Commander Adept Nemo
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| Commander Adept Nemo |
Despite a gruff and uncompromising demeanor, Commander Adept Sebastian Nemo is Cygnar’s foremost master of lightning-augmented mechanika. His ability to control warjacks is legendary, as is the variety and power of his arcane repertoire. Rather than the typical red furnace glow and smoke plumes, Nemo crackles with electrical energy and in the darkness emits a faint nimbus of light. If he flaunts his power, it is to show others what they can achieve if they persevere.
- 1 Basic Info
- 2 Thoughts on Nemo1
- 3 List Building Advice
- 4 Other
Feat: Electrical Storm
Enemy warjacks, warbeasts, and horrors currently in Nemo's control range suffer a POW 14 electrical damage roll. Electrical Storm damage rolls are simultaneous. Warjacks damaged by Electrical Storm suffer Disruption.
- Arcane Accumulator - When another model in this model's control range casts a spell, this model gains one power token. This model can have up to three power tokens at any time. After this model replenishes its focus during your next Control Phase, replace each power token with 1 focus point.
- Overpower - After this model replenishes its focus during your Control Phase but before it allocates focus, this model can spend focus to increase its control range for one round by 2" for each focus point spent.
- Field Marshal [Supercharged] - Warbeasts/warjacks in this model's battlegroup can have up to 4 focus points at any time instead of the normal limit of 3.
If you're using this, something has gone horribly wrong for someone (probably you).
| Chain Lightning
|A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Chain Lightning damage rolls are simultaneous.|
|While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.|
| Lightning Shroud
|Target warjack in the spellcaster's battlegroup gains +2 STR and Immunity: Electricity, and its melee weapons gain Electro Leap.
|The spellcaster spends up to 3 focus points to cast Locomotion. Target warjack in the spellcaster's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per activation.|
| Voltaic Snare
|This attack causes no damage. Warjacks hit suffer -4 DEF and cannot run, charge, or make slam or trample power attacks for one round. Voltaic Snare can be cast only once per activation.|
Flame in the Darkness
- Heavy Metal
- Sons of the Tempest
- Storm Division. Nemo gains Immunity: Electricity in this theme.
No changes since 2019.06
Thoughts on Nemo1
Main differences between the 3 Nemo incarnations:
- Nemo1 is a spellslinger and support warcaster. He likes to play safely in the back of your lines, enabled by his immense CTRL area, and can significantly enhance a select few warjacks. He offers army-wide protection against shooting.
- Nemo2 likes to run a lot of jacks. He can personally contribute more direct fighting to the battle. However, his army support outside his battlegroup is limited to a single spell.
- Nemo3 can fuel a horde of jacks even more efficiently than Nemo2 as long as his sidekick is alive. His feat is an excellent force multiplier for an army which brings electricity based weapons.
Nemo1 in a nutshell
Nemo is a caster who likes to stay way back and while warjacks to do all the work. He can either arc spells from nodes or hand out a lot of Focus to fuel his jacks. He also protects his army against ranged and magical attacks with deceleration. His stats are lackluster at best, which makes sense because he's an old frail man. Although his gun can be surprisingly destructive against enemies, its unlikely you'll be using it unless you are way behind or way ahead.
His special rules are what set him aside form the rest of the faction's casters:
- Arcane Accumulator - You can collect tokens from enemy spells, magic abilities and from animi too. It goes hand in hand with Overpower and it takes a bit of practice to learn. When you'll have to increase your CTRL area for collecting, and when just leave it be, as the enemy will come close enough anyway. It is also quite tempting to fill up your list with solos who sport Magic Ability, but that can result in having too many points in helper models instead of those who actually fight the enemy.
- Overpower - Learning its use is the key to success. You can easily surpass even The Harbinger of Menoth's CTRL area. Its main use will be to affect models under your Deceleration bubble, or catch important enemy models with your feat. Also, if the enemy pushed/pulled/dragged a jack outside your CTRL, you can expand it before allocating, so you can still allocate focus to it.
- Supercharged - Yet another ability which seems super useful, but needs a bit of practice to use properly. Overkill and unspent focus is a waste of resources and sometimes it is better to distribute the 3 focus (above power up) onto 3 jacks, which offers you more flexibility, than going all out on a single one.
- Chain Lightning: His favoured weapon for frying light / medium infantries and elusive / stealthy targets. Keep a Firefly nearby to increase the damage.
- Deceleration: With his expandable CTRL area, you'll possibly want to cast this every turn. Add Arcane Shield on your beatstick units for +5 ARM against ranged assailants.
- Lightning Shroud: With Supercharged it turn one of your jacks in to an absolute beast. Put it on a Defender to make a Stormclad out of it. Or put it on a Stormclad to make a Colossal out of it. Even the otherwise pillow-fisted Cyclone can dish out some damage with the STR bonus from lightning shroud.
- Locomotion: This spell can: 1.) give extra threat range for your assassination run, 2.) extricate your warjack from your opponent's charge range after making its ranged attack or 3.) Give the last couple of inches to get the back strike bonus.
- Voltaic Snare: This spells turns even the fastest and most elusive jack into a clumsy, crawling target. With a medium AOE you might even catch several opponents at once. If you get an arc node within 4", the hit is guaranteed.
Rarely a game-changer this one is utterly useless against:
- a Storm Division mirror match
- the Pacific-Rim style colossi lists (e.g. Issyria, Harkevich, The High Reclaimer), which cannot suffer disruption, and can easily weather a POW14 hit
- Cephalyx battlegroups, as monstrosities are neither jacks, nor warbeasts
It also has questionable effectiveness against battlegroup-oriented warlocks with lots of heavy beasts, as many of these lists have easy ways of healing back a couple of lost damage points.
However, it can be downright awesome against spam lists with many warjacks. Notable examples:
- Cryxian Stalker or arc-node spams (and arc nodes in general, since they cannot channel spells when disrupted), like the ones ran by Deneghra1 or Skarre1.
- Gaspy3's infamous 9 Slayer spam list, as Carapace won't work against your feat. Just be sure to eliminate the Warwitch Sirens, so they cannot remove Disruption.
- Ossrum's Gunbunny list, as these FOCUS efficient weapon platforms heavily rely on their Powerful Attacks.
- Convergence Vectors all use Focus Induction to operate at peak efficiency. Lightning Storm shuts it down, plus it also clears off any focus a Corollary might have, if you manage to catch it in the feat zone.
It can be used early to blunt an imminent warjack alpha strike, or mid-game to shut down the mobility of your enemy's heavy hitters. Feel free to add focus for Overpower to catch an important target in your CTRL zone. Parking a Firefly nearby and/or hitting the enemy with Silver Line Stormguard Electroconduction first also bumps up the damage. If you can, knockdown will take disrupted warjacks out of the fight for a round (unless it is already engaged). Just remember that in order to trigger Disruption you need to damage the targets, so you might want to stack buffs in your favor beforehand and spare a few focus for critical damage boosts against high ARM targets.
Drawbacks & Downsides
- Without buffs he is prone to assassination.
- Rough terrain is not his friend.
- Tricks that counter spell casting, and especially arcing (like Garryth's feat) will put you in a severe disadvantage.
Tricks & Tips
- It is rather easy to consistently have 11 focus (nearly) every turn with Arcane Accumulator and a Squire. Unlike other casters with a lot of focus-intensive spells and abilities, Commander Adept Nemo can do quite a bit every turn and still have focus to spare.
- He is one of the easiest casters in the game to kill if he is left exposed too far forward. Employ Deceleration, Arcane Shield (from Journeyman Warcaster), a Shield Guard, terrain, a pile of unspent focus, and his huge control area to keep him safe and unharmed.
- Remember the timing of Overpower: after replenishing your focus, but before allocating. If you started to allocate already, and then you realize that a certain jack is too far away without spending on Overpower, it is too late.
- Bringing a Squire, and putting all 7 focus on Overpower on Turn 1 theoretically enables you to alpha-strike the enemy with your feat, provided you both deployed on the borderline. However, most of the time you may want to wait, until the enemy comes a bit closer.
- Select carefully the initial target for Chain Lightning, if you want to remove a key model.
- Let's imagine, they are standing like this: A B C D. You shoot A, then roll 2 additional electro-leaps. The lightning bounces from A to B to C. If you shot C, then you have to randomize, whether D or B will be hit. In the case of B, it will then hit A; if it was D, then it will hit B.
- Nemo has a lot of ways to skirt high DEF and things like Ashlynn D'Elyse's feat that negatively impact your attack rolls. His feat is not an attack but rather just a damage roll, his bond with Dynamo lets him reroll missed attacks rolls, Thunderhead has Sustained Attack on all his attacks, and of course electroleaps automatically hit as well.
List Building Advice
He's mostly an attrition caster with the ability to improve threat ranges via Locomotion and create a huge control area with Overpower. This special rule, along with Power-up makes the old bastard an incredibly potent battlegroup controller, who can stay well back, and let his jacks play forward. Just as Severius1 or Deneghra1 enhance their army's capabilities, so does Nemo1 up his battlegroup's performance. Locomotion, Supercharged, Deflection and Lightning Shroud provide boosts to nearly any warjack in his battlegroup, while his exquisite CTRL area and Arcane Accumulator ensure a safe and reliable operation, even for jacks, who are far from him. Really, there are no bad choices for his battlegroup.
He likes spellcasters and solos with Magic Ability, who give him extra focus. Just make sure you don't overfill your list with support pieces.
- Squire gives him extra control area to stay slightly safer and increases the effective area of both Deceleration and his feat.
- Journeyman Warcaster - Arcane Shield is always great, especially with Deceleration.
- Captain Arlan Strangewayes - Fits into several theme forces and gets reposition in Heavy Metal.
Bring all the lightning posse, buff their ARM against shooting, and throw around your lightning spells without fear of hitting your own models. Nemo3 amps up lightning damage far better on feat turn than this incarnation, but Nemo1 ensures they reach the enemy in greater numbers.
- Silver Line Stormguard - Protected from charges, they will buff your electrical damages from your feat, from your gun, and from your spells too.
- Stormblade Infantry - Self evident choice for this theme, with Deceleration they become tough enough to bounce POW 10 shooting.
- Thunderhead - Its pulse attack offers quantity firepower against infantry swarms. With Supercharged and Sustained Attack on your pulse, the 2 additional shots can be fully boosted. Locomotion, Supercharged, and Lightning Shroud make Thunderhead a legitimate assassination threat at range and in melee.
- Jakes1 - Might also be worth consideration for a second battlegroup in large games.
With Locomotion you can position even your slowest jacks up to 18" right on Turn 1. You must say goodbye to the Silver Line Storm Guards and free Stormcallers, but gain access to cheap Sword Knights.
- Thunderhead and Jakes1 can also be taken in this theme.
- Precursor Knights - You should consider bringing them for their ability to hold zones. Deceleration doesn't target them directly, so they can camp ARM20 in a Shield Wall against shooting, while being only slightly less resistant to enemy spells.
- Sword Knights - ARM 16 with Deceleration is often enough against blast damage, while they tag along to support your jacks. Just watch out not to discharge the Electro Leap from your Lightning Shroud enhanced jack if they would be the closest targets.
- Trencher Warcaster Lieutenant - More durable than other Journeyman. Firegroup and Rift help keep opposing models away from Nemo.
- Lanyssa - Hunters' mark is great, especially with Locomotion.
- Ragman - Helps with Arcane Accumulator and Deceleration mitigates losses to Sacrificial Pawn. Has great synergy with Stormguard who have a 2" melee range.
- Tactical Arcanist Corps - Can fully fuel Arcane Accumulator on their own and provide a much-needed smoke wall. Single-wound and SPD4 severely limits their utility, though.
- Alexia Ciannor & the Risen - Fuels arcane accumulator, do not need Murdoch, and require no caster assistance. A cheap infantry option, Risen make great sparknodes and electro leaps fuel Stir the Dead nicely.
- Dynamo - Nemo's pet warjack.
- Supercharge lets it either go berserk with its spear or boost every attack or damage roll of its multi-firing gun.
- Firefly - With all the lightning spells and electro-leaps around you might even want to take two. It can also boost the damage from his Nemo's ranged weapon.
- Lancer - You want to keep your distance from the front, but still let your support spells reach their targets. Thorn should be considered only for out-theme games, where it can reach absurd movement distances with Locomotion and its Reaction Drive.
- Sentinel - The necessary protection from stray AOEs and Eiryss' bolt.
- Hunter - Almost always satisfied with the Power up focus and can really exploit Nemo's large CTRL area.
- Minuteman - Benefits greatly from Supercharged, Deceleration, and Nemo's huge CTRL area.
- Centurion or Avenger - With four focus, RNG 2" melee weapon, and Locomotion, a startling amount of damage can be achieved very quickly.
- Ironclad - A cheap and efficient beatstick, whose Tremor AOE can help other models finish the job.
- Hammersmith - A better beatstick and with Lightning Shroud it's damage output is virtually identical to a Stormclad. With four focus, two Hammersmiths can one-round a colossal with a 50/50 chance of taking down an Arcane Shielded Stormwall/Hurricane.
- Hurricane - An arc node and powerful slam/knockdown electric guns that synergize nicely with Voltaic Snare, Nemo's feat, and the electric buffs he favors.
- Originally released in Warmachine: Escalation (2004)
- Nemo is Latin for "no one", and also Greek for "I give what is due". Most likely inspired by Jules Verne's Captain Nemo, the main character in "Twenty Thousand Leagues Under the Sea", who was also a gifted engineer and inventor.
Other Cygnar models
Video Battle Reports
- 2018.06 Feat Fetish 75 points vs Gorten
- See also Category: Video Battle Reports for more casters with videos.
|* 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)