Ironclad

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Ironclad
Cygnar Heavy Warjack

The Cygnaran Armory takes pride in its innovation and technological superiority, traits seen in all the battle-tested warjacks built on the classic Ironclad chassis. Armed with a powerful quake hammer, the Ironclad effortlessly smashes lesser combatants to scrap.

Basic Info[edit]

Ironclad
Missing Info
Ironclad.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Large
SPD 5
STR 11
MAT 7
RAT N/A
M.A. N/A
DEF 12
ARM 18
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP 30
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 12
N/A
N/A
FA U
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct - This model is a construct and is not a living model.

Weapons[edit]

  • Quake Hammer - 1" reach, P+S 18 melee weapon
    • Tremor - (★ Attack) - Before resolving damage from this attack, center a 4" AOE on the model directly hit. Models in the AOE become knocked down. This model is not affected by Tremor.
    • Critical Knockdown - On a critical hit, the model hit becomes knocked down.
  • Open Fist - 1" reach, P+S 14 melee weapon


Thoughts on Ironclad[edit]

Ironclad classic.jpg

Ironclad in a nutshell[edit]

It's cheap, it has a good MAT and wants to hit things. As "Vanilla" Warjacks go, you can't go far wrong with the Ironclad - It works well with a wide range of Warcasters and you can take quite a few if you want to pursue a Battlegroup-heavy or 'jack spam list.

Tremor is a great a ability to threaten high DEF models via whatever it is standing close to.

Combos & Synergies[edit]

As a cheap, fast moving, and effective melee heavy the Ironclad works decently with anyone.

Battlebox fights

In the Mk3 faction starter it acts beside Maddox, and will be your primary tool to achieve victory. It will usually be your primary target for Assail, granting a respectable 11" threat range (5" SPD + 3" charge range +2" from Assail "1" for your melee weapon's reach), plus free charge for this jack. With the power-up focus you can deliver a Tremor (★ Attack) as your charge attack, boosting to hit the target model, which gives you good chance to knock down even a DEF17 model before working out your damage roll against it.

Drawbacks & Downsides[edit]

  • It is fairly simple and almost never surprises people.
  • It's unboosted threat range is kinda low.

Tricks & Tips[edit]

  • Don't forget he has an open fist. Always look for throw angles.

Tremor 101 for beginners

  • If you fully loaded up your jack with Focus, start with the Tremor attack. If your target has been knocked down, your additional, bought melee attacks will automatically hit, meaning that you can spend your remaining Focus to buy attacks and/or boost damage rolls.
  • Tough model gets on your nerves? Hit them with Tremor, and they won't get their Tough rolls once knocked down, because it happened before the damage roll.
  • On the same note, watch out for models who cannot be knocked down (like the Neraph of the Legion of Everblight starter box, or the ones affected by Kozlov's Chosen Ground spell in the Khador faction starter)
  • The Tremor template can catch your figures too. Watch for spacing. It can also clip other enemy models standing too close to your intended target, making them sitting ducks for your follow-up attacks.
  • A (★ Attack) can be made as the combat action after you charged. Be on the lookout though, that requires you to give up your initial attacks - including the one on your fist. After working it out, you can buy more attacks if you have the Focus to do so.
  • Crippling the left arm will deny the Tremor attack altogether (read this damage guide).

Other[edit]

Trivia[edit]

  • Originally released in Warmachine: Prime (2003)
  • The Ironclad was the very first model ever made for Warmachine. It was originally sculpted by Mike McVey of Warhammer & Games Workshop fame.
  • Unlike many of the other warjacks in the game, the Ironclad is left handed.

Theme Forces[edit]

Themes for non-character warjacks (Edit)

Other Cygnar models[edit]

Cygnar Logo.jpg       Cygnar Index       (Edit)            
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

"Junior" Warcasters: Caine0 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos

Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Caine0 - Runewood - Strangewayes - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake

Battle Engines & Structures Storm Strider - Trencher Blockhouse
Theme Forces
Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2019.01

Rules Clarifications[edit]

RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Tremor      (Edit)

  • Although the wording could be clearer, Tremor does cause a normal damage roll in addition to the knockdown effect. (Infernal Ruling)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
RC symbol.png

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)