Journeyman Warcaster

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Journeyman Warcaster
Cygnar Solo - ("Junior" Warcaster)

Fluff

Basic Info[edit]

Journeyman Warcaster
Missing Info
Journeyman.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Small
SPD 6
STR N/A
MAT 5
RAT 4
M.A. N/A
DEF 14
ARM 14
CMD
FOCUS 4
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 4
N/A
N/A
FA 1
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]

  • Battlegroup Controller - This model is not a warcaster (it's a solo) but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. This model must have at least one warjack in its battlegroup at the start of the game.

Weapons[edit]

  • Handcannon - 12" range, POW 12 gun.
  • Mechanika Blade - 0.5" reach, P+S 10 melee weapon. You should never use this.

Spells[edit]

This spell has zero special effects.
Target friendly Faction model/unit gains +3 ARM. Models are not affected while out of formation.


Thoughts on Journeyman Warcaster[edit]

Alternate sculpt

Journeyman Warcaster in a nutshell[edit]

The Journeyman Warcaster is a support solo. Most importantly he provides a way to cast Arcane shield. This can bring middling armoured units to an ARM value that is very resilient. Additionally he provides a small pool of focus to run the mandatory warjack he has to take. This model does have some combat abilities, but for the most part they are very poor. Keep him safe, away from combat or his battlegroup warjack will become inert.

A solid choice of warjack to run with the Journeyman Warcaster is the Charger. The good range means your Journeyman can sit back safely without risking losing Arcane Shield for your army or your warjack going inert. The Charger is optimally run with one focus allocated - meaning after you include upkeeping Arcane Shield and warjack focus allocation, the Journeyman will have one focus left, even to tank the occasional shot thrown his way. Thankfully if you keep both him and the charger at max range, he can be 20 inches away from what you're shooting at.

Don't underestimate his handcannon either. If his warjack doesn't need any extra focus (such as a sentinel, firefly or hunter) then he can double boost a shot from 17" away. This is great for picking out non-stealth solos or command attachments in units. Boosted hand cannons are even dangerous to low defense or knocked down warcasters. Just be careful not to get too close, since he will die to normal infantry shooting. Shooting the gun is always more effective than using arcane bolt, since his RAT is higher than his focus stat.

Combos & Synergies[edit]

  • This model is great with Kara Sloan, or other focus-starved warcasters, because it allows them to cast spells to buff its army, or hinder the enemies.
  • The Journeyman likes ranged jacks they can stay at least 4" behind, and has some favourites:
    • The Charger for offensive power is perfect (one focus to the Charger, one to upkeep Arcane Shield, one to overboost) and is the normal jack of choice
    • The Sentinel has shield guard - but normally works better with a jack marshal than with a point of focus.
    • If you have a Trencher force the Grenadier can be pretty good.
    • The Hunter has higher RAT, which means it usually only wants the powerup focus to boost damage. Additionally, extended control range means junior stays extra safe.
    • The Firefly in a lightning themed army can be great for providing the ionization boost. It is also nice for added anti-infantry, since it will use it's powerup focus to boost the hit, then provide up to 4 power 10's, which can neuter a light infantry unit. If you really need the ionization boost, it can be worth running it to get into position. You will most likely lose the jack, but it free's up junior to arcane shield and use his gun.

Drawbacks & Downsides[edit]

  • This model is expensive for what it does, thanks to being forced to bring a jack, and the spells aren't that great. This model is a support model - not meant for real combat, preferring to stay in the back, and buff allies.
    • Always ask yourself whether Arcane Shield is really worth it in the list you are constructing.
  • Some Warcasters give Warjacks in their battlegroup some really nice bonuses such as Captain Jeremiah Kraye's Iron Horse, Sloan's feat and spell list or Major Victoria Haley's Future Sight. Warjacks in the Journeyman's battlegroup won't benefit from these rules.
  • With only a low number of boxes, the Journeyman is vulnerable to being killed by weapons or spells with Feedback that attack the Warjack they are controlling.

Tricks & Tips[edit]

  • His defensive stats aren't terrible, and with the way overboosting works now, can shrug off a surprising amount of damage (with focus it requires a damage roll of 25 to kill him). In the late game, he can be an excellent flag grabber, or speed bump.
  • He has a magic sword. Don't forget that if your opponent brings incoporeal models like a feralgeist.
  • His handcannon is good for the occasional potshot, but don't rely on this for your main source of damage.
  • Keep the Journeyman far back until the endgame. It's normally easier to kill the Journeyman than the Arcane Shield.


Other[edit]

Trivia[edit]

  • The Journeyman Warcaster is often referred to as "JWC", "Junior" or just "Jr."
  • Originally released in Warmachine: Prime (2003)

Theme Forces[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:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
RC symbol.png

Rules Clarification : Battlegroup Controller      (Edit)

  • This model has a completely separate battlegroup to your main warcaster.
    • Your main warcaster cannot allocate focus to warjacks under this model's control (and vice versa).
    • Any spells/effects that apply to your main warcaster's battlegroup (such as Energizer) do not apply to warjacks under this model's control (and vice versa).
  • This model is not a warcaster
  • Warjacks this solo controls can still benefit from Power Up exactly as if it were a warcaster. (Closed thread)
  • When this solo dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)

Rules Clarification : Arcane Shield - None yet. (Edit)