|99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.|
1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
| Hunter |
This model is available in one Prime Army, First Army. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
Few military developments have been so disquieting to Cygnar's rivals as the Hunter; simply stated, it is a jack assassin. Equipped with advanced mechanika relays, an inventive boiler design, and a Long Arm cannon specifically designed for penetrating heavily armored opponents over distances, the Hunter has already made a name for itself in the field.
Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
- Extended Control Range - When checking to see if this model is in its controller's control range, double the range.
- Flame in the Darkness
- Heavy Metal
- Sons of the Tempest
- Storm Division. This model gains Immunity: Electricity in this theme.
- Other Factions
- 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.
- Mercenary and Khador players can use it Flame in the Darkness
- Mercenary and Convergence players can use it by putting it under the control of Nemo4 in various themes.
Thoughts on Hunter
Hunter in a nutshell
The Hunter is an accurate, long-range, armour piercing jack with great mobility. It Long Arm is exceptionally good at punching through naturally high ARM, erasing on average more than a column of an ARM 18 jack per shot with damage boost. It boasts above-average DEF, but weaker ARM and fewer HP than the other light warjacks (save the Grenadier).
This jack almost always ends up compared to the Defender, Cygnar's other long-range jack:
|14 points||10 points|
| 16" aiming
| 14" aiming |
| RAT 6
But can aim more often due to longer range
|Better against targets with natural ARM 17 and below or who have additional ARM protection (Shield, Buckler, spells, etc.)||Better against targets with natural ARM 20 and above|
| MAT 7
Cortex damage vs warjacks
9" melee threat
Good against heavy targets
| MAT 6 |
10" melee threat
Only useful against light/medium single wound infantries and light solos.
| DEF 12
| DEF 14 |
|(Edit this comparison)|
Overall, the Defender is much more resilient, and better at dealing damage against targets with ablative protection (Buckler, Shield, spells, etc), while the Hunter is good against naturally very high ARM targets (they tie against ARM 18-19). The Hunter beats the Defender in mobility, and flexibility in positioning, but cannot compete with it in melee. Superior range in SR2017 scenarios is a debatable advantage due to the increased number of terrain pieces.
Combos & Synergies
- Kraye can let it retreat after shooting, plus Admonition keeps it safe from jammers.
- Extended Control Range makes the Hunter ideal for Journeyman Warcasters, since the Journeyman's 6" control area, which can be a real pain to work with, is extended to 12" for the Hunter.
- Works well with Haley2's Temporal Acceleration, giving him speed buff and another shot.
- The Hunter loves nearly everything Captain Kara Sloan can offer.
- Haley 3 lets it have a 32' leash. (8 focus= 16 doubled to 32, giving it an extremely long leash. If you want to consider absurd CTRL ranges, look for Nemo1 too, who is quite capable of leading the Hunter across the entire board. Also, extended CTRL range synergize very well with AOE:CTRL spells, like Deceleration.
- Siege1 - Though the feat doesn't stack with Armour Piercing, he offers no damage buff to his army, and you'll need something to crack heavier targets, before Siege drops his feat. Also, Foxhole makes a DEF 18 jack out of the Hunter.
- Long Gunners - The Hunter's shots are quality shots of the best kind. Use the Long Gunners' quantity fire to trigger Shield Guards and erase Sacrificial Pawn targets. It is especially pronounced in the Heavy Metal theme.
Drawbacks & Downsides
- Abysmal melee capacity and fragile frame - once in melee, it is in deep trouble
- Ablative ARM buffs (Arcane Shield, Carapace, Buckler, Wall of Steel, Shield, etc.) aren't halved, significantly lowering it's hitting power.
- Very sensitive for jamming infantries - fortunately, extended control plus pathfinder often gives you space to evade them.
- With the Defender being only four points more expensive but a legitimate dual threat the Hunter is, as of the end of 2021, a questionable choice (a change from the previous Mk3 situation)
Tricks & Tips
- With Pathfinder the Hunter can routinely hide in forests to boost its DEF to levels which are, for a warjack, absurd.
- Try to put it in or behind a solid obstacle (walls, etc.) so that it benefits from cover, and can take advantage of Pathfinder to get away from the enemy if they make a move towards it.
- The Hunter is great at shooting Battle Engines and other targets on huge base, as most of the defensive tricks won't work on them.
- Extended Control Area, by its current wording applies to spells which affect models within CTRL zone - have fun with Magnetic Field, Energizer, Deceleration, Pursuit, and the like.
- The Hunter is accurate enough to not need to boost to hit against its favoured targets. Just the one focus from Power Up is enough for it do its job.
Originally released in Warmachine: Escalation (2004)
Other Cygnar models
Rules Clarification : Warjack (Edit)
Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Armor-Piercing and/or Case Cracker (Edit)
Rules Clarification : Pathfinder (Edit)
Rules Clarification : Extended Control Range and/or Long Leash - None yet. (Edit)