Major Victoria Haley
| Major Victoria Haley |
Victoria Haley is a powerful tempest within whom a deep and sorrowful calm resides. Her unmatched talents are tempered with the experience of years of combat as a warcaster. As she gains wisdom in the field of war, she grows in power and flexes her arcane might to dominate the battlefield with magic unrivalled by any warcaster in western Immoren.
- 1 Basic Info
- 2 Thoughts on Haley2
- 3 List Building Advice
- 4 Other
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
- Future Sight - This model can boost attack and damage rolls after rolling.
- Field Marshal [Future Sight] - Warbeasts/warjacks in this model's battlegroup gain Future Sight.
- Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
- Hand Cannon - 12" range, POW 12 gun
- Echo- 2" reach, P+S 13 melee weapon.
| Arcane Bolt
|This spell has zero special effects.|
|Take control of an enemy warjack with a non-crippled cortex. Warjacks are allowed to make a full advance, ignoring free strikes, and then make a melee attack. Can only be cast once per activation, and any given warjack can only be affected once per turn.|
| Force Field
|(1) The caster does not suffer blast or collateral damage and cannot become knocked down. (2) When an enemy AOE ranged attack deviates from a point within the caster's control range, after the deviation distance is rolled you choose the deviation direction.|
|Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires an attack roll. A model can be placed by Telekinesis only once per turn.|
| Temporal Acceleration
|Target friendly Faction model gains +2" movement when advancing as part of its Normal Movement and can make one additional ranged or melee attack during its activation. Haley can only cast this spell once per activation.|
| Time Bomb
|A model directly hit by Time Bomb suffers -2 SPD and DEF for one round.|
Feat :Temporal Shift
Choose d3+5 enemy models currently in Haley's control range. The chosen models must forfeit either their Normal Movement or Combat Action during their next activations. Temporal Shift lasts for one round.
- Heavy Metal
- Sons of the Tempest
- Storm Division. Haley gains Immunity: Electricity in this theme.
No changes since 2017.09
Thoughts on Haley2
Haley2 in a nutshell
One of the most iconic casters in the faction, Haley2 brings near-unparalleled versatility onto the board. She has a strong toolbox to handle various situations. She has many similarities with her evil twin, Deneghra:
- she is a nimble but fragile caster
- has a feat which cripples enemies
- has great spells and likes arc nodes
- has been nerfed
Depending on your gaming community, Haley2 can have a really steep, or a very gentle learning curve for newcomers. If there are many experienced players in your area, they will be prepared to her since she single-handedly dominated the competitive games for many years. However, new players can often be surprised by her tricks, and it can be downright frustrating to play against her for the first time.
Playing with Haley2 is all about controlling the board, taking apart your enemy piece by piece, and taking battles wherever and whenever you wish. To achieve that, you have great spells, a nice feat and a large CTRL area to play around. She and her battlegroup operates with excellent FOCUS efficiency thanks to Future Sight, though her expensive spells rarely leave resources to fuel a large group of warjacks.
- Arcane Bolt - Probably a dead spell on your list. Cygnar is no short on magical shooting, and if Haley has to be tasked with Incorporeal hunting, the enemy is probably dictating the flow of battle.
- Force Field - A life-saver against many things the enemies use to dispatch a high DEF-low ARM warcaster (slams, knockdowns, and stray AoEs). Watch out as you can still be made stationary, and upkeep removal (especially Purification) can be deadly for you.
- Domination - One of the more threatening spell if you enemy has even a single, quality warjack in his list. Though it can cause hilarious moments, it has several limiting factors.
- Its main use is for threat range manipulation. Few jacks can give up their entire Movement distance and still pose a threat.
- You're unlikely to be able to boost, since jacks can spend FOCUS only during its activation (and possessing them happens outside of it). Sometimes your target gets boosted attack or damage rolls by default, but it happens rarely. Also watch out so that it is not tied to a bond, like Black Ivan from Harkevich, as the bond ceases under enemy control.
- It is limited to basic attacks, so you cannot discharge a Pulse Attack on the Thunderhead, or use Thresher on Beast 09. However, you can still apply the additional effects of the weapon, like the Knockdown effect on the Renegade's Obliterator rocket to line up Magnus for assassination.
- If you have nothing in range to hit, just simply walk out of the caster's CTRL area. This cancels Power Up/ Focus allocation, and occasionally Bonds.
- Telekinesis is, hands-down, a fantastic utility spell. Here are some general tips applicable to any caster: (Edit)
- Battle Engines can be placed (unlike other huge-based models).
- Enemy model out of your charge range? Move your own model 2" forward. Still too far away? Move the enemy 2" closer. That's a 4" threat range extender!
- Move enemy models 2" straight backwards, so they don't have range to charge/attack you next turn. While you're at it, spin them around so they can't declare charges and so you get the back strike bonus.
- Move models out of your charge lanes, or to open up LOS.
- Move enemy models out of scenario zones.
- Is there an enemy 'jack or 'beast right at the edge of control range? TK them away from their controller so they can't Power Up or manage Fury next turn.
- Is there an enemy unit with most of the troopers right at the edge of formation range? TK the commander away from his troops so they're out of formation.
- Do enemy models get a bonus for being B2B? You can stop that.
- TK your own caster forwards or backwards to be more threatening or more cowardly.
- TK enemy models into range of your passive debuffs (such as Dark Shroud), then gang up on them.
- TK enemy mdoels into hazards to force them to take damage.
- Move friendly models out of melee before they activate, to avoid free strikes.
- Are you using arc nodes? After you're done, cast TK on the node itself to move it back and keep it safe(r) for next turn.
- Temporal Acceleration - A pretty expensive spell, usually being used on your beatstick to secure an alpha strike. Ranged specialists are also not out of consideration: four hits from the Thunderhead's guns can be a shocking experience.
- Time Bomb - Very expensive spell, easily capable of burning through most of your FOCUS pool, but securing a direct hit on a key target can be crippling.
Regard this one as a tactical jamming. She plays well into lists with few, quality melee models (usually jacks and beasts), who are depending on delivering the alpha strike. However, numerous infantry and jammers can easily overload you, as there will be plenty of models that can still activate normally. Timing and knowing the enemy's threat ranges is critical. Also, as the affected number of models are more or less random. Identify the 6 most critical models in your CTRL you want to cripple, and regard any spare as a gift.
Drawbacks & Downsides
- She has little in the way of damage buffs
- She was the faction's #1 competitive caster throughout Mk2 and in the first year of Mk3. Opponents tend to know her pretty well.
- Most of your spells are expensive; it is quite easy to over-extend, and burn through all of her superior FOCUS pool.
- Anti-magic tricks, as well as counters for arcing spells can hurt you a lot (Severius1, Garryth, anyone with Arcane Vortex or Arcane Suppression, etc.).
- Fragile. Boosted damage rolls, electro-leaps/trick shots, Continuous Fire, or slammed/thrown models are all legitimate dangers (that latter only if they stripped Force Field from her).
Tricks & Tips
- You cannot charge if you must give up your Action or Movement.
- You cannot make things you could by voluntarily giving up your action or movement, if you must give them up (such as Aiming).
- Temporal Shift has no effect on out-of-activation attacks and movements, like free strikes, Sentry or Broadside shots, Enliven and Admonition, etc.
- If you popped your feat, knock a target down. Apart from warnouns, beasts/jacks and gargossals, they will be sitting ducks, as they're now forced to sacrifice both their actions and movements. Soft version of it is to turn your target around (either by Telekinesis or Domination). They can't draw LOS to you, thus, cannot charge (and possibly have to turn around to shoot). Battle Engines cannot be knocked down, so they are prime targets for Telekinesis.
List Building Advice
Her main win condition is to frustrate the enemy and control their threat ranges so you decide who fights who and win the war piece by piece. She struggles to crack ARM skew face to face, as she has very few means of buffing the raw damage of her army. Concentrate on keeping those pieces away, until you can properly deal with them. Contest/deny scenario pieces by moving models in/out of zones and flags. You can yo-yo with the enemy and your own models, so alpha striking Haley's army is anything but easy.
As for her personal safety, keep in mind her extreme fragility. In this regard, she is pretty much akin to Amon1 - though basically DEF18 against charges, Cavalry models with access to attack roll buffs or boosted MAT8+ hits will make short work on her. Always have a Shield Guard nearby to fend off stray Disruptor bows from Eyriss, or flame AoEs in case you don't have Force Field up.
Unlike Haley1, this incarnation lacks direct unit support spells, and she doesn't have battlegroup spells either. Self-support units and a few jacks are usually the way to go with Haley2. Some pieces worth consideration, no matter the theme you play.
Haley likes these support models, which are in all/most themes:
- Journeyman Warcaster - An Arcane Shield on your most precious model. Put a Sentinel under his care to have a readily available Shield Guard as well.
- Captain Arlan Strangewayes - Extra focus so that Haley's reserves can go elsewhere instead of allocating.
- Squire - The extra FOCUS is crucial for your spells, while Future Sight + Arcane Realignment offers great safety on delivering your offensive spells. The additional 2" CTRL range allows you to catch models under your feat with a bit more safety.
- Heavy Metal. Lots of arc nodes, free solos that she has synergy with? Yes please.
- As a fragile caster she benefits from the electo-immunity of Storm Division, and the high accuracy and damage of the theme's units mean they don't need as many buff spells.
- She likes a damage buff from either Aiyana, Gorman and/or Ragman. Note that Aiyana is a bit of a point burden due to the obligatory presence of Murdoch.
- Thorn - Thorn is her pet warjack with an arc node, and she can take him any theme. He is a very cost-effective upgrade over a Lancer. He is usually the first thing that gets into the list.
- Hunter - With Haley's huge control range, the extended CTRL RNG of the hunter isn't necessary, but TA on a hunter and a single allocated focus can usually tear a heavy warjack to pieces from (typically) well outside retaliation range. Two boosted hunter shots a turn kills a Khador heavy in 3 turns on average rolls, or leaves it so crippled it's out of the fight.
- Avenger - Good melee game and stall on it's weapon are nothing to shy at, but the cannon with it's auto-knockdown can be downright tooth-grinding to your opponent. Knock his beasts/jacks down with the cannon (a big AOE of auto knockdown is always fun), then pop feat.
- Centurion - Great melee game, and not able to be charged if you're smart. Telekinesis can help get this otherwise slow monster up the table, and Temporal Acceleration can give his high P+S spear another swing.
- Stormclad - 2" reach, commanding melee power makes this one a favored battlegroup member, especially in the Storm Division theme due to the Accumulator rule. Its threat range with TK and TA is 14", which works well with your feat.
- Hurricane - A much more durable Arc Node with respectable hitting power, plus another mean of control thanks to its slamming Storm Emitters. It is prone to jamming (since it cannot use its arc node then), so defend it adequately from chaff infantry. TA on this Colossal will also mean an additional Storm Emitter attack. Knocking Down/Slamming three targets a turn with the Storm Emitters can be devastating.
- Originally released in Warmachine: Apotheosis (2005)
Other Cygnar models
Rules Clarification : Feat - Temporal Shift
| * 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)
Taking Control of an Enemy Model [Show/Hide]