - You're going to be doing a lot of shooting, and +2 RAT is always helpful, ensuring that basically everything will only miss on a double 1.<br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
As mentioned above, this should be Caine's preferred theme when playing as a Cygnarian.<br />
* [[Thunderhead]] - Thunderhead's Energy Pulse is considered a ranged attack, and so will fully benefit from the feat bonus. A very expensive warjack, but a great option if you absolutely have to kill everything that comes close to it. He does gobble focus when shooting, and Caine is almost always running on empty.<br />
* [[Archduke Alain Runewood]] - He can give Caine and his compatriots Pathfinder and can stand them up if knocked down. Pathfinder is VERY useful for his Caine's unit.<br />
<br />
{{Header|[[Storm Division]]}}<br />
<br />
* [[Storm Lances]] - Storm Lances love a DEF and ARM debuff, making their guns RAT 7 POW 14s and all of the Electroleaps POW 12s. Add in Laddermore and a [[Firefly]] for it to get REALLY ridiculous.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
* [[Trencher Infantry]] - Trenchers are strong independent units that don't need a warcaster to support them, which is good, since Caine has little to offer them. Calamity can help their middling offensive potential actually threaten unbuffed heavies. Caine will be very vulnerable as he's casting his spells, and so he greatly appreciates the cloud templates that they bring. They can also help reload any Grenadiers you might be bringing!<br />
* [[Grenadier]] - With Trenchers, that's three AOE shots per turn from a light jack. <br />
* [[ Lady Aiyana & Master Holt ]] with [[ Captain Jonas Murdoch ]] - Aiyana's Kiss of Lyliss Bring Caine and Co's Damage output up.<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
<br />
* [[Gun Mage Captain Adept]] - Flare can help keep Caine from having to spend resources to cast mage sight and more shadow fire means you can strike at the squishy stuff hiding in the back, further if the Captain Adept is providing Shadow Fire, Ryan doesn't have to. [[Veteran Leader]] makes them all more accurate and helps ensure those key early Feat turn shots hit their mark.<br />
* [[ Lieutenant Bastian Falk ]] - as the only theme that allows you to take Falk1 you really shouldn't leave him behind as his Rune Marked is almost a mandatory bring.<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Hermit]] - What's better than a 5 point arm swing? A 7 point arm swing! If you can line it up right, it means that Chargers can hit at an effective POW 19 (+3 POW for feat, -2 Arm for Calamity, -2 Arm for Master of Ruin). Him Mad Visions also protects Caine from death once, so that might save you from an enemy assassination.<br />
* [[ Rhupert Carvolo, Piper of Ord ]] - Can give Caine and Co. Concealment, Tough, or Pathfinder.<br />
* [[ Death Archon ]] - Caine and Friends keep him full up on Corpse Tokens, He applies Mortal Fear and helps keep Caine and Friends alive. Caine's Friends also have Black Penny making the Archon an interesting engagement piece as they can ignore the in melee penalties of finishing off what it didn't kill.<br />
* [[ Morrowan Archon ]] - Blinding Radiance makes Caine essentially Def 19, his buddies Def 16, and gives them a shield guard.<br />
* [[ Gorman di Wulfe, Rogue Alchemist ]] or [[ Hutchuk, Ogrun Bounty Hunter ]] can apply Rust to enemy warjacks giving Caine and Co. access to a damage buff against jacks. They also come with a couple other nifty abilities, like Black Oil and Quake<br />
<br />
===Cygnar Battlegroup ===<br />
* [[Ace]] - Ace is bonded to Caine, so they can go together in any theme. <br />
* [[Cyclone]] - With Calamity and feat turn, a Cyclone can push up to 6 RAT 11 POW 17 shots! The Cyclone is the most cost effective warjack for Caine3 in terms of sheer firepower.<br />
* [[Charger]] - 1 focus - 2 full boosted POW 17 shots (feat + Calamity). More reliable than a Cyclone and you can bring a ton of them.<br />
* [[Hunter]] - Armor Piercing Pow 11 shots (feat + Calamity). A good thing to keep in mind is that Armor Piercing is calculated from the BASE stat. With full Synergy and aim you are unlikely to need a boost on attack letting you boost damage and making these very cost efficient.<br />
* [[Sentinel]] - Generally there to catch a bullet for the Hellslingers.<br />
* [[Minuteman]] - Ha two POW 17 shots. 19 with Calamity! Ouch!<br />
* [[Hurricane]] - Between Caine's feat, a [[Firefly]] and Calamity, you have the equivalent of POW23 Storm Emitters.<br />
<br />
=List Building Advice - Mercenary=<br />
===Strategy===<br />
His strategy remains largely unchanged, it's just the tools he uses to achieve it that change.<br />
<br />
===Mercenary Theme Thoughts===<br />
{{Header|[[Irregulars]]}}<br />
<br />
Irregulars has the most ARM debuffs, but less focus support than Soldiers of Fortune.<br />
<br />
* Units<br />
** Caine3 does nothing to help units beyond Calamity, which helps just about all the Merc units equally. <br />
** [[Kayazy Eliminators]] are excellent for getting around and keeping him in scenario if needed.<br />
** [[Idrian Skirmishers]] are also notable as a self sufficient unit that can shoot down heavies when calamity is stacked with their prey bonus. Same goes for [[Croes]]. <br />
<br />
* Solos<br />
** [[Orin Midwinter]] - He keeps Caine from getting assassinated by spells.<br />
** [[Gorman]] - He can put a cloud in front of Caine so he doesn't get killed. He also provides extra utility with his bombs.<br />
** [[Reinholdt, Gobber Speculator]] - You have two great spellstorm pistols and you really want to shoot them as much as possible.<br />
** [[Alexia2]] - Her Thralls are much scarier at MAT 8, POW 12.<br />
** [[Boomhowler2]] - He gives him Reposition 3", which is extremely important for staying safe.<br />
** [[Hermit of Henge Hold]] - Same as in the cygnar section above, and he can also get further up the table with Boomhowler2's help.<br />
** [[Widget1]] - She gets you a free shot out of your jacks every turn.<br />
** [[Crosse1]] - Sets up Backstab for Croes and also turns of Shields. He can also contribute with two Backstab Hand Cannon shots every turn.<br />
** [[Malvin2]] - He can freeze something solid for Caine to unload into, or apply Calamity to.<br />
<br />
{{Header|[[Llaelese Resistance]]}}<br />
Llaelese Resistance might appear to be a tempting choice for Caine3 so he can get the Choir to buff his jacks, but the list lacks focus efficiency. He and his units gain Sniper here, so he can collect toekns from SWI with ease.<br />
<br />
* Units<br />
** You probably want the [[Choir of Menoth]] to further increase the damage output of his ranged jacks or keep them safe from incoming fire.<br />
** The other pick should be something self-sufficient, speedy and hard-hitting like [[Exemplar Vengers]]. [[Exemplar Errants]]' command attachment now provides an accuracy buff and are worth considering as well.<br />
** [[Rangers]] - See the Cygnar Section above.<br />
* Solos<br />
** Of the solos mentioned above, these can be taken in the Resistance: [[Gorman]], [[Taryn]], [[Ragman]], [[Reinholdt]]. You can also take the Menite, Morrowan or Thamarite Archons, all of which are self-sufficient, hard to kill, and enjoy Calamity.<br />
*** Mentie Archons can also be used effectivle with a [[Blockader]], buffing the damage of his spray. With two powerful initials they also make good use of calamity.<br />
<br />
{{Header|[[Soldiers of Fortune]]}}<br />
<br />
Soldiers of Fortune provides the best focus support and the most assassination potential with bulldozing cavalry and power lifter tricks, but has no ARM debuffs besides besides Rust Bomb, which makes Calamity all the more valuable here. Even Halberdiers will do work on a charge against a Calamity target. Ironheads, Empower, Bulldoze and Mark Target let Caine play selfishly as a super solo, which is what he wants to do most.<br />
<br />
* [[Alexia2]] is a great solo that turns fallen Halberdiers into Mark Target beacons<br />
* [[Steelhead Arcanist]] - He provides [[Empower]] for a bit more warjack focus efficiency. And Wind Burst can strip a cloud if you don't want to spend focus on Mage Sight for that. How many you want depends on your jack loadout. Ace and Rocinante as a pair for example only need power up and one Empower for maximum performance, a Galleon will like two, Ace and Galleon can make use of three.<br />
* [[Steelhead Ironhead]] - Threat ranges are nice to play with. You'll want at least one, so he can bully the board with gunfire.<br />
* [[Steelhead Halberdiers]] - These guys are excellent and cheap. Especially so when backed by [[Sergeant Nicolas Verendrye]] and come with enough bodies to make use of Calamity.<br />
* [[Boomhowler2]] - Repo on a stick is pretty important to Caine.<br />
* [[Rocinante]] is a dream come true for any caster that focuses on ranged jacks. Guard Dog pushes his DEF to insane levels as well. Though only has one shot to take advantage of the feat, but it's an AOE shot, so it hits multiple targets at once.<br />
* [[Steelhead Heavy Cavalry]] provide Bulldoze, which sets up things for him to shoot and [[Stannis Brocker]] provides Tactician so they can charge through each other and Halberdiers. With Calamity and Flank they also crack ARM reasonably well.<br />
<br />
===Mercenary Battlegroup ===<br />
* [[Ace]] is his pet warjack so he can take it in any theme, ''even though'' Ace is a Cygnar warjack. Note that Ace will ''remain'' a Cygnar warjack in every Mercenary army except the [[Llaelese Resistance]].<br />
* [[Galleon]] - The Galleon is a possible pick. If you roll 2 shots on his feat turn, that's too bad. Your best bet is to bring Dougal for Double Powder Ration, hope you roll high for everything and catch the opposing caster within 21". Incidentally, Bart's Galleon puts out Caine3 feat levels of damage every turn and is ARM 22 to boot.<br />
* [[Swabber]] - Two guns, the second one having a drag effect attached. Shield Guard also helps, and the Swabber is tough. It's just a bit pillow fisted so you need to bring something else to actually finish off enemy heavies. It also brings survivability in the form of Lash and Girded. It is hampered by its short range. Dougal can help with this in Irregulars.<br />
* [[Vanguard]] - While not ordinarily known for its ranged presence, it's a cheap merc jack with a gun that deals damage. Shield guards are helpful for the Galleon and Caine himself.<br />
* [[Swashbuckler]] is the cheapest jack with a gun in mercs, but it isn’t much to write home about.<br />
* [[Mariner]] - It's 2 points cheaper than Rocinante and shoots a bit further. Still not what Caine's going for.<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in [[Forces of Warmachine: Cygnar Command]] (2017).<br />
* This is Caine's incarnation after he left the Cygnaran Reconnaissance Service and the Cygnaran Army for good. He directly disobeyed his superior, Scout General Rebald, the head of CRS. Caine was tasked with hunting down Vinter's bastard son Julius for over a decade, but when he finally had a perfect opportunity for assassination he passed due to actually having a conscience. He then quit due to Rebald unscrupolus nature, after delivering Julius to Leto. Why he would still be allowed to command Cygnaran forces has not yet been explained as he is currently wanted dead by Rebald.<br />
<br />
===Warjacks he can take===<br />
When the Hellslingers are included in a '''Cygnar army''' Caine has access to the full range of Cygnar warjacks, but he cannot include ''any'' Mercenary warjacks in his battlegroup.<br />
<br />
When the Hellslingers are included in a '''Mercenary army''' Caine has to choose from the "Human" Mercenary warjacks shown below, but he cannot include ''any'' Cygnar warjacks in his battlegroup.<br />
<br />
Either way, he can always take his pet warjack [[Ace]]. Note however, that although Partisan makes Caine swap Factions, Ace remains a Cygnar model in all armies except the Llaelese Resistance. <br />
{{Index Mercenary Warjacks|Hide_text=}}<br />
<br />
===Other Faction models===<br />
{{Index Cygnar}}<br />
{{Index Mercenary}}<br />
<br />
===Video Battle Reports ===<br />
* Cygnar<br />
** [https://youtu.be/qYrprNKIwwI 2018.08 Feat Fetish] 75 points vs [[Kallus2]]<br />
* Mercs<br />
** None yet<br />
* {{VBR}}<br />
<br />
===Rules Clarifications===<br />
{{RCbox2<br />
|Name=Caine3<br />
|list=* For his Feat, Reap the Whirlwind, refer to the [[Template: RC Synergy| Synergy clarifications]] - it's essentially the same rule and rule interactions.<br />
* You cannot include the [[Black 13th]] in his army, due to character restrictions with Watts and Ryan. ('''[http://privateerpressforums.com/showthread.php?268879-Caine3-and-Black-13th&p=3813721&viewfull=1#post3813721 Locked thread]''')<br />
}}<br />
{{RC Ace & Caine3}}<br />
<br />
{{RC Attack Type}}<br />
{{RC Witch Mark}}<br />
{{RC Blast}}<br />
{{RC Black Penny}}<br />
{{RC Reload}}<br />
<br />
{{RC Warcaster Unit}}<br />
{{RC Partisan|Cygnar}}<br />
{{RC Gunfighter}}<br />
{{RC Officer}}<br />
{{RC Synergistic Magic}}<br />
<br />
{{RC Calamity}}<br />
{{RC Flicker}}<br />
{{RC Mage Sight}}<br />
<br />
{{RC Brutal Damage}}<br />
{{RC Grievous Wounds}}<br />
{{RC Shadow Fire}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Caine%27s_Hellslingers&diff=108901Caine's Hellslingers2022-05-29T17:22:53Z<p>Abratzas: /* Mercenary Theme Thoughts */</p>
<hr />
<div>{{Main page announcement}}<br />
{|<br />
| [[File: MercenariesLogo.jpg|100px]] [[File: Cygnar Logo.jpg|100px]]<br />
| {{FH2|{{PAGENAME}} }}<BR><br />
{{FH3|[[Mercenary]], & {{Cygnar}} [[Partisan]], {{Gun Mage}} [[Warcaster Unit]] }}<br />
|} [[Category:Model]] [[Category: Mercenary]]<br />
<br />
<br />
''Caine’s Hellslingers has developed a reputation as one of the toughest and deadliest outfits in western Immoren. Comprised of former Black 13th gun mages Lieutenant Darsey Ryan and Sergeant Samuel Watts as well as the renegade warcaster Allister Caine himself, this trio has gunned down scores of opponents. Their intelligence, expertise, and lethality make them a force to be reckoned with.''<br />
<br />
=Basic Info=<br />
'''[[Mercenary]]''' - This unit will work for {{Cygnar Partisan}}<br />
* {{Partisan|Cygnar}}<br />
: Since Caine3 is a Partisan, he can be included in a Cygnar army without it needing to be a 2+ caster game (unlike normal Mercenary warcasters).<br />
<br />
{{Warcaster Unit}}<br />
: The unit consists of Caine, Watts, and Ryan. Watts and Ryan are trooper models, but are ''not'' Grunt models.<br />
<br />
==Caine==<br />
{{Infobox-Model<br />
| name = [[Caine|Caine3]]<br />
| image = Caine3.jpg<br />
| base = Small<br />
| spd = 7<br />
| str = 5<br />
| mat = 4<br />
| rat = 9<br />
| def = 17<br />
| arm = 13<br />
| cmd = 8<br />
| focus = 6<br />
| hp = 15<br />
| wjp = +24<br />
}}<br />
<br />
===Feat : Reap the Whirlwind===<br />
While in Caine's {{CTRL}} range, models in his battlegroup gain a +1 cumulative bonus on ranged attack and ranged damage rolls for each other model in his battlegroup that hit an enemy model with a ranged attack this turn while in Caine's {{CTRL}} range. This cumulative bonus cannot exceed +3. Reap the Whirlwind lasts for one turn.<br />
<br />
===Abilities===<br />
* {{Gunfighter}}<br />
* {{Officer}}<br />
* {{Synergistic Magic}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Spellstorm Pistol (x2)|12|12|<br />
* {{Magical Damage}}<br />
* {{Attack Type}}<br />
**{{Witch Mark}}<br />
**{{Blast}}<br />
**{{Black Penny}}<br />
* {{Reload_1|spend 1 focus point}}<br />
}} |}<br />
<br />
===Spells===<br />
{{Spellbox2|<br />
{{Calamity}}<br />
{{Flicker}}<br />
{{Mage Sight}}<br />
}}<br />
<br />
==Watts==<br />
{{Infobox-Model<br />
| name = Watts2<br />
| base = Small<br />
| spd = 6<br />
| str = 4<br />
| mat = 5<br />
| rat = 8<br />
| def = 14<br />
| arm = 11<br />
| cmd = 7<br />
| hp = 5<br />
}}<br />
<br />
===Abilities=== <br />
* {{Gunfighter}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Magelock Rifle|14|10|<br />
*{{Attack Type}}<br />
**{{Black Penny}}<br />
**{{Brutal Damage}}<br />
**{{Grievous Wounds}}}}<br />
|}<br />
<br />
==Ryan==<br />
{{Infobox-Model<br />
| name = Ryan2<br />
| base = Small<br />
| spd = 6<br />
| str = 4<br />
| mat = 5<br />
| rat = 8<br />
| def = 14<br />
| arm = 11<br />
| cmd = 7<br />
| hp = 5<br />
}}<br />
<br />
===Abilities=== <br />
* {{Gunfighter}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Magelock Pistol (x2)|10|10|<br />
*{{Attack Type}}<br />
**{{Black Penny}}<br />
**{{Brutal Damage}}<br />
**{{Shadow Fire}} }}<br />
|}<br />
<br />
==Theme Forces==<br />
* '''''Mercenary<br />
** {{Llaelese Resistance}}. They gain [[Sniper]] in this theme.<br />
** {{Steelies}}<br />
** {{The Irregulars}}<br />
<br />
* '''''Cygnar<br />
** {{si|Flame in the Darkness}}<br />
** {{Gravediggers}}<br />
** {{Heavy Metal}}<br />
** {{Sons of the Tempest}}. They gain [[Pistoleer]] in this theme. Also Caine can upkeep spells for free on [[Gun Mage]] models (including his own unit).<br />
** {{Storm Division}}. They gain [[Immunity: Electricity]] in this theme.<br />
<br />
==Recent Changes==<br />
2021.10 Mega Update<br />
* +4 WJP<br />
* Lost [[Locomotion]]<br />
* Flicker now affects all battlegroup models (instead of just his unit).<br />
* Gained [[Synergistic Magic]]<br />
* Caine and his unit gained the [[Gun Mage]] tag.<br />
* As a Gun Mage, in [[Sons of the Tempest]] theme they gain Pistoleer and can upkeep spells for free on Gun Mages. As Caine's spells don't target friendly models this second part is fairly moot<br />
<br />
=Thoughts on Caine3= <br />
{{Recent Change}}<br />
===Caine3 in a nutshell=== <br />
Caine's Hellslingers is a warcaster unit comprised of the Caine we all know and love, and two members of the [[Black 13th Strike Force]]. This incarnation of Caine is a ranged battlegroup caster who wants as many warjack shots going down range each turn as possible. Caine3 is both a Mercenary and Cygnar warcaster. He is considered questionable in Mercenaries because Mercenaries have no cheap ranged warjacks to compare to Cygnar's [[Charger]]. In Cygnar he definitely feels right at home compared to mercs because he synergizes well with Heavy Metal. However, there are better casters for Heavy Metal, like [[Nemo3]] or [[Sloan]], so he's never seen competitively. Caine3 in Cygnar forces has the added benefit from the [[Squire]] and [[Arlan Strangewayes]], which boost his focus output. Caine taken in a merc force has to stick to the [[Galleon]] and [[Swabber]] plus [[Ace]]. Caine's Hellslingers are built around a massive alpha strike with serious assassination potential and will either kill the opposing caster, wipe out huge portions of the opposing army on the feat turn, or lose quickly thereafter. He made a very brief splash when he came out before becoming fairly obsolete due to his limited tools.<br />
<br />
===Feat thoughts===<br />
Caine3's feat is essentially [[Synergy]] but for ranged weapons. As with Synergy, the key things are: it goes up when ''other'' models hit, and it goes up per ''model'' that hits (not per ''attack'' that hits).<br />
<br />
Normal feat usage goes: activate the Hellslingers, declare feat, shoot with Ryan and Watts (which, if they both hit, will put Caine at +2/+2), then shoot with Caine last. Once they're done, you start activating warjacks who are now at +3/+3.<br />
<br />
One decision you have is whether to shoot with Watts first (which will give Ryan two attacks at +1/+1) or shoot with Ryan first (in case the first shot misses, you get a second chance to start the Whirlwind chain). Rule of thumb: <br />
* If you need <5 to hit, you've good odds even if you start with Watts.<br />
* If you need 6-7 to hit, you should probably start with Ryan if you really want the full bonus for Caine.<br />
* If you need 8+ to hit, you should definitely start with Ryan.<br />
<br />
===Spell thoughts===<br />
* '''Calamity''' is a fairly common spell for Caine to cast, once he has accumulated some Power Tokens. Using Witch Mark to land it keeps him 2" further back than the spell's range, but still puts him forward with low focus. This spell makes everything better, but it's fraught with risk.<br />
* '''Flicker''' is normally used to keep Caine safe(ish) at the end of the turn by moving him (and his two accomplices) behind a solid obstacle, but can also be used to extend the assassination threat to 21 inches or put his unit into position for his feat. It also can set up your jacks, including taking them out of melee to avoid them being jammed.<br />
* '''Mage Sight''' lets you shoot things you otherwise couldn't. When you need it, it's really useful. This spell prevents him from being totally worthless against armies with stealth and clouds.<br />
<br />
===Synergistic Magic===<br />
This is a pretty big thing for Caine. As a ranged caster, it's pretty easy for him to acquire Synergistic Magic tokens from turn 2 onwards. By getting hold of them, he has far more options for handing out Focus or casting Calamity on his Feat turn. This ultimately translates into more damage or more survivability (because you can keep more Focus) for Caine and more damage output for his Battlegroup. Since neither Calamity or Mage Sight can be upkept for free in Sons of the Tempest, it also gives him some headroom on all turns to keep using his Focus for his protection or damage output.<br />
<br />
===Drawbacks & Downsides=== <br />
* Ryan and Watts have a much lower DEF than Caine. If your opponent can target them with a unit-wide debuff spell (such as [[Freezing Grip]]), Caine can end up being vulnerable.<br />
* Caine is lacking defensive tech and doesn't have a great range. Unlike his first and second incarnations, he lacks spells to teleport far away after shooting, lacks Caine2's true sight and Heightened Reflexes, and cannot increase his DEF. In other words, he's more vulnerable than his other versions.<br />
* He has to use most if not all his focus each turn to be effective.<br />
* Any army with strong ranged defense is going to mitigate your effectivness.<br />
* He depends heavily on Calamity and simply doesn't have the focus to cast it AND run a large battlegroup. Yet his feat demands you bring a large battlegroup or else he has a lousy feat. Army composition is a tricky proposition.<br />
* Due to character restrictions you cannot bring either [[Caine0]] for cheap source of Fire for Effect, or the [[Black 13th]]<br />
<br />
===Tricks & Tips=== <br />
* The strongest Caine3 armies usually have a bunch of Chargers and often a Hurricane. They are always in the Heavy Metal theme list for a free [[Arlan Strangewayes]] and [[Squire]] to get two extra focus. If the opposing caster starts the turn in range of enough of your guns, they're probably dead as line of sight is only an issue if a building is in the way.<br />
* [[Boomhowler2]] can grant his unit Reposition 3" allowing him to back off to safety.<br />
* Damage buffs are worth their weight in gold with Caine and Company. Caine is a POW 12, his cohorts are POW 10. But apply a damage buff and Caine is suddenly POW 14 and his goons POW 12 or higher. Consider taking [[Lieutenant Bastian Falk]] or [[ Lady Aiyana & Master Holt ]] with [[Captain Jonas Murdoch]] if played in Cygnar rather then as a Mercenary. [[ Ragman ]] brings Dark Shroud, Caine's companions have Black Penny thus allowing them to shoot targets in melee without suffering the penalty. [[ Hermit ]] is also worth looking at. Flavor to taste.<br />
<br />
=List Building Advice - Cygnar=<br />
===Strategy===<br />
[[File:Ace WEB.jpg|thumb|[[Ace]] is Caine's pet warjack that he can take in any theme.]]<br />
Caine's army support is very poor because his feat is very strong. His army should be built to maximize the effectiveness of his feat turn because if that doesn't inflict massive damage or kill the opposing caster, he's in rough shape. If an enemy warcaster wanders within 21" of Caine, they are in your kill zone, but he is going to need alot of focus. The best warjack for him to use is probably the [[Charger]]. His most dangerous lists are Heavy-Metal with all the Chargers you can fit, though the Hurricane is also popular. Caine and his unit start the Synergy chain and he will cast Mage Sight, Flicker, Calamity or allocate depending on what is needed to maximize the feat. His battlegroup should then inflict maximum damage on the opposing army. The feat turn generally results in either: 1.) a massive attrition swing for Caine, 2.) a dead enemy caster, 3.) leaves Caine very vulnerable and he gets killed, or 4.) it fails to inflict enough damage to matter. Post-feat, Caine is hanging his hat on Calamity to mop up whatever's left.<br />
<br />
===Cygnar Theme Thoughts===<br />
{{Header|Support Models - Various Themes}}<br />
Caine likes these models, which are grouped here because they can go in 3+ themes.<br />
* [[Journeyman Warcaster]] - Caine and Co. are super squishy, and Arcane Shield helps bump their arm up to "no longer fearing blast damage". Don't be fooled, they are still squishy with +3 ARM.<br />
** Watch out, Junior's 'jack doesn't benefit from the feat!<br />
* [[Captain Arlan Strangewayes]] - Caine will probably have a lot of 'jacks running around, so extra focus is always helpful.<br />
* [[Squire]] - Caine is focus strapped, squire gives focus, a boost to control range, and a free re-roll should you miss with Calamity.<br />
* [[Rangers]] (Gravediggers and Sons of the Tempest) - You're going to be doing a lot of shooting, and +2 RAT is always helpful, ensuring that basically everything will only miss on a double 1.<br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
As mentioned above, this should be Caine's preferred theme when playing as a Cygnarian.<br />
* [[Thunderhead]] - Thunderhead's Energy Pulse is considered a ranged attack, and so will fully benefit from the feat bonus. A very expensive warjack, but a great option if you absolutely have to kill everything that comes close to it. He does gobble focus when shooting, and Caine is almost always running on empty.<br />
* [[Archduke Alain Runewood]] - He can give Caine and his compatriots Pathfinder and can stand them up if knocked down. Pathfinder is VERY useful for his Caine's unit.<br />
<br />
{{Header|[[Storm Division]]}}<br />
<br />
* [[Storm Lances]] - Storm Lances love a DEF and ARM debuff, making their guns RAT 7 POW 14s and all of the Electroleaps POW 12s. Add in Laddermore and a [[Firefly]] for it to get REALLY ridiculous.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
* [[Trencher Infantry]] - Trenchers are strong independent units that don't need a warcaster to support them, which is good, since Caine has little to offer them. Calamity can help their middling offensive potential actually threaten unbuffed heavies. Caine will be very vulnerable as he's casting his spells, and so he greatly appreciates the cloud templates that they bring. They can also help reload any Grenadiers you might be bringing!<br />
* [[Grenadier]] - With Trenchers, that's three AOE shots per turn from a light jack. <br />
* [[ Lady Aiyana & Master Holt ]] with [[ Captain Jonas Murdoch ]] - Aiyana's Kiss of Lyliss Bring Caine and Co's Damage output up.<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
<br />
* [[Gun Mage Captain Adept]] - Flare can help keep Caine from having to spend resources to cast mage sight and more shadow fire means you can strike at the squishy stuff hiding in the back, further if the Captain Adept is providing Shadow Fire, Ryan doesn't have to. [[Veteran Leader]] makes them all more accurate and helps ensure those key early Feat turn shots hit their mark.<br />
* [[ Lieutenant Bastian Falk ]] - as the only theme that allows you to take Falk1 you really shouldn't leave him behind as his Rune Marked is almost a mandatory bring.<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Hermit]] - What's better than a 5 point arm swing? A 7 point arm swing! If you can line it up right, it means that Chargers can hit at an effective POW 19 (+3 POW for feat, -2 Arm for Calamity, -2 Arm for Master of Ruin). Him Mad Visions also protects Caine from death once, so that might save you from an enemy assassination.<br />
* [[ Rhupert Carvolo, Piper of Ord ]] - Can give Caine and Co. Concealment, Tough, or Pathfinder.<br />
* [[ Death Archon ]] - Caine and Friends keep him full up on Corpse Tokens, He applies Mortal Fear and helps keep Caine and Friends alive. Caine's Friends also have Black Penny making the Archon an interesting engagement piece as they can ignore the in melee penalties of finishing off what it didn't kill.<br />
* [[ Morrowan Archon ]] - Blinding Radiance makes Caine essentially Def 19, his buddies Def 16, and gives them a shield guard.<br />
* [[ Gorman di Wulfe, Rogue Alchemist ]] or [[ Hutchuk, Ogrun Bounty Hunter ]] can apply Rust to enemy warjacks giving Caine and Co. access to a damage buff against jacks. They also come with a couple other nifty abilities, like Black Oil and Quake<br />
<br />
===Cygnar Battlegroup ===<br />
* [[Ace]] - Ace is bonded to Caine, so they can go together in any theme. <br />
* [[Cyclone]] - With Calamity and feat turn, a Cyclone can push up to 6 RAT 11 POW 17 shots! The Cyclone is the most cost effective warjack for Caine3 in terms of sheer firepower.<br />
* [[Charger]] - 1 focus - 2 full boosted POW 17 shots (feat + Calamity). More reliable than a Cyclone and you can bring a ton of them.<br />
* [[Hunter]] - Armor Piercing Pow 11 shots (feat + Calamity). A good thing to keep in mind is that Armor Piercing is calculated from the BASE stat. With full Synergy and aim you are unlikely to need a boost on attack letting you boost damage and making these very cost efficient.<br />
* [[Sentinel]] - Generally there to catch a bullet for the Hellslingers.<br />
* [[Minuteman]] - Ha two POW 17 shots. 19 with Calamity! Ouch!<br />
* [[Hurricane]] - Between Caine's feat, a [[Firefly]] and Calamity, you have the equivalent of POW23 Storm Emitters.<br />
<br />
=List Building Advice - Mercenary=<br />
===Strategy===<br />
His strategy remains largely unchanged, it's just the tools he uses to achieve it that change.<br />
<br />
===Mercenary Theme Thoughts===<br />
{{Header|[[Irregulars]]}}<br />
<br />
Irregulars has the most ARM debuffs, but less focus support than Soldiers of Fortune.<br />
<br />
* Units<br />
** Caine3 does nothing to help units beyond Calamity, which helps just about all the Merc units equally. <br />
** [[Kayazy Eliminators]] are excellent for getting around and keeping him in scenario if needed.<br />
** [[Idrian Skirmishers]] are also notable as a self sufficient unit that can shoot down heavies when calamity is stacked with their prey bonus. Same goes for [[Croes]]. <br />
<br />
* Solos<br />
** [[Orin Midwinter]] - He keeps Caine from getting assassinated by spells.<br />
** [[Gorman]] - He can put a cloud in front of Caine so he doesn't get killed. He also provides extra utility with his bombs.<br />
** [[Reinholdt, Gobber Speculator]] - You have two great spellstorm pistols and you really want to shoot them as much as possible. That being said, Caine3 already has focus issues as is, so a third reload is not always feasible and Spyglass has reduced utility for a Mage Sight caster. The reroll will always be relevant however.<br />
** [[Alexia2]] - Her Thralls are much scarier at MAT 8, POW 12.<br />
** [[Boomhowler2]] - He gives him Reposition 3", which is extremely important for staying safe.<br />
** [[Hermit of Henge Hold]] - Same as in the cygnar section above, and he can also get further up the table with Boomhowler2's help.<br />
** [[Widget1]] - She gets you a free shot out of your jacks every turn.<br />
** [[Crosse1]] - Sets up Backstab for Croes and also turns of Shields. He can also contribute with two Backstab Hand Cannon shots every turn.<br />
** [[Malvin2]] - He can freeze something solid for Caine to unload into, or apply Calamity to.<br />
<br />
{{Header|[[Llaelese Resistance]]}}<br />
Llaelese Resistance might appear to be a tempting choice for Caine3 so he can get the Choir to buff his jacks, but the list lacks focus efficiency. He and his units gain Sniper here, so he can collect toekns from SWI with ease.<br />
<br />
* Units<br />
** You probably want the [[Choir of Menoth]] to further increase the damage output of his ranged jacks or keep them safe from incoming fire.<br />
** The other pick should be something self-sufficient, speedy and hard-hitting like [[Exemplar Vengers]]. [[Exemplar Errants]]' command attachment now provides an accuracy buff and are worth considering as well.<br />
** [[Rangers]] - See the Cygnar Section above.<br />
* Solos<br />
** Of the solos mentioned above, these can be taken in the Resistance: [[Gorman]], [[Taryn]], [[Ragman]], [[Reinholdt]]. You can also take the Menite, Morrowan or Thamarite Archons, all of which are self-sufficient, hard to kill, and enjoy Calamity.<br />
*** Mentie Archons can also be used effectivle with a [[Blockader]], buffing the damage of his spray. With two powerful initials they also make good use of calamity.<br />
<br />
{{Header|[[Soldiers of Fortune]]}}<br />
<br />
Soldiers of Fortune provides the best focus support and the most assassination potential with bulldozing cavalry and power lifter tricks, but has no ARM debuffs besides besides Rust Bomb, which makes Calamity all the more valuable here. Even Halberdiers will do work on a charge against a Calamity target. Ironheads, Empower, Bulldoze and Mark Target let Caine play selfishly as a super solo, which is what he wants to do most.<br />
<br />
* [[Alexia2]] is a great solo that turns fallen Halberdiers into Mark Target beacons<br />
* [[Steelhead Arcanist]] - He provides [[Empower]] for a bit more warjack focus efficiency. And Wind Burst can strip a cloud if you don't want to spend focus on Mage Sight for that. How many you want depends on your jack loadout. Ace and Rocinante as a pair for example only need power up and one Empower for maximum performance, a Galleon will like two, Ace and Galleon can make use of three.<br />
* [[Steelhead Ironhead]] - Threat ranges are nice to play with. You'll want at least one, so he can bully the board with gunfire.<br />
* [[Steelhead Halberdiers]] - These guys are excellent and cheap. Especially so when backed by [[Sergeant Nicolas Verendrye]] and come with enough bodies to make use of Calamity.<br />
* [[Boomhowler2]] - Repo on a stick is pretty important to Caine.<br />
* [[Rocinante]] is a dream come true for any caster that focuses on ranged jacks. Guard Dog pushes his DEF to insane levels as well. Though only has one shot to take advantage of the feat, but it's an AOE shot, so it hits multiple targets at once.<br />
* [[Steelhead Heavy Cavalry]] provide Bulldoze, which sets up things for him to shoot and [[Stannis Brocker]] provides Tactician so they can charge through each other and Halberdiers. With Calamity and Flank they also crack ARM reasonably well.<br />
<br />
===Mercenary Battlegroup ===<br />
* [[Ace]] is his pet warjack so he can take it in any theme, ''even though'' Ace is a Cygnar warjack. Note that Ace will ''remain'' a Cygnar warjack in every Mercenary army except the [[Llaelese Resistance]].<br />
* [[Galleon]] - The Galleon is a possible pick. If you roll 2 shots on his feat turn, that's too bad. Your best bet is to bring Dougal for Double Powder Ration, hope you roll high for everything and catch the opposing caster within 21". Incidentally, Bart's Galleon puts out Caine3 feat levels of damage every turn and is ARM 22 to boot.<br />
* [[Swabber]] - Two guns, the second one having a drag effect attached. Shield Guard also helps, and the Swabber is tough. It's just a bit pillow fisted so you need to bring something else to actually finish off enemy heavies. It also brings survivability in the form of Lash and Girded. It is hampered by its short range. Dougal can help with this in Irregulars.<br />
* [[Vanguard]] - While not ordinarily known for its ranged presence, it's a cheap merc jack with a gun that deals damage. Shield guards are helpful for the Galleon and Caine himself.<br />
* [[Swashbuckler]] is the cheapest jack with a gun in mercs, but it isn’t much to write home about.<br />
* [[Mariner]] - It's 2 points cheaper than Rocinante and shoots a bit further. Still not what Caine's going for.<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in [[Forces of Warmachine: Cygnar Command]] (2017).<br />
* This is Caine's incarnation after he left the Cygnaran Reconnaissance Service and the Cygnaran Army for good. He directly disobeyed his superior, Scout General Rebald, the head of CRS. Caine was tasked with hunting down Vinter's bastard son Julius for over a decade, but when he finally had a perfect opportunity for assassination he passed due to actually having a conscience. He then quit due to Rebald unscrupolus nature, after delivering Julius to Leto. Why he would still be allowed to command Cygnaran forces has not yet been explained as he is currently wanted dead by Rebald.<br />
<br />
===Warjacks he can take===<br />
When the Hellslingers are included in a '''Cygnar army''' Caine has access to the full range of Cygnar warjacks, but he cannot include ''any'' Mercenary warjacks in his battlegroup.<br />
<br />
When the Hellslingers are included in a '''Mercenary army''' Caine has to choose from the "Human" Mercenary warjacks shown below, but he cannot include ''any'' Cygnar warjacks in his battlegroup.<br />
<br />
Either way, he can always take his pet warjack [[Ace]]. Note however, that although Partisan makes Caine swap Factions, Ace remains a Cygnar model in all armies except the Llaelese Resistance. <br />
{{Index Mercenary Warjacks|Hide_text=}}<br />
<br />
===Other Faction models===<br />
{{Index Cygnar}}<br />
{{Index Mercenary}}<br />
<br />
===Video Battle Reports ===<br />
* Cygnar<br />
** [https://youtu.be/qYrprNKIwwI 2018.08 Feat Fetish] 75 points vs [[Kallus2]]<br />
* Mercs<br />
** None yet<br />
* {{VBR}}<br />
<br />
===Rules Clarifications===<br />
{{RCbox2<br />
|Name=Caine3<br />
|list=* For his Feat, Reap the Whirlwind, refer to the [[Template: RC Synergy| Synergy clarifications]] - it's essentially the same rule and rule interactions.<br />
* You cannot include the [[Black 13th]] in his army, due to character restrictions with Watts and Ryan. ('''[http://privateerpressforums.com/showthread.php?268879-Caine3-and-Black-13th&p=3813721&viewfull=1#post3813721 Locked thread]''')<br />
}}<br />
{{RC Ace & Caine3}}<br />
<br />
{{RC Attack Type}}<br />
{{RC Witch Mark}}<br />
{{RC Blast}}<br />
{{RC Black Penny}}<br />
{{RC Reload}}<br />
<br />
{{RC Warcaster Unit}}<br />
{{RC Partisan|Cygnar}}<br />
{{RC Gunfighter}}<br />
{{RC Officer}}<br />
{{RC Synergistic Magic}}<br />
<br />
{{RC Calamity}}<br />
{{RC Flicker}}<br />
{{RC Mage Sight}}<br />
<br />
{{RC Brutal Damage}}<br />
{{RC Grievous Wounds}}<br />
{{RC Shadow Fire}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Caine%27s_Hellslingers&diff=108900Caine's Hellslingers2022-05-29T17:13:18Z<p>Abratzas: /* List Building Advice - Mercenary */</p>
<hr />
<div>{{Main page announcement}}<br />
{|<br />
| [[File: MercenariesLogo.jpg|100px]] [[File: Cygnar Logo.jpg|100px]]<br />
| {{FH2|{{PAGENAME}} }}<BR><br />
{{FH3|[[Mercenary]], & {{Cygnar}} [[Partisan]], {{Gun Mage}} [[Warcaster Unit]] }}<br />
|} [[Category:Model]] [[Category: Mercenary]]<br />
<br />
<br />
''Caine’s Hellslingers has developed a reputation as one of the toughest and deadliest outfits in western Immoren. Comprised of former Black 13th gun mages Lieutenant Darsey Ryan and Sergeant Samuel Watts as well as the renegade warcaster Allister Caine himself, this trio has gunned down scores of opponents. Their intelligence, expertise, and lethality make them a force to be reckoned with.''<br />
<br />
=Basic Info=<br />
'''[[Mercenary]]''' - This unit will work for {{Cygnar Partisan}}<br />
* {{Partisan|Cygnar}}<br />
: Since Caine3 is a Partisan, he can be included in a Cygnar army without it needing to be a 2+ caster game (unlike normal Mercenary warcasters).<br />
<br />
{{Warcaster Unit}}<br />
: The unit consists of Caine, Watts, and Ryan. Watts and Ryan are trooper models, but are ''not'' Grunt models.<br />
<br />
==Caine==<br />
{{Infobox-Model<br />
| name = [[Caine|Caine3]]<br />
| image = Caine3.jpg<br />
| base = Small<br />
| spd = 7<br />
| str = 5<br />
| mat = 4<br />
| rat = 9<br />
| def = 17<br />
| arm = 13<br />
| cmd = 8<br />
| focus = 6<br />
| hp = 15<br />
| wjp = +24<br />
}}<br />
<br />
===Feat : Reap the Whirlwind===<br />
While in Caine's {{CTRL}} range, models in his battlegroup gain a +1 cumulative bonus on ranged attack and ranged damage rolls for each other model in his battlegroup that hit an enemy model with a ranged attack this turn while in Caine's {{CTRL}} range. This cumulative bonus cannot exceed +3. Reap the Whirlwind lasts for one turn.<br />
<br />
===Abilities===<br />
* {{Gunfighter}}<br />
* {{Officer}}<br />
* {{Synergistic Magic}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Spellstorm Pistol (x2)|12|12|<br />
* {{Magical Damage}}<br />
* {{Attack Type}}<br />
**{{Witch Mark}}<br />
**{{Blast}}<br />
**{{Black Penny}}<br />
* {{Reload_1|spend 1 focus point}}<br />
}} |}<br />
<br />
===Spells===<br />
{{Spellbox2|<br />
{{Calamity}}<br />
{{Flicker}}<br />
{{Mage Sight}}<br />
}}<br />
<br />
==Watts==<br />
{{Infobox-Model<br />
| name = Watts2<br />
| base = Small<br />
| spd = 6<br />
| str = 4<br />
| mat = 5<br />
| rat = 8<br />
| def = 14<br />
| arm = 11<br />
| cmd = 7<br />
| hp = 5<br />
}}<br />
<br />
===Abilities=== <br />
* {{Gunfighter}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Magelock Rifle|14|10|<br />
*{{Attack Type}}<br />
**{{Black Penny}}<br />
**{{Brutal Damage}}<br />
**{{Grievous Wounds}}}}<br />
|}<br />
<br />
==Ryan==<br />
{{Infobox-Model<br />
| name = Ryan2<br />
| base = Small<br />
| spd = 6<br />
| str = 4<br />
| mat = 5<br />
| rat = 8<br />
| def = 14<br />
| arm = 11<br />
| cmd = 7<br />
| hp = 5<br />
}}<br />
<br />
===Abilities=== <br />
* {{Gunfighter}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Magelock Pistol (x2)|10|10|<br />
*{{Attack Type}}<br />
**{{Black Penny}}<br />
**{{Brutal Damage}}<br />
**{{Shadow Fire}} }}<br />
|}<br />
<br />
==Theme Forces==<br />
* '''''Mercenary<br />
** {{Llaelese Resistance}}. They gain [[Sniper]] in this theme.<br />
** {{Steelies}}<br />
** {{The Irregulars}}<br />
<br />
* '''''Cygnar<br />
** {{si|Flame in the Darkness}}<br />
** {{Gravediggers}}<br />
** {{Heavy Metal}}<br />
** {{Sons of the Tempest}}. They gain [[Pistoleer]] in this theme. Also Caine can upkeep spells for free on [[Gun Mage]] models (including his own unit).<br />
** {{Storm Division}}. They gain [[Immunity: Electricity]] in this theme.<br />
<br />
==Recent Changes==<br />
2021.10 Mega Update<br />
* +4 WJP<br />
* Lost [[Locomotion]]<br />
* Flicker now affects all battlegroup models (instead of just his unit).<br />
* Gained [[Synergistic Magic]]<br />
* Caine and his unit gained the [[Gun Mage]] tag.<br />
* As a Gun Mage, in [[Sons of the Tempest]] theme they gain Pistoleer and can upkeep spells for free on Gun Mages. As Caine's spells don't target friendly models this second part is fairly moot<br />
<br />
=Thoughts on Caine3= <br />
{{Recent Change}}<br />
===Caine3 in a nutshell=== <br />
Caine's Hellslingers is a warcaster unit comprised of the Caine we all know and love, and two members of the [[Black 13th Strike Force]]. This incarnation of Caine is a ranged battlegroup caster who wants as many warjack shots going down range each turn as possible. Caine3 is both a Mercenary and Cygnar warcaster. He is considered questionable in Mercenaries because Mercenaries have no cheap ranged warjacks to compare to Cygnar's [[Charger]]. In Cygnar he definitely feels right at home compared to mercs because he synergizes well with Heavy Metal. However, there are better casters for Heavy Metal, like [[Nemo3]] or [[Sloan]], so he's never seen competitively. Caine3 in Cygnar forces has the added benefit from the [[Squire]] and [[Arlan Strangewayes]], which boost his focus output. Caine taken in a merc force has to stick to the [[Galleon]] and [[Swabber]] plus [[Ace]]. Caine's Hellslingers are built around a massive alpha strike with serious assassination potential and will either kill the opposing caster, wipe out huge portions of the opposing army on the feat turn, or lose quickly thereafter. He made a very brief splash when he came out before becoming fairly obsolete due to his limited tools.<br />
<br />
===Feat thoughts===<br />
Caine3's feat is essentially [[Synergy]] but for ranged weapons. As with Synergy, the key things are: it goes up when ''other'' models hit, and it goes up per ''model'' that hits (not per ''attack'' that hits).<br />
<br />
Normal feat usage goes: activate the Hellslingers, declare feat, shoot with Ryan and Watts (which, if they both hit, will put Caine at +2/+2), then shoot with Caine last. Once they're done, you start activating warjacks who are now at +3/+3.<br />
<br />
One decision you have is whether to shoot with Watts first (which will give Ryan two attacks at +1/+1) or shoot with Ryan first (in case the first shot misses, you get a second chance to start the Whirlwind chain). Rule of thumb: <br />
* If you need <5 to hit, you've good odds even if you start with Watts.<br />
* If you need 6-7 to hit, you should probably start with Ryan if you really want the full bonus for Caine.<br />
* If you need 8+ to hit, you should definitely start with Ryan.<br />
<br />
===Spell thoughts===<br />
* '''Calamity''' is a fairly common spell for Caine to cast, once he has accumulated some Power Tokens. Using Witch Mark to land it keeps him 2" further back than the spell's range, but still puts him forward with low focus. This spell makes everything better, but it's fraught with risk.<br />
* '''Flicker''' is normally used to keep Caine safe(ish) at the end of the turn by moving him (and his two accomplices) behind a solid obstacle, but can also be used to extend the assassination threat to 21 inches or put his unit into position for his feat. It also can set up your jacks, including taking them out of melee to avoid them being jammed.<br />
* '''Mage Sight''' lets you shoot things you otherwise couldn't. When you need it, it's really useful. This spell prevents him from being totally worthless against armies with stealth and clouds.<br />
<br />
===Synergistic Magic===<br />
This is a pretty big thing for Caine. As a ranged caster, it's pretty easy for him to acquire Synergistic Magic tokens from turn 2 onwards. By getting hold of them, he has far more options for handing out Focus or casting Calamity on his Feat turn. This ultimately translates into more damage or more survivability (because you can keep more Focus) for Caine and more damage output for his Battlegroup. Since neither Calamity or Mage Sight can be upkept for free in Sons of the Tempest, it also gives him some headroom on all turns to keep using his Focus for his protection or damage output.<br />
<br />
===Drawbacks & Downsides=== <br />
* Ryan and Watts have a much lower DEF than Caine. If your opponent can target them with a unit-wide debuff spell (such as [[Freezing Grip]]), Caine can end up being vulnerable.<br />
* Caine is lacking defensive tech and doesn't have a great range. Unlike his first and second incarnations, he lacks spells to teleport far away after shooting, lacks Caine2's true sight and Heightened Reflexes, and cannot increase his DEF. In other words, he's more vulnerable than his other versions.<br />
* He has to use most if not all his focus each turn to be effective.<br />
* Any army with strong ranged defense is going to mitigate your effectivness.<br />
* He depends heavily on Calamity and simply doesn't have the focus to cast it AND run a large battlegroup. Yet his feat demands you bring a large battlegroup or else he has a lousy feat. Army composition is a tricky proposition.<br />
* Due to character restrictions you cannot bring either [[Caine0]] for cheap source of Fire for Effect, or the [[Black 13th]]<br />
<br />
===Tricks & Tips=== <br />
* The strongest Caine3 armies usually have a bunch of Chargers and often a Hurricane. They are always in the Heavy Metal theme list for a free [[Arlan Strangewayes]] and [[Squire]] to get two extra focus. If the opposing caster starts the turn in range of enough of your guns, they're probably dead as line of sight is only an issue if a building is in the way.<br />
* [[Boomhowler2]] can grant his unit Reposition 3" allowing him to back off to safety.<br />
* Damage buffs are worth their weight in gold with Caine and Company. Caine is a POW 12, his cohorts are POW 10. But apply a damage buff and Caine is suddenly POW 14 and his goons POW 12 or higher. Consider taking [[Lieutenant Bastian Falk]] or [[ Lady Aiyana & Master Holt ]] with [[Captain Jonas Murdoch]] if played in Cygnar rather then as a Mercenary. [[ Ragman ]] brings Dark Shroud, Caine's companions have Black Penny thus allowing them to shoot targets in melee without suffering the penalty. [[ Hermit ]] is also worth looking at. Flavor to taste.<br />
<br />
=List Building Advice - Cygnar=<br />
===Strategy===<br />
[[File:Ace WEB.jpg|thumb|[[Ace]] is Caine's pet warjack that he can take in any theme.]]<br />
Caine's army support is very poor because his feat is very strong. His army should be built to maximize the effectiveness of his feat turn because if that doesn't inflict massive damage or kill the opposing caster, he's in rough shape. If an enemy warcaster wanders within 21" of Caine, they are in your kill zone, but he is going to need alot of focus. The best warjack for him to use is probably the [[Charger]]. His most dangerous lists are Heavy-Metal with all the Chargers you can fit, though the Hurricane is also popular. Caine and his unit start the Synergy chain and he will cast Mage Sight, Flicker, Calamity or allocate depending on what is needed to maximize the feat. His battlegroup should then inflict maximum damage on the opposing army. The feat turn generally results in either: 1.) a massive attrition swing for Caine, 2.) a dead enemy caster, 3.) leaves Caine very vulnerable and he gets killed, or 4.) it fails to inflict enough damage to matter. Post-feat, Caine is hanging his hat on Calamity to mop up whatever's left.<br />
<br />
===Cygnar Theme Thoughts===<br />
{{Header|Support Models - Various Themes}}<br />
Caine likes these models, which are grouped here because they can go in 3+ themes.<br />
* [[Journeyman Warcaster]] - Caine and Co. are super squishy, and Arcane Shield helps bump their arm up to "no longer fearing blast damage". Don't be fooled, they are still squishy with +3 ARM.<br />
** Watch out, Junior's 'jack doesn't benefit from the feat!<br />
* [[Captain Arlan Strangewayes]] - Caine will probably have a lot of 'jacks running around, so extra focus is always helpful.<br />
* [[Squire]] - Caine is focus strapped, squire gives focus, a boost to control range, and a free re-roll should you miss with Calamity.<br />
* [[Rangers]] (Gravediggers and Sons of the Tempest) - You're going to be doing a lot of shooting, and +2 RAT is always helpful, ensuring that basically everything will only miss on a double 1.<br />
<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
As mentioned above, this should be Caine's preferred theme when playing as a Cygnarian.<br />
* [[Thunderhead]] - Thunderhead's Energy Pulse is considered a ranged attack, and so will fully benefit from the feat bonus. A very expensive warjack, but a great option if you absolutely have to kill everything that comes close to it. He does gobble focus when shooting, and Caine is almost always running on empty.<br />
* [[Archduke Alain Runewood]] - He can give Caine and his compatriots Pathfinder and can stand them up if knocked down. Pathfinder is VERY useful for his Caine's unit.<br />
<br />
{{Header|[[Storm Division]]}}<br />
<br />
* [[Storm Lances]] - Storm Lances love a DEF and ARM debuff, making their guns RAT 7 POW 14s and all of the Electroleaps POW 12s. Add in Laddermore and a [[Firefly]] for it to get REALLY ridiculous.<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
* [[Trencher Infantry]] - Trenchers are strong independent units that don't need a warcaster to support them, which is good, since Caine has little to offer them. Calamity can help their middling offensive potential actually threaten unbuffed heavies. Caine will be very vulnerable as he's casting his spells, and so he greatly appreciates the cloud templates that they bring. They can also help reload any Grenadiers you might be bringing!<br />
* [[Grenadier]] - With Trenchers, that's three AOE shots per turn from a light jack. <br />
* [[ Lady Aiyana & Master Holt ]] with [[ Captain Jonas Murdoch ]] - Aiyana's Kiss of Lyliss Bring Caine and Co's Damage output up.<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
<br />
* [[Gun Mage Captain Adept]] - Flare can help keep Caine from having to spend resources to cast mage sight and more shadow fire means you can strike at the squishy stuff hiding in the back, further if the Captain Adept is providing Shadow Fire, Ryan doesn't have to. [[Veteran Leader]] makes them all more accurate and helps ensure those key early Feat turn shots hit their mark.<br />
* [[ Lieutenant Bastian Falk ]] - as the only theme that allows you to take Falk1 you really shouldn't leave him behind as his Rune Marked is almost a mandatory bring.<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Hermit]] - What's better than a 5 point arm swing? A 7 point arm swing! If you can line it up right, it means that Chargers can hit at an effective POW 19 (+3 POW for feat, -2 Arm for Calamity, -2 Arm for Master of Ruin). Him Mad Visions also protects Caine from death once, so that might save you from an enemy assassination.<br />
* [[ Rhupert Carvolo, Piper of Ord ]] - Can give Caine and Co. Concealment, Tough, or Pathfinder.<br />
* [[ Death Archon ]] - Caine and Friends keep him full up on Corpse Tokens, He applies Mortal Fear and helps keep Caine and Friends alive. Caine's Friends also have Black Penny making the Archon an interesting engagement piece as they can ignore the in melee penalties of finishing off what it didn't kill.<br />
* [[ Morrowan Archon ]] - Blinding Radiance makes Caine essentially Def 19, his buddies Def 16, and gives them a shield guard.<br />
* [[ Gorman di Wulfe, Rogue Alchemist ]] or [[ Hutchuk, Ogrun Bounty Hunter ]] can apply Rust to enemy warjacks giving Caine and Co. access to a damage buff against jacks. They also come with a couple other nifty abilities, like Black Oil and Quake<br />
<br />
===Cygnar Battlegroup ===<br />
* [[Ace]] - Ace is bonded to Caine, so they can go together in any theme. <br />
* [[Cyclone]] - With Calamity and feat turn, a Cyclone can push up to 6 RAT 11 POW 17 shots! The Cyclone is the most cost effective warjack for Caine3 in terms of sheer firepower.<br />
* [[Charger]] - 1 focus - 2 full boosted POW 17 shots (feat + Calamity). More reliable than a Cyclone and you can bring a ton of them.<br />
* [[Hunter]] - Armor Piercing Pow 11 shots (feat + Calamity). A good thing to keep in mind is that Armor Piercing is calculated from the BASE stat. With full Synergy and aim you are unlikely to need a boost on attack letting you boost damage and making these very cost efficient.<br />
* [[Sentinel]] - Generally there to catch a bullet for the Hellslingers.<br />
* [[Minuteman]] - Ha two POW 17 shots. 19 with Calamity! Ouch!<br />
* [[Hurricane]] - Between Caine's feat, a [[Firefly]] and Calamity, you have the equivalent of POW23 Storm Emitters.<br />
<br />
=List Building Advice - Mercenary=<br />
===Strategy===<br />
His strategy remains largely unchanged, it's just the tools he uses to achieve it that change.<br />
<br />
===Mercenary Theme Thoughts===<br />
{{Header|[[Irregulars]]}}<br />
<br />
Irregulars has the most ARM debuffs, but less focus support than Soldiers of Fortune.<br />
<br />
* Units<br />
** Caine3 does nothing to help units beyond Calamity, which helps just about all the Merc units equally. <br />
** [[Kayazy Eliminators]] are excellent for getting around and keeping him in scenario if needed.<br />
** [[Idrian Skirmishers]] are also notable as a self sufficient unit that can shoot down heavies when calamity is stacked with their prey bonus. Same goes for [[Croes]]. <br />
<br />
* Solos<br />
** [[Orin Midwinter]] - He keeps Caine from getting assassinated by spells.<br />
** [[Gorman]] - He can put a cloud in front of Caine so he doesn't get killed. He also provides extra utility with his bombs.<br />
** [[Reinholdt, Gobber Speculator]] - You have two great spellstorm pistols and you really want to shoot them as much as possible.<br />
** [[Alexia2]] - Her Thralls are much scarier at MAT 8, POW 12.<br />
** [[Boomhowler2]] - He gives him Reposition 3", which is extremely important for staying safe.<br />
** [[Hermit of Henge Hold]] - Same as in the cygnar section above, and he can also get further up the table with Boomhowler2's help.<br />
** [[Widget]] - She gets you a free shot every turn.<br />
** [[Crosse1]] - Sets up Backstab for Croes and also turns of Shields. He can also contribute with two Backstab Hand Cannon shots every turn.<br />
<br />
{{Header|[[Llaelese Resistance]]}}<br />
Llaelese Resistance might appear to be a tempting choice for Caine3 so he can get the Choir to buff his jacks, but the list lacks focus efficiency. He and his units gain Sniper here, so he can collect toekns from SWI with ease.<br />
<br />
* Units<br />
** You probably want the [[Choir of Menoth]] to further increase the damage output of his ranged jacks or keep them safe from incoming fire.<br />
** The other pick should be something self-sufficient, speedy and hard-hitting like [[Exemplar Vengers]]. [[Exemplar Errants]]' command attachment now provides an accuracy buff and are worth considering as well.<br />
** [[Rangers]] - See the Cygnar Section above.<br />
* Solos<br />
** Of the solos mentioned above, these can be taken in the Resistance: [[Gorman]], [[Taryn]], [[Ragman]], [[Reinholdt]]. You can also take the Menite, Morrowan or Thamarite Archons, all of which are self-sufficient, hard to kill, and enjoy Calamity.<br />
*** Mentie Archons can also be used effectivle with a [[Blockader]], buffing the damage of his spray. With two powerful initials they also make good use of calamity.<br />
<br />
{{Header|[[Soldiers of Fortune]]}}<br />
<br />
Soldiers of Fortune provides the best focus support and the most assassination potential with bulldozing cavalry and power lifter tricks, but has no ARM debuffs besides besides Rust Bomb, which makes Calamity all the more valuable here. Even Halberdiers will do work on a charge against a Calamity target. Ironheads, Empower, Bulldoze and Mark Target let Caine play selfishly as a super solo, which is what he wants to do most.<br />
<br />
* [[Alexia2]] is a great solo that turns fallen Halberdiers into Mark Target beacons<br />
* [[Steelhead Arcanist]] - He provides [[Empower]] for a bit more warjack focus efficiency. And Bombshell can strip a cloud if you don't want to spend focus on mage Sight for that. How many you want depends on your jack loadout. Ace and Rocinante as a pair for example only need power up and one empower for maximum performance, a Galleon will like two, Ace and Galleon can make use of three.<br />
* [[Steelhead Ironhead]] - Threat ranges are nice to play with. You'll want at least one, so he can bully the board with gunfire.<br />
* [[Steelhead Halberdiers]] - These guys are excellent and cheap. Especially so when backed by [[Sergeant Nicolas Verendrye]] and come with enough bodies to make use of Calamity.<br />
* [[Boomhowler2]] - Repo on a stick is pretty important to Caine.<br />
* [[Rocinante]] is a dream come true for any caster that focuses on ranged jacks. Guard Dog pushes his DEF to insane levels as well. Though only has one shot to take advantage of the feat, but it's an AOE shot, so it hits multiple targets at once.<br />
* [[Steelhead Heavy Cavalry]] provide Bulldozw, which sets up things for him to shoot and [[Stannis Brocker]] provides Tactician so they can charge through each other and Halberdiers. With Calamity and Flank they also crack ARM reasonably well.<br />
<br />
<br />
===Mercenary Battlegroup ===<br />
* [[Ace]] is his pet warjack so he can take it in any theme, ''even though'' Ace is a Cygnar warjack. Note that Ace will ''remain'' a Cygnar warjack in every Mercenary army except the [[Llaelese Resistance]].<br />
* [[Galleon]] - The Galleon is a possible pick. If you roll 2 shots on his feat turn, that's too bad. Your best bet is to bring Dougal for Double Powder Ration, hope you roll high for everything and catch the opposing caster within 21". Incidentally, Bart's Galleon puts out Caine3 feat levels of damage every turn and is ARM 22 to boot.<br />
* [[Swabber]] - Two guns, the second one having a drag effect attached. Shield Guard also helps, and the Swabber is tough. It's just a bit pillow fisted so you need to bring something else to actually finish off enemy heavies. It also brings survivability in the form of Lash and Girded. It is hampered by its short range. Dougal can help with this in Irregulars.<br />
* [[Vanguard]] - While not ordinarily known for its ranged presence, it's a cheap merc jack with a gun that deals damage. Shield guards are helpful for the Galleon and Caine himself.<br />
* [[Swashbuckler]] is the cheapest jack with a gun in mercs, but it isn’t much to write home about.<br />
* [[Mariner]] - It's 2 points cheaper than Rocinante and shoots a bit further. Still not what Caine's going for.<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in [[Forces of Warmachine: Cygnar Command]] (2017).<br />
* This is Caine's incarnation after he left the Cygnaran Reconnaissance Service and the Cygnaran Army for good. He directly disobeyed his superior, Scout General Rebald, the head of CRS. Caine was tasked with hunting down Vinter's bastard son Julius for over a decade, but when he finally had a perfect opportunity for assassination he passed due to actually having a conscience. He then quit due to Rebald unscrupolus nature, after delivering Julius to Leto. Why he would still be allowed to command Cygnaran forces has not yet been explained as he is currently wanted dead by Rebald.<br />
<br />
===Warjacks he can take===<br />
When the Hellslingers are included in a '''Cygnar army''' Caine has access to the full range of Cygnar warjacks, but he cannot include ''any'' Mercenary warjacks in his battlegroup.<br />
<br />
When the Hellslingers are included in a '''Mercenary army''' Caine has to choose from the "Human" Mercenary warjacks shown below, but he cannot include ''any'' Cygnar warjacks in his battlegroup.<br />
<br />
Either way, he can always take his pet warjack [[Ace]]. Note however, that although Partisan makes Caine swap Factions, Ace remains a Cygnar model in all armies except the Llaelese Resistance. <br />
{{Index Mercenary Warjacks|Hide_text=}}<br />
<br />
===Other Faction models===<br />
{{Index Cygnar}}<br />
{{Index Mercenary}}<br />
<br />
===Video Battle Reports ===<br />
* Cygnar<br />
** [https://youtu.be/qYrprNKIwwI 2018.08 Feat Fetish] 75 points vs [[Kallus2]]<br />
* Mercs<br />
** None yet<br />
* {{VBR}}<br />
<br />
===Rules Clarifications===<br />
{{RCbox2<br />
|Name=Caine3<br />
|list=* For his Feat, Reap the Whirlwind, refer to the [[Template: RC Synergy| Synergy clarifications]] - it's essentially the same rule and rule interactions.<br />
* You cannot include the [[Black 13th]] in his army, due to character restrictions with Watts and Ryan. ('''[http://privateerpressforums.com/showthread.php?268879-Caine3-and-Black-13th&p=3813721&viewfull=1#post3813721 Locked thread]''')<br />
}}<br />
{{RC Ace & Caine3}}<br />
<br />
{{RC Attack Type}}<br />
{{RC Witch Mark}}<br />
{{RC Blast}}<br />
{{RC Black Penny}}<br />
{{RC Reload}}<br />
<br />
{{RC Warcaster Unit}}<br />
{{RC Partisan|Cygnar}}<br />
{{RC Gunfighter}}<br />
{{RC Officer}}<br />
{{RC Synergistic Magic}}<br />
<br />
{{RC Calamity}}<br />
{{RC Flicker}}<br />
{{RC Mage Sight}}<br />
<br />
{{RC Brutal Damage}}<br />
{{RC Grievous Wounds}}<br />
{{RC Shadow Fire}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Iron_Lich_Overseer&diff=108834Iron Lich Overseer2022-05-22T11:48:39Z<p>Abratzas: /* Combos & Synergies */</p>
<hr />
<div>{{Cryxbox<br />
|n={{Iron Lich}} Overseer<br />
|{{Cryx}} {{Solo}} - ('Jack Marshal)}} [[Category: Model]]<br />
<br />
''The first overseers were created in the aftermath of the annihilation of Drer Drakkerung, when the Orgoth war witches unleashed unparalleled destruction upon the Cryxian army. The lich lords left no tool to decay, no matter how badly damaged. This included powerful necromancers who had suffered massive physical and mental trauma but were not entirely destroyed. Because of their unique skills and arcane talents a method was found to preserve them. The restructured liches are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation, and in time these competing personalities merge into a single mind - undeniably insane, but with heightened awareness as well as amplified cognitive and arcane powers.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = IronLichOverseer.jpg<br />
| base = Medium<br />
| spd = 6<br />
| str = 7<br />
| mat = 6<br />
| rat irrelevant <br />
| ma = 7<br />
| def = 14<br />
| arm = 16<br />
| cmd = 9<br />
| hp = 8<br />
| cost = 3<br />
| fa = 2<br />
}}<br />
<br />
===Abilities===<br />
* {{Jack Marshal}}<br />
* {{Undead}}<br />
* {{Circular Vision}}<br />
* {{Drive Dark Shroud}} <br />
* {{Magic Ability|7}}<br />
* {{Soul Harvest}}<br />
** {{Soul-Powered}}<br />
** {{Strength of Death}}<br />
<br />
===Weapons===<br />
{|class="wikitable"<br />
{{Melee|Fell Staff|2|5|12|<br />
* {{Magical Damage}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Cloak of Darkness}}<br />
{{Dark Fire Attack}}<br />
}}<br />
<br />
===Theme Forces===<br />
* '''''Cryx<br />
** {{Black Industries}}<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Mortenebra]] is leading the army.<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -2 points<br />
* Swapped [[Soul Cage]] for Soul Harvest<br />
* Soul Harvest is the same, except it also lets the ILO gather souls from models that its warjack kills, if that warjack is in its command range<br />
<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
{{Recent Change}}<br />
==={{PAGENAME}} in a nutshell=== <br />
The Iron Lich Overseer is a jack marshal that provides Dark Shroud for whichever jack he's currently marshaling for some serious hitting power.<br />
<br />
If that is all you want from him that is fine but he is so cheap to take even without a Warjack that you can't overlook his durable frame or his combat potential. However he does like a Warjack if points allow.<br />
<br />
===Combos & Synergies===<br />
'''Jacks to Marshal'''<br />
* [[Seether]] - it's unusual to recommend marshaling a heavy, but the Seether gets to charge for free which means you can always use the Crush jack marshal ability. That's effectively three P+S=21 attacks and one P+S=18, all at MAT 8. Even more if it [[Berserk|Berserks]]. The down side to this is the fact that all of the downsides of Uncontrollable Rage still apply when jack marshalling and the IOL has absolutely no way to mitigate those. Also the Setther hardy has a problem hitting things hard, so the drive and Crush! are pretty much overkill.<br />
* [[Slayer]] - the pocket heavy with Crush has three attacks at P+S 20 and one at P+S 16. Not bad for the cost.<br />
* [[Inflictor]] - It can do what a slayer does while protecting it's marshal and giving a bigger dark shroud bubble.<br />
* [[Shrike]] - it's cheap, high DEF, and its trample really can get places to set up the Dark Shroud. Alas it can't exploit Dark Shroud while Trampling. Cloak Of Darkness can help it reach the objective without being shot. <br />
* [[Harrower]] - against the right foe the Harrower can do absurd damage thanks to a full stack of souls and the jack marshal bonuses. But the wrong foes or the enemy sniping your Soul Takers will make this a waste of points.<br />
<br />
'''Other Synergies'''<br />
* [[Warwitch Siren]] - Empower lets you use the Crush drive for an extra attack and +2 to all damage rolls rather than be stuck with +2 to hit on your charge attack.<br />
* [[Black Ogrun Ironmongers]] - Curse helps your Warjack hit.<br />
* [[Scaverous]] - If you are a big fan of the Overseether package, Scaverous provides TK to help mitigate Uncontrollable Rage. His feat lets the IOL fire of a fully boosted Dark Fire.<br />
<br />
===Drawbacks & Downsides=== <br />
* Cloak of Darkness is a {{Star Action}}, which means you can't use it after running or charging. Thus if you want the ILO and its jack to be stealthed, you're moving across the field at a snail's pace. <br />
* Cloak of Darkness would be okay on a ranged jack, but the only ranged jacks that Cryx have are heavies, expensive, and focus-hungry. Tying them to a jack marshal just isn't good sense.<br />
* On the other hand melee jacks benefit the most from the Crush! order, which requires focus or a free charge to use over Hurry! Since Cryx does not have access to Boundless Charge, you need to either run a Seether or have Warwitch Sirens on duty.<br />
* Lots of stuff can ignore stealth.<br />
<br />
===Tricks & Tips=== <br />
* Since the Overseer has a medium base, keep it screened by bone/helljacks or medium-based infantry like [[Bloodgorgers]] or the [[Black Ogrun Boarding Party]].<br />
* Maintain Cloak of Shadows to lessen incoming fire and when the enemy is dealing with the Overseer's marshaled 'jack; otherwise, torment infantry with Dark Fire.<br />
<br />
<br />
=Other=<br />
===Trivia=== <br />
* Released in [[Wrath|Warmachine: Wrath]] (2011).<br />
* The model looks somewhat like a Quintesson from the Transformers universe.<br />
* Nicknames: ILO; Overseether (if you attach a Seether).<br />
<br />
===Other Cryx models===<br />
{{Index Cryx}} <br />
<br />
===Rules Clarifications===<br />
{{RC Jack Marshal}}<br />
{{RC Undead}}<br />
{{RC Circular Vision}}<br />
{{RC Drive Dark Shroud}} <br />
{{RC Magic Ability}}<br />
{{RC Soul Harvest}}<br />
{{RC Soul-Powered}}<br />
{{RC Strength of Death}}<br />
<br />
{{RC Magical Damage}} <br />
<br />
{{RC Cloak of Darkness}}<br />
{{RC Dark Fire}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Iron_Lich_Overseer&diff=108833Iron Lich Overseer2022-05-22T11:44:20Z<p>Abratzas: /* Drawbacks & Downsides */</p>
<hr />
<div>{{Cryxbox<br />
|n={{Iron Lich}} Overseer<br />
|{{Cryx}} {{Solo}} - ('Jack Marshal)}} [[Category: Model]]<br />
<br />
''The first overseers were created in the aftermath of the annihilation of Drer Drakkerung, when the Orgoth war witches unleashed unparalleled destruction upon the Cryxian army. The lich lords left no tool to decay, no matter how badly damaged. This included powerful necromancers who had suffered massive physical and mental trauma but were not entirely destroyed. Because of their unique skills and arcane talents a method was found to preserve them. The restructured liches are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation, and in time these competing personalities merge into a single mind - undeniably insane, but with heightened awareness as well as amplified cognitive and arcane powers.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = IronLichOverseer.jpg<br />
| base = Medium<br />
| spd = 6<br />
| str = 7<br />
| mat = 6<br />
| rat irrelevant <br />
| ma = 7<br />
| def = 14<br />
| arm = 16<br />
| cmd = 9<br />
| hp = 8<br />
| cost = 3<br />
| fa = 2<br />
}}<br />
<br />
===Abilities===<br />
* {{Jack Marshal}}<br />
* {{Undead}}<br />
* {{Circular Vision}}<br />
* {{Drive Dark Shroud}} <br />
* {{Magic Ability|7}}<br />
* {{Soul Harvest}}<br />
** {{Soul-Powered}}<br />
** {{Strength of Death}}<br />
<br />
===Weapons===<br />
{|class="wikitable"<br />
{{Melee|Fell Staff|2|5|12|<br />
* {{Magical Damage}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Cloak of Darkness}}<br />
{{Dark Fire Attack}}<br />
}}<br />
<br />
===Theme Forces===<br />
* '''''Cryx<br />
** {{Black Industries}}<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Mortenebra]] is leading the army.<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -2 points<br />
* Swapped [[Soul Cage]] for Soul Harvest<br />
* Soul Harvest is the same, except it also lets the ILO gather souls from models that its warjack kills, if that warjack is in its command range<br />
<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
{{Recent Change}}<br />
==={{PAGENAME}} in a nutshell=== <br />
The Iron Lich Overseer is a jack marshal that provides Dark Shroud for whichever jack he's currently marshaling for some serious hitting power.<br />
<br />
If that is all you want from him that is fine but he is so cheap to take even without a Warjack that you can't overlook his durable frame or his combat potential. However he does like a Warjack if points allow.<br />
<br />
===Combos & Synergies===<br />
'''Jacks to Marshal'''<br />
* [[Seether]] - it's unusual to recommend marshaling a heavy, but the Seether gets to charge for free which means you can always use the Crush jack marshal ability. That's effectively three P+S=21 attacks and one P+S=18, all at MAT 8. Even more if it [[Berserk|Berserks]]<br />
* [[Slayer]] - the pocket heavy with Crush has three attacks at P+S 20 and one at P+S 16. Not bad for the cost.<br />
* [[Inflictor]] - it can do what a slayer does while protecting it's marshal and giving a bigger dark shroud bubble.<br />
* [[Shrike]] - it's cheap, high DEF, and its trample really can get places to set up the Dark Shroud. Alas it can't exploit Dark Shroud while Trampling. Cloak Of Darkness can help it reach the objective without being shot. <br />
* [[Harrower]] - against the right foe the Harrower can do absurd damage thanks to a full stack of souls and the jack marshal bonuses. But the wrong foes or the enemy sniping your Soul Takers will make this a waste of points.<br />
<br />
'''Other Synergies'''<br />
* [[Warwitch Siren]] - Empower lets you use the Crush drive for an extra attack and +2 to all damage rolls rather than be stuck with +2 to hit on your charge attack.<br />
* [[Black Ogrun Ironmongers]] - Curse helps your Warjack hit.<br />
<br />
===Drawbacks & Downsides=== <br />
* Cloak of Darkness is a {{Star Action}}, which means you can't use it after running or charging. Thus if you want the ILO and its jack to be stealthed, you're moving across the field at a snail's pace. <br />
* Cloak of Darkness would be okay on a ranged jack, but the only ranged jacks that Cryx have are heavies, expensive, and focus-hungry. Tying them to a jack marshal just isn't good sense.<br />
* On the other hand melee jacks benefit the most from the Crush! order, which requires focus or a free charge to use over Hurry! Since Cryx does not have access to Boundless Charge, you need to either run a Seether or have Warwitch Sirens on duty.<br />
* Lots of stuff can ignore stealth.<br />
<br />
===Tricks & Tips=== <br />
* Since the Overseer has a medium base, keep it screened by bone/helljacks or medium-based infantry like [[Bloodgorgers]] or the [[Black Ogrun Boarding Party]].<br />
* Maintain Cloak of Shadows to lessen incoming fire and when the enemy is dealing with the Overseer's marshaled 'jack; otherwise, torment infantry with Dark Fire.<br />
<br />
<br />
=Other=<br />
===Trivia=== <br />
* Released in [[Wrath|Warmachine: Wrath]] (2011).<br />
* The model looks somewhat like a Quintesson from the Transformers universe.<br />
* Nicknames: ILO; Overseether (if you attach a Seether).<br />
<br />
===Other Cryx models===<br />
{{Index Cryx}} <br />
<br />
===Rules Clarifications===<br />
{{RC Jack Marshal}}<br />
{{RC Undead}}<br />
{{RC Circular Vision}}<br />
{{RC Drive Dark Shroud}} <br />
{{RC Magic Ability}}<br />
{{RC Soul Harvest}}<br />
{{RC Soul-Powered}}<br />
{{RC Strength of Death}}<br />
<br />
{{RC Magical Damage}} <br />
<br />
{{RC Cloak of Darkness}}<br />
{{RC Dark Fire}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Aeternae&diff=108703Aeternae2022-05-08T08:05:56Z<p>Abratzas: /* Drawbacks & Downsides */</p>
<hr />
<div>{{Retbox|{{Retribution}} {{Vyre}} {{Heavy Warjack}} }} [[Category: Model]]<br />
<br />
''The Aeternae myrmidon was manufactured by House Vyre at the behest of House Ellowuyr as compensation for an unknown agreement. Aeternae myrmidons feature some of the latest Vyre innovations in warjack weaponry. They wield a pair of Distortion Voulges, massive bladed weapons that cause their enemies to reverberate with arcane energy and be repelled with each successful blow.<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = Aeternae.jpg<br />
| base = Large<br />
| spd = 5<br />
| str = 11<br />
| mat = 6<br />
| rat = 6<br />
| def = 12<br />
| arm = 19<br />
| hp = 30<br />
| cost = 16<br />
| fa = U<br />
}}<br />
<br />
{{Warjack}}<br />
<br />
=== Abilities=== <br />
* {{Construct}}<br />
* {{Accumulator|Ellowuyr}}<br />
<br />
===Weapons=== <br />
{|class="wikitable"<br />
{{Ranged-loc|Shatter Cannon|14|8|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Armor Piercing}} }}<br />
{{Melee-loc|Light Distortion Voulge|2|4|15|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Beat Back}} }}<br />
{{Melee-loc|Heavy Distortion Voulge|2|6|17|loc=Left|<br />
* '''Damage Type: Magical'''<br />
* '''Beat Back''' }}<br />
|}<br />
<br />
===Theme Forces===<br />
* {{Defenders of Ios}}<br />
* {{Forges of War}}. In this theme this model gains [[Shield Guard]].<br />
* {{Legions of Dawn}}. '''(1)''' In this theme this model can ignore friendly [[Dawnguard]] models when determining LOS, and it can advance through friendly Dawnguard models if it has enough movement to move completely past them. '''(2)''' If someone [['Jack Marshal]]s this model in this theme, it gains [[Flank]] [Dawnguard].<br />
* {{Shadows of the Retribution}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -1 points cost<br />
* Added to Forges of War<br />
<br />
=Thoughts on {{PAGENAME}}=<br />
==={{PAGENAME}} in a nutshell=== <br />
Aeternae warjacks are heavy-hitting Vyre-style warjacks with a powerful armor-piercing ranged attack. They work well with any warcaster in the Faction but in particular have good synergy with warcasters that can amplify the power of their Shatter Cannon, such as [[Lord Arcanist Ossyan]].<br />
<br />
It obviously loves working with its brethren in house Ellowuyr because of [[Accumulator]] but with [[Arcanist]]s in faction it’s not an essential pairing and it does still have game outside of [[Defenders of Ios]].<br />
<br />
The are excellent jacks who will more often than not justify their steep price tag, thanks to their excellent damage output at range and in melee. With a bit of protection they trade favourably into most other heavies and are also able to clear some infantry thanks to two initials and Beat Back. They are also a huge threat to casters and warlocks if they ever get in gun range.<br />
<br />
===Combos & Synergies===<br />
* Anything [[Ellowuyr]] - This pushes it towards the Defenders of Ios theme force. But [[Thyron]] and [[Falcir]] can carry the tag to other themes as well.<br />
* [[Thyron1]] in particular loves a 2" reach heavy jack for Field Marshal Side Step and it accumulates off him.<br />
* [[Kaelyssa]] - Phantom Hunter makes them a big problem for the opponent, because they can no longer screen their heavies from the Aeternae's Armor Piercing shots. Add in Dispel shots to strip ARM buffs messing with AP damage calculation, the feat and Refuge to stop them from getting engaged, and Blurred Ellowuyr Swordsmen to screen them and Accumulate from and she can comfortably run up to four Aeternae.<br />
* [[Ossyan]] polishes ranged models second to none. On feat turn the gun can be very devastating.<br />
* [[Goreshade4]] and [[Issyria]] have ways to mitigate Stealth. Issyria also makes it faster, gives it another shot with Ancilliary attack and her feat gives it super-S&P on all of it's attacks.<br />
* [[Elara1]] - Ghostly and Speed of Death hare great on pretty much any jack. It's an expensive package though.<br />
* [[Elara2]] - Stealth Mitigation and hit fixing, a Speed buff and Scything Touch for extra melee oomph. Oh and 2" reach with Retaliatory Strike is just gravy on top.<br />
* [[Ravyn]] - Aeternae appreciate Open Fire and her feat, and she needs a high damage jack to do the heavy lifting for her.<br />
* [[Arcanist Mechanik]]s have a damage buff and extra focus for it. If you have three of them you can even top of an Aeaternae completely and still give it the damage buff thanks to Accumulator.<br />
<br />
===Drawbacks & Downsides===<br />
* It’s premium price tag<br />
* Shield guards can seriously mess up a single powerful shot.<br />
* It's main claims to fame are 2" reach on both melee weapons, Accumulator and having a devastating long range gun. If It's melee prowess you want, you are better served with a [[Manticore]] for higher P+S and utility or a [[Phoenix]] for 2" reach and a way to quickly unjam. The [[Banshee]] also has a devastating gun and better melee effects. As you see, it has lots of competition, but none of them outclass it completely thanks to the Aeternaes superior ranged output, and vice versa (sans the Banshee, there is almost never a reason to want a Banshee over an Aeternae), so you cannot go wrong with any of them.<br />
<br />
===Tricks & Tips=== <br />
* Beat back triggers after the hit is resolved be careful of your order of effects or you may miss out on things like Thyron’s side step.<br />
* The box art (shown above in the statblock) has the weapons in the wrong arms. The sculpt inside the box is correct though. But please don't mess up your model trying to get it to match the art!<br />
<br />
=Other=<br />
===Trivia===<br />
* Released 2021.02<br />
* Sculpted by Doug Hamilton<br />
* The Aeternae were a race of legendary creatures described in the travels of Alexander the Great, while passing the northern Indian plains. The Aeternae were described as killing and wounding enemies with "bony, saw-toothed protuberances sprouting from their heads."<br />
* The Aeternae kit comes with all the pieces to make ''any'' non-character Vyre chassis Myrmidon, not just the Aeternae itself. Great for magnetising if you are buying into the faction and moderately annoying if you are a veteran and already have as man Vyre jacks as you want.<br />
===Other Retribution models===<br />
{{Retribution Index}}<br />
<br />
===Rules Clarifications===<br />
{{RC Warjack}}<br />
<br />
{{RC Construct}}<br />
{{RC Accumulator}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Armor Piercing}}<br />
{{RC Beat Back}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Aeternae&diff=108702Aeternae2022-05-08T08:03:58Z<p>Abratzas: /* {{PAGENAME}} in a nutshell */</p>
<hr />
<div>{{Retbox|{{Retribution}} {{Vyre}} {{Heavy Warjack}} }} [[Category: Model]]<br />
<br />
''The Aeternae myrmidon was manufactured by House Vyre at the behest of House Ellowuyr as compensation for an unknown agreement. Aeternae myrmidons feature some of the latest Vyre innovations in warjack weaponry. They wield a pair of Distortion Voulges, massive bladed weapons that cause their enemies to reverberate with arcane energy and be repelled with each successful blow.<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = Aeternae.jpg<br />
| base = Large<br />
| spd = 5<br />
| str = 11<br />
| mat = 6<br />
| rat = 6<br />
| def = 12<br />
| arm = 19<br />
| hp = 30<br />
| cost = 16<br />
| fa = U<br />
}}<br />
<br />
{{Warjack}}<br />
<br />
=== Abilities=== <br />
* {{Construct}}<br />
* {{Accumulator|Ellowuyr}}<br />
<br />
===Weapons=== <br />
{|class="wikitable"<br />
{{Ranged-loc|Shatter Cannon|14|8|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Armor Piercing}} }}<br />
{{Melee-loc|Light Distortion Voulge|2|4|15|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Beat Back}} }}<br />
{{Melee-loc|Heavy Distortion Voulge|2|6|17|loc=Left|<br />
* '''Damage Type: Magical'''<br />
* '''Beat Back''' }}<br />
|}<br />
<br />
===Theme Forces===<br />
* {{Defenders of Ios}}<br />
* {{Forges of War}}. In this theme this model gains [[Shield Guard]].<br />
* {{Legions of Dawn}}. '''(1)''' In this theme this model can ignore friendly [[Dawnguard]] models when determining LOS, and it can advance through friendly Dawnguard models if it has enough movement to move completely past them. '''(2)''' If someone [['Jack Marshal]]s this model in this theme, it gains [[Flank]] [Dawnguard].<br />
* {{Shadows of the Retribution}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -1 points cost<br />
* Added to Forges of War<br />
<br />
=Thoughts on {{PAGENAME}}=<br />
==={{PAGENAME}} in a nutshell=== <br />
Aeternae warjacks are heavy-hitting Vyre-style warjacks with a powerful armor-piercing ranged attack. They work well with any warcaster in the Faction but in particular have good synergy with warcasters that can amplify the power of their Shatter Cannon, such as [[Lord Arcanist Ossyan]].<br />
<br />
It obviously loves working with its brethren in house Ellowuyr because of [[Accumulator]] but with [[Arcanist]]s in faction it’s not an essential pairing and it does still have game outside of [[Defenders of Ios]].<br />
<br />
The are excellent jacks who will more often than not justify their steep price tag, thanks to their excellent damage output at range and in melee. With a bit of protection they trade favourably into most other heavies and are also able to clear some infantry thanks to two initials and Beat Back. They are also a huge threat to casters and warlocks if they ever get in gun range.<br />
<br />
===Combos & Synergies===<br />
* Anything [[Ellowuyr]] - This pushes it towards the Defenders of Ios theme force. But [[Thyron]] and [[Falcir]] can carry the tag to other themes as well.<br />
* [[Thyron1]] in particular loves a 2" reach heavy jack for Field Marshal Side Step and it accumulates off him.<br />
* [[Kaelyssa]] - Phantom Hunter makes them a big problem for the opponent, because they can no longer screen their heavies from the Aeternae's Armor Piercing shots. Add in Dispel shots to strip ARM buffs messing with AP damage calculation, the feat and Refuge to stop them from getting engaged, and Blurred Ellowuyr Swordsmen to screen them and Accumulate from and she can comfortably run up to four Aeternae.<br />
* [[Ossyan]] polishes ranged models second to none. On feat turn the gun can be very devastating.<br />
* [[Goreshade4]] and [[Issyria]] have ways to mitigate Stealth. Issyria also makes it faster, gives it another shot with Ancilliary attack and her feat gives it super-S&P on all of it's attacks.<br />
* [[Elara1]] - Ghostly and Speed of Death hare great on pretty much any jack. It's an expensive package though.<br />
* [[Elara2]] - Stealth Mitigation and hit fixing, a Speed buff and Scything Touch for extra melee oomph. Oh and 2" reach with Retaliatory Strike is just gravy on top.<br />
* [[Ravyn]] - Aeternae appreciate Open Fire and her feat, and she needs a high damage jack to do the heavy lifting for her.<br />
* [[Arcanist Mechanik]]s have a damage buff and extra focus for it. If you have three of them you can even top of an Aeaternae completely and still give it the damage buff thanks to Accumulator.<br />
<br />
===Drawbacks & Downsides===<br />
* It’s premium price tag<br />
* Shield guards can seriously mess up a single powerful shot.<br />
* It's main claims to fame are 2" reach on both melee weapons, Accumulator and having a devastating long range gun. If It's melee prowess you want, you are better served with a [[Manticore]] for higher P+S and utility or a [[Phoenix]] for 2" reach and a way to quickly unjam. The [[Banshee]] alsk has a devastating gun and better melee effects. As you see, it has lots of competition.<br />
<br />
===Tricks & Tips=== <br />
* Beat back triggers after the hit is resolved be careful of your order of effects or you may miss out on things like Thyron’s side step.<br />
* The box art (shown above in the statblock) has the weapons in the wrong arms. The sculpt inside the box is correct though. But please don't mess up your model trying to get it to match the art!<br />
<br />
=Other=<br />
===Trivia===<br />
* Released 2021.02<br />
* Sculpted by Doug Hamilton<br />
* The Aeternae were a race of legendary creatures described in the travels of Alexander the Great, while passing the northern Indian plains. The Aeternae were described as killing and wounding enemies with "bony, saw-toothed protuberances sprouting from their heads."<br />
* The Aeternae kit comes with all the pieces to make ''any'' non-character Vyre chassis Myrmidon, not just the Aeternae itself. Great for magnetising if you are buying into the faction and moderately annoying if you are a veteran and already have as man Vyre jacks as you want.<br />
===Other Retribution models===<br />
{{Retribution Index}}<br />
<br />
===Rules Clarifications===<br />
{{RC Warjack}}<br />
<br />
{{RC Construct}}<br />
{{RC Accumulator}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Armor Piercing}}<br />
{{RC Beat Back}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Aeternae&diff=108701Aeternae2022-05-08T08:01:00Z<p>Abratzas: /* Combos & Synergies */</p>
<hr />
<div>{{Retbox|{{Retribution}} {{Vyre}} {{Heavy Warjack}} }} [[Category: Model]]<br />
<br />
''The Aeternae myrmidon was manufactured by House Vyre at the behest of House Ellowuyr as compensation for an unknown agreement. Aeternae myrmidons feature some of the latest Vyre innovations in warjack weaponry. They wield a pair of Distortion Voulges, massive bladed weapons that cause their enemies to reverberate with arcane energy and be repelled with each successful blow.<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = Aeternae.jpg<br />
| base = Large<br />
| spd = 5<br />
| str = 11<br />
| mat = 6<br />
| rat = 6<br />
| def = 12<br />
| arm = 19<br />
| hp = 30<br />
| cost = 16<br />
| fa = U<br />
}}<br />
<br />
{{Warjack}}<br />
<br />
=== Abilities=== <br />
* {{Construct}}<br />
* {{Accumulator|Ellowuyr}}<br />
<br />
===Weapons=== <br />
{|class="wikitable"<br />
{{Ranged-loc|Shatter Cannon|14|8|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Armor Piercing}} }}<br />
{{Melee-loc|Light Distortion Voulge|2|4|15|loc=Right|<br />
* {{Magical Weapon}}<br />
* {{Beat Back}} }}<br />
{{Melee-loc|Heavy Distortion Voulge|2|6|17|loc=Left|<br />
* '''Damage Type: Magical'''<br />
* '''Beat Back''' }}<br />
|}<br />
<br />
===Theme Forces===<br />
* {{Defenders of Ios}}<br />
* {{Forges of War}}. In this theme this model gains [[Shield Guard]].<br />
* {{Legions of Dawn}}. '''(1)''' In this theme this model can ignore friendly [[Dawnguard]] models when determining LOS, and it can advance through friendly Dawnguard models if it has enough movement to move completely past them. '''(2)''' If someone [['Jack Marshal]]s this model in this theme, it gains [[Flank]] [Dawnguard].<br />
* {{Shadows of the Retribution}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* -1 points cost<br />
* Added to Forges of War<br />
<br />
=Thoughts on {{PAGENAME}}=<br />
==={{PAGENAME}} in a nutshell=== <br />
Aeternae warjacks are heavy-hitting Vyre-style warjacks with a powerful armor-piercing ranged attack. They work well with any warcaster in the Faction but in particular have good synergy with warcasters that can amplify the power of their Shatter Cannon, such as [[Lord Arcanist Ossyan]].<br />
<br />
It obviously loves working with its brethren in house Ellowuyr because of [[Accumulator]] but with [[Arcanist]]s in faction it’s not an essential pairing and it does still have game outside of [[Defenders of Ios]].<br />
<br />
It has a similar cost, defensive stats, threat range (in melee) and damage output as the [[Banshee]]. ultimately it will come down to local meta and personal preference as to which one you pick if you are only able to choose one.<br />
<br />
===Combos & Synergies===<br />
* Anything [[Ellowuyr]] - This pushes it towards the Defenders of Ios theme force. But [[Thyron]] and [[Falcir]] can carry the tag to other themes as well.<br />
* [[Thyron1]] in particular loves a 2" reach heavy jack for Field Marshal Side Step and it accumulates off him.<br />
* [[Kaelyssa]] - Phantom Hunter makes them a big problem for the opponent, because they can no longer screen their heavies from the Aeternae's Armor Piercing shots. Add in Dispel shots to strip ARM buffs messing with AP damage calculation, the feat and Refuge to stop them from getting engaged, and Blurred Ellowuyr Swordsmen to screen them and Accumulate from and she can comfortably run up to four Aeternae.<br />
* [[Ossyan]] polishes ranged models second to none. On feat turn the gun can be very devastating.<br />
* [[Goreshade4]] and [[Issyria]] have ways to mitigate Stealth. Issyria also makes it faster, gives it another shot with Ancilliary attack and her feat gives it super-S&P on all of it's attacks.<br />
* [[Elara1]] - Ghostly and Speed of Death hare great on pretty much any jack. It's an expensive package though.<br />
* [[Elara2]] - Stealth Mitigation and hit fixing, a Speed buff and Scything Touch for extra melee oomph. Oh and 2" reach with Retaliatory Strike is just gravy on top.<br />
* [[Ravyn]] - Aeternae appreciate Open Fire and her feat, and she needs a high damage jack to do the heavy lifting for her.<br />
* [[Arcanist Mechanik]]s have a damage buff and extra focus for it. If you have three of them you can even top of an Aeaternae completely and still give it the damage buff thanks to Accumulator.<br />
<br />
===Drawbacks & Downsides===<br />
* It’s premium price tag<br />
* Shield guards can seriously mess up a single powerful shot.<br />
* It's main claims to fame are 2" reach on both melee weapons, Accumulator and having a devastating long range gun. If It's melee prowess you want, you are better served with a [[Manticore]] for higher P+S and utility or a [[Phoenix]] for 2" reach and a way to quickly unjam. The [[Banshee]] alsk has a devastating gun and better melee effects. As you see, it has lots of competition.<br />
<br />
===Tricks & Tips=== <br />
* Beat back triggers after the hit is resolved be careful of your order of effects or you may miss out on things like Thyron’s side step.<br />
* The box art (shown above in the statblock) has the weapons in the wrong arms. The sculpt inside the box is correct though. But please don't mess up your model trying to get it to match the art!<br />
<br />
=Other=<br />
===Trivia===<br />
* Released 2021.02<br />
* Sculpted by Doug Hamilton<br />
* The Aeternae were a race of legendary creatures described in the travels of Alexander the Great, while passing the northern Indian plains. The Aeternae were described as killing and wounding enemies with "bony, saw-toothed protuberances sprouting from their heads."<br />
* The Aeternae kit comes with all the pieces to make ''any'' non-character Vyre chassis Myrmidon, not just the Aeternae itself. Great for magnetising if you are buying into the faction and moderately annoying if you are a veteran and already have as man Vyre jacks as you want.<br />
===Other Retribution models===<br />
{{Retribution Index}}<br />
<br />
===Rules Clarifications===<br />
{{RC Warjack}}<br />
<br />
{{RC Construct}}<br />
{{RC Accumulator}}<br />
<br />
{{RC Magical Weapon}}<br />
{{RC Armor Piercing}}<br />
{{RC Beat Back}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Kommander_Zoktavir,_the_Butcher_Unleashed&diff=108623Kommander Zoktavir, the Butcher Unleashed2022-04-25T13:23:04Z<p>Abratzas: /* Spell thoughts */</p>
<hr />
<div>{{Khadbox|{{Khador}} [[Warcaster Unit]]}} [[Category:Model]]<br />
<br />
''Orsus Zoktavir is a living legend, having earned a place in the company of other almost-mythical heroes from the frozen north. A brutal warrior capable of unbridled savagery, he is feared by his soldiers as much as by his foes. His only companions are his two war argus—two-headed hounds that are a living embodiment of the untamable darkness inside the Butcher.''<br />
<br />
=Basic Info=<br />
{{Warcaster Unit}}<br />
* Butcher3's unit includes two War Argii.<br />
<br />
==Zoktavir==<br />
{{Infobox-Model<br />
| name = [[Butcher|Butcher3]]<br />
| image = Butcher3.jpg<br />
| base = Medium<br />
| spd = 5<br />
| mat = 9<br />
| str = 8<br />
| rat = 5<br />
| def = 14<br />
| arm = 18<br />
| cmd = 7<br />
| hp = 20<br />
| focus = 6<br />
| wjp = +24<br />
}}<br />
<br />
===Feat: Red Haze===<br />
# Zoktavir immediately gains 6 focus points. He cannot have more focus points than his current FOCUS as a result of Red Haze. <br />
# Living enemy models cannot charge Zoktavir.<br />
: Red Haze lasts for one round.<br />
<br />
===Abilities===<br />
* {{Officer}}<br />
* {{Tough}}<br />
* {{Granted|Vengeance}} (''{{Vengeance-alt}}'')<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Blunderbuss|8|12| }}<br />
{{Melee|Lola|2|8|16|<br />
* {{Magical Weapon}}<br />
* {{Weapon Master}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Energizer}}<br />
{{Flashing Blade}}<br />
{{Impending Doom}}<br />
{{Obliteration}}<br />
{{Silence of Death}}<br />
}}<br />
<br />
==War Argus==<br />
{{Infobox-Model<br />
| name = Argus<br />
| base = Medium<br />
| spd = 6<br />
| mat = 5<br />
| str = 7<br />
| rat irrelevant <br />
| def = 14<br />
| arm = 14<br />
| cmd = <br />
| hp = 8 <br />
}}<br />
<br />
===Abilities===<br />
* {{Gang|Hide_Cat=<!---YES--->}}<br />
* {{Granted|Relentless Charge|Hide_Cat=<!---YES--->}} (''{{Relentless Charge-alt|Hide_Cat=}}'')<br />
* {{Sprint|Hide_Cat=<!---YES--->}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Melee|Bite (x2)|0.5|4|11|<br />
* {{Combo Strike|15|Hide_Cat=}} }}<br />
|}<br />
<br />
==Theme Forces ==<br />
* {{Armored Korps}}<br />
* {{si|Flame in the Darkness}}<br />
* {{Jaws of the Wolf}}<br />
* {{Legion of Steel}} <br />
* {{si|Warriors of the Old Faith}}<br />
* {{WG Kommand}}. In this theme the caster gains [[Sacrificial Pawn]] [Winter Guard trooper model].<br />
* {{Wolves of Winter}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update <br />
* +2 WJP<br />
<br />
<br />
=Thoughts on Butcher3= <br />
===Butcher3 in a Nutshell===<br />
Butcher3 is without doubt the best suited caster in the entire game to kill, smash, maim, murder and (queue various other synonyms) stuff. His personal combat output is second to none, and he can deliver death farther than his [[Butcher2|previous]], or [[Butcher1|first]] incarnation. The ability to have Weapon Master, Take Down and Flashing Blade on your melee attacks, all that topped with an elite MAT is something truly frightening. Additionally,the two Argus have formidable combat potential on their own, capable of delivering a single MAT 7 P+S 17 (19 with Silence of Death) attack when standing near each other, then Sprint back to safety. They also fuel the Butcher with 2 very important abilities:<br />
* a Granted Pathfinder, which fixes up terrain issues he had previously<br />
* triggers for Vengeance, giving a net 3" to the unit's threat range<br />
Thanks to that, enemies often forced to kill them both at once, or not bothering them at all.<br />
<br />
===Feat thoughts===<br />
If you ever faced or played [[Asphyxious1]], you'll know, how useful an extra stack of FOCUS is. Extra spells, extra FOCUS to camp, and more than anything, all the greater chance for your assassination. Gaspy has great attack spells and sustained attack; Butcher has Flashing Blade and Lola. With a roving semi-circle of destruction, you can deliver up to 12 Flashing Blade attacks. Also, the feat protects you from (counter)charges - but not from walk-and-punch attacks. Be aware of Warjacks, constructs (especially construct warbeasts) and undead models. Don't forget, living models (mainly beasts) can still attack you with Power Attacks (Power Strike, Slam, Throw, Headbutt, Trample, Sweep).<br />
They may also still charge the Argii which can be dangerous to Zoktavir of they have means to advance thereafter (Overtake, Sidestep, Overrun, etc).<br />
<br />
===Spell thoughts===<br />
* '''Energizer''' - Probably will see play in every turn, since it moves not only your jacks, but Butcher and the Argus as well. It also helps you to change facing throughout melee; see ''Strategy'' for details.<br />
* '''Flashing Blade''' - Orsus finally mastered how to control his rage, and won't decapitate friendly models in sight. It makes jamming the Butcher a terrible idea, and goes hand-in-hand with Impending Doom. Once the targets are clustered together - cast this and watch armies crumble.<br />
* '''Impending Doom''' - His signature spell, reeling in the enemy from those last few crucial inches for some chopping. Also really good to pull models outside from zones. As the range is a set 5", watch out for rough terrain, and obstacles as well as obstructions. It is also great to pull back the enemy if they used Admonition/Enliven to get away from your charge (granted they did not use it to get behind an obstacle).<br />
* '''Obliteration''' - Same thing as with Butcher1, even with your double FOCUS pool on feat turn you'll rarely use it.<br />
* '''Silence of Death''' - His only upkeep spell, which he usually doesn't have to pay for thanks to the Greylord Adjunct. Since he doesn't have much focus to cycle, you will usually upkeep it on himself and his dogs to push his damage output even further. It should be noted though that cavalry models such as the Winterguard Gun Carriage also love it so successful enemy tough rolls don't stop their cavalry charge impact attacks.<br />
<br />
===Drawbacks & Downsides=== <br />
* He is still easily gets shot or knocked down - though shooting against his dogs will probably work for your favor.<br />
* Speed de-buffs and charge denial still hurt him.<br />
* Minimal army support for his army outside the Battlegroup's mobility, and even that one will usually end up on him.<br />
<br />
===Tricks & Tips===<br />
* This is a '''unit''', and Butcher wants to charge - a LOT. Remember upon their activation to handle out the press forward order first, and cast spells only thereafter, as you can be called upon by your opponent, if you start with spell-casting, and handling out orders afterwards.<br />
* Flashing Blade is not an attack per se - if you don't need your Movement, shaking a knockdown costs just as much as casting FB.<br />
* Since his feat doesn't replenish FOCUS, but ''gives'' him focus, it works even if you've been hit by a Disruptor shot from Eyriss1.<br />
* The Argus are helpful tools in the offensive. Due to their speed being slightly faster then the Butcher himself, they make an excellent screening unit, just place them in base contact to cover Butcher. Or, leave some gap, and place clouds on them from the Greylord Ternions - just watch out for things that ignore cloud effects.<br />
* Occasionally the dogs can be great for stopping someone from landing a model's base somewhere you don't want it.<br />
* Use Impending Doom to pull casters like Azazello out of protective auras such as the Krielstone's, then go ham on them with Lola.<br />
<br />
=List Building Advice =<br />
===Strategy===<br />
'''Assassination'''<br />
<br />
Assassination is always on the board with the Butcher. Though he lost the extra moves from Homicidal Maniac, he gained the far more reliable Energizer and the always useful Impending Doom. <br />
<br />
Standard assassination pattern is the following:<br />
* Energizer (2) + Move (5) + Charge (3) + Reach (2), giving 12"<br />
The following threat range is rarely linear, as he needs something to be in melee with by the end of his charge move to cast Impending Doom, and avoid its activation to be over because of a failed charge.<br />
* Energizer (2) + Move (5) + Charge (3) + Impending doom (5), giving 15"<br />
If there are outside helpers, well, all the better. If the enemy killed an Argus then the formula above is extended by 3", meaning that very few things can hide from you. <br />
* Vengeance (3) + Energizer (2) + Move (5) + Charge (3) + Impending doom (5), giving 18"<br />
* Add [[Sorscha0]] and [[Boundless Charge]] to get up to 20" of Murder Threat.<br />
<br />
If you don't need that extra 2", the casting of Energizer can happen after the charge move as well - it will eventually help you to have your intended target in your LOS and melee range, as by the end of the charge move you must directly face your charge target, and this can lead to positions where you'll be unable to attack your real target. Just remember that you must keep your charge target in your melee range throughout the charge, and that you can only make your initial melee attack against other than your charge target, if you cannot attack it (for example, it died to a Flashing blade between your movement and your combat action). In that case your charge attack will not be boosted.<br />
<br />
'''Scenario'''<br />
<br />
Yes, you read it right. The profane melee capacity of Butcher and his dogs ensures that enemies will rarely leave valuable pieces in your melee range. Use this to your advantage to aggressively lock enemy models out of scenario. The flip side is also true: if the enemy placed some important thing into your melee, always suspect a trap.<br />
<br />
-----<br />
Butcher3's army support is negligible. Just like in Mk2 you will still likely to begin the list building by taking those things that will help his assassination. Thankfully, most of these solos and units can enter to the theme forces, so pick accordingly.<br />
<br />
As mentioned, Buther's army tends to be self-reliant. Units with minimal outside support (or those coming from the Theme forces) can fit into his lists well.<br />
<br />
===Theme thoughts===<br />
{{Header|[[Jaws of the Wolf]]}}<br />
<br />
Jaws is Butchers preferred theme, simply by the virtue of all his favorite delivery tools being here and the theme benefits playing right into his play style. He can use to hide his jacks as well as himself from incoming fire and Energize his jacks through it. So long as his dogs are alive as well he can also charge right through the forest.<br />
* [[Sorscha0]] - Boundless Charge and FoW are essential for him. She can run a [[Rager]] for the extra Shield Guard as well.<br />
* [[Malakov1]] - Malakov can be seen as a 3 point upgrade to a [[Marauder]]. Thanks to Redline said marauder wont miss out on the threat range buff from Energizer, but will also get gain +2 STR, which is great. Sucker! on Malakov means you should keep him close to an Argus, so he can pawn of a shot and trigger Vengeance on Butcher.<br />
* [[Widowmaker Marksman]] - A great shooting solo at a cheap price!<br />
<br />
{{Header|[[Winter Guard Kommand]]}}<br />
<br />
Winter Guard Kommand is Butcher3's other preferred theme. Sac Pawn is an amazing theme benefit for a caster who does not want to get shot on the way in, and thanks to their solos, Winter Guard are self sufficient enough to do work without Butcher's input. Also, Sorscha0 is here, you should not play Butcher without her, as are the Widowmakers and Malakov.<br />
* [[Assault Kommandos]] - AKs are very important to Butcher as Sac Pawn targets with Immunity Fire and Corrosion, which makes him immune to assassinations through those damage types; an [[Archangel]] will not be able to shoot him down, neither will [[Malekus]] with his jacks and Deliverers, you get the picture. With Shield Wall they can be fast and durable jammers and with Veteran Leader they are MAT 7, with Bear's Strength and Silence of Death they are P+S 17 on the charge, so they do work on their own. flame throwers can clear chaff to pave Butcher's way.<br />
* [[Kovnik Jozef Grigorovich]] - The dedicated support solo for all Winter Guard, including AKs.<br />
* [[Winter Guard Artillery Kapitan]] - Two for one requisition option is great value and gives you two contesting solos and two Veteran Leader bubbles.<br />
* [[Beast 09]] - A stable threat of 13" is great on a beat sick heavy, which the combination of Energizer and Boundless Charge from Sorscha provides.<br />
* [[Winter Guard Field Gun Crew]] - Getting a knock down on anything means lights out if Butcher then gets his hands on it and potentially saves you a focus you would have used to boost to hit.<br />
* [[Winter Guard Gun Carriage]] - Not recommended due to it's high price point and lack of support for Butcher, but it should be pointed out that Silence of Death is awesome on any cavalry, so Tough cannot ruin your impact attack day, for completion's sake.<br />
<br />
{{Header|Support Models & Mercenaries - Various themes}}<br />
<br />
* [[War Dog]] - Can save your bacon from counter-assassins. <br />
* [[Greylord Adjunct]] - A free upkeep of Silence of Death as well as a cloud for LOS blocking. Both the Dog and this guy have a claim to fame with Butcher, so test what you like better.<br />
* [[Battle Mechaniks]] - Some repair guys to Sac Pawn to and to keep his jacks running. Ruin without an arm or leg hurts! Be sure to take the CA to give Butcher or a key solo protection from blasts.<br />
* [[Thamarite Archon]] - Support hunting, chaff clearing, all with an excellent magical gun and it needs no input other than the occasional Guidance from an Adjunct. <br />
* [[Morrowan Archon]] - A Shield Guard and a buff to his Defense.<br />
* [[Death Archon]] - Conversely this is essentially an ARM buff for Butcher thanks to Mortal Fear. The range on this ability is larger, but needs the expenditure of a corpse token on the Archon and only affects living models, so your milage may vary.<br />
* [[Orin1]] - Shut down spells that would reduce your SPD.<br />
* [[Eilish1]] - As above, remove any pesky upkeeps on Zoktavirs Unit.<br />
<br />
===Battlegroup ===<br />
[[File:33108 Ruin WEB.jpg|thumb|[[Ruin]] is Butcher's pet warjack, that he can take in any theme.]]<br />
Butcher3 does very little for Warjacks despite Energizer, so no particular jack stands out with him especially however you may consider...<br />
* [[Ruin]] as his pet warjack which he can take in any theme. Ruin gives you ample protection from magic assassinations. He can also run on souls, collected by other army members.<br />
* [[Devastator]] - They are amazing at being in the way, so you can use 2-3 of them to form a wall in front of Butcher and energize it forward. Bulldoze later sets up charge langes for him. They are an essential way to deliver him.<br />
* [[Demolisher]] - basically the same as the Devastator, but for two extra points you get a set of low ranged guns, but more importantly Girded, which means that [[Gunnbjorn2]] cannot shoot Butcher to death.<br />
* [[Destroyer]] - Given it’s long range Energizer helps it move then aim.<br />
* [[Kodiak]] - Vent Steam, screen Butcher on the advance.<br />
* [[Rager]] - A basic shield guard that offers more to Butcher than Butcher gives to him. You want Butcher3 to be hit once to Trigger Vengeance anything else needs shielding. You can also stand near an Argii so it suffers blast damage it’s unlikely to kill it but it will trigger Vengeance. It is better to put one on Sorscha0 100% of the time as it does not need Energizer.<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in [[vengeance book|Warmachine: Vengeance]] (2014)<br />
<br />
===Other Khador models===<br />
{{Index Khador}} <br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/gQ_tac-urCc 2018.08 Arcane Assist] 75 points vs [[Locke]]<br />
* [https://youtu.be/4Tm3VBAoB9o 2018.04 Advanced Maneuvers] 75 points vs [[Jarl]]<br />
* {{VBR}}<br />
<br />
===Rules Clarifications=== <br />
{{RC Magical Damage}}<br />
{{RC Weapon Master}}<br />
{{RC Combo Strike}}<br />
<br />
{{RC Warcaster Unit}}<br />
{{RC Officer}}<br />
{{RC Tough}}<br />
{{RC Gang}}<br />
{{RC Granted}}<br />
{{RC Vengeance}}<br />
{{RC Relentless Charge}}<br />
{{RC Sprint}}<br />
<br />
{{RC Energizer}}<br />
{{RC Flashing Blade}}<br />
{{RC Impending Doom}}<br />
{{RC Obliteration}}<br />
{{RC Silence of Death}}<br />
<br />
{{Edbox|To edit the Argii's tagged abilities, [{{FULLURL:Kommander Zokatavir : War Argus (Trooper)|action=edit}} Click here]}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Major_Beth_Maddox&diff=108473Major Beth Maddox2022-04-07T17:59:35Z<p>Abratzas: /* Abilities */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} {{Morrowan}} {{Storm Knight}} [[Warcaster]] }} [[Category: Model]] [[Category:Battlebox Caster]]<br />
<br />
''A fierce Storm Knight of consummate skill, Major Maddox is a born survivor and a superlative officer, a woman whose courage and resolve have made her the face of the modern Cygnaran military. Maddox survived as a prisoner of war held by the Protectorate of Menoth and managed her own daring escape after years of captivity. She has adopted a “no man left behind” policy and does not hesitate to go off-book to ensure the safety of those under her command.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = Maddox1<br />
| image = Maddox 2021.jpg<br />
| base = Small<br />
| spd = 6<br />
| str = <br />
| mat = 7<br />
| rat = 6<br />
| def = 15<br />
| arm = 16<br />
| cmd irrelevant <br />
| focus = 6<br />
| hp = 16<br />
| wjp = +30<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Thundering Rage===<br />
While in Maddox's {{CTRL}} range, friendly Faction model's melee weapons gain +3 POW and Beat Back. Thundering Rage lasts for one turn.<br />
: ''{{Beat Back-alt|Hide_Cat=}} [[Category: Beat Back Feat]] [[Category:Buffs-POW (Melee) Feat]]<br />
<br />
===Abilities=== <br />
* {{Immunity: Electricity}}<br />
* {{Quick Work}}<br />
* {{Flank|nolink=[[Storm Knight]]|2=other friendly Storm Knight models}}<br />
* {{Resourceful}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Storm Strike|10|12| <br />
* {{Electrical Damage}}<br />
* {{Critical Disruption}}<br />
* {{Electro Leap}} }}<br />
{{Melee|Tempest|2|7|13|<br />
* {{Magical Damage}}<br />
* {{Critical Cortex Damage}} }} <br />
|}<br />
<br />
===Spells===<br />
{{Spellbox| <br />
{{Assail}}<br />
{{Dauntless Resolve}}<br />
{{Electrical Blast}}<br />
{{Onslaught}}<br />
{{Snipe}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{Flame in the Darkness}}. She gains access to Khador and Mercenary warjacks in this theme.<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. She gains [[Unyielding]] in this theme.<br />
<br />
===Recent Changes===<br />
No changes since 2020.11<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
[[File: Maddox1.jpg|thumb|2016 Battlebox sculpt]]<br />
==={{PAGENAME}} in a nutshell===<br />
Maddox is the Mk3 "battlebox caster" for Cygnar. As such she is designed to be relatively simple to learn and straightforward to use. If you're learning the game, it is best to use her vs one of the [[Battlebox Caster|other battlebox casters]] because they're all designed to have roughly the same power level. Despite her combat prowess and big lightning sword, Major Beth Maddox is a support caster with a large variety of buffing spells that can fit many situations and her abilities address many of the common perceived weaknesses of Cygnar troops by helping them survive, hit harder, and have pathfinder.<br />
<br />
With the 11/2020 update gaining Resourceful has helped her focus efficiency allowing her to swap Snipe and Assail a lot more comfortably while upkeeping Onslaught for free, the upgrade to her melee game via Flank and her much improved gun are small quality of life changes that you will only really notice if you are trying to end the game as she still isn’t that tough and shouldn’t be that far forward.<br />
<br />
===Spell thoughts===<br />
* '''Assail''' - Put it on an important warjack early and don't let it drop. An extra 2" movement can make an important charge happen. Since the charge is free, it’s often worth cycling, but alongside, dauntless resolve and snipe, this leaves Maddox focused starved unless she is using Resourceful.<br />
* '''Dauntless Resolve''' <br />
** In a battlebox fight, the only suitable target is Maddox herself. Because of Resourceful it will be free to upkeep on her only, but you can’t have it and Onslaught on her at the same time.<br />
** Best when used on high-ARM warriors like [[Storm Lances]], [[Stormblade Infantry]], and [[Silver Line Stormguard]]. <br />
** Can also be used to prevent squishier troops like Gun Mages from dying to blasts.<br />
** [[Sword Knights]] go from being great jammer infantry to fantastic jammer infantry.<br />
* '''Electrical Blast''' <br />
** Usually nuke spells are used to hunt Incorporeal models, and since your sword-gun has no magic ranged attack, this spell is best applied to either that or to cause disruption on warjacks. <br />
** Given that you have to damage the warjack, you'll probably boost damage, making this an expensive spell. So only go after a 'jack you ''really'' want disrupted.<br />
** Don't forget that the [[Firefly]] buffs this spell's damage if it stands close enough to the target. <br />
** Watch out for anti-disruption tech, like [[Empower]].<br />
* '''Onslaught''' - This is probably worth casting on turn 1 and upkeeping for the whole game (it’s free after all as Maddox is in her own Battlegroup). The Steamroller scenarios demand quite a few terrain pieces, so it will have plenty of time to prove its usefulness.<br />
* '''Snipe'''<br />
** Cygnar's staple ranged buff.<br />
** Marginally useful in the initial battlebox fights, but increasingly important in larger games. Keep it on the [[Firefly]] and you won’t have to pay to upkeep it.<br />
** Very good on units with follow-up movement after their shooting, like Tempest Blazers: if they use Snipe to shoot from max range, then reposition even further back, usually you'll have an extra turn for shooting before the enemy reaches you.<br />
** If you run Maddox in Storm Division or Heavy Metal, Snipe is excellent on a Storm Strider. 23" threat on two attacks that have D3 e-leaps clears out important support models in the back of an army. Also works well on Stormblade Infantry, pushing up your assault threat to 18" (24" on your Gunners).<br />
<br />
===Feat thoughts===<br />
Battlebox casters rarely have complicated feats and Maddox is no exception. Use it when most of your army smashes into your opponent. A +3 modifier on your melee attack damage rolls will usually equal about a boost on those rolls. If the enemy denies a charge, the attacks will still hit almost as hard as a non-feat normal charge. It is perfect to counter STR penalties on your troops (like the one in [[Thagrosh1]]'s Death Shroud), though this is not a STR bonus - so you won't throw enemies farther, for example. Don't forget keep models within Maddox's CTRL range during feat turn. If you trigger a ''beat back'' that pulls a jack out of range, it loses the damage buff on subsequent attacks.<br />
<br />
===Battlebox Fights===<br />
In a battlebox fight, two players who bought nothing but their Faction's starter set use everything in that box to play a game. Maddox wants to win by attrition by hitting the enemy at range with the Firefly and then grinding down what remains with her Assail-enhanced Ironclad (and Onslaught, if the enemy abuses terrain). Snipe helps you win ranged duels, but battles themselves will rarely be won at range. Despite her decent MAT and Quick Work ability you don't want to commit her into battle. Her sword has a good effect on it to help finishing off jacks, but it is tied to a critical effect which makes it fairly unreliable. You can boost attacks to increase your critical effect chance.<br />
<br />
* [[Ironclad]] - Standard cheap beat stick for Cygnar. Put assail on it for extra effectiveness. Its Tremor attack knocks targets down for follow-up attacks and it can hit hard on its own.<br />
* [[Lancer]] - With only a single offensive spell you will mainly use it for support duties and upkeep cycling (explained in the [[#Tips & Tricks]] section below). Set Defense pumps protects it a little against charges, while Shock Field and Shock Shield can potentially cripple enemy jacks' cortexes.<br />
* [[Firefly]] - Cygnar's unique theme is lightning and the Firefly is all about electricity-based attacks. It won't be relevant in the battlegroup-only fights outside of buffing the damage from its own guns, Maddox' sword and her spell. In larger games you will find its presence extremely useful. The Storm Division Theme is unimaginable without it.<br />
<br />
Maddox does have a few issues to consider in Battlebox fights and Journeyman Leagues weeks 1 and 2:<br />
* Two of Cygnar's unique tricks are cortex damage and disruption, which don't bother warbeasts at all. <br />
* The third Cygnar gimmick, electro-leap, is best on grunts and solos, which your opponents won't have yet.<br />
* Dauntless Resolve and Snipe are really best used on infantry units, which you don't have yet.<br />
* Maddox has limited synergy with the Lancer and Firefly with just the Battlegroup. <br />
<br />
Many of these issues go away once you start getting some units and solos into your army, but could be frustrating during Battlegroup play. If given the option, consider running Maddox with an Ironclad/Hammersmith and a Stormclad instead, which has a lot more synergy with Maddox. Two cost efficient heavies are better than a heavy and two light jacks in Battlegroup play.<br />
<br />
===Drawbacks & Downsides===<br />
* She is very support oriented. You'll likely want to upkeep Snipe and Arcane Armor. Her toolkit has quite an overlap with another Cygnaran Warcaster, with his feat plus Arcane Shield and giving him a battleplan -while she just does a lot of things and is more focus efficient.<br />
* No accuracy buff for her army.<br />
* Vulnerable to anti-upkeep tactics (Purgation, Lamentation, Purification, Eiryss2, Eilysh, etc.); four friendly upkeep spells means that she's at high risk of being hard-countered.<br />
* Quick Work and Flank are kind of a wasted ability on her since outside of [[Storm Division]] she does not have the defensive stats to go in deep, kill stuff and survive. Stay back and support your forces and you will be better off.<br />
* You will always have to pay upkeeps for Dauntless Resolve unless you put it on her, in which case you cannot also have Onslaught, since you cannot put it on jacks at all, which also means she cannot make her jacks any tougher.<br />
<br />
===Tricks & Tips=== <br />
* Beat Back doesn't have to damage the opponent; a hit is all you need to trigger it. That means a lowly [[Mechanik]] can push a heavy out of a zone! Great for unjamming models.<br />
* Snipe and Assail can be spell cycled to affect two units in a turn. You do this by putting it on a unit the turn before, upkeeping the spell and using that unit/jack before activating Maddox. Then activate Maddox to put the spell on a different unit/jack before activating it.<br />
* Electro-leap slingshot is a staple trick of Cygnar's forces. If you want to remove a model with low ARM but high DEF, shoot a low DEF model near it with your main attack. The electro leap will then bounce to the squishy model you wanted to kill. If there's no suitable models nearby (or they're not the closest), then send a sturdy model of yours near a target and use it as a starting point for the leap. <br />
** Keep in mind that you cannot target your electro-immune models to bounce electro leaps and lightnings into other models. Also, Storm Division all Cygnar models gain [[Immunity: Electricity]]. So in that theme your best options for arcing Electro Leaps is your mercenaries (if you brought any at all).<br />
<br />
=List Building Tips=<br />
[[File: Brickhouse.jpg|thumb|[[Brickhouse]] is her pet warjack that she can take in any theme.]]<br />
<br />
====Strategy====<br />
Once she moves beyond the battlebox fights discussed above, Maddox' overall strategy changes little with a larger army. Most of the buffing spells will have self-evident targets and the buffed melee attacks will help you to win via attrition. Keep in mind the Beat Back element of her feat - even though you cannot destroy a target, you can use it to push contesting models out of the zone, if they are just chipping the zone's edge. Maddox likes a combined arms army. Take a decent variety of troops including some ranged choices for Snipe, some moderately armoured troops for Dauntless Resolve, and some good heavy warjacks for Assail. <br />
<br />
===Theme Thoughts===<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
Your support duties really come into there own here, but even with Resourceful after cycling Assail you don’t really have that much spare FOCUS, so your force needs to be a little atypical focusing around a unit of [[Sword Knights]] plus their incremental support (mainly [[Archduke Runewood]]).<br />
<br />
* [[Sword Knights]] - These guys make incredibly good use of Dauntless Resolve. Defensive Line provides immunity to knock-down which in turn allows them to make use of multiple tough rolls. Maddox's spells amplify their power and with the feat they can hit pretty hard.<br />
* [[Long Gunners]] or [[Storm Strider]] - This list has a surprising amount of ranged presence, each enjoying the range buff from Snipe. Long Gunners are better against infantry spams, while the Storm Strider is better at taking out hard targets.<br />
* [[Stormclad]] - Normally an inefficient choice in the Heavy Metal theme as you can't field any storm knight units or solos to power it's accumulator - unless you take Maddox as your warcaster. To take this into perspective: A Stormclad powering up close to Maddox and receiving Empower from [[Arlan Strangeways]] will activate with 3 focus. Exactly the kind of focus efficiency a focus starved caster needs!<br />
<br />
{{Header|[[Storm Division]]}}<br />
<br />
Your toughest units can be found here - making good use of Dauntless resolve, but really they love her entire kit; Snipe to help with the short range of the units, Onslaught for Pathfinder. Maddox getting [[Unyielding]] helps weaken a melee assassination also.<br />
* [[Lieutenant Gwen Keller]] - [[Force Barrier]] is a great anti ranged assassination tool and it makes it harder to destroy the units she wants.<br />
* [[Storm Lances]] - The best cavalry in the game and the best target for Dauntless Resolve. Pathfinder from Onslaught is icing on the cake.<br />
* [[Silver Line Stormguard]] - As they're often immune to charges, Dauntless Resolve allows them to survive the low pow shooting, blast damage, and unboosted melee attacks they are likely to receive. This helps deliver their lightning damage POW buff.<br />
* [[Stormblade Captain]] and [[Major Katherine Laddermore|Laddermore]] - Essential army support because Maddox is also a Storm Knight, so their buffs work on her too.<br />
** Marshalling a [[Stormclad]] with him is not that bad of an idea if you also have Strangeways in your list. With Assail it has a free charge and two focus from Accumulator and Empower and it benefits from every single generic Drive. Reposition 5" means it can shoot and back up, Aim and still move into a zone, ect.<br />
* [[Savio Montero Acosta]] - He's a friendly faction model in the theme, benefiting from Onslaught and your feat as well (provided he lives long enough to use it).<br />
* [[Stormblade Infantry]] - Between Iron Zeal and Dauntless Resolve they are hard to damage. While under Maddox's feat (and with their leader alive) they'll hit with an effective P+S 18.<br />
* [[Sir Dreyfus the Storm Knight]] - He gets awkward places and her feat with his Flank makes him hit hard. Roadblock isn’t that useful but hiding Maddox behind him in the early turns can help.<br />
* [[Nemo4]] - Maddox is all about her infantry and Nemo can bring back d3 troopers every turn, which is especially good on a Dauntless Resolve unit. He can bring a Firefly to buff Lightning Damage and with Lightning Shroud said Firefly will actually hit very hard for a light, an ideal target for her feat! Nemo is also a very good target for Snipe in his own right, or you can bring in a [[Gun Mage Captain Adept]]<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
*[[Trencher Commandos]] - As they are the only Trencher unit that do not resist blasts very well, consider putting Dauntless resolve on them. Making them ARM 16 solves that problem nicely, meaning the have to be brought down by either Sprays or less conventional means of infantry clearing.<br />
* [[Trencher Blockhouse]] - An outstanding target for Snipe as it has a quality gun that sets up targets of opportunity for the rest of your army. Combine its trenches and reinforcements with [[Alexia2]] and you make your entire list very hard to get rid off, which is excellent for scenario play.<br />
* [[Trencher Long Gunners]] - Another great target for Snipe as they bring the most quality mass shooting out of any unit in this theme.<br />
* [[Captain Maxwell Finn]] and [[Trench Buster]]s - The feat turns them into unholy terrors that hit really, really hard. Beat Back also makes them sceneario bullies.<br />
* [[Trencher Master Gunner]] - Giving your sniped Blockhouse Arching Fire means it can cover a huge potion of the board. Alternatively he can give it Artillerist, or give an [[Express Team]] an extra shot.<br />
* [[Rangers]] - Maddox has no innate tools to boost accuracy on her troops, so the presence of the rangers are most welcome.<br />
<br />
{{Header|[[Flames in the Darkness]]}}<br />
<br />
Several fairly tough units that can benefit from her support spells and feat. Onslaught is excellent so you don't have to give up Throne's +2 damage to get a unit pathfinder and also one of the few ways to get pathfinder to the variety of excellent jack choices in this theme. Plenty of melee units and options that can benefit from her feat. Also vengeance in theme greatly helps as she has no way to speed up melee units on her own. Dauntless Resolve has a few good places to go; Archons, Resolutes or even LoLS.<br />
<br />
* [[Legion of Lost Souls]] - A solid option for Dauntless Resolve with tough adding to the annoyance of their recursion.<br />
* [[Precursor Knights]] - Her feat and Throne alone are a combined +5 not to mention the other options in theme to increase melee damage. It is trivial to get the PKs up to at least P&S 17 weapon masters on feat turn.<br />
* [[Thamarite Archon]] - Excellent option for Snipe.<br />
* [[Morrowan Archon]] - A good target for Dauntless Resolve and provides her with Veteran Leader, though she has no real business attacking anything.<br />
* [[Resolutes]] love both Dauntless and Snipe, so cycle accordingly.<br />
* [[Gallant]] - As focus efficient as a Stormclad with Morrowans (Beth included) around. Also it has Shield guard and Sacred Ward instead of the e-leap.<br />
* [[Devastator]] - Another great target for Assail. Bulldoze and Beat Back from her feat also make it an excellent scenario bully.<br />
<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
<br />
This is an odd theme for Maddox; as it leaves few mentionable targets for your feat, but you do get free upkeeps in play (Dauntless Resolve on the [[Tempest Blazers]], and Snipe on any other Arcane Tempest unit), This list usually fixes your accuracy problems and has damage boosts on its own via solos (e.g., Falk, the GMCA and [[Caine0]]) and Rangers for the same reasons noted in Gravediggers.<br />
<br />
{{Header|Support models - Various themes}}<br />
* [[Sylys]] - A free upkeep for 1 of your warrior upkeep spells? Yes please. <br />
* [[Squire]] - Whether it is a free focus or Arcane Assist, it leaves you with more FOCUS to play. The Squire boosts your CTRL area and thus [[Onslaught]] and feat area, but the offensive boost that Sylys can give is also handy sometimes.<br />
* [[Arlan Strangewayes]]' Empower lifts her focus burden as well. A Stormclad will virtually never need allocations among power up, empower and Accumulator<br />
<br />
===Battlegroup===<br />
<br />
* See also the comments about the battlebox warjacks in the [[#Battlebox Fights]] section above.<br />
* [[Hurricane]] - Perhaps the single greatest target for the Assail spell, because the Hurricane has slam guns that also benefit from the +2" to slam distance. The bonus to threat range is also very much appreciated. Furthermore, Maddox can sit behind it's massive base and stay safe while handing out buffs through it's arc node.<br />
* [[Stormclad]] - Possibly The single most focus-efficient jack for her, since her presence can charge it up because she's a Storm Knight. Also a great target for Assail. You can put it under the care of a jack marshal instead, as well.<br />
* [[Reliant]] - For the same reason as the Stormclad its very focus efficient with Maddox. Note that a Stormclad and a Reliant fill her WJPs exactly.<br />
* [[Firefly]] - An absolute mainstay in Storm Division. It can buff Maddox's attacks or those of a Stormclad or [[Hurricane]]. Its a good idea to outsource it onto a Journeyman Warcaster.<br />
* [[Hammersmith]] - It's a great Assail target if you didn't bring a Hurricane. Try to bring tech that can help boost its low speed.<br />
* [[Brickhouse]] - Maddox's personal 'jack. He is an expensive and slow choice for a heavy hitter with some limited control aspects. You should take [[Field Mechaniks]] with him though, since Brickhouse really needs his systems working to get the job done (mainly its right hand for Force Lock). Generally a Stormclad or Centurion is better for less points, you only take Brickhouse for the novelty.<br />
* [[Defender]] - A great ranged jack that loves Snipe.<br />
* [[Centurion]] - If you want to babysit an important solo, like a Stormblade Captain, this jack has you covered. Assail makes it faster, which is great for a SPD 4 jack.<br />
<br />
===Starting a 25 point Brawl list===<br />
Written by Phillip Melvin, the accompanying strategy article can be found on the [https://www.loswarmachine.com/brawlmachine/2020/9/5/brawlmachine-list-building-cygnar main LOS site]. This list has the correct points cost as of 2022.01. <br />
<br />
'''[[Theme - Storm Division]]'''<br />
<br />
: '''[[Major Beth Maddox|Maddox1]]''': [+30 WJP]<br />
:* [[Stormclad]]: [17 pts]<br />
:* [[Centurion]]: [16 pts]<br />
<br />
: [[Lieutenant Gwen Keller]]: [Free] {{grey|(5 pts)}}<br />
: [[Sir Dreyfus the Storm Knight]]: [5 pts]<br />
: [[Stormblade Captain]]: [4 pts]<br />
<br />
: [[Silver Line Stormguard]] (Min unit): [9 pts]<br />
: [[Stormsmith Storm Tower]]: [4 pts]<br />
<br />
{{Brawl}}<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in 2016.06 in the battlebox set<br />
* Resculpted in 2021 as a standalone model.<br />
<br />
===Video Battle Reports===<br />
* [https://www.youtube.com/watch?v=Lqqjzhdwm0E 2019.05 Encounter Wargaming], vs [[Helynna1]]<br />
* {{VBR}}<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}} <br />
<br />
===Rules Clarifications=== <br />
{{RC Magical Damage}}<br />
{{RC Disruption}}<br />
{{RC Cortex Damage}}<br />
{{RC Electro-Leap}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Immunity:Electricity}}<br />
{{RC Flank}}<br />
{{RC Resourceful}}<br />
{{RC Quick Work}}<br />
<br />
{{RC Assail}}<br />
{{RC Dauntless Resolve}}<br />
{{RC Electrical Blast}}<br />
{{RC Onslaught}}<br />
{{RC Snipe}}<br />
<br />
{{RC Beat Back}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Major_Beth_Maddox&diff=108472Major Beth Maddox2022-04-07T17:59:10Z<p>Abratzas: /* Abilities */</p>
<hr />
<div>{{Cygbox|{{Cygnar}} {{Morrowan}} {{Storm Knight}} [[Warcaster]] }} [[Category: Model]] [[Category:Battlebox Caster]]<br />
<br />
''A fierce Storm Knight of consummate skill, Major Maddox is a born survivor and a superlative officer, a woman whose courage and resolve have made her the face of the modern Cygnaran military. Maddox survived as a prisoner of war held by the Protectorate of Menoth and managed her own daring escape after years of captivity. She has adopted a “no man left behind” policy and does not hesitate to go off-book to ensure the safety of those under her command.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = Maddox1<br />
| image = Maddox 2021.jpg<br />
| base = Small<br />
| spd = 6<br />
| str = <br />
| mat = 7<br />
| rat = 6<br />
| def = 15<br />
| arm = 16<br />
| cmd irrelevant <br />
| focus = 6<br />
| hp = 16<br />
| wjp = +30<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Thundering Rage===<br />
While in Maddox's {{CTRL}} range, friendly Faction model's melee weapons gain +3 POW and Beat Back. Thundering Rage lasts for one turn.<br />
: ''{{Beat Back-alt|Hide_Cat=}} [[Category: Beat Back Feat]] [[Category:Buffs-POW (Melee) Feat]]<br />
<br />
===Abilities=== <br />
* {{Immunity: Electricity}}<br />
* {{Quick Work}}<br />
* {{Flank|nolink=[[Storm Knight]]|2=another friendly Storm Knight model}}<br />
* {{Resourceful}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Storm Strike|10|12| <br />
* {{Electrical Damage}}<br />
* {{Critical Disruption}}<br />
* {{Electro Leap}} }}<br />
{{Melee|Tempest|2|7|13|<br />
* {{Magical Damage}}<br />
* {{Critical Cortex Damage}} }} <br />
|}<br />
<br />
===Spells===<br />
{{Spellbox| <br />
{{Assail}}<br />
{{Dauntless Resolve}}<br />
{{Electrical Blast}}<br />
{{Onslaught}}<br />
{{Snipe}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{Flame in the Darkness}}. She gains access to Khador and Mercenary warjacks in this theme.<br />
* {{Gravediggers}}<br />
* {{Heavy Metal}}<br />
* {{Sons of the Tempest}}<br />
* {{Storm Division}}. She gains [[Unyielding]] in this theme.<br />
<br />
===Recent Changes===<br />
No changes since 2020.11<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
[[File: Maddox1.jpg|thumb|2016 Battlebox sculpt]]<br />
==={{PAGENAME}} in a nutshell===<br />
Maddox is the Mk3 "battlebox caster" for Cygnar. As such she is designed to be relatively simple to learn and straightforward to use. If you're learning the game, it is best to use her vs one of the [[Battlebox Caster|other battlebox casters]] because they're all designed to have roughly the same power level. Despite her combat prowess and big lightning sword, Major Beth Maddox is a support caster with a large variety of buffing spells that can fit many situations and her abilities address many of the common perceived weaknesses of Cygnar troops by helping them survive, hit harder, and have pathfinder.<br />
<br />
With the 11/2020 update gaining Resourceful has helped her focus efficiency allowing her to swap Snipe and Assail a lot more comfortably while upkeeping Onslaught for free, the upgrade to her melee game via Flank and her much improved gun are small quality of life changes that you will only really notice if you are trying to end the game as she still isn’t that tough and shouldn’t be that far forward.<br />
<br />
===Spell thoughts===<br />
* '''Assail''' - Put it on an important warjack early and don't let it drop. An extra 2" movement can make an important charge happen. Since the charge is free, it’s often worth cycling, but alongside, dauntless resolve and snipe, this leaves Maddox focused starved unless she is using Resourceful.<br />
* '''Dauntless Resolve''' <br />
** In a battlebox fight, the only suitable target is Maddox herself. Because of Resourceful it will be free to upkeep on her only, but you can’t have it and Onslaught on her at the same time.<br />
** Best when used on high-ARM warriors like [[Storm Lances]], [[Stormblade Infantry]], and [[Silver Line Stormguard]]. <br />
** Can also be used to prevent squishier troops like Gun Mages from dying to blasts.<br />
** [[Sword Knights]] go from being great jammer infantry to fantastic jammer infantry.<br />
* '''Electrical Blast''' <br />
** Usually nuke spells are used to hunt Incorporeal models, and since your sword-gun has no magic ranged attack, this spell is best applied to either that or to cause disruption on warjacks. <br />
** Given that you have to damage the warjack, you'll probably boost damage, making this an expensive spell. So only go after a 'jack you ''really'' want disrupted.<br />
** Don't forget that the [[Firefly]] buffs this spell's damage if it stands close enough to the target. <br />
** Watch out for anti-disruption tech, like [[Empower]].<br />
* '''Onslaught''' - This is probably worth casting on turn 1 and upkeeping for the whole game (it’s free after all as Maddox is in her own Battlegroup). The Steamroller scenarios demand quite a few terrain pieces, so it will have plenty of time to prove its usefulness.<br />
* '''Snipe'''<br />
** Cygnar's staple ranged buff.<br />
** Marginally useful in the initial battlebox fights, but increasingly important in larger games. Keep it on the [[Firefly]] and you won’t have to pay to upkeep it.<br />
** Very good on units with follow-up movement after their shooting, like Tempest Blazers: if they use Snipe to shoot from max range, then reposition even further back, usually you'll have an extra turn for shooting before the enemy reaches you.<br />
** If you run Maddox in Storm Division or Heavy Metal, Snipe is excellent on a Storm Strider. 23" threat on two attacks that have D3 e-leaps clears out important support models in the back of an army. Also works well on Stormblade Infantry, pushing up your assault threat to 18" (24" on your Gunners).<br />
<br />
===Feat thoughts===<br />
Battlebox casters rarely have complicated feats and Maddox is no exception. Use it when most of your army smashes into your opponent. A +3 modifier on your melee attack damage rolls will usually equal about a boost on those rolls. If the enemy denies a charge, the attacks will still hit almost as hard as a non-feat normal charge. It is perfect to counter STR penalties on your troops (like the one in [[Thagrosh1]]'s Death Shroud), though this is not a STR bonus - so you won't throw enemies farther, for example. Don't forget keep models within Maddox's CTRL range during feat turn. If you trigger a ''beat back'' that pulls a jack out of range, it loses the damage buff on subsequent attacks.<br />
<br />
===Battlebox Fights===<br />
In a battlebox fight, two players who bought nothing but their Faction's starter set use everything in that box to play a game. Maddox wants to win by attrition by hitting the enemy at range with the Firefly and then grinding down what remains with her Assail-enhanced Ironclad (and Onslaught, if the enemy abuses terrain). Snipe helps you win ranged duels, but battles themselves will rarely be won at range. Despite her decent MAT and Quick Work ability you don't want to commit her into battle. Her sword has a good effect on it to help finishing off jacks, but it is tied to a critical effect which makes it fairly unreliable. You can boost attacks to increase your critical effect chance.<br />
<br />
* [[Ironclad]] - Standard cheap beat stick for Cygnar. Put assail on it for extra effectiveness. Its Tremor attack knocks targets down for follow-up attacks and it can hit hard on its own.<br />
* [[Lancer]] - With only a single offensive spell you will mainly use it for support duties and upkeep cycling (explained in the [[#Tips & Tricks]] section below). Set Defense pumps protects it a little against charges, while Shock Field and Shock Shield can potentially cripple enemy jacks' cortexes.<br />
* [[Firefly]] - Cygnar's unique theme is lightning and the Firefly is all about electricity-based attacks. It won't be relevant in the battlegroup-only fights outside of buffing the damage from its own guns, Maddox' sword and her spell. In larger games you will find its presence extremely useful. The Storm Division Theme is unimaginable without it.<br />
<br />
Maddox does have a few issues to consider in Battlebox fights and Journeyman Leagues weeks 1 and 2:<br />
* Two of Cygnar's unique tricks are cortex damage and disruption, which don't bother warbeasts at all. <br />
* The third Cygnar gimmick, electro-leap, is best on grunts and solos, which your opponents won't have yet.<br />
* Dauntless Resolve and Snipe are really best used on infantry units, which you don't have yet.<br />
* Maddox has limited synergy with the Lancer and Firefly with just the Battlegroup. <br />
<br />
Many of these issues go away once you start getting some units and solos into your army, but could be frustrating during Battlegroup play. If given the option, consider running Maddox with an Ironclad/Hammersmith and a Stormclad instead, which has a lot more synergy with Maddox. Two cost efficient heavies are better than a heavy and two light jacks in Battlegroup play.<br />
<br />
===Drawbacks & Downsides===<br />
* She is very support oriented. You'll likely want to upkeep Snipe and Arcane Armor. Her toolkit has quite an overlap with another Cygnaran Warcaster, with his feat plus Arcane Shield and giving him a battleplan -while she just does a lot of things and is more focus efficient.<br />
* No accuracy buff for her army.<br />
* Vulnerable to anti-upkeep tactics (Purgation, Lamentation, Purification, Eiryss2, Eilysh, etc.); four friendly upkeep spells means that she's at high risk of being hard-countered.<br />
* Quick Work and Flank are kind of a wasted ability on her since outside of [[Storm Division]] she does not have the defensive stats to go in deep, kill stuff and survive. Stay back and support your forces and you will be better off.<br />
* You will always have to pay upkeeps for Dauntless Resolve unless you put it on her, in which case you cannot also have Onslaught, since you cannot put it on jacks at all, which also means she cannot make her jacks any tougher.<br />
<br />
===Tricks & Tips=== <br />
* Beat Back doesn't have to damage the opponent; a hit is all you need to trigger it. That means a lowly [[Mechanik]] can push a heavy out of a zone! Great for unjamming models.<br />
* Snipe and Assail can be spell cycled to affect two units in a turn. You do this by putting it on a unit the turn before, upkeeping the spell and using that unit/jack before activating Maddox. Then activate Maddox to put the spell on a different unit/jack before activating it.<br />
* Electro-leap slingshot is a staple trick of Cygnar's forces. If you want to remove a model with low ARM but high DEF, shoot a low DEF model near it with your main attack. The electro leap will then bounce to the squishy model you wanted to kill. If there's no suitable models nearby (or they're not the closest), then send a sturdy model of yours near a target and use it as a starting point for the leap. <br />
** Keep in mind that you cannot target your electro-immune models to bounce electro leaps and lightnings into other models. Also, Storm Division all Cygnar models gain [[Immunity: Electricity]]. So in that theme your best options for arcing Electro Leaps is your mercenaries (if you brought any at all).<br />
<br />
=List Building Tips=<br />
[[File: Brickhouse.jpg|thumb|[[Brickhouse]] is her pet warjack that she can take in any theme.]]<br />
<br />
====Strategy====<br />
Once she moves beyond the battlebox fights discussed above, Maddox' overall strategy changes little with a larger army. Most of the buffing spells will have self-evident targets and the buffed melee attacks will help you to win via attrition. Keep in mind the Beat Back element of her feat - even though you cannot destroy a target, you can use it to push contesting models out of the zone, if they are just chipping the zone's edge. Maddox likes a combined arms army. Take a decent variety of troops including some ranged choices for Snipe, some moderately armoured troops for Dauntless Resolve, and some good heavy warjacks for Assail. <br />
<br />
===Theme Thoughts===<br />
{{Header|[[Heavy Metal]]}}<br />
<br />
Your support duties really come into there own here, but even with Resourceful after cycling Assail you don’t really have that much spare FOCUS, so your force needs to be a little atypical focusing around a unit of [[Sword Knights]] plus their incremental support (mainly [[Archduke Runewood]]).<br />
<br />
* [[Sword Knights]] - These guys make incredibly good use of Dauntless Resolve. Defensive Line provides immunity to knock-down which in turn allows them to make use of multiple tough rolls. Maddox's spells amplify their power and with the feat they can hit pretty hard.<br />
* [[Long Gunners]] or [[Storm Strider]] - This list has a surprising amount of ranged presence, each enjoying the range buff from Snipe. Long Gunners are better against infantry spams, while the Storm Strider is better at taking out hard targets.<br />
* [[Stormclad]] - Normally an inefficient choice in the Heavy Metal theme as you can't field any storm knight units or solos to power it's accumulator - unless you take Maddox as your warcaster. To take this into perspective: A Stormclad powering up close to Maddox and receiving Empower from [[Arlan Strangeways]] will activate with 3 focus. Exactly the kind of focus efficiency a focus starved caster needs!<br />
<br />
{{Header|[[Storm Division]]}}<br />
<br />
Your toughest units can be found here - making good use of Dauntless resolve, but really they love her entire kit; Snipe to help with the short range of the units, Onslaught for Pathfinder. Maddox getting [[Unyielding]] helps weaken a melee assassination also.<br />
* [[Lieutenant Gwen Keller]] - [[Force Barrier]] is a great anti ranged assassination tool and it makes it harder to destroy the units she wants.<br />
* [[Storm Lances]] - The best cavalry in the game and the best target for Dauntless Resolve. Pathfinder from Onslaught is icing on the cake.<br />
* [[Silver Line Stormguard]] - As they're often immune to charges, Dauntless Resolve allows them to survive the low pow shooting, blast damage, and unboosted melee attacks they are likely to receive. This helps deliver their lightning damage POW buff.<br />
* [[Stormblade Captain]] and [[Major Katherine Laddermore|Laddermore]] - Essential army support because Maddox is also a Storm Knight, so their buffs work on her too.<br />
** Marshalling a [[Stormclad]] with him is not that bad of an idea if you also have Strangeways in your list. With Assail it has a free charge and two focus from Accumulator and Empower and it benefits from every single generic Drive. Reposition 5" means it can shoot and back up, Aim and still move into a zone, ect.<br />
* [[Savio Montero Acosta]] - He's a friendly faction model in the theme, benefiting from Onslaught and your feat as well (provided he lives long enough to use it).<br />
* [[Stormblade Infantry]] - Between Iron Zeal and Dauntless Resolve they are hard to damage. While under Maddox's feat (and with their leader alive) they'll hit with an effective P+S 18.<br />
* [[Sir Dreyfus the Storm Knight]] - He gets awkward places and her feat with his Flank makes him hit hard. Roadblock isn’t that useful but hiding Maddox behind him in the early turns can help.<br />
* [[Nemo4]] - Maddox is all about her infantry and Nemo can bring back d3 troopers every turn, which is especially good on a Dauntless Resolve unit. He can bring a Firefly to buff Lightning Damage and with Lightning Shroud said Firefly will actually hit very hard for a light, an ideal target for her feat! Nemo is also a very good target for Snipe in his own right, or you can bring in a [[Gun Mage Captain Adept]]<br />
<br />
{{Header|[[Gravediggers]]}}<br />
<br />
*[[Trencher Commandos]] - As they are the only Trencher unit that do not resist blasts very well, consider putting Dauntless resolve on them. Making them ARM 16 solves that problem nicely, meaning the have to be brought down by either Sprays or less conventional means of infantry clearing.<br />
* [[Trencher Blockhouse]] - An outstanding target for Snipe as it has a quality gun that sets up targets of opportunity for the rest of your army. Combine its trenches and reinforcements with [[Alexia2]] and you make your entire list very hard to get rid off, which is excellent for scenario play.<br />
* [[Trencher Long Gunners]] - Another great target for Snipe as they bring the most quality mass shooting out of any unit in this theme.<br />
* [[Captain Maxwell Finn]] and [[Trench Buster]]s - The feat turns them into unholy terrors that hit really, really hard. Beat Back also makes them sceneario bullies.<br />
* [[Trencher Master Gunner]] - Giving your sniped Blockhouse Arching Fire means it can cover a huge potion of the board. Alternatively he can give it Artillerist, or give an [[Express Team]] an extra shot.<br />
* [[Rangers]] - Maddox has no innate tools to boost accuracy on her troops, so the presence of the rangers are most welcome.<br />
<br />
{{Header|[[Flames in the Darkness]]}}<br />
<br />
Several fairly tough units that can benefit from her support spells and feat. Onslaught is excellent so you don't have to give up Throne's +2 damage to get a unit pathfinder and also one of the few ways to get pathfinder to the variety of excellent jack choices in this theme. Plenty of melee units and options that can benefit from her feat. Also vengeance in theme greatly helps as she has no way to speed up melee units on her own. Dauntless Resolve has a few good places to go; Archons, Resolutes or even LoLS.<br />
<br />
* [[Legion of Lost Souls]] - A solid option for Dauntless Resolve with tough adding to the annoyance of their recursion.<br />
* [[Precursor Knights]] - Her feat and Throne alone are a combined +5 not to mention the other options in theme to increase melee damage. It is trivial to get the PKs up to at least P&S 17 weapon masters on feat turn.<br />
* [[Thamarite Archon]] - Excellent option for Snipe.<br />
* [[Morrowan Archon]] - A good target for Dauntless Resolve and provides her with Veteran Leader, though she has no real business attacking anything.<br />
* [[Resolutes]] love both Dauntless and Snipe, so cycle accordingly.<br />
* [[Gallant]] - As focus efficient as a Stormclad with Morrowans (Beth included) around. Also it has Shield guard and Sacred Ward instead of the e-leap.<br />
* [[Devastator]] - Another great target for Assail. Bulldoze and Beat Back from her feat also make it an excellent scenario bully.<br />
<br />
<br />
{{Header|[[Sons of the Tempest]]}}<br />
<br />
This is an odd theme for Maddox; as it leaves few mentionable targets for your feat, but you do get free upkeeps in play (Dauntless Resolve on the [[Tempest Blazers]], and Snipe on any other Arcane Tempest unit), This list usually fixes your accuracy problems and has damage boosts on its own via solos (e.g., Falk, the GMCA and [[Caine0]]) and Rangers for the same reasons noted in Gravediggers.<br />
<br />
{{Header|Support models - Various themes}}<br />
* [[Sylys]] - A free upkeep for 1 of your warrior upkeep spells? Yes please. <br />
* [[Squire]] - Whether it is a free focus or Arcane Assist, it leaves you with more FOCUS to play. The Squire boosts your CTRL area and thus [[Onslaught]] and feat area, but the offensive boost that Sylys can give is also handy sometimes.<br />
* [[Arlan Strangewayes]]' Empower lifts her focus burden as well. A Stormclad will virtually never need allocations among power up, empower and Accumulator<br />
<br />
===Battlegroup===<br />
<br />
* See also the comments about the battlebox warjacks in the [[#Battlebox Fights]] section above.<br />
* [[Hurricane]] - Perhaps the single greatest target for the Assail spell, because the Hurricane has slam guns that also benefit from the +2" to slam distance. The bonus to threat range is also very much appreciated. Furthermore, Maddox can sit behind it's massive base and stay safe while handing out buffs through it's arc node.<br />
* [[Stormclad]] - Possibly The single most focus-efficient jack for her, since her presence can charge it up because she's a Storm Knight. Also a great target for Assail. You can put it under the care of a jack marshal instead, as well.<br />
* [[Reliant]] - For the same reason as the Stormclad its very focus efficient with Maddox. Note that a Stormclad and a Reliant fill her WJPs exactly.<br />
* [[Firefly]] - An absolute mainstay in Storm Division. It can buff Maddox's attacks or those of a Stormclad or [[Hurricane]]. Its a good idea to outsource it onto a Journeyman Warcaster.<br />
* [[Hammersmith]] - It's a great Assail target if you didn't bring a Hurricane. Try to bring tech that can help boost its low speed.<br />
* [[Brickhouse]] - Maddox's personal 'jack. He is an expensive and slow choice for a heavy hitter with some limited control aspects. You should take [[Field Mechaniks]] with him though, since Brickhouse really needs his systems working to get the job done (mainly its right hand for Force Lock). Generally a Stormclad or Centurion is better for less points, you only take Brickhouse for the novelty.<br />
* [[Defender]] - A great ranged jack that loves Snipe.<br />
* [[Centurion]] - If you want to babysit an important solo, like a Stormblade Captain, this jack has you covered. Assail makes it faster, which is great for a SPD 4 jack.<br />
<br />
===Starting a 25 point Brawl list===<br />
Written by Phillip Melvin, the accompanying strategy article can be found on the [https://www.loswarmachine.com/brawlmachine/2020/9/5/brawlmachine-list-building-cygnar main LOS site]. This list has the correct points cost as of 2022.01. <br />
<br />
'''[[Theme - Storm Division]]'''<br />
<br />
: '''[[Major Beth Maddox|Maddox1]]''': [+30 WJP]<br />
:* [[Stormclad]]: [17 pts]<br />
:* [[Centurion]]: [16 pts]<br />
<br />
: [[Lieutenant Gwen Keller]]: [Free] {{grey|(5 pts)}}<br />
: [[Sir Dreyfus the Storm Knight]]: [5 pts]<br />
: [[Stormblade Captain]]: [4 pts]<br />
<br />
: [[Silver Line Stormguard]] (Min unit): [9 pts]<br />
: [[Stormsmith Storm Tower]]: [4 pts]<br />
<br />
{{Brawl}}<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in 2016.06 in the battlebox set<br />
* Resculpted in 2021 as a standalone model.<br />
<br />
===Video Battle Reports===<br />
* [https://www.youtube.com/watch?v=Lqqjzhdwm0E 2019.05 Encounter Wargaming], vs [[Helynna1]]<br />
* {{VBR}}<br />
<br />
===Other Cygnar models===<br />
{{Index Cygnar}} <br />
<br />
===Rules Clarifications=== <br />
{{RC Magical Damage}}<br />
{{RC Disruption}}<br />
{{RC Cortex Damage}}<br />
{{RC Electro-Leap}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Immunity:Electricity}}<br />
{{RC Flank}}<br />
{{RC Resourceful}}<br />
{{RC Quick Work}}<br />
<br />
{{RC Assail}}<br />
{{RC Dauntless Resolve}}<br />
{{RC Electrical Blast}}<br />
{{RC Onslaught}}<br />
{{RC Snipe}}<br />
<br />
{{RC Beat Back}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Magnus_the_Warlord&diff=108467Magnus the Warlord2022-04-06T19:35:38Z<p>Abratzas: /* Army */</p>
<hr />
<div>{{Mercbox|{{Mercenary}} [[Warcaster]]}} [[Category: Model]]<br />
<br />
''Magnus has proven to be more than simply a one-man army with a grudge against the nation he once served. He has become a singular lord and master of the arts of war. He relies on no nation's backing and he carves his legend across western Immoren with blood and blade. He is ruthless in his determination to bring the exiled former king of Cygnar back to power regardless of the lives it costs.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Magnus|Magnus2]]<br />
| image = 41033 MagnustheWarlord WEB.jpg<br />
| base = Small<br />
| spd = 5<br />
| str = 6<br />
| mat = 7<br />
| rat = 6<br />
| def = 14<br />
| arm = 17<br />
| cmd irrelvant<br />
| focus = 6<br />
| hp = 17<br />
| wjp = +28<br />
}}<br />
<br />
'''[[Mercenary]]''' - In a 2+ caster game, he will work for {{Cryx Mercenary}}, {{Khador mercenary}}, or {{Menoth mercenary}}.<br />
<br />
{{Warcaster}}<br />
<br />
===Feat : Kill Box===<br />
Choose two table edges. Enemy models beginning an advance in Magnus' {{CTRL}} range cannot advance toward those table edges for one round.<br />
<br />
===Abilities===<br />
* {{Backstab}}<br />
* {{Unyielding}}<br />
* {{Field Marshal|Unyielding}} [[Category: Unyielding Field Marshal]]<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Scattergun|SP&nbsp;8|12| }}<br />
{{Melee|Foecleaver X|1|7|13|<br />
* {{Magical Weapon}}<br />
* {{Powerful Attack|focus}}<br />
* {{Armor Piercing Attack}} }}<br />
{{Melee|Mechanikal Arm|0.5|5|11|<br />
* {{Knockdown}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Bullet Dodger}} <br />
{{Calamity}} <br />
{{Convection}} <br />
{{Escort}}<br />
{{Obliteration}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{The Irregulars}}<br />
* {{The Kingmakers Army}}. Magnus gains [[Feign Death]] in this theme.<br />
* {{Steelies}}<br />
<br />
=Thoughts on Magnus2=<br />
===Magnus2 in a nutshell===<br />
Magnus2 has a suite of support abilities that incentivize bringing a large battlegroup. Escort allows his warjacks to set the line of engagement far up the table, blocking the opponent from scenario objectives and screening utility pieces, while Field Marshal: Unyielding forces the opponent to commit more to removing the offending warjacks. <br />
<br />
Although Field Marshal: Unyielding permits a warjack-heavy Magnus list to more easily eke out an attrition advantage, Magnus's primary victory condition is scenario. To that end, competitive Magnus lists also feature battlegroup-light and infantry-heavy lists that flood the board with cheap, jamming units such as [[Steelhead Halberdiers]] and [[Alexia Ciannor & the Risen]]. <br />
<br />
Magnus's feat is his primary selling point, as it is capable of locking an opposing army out of scenario and threatening a five-point lead by turn 3, thus forcing his opponents to position units in an attempt to remain outside of his control range, or commit models farther afield to preemptively contest scenario, leaving them vulnerable.<br />
<br />
Magnus2 has been a staple of competitive Mercenary play since the advent of MK3. He has remained competitive through every evolution of the meta, although his does have accuracy issues.<br />
<br />
===Feat thoughts===<br />
When using feat, most often the primary objective is to ensure that the opponent's models are incapable of moving in such a way that they are able to contest scenario elements. Being able to mitigate attacks on your front-line units tends to occur as a secondary benefit, but this benefit can be maximized by selecting the ideal table edges. Generally, selecting your own table edge and one side to guarantee nothing is able to contest is common, but selecting yours and your opponent's table edges forces the affected models to move in wholly horizontal vectors, which can lead to nightmarish order-of-activation situations in model-heavy armies lacking the Tactician benefit. <br />
<br />
As Magnus has a control range of 12, he will need to be relatively far afield to ensure it affects the necessary models, which leaves him vulnerable. Terrain which blocks line of sight is beneficial, and the additional armor from Escort serves as insulation from assassination attempts.<br />
<br />
Furthermore, Magnus's feat applies to advances originating from within his control range, and certain lists are capable of displacing models out of activation to free them from the 12" bubble. Apparition and Vengeance are the more common effects to look out for, while certain casters such as Siege2 are able to unstick a major chunk of their army if they're initially positioned near the boundary of the feat range. Also be on guard for abilities that can displace Magnus himself, moving the feat bubble along with him. Many offenders are ranged and can be mitigated by terrain to some extent, but positioning the Escorting heavy or heavies very close to Magnus such that he has no room to be shoved very far serves as additional insurance.<br />
<br />
===Spell thoughts===<br />
* ''Bullet Dodger'' - An upkeep for flag-capturing solos or slippery contesting models, Bullet Dodger is a useful tool to have, but is only situationally relevant. Occasionally, giving Magnus +2 DEF and Dodge is more useful than sitting on the focus spent to cast Bullet Dodger, when facing down a high volume of attacks. Be wary of dodging in a way that frees enemy models that have yet to activate from feat. Its most useful target is on a Swashbuckler sent in to contest an opposing zone if such a gimmick appeals to you.<br />
* ''Calamity'' - Costly and redundant in a battlegroup-heavy list, it's often preferable to leave tackling the problem of armor skew to Aiyana or Ragman. In an infantry-heavy list, Calamity proves more effective. Bring a Renegade if this is in your plan.<br />
* ''Convection'' - Sometimes you need to zap a contesting model off of your zone. For those times, try Convection.<br />
* ''Escort'' - Generally, you cast this on the first turn and don't drop it until it's dispelled. A 12" threat range from heavies makes for a more daunting deterrent, and gives you some additional leeway for dictating the terms of engagement. It also makes the Blockader a scary choice.<br />
* ''Obliteration'' - A powerful but expensive AOE spell, Obliteration is rarely used. When it is, it's often arced through the Renegade for threat extension and target selection. This spell benefits greatly from Sylys Wyshlanyrr, in part because he alleviates a portion of Magnus's focus demands, and in part from the Arcane Secrets action, which affects the blast damage rolls from this spell as well, making it an effective if costly tool for removing elusive targets within an 5" AOE centered on a nearby model.<br />
<br />
===Drawbacks & Downsides===<br />
* Short on focus<br />
* Don't get overconfident with his buffed ARM. He still dies more easily than a warjack.<br />
* Mercenary warjacks are all MAT 6 which can mean a lot of focus going toward boosted attack rolls instead of buying attacks. Dolores Graciela with Toros can fix this.<br />
* After his feat turn he spends most of the game handing out focus and running to safety.<br />
* Backstab only works if Magnus himself is in the back arc. It does not work with an arc node.<br />
* If the opposing force has even a moderate number of good guns it can threaten Magnus on his feat turn and cripple his army before it arrives. It is well-known among Mercenary players that you do not play Magnus2 into gun lines.<br />
<br />
===Tricks & Tips===<br />
* Be absolutely certain you cannot be killed on your feat turn. Watch for lots of guns, or powerful models that can charge farther than 12".<br />
* ANY advance that begins in Magnus's control area is subject to the feat, so if the opponent charges in and wants to side step, sprint, beat back, etc... they will be subject to the feat's restrictions.<br />
This means that out of activation movement/placement options such as Admonition, Telekinesis or Time Stutter can potentially allow a model to move outside of Magnus' CTRL (depending on the table edges chosen and the position of the model), then charge back in afterwards. Be mindful of these kinds of movements or placements when positioning for Magnus' feat.<br />
<br />
=List Building Advice=<br />
<br />
===Strategy===<br />
Magnus locks the opposing force out of scenario, then wallops them with warjacks - hopefully hard enough that they can't fight back afterward. He's a pretty blunt instrument with a strong battle group, a stellar feat and not a whole lot else. As a general rule, he will beat most melee-heavy forces, and lose to armies with lots of guns.<br />
<br />
===Theme Thoughts===<br />
Magnus has three themes to choose from: [[The Irregulars]], [[The Kingmaker's Army]], and [[Soldiers of Fortune]]. <br />
<br />
Kingmaker's lets him advance behind a Trencher cloud wall making him playable into guns, and mostly unkillable if you knock him down on his feat turn. Unless the other guy has a 13" charge.<br />
<br />
Soldiers of Fortune grants Anastasia's bonus to go first, Eiryss1, Steelhead Ironheads and Arcanists for warjack support, and either Alexia1 or 2 for some strong recursion and scenario play.<br />
<br />
Irregulars also gets you Anastasia, and more importantly, Asphyxious4, who provides clouds, threat extension and an easy ARM debuff.<br />
<br />
===Army===<br />
'''Warjacks''' - Magnus has Field Marshal: Unyielding, which makes his tough warjacks tougher, and Escort to make his warjacks faster. Hence, most players run lots of them. Years of successful Magnus2 play by the mercenary community have shown there is no wrong way to build his battlegroup. Any mix of [[Toro]]s, [[Rover]]s, [[Nomad]]s, [[Freebooter]]s, [[Renegade]]s, [[Vanguard]]s, [[Talon]]s, [[Buccaneer]]s and [[Mariner]]s can be about as effective as any other mix. Even a [[Blockader]] has merit. The [[Galleon]] probably does not.<br />
<br />
{{Header|[[Soldiers of Fortune]]}}<br />
* Up to 50 [[Steelhead Halberdiers]] to shove down the opponent's throat are great.<br />
* [[Sergeant Nicolas Verendrye]] gives you more halberdiers and is cheap at the cost.<br />
* [[Alexia1]] turns them into Risen and then to Thrall Warriors while in Soldiers of Fortune [[Alexia2]] takes their souls and turns them into Thralls directly.<br />
* [[Steelhead Ironhead]] gives you a 2" place for your models, which extends the reach of Magnus's feat that much further. <br />
* [[Steelhead Arcanist]] gives you Empower and deals with those pesky cloud walls.<br />
* [[Steelhead Heavy Cavalry]] provide bulldoze, which with Magnus' feat can be an impressive combination. Calamity cranks them way up.<br />
<br />
{{Header|[[The Irregulars]]}}<br />
* [[Kayazy Eliminators]] are marvelous units with any Mercenary caster, and Magnus2 is no exception.<br />
* [[Asphyxious4]] improves the output of his jacks, as do [[Aiyana and Holt]], [[Gorman di Wulfe, Rogue Alchemist]], [[Hermit]] and [[Hutchuck, Ogryn Bounty Hunter]]. <br />
* [[Lanyssa]] provides extra threat extension and focus efficiency.<br />
* [[Nemo4]] can bring an Ironhead (see above).<br />
* [[Crosse1]] - Discombobulate sets up Backstabs for him and it and Calamity make for a -4 DEF swing. He's an excellent target for Bullet Dodger.<br />
<br />
{{Header|Various Themes}}<br />
* [[Sylys Wyshnalyrr]] because he can easily run short of focus and Arcane Secrets makes Obliteration more effective.<br />
* [[Anastasia Di Bray]] helps you go first which is really useful as a scenario jammer.<br />
* [[Princess Delores Graciela]] - She is pretty good with Calamity and loves Unyielding Toros.<br />
<br />
=Other=<br />
===Trivia===<br />
[[File:MiniCrate AshethMagnus.jpg|thumb|Asheth Magnus, Warlord of Darkness; Minicrate Exclusive.]]<br />
<br />
* Released in [[Warmachine: Superiority]] (2006)<br />
* His fluff blurb (at the top of this page) describes his outlook around the time of Superiority. The backstory has advanced since then, and Magnus has ultimately reunited with Vinter during the Skorne invasion, only to end up on Morghul's torturing table for having a mild disagreement on Vinter's leadership, causing him to renounce his loyalty to him after the botched attempt of taking Caspia. Magnus has since dedicated himself to Vinter's bastard son, Julius, whom he managed to place on the throne of Cygnar. As such, he is one of the most successful characters in the Iron Kingdoms having actually accomplished his goals. Only Krueger has greater accomplishments having personally saved the world.<br />
* {{LES|2020.08}}<br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/B2khj7svW9g 2019.03 Guerilla Miniature Games], vs [[Harkevich1]]<br />
* [https://youtu.be/92ouaN4VTms 2019.03 Guerilla Miniature Games], vs [[Malakov2]]<br />
* [https://youtu.be/kQTTCi3nODk 2018.03 Deathclock Dave], vs [[Jalaam1]]<br />
* {{VBR}}<br />
<br />
===Other Mercenary models===<br />
{{Index Mercs}}<br />
<br />
===Rules Clarifications===<br />
{{RC Magical Weapon}}<br />
{{RC Powerful Attack}}<br />
{{RC Knockdown}}<br />
{{RC Armor Piercing}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Backstab}}<br />
{{RC Field Marshal}}<br />
{{RC Unyielding}}<br />
<br />
{{RC Bullet Dodger}}<br />
{{RC Calamity}}<br />
{{RC Convection}}<br />
{{RC Escort}}<br />
{{RC Obliteration}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Forward_Kommander_Sorscha&diff=108452Forward Kommander Sorscha2022-04-03T12:25:19Z<p>Abratzas: /* Theme Thoughts */</p>
<hr />
<div>{{Khadbox|{{Khador}} [[Warcaster]] }} [[Category: Model]]<br />
<br />
''Sorscha's patriotism still drives here, but it is increasingly eclipsed by the darkness growing in her heart. She does not care why the Motherland asks her to fight, only that she can find a few moments of peace in the clarity of action.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Sorscha|Sorscha2]]<br />
| image = Sorscha2.jpg<br />
| base = Small<br />
| spd = 6<br />
| mat = 7<br />
| str = 6<br />
| rat = 6<br />
| def = 16<br />
| arm = 15<br />
| cmd = <br />
| hp = 17<br />
| focus = 6<br />
| wjp = +29<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat: Winter's Chill===<br />
When an enemy model without [[Immunity: Cold]] suffers a damage roll while in Sorscha's {{control}} range, double the damage that exceeds the model's ARM. Winter's Chill lasts for one turn.<br />
<br />
=== Abilities===<br />
* {{Cold Immunity}}<br />
* {{Desperate Pace|Winter Guard}}<br />
* {{Freezer}}<br />
<br />
===Weapons=== <br />
{| class="wikitable"<br />
{{Ranged|Quad-Iron|10|10|rof=d3+1| }}<br />
{{Melee|Frostfang|2|7|13|<br />
* {{Magical Damage}}<br />
* {{Critical Freeze}}<br />
* {{Shatter}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Boundless Charge}}<br />
{{Cyclone}}<br />
{{Iron Flesh}}<br />
{{Razor Wind}}<br />
{{Shatter Storm}}<br />
}}<br />
<br />
===Theme Forces ===<br />
* {{Armored Korps}}<br />
* {{si|Flame in the Darkness}}<br />
* {{Jaws of the Wolf}}<br />
* {{Legion of Steel}} <br />
* {{si|Warriors of the Old Faith}}<br />
* {{WG Kommand}}. In this theme the caster gains [[Sacrificial Pawn]] [Winter Guard trooper model].<br />
* {{Wolves of Winter}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* +2 WJP<br />
* Iron Flesh now gives Blast Resistance (+4 ARM vs blast) instead of Blast Immunity<br />
<br />
=Thoughts on Sorscha2= <br />
===Sorscha2 in a nutshell=== <br />
Like her previous version, Forward Kommander Sorscha has a very potent assassination run, but she is now more leaned toward support and damage boosting with her feat. She also lost most of her board controlling tools, but instead, gained a massive boost to her personal combat abilities. However in practice, a lot of the things that Sorscha2 does well are high risk/high reward, which makes her a lot trickier to use, especially without any board control spells. <br />
<br />
===Spell thoughts===<br />
* ''Boundless Charge'': a versatile support spell, either for personal use, or for jacks/solos to boost their threat range.<br />
* ''Iron Flesh'': her second support spell, which can boost Khador's already well-armoured models to absurd levels. [[Iron Fang Uhlans]] in B2B surpass the ARM of a [[Juggernaut]]. Shield walled [[Man-o-War_Shocktroopers]] are now walking [[Demolisher]]s in terms of ARM, and still immune to knockdown, if you spared points on their UA. Averagely protected, single-wound units, like [[Assault Kommandos]] or [[Iron Fang Pikemen]] will become surprisingly resistant to frontal assaults under this spell. Special mention to [[Black Dragons]]; between Shield Wall, their minifeat and IF, there are few guns, that can crack their ARM. Even without Shield-wall, Iron Zeal and Iron Flesh allows you to run up early, and form a solid brick mid-field. <br />
* ''Cyclone'': It is Wind Rush, combined with Thresher and Parry. Use both offensively in an assassination run, or defensively, to fall back from an unwanted engagement.<br />
* ''Razor Wind'': her only offensive spell; and her only way to deal with Incorporeal models at range. You'll probably rarely have the focus for it.<br />
* ''Shatter Storm'': The step-brother of [[Explosivo]], this one affects melee attacks too. Keep that one on ranged models, preferably with multiple attacks. Casting it on a close combat unit can be tricky, as anything without a RNG 2 melee weapon are at risk of getting hurt by the AOE. Girded troops, or warjacks don't have to worry about that, of course, but they are rarely a good recipients of this spell. If you happen to cast it onto a model with Tresher (Yuri, or [[Beast-09]]) though, they can clear clustered infantries like few other.<br />
<br />
===Feat thoughts===<br />
An ideal feat for both defensive and offensive use - imagine Rhyas' critical weapon ability on your entire army. Of course, it will be of any use on targets with multiple hit boxes, like heavy infantry, cavalry or jacks/beasts. Targets have to be within Sorscha's CRTL radius (based on her current position), and thus, you can easily end up with her in dangerous positions for counter-punches. If you need to put her Quad Iron, or Frostfang to use, Cyclone can still lets you to advance back to a safer spot. As in the case of other feats like that, don't get too greedy. You might "only" have the opportunity to knock out 1 or 2 heavies in a turn, but it might just be enough to help you win the war of attrition. The feat works best with units that already do moderate damage. It doesn't work with sniper damage.<br />
<br />
===Drawbacks & Downsides===<br />
* Similar to [[Sorscha1]]'s drawbacks, she's fragile and short on focus to do everything she's capable of. Even though she can deal an impressive amount of damage on her own, don't let her be exposed to retaliation, knockdowns or boostable blast damage. <br />
* Feat is worthless against single wound targets and models with Cold Immunity.<br />
* Freezer can save you only if the enemy ended its activation within 2" of you - and that usually happens after a failed assassination.<br />
* Shatter is largely useless since Sorscha2 has no reliable way to actually make units stationary.<br />
* Strongly contested by Butcher1: his support for battlegroup and his army are usually more useful, and on feat turn the damage output of his army lag only slightly behind Sorcha's.<br />
** On her feat turn, she can make Behemoth punch out 76+ damage to anything armor 25 or lower with average rolls, which will instantly kill anything in the game. Keep in mind however that Behemoth already could punch out anything that wasn't a colossal in a single round. Butcher1 can get Behemoth to punch 70 damage on his feat turn, which is also more than enough to kill anything.<br />
<br />
===Tricks & Tips===<br />
* According to the current wording, the feat happens, before the power field reinforcement, so the target can decrease only after the damage has been doubled. Warlocks also have to transfer the increased damage.<br />
* With Cyclone you have the possibility to hurt your own troops, if you wish to do so. Situational, but if your infantry screen became stationary, and hinders your assassination run, then cast Cyclone, punch the blocking model out of existence, and there you have a free charge lane.<br />
<br />
<br />
=List Building Advice =<br />
===Strategy===<br />
For beginners it is all too tempting to go for assassinations, and use your feat to cause silly amounts of damage onto an enemy warlock/warcaster - preferably by Sorcha herself. Don't get me wrong - if the enemy leaves that door open for you, go for it. However, it is much more likely that you'll win on attrition. Detonator allows you to counter many recursive mechanisms, based on [[Grymkin|corpse]] gathering or collecting souls from [[Protectorate of Menoth|friends]], [[Cryx|foes]] or [[Convergence of Cyriss|machines]]. Iron Flesh keeps your troops on the field for a bit longer, while Winter's Chill allows you "cheap" piece trades, allowing you to punch out heavies with much fewer resources it would normally needed.<br />
<br />
While Desperate Pace only affects winter guard, they are not the best beneficiaries for Sorscha's spells or feat. Her feat in particular works well with pretty much every unit, even Mercenary units. <br />
<br />
Sorscha can buff her army or release a remarkable amount of attacks with her quad-iron, or Frostfang. That means she'll have few focus leftover to run a lot of warjacks, even with power-up. A few trusted pieces are still favourable in her list though, see [[#Battlegroup]].<br />
<br />
===Theme Thoughts===<br />
{{Header|[[Winter Guard Kommand]]}}<br />
<br />
* [[Winter Guard Infantry]] is a no-brainer with her. Desperate pace can boost their charge range, or let them pick up a good spot for CRA. Under her feat, even two-men CRA from a full unit can be absolutely devastating, dealing an average of 30 damage against an ARM 18 target. They are also good target for Shatter Storm, if you do not need Iron Flesh on them.<br />
* Both the [[Winter Guard Field Gun Crew]] and [[Winter Guard Mortar Crew]] get a lot of mileage out of her feat. The latter can threaten low-arm warcasters / warlocks with its improved blast damage, while the former can knock targets down for the Winter Guard Rocketeers to tear them apart with their Brutal Damage rockets.<br />
* [[Assault Kommandos]] - Excellent Sac Pawn targets and recipients of Desperate Pace. Flamethrowers and Shatter Storm melts infantry.<br />
<br />
{{Header|[[Jaws of the Wolf]]}}<br />
<br />
* [[Behemoth]] under her feat deals an impressive amount of damage at range with its dual Bombard cannons. The damage goes from impressive to absurd with its fists - perfectly capable of gutting a Colossal/Gargantuan, or 2 heavy jack / beast at once.<br />
<br />
{{Header|Support models - Various themes}}<br />
<br />
The new [[Greylord Forge Seer]] also has a lot of good synergy with Sorscha. Can run a jack for her as well empower it with focus and blessed magical weapons, making sure that warjack can take the best advantage of Sorscha's very powerful feat<br />
<br />
===Battlegroup===<br />
[[File:Beast09.jpg|thumb|[[Beast-09]] is her pet warjack that she can take in any theme.]]<br />
<br />
* [[Beast-09]] is her pet warjack that she can take in any theme. It has a nice affinity to her, and an intercepted shot can trigger Hyper Aggressive movement. Also, as stated above, Shatter Storm and Thresher can wipe out an entire swat of enemies.<br />
* [[Marauder]] - Taking a trio of these under her will have enemy huge bases very, '''very''' scared. And with two initials POW 16s they threaten everyting else under feat nicely, too.<br />
* [[Juggernaut]] - Nothing quite like delivering a POW 19 axe-to-face under feat.<br />
* [[Spriggan]] is ideal for removing Stealth and expose usually squishy targets for your army. [[Victor]] can do the same with its Flare ammunition, though the shot will be much more inaccurate.<br />
* [[Destroyer]] - Her feat and Shatter Storm makes its gun very deadly and it doesnt need much focus.<br />
<br />
=Other=<br />
===Trivia=== <br />
* Released in [[Apotheosis|Warmachine: Apotheosis]] (2005)<br />
<br />
===Other Khador models===<br />
{{Index Khador}} <br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/n55lk4Jk5zg 2018.08 Feat Fetish] 75 points vs [[Damiano]]<br />
* {{VBR}}<br />
<br />
===Rules Clarifications=== <br />
{{RC Magical Damage}}<br />
{{RC Freeze}}<br />
{{RC Shatter}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Desperate Pace}}<br />
{{RC Freezer}}<br />
<br />
{{RC Boundless Charge}}<br />
{{RC Cyclone}}<br />
{{RC Iron Flesh}}<br />
{{RC Razor Wind}}<br />
{{RC Shatter Storm}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Forward_Kommander_Sorscha&diff=108451Forward Kommander Sorscha2022-04-03T12:23:56Z<p>Abratzas: /* Battlegroup */</p>
<hr />
<div>{{Khadbox|{{Khador}} [[Warcaster]] }} [[Category: Model]]<br />
<br />
''Sorscha's patriotism still drives here, but it is increasingly eclipsed by the darkness growing in her heart. She does not care why the Motherland asks her to fight, only that she can find a few moments of peace in the clarity of action.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Sorscha|Sorscha2]]<br />
| image = Sorscha2.jpg<br />
| base = Small<br />
| spd = 6<br />
| mat = 7<br />
| str = 6<br />
| rat = 6<br />
| def = 16<br />
| arm = 15<br />
| cmd = <br />
| hp = 17<br />
| focus = 6<br />
| wjp = +29<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat: Winter's Chill===<br />
When an enemy model without [[Immunity: Cold]] suffers a damage roll while in Sorscha's {{control}} range, double the damage that exceeds the model's ARM. Winter's Chill lasts for one turn.<br />
<br />
=== Abilities===<br />
* {{Cold Immunity}}<br />
* {{Desperate Pace|Winter Guard}}<br />
* {{Freezer}}<br />
<br />
===Weapons=== <br />
{| class="wikitable"<br />
{{Ranged|Quad-Iron|10|10|rof=d3+1| }}<br />
{{Melee|Frostfang|2|7|13|<br />
* {{Magical Damage}}<br />
* {{Critical Freeze}}<br />
* {{Shatter}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Boundless Charge}}<br />
{{Cyclone}}<br />
{{Iron Flesh}}<br />
{{Razor Wind}}<br />
{{Shatter Storm}}<br />
}}<br />
<br />
===Theme Forces ===<br />
* {{Armored Korps}}<br />
* {{si|Flame in the Darkness}}<br />
* {{Jaws of the Wolf}}<br />
* {{Legion of Steel}} <br />
* {{si|Warriors of the Old Faith}}<br />
* {{WG Kommand}}. In this theme the caster gains [[Sacrificial Pawn]] [Winter Guard trooper model].<br />
* {{Wolves of Winter}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update<br />
* +2 WJP<br />
* Iron Flesh now gives Blast Resistance (+4 ARM vs blast) instead of Blast Immunity<br />
<br />
=Thoughts on Sorscha2= <br />
===Sorscha2 in a nutshell=== <br />
Like her previous version, Forward Kommander Sorscha has a very potent assassination run, but she is now more leaned toward support and damage boosting with her feat. She also lost most of her board controlling tools, but instead, gained a massive boost to her personal combat abilities. However in practice, a lot of the things that Sorscha2 does well are high risk/high reward, which makes her a lot trickier to use, especially without any board control spells. <br />
<br />
===Spell thoughts===<br />
* ''Boundless Charge'': a versatile support spell, either for personal use, or for jacks/solos to boost their threat range.<br />
* ''Iron Flesh'': her second support spell, which can boost Khador's already well-armoured models to absurd levels. [[Iron Fang Uhlans]] in B2B surpass the ARM of a [[Juggernaut]]. Shield walled [[Man-o-War_Shocktroopers]] are now walking [[Demolisher]]s in terms of ARM, and still immune to knockdown, if you spared points on their UA. Averagely protected, single-wound units, like [[Assault Kommandos]] or [[Iron Fang Pikemen]] will become surprisingly resistant to frontal assaults under this spell. Special mention to [[Black Dragons]]; between Shield Wall, their minifeat and IF, there are few guns, that can crack their ARM. Even without Shield-wall, Iron Zeal and Iron Flesh allows you to run up early, and form a solid brick mid-field. <br />
* ''Cyclone'': It is Wind Rush, combined with Thresher and Parry. Use both offensively in an assassination run, or defensively, to fall back from an unwanted engagement.<br />
* ''Razor Wind'': her only offensive spell; and her only way to deal with Incorporeal models at range. You'll probably rarely have the focus for it.<br />
* ''Shatter Storm'': The step-brother of [[Explosivo]], this one affects melee attacks too. Keep that one on ranged models, preferably with multiple attacks. Casting it on a close combat unit can be tricky, as anything without a RNG 2 melee weapon are at risk of getting hurt by the AOE. Girded troops, or warjacks don't have to worry about that, of course, but they are rarely a good recipients of this spell. If you happen to cast it onto a model with Tresher (Yuri, or [[Beast-09]]) though, they can clear clustered infantries like few other.<br />
<br />
===Feat thoughts===<br />
An ideal feat for both defensive and offensive use - imagine Rhyas' critical weapon ability on your entire army. Of course, it will be of any use on targets with multiple hit boxes, like heavy infantry, cavalry or jacks/beasts. Targets have to be within Sorscha's CRTL radius (based on her current position), and thus, you can easily end up with her in dangerous positions for counter-punches. If you need to put her Quad Iron, or Frostfang to use, Cyclone can still lets you to advance back to a safer spot. As in the case of other feats like that, don't get too greedy. You might "only" have the opportunity to knock out 1 or 2 heavies in a turn, but it might just be enough to help you win the war of attrition. The feat works best with units that already do moderate damage. It doesn't work with sniper damage.<br />
<br />
===Drawbacks & Downsides===<br />
* Similar to [[Sorscha1]]'s drawbacks, she's fragile and short on focus to do everything she's capable of. Even though she can deal an impressive amount of damage on her own, don't let her be exposed to retaliation, knockdowns or boostable blast damage. <br />
* Feat is worthless against single wound targets and models with Cold Immunity.<br />
* Freezer can save you only if the enemy ended its activation within 2" of you - and that usually happens after a failed assassination.<br />
* Shatter is largely useless since Sorscha2 has no reliable way to actually make units stationary.<br />
* Strongly contested by Butcher1: his support for battlegroup and his army are usually more useful, and on feat turn the damage output of his army lag only slightly behind Sorcha's.<br />
** On her feat turn, she can make Behemoth punch out 76+ damage to anything armor 25 or lower with average rolls, which will instantly kill anything in the game. Keep in mind however that Behemoth already could punch out anything that wasn't a colossal in a single round. Butcher1 can get Behemoth to punch 70 damage on his feat turn, which is also more than enough to kill anything.<br />
<br />
===Tricks & Tips===<br />
* According to the current wording, the feat happens, before the power field reinforcement, so the target can decrease only after the damage has been doubled. Warlocks also have to transfer the increased damage.<br />
* With Cyclone you have the possibility to hurt your own troops, if you wish to do so. Situational, but if your infantry screen became stationary, and hinders your assassination run, then cast Cyclone, punch the blocking model out of existence, and there you have a free charge lane.<br />
<br />
<br />
=List Building Advice =<br />
===Strategy===<br />
For beginners it is all too tempting to go for assassinations, and use your feat to cause silly amounts of damage onto an enemy warlock/warcaster - preferably by Sorcha herself. Don't get me wrong - if the enemy leaves that door open for you, go for it. However, it is much more likely that you'll win on attrition. Detonator allows you to counter many recursive mechanisms, based on [[Grymkin|corpse]] gathering or collecting souls from [[Protectorate of Menoth|friends]], [[Cryx|foes]] or [[Convergence of Cyriss|machines]]. Iron Flesh keeps your troops on the field for a bit longer, while Winter's Chill allows you "cheap" piece trades, allowing you to punch out heavies with much fewer resources it would normally needed.<br />
<br />
While Desperate Pace only affects winter guard, they are not the best beneficiaries for Sorscha's spells or feat. Her feat in particular works well with pretty much every unit, even Mercenary units. <br />
<br />
Sorscha can buff her army or release a remarkable amount of attacks with her quad-iron, or Frostfang. That means she'll have few focus leftover to run a lot of warjacks, even with power-up. A few trusted pieces are still favourable in her list though, see [[#Battlegroup]].<br />
<br />
===Theme Thoughts===<br />
{{Header|[[Winter Guard Kommand]]}}<br />
<br />
* [[Winter Guard Infantry]] is a no-brainer with her. Desperate pace can boost their charge range, or let them pick up a good spot for CRA. Under her feat, even two-men CRA from a full unit can be absolutely devastating, dealing an average of 30 damage against an ARM 18 target. They are also good target for Shatter Storm, if you do not need Iron Flesh on them.<br />
* Both the [[Winter Guard Field Gun Crew]] and [[Winter Guard Mortar Crew]] get a lot of mileage out of her feat. The latter can threaten low-arm warcasters / warlocks with its improved blast damage, while the former can knock targets down for the Winter Guard Rocketeers to tear them apart with their Brutal Damage rockets.<br />
<br />
{{Header|[[Jaws of the Wolf]]}}<br />
<br />
* [[Behemoth]] under her feat deals an impressive amount of damage at range with its dual Bombard cannons. The damage goes from impressive to absurd with its fists - perfectly capable of gutting a Colossal/Gargantuan, or 2 heavy jack / beast at once.<br />
<br />
{{Header|Support models - Various themes}}<br />
<br />
The new [[Greylord Forge Seer]] also has a lot of good synergy with Sorscha. Can run a jack for her as well empower it with focus and blessed magical weapons, making sure that warjack can take the best advantage of Sorscha's very powerful feat<br />
<br />
===Battlegroup===<br />
[[File:Beast09.jpg|thumb|[[Beast-09]] is her pet warjack that she can take in any theme.]]<br />
<br />
* [[Beast-09]] is her pet warjack that she can take in any theme. It has a nice affinity to her, and an intercepted shot can trigger Hyper Aggressive movement. Also, as stated above, Shatter Storm and Thresher can wipe out an entire swat of enemies.<br />
* [[Marauder]] - Taking a trio of these under her will have enemy huge bases very, '''very''' scared. And with two initials POW 16s they threaten everyting else under feat nicely, too.<br />
* [[Juggernaut]] - Nothing quite like delivering a POW 19 axe-to-face under feat.<br />
* [[Spriggan]] is ideal for removing Stealth and expose usually squishy targets for your army. [[Victor]] can do the same with its Flare ammunition, though the shot will be much more inaccurate.<br />
* [[Destroyer]] - Her feat and Shatter Storm makes its gun very deadly and it doesnt need much focus.<br />
<br />
=Other=<br />
===Trivia=== <br />
* Released in [[Apotheosis|Warmachine: Apotheosis]] (2005)<br />
<br />
===Other Khador models===<br />
{{Index Khador}} <br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/n55lk4Jk5zg 2018.08 Feat Fetish] 75 points vs [[Damiano]]<br />
* {{VBR}}<br />
<br />
===Rules Clarifications=== <br />
{{RC Magical Damage}}<br />
{{RC Freeze}}<br />
{{RC Shatter}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Desperate Pace}}<br />
{{RC Freezer}}<br />
<br />
{{RC Boundless Charge}}<br />
{{RC Cyclone}}<br />
{{RC Iron Flesh}}<br />
{{RC Razor Wind}}<br />
{{RC Shatter Storm}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Kossite_Woodsmen&diff=108450Kossite Woodsmen2022-04-03T12:08:26Z<p>Abratzas: /* Combos & Synergies */</p>
<hr />
<div>{{Khadbox|{{Khador}} {{Unit}} }} [[Category: Model]] [[Category:Kossite]]<br />
<br />
''It is the law of Khador that all citizens must serve in the military, and the Kossite clans of the far north are no exception. Despite their motley appearance and simple weapons, the Kossite woodsmen are fierce warriors. They wait in ambush with the patience and instincts of a hunter, and strike at the perfect moment to kill key assets or crumble the enemy’s flank.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = KossiteWoodsmen.jpg<br />
| base = Small<br />
| spd = 6<br />
| str = 5<br />
| mat = 5<br />
| rat = 4<br />
| def = 13<br />
| arm = 11<br />
| cmd = 7<br />
| hp = 1<br />
| size = 6{{or}}10<br />
| cost = 7{{or}}11<br />
| cost_note = 1.1 each<br />
| fa = 2<br />
}}<br />
<br />
===Abilities===<br />
* {{Advance Deployment}}<br />
* {{Pathfinder}}<br />
* {{Ambush2}}<br />
* {{Backstab}}<br />
* {{Prowl}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Hunter's Weapon|10|10| }}<br />
{{Melee|Hand Weapon|0.5|3|8| }}<br />
|}<br />
<br />
===Theme Forces===<br />
* '''''Khador<br />
** {{Jaws of the Wolf}}<br />
** {{Warriors of the Old Faith}}<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use this unit in the {{Hearts of Darkness|notbold=}} theme, but only if [[Malakov2]] is leading the army.<br />
** '''[[Protectorate]]''' players can use this model in the {{Warriors of the Old Faith|notbold=}} theme.<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update <br />
* Points '''increase''' to 7/11 (from 6/10)<br />
* Gained Backstab<br />
<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
<br />
==={{PAGENAME}} in a nutshell===<br />
Kossite Woodsmen are militia. They are cheap, and don't have much in terms of stats or weapons - if they face the enemy head-on. Add in Backstab and Ambush though, and all of a sudden they pose a threat to DEF 14 ARM 18 models in their their back arc - especially single-wound infantry, who may die in droves due to some strategically placed lead and arrows.<br />
<br />
They can amend the inherent weakness of the jack-heavy lists by scoring in circular zones, and thanks to Ambush they may do it early on. Ambush also allows scenario (counter) play - even more so in scenarios with far-flung zones, where your battlegroup and caster can't be everywhere at once. They can run up to 15" on their arriving turn, contesting flags and zones - and though they die to basically anything the enemy might throw at them, that "anything" usually costs more than their 7/11 point cost.<br />
<br />
While other, self-sufficient troops like the [[Widowmaker Scouts]] the [[Kayazy Eliminators]], or the cavalry in the [[Warriors of the Old Faith]] pose a frontal and direct threat, Kossites are adept at putting pressure on the enemy's flanks, weakening it sufficiently that its eventual collapse will ensure victory on the long run.<br />
<br />
===Combos & Synergies===<br />
* [[Malakov2]] - Discombobulate turns on Backstabs on from any direction, so you don't lose out on it if you Advance Deploy.<br />
* [[Yuri the Axe]] - His Elite Cadre makes Kossites infuriatingly difficult to be removed from forests, and if you find a forest near the board edges, your troops can discharge their guns from beyond the forest patches, forcing the enemy to go either through or around to deal with them.<br />
* [[Vladimir1]] - Signs and Portends makes anything sing - especially with Backstab on.<br />
* [[Vladimir2]] can use them as great Hand of Fate or feat targets.<br />
* [[Vladimir3]] - Hand of Fate again, he also pays much closer to the front so he can put HoF on them easier.<br />
* [[Old Witch2]] - Curse of Shadows makes their shots more devastating and they can hide in a Windstorm to protect themselves from shooting if need be<br />
* [[Sorscha3]] - Winter's Wrath makes things easier for them to hit and she appreciates the extra scenario pressure the Kossites exert while her MoW and jacks trundle up the field.<br />
* [[Feora3]] in Warriors of the Old Faith can cast Incite to buff their damage.<br />
<br />
===Drawbacks & Downsides===<br />
* Treewalker from Yuri is worthless if there are no forests around and you play outside Jaws of the Wolf, where you get at least one forest patch.<br />
* If you cannot trigger Backstab, they just have horrible stats.<br />
* Once the enemy gets bead on them, they'll die in no time. And for some armies they are just cheap corpse/soul token.<br />
<br />
===Tricks & Tips===<br />
* Stats-wise they are among the weakest Khador units - meaning, they are very low on the target-priority list. Any shot that falls upon them will be spared from your more valuable units.<br />
* You have a 19 inch threat range with the guns on the turn that you ambush. Sometimes it’s worth waiting an extra turn just to make sure you can get into back strike range and shoot some support models.<br />
<br />
=Other=<br />
===Trivia=== <br />
Released in [[Warmachine: Escalation]] (2004)<br />
<br />
===Other Khador models===<br />
{{Index Khador}} <br />
<br />
===Rules Clarifications=== <br />
{{RCbox2|Name=Advance Deployment + Ambush<br />
|list=*These two abilities do not stack with each other. You need to choose ''either'' Ambush ''or'' Advance Deployment}}<br />
{{RC Advance Deployment}}<br />
{{RC Pathfinder}}<br />
{{RC Ambush}}<br />
{{RC Backstab}}<br />
{{RC Prowl}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Yuri_the_Hunter&diff=108449Yuri the Hunter2022-04-03T12:05:24Z<p>Abratzas: /* Drawbacks & Downsides */</p>
<hr />
<div>{{Khadorbox|{{Khador}} {{Character}} {{Solo}}}} [[Category: Model]]<br />
<br />
''After the Claiming, Yuri set out to atone for his career as a state-sanctioned Manhunter. He tried to live and let live, to find peace without violence. But death follows Yuri the way night follows day. And when the only tool in your toolbox is a headsman's axe, every obstacle looks like a head waiting to be severed.<br />
{{Shopbox|Yuri2 comes in a Riot Quest starter set, alongside 4 other solos: [[Boomhowler the Destroyer|Boomhowler3]], [[Yssylla]], [[Stone Cold Black Bella|Black Bella2]], and [[Shivers]]. <br />
<br />
At the time of writing (2020.07) they are not available for individual purchase.}}<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = [[Yuri|Yuri2]]<br />
| image = Yuri2.jpg<br />
| base = Small<br />
| spd = 6<br />
| str = 8<br />
| mat = 8<br />
| rat = 7<br />
| def = 14<br />
| arm = 14<br />
| cmd 9 irrelevant<br />
| cost = 5<br />
| fa = C<br />
| hp = 5<br />
}}<br />
<br />
{{Riot Quest}}<br />
<br />
===Abilities===<br />
* {{Advance Deployment}}<br />
* {{Pathfinder}}<br />
* {{Stealth}}<br />
* {{Tough}}<br />
* {{Ambush1}}<br />
* {{Cover Tracks}}<br />
* {{Hunter}}<br />
* {{Trapper|4}}<br />
<br />
===Weapons===<br />
{|class="wikitable"<br />
{{Ranged|Tharn Bow|12|14|<br />
* {{Arcing Fire}} }}<br />
{{Melee|Hunting Knife|0.5|2|10|<br />
* {{Weapon Master}} }}<br />
|}<br />
<br />
===Theme Forces ===<br />
* '''''Khador<br />
** {{Jaws of the Wolf}}<br />
** {{Warriors of the Old Faith}}<br />
<br />
* '''''Other Factions<br />
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Malakov2]] is leading the army.<br />
** '''[[Protectorate]]''' players can use this model in the [[Warriors of the Old Faith]] theme.<br />
<br />
<br />
=Thoughts on Yuri2=<br />
===Yuri2 in a nutshell===<br />
He's a ranged combat solo which will scalpel out something on the turn he ambushes, given he has a 21" threat range from either side of the table. He can also use Trapper to deny a counter-offensive from infantry. He bears a striking resemblance to [[Longchops]], and what can be said of one rings mostly true of the other.<br />
<br />
===Combos & Synergies===<br />
* The [[Warriors of the Old Faith]] theme force lacks ambushers and good shooting. Yuri brings both. [[Feora3]] makes his gun more powerful with Incite, a RAT 9, POW 15 arrow coming from the sidelines has to be respected.<br />
* [[Vladimir1]] and [[Butcher1]] give him an extra die, which he loves (as does any ranged model in Khador).<br />
* [[Greylord Adjunct]] can give him Guidance. Between that and already having Hunter & Arcing Fire, there is little anti-ranged tech that will work against him.<br />
* [[Malakov2]] can give him Backstab which can be great on Ambush turn ... assuming you get Malakov within 5" of Yuri before Yuri activates from within the Ambush deployment area. I don't know why Malakov would be that close to one side of the table, but yeah sure why not.<br />
<br />
===Drawbacks & Downsides===<br />
* He can't be used alongside [[Yuri1]], so your [[Manhunter]]s and [[Kossite Woodsmen]] can't get Tree Walker (the buff that comes from Yuri1).<br />
* Shield Guard denies most of his kit.<br />
* Fiscally he is expensive, as he only comes in the Winter Wasteland set with 4 non-Khador models. But at least 2 of those 4 are Mercenaries that will work for Khador.<br />
* If he fails to kill with his gun he doesn't get trapper and is easily scalpeled out.<br />
* For just 2 points more you get a min unit of Kossites who do most of what he does, but hit about as hard thanks to Backstab are are six boys and girls not one.<br />
<br />
===Tricks & Tips===<br />
* The threat of Yuri2, and how he forces enemy support solos to hide from his Ambush, is often just as valuable as what he does do while on the table.<br />
* His bow is good, but don't discount his knife either. A P+S 10 with Weapon Master and MAT 10 thanks to the Backstrike bonus can come in clutch.<br />
<br />
=Other=<br />
===Trivia===<br />
* Released 2020.12<br />
* His cloak is made from [[Brun & Lug|Lug]]'s fur.<br />
<br />
===Other Khador models===<br />
{{Index Khador}}<br />
<br />
===Rules Clarifications===<br />
{{RC Advance Deployment}}<br />
{{RC Pathfinder}}<br />
{{RC Stealth}}<br />
{{RC Tough}}<br />
{{RC Ambush}}<br />
{{RC Cover Tracks}}<br />
{{RC Hunter}}<br />
{{RC Trapper}}<br />
<br />
{{RC Arcing Fire}}<br />
{{RC Weapon Master}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Kommander_Zoktavir,_the_Butcher_Unleashed&diff=108447Kommander Zoktavir, the Butcher Unleashed2022-04-02T08:47:54Z<p>Abratzas: /* Theme thoughts */</p>
<hr />
<div>{{Khadbox|{{Khador}} [[Warcaster Unit]]}} [[Category:Model]]<br />
<br />
''Orsus Zoktavir is a living legend, having earned a place in the company of other almost-mythical heroes from the frozen north. A brutal warrior capable of unbridled savagery, he is feared by his soldiers as much as by his foes. His only companions are his two war argus—two-headed hounds that are a living embodiment of the untamable darkness inside the Butcher.''<br />
<br />
=Basic Info=<br />
{{Warcaster Unit}}<br />
* Butcher3's unit includes two War Argii.<br />
<br />
==Zoktavir==<br />
{{Infobox-Model<br />
| name = [[Butcher|Butcher3]]<br />
| image = Butcher3.jpg<br />
| base = Medium<br />
| spd = 5<br />
| mat = 9<br />
| str = 8<br />
| rat = 5<br />
| def = 14<br />
| arm = 18<br />
| cmd = 7<br />
| hp = 20<br />
| focus = 6<br />
| wjp = +24<br />
}}<br />
<br />
===Feat: Red Haze===<br />
# Zoktavir immediately gains 6 focus points. He cannot have more focus points than his current FOCUS as a result of Red Haze. <br />
# Living enemy models cannot charge Zoktavir.<br />
: Red Haze lasts for one round.<br />
<br />
===Abilities===<br />
* {{Officer}}<br />
* {{Tough}}<br />
* {{Granted|Vengeance}} (''{{Vengeance-alt}}'')<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Ranged|Blunderbuss|8|12| }}<br />
{{Melee|Lola|2|8|16|<br />
* {{Magical Weapon}}<br />
* {{Weapon Master}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Energizer}}<br />
{{Flashing Blade}}<br />
{{Impending Doom}}<br />
{{Obliteration}}<br />
{{Silence of Death}}<br />
}}<br />
<br />
==War Argus==<br />
{{Infobox-Model<br />
| name = Argus<br />
| base = Medium<br />
| spd = 6<br />
| mat = 5<br />
| str = 7<br />
| rat irrelevant <br />
| def = 14<br />
| arm = 14<br />
| cmd = <br />
| hp = 8 <br />
}}<br />
<br />
===Abilities===<br />
* {{Gang|Hide_Cat=<!---YES--->}}<br />
* {{Granted|Relentless Charge|Hide_Cat=<!---YES--->}} (''{{Relentless Charge-alt|Hide_Cat=}}'')<br />
* {{Sprint|Hide_Cat=<!---YES--->}}<br />
<br />
===Weapons===<br />
{| class="wikitable"<br />
{{Melee|Bite (x2)|0.5|4|11|<br />
* {{Combo Strike|15|Hide_Cat=}} }}<br />
|}<br />
<br />
==Theme Forces ==<br />
* {{Armored Korps}}<br />
* {{si|Flame in the Darkness}}<br />
* {{Jaws of the Wolf}}<br />
* {{Legion of Steel}} <br />
* {{si|Warriors of the Old Faith}}<br />
* {{WG Kommand}}. In this theme the caster gains [[Sacrificial Pawn]] [Winter Guard trooper model].<br />
* {{Wolves of Winter}}<br />
<br />
===Recent Changes===<br />
2021.10 Mega Update <br />
* +2 WJP<br />
<br />
<br />
=Thoughts on Butcher3= <br />
===Butcher3 in a Nutshell===<br />
Butcher3 is without doubt the best suited caster in the entire game to kill, smash, maim, murder and (queue various other synonyms) stuff. His personal combat output is second to none, and he can deliver death farther than his [[Butcher2|previous]], or [[Butcher1|first]] incarnation. The ability to have Weapon Master, Take Down and Flashing Blade on your melee attacks, all that topped with an elite MAT is something truly frightening. Additionally,the two Argus have formidable combat potential on their own, capable of delivering a single MAT 7 P+S 17 attack when standing near each other, then Sprint back to safety. They also fuel the Butcher with 2 very important abilities:<br />
* a Granted Pathfinder, which fixes up terrain issues he had previously<br />
* triggers for Vengeance, giving a net 3" to the unit's threat range<br />
Thanks to that, enemies often forced to kill them both at once, or not bothering them at all.<br />
<br />
===Feat thoughts===<br />
If you ever faced or played [[Asphyxious1]], you'll know, how useful an extra stack of FOCUS is. Extra spells, extra FOCUS to camp, and more than anything, all the greater chance for your assassination. Gaspy has great attack spells and sustained attack; Butcher has Flashing Blade and Lola. With a roving semi-circle of destruction, you can deliver up to 12 Flashing Blade attacks. Also, the feat protects you from (counter)charges - but not from walk-and-punch attacks. Be aware of Warjacks, constructs (especially construct warbeasts) and undead models. Don't forget, living models (mainly beasts) can still attack you with Power Attacks (Power Strike, Slam, Throw, Headbutt, Trample, Sweep).<br />
<br />
===Spell thoughts===<br />
* '''Energizer''' - Probably will see play in every turn, since it moves not only your jacks, but Butcher and the Argus as well. It also helps you to change facing throughout melee; see ''Strategy'' for details.<br />
* '''Flashing Blade''' - Orsus finally mastered how to control his rage, and won't decapitate friendly models in sight. It makes jamming the Butcher a terrible idea, and goes hand-in-hand with Impending Doom. Once the targets are clustered together - cast this and watch armies crumble.<br />
* '''Impending Doom''' - His signature spell, reeling in the enemy from those last few crucial inches for some chopping. Also really good to pull models outside from zones. As the range is a set 5", watch out for rough terrain, and obstacles as well as obstructions. It is also great to pull back the enemy if they used Admonition/Enliven to get away from your charge (granted they did not use it to get behind an obstacle).<br />
* '''Obliteration''' - Same thing as with Butcher1, even with your double FOCUS pool on feat turn you'll rarely use it.<br />
* '''Silence of Death''' - Indeed, you can cast it on [[Man-o-War Drakhun]]s to counter models stopping his Impact Attacks with some lucky Tough rolls. You can also boost the Manhunters' or the Behemoth's STR to crazy levels. But do you really have the heart to deny Butcher from the spell he craved for years? No, of course, you don't. Though it doesn't counter transfers, thanks to the prodigious amount of damage from Lola transferring can quickly grind down all but the sturdiest battlegroups. And it also affect the Argus too.<br />
<br />
===Drawbacks & Downsides=== <br />
* He is still easily gets shot or knocked down - though shooting against his dogs will probably work for your favor.<br />
* Speed de-buffs and charge denial still hurt him.<br />
* Minimal army support for his army outside the Battlegroup's mobility, and even that one will usually end up on him.<br />
<br />
===Tricks & Tips===<br />
* This is a '''unit''', and Butcher wants to charge - a LOT. Remember upon their activation to handle out the press forward order first, and cast spells only thereafter, as you can be called upon by your opponent, if you start with spell-casting, and handling out orders afterwards.<br />
* Flashing Blade is not an attack per se - if you don't need your Movement, shaking a knockdown costs just as much as casting FB.<br />
* Since his feat doesn't replenish FOCUS, but ''gives'' him focus, it works even if you've been hit by a Disruptor shot from Eyriss1.<br />
* The Argus are helpful tools in the offensive. Due to their speed being slightly faster then the Butcher himself, they make an excellent screening unit, just place them in base contact to cover Butcher. Or, leave some gap, and place clouds on them from the Greylord Ternions - just watch out for things that ignore cloud effects.<br />
* Occasionally the dogs can be great for stopping someone from landing a model's base somewhere you don't want it.<br />
* Use Impending Doom to pull casters like Azazello out of protective auras such as the Krielstone's, then go ham on them with Lola.<br />
<br />
=List Building Advice =<br />
===Strategy===<br />
'''Assassination'''<br />
<br />
Assassination is always on the board with the Butcher. Though he lost the extra moves from Homicidal Maniac, he gained the far more reliable Energizer and the always useful Impending Doom. <br />
<br />
Standard assassination pattern is the following:<br />
* Energizer (2) + Move (5) + Charge (3) + Reach (2), giving 12"<br />
The following threat range is rarely linear, as he needs something to be in melee with by the end of his charge move to cast Impending Doom, and avoid its activation to be over because of a failed charge.<br />
* Energizer (2) + Move (5) + Charge (3) + Impending doom (5), giving 15"<br />
If there are outside helpers, well, all the better. If the enemy killed an Argus then the formula above is extended by 3", meaning that very few things can hide from you. <br />
* Vengeance (3) + Energizer (2) + Move (5) + Charge (3) + Impending doom (5), giving 18"<br />
* Add [[Sorscha0]] and [[Boundless Charge]] to get up to 20" of Murder Threat.<br />
<br />
If you don't need that extra 2", the casting of Energizer can happen after the charge move as well - it will eventually help you to have your intended target in your LOS and melee range, as by the end of the charge move you must directly face your charge target, and this can lead to positions where you'll be unable to attack your real target. Just remember that you must keep your charge target in your melee range throughout the charge, and that you can only make your initial melee attack against other than your charge target, if you cannot attack it (for example, it died to a Flashing blade between your movement and your combat action). In that case your charge attack will not be boosted.<br />
<br />
'''Scenario'''<br />
<br />
Yes, you read it right. The profane melee capacity of Butcher and his dogs ensures that enemies will rarely leave valuable pieces in your melee range. Use this to your advantage to aggressively lock enemy models out of scenario. The flip side is also true: if the enemy placed some important thing into your melee, always suspect a trap.<br />
<br />
-----<br />
Butcher3's army support is negligible. Just like in Mk2 you will still likely to begin the list building by taking those things that will help his assassination. Thankfully, most of these solos and units can enter to the theme forces, so pick accordingly.<br />
<br />
As mentioned, Buther's army tends to be self-reliant. Units with minimal outside support (or those coming from the Theme forces) can fit into his lists well.<br />
<br />
===Theme thoughts===<br />
{{Header|[[Jaws of the Wolf]]}}<br />
<br />
Jaws is Butchers preferred theme, simply by the virtue of all his favorite delivery tools being here and the theme benefits playing right into his play style. He can use to hide his jacks as well as himself from incoming fire and Energize his jacks through it. So long as his dogs are alive as well he can also charge right through the forest.<br />
* [[Sorscha0]] - Boundless Charge and FoW are essential for him. She can run a [[Rager]] for the extra Shield Guard as well.<br />
* [[Malakov1]] - Malakov can be seen as a 3 point upgrade to a [[Marauder]]. Thanks to Redline said marauder wont miss out on the threat range buff from Energizer, but will also get gain +2 STR, which is great. Sucker! on Malakov means you should keep him close to an Argus, so he can pawn of a shot and trigger Vengeance on Butcher.<br />
* [[Widowmaker Marksman]] - A great shooting solo at a cheap price!<br />
<br />
{{Header|[[Winter Guard Kommand]]}}<br />
<br />
Winter Guard Kommand is Butcher3's other preferred theme. Sac Pawn is an amazing theme benefit for a caster who does not want to get shot on the way in, and thanks to their solos, Winter Guard are self sufficient enough to do work without Butcher's input. Also, Sorscha0 is here, you should not play Butcher without her, as are the Widowmakers and Malakov.<br />
* [[Assault Kommandos]] - AKs are very important to Butcher as Sac Pawn targets with Immunity Fire and Corrosion, which makes him immune to assassinations through those damage types; an [[Archangel]] will not be able to shoot him down, neither will [[Malekus]] with his jacks and Deliverers, you get the picture. With Shield Wall they can be fast and durable jammers and with Veteran Leader they are MAT 7, with Bear's Strength and Silence of Death they are P+S 17 on the charge, so they do work on their own. flame throwers can clear chaff to pave Butcher's way.<br />
* [[Kovnik Jozef Grigorovich]] - The dedicated support solo for all Winter Guard, including AKs.<br />
* [[Winter Guard Artillery Kapitan]] - Two for one requisition option is great value and gives you two contesting solos and two Veteran Leader bubbles.<br />
* [[Beast 09]] - A stable threat of 13" is great on a beat sick heavy, which the combination of Energizer and Boundless Charge from Sorscha provides.<br />
* [[Winter Guard Field Gun Crew]] - Getting a knock down on anything means lights out if Butcher then gets his hands on it and potentially saves you a focus you would have used to boost to hit.<br />
* [[Winter Guard Gun Carriage]] - Not recommended due to it's high price point and lack of support for Butcher, but it should be pointed out that Silence of Death is awesome on any cavalry, so Tough cannot ruin your impact attack day, for completion's sake.<br />
<br />
{{Header|Support Models & Mercenaries - Various themes}}<br />
<br />
* [[War Dog]] - Can save your bacon from counter-assassins. <br />
* [[Greylord Adjunct]] - A free upkeep of Silence of Death as well as a cloud for LOS blocking. Both the Dog and this guy have a claim to fame with Butcher, so test what you like better.<br />
* [[Battle Mechaniks]] - Some repair guys to Sac Pawn to and to keep his jacks running. Ruin without an arm or leg hurts! Be sure to take the CA to give Butcher or a key solo protection from blasts.<br />
* [[Thamarite Archon]] - Support hunting, chaff clearing, all with an excellent magical gun and it needs no input other than the occasional Guidance from an Adjunct. <br />
* [[Morrowan Archon]] - A Shield Guard and a buff to his Defense.<br />
* [[Death Archon]] - Conversely this is essentially an ARM buff for Butcher thanks to Mortal Fear. The range on this ability is larger, but needs the expenditure of a corpse token on the Archon and only affects living models, so your milage may vary.<br />
* [[Orin1]] - Shut down spells that would reduce your SPD.<br />
* [[Eilish1]] - As above, remove any pesky upkeeps on Zoktavirs Unit.<br />
<br />
===Battlegroup ===<br />
[[File:33108 Ruin WEB.jpg|thumb|[[Ruin]] is Butcher's pet warjack, that he can take in any theme.]]<br />
Butcher3 does very little for Warjacks despite Energizer, so no particular jack stands out with him especially however you may consider...<br />
* [[Ruin]] as his pet warjack which he can take in any theme. Ruin gives you ample protection from magic assassinations. He can also run on souls, collected by other army members.<br />
* [[Devastator]] - They are amazing at being in the way, so you can use 2-3 of them to form a wall in front of Butcher and energize it forward. Bulldoze later sets up charge langes for him. They are an essential way to deliver him.<br />
* [[Demolisher]] - basically the same as the Devastator, but for two extra points you get a set of low ranged guns, but more importantly Girded, which means that [[Gunnbjorn2]] cannot shoot Butcher to death.<br />
* [[Destroyer]] - Given it’s long range Energizer helps it move then aim.<br />
* [[Kodiak]] - Vent Steam, screen Butcher on the advance.<br />
* [[Rager]] - A basic shield guard that offers more to Butcher than Butcher gives to him. You want Butcher3 to be hit once to Trigger Vengeance anything else needs shielding. You can also stand near an Argii so it suffers blast damage it’s unlikely to kill it but it will trigger Vengeance. It is better to put one on Sorscha0 100% of the time as it does not need Energizer.<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in [[vengeance book|Warmachine: Vengeance]] (2014)<br />
<br />
===Other Khador models===<br />
{{Index Khador}} <br />
<br />
===Video Battle Reports ===<br />
* [https://youtu.be/gQ_tac-urCc 2018.08 Arcane Assist] 75 points vs [[Locke]]<br />
* [https://youtu.be/4Tm3VBAoB9o 2018.04 Advanced Maneuvers] 75 points vs [[Jarl]]<br />
* {{VBR}}<br />
<br />
===Rules Clarifications=== <br />
{{RC Magical Damage}}<br />
{{RC Weapon Master}}<br />
{{RC Combo Strike}}<br />
<br />
{{RC Warcaster Unit}}<br />
{{RC Officer}}<br />
{{RC Tough}}<br />
{{RC Gang}}<br />
{{RC Granted}}<br />
{{RC Vengeance}}<br />
{{RC Relentless Charge}}<br />
{{RC Sprint}}<br />
<br />
{{RC Energizer}}<br />
{{RC Flashing Blade}}<br />
{{RC Impending Doom}}<br />
{{RC Obliteration}}<br />
{{RC Silence of Death}}<br />
<br />
{{Edbox|To edit the Argii's tagged abilities, [{{FULLURL:Kommander Zokatavir : War Argus (Trooper)|action=edit}} Click here]}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Malekus,_The_Burning_Truth&diff=108423Malekus, The Burning Truth2022-03-30T14:38:23Z<p>Abratzas: /* Theme Thoughts */</p>
<hr />
<div>{{Protbox|{{Protectorate}} [[Warcaster]]}} [[Category: Model]] [[Category: Battlebox Caster]]<br />
<br />
''Determined to bring Menoth’s glory to the world, Malekus, the Burning Truth carries with him the righteous fire of the Creator. Malekus’ youth as an orphan was harsh, giving him insight into the perfidy of the world, and this inspired his conversion to the Sul-Menite faith. Malekus is ever willing to intercede on behalf of those willing to return to Menoth’s embrace, but he offers only scouring flames for those who persist in blind heresy.''<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = Malekus1<br />
| image = Malekus 2021.jpg<br />
| base = Small<br />
| spd = 5<br />
| str = 7<br />
| mat = 6<br />
| rat = 6<br />
| def = 14<br />
| arm = 16<br />
| cmd irrelevant <br />
| focus = 7<br />
| hp = 18<br />
| wjp = +30<br />
}}<br />
<br />
{{Warcaster}}<br />
<br />
===Feat - Raging Inferno===<br />
# When an enemy model suffers a [[fire damage]] roll while in Malekus' {{CTRL}} range, add an additional die to that roll. <br />
# Additionally, [[Fire continuous effect]]s that affect enemy models in Malekus' {{CTRL}} range cannot expire.<br />
: Raging Inferno lasts one round.<br />
{{Tipbox|The additional damage die also applies to fire damage during the enemy turn. Most notably, the continuous fire during their Maintenance Phase.}}<br />
<br />
===Abilities=== <br />
* {{Fire Immunity}}<br />
* {{Ashen Veil}}<br />
* {{Divine Passages}}<br />
** {{Fable of Ash}}<br />
** {{Hymn of Might}}<br />
** {{Verse of Cinders}}<br />
<br />
===Weapons===<br />
{|class="wikitable"<br />
{{Ranged|Scouring Flames|SP&nbsp;10|13|<br />
* {{Fire Damage}}<br />
* {{Continuous Fire}} }}<br />
{{Melee|Burning Blades|1|5|12|<br />
* {{Continuous Fire}} }}<br />
|}<br />
<br />
===Spells===<br />
{{Spellbox|<br />
{{Banishing Ward}}<br />
{{Brand of Fire}}<br />
{{Ignite}}<br />
{{Open Fire}}<br />
{{Scourge}}<br />
}}<br />
<br />
===Theme Forces===<br />
* {{Exemplar Interdiction}}<br />
* {{Guardians of the Temple}}<br />
* {{The Creator's Might}}. He can start the game with upkeeps in play, and upkeep them for free in turn 1, in this theme.<br />
* {{The Faithful Masses}}<br />
* {{si|Warriors of the Old Faith}}<br />
<br />
=== Recent Changes===<br />
2021.10 Mega Update<br />
* Open Fire becomes COST 1 (instead of COST 2)<br />
<br />
<br />
=Thoughts on Malekus= <br />
[[File: malekus1.jpg|thumb|2016 Battlebox sculpt]]<br />
===Malekus in a Nutshell=== <br />
Malekus is the Mk3 "battlebox caster" for the Protectorate. As such he is designed to be relatively simple to learn and straightforward to use. If you're learning the game, it is best to use him vs one of the [[Battlebox Caster|other battlebox casters]] because they're all designed to have roughly the same power level. They all received a quality of life update in 2020 which deepened their toolkits. Malekus’ book now plays a role in battle and it helps remove some of his focus concerns or protects his army. <br />
<br />
Malekus likes fire. Currently the best way to get fire damage in Protectorate is with shooty 'jacks. Unfortunately Malekus isn't particularly good at running large groups of 'jacks, which can make list-building for him beyond the battlebox a bit difficult.<br />
<br />
===Feat thoughts===<br />
The first thing to note is that melee weapons only do continuous fire or critical cont fire, but not fire damage itself; thus melee attacks don't get an extra damage die. Although applying cont fire is nice because in the enemy's next Maintenenace Phase you'll get a 100% guaranteed POW 12 +3d6 damage roll, wouldn't you much rather have something with higher POW and which you can boost to 4d6? <br />
<br />
So to really capitalise on his feat you'll probably want lots of ranged attacks (and a few offensive fire-based spells). Subsquently this means you need a fair portion of your army to be unengaged on your feat turn so they ''can'' shoot, which means you're likely to use his feat early, before battlelines fully engage. <br />
<br />
Alternatively, you could build a melee list centered around a colossal(s) which can shoot even while in melee.<br />
<br />
It's also worth noting that his feat has no "friendly Faction" clause so it interacts just fine with your Mercenaries.<br />
<br />
===Spell thoughts===<br />
* '''Banishing Ward''' - Only useful if the enemy tries to debuff your army, but fantastic then.<br />
* '''Brand of Fire''' - It's a simple nuke spell. It stacks with his feat, and Verse of Cinders which is nice. <br />
* '''Ignite''' - Malekus gets less use out of this spell than the other Protectorate casters who have it ([[Reznik1]] and [[Feora1]]). <br />
** Malekus doesn't want to cast it on himself, because he doesn't want to get in melee.<br />
** He probably doesn't want to cast this on a 'jack (at least not until the late game) because he mostly has ranged 'jacks.<br />
** It can be useful in the early game on a screening unit that wants to hit hard, as opposed to just running to jam. <br />
** Alternatively, take a pair of Castigators and hot-swap Ignite on them. Coupled with the [[Choir]] this makes for multiple P+S 20 flaming fists!<br />
* '''Open Fire''' - Malekus' most useful spell. <br />
** It can be useful to make to make extra melee attacks, for instance running a 'jack up to an enemy and using this spell to make one attack can be situationally useful.<br />
** Ranged 'jacks become potent, as it is effectively +1 ROF. Two [[Vanquisher]] AOEs a turn, yes please. Double [[Reckoner]] shots? Not to be sniffed at. <br>As with a melee 'jack, you have the option to run the 'jack into position before casting, which can be situationally useful.<br />
** This spell of course gets its maximum effect on his feat turn against enemy 'jacks/beasts who have already been set on fire. <br />
* '''Scourge''' - Expensive, but when you need it, invaluable. It is the best reason to use Hymn of Might.<br />
** It doesn't need to directly hit to cause knockdown, so it has many uses: <br />
*** Knock down an enemy caster prior to assassinating them.<br />
*** "Clear" a charge lane by knocking down models that are threatening free strikes on that lane.<br />
*** Neutralising a high DEF target you need to kill (for example a Circle Warpwolf).<br />
** A point to remember is that you can run up a disposable low-DEF model of your own until it is close to the real target you want knocked down - shoot your model in the back and voila.<br />
<br />
===Battlebox Fights===<br />
In a battlebox fight, two players who bought nothing but their Faction's starter set use everything in that box to play a game.<br />
<br />
Malekus usually wins by assassination, trying to manuvere until he gets a clear shot at the enemy caster then feating, knocking them down with Scourge, and going to town with Immolation + his warjacks attacks.<br />
<br />
Fable of Ash becomes redundant in a battlebox fight and blazing wrath will only effect 3 models max, so often you will be using the free spell cast each turn to bully your opponent 9 times out of 10.<br />
<br />
===Drawbacks & Downsides=== <br />
* Malekus' has a good CTRL, but he generally prefers popping his feat earlier in the game and therefore would want to be closer to the front line to catch more of the enemy in it, so his ranged warjacks can let rip. This can leave him exposed or nearer the front than one might like.<br />
* Fire Immune Models don’t really care about what he does.<br />
* He has quite a bit of overlap in his spell list with [[Kreoss3]]<br />
<br />
===Tricks & Tips===<br />
* If you want to get an enemy model with Scourge but don't want to boost to hit or it can't be targeted by spells, run a model with a low weapon reach up to it and cast your spell on it. Although losing a model can be harsh, a knocked down warcaster/warlock is often a dead one when faced with Malekus' fire guns and feat.<br />
* Verse of Cinders is almost never worth using. It frees up one focus for the jack(s) charging the target, but if you use Hymn of Might to cast a free Scourge you just saved Malekus four focus AND your jacks no longer need to boost to hit the target, so it comes out about even on them as well.<br />
<br />
=List Building Advice=<br />
===Strategy===<br />
: ''Attrition victory (Normal win strategy)<br />
<br />
Once he moves beyond the battlebox fights discussed above, Malekus does best aiming for attrition, playing for a slightly more ranged game, and picking off key enemy pieces and using [[Open Fire]] to keep up the volume of attacks from distance. Closing when necessary and using liberal spray attacks to clear out pesky enemy infantry. While watching for a possible opening for a kill.<br />
<br />
: ''Assassination victory<br />
<br />
Malekus does have assassination options. It shouldn't be relied on, but never forget the chance, to pop feat, cast [[Scourge]] if needed to knock down the enemy caster or clear LOS to them, and then under feat ravage them with a couple of [[Immolation]]s and then more from other ranged fire attacks as needed. With some extra ranged attacks that would do for most casters. <br />
<br />
: ''Other<br />
<br />
Malekus will want some units to help protect his ranged warjacks. Most of the Protectorate infantry would fit in this role.<br />
<br />
===Theme Thoughts===<br />
{{Header|Support models - Various themes}}<br />
<br />
* Malekus likes his warjack and/or arcane support: [[Choir]], [[Vassal of Menoth]], [[Vassal Mechanik]], [[Wracks]],[[Hand of Silence]], [[Hierophant]]. (Some of that support is more useful/popular than others, you're unlikely to need ''all'' of it in ''every'' game.)<br />
* The [[Covenant of Menoth]] brings excellent utility, especially with Flames of Wrath, allowing one of your units to set the enemy on fire with their attacks.<br />
<br />
{{Header|[[The Creator's Might]]}}<br />
<br />
Not really Malekus preferred theme, but there are a few models here he likes.<br />
<br />
* [[The Covenant of Menoth]] - Can give a unit's ranged attack continuous fire, which benefits from his feat, albeit slightly more indirectly as the damage will be during the following maintenance phase from the boosted [[Continuous Fire]] that won't go out (if in his CTRL).<br />
* A couple of [[Exemplar Warder]]s will provide resilient solos to hold flags, or contest zones.<br />
* [[Severius0]] - The extra +1/+1 buff from Sev0 helps alleviate that. He can get rid of pesky upkeeps and he extends the threat range of his jack.<br />
** If you're taking Sev0, you might want Sev's character 'jack [[Blessing of Vengeance]]. BoV's bond will give +2/+2 to Sev's spells, so on feat turn you're looking at an effective FOC 8, POW 15 +3d6 nuke which you can cast twice, and boost damage once.<br />
* The [[Attendant Priest]] is in this theme giving you friendly faction non-partisan merc units while he is alive. See the merc section below for suggestions.<br />
<br />
{{Header|[[Guardians of the Temple]]}}<br />
<br />
The main reason to play this theme are Flameguard Cleansers and Hand of Judgement (see below), no Hierophant and limited solo options when compared to Faithful masses are big strikes against it though.<br />
<br />
* [[Flameguard Cleansers]] - Good to jam and clear out enemy infantry, and to light up potential feat targets with [[Continuous Fire]]. It is important to make space for the [[Flameguard Cleanser Officer]] too, as when an [[Assault]] charge is called, they make contact with the enemy and under the Officer's mini feat get to spray a long way behind the enemy front line. Good positioning can really burn down a lot. At the very least the enemy will have to account for this, playing more cautiously, giving you an edge, or aggressively and so exposing himself by trying to deal with those Cleansers with his faster options. With a potential 18" threat (5" move + 3" charge + 10" spray from the mini-feat), even enemy heavies are wary of entering the potential burning ground between the armies, with the threat of Malekus' feat.<br />
* [[Hand of Silence]] provides another flamethrower, provides anti-soul tools with [[Direct Spirits]], and can spend souls to fuel warjacks.<br />
* [[Hand of Judgment]] - Feora's character jack. But Malekus arguably loves Hand more than his own character jack. The reason to take Hand of Judgment? A nice 10" fire spray, and of course [[Fuel for the Flames]] which ramps up all that lovely fire damage.<br />
<br />
{{Header|[[Exemplar Interdiction]]}}<br />
<br />
Malekus will probably never use this theme, because other than Severius0 and Hand of Silence there's nothing in this theme that he wants.<br />
<br />
{{Header|[[The Faithful Masses]]}}<br />
<br />
His hands down best theme, because it has loads of powerful solos that will be really annoying to remove with Ashen Veil, has units that spread fire and the Covenant. Basically everything he wants. Additionally, [[Hand of Vengeance]] is a nice benefit for your heavy warjacks.<br />
<br />
* [[The Covenant of Menoth]], [[Durant1]], and/or [[Hand of Silence]], mentioned above, can also be taken in this theme.<br />
* [[Deliverer Sunburst Crew]] - A cheap, high-power fire-damage ranged attack which causes continuous fire, so it benefits from his feat.<br />
* [[Deliverer Arms Master]] - Veteran Leader for other deliverers, as well as Artillerist, which can also be put on a warjack if need be.<br />
* [[Holy Zealots]] - A cheap source of (short) ranged fire attacks, on feat turn in particular these will be burning down a lot. Cheap enough that just keeping them around to maximise the feat turn is worth considering. With a soul collector such as the [[Reclaimer Gatekeeper]] and their CA - the [[Monolith Bearer]] to bring dead Zealots back - you have lots of souls available to grant [[Future Sight]] to the 'jacks, further improving their usefulness.<br />
* [[Menite Archon]] - Again, with [[Fuel for the Flames]] making fire rolls more potent he has great utility alongside Malekus, as well as being powerful, durable independent solos that take Ignite well.<br />
* The Paladin boat can anchor your lists. That is [[Dartan Vilmon]], two [[Champions of the Order of the Wall]], one or two [[Paladins of the Order of the Wall]] and a unit of [[Initiates of the Wall]]. They all have oddly high DEF stats for heavily armored models and do great damage.<br />
* [[Allegiant of the Order of the Fist]] - They become almost impossible to hit at range with Ashen Veil.<br />
* [[The Living Covenant]] allows Malekus to feat aggressively and then be teleported back into safety.<br />
* [[Champion of the Order of the Wall]] - Thanks to Dragoon and a great ARM stat its already hard to take down. Add in Ashen Veil for DEF 15 and it becomes a nightmare for your opponent. Also casting Scourge on a heavy and sending in a Champion can seriously mess it up!<br />
<br />
{{Header|Mercenaries}}<br />
<br />
* [[Thorn Gun Mages]] provide fire damage attacks with their pistols, and they've got pretty decent RAT.<br />
* [[Aiyana and Holt]] plus a Ranking Officer ([[Attendant Priest]]) can you get you access to a +2 damage buff.<br />
* [[Idrian Skirmishers]] - If they recieve continuous fire from the Covenant they can set up a very impactful feat turn. More over with Ashen Veil they go up to DEF 15 and can be made immune to spells by Arcane Ward. Later swap to Ignite and they hit really hard.<br />
* The [[Menite Archon]] is a source of [[Fuel for the Flames]]. It also is generally an obnoxious piece to remove. So flap it up into the enemy in the first wave and get that extra damage from fire type weapons. As it is immune to fire, it makes a great target to spray and catch enemies you cannot directly target for some reason. you can get two without using your merc slot in Faithful Masses and The Creator's Might.<br />
<br />
===Battlegroup===<br />
[[File:Eye of Truth.jpg|thumb|[[Eye of Truth]] is Malekus's pet warjack, that he can take in any theme.]]<br />
<br />
* Lights<br />
** [[Repenter]] - Provides flamethrower attacks on a cheap chassis.<br />
** The [[Revenger]] is the cheapest arc node in Menoth, and useful if you want to get Scourge onto something without exposing Malekus.<br />
** [[Purifier]] overtake and flame trail go well with his feat and getting a trigger for free charges without making an attack roll.<br />
<br />
* Heavies<br />
** [[Eye of Truth]] - EoT is a character warjack bonded to Malekus, so he can take him in every theme. EoT is a very powerful piece, and you should probably not field the two without the other, especially since it becomes an Arc-Node with its bond.<br />
** [[Reckoner]] - A solid choice and has a potential place in any Malekus build, the gun does [[Fire Damage]] and hits hard. It also has Flare, which really helps setting up unboostable Open Fire shots.<br />
** [[Vanquisher]] - Provides a 4" AOE fire attack that'll mulch infantry, and direct hits can hurt heavies too. It's a great target for [[Open Fire]].<br />
<br />
* Colossals<br />
** [[Judicator]] - The Judicator is normally considered the better colossal, but with Malekus the fewer fire attacks tips the balance towards the Revelator. But still, the Judicator does do work into Malekus' overall battle plan. The Reliquary makes its fists and Flamethrowers more accurate and work for attacks it makes out of activation, which helps if you want to use Open Fire on it. Additionally, sprays ignore cover and concealment; combined with the Blessed bubble Eye of Truth hands out, you'll ignore even more defensive measures.<br />
** [[Revelator]] - ''All'' its ranged attacks are fire based, it isn't inaccurate (unlike the [[Judicator]]'s rockets), and it provide large AOEs that put rough terrain into play. Again [[Open Fire]] is amazing on the Revelator - you can end up with three 4" AOE burning hazards that remain in play for a round. That is a lot of potential board control. The main reason not to field it is the huge point investment, as well as RNG 10" on the guns.<br />
<br />
===Starting a 25 point Brawl list===<br />
In 2020.11 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2020/11/8/brawlmachine-list-building-protectorate-of-menoth read here].<br />
<br />
'''[[Theme - The Faithful Masses]]<br />
<br />
: '''[[Malekus, the Burning Truth]]''': [+30 WJP]<br />
:* [[Hierophant]]: [2 pts]<br />
:* [[Eye of Truth]]: [17 pts]<br />
:* [[Vanquisher]]: [13 pts]<br />
<br />
: [[Menite Archon]]: [9 pts]<br />
: [[Vassal Mechanik]]: [1 pt]<br />
<br />
: [[Holy Zealots]] (Min unit): [7 pts]<br />
:* Command Attachment: [2 pts]<br />
: [[Deliverer Sunburst Crew]]: [Free] {{grey|(4 pts)}}<br />
: [[Choir of Menoth]] (Min unit): [4 pts]<br />
<br />
<br />
{{Brawl}}<br />
<br />
=Other=<br />
===Trivia===<br />
* Released in [[Prime Mk3]] (2016.06) in the battlebox set<br />
* Resculpted in 2021 as a standalone model.<br />
* The sculpt shows a fellow who loves his food, so in the Protectorate he seems to be the answer to the perennial question "Who ate all the pies?", earning him the sometime epithet of: "The Piemaster".<br />
<br />
===Video Battle Reports===<br />
* [https://www.youtube.com/watch?v=98lQT5BB7V4 2019.06 Encounter Wargaming], vs [[Helynna1]]<br />
* {{VBR}}<br />
<br />
===Other Protectorate models===<br />
{{Index Menoth}} <br />
<br />
===Rules Clarifications=== <br />
{{RCbox2<br />
|Feat: Raging Inferno<br />
|<br />
* If a model gains Immunity: Fire while affected by Malekus's feat, the fire does '''not''' go out. <br>Gaining an immunity normally makes the effect immediately expire (refer to Immunity to Continuous Effects in the core rulebook) but the feat's ''"cannot expire"'' trumps ''"immediately expires"''.<br />
}}<br />
<br />
{{RC Magical Damage}}<br />
{{RC Fire}}<br />
<br />
{{RC Warcaster}}<br />
{{RC Ashen Veil}}<br />
{{RC Divine Passages}}<br />
{{RC Fable of Ash}}<br />
{{RC Hymn of Might}}<br />
{{RC Verse of Cinders}}<br />
<br />
{{RC Banishing Ward}}<br />
{{RC Brand of Fire}}<br />
{{RC Ignite}}<br />
{{RC Open Fire}}<br />
{{RC Scourge}}</div>Abratzashttps://warmachineuniversity.com/mw/index.php?title=Order_of_Illumination_Vigilants&diff=108422Order of Illumination Vigilants2022-03-30T13:44:13Z<p>Abratzas: /* Khador Warcasters */</p>
<hr />
<div>{{Main page announcement}}<br />
{|<br />
| [[File: Mercenary Logo.jpg|100px]] [[File: Cygnar Logo.jpg|100px]]<br />
| {{FH2|{{PAGENAME}} }}<BR><br />
{{FH3|{{Mercenary}}, & {{Cygnar}} [[Partisan]], {{Morrowan}} {{Unit}} }}<br />
|} [[Category:Model]]<br />
<br />
''The Church of Morrow’s Order of Illumination investigates occult threats and, when force of arms is required, dispatches specialist strike teams to eliminate them and limit harm to the general populace. Among these zealous soldiers are the vigilants, small teams of tireless hunters trained to stalk and dispatch unnatural predators, including otherworldly horrors summoned by infernalists. The prayers woven into their weapons and whispered on their lips empower their strikes with the light of Morrow.<br />
<br />
=Basic Info=<br />
{{Infobox-Model<br />
| name = {{PAGENAME}}<br />
| image = OoI Vigilants.jpg<br />
| base = Small<br />
| spd = 6<br />
| str = 6<br />
| mat = 7<br />
| rat = 7<br />
| def = 14<br />
| arm = 12<br />
| cmd = 8<br />
| hp = 1<br />
| size = 3{{or}}5<br />
| cost = 6{{or}}10<br />
| cost_note = 2.0 pts each<br />
| fa = 2<br />
}}<br />
<br />
'''[[Mercenary]]''' - {{PAGENAME}} will work for {{Crucible Guard Mercenary}}, {{Cygnar Mercenary}}, or {{Khador Mercenary}}.<br />
* {{Partisan|Cygnar}}<br />
<br />
===Abilities===<br />
* {{Advance Deployment}}<br />
* {{Pathfinder}}<br />
* {{Stealth}}<br />
* {{Gang}}<br />
<br />
===Weapons === <br />
{| class="wikitable"<br />
{{Ranged|Heavy Crossbow|10|12|<br />
* {{Magical Damage}}<br />
* {{Blessed}} }}<br />
{{Melee|Great Sword|1|5|11|<br />
* {{Magical Damage}}<br />
* {{Blessed}} }}<br />
|}<br />
<br />
===Theme Forces===<br />
* '''''Mercenary<br />
** {{Flames in the Darkness}}. They gain [[Vengeance]] in this theme.<br />
** {{Operating Theater}} (''only if controlled by a [[Cephalyx Dominator]]'')<br />
<br />
* '''''Cygnar<br />
** As a Mercenary unit they can go in any Cygnar theme, however they'll use your "Up to one Mercenary unit" slot in anything except Flames.<br />
** {{Flames in the Darkness}}. They gain [[Vengeance]] in this theme.<br />
** {{Gravediggers|notbold=}}<br />
** {{Heavy Metal|notbold=}}<br />
** {{Sons of the Tempest|notbold=}}<br />
** {{Storm Division|notbold=}}. They gain [[Immunity: Electricity]] in this theme.<br />
<br />
* '''''Other Factions<br />
** '''[[Khador]]''' players can use this unit in the {{Flame in the Darkness|notbold=}} theme. They gain [[Vengeance]] in this theme.<br />
** Furthermore, Mercenary units can be hired by other Factions. Normally those Factions' themes will have a limit on how many models they can hire. Refer to [[#Other Theme Forces]], below.<br />
<br />
=Thoughts on {{PAGENAME}}= <br />
==={{PAGENAME}} in a nutshell===<br />
Vigilants are a light skirmish unit that have a niche in countering skirmish units similar to themselves. They have a good mix of ranged and melee weapons, much like their [[Order of Illumination Resolutes]] brethren. <br />
<br />
Advance Deployment, Pathfinder, and Stealth mean they are going where they please and are usually pretty safe when they go there. Their heavy crossbow can put a dent into most non-jack/beast targets, and Gang lets them get in close and put the hurt on when needed. <br />
<br />
===Combos & Synergies===<br />
====Non-warcaster models====<br />
* The [[Flame in the Darkness]] theme gives them Vengeance.<br />
* [[Glyn Cormier]] lets them ignore Stealth and means they can stay behind clouds and still shoot or charge with iumpunity.<br />
* The [[Morrowan Archon]] has Veteran Leader for them, allowing them to tackle high defense targets easily.<br />
* the [[Thamarite Archon]] can generate a cloud wall for them to hide behind.<br />
* [[Grand Master Gabriel Throne]] brings his Battle Plans and Tactician, meaning they can charge or shoot through a tangled down melee unit (i.e. Precursor Knights) and unjam them, allowing the melee unit to charge their intended target and do work.<br />
<br />
====Cygnar and Mercenary Warcasters====<br />
* [[Crosse2]] can let them shrug off blast damage with Dauntless Resolve, and feat induced Run & Gun lets them back off after shooting something to death.<br />
* Any caster with Snipe (I.e. [[Stryker1]], [[Maddox]]), so they can stay farther away from the action.<br />
* [[Jakes2]] feat allows them to deliver 5 attacks and 5 electro-leaps to potentially wipe a unit twice as large as they are.<br />
* [[Kraye]] - Like units with guns very much as he needs them to apply his feat for his battlegroup. Under the presence of Glyn Cormier Vigilants can do this even through a cloudwall thanks to Leadership: True Sight.<br />
* [[Siege1]] makes them very difficult to remove if they live in his [[Foxhole]] since it removes opportunistic AoE weapons taking out more than one at a time.<br />
<br />
====Khador Warcasters====<br />
* Khador has a number of buffs for them, all of which they really appreciate. Most such combos require them to be friendly Faction so you need to either run Zerkova in the Flame of Darkness theme, or attach [[Valachev]] to the Vigilants in the [[Wolves of Winter]] theme. Valachev gives them pseudo-reposition with his Zephyr spell.<br />
** [[Zerkova1]] can generate a cloud wall for them to hide behind.<br />
** [[Butcher1]] - He can feat on them, turning them into POW 12 Blessed Weapon Masters, making for some scary shooting that you otherwise have no access to in theme. He can also put Fury on them, which when stacked with Gang makes them very scary in melee. Alternatively, Iron Flesh makes them resistant to their bane, blast damage, by increasing their ARM against such to 18, which stacks nicely with Stealth for some good deliverability.<br />
** [[Kozlov]] packs Fury, too, but also has Tactical Supremacy, giving them much needed Reposition (on top of Zephyr movement). The +2 SPD from his feat is also very much appreciated.<br />
<br />
===Drawbacks & Downsides===<br />
* Single wound and poor defenses, they die easily. <br />
* Relatively expensive - they pay a tax to boast good melee and decent shooting on the same model.<br />
* Small unit size means they lack the volume of attacks to completely wipe out a unit even in otherwise perfect circumstances. Five models means that they can't pair up to deliver gang-boosted attacks to more than two enemies, unless the enemy bunches up.<br />
* Even using Gang they are only POW 13 on the charge; they don't break armor on their own.<br />
<br />
===Tricks & Tips===<br />
* Know when to gang and when to spread out for survival.<br />
* Treat them as a melee unit with guns, rather than a ranged unit with swords. Their damage output on a charge is extremely impressive and thanks to Blessed and Magical they circumvent a lot of conventional defensive buffs.<br />
<br />
=Other=<br />
===Trivia===<br />
* Released 2019.10<br />
* There is a short story, [https://home.privateerpress.com/2019/10/08/a-glimmer-of-hope/ '''A Glimmer of Hope'''] by Matt Goetz 2019.10, about some Vigilants trying to slow the Infernal invasion.<br />
<br />
===Other Theme Forces===<br />
{{CG merc unit themes}} <br />
{{Khador merc unit themes}}<br />
<br />
===Other Faction models===<br />
{{Index Cygnar}}<br />
{{Index Mercs}}<br />
<br />
===Rules Clarifications===<br />
{{RC Partisan}}<br />
<br />
{{RC Advance Deployment}}<br />
{{RC Pathfinder}}<br />
{{RC Stealth}}<br />
{{RC Gang}}<br />
<br />
{{RC Magical Damage}}<br />
{{RC Blessed}}</div>Abratzas