Difference between revisions of "Blockader"

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* [[Blaize]] has Fortune and Crusader's Call. Accurate attacks at high POW with yet another 14" charge.
 
* [[Blaize]] has Fortune and Crusader's Call. Accurate attacks at high POW with yet another 14" charge.
 
* [[Magnus2]] has Escort like Rahera and grants Unyielding.
 
* [[Magnus2]] has Escort like Rahera and grants Unyielding.
 +
* [[Shae]] gives it a free charge with a 14" threat under Coup De Main and Phantasm stops incoming fire.
  
 
===Drawbacks & Downsides===  
 
===Drawbacks & Downsides===  

Latest revision as of 06:32, 11 October 2019

Mercenary Logo.jpg Blockader

Mercenary Privateer Colossal Warjack

While colossals are costly to manufacture, Black Anchor Heavy Industries in Clocker’s Cove made a tidy profit on its initial Galleon colossal production runs and has subsequently sought to exploit that market by producing variants on that chassis for its wealthiest mercenary clients. The Blockader was built on a similar frame and engineered for a different battlefield role. Its chest-mounted gun ports were replaced with incendiary firebreathers, and its arms equipped with ingenious chain-tethered fists outfitted with propulsive rockets enabling them to crash into foes at a considerable distance. Refilling the incendiary fuel required for these weapons systems is not cheap, requiring smuggled overseen by bribed officials within the Protectorate of Menoth. Serving as the sole source of restock and repair for the Blockader brings Black Anchor a vital ongoing revenue stream.

BAHI icon.png

Black Anchor Heavy Industries
BAHI models are not available through normal distributors or local retailers. Players must purchase them directly from PP's online store.

See also Category: BAHI.

Basic Info

Blockader
Missing Info
Blockader.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 5
STR 17
MAT 6
RAT 5
M.A. N/A
DEF 9
ARM 19
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 58
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 33
N/A
N/A
FA 2
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

  • Colossal - Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules (click the link for full details).
  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct - This model is a construct and is not a living model.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Shooting Gallery - This model gains +2 to ranged attack rolls against models within 5" of it.

Weapons

  • Heavy Fire Breathers (x2) - 10" spray, ROF d3, POW 14 ranged attacks
  • Rocket Fist (x2) - 2" reach (plus Chain Strike), POW 5, P+S 22 melee attacks
    • Open Fist - This warjack/warbeast may make a Throw Power Attack.
    • Chain Strike - This weapon becomes 4" reach during this model's activation.
    • Rocket Smash - Enemy models hit can be pushed up to 2˝ in any direction. On a critical hit, instead of being pushed the model hit can be slammed d6˝ directly away from the Blockader. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.

Theme Forces

Thoughts on the Blockader

Recent Release icon.jpg

New model - This article is a Work In Progress
This model has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't count) and (2) you've reviewed this article and it mostly(★) matches your experiences.

(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.

Blockader in a nutshell

The Blockader is a smash machine that crushes intruders with its mighty rocket fists. It has very high POW weapons and an impressive 4" melee range but is hampered by MAT 6. The Blockader’s fists have Rocket Smash, which allows the Blockader to push its victims around, perhaps into range of the colossal’s allies, slam them into other models, and create many interesting plays.

Expanding its more close-ranged gameplay, the Blockader also has a suite of Firebreathers, large sprays that can turn clumped enemy infantry to ash, especially thanks to Shooting Gallery, which makes the Blockader more accurate at close range.

Generally speaking, employing a colossal at close range as this one is designed to do most often results in a dead colossal that did not do 33 points worth of work. The colossals that see play tend to have powerful ranged games that let them stay back for awhile. The Blockader tries to make up for this with a large number of sprays to help it get lots of work done before it gets punked out. But have a care before sending it in. It will die faster than you would believe if you put it too forward too early.

That said, it's pretty solid compared to the Galleon.

Combos & Synergies

  • The Blockader is a big fan of Powder Monkeys, who can provide it with additional focus and Ancillary Attacks, allowing it to make an attack outside its normal activation - which, if a melee attack, can still push or slam the target.
  • Bart can make every damage roll of its 2d3 10" sprays boosted for damage, as well as bumping its armor for survivability.
  • Macbain's Failsafe spell has no better target, both making the Blockader a tougher target to remove AND keeping it functional down to the very last box.
    • Note - Running a jack and then casting jackhammer usually has a longer threat range than charging, however the two ranges are the same for the Blockader!
  • Same goes for Magnus1's Death Ward spell.
  • Chain Strike applies even when making ranged attacks. This means that Ragman can be used to turn the first 4" of the Blockader's sprays into POW 16s. As the close ranged fire will also be benefiting from Shooting Gallery these can be very deadly.
  • Captain Rahera's Manifest Destiny spell combined with Escort makes this a fierce melee combatant, indeed. It can two shot many heavies. Combine its close-range prowess with Black Spot for some astonishing output.
  • The Menite Archon has a damage buff for its sprays.
  • Ashlynn makes it fast and deadly accurate on her feat turn. Distraction helps with high DEF warriors.
  • Blaize has Fortune and Crusader's Call. Accurate attacks at high POW with yet another 14" charge.
  • Magnus2 has Escort like Rahera and grants Unyielding.
  • Shae gives it a free charge with a 14" threat under Coup De Main and Phantasm stops incoming fire.

Drawbacks & Downsides

  • This model is a BAHI model. It is not available in stores, it can only be purchased directly from PP's online store (or 2nd hand).
    It is easy to get in the US, and somewhat easy to get in the EU after PP organised a UK warehouse in early 2019, but for players elsewhere in the world the shipping costs and/or local import taxes make BAHI models hard to get a hold of.
  • Its 4" melee range means it can't aim if anything is in that range when it activates.
  • As it's a short range colossal, especially if you want to get the Shooting Gallery bonus, it's a big target that is going to be in range of most of the opposing army's guns. It can go down surprising quickly when the opponent wants it destroyed .

Tricks & Tips

  • Chain Strike does not apply when you make a throw power attack. They're still just 2".
  • The 2" push on the rocket fists can push models in any direction. This can be used to line up models for any lucky crits, to move models into threat range of the rest of your army, to move models out of zones or simply to stop the damn cockatrices from running away.

Other

Trivia

  • Released in the Talion expansion (2019.05)
  • Although this model is about 90% the same as the Galleon, they are sold as separate models. You can't buy a multi-kit and magnetise it. So they're only on the same chassis in the fluff.

Who can control this warjack?

To include this mercenary warjack in your army, it must be controlled by one of the following warcasters or marshals. Thus, to include this jack you first need to find a controller that works for your army.

Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

Non-Casters "Junior Warcaster" Crosse1 'Jack Marshal

Colbie Sterling - Dirty Meg - MacHorne1 - Raluk Moorclaw - Rutger Shaw

Note: Other restrictions may apply (such as 'Jack Marshals can't control Colossals).

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

Non-Casters "Junior Warcaster" Crosse1 'Jack Marshal

Colbie Sterling - Dirty Meg - MacHorne1 - Raluk Moorclaw - Rutger Shaw

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Solos

Cephalyx Agitator - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella, Duchess of Dread - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines Hammerfall Siege Crawler
Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2019.09

Rules Clarifications

RC symbol.png

Rules Clarification : Colossal      (Edit)

  • Refer to the Colossal article for a recap of their rules.
  • Huge Base (Edit)
    • Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
    • You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
    • Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.
RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Shooting Gallery - None yet. (Edit)


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Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
RC symbol.png

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
RC symbol.png

Rules Clarification : Chain Strike and/or Lunge     (Edit)

  • The extra range does apply during Frenzies (because that is defined as an activation)
  • The extra range doesn't apply during free strikes or when your opponent takes control of your model.
  • It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)
  • If you're affected by another range-altering rule (such as Jakes2's feat) then that won't override Chain Strike. (Infernal Ruling)
RC symbol.png

Rules Clarification : Rocket Smash      (Edit)

  • You can ignore the bit about "if the target model is larger than the Blockader". That's just standardised wording used whenever an attack or ability causes a slam.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
  • See also the rules clarifications on slamming.