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| Ironclad |
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.
- 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.
- Quake Hammer - 1" reach, P+S 18 melee weapon
- Open Fist - 1" reach, P+S 14 melee weapon
- Heavy Metal
- Sons of the Tempest
- Storm Division. Ironclads gains Immunity: Electricity in this theme.
Thoughts on Ironclad
Ironclad in a nutshell
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
As a cheap, fast moving, and effective melee heavy the Ironclad works decently with anyone.
- With it's fairly low speed and middling melee range, it really does like a speed buff if you want to use it as an alpha strike model.
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
- It is fairly simple and almost never surprises people.
- It's unboosted threat range is kinda low.
Tricks & Tips
- 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).
- 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 most other warjacks in the game, the Ironclad is left handed.
Other Cygnar models