Difference between revisions of "Setting up a new model entry"

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Currently there are two schools of thought about how to set up model entries.
 
Currently there are two schools of thought about how to set up model entries.
# Use a "[[Model Template|Grand Master Page Template]]" which will auto-setout the layout of images, headings, etc etc.([[Template_talk:Model_Template/Preload|Talk page]])
+
# Use a "[[Template:Model Template|Grand Master Page Template]]" which will auto-setout the layout of images, headings, etc etc.([[Template_talk:Model_Template/Preload|Talk page]])
 
# Don't use that template.
 
# Don't use that template.
 
The purpose of this page is to guide you through method number '''2'''.
 
The purpose of this page is to guide you through method number '''2'''.

Revision as of 07:10, 11 June 2016

Currently there are two schools of thought about how to set up model entries.

  1. Use a "Grand Master Page Template" which will auto-setout the layout of images, headings, etc etc.(Talk page)
  2. Don't use that template.

The purpose of this page is to guide you through method number 2.

If you would prefer to use method 1 instead, you can learn how to use their Master Template by referring to their design documentation on the Grand Master Page Template page.

Code

Copy-paste this code into a new model entry, and adjust it as necessary. In the next section I explain what each segment does and how you can adjust it.

''An eerie glow pulsates from the Slayer's furnace, a frightful light illuminating even its eye sockets, suggesting some greater intelligence. After decades of Cryxian terror along the coasts, any greenish lights - like those found floating in the bogs and fens of Immoren - are often called "Cryxlights" by superstitious travelers.''

=Basic Info=
{| class="wikitable" style="width: 300px" 
|-
| style="width: 30%;"| '''SPD''' 
| style="width: 20%;"| Average
! rowspan="99" style="width: 50%;" |
[[File:Slayer WEB.jpg|200px]]<br>
Slayer<br>
Cryx Heavy Warjack<br>
|-
| '''STR''' || Low
|-
| '''MAT''' || Average
|-
| '''DEF''' || Average
|-
| '''ARM''' || Average
|-
| '''''Relative'' HP''' || Low
|-
| '''''Relative'' Cost''' || Conscript
|}


==Weapons and Attacks== 
* '''Death Claw (2x)''' - Very good P+S melee attacks.
** {{Open Fist}}
** {{Combo Strike}}
* '''Tusks''' - A decent P+S melee weapon.
** {{Hard Head}}

==Special Abilities== 
* {{Warjack}}
* {{Construct}}


=Thoughts on the Slayer= 
==Comparison to Mk2==
The Slayer got slightly cheaper, and its tusks gained Hard Head. Otherwise it's completely unchanged, and it fulfils the same role as it did in Mk2.

In Mk2 it was a decent jack but slightly unpopular since it was susceptible to having its arms shot off before it reached combat, and other in-faction jacks or infantry were nearly always a better investment for the points cost. It remains to be seen whether this is still the case in Mk3. 

==The Slayer in a nutshell== 
The Slayer is Simplicity incarnate - aim at the enemy, beat face. The Slayer is a cheap helljack to field, costing as much as other faction's light warjacks. The Slayer ''is'' capable of sneaky tricks and dirty tactics when combined with various casters, but it will always be known as a straight-up melee fighter when simple, honest ''brutality'' is called for. And when isn't brutality needed?

Consider that, just by itself, with no extra focus, you have a warljack that:
* has three initial attacks,
* can hit most models with average rolls,
* can kill infantry even if it rolls snake eyes,
* smash moderate-to-high ARM targets with two solid hits, or
* swap the 3 initials to smash very high ARM targets with a Combo-Strike.
That's an incredible deal for the points cost!

The Death Claws are Open Fists, meaning the Slayer can make every possible power attack in the game (barring Colossal-only ones).

==Combos & Synergies==
*When supported by a warcaster, the Slayer can reach even higher levels.
** [[Mortenebra]] makes this 'jack hell on wheels against living models,
** while [[Deneghra1]]'s spells like [[Crippling Grasp]] and [[Parasite]] make it lethal to even the toughest warjacks. Subtle spells like [[Ghost Walk]] allow it to freely maneuver around the battlefield.
** [[Infernal Machine]] from the [[The Witch Coven of Garlghast]] will make a Slayer both speedier and more accurate in melee with the added bonus of possibly scaring units and solos that aren't Fearless.
** [[Goreshade1]]'s [[Shadowmancer]] spell will increase its damage output while protecting it from ranged attacks.
* A [[Warwitch Siren]] can Power Boost it for one focus, giving it enough to charge into combat. 

==Drawbacks & Downsides== 
The Slayer is not a ''bad'' warjack as such, but it is a ''cheap'' warjack. As always when going with the cheap option you've got to sacrifice some performance, and in the case of the Slayer it's:
* Low durability. Although the Slayer hits hard it cannot take a hit back. 
** The Slayer embodies the Cryx "Glass Blade" approach to warjacks; either they hit hard and take out their target, or get hit first and are destroyed with ease.
** A Slayer can't take a charge on the chin and still be there next turn; nor multiple ranged attacks to the face, it will die or at very least be crippled.
* Easily crippled. The combination of low durability and poor damage grid layout makes it very easy for at least one of its arms to be shot off before it gets into combat.
** Note that this means you lose the ability to do Combo Strikes, as well as losing the effectiveness of one of your initial attacks. Losing one arm can more than halve your damage output.
* Somewhat pillow-fisted. In comparison to other faction's heavy warjacks, the P+S on the Deathclaws is a bit mediocre. 

Another minor downside is the disparity in P+S between the Tusks and the Claws. If you go against a heavy target the Tusks will barely scratch the paint job, but if you go against a lighter target that the Tusks can damage then the Claws will be complete overkill.

==Tricks & Tips== 
* The Slayer is great as either a piece trade (tempting an enemy heavy to charge and wreck it, but be left open for your army to kill it next turn) or to be held back until the late game, when fewer models are alive still capable of tearing apart a warjack.
* Normally it's best to use your highest P+S weapon as your charge attack. However, against single-wound models at a certain ARM level (around ARM 18-20) it actually makes more sense to use the charge boost on the Tusks. Consider:
** Using Claw on the charge: first claw attack completely overkills target thanks to the boost, second claw attack kills with average dice, third tusk attack does no damage. Total enemy dead = 2.
** Using Tusk on the charge: first tusk attack kills with average dice thanks to the boost, second and third claw attacks kill with average dice. Total enemy dead = 3.
* When going up against a heavy target, try to position yourself so that you have at least one infantry in range, and use your Tusk attack against that model. 


=Other=
==Trivia== 
* Originally released in [[Prime|Warmachine: Prime]] (2003)
* Updated for Mk II in [[FoWCryx|Forces of Warmachine: Cryx]] (June 2010)
* Sculptor: John Winter

==Theme Forces this is a member of==
WIP

==Other Cryx models==
WIP

==Rules Clarifications== 
{{RC Open Fist}}
{{RC Combo Strike}}
{{RC Hard Head}}
{{RC Warjack}}
{{RC Construct}}

[[Category:Cryx]]
[[Category:Model]]

Explanation

First line

The first line is the fluff text that we normally copy-paste from PP's gallery pages.

Basic Info

Statblock

  • Don't change the "class" stuff.
  • Don't change the "width" stuff.
  • Do change the rating for SPD.
  • Change the image file name, and the model name. This always needs to go under the first stat (SPD), otherwise the image jumps up top instead of aligning on the right.
  • Change the other stats
  • To remove a stat, you need to delete the whole row. Each row is separated with a |- command, which you'll need to delete too.
  • To add a new stat, you need to add a whole row. Simply copy-paste another row (including the |- command). If you forget the |- it will pop out the side of the table instead of starting a new row.

Statblock descriptions

Remember what we said in the Editor's Creed - we can't post exact stat values, and we describe everything as either low/average/high and it's deliberately a little bit ambiguous. We hardly ever use "Very high" and "Very Low".

Normal Stats

The averages used are:

  • SPD = 5 or 6
  • STR = (I forget what we agreed)
    • Normally, you only bother to list STR on models that are able to make Power Attacks. Otherwise it's irrelevant and P+S is more important.
  • RAT = 5 or 6
  • MAT = 5 or 6
  • DEF = (I forget what we agreed)
  • ARM = (I forget what we agreed)
  • CMD = (I forget what we agreed)
  • FURY/FOCUS/MAGIC ABILITY = 6
  • FURY THRESHOLD = (I forget what we agreed)
  • RANGE = 8 to 10"
  • POW = (I forget what we agreed)
  • P+S = (I forget what we agreed)
Relative Stats

There are a few things that vary so wildly between model types that they can't be easily pigeonholed to a single average value. Namely, hitpoints and points cost. In this case we assign averages that are relative to that model type.
For instance, the relative average cost of a light warjack is 10 points, but the relative average cost of a heavy warjack is 20 points (verification needed)

Note, also, Points Costs are described as 'Conscript', 'Average', and 'Elite'.

Abilities

Abilities are inserted using the Template system. You can learn more about them at How to use Templates.

But generally, it's simply
{{ability}}
. For example if you write
{{Undead}}
on a model page then it will display
Undead symbol.jpg Undead

Thoughts on [X]

Knock yourself out. Try to put something under each of these headings:

Normal model page Warcaster/Warlock page
  • Notable changes from Mk2
  • [X] in a nutshell
  • Combos & Synergies
  • Drawbacks & Downsides
  • Tips & Tricks
  • Notable changes from Mk2
  • [X] in a nutshell
  • Thoughts on when & how to best use their spells & feat
  • Typical Army & Strategy
  • Drawbacks & Downsides
  • Tips & Tricks

Other headings you may want to consider are stuff like:

  • Thoughts on the CA and/or WA
  • Thoughts on using the Jack Marshal ability

Other

Trivia, Themes, and other faction models are, I hope, quite self-explanatory.

Rules Clarifications

These are inserted onto a page in exactly the same way as abilities were. Except instead of being
{{Ability}}
you input
{{RC Ability}}

So go back up to the list of abilities you already inserted in the Basic Info section, copy-paste them to the bottom rules section, then put the RC text in. Done and dusted.

FAQ

Q. I tried inserting an ability called "Uniherd", but it just came up with red text saying "Template:Uniherd". Why isn't it working?
A. That ability is so new that no one has set up a base template for it yet. You can either try doing it yourself (read How to use Templates first) or you can post on the Talk:Main Page. Don't forget to sign your post with
~~~~
Q. I don't know what I'm doing and I broke it. Help!
A. PM me (juckto) on the privateer press forums and I'll look into it.