Theme - Heavy Metal
| Theme - Heavy Metal |
Although Cygnar generally prefers a combined-arms approach to conflict, when its advanced warjacks are massed on the field under the control of a skilled warcaster, they are a match for any enemy. Such large, selfsufficient battlegroups are typically deployed to besiege fixed positions or to meet concentrations of enemy armor and heavy infantry on the battlefield. Where Cygnar faces deeply entrenched or armored foes, the tread of its mighty machines shakes the earth and its storm technology blackens the sky.
- 1 Theme Rules
- 2 Thoughts on Heavy Metal
- 3 Caster Thoughts
- 4 Other
| An army made using the Heavy Metal theme force can include only the following Cygnar models:
Full model list
The models allowed in Heavy Metal are: [Show/Hide]
This list was last updated: 2018.04 (Edit)
(★) Because these models are specifically allowed in this theme, they don't use your "Up to one Mercenary" slot.
Thoughts on Heavy Metal
Heavy Metal in a nutshell
It's a warjack-centric theme.
A predominantly lightning-immune Heavy Metal list can be a good counter in most Cygnar mirror-matches, particularly against Storm Division. Some options, such as the Stormwall or Stormclad, are lightning-immune but do not rely on lightning damage for most of their output.
Low model count
Perhaps the biggest downside to Heavy Metal is how it plays in Steamroller scenarios. With a tendency towards maximising free solos, you don't tend to see many units. And with the units (Sword Knights, Precursor Knights) available generally considered to be weak outside of one or two Warcasters, many players only crowbar in a unit of Mechaniks of some description.
- This becomes even more pronounced from 2018 with the introduction of scenarios such as Mirage. Suddenly, there are a lot of scoring elements that Heavy Metal can struggle to score from without putting important solos far up the table and there isn't much you can do with two circular zones (One of which you'll have to go past the halfway line to score in).
- With the points required to get a free solo increased to 30, there is a little more room to add in a frontline unit. However, with the theme's strengths being in its Warjacks, Battle Engines and Solos, those units would only really be seen with those who prefer a softer playstyle.
Lack of unit-based buffs
Warjacks that synergise with other models are less efficient than they can be.
- The Stormclad suffers without the Storm Knights, and the Grenadier's ranged output is tripartited due to the Trenchers' absence. You also can't improve their accuracy via units like Rangers or solos like the GMCA, so must rely on your Warcaster's toolbox.
No Mercenary solos
One of the rare theme forces with complete ban on Mercenary solos (save for those with the Partisan rule). On the other hand, you can get the Siege Crawler ... but why would you want to?
List Building Tips
The highest number of free models you can get in an average 75pt list is 3. In practice this means you can have an additional heavy warjack on the table to what you would normally have.
It is probably worth spending 90 points on jacks to benefit from 3 free solos for this list. This means that you will in all likelihood eschew infantry units entirely. You will suffer in terms of scenario play but many casters can crank their warjacks to the point where this loss becomes worth it. With three free solos, look over the options available to you.
- Squire Being an expensive 5 point model you can take for free is pretty awesome.
- Captain Arlan Strangewayes Between power up and arcane reinforcement, he becomes invaluable. This also allows you to equip the healing objective in scenarios that permit.
- Journeyman Warcaster This is an almost mandatory solo to take. Since warjacks are typically high armor, an arcane shield will be extremely useful. Let him run a Hunter or a Charger. If you are running a shooty list of fragile jacks and you want your shooty lights in your Battlegroup, consider giving him a cheap Sentinel instead to shield guard your valuable models.
- Jakes1 She is kind of an inbetween kind of junior. Most lists will feature 2 juniors, one of which is always the vanilla Journeyman, the other is Caine0 for Siege1 and anybody who brings Thunderhead. The Trencher is great for casters with defensive buffs such as Captain Jakes, or Stryker2. Allison is for the rest of them, especially ranged casters who want their junior to run melee jacks to unjam, she does that better than the others.
- The Trencher Warcaster Lieutenant allows you to be awash with focus if you really want to be. He can fully fuel a couple of Chargers, cast Fire Group and stay relatively safe thanks to his 8" control range and Dig In.
- Caine0 - He's a great solo hunter, and Fire for Effect on e.g. Thunderhead or Siege1 can be devestating. He can also bring Ace along, so they both bully enemies out of zones with Thunderbolts, or they can hunt solos or infantry with Trick Shots, which evens the odds a bit, since you yourself will not have many of those.
- Archduke Runewood - He brings some great buffs to your force, first and foremost Pathfinder through his March battle plan, which the theme is otherwise starved for. He is also a jack marshal with a pretty decent drive, but you don't have to make use of that.
As you can see, there's many good solos in this theme, but you'll never be able to bring them all. so choose wisely. As a rule of thumb: The Journeyman Warcaster + another junior depending on your caster + Squire is a good way to spend your 3 free cards.
- Sword Knights have Flank and you can bring many Warjacks.
- Field Mechaniks repair obviously, but can also be decent contesting pieces.
- Trencher Combat Engineers - Repairs again, and they load up your Grenadier's, so they are kinda required if you want to run Grenadier's.
- A Storm Strider or 2 are Artificer Nemo's best friends. They buff his and his jack's electric attacks and contribute to free points.
- Lady Aiyana & Master Holt - About your only source of magic weapons and damage buffs outside you caster. They require Murdoch though.
- Harlan Versh - Absolutely instrumental with Constance, but also very effective with Captain and Major Haley, since they make him shoot his exellent gun twice.
- Major Harrison Gibbs - Essential for Stryker2 since overloading can hurt him pretty bad. Gibbs heals him put with some cat stew. He can also load a Grenadier if need be.
Starting a 25 point force
If you want to try this theme but are still stuck for ideas, try this.
It's all about the Warjacks, so if you want to get the most from this Theme Force, you should start by looking at Cygnar's main battlegroup Warcasters:
A good mix of Hammersmiths and Ironclads can deliver quick death to the enemy under Escort and Sprint, while Centurions hold down zones. Positive Charge and her feat is also great for flanking Sword Knights. A Sentinel with Arcane Shield on it can hang out around her to give her the Escort bonus. Lastly, Bullet Dodger on a Grenadier with the Trencher Warcaster Lieutenant and Trencher Engineers around can be really irritating for the enemy.
Brawl and win the attrition game. Lists with Colossi and Centurions are the mainstay for Darius.
Simple enough: Deploy 5 Chargers and 5 Hunters, then shoot the enemy off the board.
Similar to Sloan: Deploy every Charger you can and build huge synergy chain on feat turn. Consider Cyclones and Cygnar's Colossi for flavor.
Run and Gun shooter. Kraye can have any heavy Warjack on the halfway line on turn 1 if you opt to go 2nd through trampling and repositioning. And with this theme you can have nearly every single model you take making use of Reposition.
Fully loading an electrical battle group. Nemo3 in Heavy Metal can leverage his ability to fuel multiple Warjacks while further diminishing the ability of Storm Division to assassinate (especially Storm Knight focused lists).
Other worthwhile mentions
- Stryker1 - Double Stormwall, on feat turn you press the issue of two practically unkillable colossals at armor 27 with Arcane shield (2 instances of Arcane Shield with the Journeyman).
- Stryker2 keeps everything safe on the way in and gives Sword Knights some useful offensive and defensive buffs.
- Stryker2 brings Positive Charge to the party. With enough targets for that spell, the knights can be throwing out the equivalent of MAT10 P+S12 weaponmaster attacks thanks to Flank. Deceleration also goes some way to making them more resilient on the way in. If you can combine that with his feat, they will cause a lot of damage.
- Siege1 loves a boatload of boosted weapons on his feat turn, especially from Chargers. With access to 4 battlegroup controller solos (among them his best friend Caine0) he can tear through medium base spam quite easily.
Originally released 2017 February.
Rules Clarification: Theme Forces (Edit)
Warjacks/Warbeasts with bonds [Show/Hide]
Including Mercenaries [Show/Hide]
Number of Mercenaries
Partisans & Theme Forces (Edit)
Mercenaries and Quasi-Partisans
Mercenaries and Ranking Officers
Benefits for a single model/unit (eg "One unit of [blah] gains [yaddah]") [Show/Hide]
Free models and Specialists (ADR) [Show/Hide]
Unit Attachments & free points [Show/Hide]
When to apply theme benefits [Show/Hide]
Number of free models [Show/Hide]
Cryx - Ghost Fleet [Show/Hide]
Cryx - Scourge of the Broken Coast [Show/Hide]
Protectorate - The Faithful Masses [Show/Hide]
Protectorate - The Creator's Might [Show/Hide]
Mercenary - Llaelese Resistance [Show/Hide]
Circle - The Bones of Orboros [Show/Hide]
Circle - Call of the Wild [Show/Hide]
Circle - The Devourer's Host [Show/Hide]
Legion - Children of the Dragon [Show/Hide]
Skorne - The Exalted [Show/Hide]
Trollblood - Kriel Company [Show/Hide]
Crucible Guard - Magnum Opus [Show/Hide]
Models in this Theme Force
Refer to Category: Heavy Metal