Captain Jeremiah Kraye
| Captain Jeremiah Kraye |
In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.
- 1 Basic Info
- 2 Thoughts on Captain Jeremiah Kraye
- 3 List Building Advice
- 4 Other
Special Order Model
International distributors can still access the entire catalog of models.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
- Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks. Click the link for the full rules text.
- Parry - This model cannot be targeted by free strikes.
- Iron Horse - Light and heavy jacks in Kraye's battlegroup gain Cavalry, Pathfinder, and Reposition 5". As Cavalry they can make Impact Attacks and get boosted attack rolls on the charge as well as boosted damage. For their Impact Attacks the range is 0.5" regardless of the jack's weapons and you use the jack's STR for the Impact's POW. They do not gain a Mount Attack to add to their initial attacks.
- Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.
- Steady - This model cannot become knocked down.
- Radcliffe Carbine - 13" range, ROF 2, POW 11 ranged attack
- Bitter End - 1" reach, P+S 13 melee attack
- Mount - 0.5" reach, POW 10 mount attack.
|When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.|
|While within 5" of target friendly Faction model/unit, enemy models cannot make ranged attacks.|
|Warjacks in the caster's battlegroup currently in their control range gain +3˝ movement when they charge or make a slam power attack. Horsepower lasts for one turn.|
|Models in the spellcaster's battlegroup that are currently in its control range stand up and are no longer stationary. Affected models can turn to face any direction. Models that were knocked down this turn are not affected by Jumpstart.|
| Lock the Target
|A model damaged by this spell cannot run, charge, make slam power attacks, or be placed for one round.|
Feat - Light 'Em Up
While in Kraye's control range friendly Faction models' ranged and melee weapons gain Beacon and Flare for one turn.
- Beacon - Friendly Faction models can charge or make a slam power attack against an enemy model hit by this weapon without spending focus or being forced. A friendly Faction model charging an enemy model hit by this weapon gains +2" movement. Beacon lasts for one turn.
- Flare - Models hit by this weapon/attack lose Stealth and suffer -2 DEF for one turn.
Flame in the Darkness
- Heavy Metal
- Sons of the Tempest
- Storm Division. Kraye gains Immunity: Electricity in this theme.
No changes since 2017.06
Thoughts on Captain Jeremiah Kraye
Captain Jeremiah Kraye in a nutshell
He is one of six Cygnaran "warjack casters":
- Captain Allison Jakes - speed and fast melee hit and run
- Captain E. Dominic Darius - brawl and win the attrition game
- Captain Kara Sloan - shoot the enemy to pieces
- Captain Jeremiah Kraye - Hit and Run brawler
- Commander Adept Nemo - High output jacks hitting above their weightclass
- Artificer General Nemo & Storm Chaser Finch - fully loading battle group backed up by shooting. All the zappage.
Kraye is second to none in the faction when it comes to battlegroup mobility. His unique Iron Horse rule grants you 3 benefits which could be worth a separate Field Marshal rule all by themselves. The spell list also supports his highly mobile playstyle perfectly.
- Admonition - A life-saver, or threat range extender. Perfect extrication for your expensive jack, who might be jammed or is about to be denied from a safe reposition. Don't forget, place effects won't trigger it, but fortunately Lock the Target denies placing altogether. See Tricks for further application.
- Countermeasure - One of the most infuriating spells around. Especially on an advance deploying and hard to kill unit/solo. Or use it on a Minuteman, who can totally ruin an enemy gunline's day by lurking behind their lines. The enemy might move away, but this will still force him to give up his aiming bonus.
- Horsepower - Will be your #1 spell to cast on feat turn, yielding a potential +5" for your charge range on a Beacon-ed target.
- Jumpstart - Occasionally invaluable against certain builds that can dish out knockdown or stationary (Sorcha1 and the like) . The spell includes a free facing change - use this if your enemy managed to get into your back. It can also mitigate the damage from a Knockdown+Disruption combination in a Cygnar-Cygnar fight.
- Lock the Target - a weak zap, with excellent control feature. Condemning your opponent's expensive solo to walk-and shoot/strike attacks is very useful. Especially, if you can pull it off on a gargantuan, or colossal.
His feat is for all of your army, not just your battlegroup. The 2 special rules work really well with each other. If the enemy denies charges, you can still shoot them effectively. If you can charge, well, punch them into oblivion. Fast units like Storm Lances can have a respectable 15" charge threat range. With the spell Horsepower, a Hammersmith can charge things up 13" away and a Stormclad threats 15" (all the other heavy warjacks threat 14"). Try to bring enough shooting to apply the feat benefits where you need them and enough heavy hitters to take advantage of them.
Drawbacks & Downsides
- He's a special order model.
- Large base makes him an easy target, ripe for assassination. Eiryss1 can be a huge problem, though his Steady ability and a Shield Guard model can make attempts on his life all the more difficult.
- Smart enemies will not let reposition on warjacks happen too often.
- An over-emphasis on your battlegroup will put you into disadvantage in scenarios, where units and solos could grab objectives.
- Doesn't offer much support for models outside of his battlegroup plus also lacks ARM, DEF and damage buffs.
- Many of your mobility tricks are tied to charges - and there are quite a few tools out there to stop charges from connecting (LOS blocking, speedbumps, feats, etc.)
Tricks & Tips
- Admonition can be triggered by enemy admonition, or by changing facing too.
- As for Countermeasures, enemies can still target you outside from the spell's range, but within, they cannot do the trick of lining up a friendly model as target for your spray attacks, and shoot the protected models too.
- Remember, Countermeasures doesn't shut down spells. Also, be on the lookout for weapons with Dispel.
- Trample + reposition is a perfect speed booster in the 1st turn. An Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game. Add in the deployment area bonus from Heavy Metal theme force, and you get a wall of iron rolling at you.
- Your feat works on Kraye's attacks too. 2 RAT7 carbine shots often mean 2 very exposed heavies for your army.
List Building Advice
Though Kraye's main strengths (Iron Horse, threat range extending spells and the feat) center around his battlegroup, his low FOCUS stat means that it's generally better to build a smaller battlegroup of higher-quality focus-efficient 'jacks. This is then supported by a few units that can help spread the feat, capture zones and unjam his warjacks so they can charge in.
His army is centred around his battlegroup of course (giving all of it Iron Horse). You tend to see a small number of support solos and sometimes a cheap (5pts or less) unit for scenario play.
Thanks to the excellent mobility of his battlegroup and himself, Kraye can win on scenario as well as with assassination against an overly bold opponent. You live for an alpha strike, and don't really have tool to support your army in protracted fights, though against certain opponents a hit-and-run strategy that makes use of the 5" reposition on the 'jacks can help with that.
Remember about the Cavalry rules. Both his and his warjacks' charge attacks are boosted, meaning higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.
Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and Reposition 5 to his entire battlegroup gives him immense movement shenanigans, you can play a great ranged hit & run game, or send heavies flying across the board thanks to Horsepower that then run away 5". Add in Admonition and his army can be impossible to pin down. You can even try charging something with Kraye, and even if you wont kill it you can reposition safely after your activation - just double check if you can screen yourself or otherwise avoid danger after such a bold move.
Seriously, use his mobility. Didn't talk about Iron Horse yet! This ability and high Reposition stat it confers is the main gimmick of this caster. An Avenger / Centurion / Hammersmith chassis warjack can reposition further than it walks, making wasting focus to run with them sub par - but since you power up and get a focus anyway, why not spend it to trample or slam and reposition afterwards? Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A Cyclone can lay down Covering Fire and reposition away for example. And advancing, shooting and moving away is just obvious. Kraye can also do this with his nifty double shot ranged weapon. Also warjacks that knock people down, make warjacks stationary or slam people away will allow you to reposition away unscathed and possibly, ideally ready for another charge next turn.
Leverage Pathfinder on his warjacks as much as possible. Normally, terrain is largely a no-go area for most warjacks, but not with Kraye. This sets up all sorts of new strategies - hit and fade with ranged warjacks to deny retaliation or simply charge a huge-based model straight through it. Even with non-LoS blocking terrain, you can position your warjack on one side and eliminate the threat of being charged.
Kraye's preference of a strong battlegroup supported by a small contingent of infantry means that there are good reasons to take him in every theme he's allowed in.
- Thunderhead - an excellent though expensive option, it has a respectable shoot-and-scoot game as well as critical Disruption on it's fists (see Iron Horse). Horsepower and Light 'em Up solve a lot of Thunderhead's problems.
- A big speed boost makes him a serious melee threat.
- Meanwhile, the boosted charge attack has the potential to bring the Critical Cortex Damage into play
- Reposition [5"] and Pathfinder can be utterly devastating if you can use the Energy Pulse to annihilate infantry from within terrain and move back to safety.
- Ol' Rowdy is an excellent 'jack for Kraye. His focus efficiency helps when off feat turn, while Admonition can ensure Rowdy gets to countercharge either by leaving the engaging enemy models mele range to charge something else, or walking back 3 inches and then charging the engaging model iself. It will be hit first by a POW 11 impact attack, then a POW 18 charge atatck (fully boosted thanks to Iron Horse). After wards Ol Rowdy will have to take the enemy charge on the chin, prombting him to Retaliatory Strike with another POW 18. Thus you should be able to at least cripple some systems of the attacker, or set off Crit knock down. Countercharge can also help cover the 'jacks after they've repo'd out after the alpha, disincentivising a counter attack from your opponent. The boosted attack rolls on the countercharge attack can also increase the chances of a critical knockdown from around 10% to around 50%! MAT 8 can also make impact attacks a viable way of clearing jamming infantry, reducing the risk of a failed charge.
- Thorn is already pretty mobile, but Iron Horse can turn this up even further. If you're attracted by the idea of using Lock the Target on something important, Thorn is a good choice for an Arc Node to enable it.
- All of Kraye's staple solos (Squire, Strangeways, Caine0 and Journeyman) are here (see below).
- Trencher Infantry is obnoxious to kill and very handy for Countermeasure. They're just a great unit that doesn't necessarily need support from the caster to get the job done.
- Trencher Commandos have the double-bind with Countermeasure - either stealth or countermeasuring. Enemies can still target you with templates and AoEs - your thin ARM will hardly help on that, but against lists without such tools they will be downright annoying.
- This is also an excellent unit to kill single-wound infantry models jamming your warjacks, with anatomical precision, quick work and then Repo 3 to get out of the way.
- Rangers - perfect candidates for your feat's shooty part, applying accurate Beacon/Flare shots from afar for the rest of your army. Also perfect for Countermeasure. You need to be within 5" to mark a target and to countermeasure. They can also run for 14" to be in the way.
- The Trencher Express Team can help an alha strike 'stick' - your centurions run in, poke their warbeasts/warjacks a bit and repo out. Then the express teams apply Grievous Wounds to them so they can't heal or repair!
- This is the only theme that doesn't allow the Squire or Captain Arlan Strangewayes, making his focus issues even more serious.
- Your only Mechanik choice here is the Trencher Combat Engineers, which have a relatively low average repair per-turn, but do have guns to help with the feat and to kill light infantry.
- Jonas Murdoch makes Aiyana and Holt faction friendly so you can use their damage buff as well as their magic weapon buff, which is very much appreciated as Krays has neither of those himself. Holt is also great at spreading the feat.
In Storm Division Kraye has access to 3 character jacks he really likes, however the guns here are relatively shot ranged outside of the Storm Strider and the Stormtower.
- Dynamo - Iron Horse enables it to make impact attacks which can set of Chain Reaction and Repo is always great on a ranged model.
- Brickhouse - Boosted attack rolls make crit smite more likely to happen and with repo you can follow the slammed model in order to apply Force Lock, which also combos nicely with Lock the Target.
- Thunderhead can also be here.
- Storm Lances - Very powerful and one of the few units able to keep up with Kraye's mobile battlegroup. They can threat 15" on feat turn and are an excellent choice if you're expecting a mirror match.
- The prevalence of Storm Knights in this theme can help activate accumulator on the Stormclad, making it a more attractive choice in this theme.
- Storm Smith Storm Towers can be taken as requisition choices and can apply the feat from far away.
- As does the Storm Strider, which also buff the accuracy of electric ranged attacks even further.
Kraye loves the high-RAT shooting provided by the gun mages for his feat. Magical weapons also helps against Menoth's pesky choir and their Hymn of Passage!
- Gun Mage Captain Adept - universal, nimble, accurate solo. Great for applying the feat to pesky Stealth targets or getting some moderate damage in with a Snipe, Brutal Damage shot.
- That gives you 5 RAT 8, True Sight models that apply the feat to nearly anything from 20" away.
- The Arcane Tempest Gun Mages provide a good amount of high-rat toolbox shots to apply the feat and take out infantry
- They're also great at unjamming your warjacks, either from range (up to 14"!) or in melee with Pistoleer from the theme benefit.
- The Thunderbolt shot type can also be used, again either in range or in melee, to send these jamming models flying, potentially enabling a charge.
- The Arcane Tempest Gun Mage Officer can marshall a Cyclone, providing another 2d3 Magical shots for the feat, with your choice of Thunderbolt, Snipe (16" range!) or Crit Brutal Damage.
- Black 13th Strike Force - True Sight can help deal with stealthy infantry, often a huge issue for Kraye.
- With stealth, they are a great target for countermeasure, which can be upkept for free thanks to the theme benefit.
- Lieutenant Bastian Falk can fulfill his normal role of buffing the damage of the other gun mages, but can also enable Strangewayes' Arcane Reinforcement to act as a damage buff for a melee warjack.
Kraye likes these models/units which are available in various themes:
- Field Mechaniks! You're probably ploughing most of your points into Warjacks with Kraye, so with whatever points you happen to have left over, they're a good option.
- They repair Warjacks!
- They're DEF14!
- They score those Circular Zones in Steamroller that your warjacks and solos can't do anything with!
- The Squire - lots of Warjacks to control, with a great CTRL range spell and feat - this little fella is very useful.
- Captain Arlan Strangewayes. The extra Focus is always welcome, as is the ability to Repair.
- Journeyman Warcaster - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus reserve. A ranged Light like a Sentinel or a Charger doesn't get much benefit from Iron Horse and so is a good choice for Jr.
- Journeyman Lieutenant Allister Caine's personal output is a great help with infantry, while Ace can fulfil a similar role. This pair can also help with feat spreading, bringing a taste of Gun Mages to Heavy Metal.
Kraye runs into issues with mercenary support solos for one good reason: Speed, as they often can't keep up with his warjacks. Some are still worth considering, though
- Ragman can, as ever, act as a flat damage buff for your melee warjacks. Kraye's preference of 2" melee warjacks such as Centurions and Stormclads can also enable this debuff to apply to multiple enemy units, or an entire unit of one of those Shield Wall multi-wound infantry units.
- He does, however, struggle to keep up and apply his buffs. If your Centurion can charge 12" and has a base width of around 2", and Ragman can at most give death shroud to a model 9" away, then Ragman needs to start the turn a full inch ahead of the Centurion for death shroud to work. His main defensive tech is also Sacrificial Pawn, so he'll need a unit to be up there with him (some throwaway field mechaniks?). Of course you often won't end up using the full threat range of Kraye a good proportion of the time, so this might not be as big an issue as it seems, but you should question the viability of Ragman in these lists, despite the apparent synergy with the 2" range Centurions and Stormclads.
- Thus, the Hermit is a nice alternative, though you need to look out from "friendly fire" from his ARM debuff
- Lanyssa Ryssl. Hunter's Mark can take the threat range of Kraye's 'jacks to truly ridiculous levels. Imagine the look on your opponent's face when they ask the threat range of your SPD 4 Centurion and you respond '16 inches'. In all seriousness, this might seem like overkill, but causing your opponent to worry about models (e.g casters) that far away can be very tactically advantageous, and Lanyssa can sometimes save Kraye the effort of casting Horsepower, keeping him safer and letting him give out more focus to his 'jacks.
- If you are facing a lot of cloudwall armies, Lynus Wesselbaum & Edrea Lloryrr can be worth a look. They are relatively cheap, don't need Jonas Murdoch, and have a solution to clouds. Their presence does telegraph what they are for, so ensure to keep them safe.
- Order of Illumination Vigilants and Glyn Cormier can be taken in all themes and are excellent feat enablers thanks to True Sight.
It is worth saying that most of Cygnar's Warjacks go from good to amazing with Kraye (Although the Colossals gain little from Iron Horse). Particular highlights include:
- The Minuteman - the most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away. Or, stay there with a countermeasure spell, and make gunlines cry. Able to move up to 16" every turn, it can be virtually anywhere on the table by the end of turn two and still be in control range.
- The Centurion - melee and threat range on a tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
- Centurion has one of the best synergies in the game wherein it can charge an enemy model with 1" melee range (being sure to stay 1.99" away) then repositioning 5" back and using Polarity Field to prevent your opponent from charging and getting within melee range of the Centurion.
- It's also an excellent target for Admonition. Between Polarity Field and the 3", it becomes incredibly hard to apply melee attacks to.
- Admonition also gives a certain level of safety against Telekinesis 'casters if they turn the Centurion around to charge it in the rear. Use Admonition to walk away and face the right direction again.
- The Reliant - It has a critical knockdown hammer which works nicely with Iron Horse (cavalry charge attacks ie boosted charge attack rolls).
- The Ironclad and the Hammersmith - Cygnar's 'budget heavies' become beasts with Kraye if you can afford the focus to fuel them. The Ironclad's critical knockdown chance is increased to 50% when the attack roll is boosted with Iron Horse, while it can help trigger the Hammersmith's Chain Attack.
- The Stormclad - along with any Storm Knight models it can be really effective, and on feat turn can have the same threat range as Storm Lances. Accumulator [Storm Knight] reduces Kraye's focus burden, but without Storm Knights in your list (aka Theme - Storm Division) you may be better off with a cheaper warjack.
- Some of Cygnar's ranged warjacks are worth considering for their ability to spread Kraye's feat. If you've got 'jack marshals or Junior Warcasters, you should consider using them to run these 'jacks so Kraye can save his focus for his spells and his heavies.
- The Charger - move up, blow away a solo, reposition clear. Two solos if you had a free focus to give it; consider bringing Captain Arlan Strangewayes to fuel it.
- The Sentinel. OK, so it's there for Shield Guard. And infantry clearing. It can even impact attack on screening infantry or slam stuff - and then draw back to shield guard. It is also useful for painting targets on feat turn.
- The Cyclone puts out an unparalleled number of shots for the feat, and can help prevent jamming with Covering Fire.
- The Hunter - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle to retaliate against it, especially if it can move back through terrain to get out of sight completely.
- released in Warmachine: Legends (2008)
Video Battle Reports
- 2019.07 Feat Fetish, vs Kraye1
- See also Category: Video Battle Reports for more casters with videos.
Other Cygnar models
| * The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
| Mount Weapon
Impact Attacks - Movement
Impact Attacks - The attack(s)
Impact Attacks - Other
| * What does trigger Admonition