Difference between revisions of "Storm Lances"
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{| class="wikitable" style="width: 300px; float:right; font-size:85%;" | {| class="wikitable" style="width: 300px; float:right; font-size:85%;" | ||
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− | ! colspan= | + | ! colspan=4 |{{PAGENAME}}<br> |
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− | |rowspan= | + | |rowspan=9 colspan=2|[[File: Storm Lances.jpg|200px]] |
|- | |- | ||
| style="width: 30%;"| '''SPD''' | | style="width: 30%;"| '''SPD''' | ||
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| '''ARM''' || 17 | | '''ARM''' || 17 | ||
|- | |- | ||
− | | ''' | + | | '''CMD''' || 9 |
|- | |- | ||
− | | ''' | + | | '''HP''' || 5 each |
|- | |- | ||
− | | '''Unit Size''' || 3 - | + | | '''Unit Size''' || 3 / 5 |
+ | |- | ||
+ | | '''Cost''' || 12 / 20 | ||
+ | |colspan=2| 4 points each | ||
+ | {{SBE}} | ||
|} | |} | ||
− | ==Weapons and Attacks== | + | ===Weapons and Attacks=== |
* '''Electrical Bolt''' - 8" range, POW 12 gun. | * '''Electrical Bolt''' - 8" range, POW 12 gun. | ||
** {{Electricity Damage}} | ** {{Electricity Damage}} | ||
** {{Electro Leap}} | ** {{Electro Leap}} | ||
− | * '''Electro Lance''' - 2" | + | * '''Electro Lance''' - 2" reach, P+S 13 melee weapon. |
** {{Brutal Charge}} | ** {{Brutal Charge}} | ||
− | ** | + | ** '''Electro Leap''' - As above |
− | * '''Mount''' - 0 | + | * '''Mount''' - 0.5" reach, POW 12 mount. |
− | ==Special Abilities== | + | ===Special Abilities=== |
* {{Cavalry}} | * {{Cavalry}} | ||
* {{Assault}} | * {{Assault}} | ||
* {{Electricity_Immunity}} | * {{Electricity_Immunity}} | ||
+ | |||
=Thoughts on {{PAGENAME}}= | =Thoughts on {{PAGENAME}}= | ||
− | =={{PAGENAME}} in a nutshell== | + | ==={{PAGENAME}} in a nutshell=== |
Cygnar's elite cavalry and, arguably, the best heavy cavalry unit in the game currently. | Cygnar's elite cavalry and, arguably, the best heavy cavalry unit in the game currently. | ||
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Even before getting into melee, Storm Lances can remain relevant by using their ranged attack and then repositioning further back. | Even before getting into melee, Storm Lances can remain relevant by using their ranged attack and then repositioning further back. | ||
− | ==Combos & Synergies== | + | ===Combos & Synergies=== |
* Anything with [[Arcane Shield]] or [[Dauntless Resolve]]. What's better than heavy cavalry? ARM20 heavy cavalry. | * Anything with [[Arcane Shield]] or [[Dauntless Resolve]]. What's better than heavy cavalry? ARM20 heavy cavalry. | ||
* [[Lord Commander Stryker]] can then take that to ARM22 against ranged and magic attacks with [[Deceleration]]. His feat also gives them an additional round of attacks with yet more Electro-Leaps. | * [[Lord Commander Stryker]] can then take that to ARM22 against ranged and magic attacks with [[Deceleration]]. His feat also gives them an additional round of attacks with yet more Electro-Leaps. | ||
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* They are very self supporting, so can operate with any caster. | * They are very self supporting, so can operate with any caster. | ||
− | ==Drawbacks & Downsides== | + | ===Drawbacks & Downsides=== |
* Cavalry are expensive. | * Cavalry are expensive. | ||
* Given how many buffs work for them, it's really easy to build an army around a couple of Storm Lance units, Laddermore, a caster and some support solos. This is not always a bad thing - just be careful when deciding what to play it into. | * Given how many buffs work for them, it's really easy to build an army around a couple of Storm Lance units, Laddermore, a caster and some support solos. This is not always a bad thing - just be careful when deciding what to play it into. | ||
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* They need to charge in order to really put the hurt on. Spells and feats that prevent charging can shut them down quickly. | * They need to charge in order to really put the hurt on. Spells and feats that prevent charging can shut them down quickly. | ||
− | ==Tricks & Tips== | + | ===Tricks & Tips=== |
* They have an effective range of 16 by walking and shooting. If you can't charge or don't have a good target, it may be better to advance, shoot, then reposition backwards for a better opening next turn. | * They have an effective range of 16 by walking and shooting. If you can't charge or don't have a good target, it may be better to advance, shoot, then reposition backwards for a better opening next turn. | ||
It might sound like an anti-Cygnar tip collection, but you also better be aware of things, that can affect the performance of your Storm Lances. | It might sound like an anti-Cygnar tip collection, but you also better be aware of things, that can affect the performance of your Storm Lances. | ||
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* Upkeep Removal - you might want to defend such a huge point investment with upkeeps, like [[Arcane Shield]], [[Blur]], [[Snipe]] or [[Dauntless Resolve]]. Watch out for [[Purgation]], [[Dispel]] and [[Purification]], as well as [[Eiryss2]]'s bow and blade. | * Upkeep Removal - you might want to defend such a huge point investment with upkeeps, like [[Arcane Shield]], [[Blur]], [[Snipe]] or [[Dauntless Resolve]]. Watch out for [[Purgation]], [[Dispel]] and [[Purification]], as well as [[Eiryss2]]'s bow and blade. | ||
− | ==Notable changes from Mk2== | + | ===Notable changes from Mk2=== |
* They gained a point of defence. Clearly they've been training their horses a lot since Mk2... | * They gained a point of defence. Clearly they've been training their horses a lot since Mk2... | ||
* Their FA increased to 2. | * Their FA increased to 2. | ||
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=Other= | =Other= | ||
− | ==Trivia== | + | ===Trivia=== |
* The unit leader's horse is probably one of the most badass horses in the game. | * The unit leader's horse is probably one of the most badass horses in the game. | ||
* Originally released in [[Superiority|Warmachine: Superiority]] (2006) | * Originally released in [[Superiority|Warmachine: Superiority]] (2006) | ||
− | ==Theme Forces== | + | ===Theme Forces=== |
− | * | + | * {{Storm Division}} |
+ | ===Other Cygnar models=== | ||
{{Index Cygnar}} | {{Index Cygnar}} | ||
− | ==Rules Clarifications== | + | ===Rules Clarifications=== |
{{RC Electricity Damage}} | {{RC Electricity Damage}} | ||
{{RC Electro Leap}} | {{RC Electro Leap}} |
Revision as of 00:14, 25 January 2017
Cygnar Storm Knight Cavalry Unit
The earth-shuddering charge of Storm Lances is a vision of precision in motion. Bound within a corona of crackling energy, the knights pound into the enemy without remorse. The rippling surge of hooves and weaponry advances like a living thing while bolts of electrical power arc into the enemy. Using the resonance of storm chambers, Storm Lances can form an electrical charge between heavily insulated riders deadly to anyone caught between them.
Contents
Basic Info
Storm Lances | |||
---|---|---|---|
SPD | 8 | ||
MAT | 7 | ||
RAT | 5 | ||
DEF | 13 | ||
ARM | 17 | ||
CMD | 9 | ||
HP | 5 each | ||
Unit Size | 3 / 5 | ||
Cost | 12 / 20 | 4 points each |
Weapons and Attacks
- Electrical Bolt - 8" range, POW 12 gun.
- Damage Type: Electricity
- Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.
- Electro Lance - 2" reach, P+S 13 melee weapon.
- Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.
- Electro Leap - As above
- Mount - 0.5" reach, POW 12 mount.
Special Abilities
Thoughts on Storm Lances
Storm Lances in a nutshell
Cygnar's elite cavalry and, arguably, the best heavy cavalry unit in the game currently.
Do you have a target that you really want to die? Then Storm Lances are the unit for you. With a borderline ridiculous 3 attacks on the charge, plus electro-leaps, Storm Lances can devastate nearly any unit in the game and even jacks and beasts are wary of their presence. There are good reasons many consider them the best cavalry in WM/H and possibly the best unit in Cygnar.
Even before getting into melee, Storm Lances can remain relevant by using their ranged attack and then repositioning further back.
Combos & Synergies
- Anything with Arcane Shield or Dauntless Resolve. What's better than heavy cavalry? ARM20 heavy cavalry.
- Lord Commander Stryker can then take that to ARM22 against ranged and magic attacks with Deceleration. His feat also gives them an additional round of attacks with yet more Electro-Leaps.
- The Firefly dials up their electrical damage rolls to nasty levels...
- ...while Major Katherine Laddermore takes that damage to the next level alongside additional accuracy...
- ...and a Storm Strider basically turns them into snipers.
- The Stormblade Captain solves any issues with other models in the unit blocking each other in.
- Artificer General Nemo loves anything with electrical damage.
- Like most Cygnar melee units, having access to Pathfinder through Archduke Alain Runewood or Rhupert Carvolo, Piper of Ord is a really good idea.
- Major Prime Victoria Haley can keep them in the game for a long time thanks to Revive and Temporal Flux.
- It's worth putting Haley Future near them - Ghost Walk also has a lot of utility.
- Lanyssa Ryssyl means that they can threat from a significant distance early on with Hunter's Mark.
- They are very self supporting, so can operate with any caster.
Drawbacks & Downsides
- Cavalry are expensive.
- Given how many buffs work for them, it's really easy to build an army around a couple of Storm Lance units, Laddermore, a caster and some support solos. This is not always a bad thing - just be careful when deciding what to play it into.
- In a multiple list tournament setting, it is tempting to put them in every list given how good they are. This can give your opponent some easy points if they have an effective counter.
- They need a source of Pathfinder.
- Against models/units that are immune to electricity, they're not quite so impressive.
- They need to charge in order to really put the hurt on. Spells and feats that prevent charging can shut them down quickly.
Tricks & Tips
- They have an effective range of 16 by walking and shooting. If you can't charge or don't have a good target, it may be better to advance, shoot, then reposition backwards for a better opening next turn.
It might sound like an anti-Cygnar tip collection, but you also better be aware of things, that can affect the performance of your Storm Lances.
- Spacing - They are on large bases, so it might prove difficult to position them so that they all could strike. They don't have Practiced Maneuvers, so don't ignore each other when drawing LOS, or moving.
- Blocking LOS - you can't charge and can't shoot, what you can't see. Trencher smoke from their Into the Breach minifeat, or combined with Haley's Tactical Supremacy can be really annoying.
- Blocking charge lanes - Enemies will likely place models with Tough to stop cavalry charge, and make you to fail your charge entirely.
- Target behind obstacle - without Pathfinder, you will have to evade obstacles, if you want to charge.
- Difficult terrain - It might come either from spells, abilities, or attacks - the result is all the same. Without Pathfinder, you will struggle charging through.
- Charge denial - An in-faction example, the Polarity Shield of the Centurion counters charges. Also, spells, like Rebuke disallow orders, so no charge, no assault shot, and no brutal charge for you.
- Upkeep Removal - you might want to defend such a huge point investment with upkeeps, like Arcane Shield, Blur, Snipe or Dauntless Resolve. Watch out for Purgation, Dispel and Purification, as well as Eiryss2's bow and blade.
Notable changes from Mk2
- They gained a point of defence. Clearly they've been training their horses a lot since Mk2...
- Their FA increased to 2.
Other
Trivia
- The unit leader's horse is probably one of the most badass horses in the game.
- Originally released in Warmachine: Superiority (2006)
Theme Forces
Other Cygnar models
Rules Clarifications
Rules Clarification : Electricity (Edit)
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Rules Clarification : Electro Leap (Edit)
|
Rules Clarification : Powerful Charge and/or Brutal Charge (Edit)
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Rules Clarification: : Cavalry (Edit) | |
Mount Weapon
Impact Attacks - Movement
Impact Attacks - The attack(s)
Impact Attacks - Other
Cavalry unit
Other interactions
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Rules Clarification: : Assault (Edit) | |
General Step 1: Declare the charge
Step 2: Move the charging model
Step 3: Make the ranged attack
Step 4: After finishing the Assault attack
Other
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