Prime This model is available in one Prime Army, Storm Knights. 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.
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The Silver Line Stormguard Company is equipped with polished steel armor in honor of their original members. To facilitate its more defensive role, its recruits are armed with thunder halberds, mechanika polearms based on the more common voltaic halberds. These weapons can unleash devastating gravimetric energy when striking, potent enough to knock a heavy warjack to the ground. In addition, the armor of a Silver Line Stormguard is fitted with a kinetic generator that can produce a wall of energy to slow enemy troops, blunting even the most determined charge. The Silver Line sergeant carries a thunder halberd that incorporates an electrostatic nexus in its head. Strikes from the units’ thunder halberds feed energy into the electrostatic generator, allowing the Silver Line sergeant to unleash an electromagnetic burst that turns enemies into living lightning rods, making them far more susceptible to the lightning attacks of Cygnar’s deadly storm tech.
Basic Info
Silver Line Stormguard |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
5 |
STR |
6 |
MAT |
7 |
RAT |
5 |
M.A. |
N/A |
DEF |
13 |
ARM |
15 |
CMD |
8 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
1 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
2 |
UNIT SIZE |
6 or 10 |
COST |
9 or 15 |
1.5 pts each |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
- Entire unit
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Combined Melee Attack
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Immunity: Electricity
- Practiced Maneuvers - Each model in this unit can ignore other models in this unit when determining LOS and can advance through them if it has enough movement to move completely past them.
- Polarity Wall - While this model is B2B with one or more models in its unit, it cannot be charged or slam power attacked by a model beginning the charge or slam in this model's front arc.
- Wall of Steel - While this model is B2B with one or more models in its unit, it gains +2 ARM.
- Leader only
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Gunfighter
- Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.
Weapons
Leader
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Electromagnetic Blast
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RNG
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ROF
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AOE
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POW
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6
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1
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5
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-
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- 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.
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Thunder Generator
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RNG
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POW
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P+S
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2
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6
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12
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Grunts
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Thunder Halberd
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RNG
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POW
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P+S
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2
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6
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12
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Theme Forces
Thoughts on Silver Line Stormguard
Silver Line Stormguard in a nutshell
The Silver Line Stormguard are the anti melee speed bump guys of the two Stormguard units and while in base to base contact they withstand pretty well the three things that kill infantry in droves - shooting, blast damage, and charges. They resist blast damage thanks to Wall of Steel or if you plan to include her Lieutenant Gwen Keller, charges they resist thanks to Polarity Wall. And rather than destroying infantry they instead offer knockdown on critical hits and a powerful, but Warjack specific shot from the leader.
One thing that they do much better than their brothers - they are much more forgiving on a tournament clock without electro-leap and if your opponent isn’t running warjacks you don’t need to factor the leaders gun or quick work into your plan.
Combos & Synergies
Currently available only in the Storm Division theme force, they serve with their various support solos, like Laddermore, Gwen Keller or the Stormblade Captain.
- Another unit of Silverline, for an even bigger screen. Add in some Centurions and a large part of you list won't be able to be charged.
- Storm Lances - They can form a decent screening wall, and if you combine it with the Stormblade Captain's Tactician, your cavalry can charge through them without much hindrance.
- Morrowan Battle Priests the unit gains rise so they become better targets for tough effects. Although they don’t benefit from it themselves the battle priest still stacks Wall of Steel and Polarity Wall for other models.
- keep them in the back of the unit however as the priest can still be charged and that can mitigate or even invalidate Polarity Wall for other models.
- Sir Dreyfus the Storm Knight - easily provides flanking opportunities.
- Maddox1 - Dauntless Resolve and Relentless Charge coupled with her feat allow the unit to perform.
Drawbacks & Downsides
- A little shooting is enough to break their Polarity Wall and Wall of Steel.
- Voltaic Snare does jack diddly against non-warjack targets.
- There is more versatility in Stormguard Infantry these guys punish Warmachine melee armies.
- Lots of anti knockdown tech exists.
- Depending on your list and the table, your opponent might still find a way to charge something else, then walk over and beat the Silverline to a pulp. Death Archons are especially good at this with their two 3" Blood Reaper attacks and Spectral Flicker. They can quickly turn your turn into a positioning nightmare.
- Like the rest of Storm Division's single wound infantry, they are vulnerable to Sniper and Deadly Shot, which easily get around their stacked armour. They can leave a single model alive to allow a charge into the unit.
Tricks & Tips
- Just like with Shield Wall-capable models, the triangle/arrowhead formation ensures that the enemy will have to kill 2 models out the 3 to break your Polarity Wall.
- Unlike Shield Wall though, neither Wall of Steel nor Polarity Wall is an order - you can still enjoy its benefits, while your models ran in their activation
- Quick Work combined with Gunfighter allows you to shoot even if you're engaged with the Officer after destroying someone with a melee attack, but you can only target models who are in your melee range.
- Quick work and Gunfighter have a lot of rule interactions - read the clarification pages.
Other
Trivia
Released around about 2013, as an "upgrade pack" to the regular Stormguard models.
Other Cygnar models
Rules Clarifications
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Rules Clarification : Knockdown (Edit)
- 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.
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Rules Clarification : Voltaic Snare - None yet. (Edit)
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Rules Clarification : Electricity (Edit)
- When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
- If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
- Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.
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Rules Clarification : Practiced Maneuvers - None yet. (Edit)
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Rules Clarification : Combined Melee Attack (Edit)
- Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
- Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
- If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
- A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
- CMA for units that have more than one melee weapon (the short version)
- Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
- A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
- For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
- These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
CMA for units with more than one weapon (the long version) (Edit)
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The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
- Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
- If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
- For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
- then for the second CMA have raider B the "primary attacker" and raider A the "participant".
- Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
- Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
- Combined Melee Attack and charging
- Remember the 2 rules above?
- Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
- Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
- but wait, there's more!
- However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
- Model A performs its charge attack.
- Model B performs its charge attack. (Interrupting A)
- Model C performs its charge attack. (Interrupting B)
- CMA using A, B & C's remaining attack.
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Rules Clarification : Wall of Steel (Edit)
- If you're slammed or thrown into a model with Wall of Steel, you'll immediately benefit. So you'll get the ARM bonus vs the slam/throw damage, too!
- It's not possible to be B2B with someone at the same time you move, so you can't gain Wall of Steel at the same time you enter a damaging template (such as Covering Fire).
- No, you cannot move an infinitely small distance and thus travel in an arc. This is Warmachine, not calculus.
- However, if you can move through a model, ignore the above.
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Rules Clarification: : Gunfighter (Edit) (Click Expand to read)
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General
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).
Targeting
- Outside of melee
- If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
- In melee, but didn't charge
- If it didn't charge, it can target anyone it's "in melee" with.
- This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
- If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
- Charged into melee
- If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
- If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
- However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
- Other targeting notes
- Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
- If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
- Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
- If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
- If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).
Attack Roll
- You use the Gunfighter's RAT for the attack roll.
- Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
- How the +4 DEF bonus for "being in melee" works with Gunfighters is:
- they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
- they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
Incorporeal Gunfighters
- Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
- If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).
Gunfighter + an AOE weapon
- If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
- If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.
Gunfighter + a spray weapon
- Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
- If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.
Units of Gunfighters
- If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
- Redirected attack:
- If they're still engaged, their initial attack (s) must be vs someone in their melee range.
- If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
- If they're unengaged, they are now free to shoot anyone within the gun's normal range.
Other interactions
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
- Gunfighter vs RNG modifiers (Edit)
- Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
- If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
- If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
- If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
- (Infernal Ruling)
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Rules Clarification : Quick Work (Edit)
- If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
- Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
- Attack-Generating Abilities (Edit)
- From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
- If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
- If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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