Commander Coleman Stryker

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Cygnar Logo.jpg Commander Coleman Stryker

Cygnar Morrowan Warcaster

Though Commander Stryker sees himself as just another soldier fighting for the crown, he is one of the greatest warriors of Cygnar. His young age may deceive some into believing he has not earned his rank compared to the aged generals leading the king’s army, but battlefield experience has made him wise beyond his years. A fine leader, a better soldier, and one of the most accomplished warcasters in the Iron Kingdoms, Coleman Stryker was born to be a hero of Cygnar and expects to die defending his beloved nation.

Basic Info

Stryker1
Missing Info
Stryker1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 7
RAT 6
M.A. N/A
DEF 16
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 17
F. Field N/A
WJP +30
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
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

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)

Weapons

Spells

COST RNG AOE POW DUR OFF


Arcane Blast

3 10 4 13 - Yes
This spell has zero special effects.
Arcane Bolt

2 12 - 11 - Yes
This spell has zero special effects.
Arcane Shield

2 6 - - Upkeep -
Target friendly Faction model/unit gains +3 ARM. Models are not affected while out of formation.
Blur

2 6 - - Upkeep -
Target friendly Faction model/unit gains +3 DEF against ranged and magic attacks
Earthquake

3 10 5 - - Yes
Models hit by Earthquake become knocked down.
Snipe

2 6 - - Upkeep -
Target model/unit's ranged weapons gain +4 RNG.

Feat: Invincibility

While in Stryker's control range, friendly Faction models gain +5 ARM. Last for one round.

Theme Forces

Recent Changes

2019.08 August Dynamic Update

  • This model became a Morrowan model, which will allow them to go in the new Flames in the Dark theme.

Thoughts on Stryker1

Stryker1 in a nutshell

Stryker basically has two tricks up in his sleeve:

  • Brick up and be invincible on feat turn
  • The pop and drop assassination, using Earthquake to knock the enemy caster down before shooting the hell out of them.

The back of his card is entirely blank, making him relatively easy to learn - which is why he was the battlebox caster in Mk1 and Mk2.

Spell thoughts

  • Arcane Bolt - You'll usually have better places to spend your focus.
  • Arcane Blast - the AOE is now medium sized, but the FOC cost is still pretty restrictive on him.
  • Arcane Shield - this good old protection spell can mean the difference for squishy troops between getting brushed or getting killed by a blast damage. It can further enhance your tougher troops, and works wonders on warjacks.
  • Blur - your favourite protection against gunlines
  • Snipe - with plenty of shooting units, you simply cannot go wrong with this one. You can also cycle it, by upkeeping it on one unit, then recasting it on another, once the first unit made its shots.
  • Earthquake - his signature spell, with numerous synergies, see army selection. Mainly used offensively, but can save life after the enemy's failed assassination run too.

Feat thoughts

Timing is tricky - use it too early, and the enemy will simply fall back, until it wears off. Use it too late, and probably you won't have much left to defend. Stryker needs his army to get the job done; so you should either try to protect your main strike force, until they reach the enemy's line, or dampen the enemy's counter-attack.

Drawbacks & Downsides

  • He's a "jack of all trades, master of none" support caster, and has virtually nothing to boost the offensive output of himself or his army.
  • With all the support duty, he's focus-strapped, even with a Squire or Sylys. And he will fight an uphill battle against enemies with upkeep removal or anti-magic (Lamentation, Purification, Orin Midwinter, Eiryss).
  • Even with all his defensive tricks, troops and jacks are susceptible to attacks which cause fixed damage regardless of ARM (like Corrosion, Penetrating Strike, Sniper, Deadly Shot, Puncture, Anatomical Precision, etc).
  • Pop&drop doesn't work against targets that are immune to knockdown.

Tricks & Tips

  • Earthquake can prevent enemies charging. They also don't engage, and cannot be engaged, so you can then attack them with CRA.
  • Knockdown a jack, then shoot it with your pistol. It cannot get focus to shake the effect off, so it must sacrifice either its Movement or Action to do anything.
  • If the enemy is in B2B with your Colossal, shoot it in the back with an Earthquake - the template will be just big enough to knock down everything in B2B with your warjack.

List Building Advice

Strategy

Assassination
Stryker is an accurate brawler with a back pocket assassination, best delivered by a Lancer. He goes for tough troops, taking the hit, and then either bashing the enemy into the ground or breaking through to create a pop and drop and kill the enemy caster. He himself is an average fighter - though his blows tend to land accurately, his offensive output is nothing to write home about. Starting from 3 focus, after knocking down a warcaster in his class with Earthquake, the target will still likely survive, if it camped 1 focus. On the defensive side, outside of his feat turn (and a possible Arcane Shield) he mainly relies on surviving via his above-average DEF. Anything that can lower or bypass it, will put him into a world of hurt.

Scenario & Attrition
Despite having the tools for a caster/warlock kill, do not get too tempted about it; veteran players will hardly be surprised by Stryker's abilities. If you want an all-out assassin caster, instead go for Stryker2. Stryker1 can play scenario very nicely, boosting the defensive capabilities of his forces, and supporting the ranged elements very well. His feat is the golden standard for an attrition caster: reduce the losses you'll receive from an enemy attack or counter-attack, and outlast your opponent in the scrum.

Theme Thoughts

With all the support spells at his disposal, Stryker can fit into any of the current Cygnar themes.

    Heavy Metal    

With two instances of Arcane Shield and his feat to increase the ARM values of Warjacks, Stryker feels right at home in this theme. The gameplan is simple enough; bring a ton of warjacks and battlegroup controllers to outlast the opponent. His lack of exclusive battlegroup spells, is actually a blessing in disguise since he can put his spells on non battlegroup warjacks.

  • Journeyman Warcaster there's only one thing better than access to Arcane Shield... access to a second instance of Arcane Shield, especially so if it is attached to another source of focus.
  • Lieutenant Allison Jakes contests nicely due to her high DF and Sidekick, even more so with Blur.
  • Journeyman Lieutenant Allister Caine time will tell of Caine0 will have a place in Stryker1 lists, but FFE on a ranged jack is never bad and with Ace he can hunt for contesting solos, which might be vital since brick-lists tend to be on the slow side. Also a good place to put Blur.
  • Archduke Alain Runewood, Lord of Fharin your go to source of Pathfinder when you need it.
  • Storm Strider another brick piece, which also loves Snipe. Among the Hurricane and Fireflys you should also have enough enough electric attacks to benefit from its Superconduction aura.
  • Long Gunner Infantry - The source of quantity firepower in your list. They love Snipe, Blur, plus can contribute to his pop&drop trick from afar with their CRA.
  • Grand Master Gabriel Throne brings a damage buff that Stryker otherwise lacks in his toolbox.
    • He also pulls a double duty as a pathfinder/tough replacement for Rhupert, at the expense of concealment.
    • This also applies to Flame in the Darkness.

    Sons of the Tempest    

Free upkeeps are wonderful with Stryker, and it is nearly self-evident where your support spells need to go.

  • Gun Mage Captain Adept (or Taryn di la Rovissi as free mercenary) - Both provide Shadow Fire to let his pop and drops get better lines.
  • Arcane Tempest Gun Mages - Not famed for their toughness, but under Blur, they are hard to take down at range by conventional troops. With Snipe they can use their other 2 rune shots on the enemy. Also, neither Arcane Bolt, nor Arcane blast are much use, so you better rely on them against Incorporeal targets.

    Storm Division    

Stryker likes tough troops, making them even more resilient.

  • Storm Lances are your toughest, multi wound units. Both Snipe and Arcane Shield are awesome on them, while Blur causes trouble for average troops trying to hit them. Add Rhupert's Concealment boost to the mix, and they will be nothing short of ridiculous against gunlines. The piper can also hand them Pathfinder. It is not uncommon to see a list containing 2 full units of them with assorted support solos.
  • Stormblade Infantry under Iron Zeal and his feat can stand up to most things. Add in Arcane Shield, and they become a whopping ARM 26. Advance Move also helps the mobility issues.
  • Storm Strider as above, but with even more electric attacks!

    Flame in the Darkness    

  • Extending the already long range of a Khador jack with Snipe can be very potent. A Destroyer goes to range 18", the Victor even goes to range 24"!
  • Alternatively, Snipe can go on a short range jack to make its range hit acceptable levels. The Decimator's gun is one of the most powerful in the game, but is hampered by its low range, with snipe its range is the same as that of a Destroyer's. Knocking down targets with Earthquake also fixes its abysmal RAT. Due to this Stryker is probably the best caster for the Decimator.
  • Snipe also has many more good targets in this theme, namely the Thamarite Archon, Legion of Lost Souls, Vigilants or Resolutes.
  • Arcane Shield on a Devastator, any colossal or a units of Precursor Knights makes them very beefy.

    Mercenaries    

Since his spell list and feat are heavily geared towards defensive buffs, Stryker has two primary weaknesses: Damage and speed. Any merc choices want to focus on enhancing these aspects.

Battlegroup

Ol' Rowdy is his pet warjack that he can take in any theme.
  • Ol' Rowdy - His extremely focus efficient character jack. As it won't lock you out of themes, take it, whereever you'll need a solid brawler. The bond is more or less a trap, as it makes the jack an AOE magnet - something you want to avoid with a caster like Stryker. However, once the lines closed in, and you want to drop an Earthquake template up close, you can do it with impunity if Stryker is in B2B with Rowdy.
  • The colossals offer some serious beef to the list, especially with Arcane Shield and Invincibility combined on them. Both are also potentially good targets for Snipe for some absurd ranges.
    • Hurricane - Do you want multiple bites at the knockdown cherry? Its guns offer some options before you have to spend a lot of focus on Earthquake. You then arc an Earthquake through it if you need to.
    • Stormwall - A bit more utilitarian and arguably a better choice into the the mirror match where lightning immunity can spoil your day. Lightning pods are great targets for an Earthquake and allow you to get around any high defence tech the enemy might hope to rely on. You'll want another model with an arc node to get the most from that, though...
  • Lancer - Your cheaper arc node, perfect for distributing support spells on frontline troops, and positioning his Earthquake. Get within 5", and the hit on the target is virtually guaranteed.
  • Ironclad - Cheap and effective heavy, which can spare focus for Stryker by doing the knockdown with its Tremor attack.
  • Charger - 1 focus from Stryker will completely fill up his guns, making it an excellent, cost-effective way of killing, or seriously wounding knocked down casters. As you'll rarely have spare FOCUS, consider bringing a Squire, or Sylys Wyshnalyrr, a Journeyman Warcaster (for a second Arcane Shield), or Strangewayes to ease the FOCUS burden.
  • Centurion - an unchargeable ARM 21 on the front is scary - now, how about buffing it up to ARM 29 for a round?
  • Sentinel - It offers nothing outside of some anti-infantry dakka in terms of offensive output. However, Stryker welcomes the Shield Guard as his ARM isn't that special outside of feat turn. As he likes upkeeps around, a caught crossbow bolt from Eiryss can also save you from a lot of trouble.

Other

Trivia

  • Released way back in Warmachine: Prime (2003)
  • He was the battlebox caster for Mk1 and Mk2, meaning thousands of players own his model.
  • He was one of the main protagonists of the storyline, until (spoiler) his death at the conclusion of the Stormbreak story arc (published in 2019.11) (end spoiler)

Other Cygnar models

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

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Sir Dreyfus the Storm Knight - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures Storm Strider - Trencher Blockhouse
Theme Forces
Flame in the Darkness - 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: 2019.07

Video Battle Reports

Rules Clarifications

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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.")
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Rules Clarification : Disruption     (Edit)

  • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
  • Despite being unable to channel spells, a warjack can still be the target of spells just fine.


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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unitor Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcastersor Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.


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Rules Clarification : Arcane Blast     (Edit)

  • The fluff text under the spell entry is just that ... fluff. The "blast radiates outwards" bit means absolutely nothing special in terms of in-game effects.

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

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Rules Clarification : Earthquake     (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 : Snipe     (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.