Difference between revisions of "Theme - Sons of the Tempest"

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{{Cygnar Theme Force}}
 
{{Cygnar Theme Force}}
 
[[File:Gun Mage Captain Adept.jpg|thumb|[[Gun Mage Captain Adept]] ]]
 
[[File:Gun Mage Captain Adept.jpg|thumb|[[Gun Mage Captain Adept]] ]]
 +
{|class="wikitable"
 +
|-
 +
| [[File:mk4 icon.png|left|60px]]'''{{red|Theme Force Deleted}}'''<br>This mk3 Theme Force has no equivalent in mk4. <br><br>However you can build a similar army in Unlimited Cygnar (if/when the models in this theme get ported to mk4 rules)
 +
|}
  
 
''Mobile and versatile, the Arcane Tempest are called upon to deal with situations beyond the capacity of standard military forces, particularly arcane threats that are warded against conventional firepower. Coordinated by experienced gun mages to fight in conjunction with traditional battlegroups, these strike teams can operate in any theater of war. As their ranked guns tear apart the enemy with fusillades of deadly firepower, lone marksmen pick off high-priority targets with speed and accuracy.''  
 
''Mobile and versatile, the Arcane Tempest are called upon to deal with situations beyond the capacity of standard military forces, particularly arcane threats that are warded against conventional firepower. Coordinated by experienced gun mages to fight in conjunction with traditional battlegroups, these strike teams can operate in any theater of war. As their ranked guns tear apart the enemy with fusillades of deadly firepower, lone marksmen pick off high-priority targets with speed and accuracy.''  
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* [[Ace]]
 
* [[Ace]]
 
* {{Arcane Tempest}} models/units
 
* {{Arcane Tempest}} models/units
 +
* [[Rangers|Ranger]] models/units
 
* {{Mechanik}} models/units
 
* {{Mechanik}} models/units
* [[Rangers|Ranger]] models/units
 
 
* [[Squire]] solos
 
* [[Squire]] solos
 
* [[Journeyman Warcaster]] solos
 
* [[Journeyman Warcaster]] solos
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[[File:Journeyman.jpg|thumb|[[Journeyman Warcaster]] ]]
 
[[File:Journeyman.jpg|thumb|[[Journeyman Warcaster]] ]]
 
# [[Gun Mage]] models in this army gain Pistoleer.
 
# [[Gun Mage]] models in this army gain Pistoleer.
#: ''{{Pistoleer}}
+
#: ''{{Pistoleer-alt}}
# Warcasters in this army can upkeep spells on [[Arcane Tempest]] model/units without spending focus.
+
# Warcasters in this army can upkeep spells on [[Gun Mage]] model/units without spending focus.
 
#: Note that Junior Warcasters still have to pay for their own upkeeps.
 
#: Note that Junior Warcasters still have to pay for their own upkeeps.
  
===Recent Changes===
 
2021.10 Mega Update
 
* All Gun Mages gain Pistoleer (it used to only be ATGM and the Black 13th)
 
* Several models being reclassified as [[Gun Mage]]s ([[Caine1]], [[Caine2]], [[Caine3]], [[Arcane Tempest Rifleman]], [[Sloan1]], [[Black 13th]], [[Tempest Blazers]]) and most will then gain the Pistoleer bonus
 
* Rangers added to the allowed models
 
* The free solo option now has to cost 5 points or less
 
  
 
=Thoughts on Sons of the Tempest=
 
=Thoughts on Sons of the Tempest=
{{Recent Change}}
 
 
[[File:Arlan.jpg|thumb|[[Captain Arlan Strangewayes]] ]]
 
[[File:Arlan.jpg|thumb|[[Captain Arlan Strangewayes]] ]]
  
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===Theme Weaknesses===
 
===Theme Weaknesses===
Despite various changes, Sons of the Tempest is mostly likely the weakest of Cygnar's themes. Some of this is down to the choices available, some due to ranged-hate becoming increasingly common in meta-defining lists.
+
Despite various changes, Sons of the Tempest is considered by many the weakest of Cygnar's themes. Some of this is down to the low POW attacks available, some due to a general impression of ranged-hate becoming increasingly common in meta-defining lists.
  
<u>Strong counters</u>
+
<u>Direct Counterplay</u>
  
Not too much of a surprise, but a bunch of gun-toting warrior-mages are particularly sensitive to anti-shooting techs. Feats from [[Zerkova1]], cheap [[Shield Guard]]s, [[Sacrificial Pawn]], or spells like [[Swamp Pit]] and [[Countermeasure]] can severely decrease your attack capabilities.
+
Gun-toting warrior-mages are particularly sensitive to anti-shooting techs (see [[:Category:Anti-Ranged Attacks]]). Feats that prevent ranged attacks or damage (like [[Zerkova1]]'s Howling Wind), [[Shield Guard]]s, [[Sacrificial Pawn]], or spells like [[Swamp Pit]] and [[Countermeasure]] offer counterplay into gun mages.
  
Upkeep dependence can leave you exposed to upkeep hate (Purgation, Purification, Dispel, etc).
+
Upkeep dependence can leave warcasters exposed to upkeep hate like Purgation, Purification, and Dispel (see [[:Category:Anti-Upkeep]] for a more thorough list).
  
 
<u>POW 10s galore</u>
 
<u>POW 10s galore</u>
  
No hard hitting infantry outside of the Merc options.
+
With units firing POW 10 guns, cracking armor requires maneuvering, warcaster assistance, or assistance from solos. Alternatively, warjacks and mercenary units can provide heavier hitting weapons.  
  
 
<u>Victim stat troops</u>
 
<u>Victim stat troops</u>
  
Overall, your units are pretty squishy. Anything that bypasses high DEF will hurt you a lot. AoE damage and AoEs that apply continuous effects are very effective against the low ARM Gun Mages.
+
Overall, gun mage units are pretty squishy. Anything that bypasses high DEF will hurt you a lot. AoE damage and AoEs that apply continuous effects are very effective against the low ARM gun mages.
  
 
<u>Limited Pathfinder</u>
 
<u>Limited Pathfinder</u>
  
Apart from the [[Black 13th]] and the [[Tempest Blazers]] your units may struggle with difficult terrain.
+
Apart from the [[Black 13th]] and the [[Tempest Blazers]] units may struggle with difficult terrain.
  
<U>Balanced lists are hard</u>
+
===List Building Tips===
 
 
If you overload on jacks and/or solos you will find yourself struggling on scenario. If you don't utilize many solos, that goes against the main reason for using this theme. You have to find the exact right balance between solos, jack and units.
 
 
 
<u>Low-value requisition</u>
 
 
 
The most expensive models allowed as requisition points cost 5 points each - with some themes allowing up to 7 points per model from their requisition options.
 
  
===List Building Tips===
+
There are two main ways to look at this theme: all-in on Gun Mages, or cherry-pick the good bits (typically the solos and Black 13th) and fill the rest with warjacks or mercenaries. Under certain circumstances, gun mages become vulnerable to attrition due to their low armor. Solutions to the low ARM problem include leaning into the defense skew, or bringing more resilient models such as warjacks, or mercenaries to provide a jamming unit like [[Legion of Lost Souls]], or other partisan units.
  
There are two main ways to look at this theme: all-in on Gun Mages, or cherry-pick the good bits (typically the solos and Black 13th) and then fill the rest with warjacks/mercenaries. With a lot of gun mages, you need to be mindful of the fact that they are not great at playing attrition or a strong scenario game because they die too quickly. You will need some resilient models such as melee warjacks or throwaway pieces such as Thralls offered by [[Alexia1]] or [[Alexia2]].  
+
Tip: The theme bonuses apply to Mercenary Gun Mages, too. Notably [[Harlowe]], [[Taryn]], and [[Thorn Gun Mages]].
  
 
====About the units====
 
====About the units====
* Do not underestimate the power of Pistoleer shots when in melee, especially against Shield Walled / Wall of Steel units. If you can push away enemy unit members, use the Thunderbolt round. The push triggered on a hit, so then you'd roll 3D6 for damage and the target now won't receive the +4/+2 ARM. If you can't move them (whether due to immunity for pushes, or simply by placement), use the Critical Brutal shot for the extra damage die.
+
* Although gun mages top out at POW 10, their pistoleer shots provide a significant boost to damage output while in melee.
* The [[Black_13th_Gun_Mage_Strike_Team|B13]] are the hands down best unit in the theme and should be in any Sons list, even if they are the only unit you take. They are quite devastating with Brutal Damage shots, dealing an average of 24 points of damage during a gunfight.
+
* The [[Arcane Tempest Gun Mages]] Thunderbolt round improves the unit's effectiveness against Shield Walled / Wall of Steel units. The push is triggered on a hit. If the model pushed remains in melee with the gun mage, but is no longer base to base with another member of its unit to provide Shield Wall, it receives a 3D6 POW 10 without the +4 to its armor. If pushing isn't possible, Supporting Attacks can help fish for Critical Brutal Damage magelock pistol shots by allowing an extra die on the attack and letting the player determine which of the dice rolled gets removed.  
* [[Tempest Blazers]] do not benefit from Pistoleer (not being an "Arcane Tempest Gun Mage" unit), but are extremely fast and can use use electro-leap shots to deal damage further into the back lines.  Don't forget to reposition back out of harm's way! Furthermore, since they are going to be your fastest unit, they are the best candidates to capture or contest distant zones, which the theme otherwise struggles with.
+
* The [[Black_13th_Gun_Mage_Strike_Team|B13]] have been known as the hands down best unit in the theme for a very long time. They are quite devastating with Brutal Damage shots.
* [[Field Mechaniks]] can be extremely vital for your lists as a cheap throw away unit to hold down zones with. They are SPD 6 and Def 14, so they have a reasonable chance of being annoying at least. Occasional repairs are nice too.
+
* [[Tempest Blazers]] bost high speed, reposition, and a versatile magelock pistol that can be used to break armor at close range, due to Pistoleer, or breaking into support pieces behind enemy lines with Electro Leap.
 +
* [[Field Mechaniks]] or [[Trencher Mechaniks]] can be helpful when running multiple warjacks, or to serve as a throw away unit to hold down zones.
 +
* [[Rangers]] should not be overlooked. While most gun mages don't need help with hitting at range, some warjacks do. A unit of rangers could be the answer to other high defense skew lists.  
  
 
====About the Solos====
 
====About the Solos====
 
+
The average Sons of the Tempest list tends to run solo heavy. The solos either perform admirably in combat, or offer valuable support to enhance the gun mage units.  
The average Sons of the Tempest list will be very solo heavy. This is because the available units are not bad, but they are not amazing either, while pretty much all the solos in the theme are outstanding. That being said, The Black 13 is easily the best unit out of the bunch and should be in every list. After that you should spice it up with either Blazers and/or normal Gun Mages and then take as many solos as possible.  
+
* [[Lieutenant Bastian Falk|Falk]] brings a crucial damage buff into this theme. If you just go for a single free card, you probably want to consider him, or [[Caine0]]. Falk's damage buff also stacks with all other damage buffs available to you, such as Hermit and Death Shroud.  
* [[Lieutenant Bastian Falk|Falk]] brings a crucial damage buff into this theme. If you just go for a single free card, you probably want to consider him, or [[Caine0]].
 
  
 
====Warjacks in Sons====
 
====Warjacks in Sons====
Speaking of jacks, it cannot be stressed enough how much this theme can do for them damage-wise.
+
Sons of the Tempest offers some synergy with ranged warjacks.  
 
+
* The [[Cyclone]] offers multiple ranged attacks for the Arcane Tempest Gun Mage Officers to enhance. It greatly increases the damage output of the army, reaching POW 14 when aiming. They can also lay down Covering Fire, which brings a control aspect to the theme. The template may be placed to set up a Thunderbolt shot to push enemy models into it.
This is mainly due to the presence of Bastian Falk, the center-piece of any Sons list, who can buff magical damage output tremendously.
+
* The [[Charger]] doesn't benefit from its Powerful Attack under marshal, but [[Captain Arlan Strangewayes]] can empower the jack. It's better off under a warcaster or journeyman.  
 
+
* The [[Minuteman]] starts with two POW 14 guns which can be increased to an 8-inch range under the officer.  
"How?" You may ask, given that Rune Marked only works for magic weapons? Well there's a couple ways to make your jacks weapons magical, namely:
+
* The [[Hunter]]s and their long arm cannons seriously threaten heavies.  
 
+
* The [[Sentinel]] is a cheap shield guard that can protect important solos, and provide more POW 10s.  
* Marshalling the 'jack with a Gun Mage Officer. The Rune Shot drive makes the damage magical and coupled with the order to take aim brings you to +4 damage.
 
* Empowering a 'jack with Strangewayes makes the 'jack's attacks magical.
 
* Explosivo from Siege1 makes the damage magical and applies a small magical AOE.
 
* Caine1's field marshal.
 
 
 
[[Falk]]'s damage buff also stacks with all other damage buffs available to you, such as Hermit and Death Shroud.  
 
  
[[Caine0]] can put Fire for Effect on a jack, which further ups their damage potential.
+
A janky string of buffs can bring a boosted warjack shot with a +4 damage buff.
 +
* Bastian Falk sprays a target with a Rune Marked shot.
 +
* A warjack marshalled by a Gun Mage Officer aims and fires. The Rune Shot on the officer grants magical damage, and the Take Aim order kicks the warjack's output up by 4 damage.
 +
* Before the 'jack shoots, Strangewayes gives the warjack a point of focus. So it boosts the damage roll. Alternatively, [[Caine0]] casts Fire for Effect on a jack, to automatically boost the attack and damage roll.  
  
Naturally, the theme favours ranged jacks (Just don't forget the proviso in the introduction) :
+
Some melee jacks also work well in the army, providing relief from trampling enemy jacks and beasts. The [[Centurion]] and [[Ironclad]] offer hard hitting melee weapons, and the [[Defender]] offers an excellent combined ranged/melee platform.
  
* The [[Cyclone]] is the ideal jack for the Officers to marshal. With Take Aim its two guns are already effectively POW 14 with ROF d3 on both of it's guns, and that doesn't even account for any other buff you might bring. They can also lay down Covering Fire, which brings a control aspect to the theme. Alternatively you can place the Covering Fire behind the enemy and use the Thunderbolt shots of your mages to push enemy models into it.
+
====Mercenaries in Sons====
* The [[Charger]] is a great jack for Siege1 since he wants as many boosted damage rolls he can get during his feat.
+
* [[Thorn Gun Mages]], [[Harlowe Holdemhigh]] and [[Taryn]] are Mercenary Gun Mages and do gain Pistoleer, free upkeeps on them and even Veteran Leader from GMCA because all of those rules require "friendly" over "friendly faction". Saldy they don't really bring anything to the table that the in-faction options donn't do, so they are of dubious value.
* The [[Minuteman]] are also great for Siege, since they just evaporate infantry with Flack Field under his feat. They also bring two POW 14 guns (which can theoretically go up to POW 20 in his theme) and have two hands to use throw power attacks.
+
* [[Eilish Garrity, the Occultist]] offers Puppet Master, for Critical Brutal Damage fishing.
* The [[Hunter]] and their long arm cannon can be seriously threaten heavies with all the damage buffs. Under Take Aim and Falk, he sports a Pow 10 armour piercing gun.
+
* [[Gorman Di Wulfe, Rogue Alchemist]] and [[Hutchuk, Ogrun Bounty Hunter]] can add an additional +2 to effective POW by rusting enemy construct armor.
* The [[Sentinel]] is a cheap shield guard that can protect your many solos.
+
* [[Hermit of Henge Hold]] and [[Ragman]] can each offer a -2 ARM debuff to help crack armor.
* The [[Centurion]] is niche choice that only shines under Kraye. He grants them reposition so they can take control of scenario and hold the enemy off with Polarity Field. Ragman, Falk and Strangeways make sure they hit hard.
+
* [[Morrowan Archon]] helps lean into the defense skew, by lowering enemy attack rolls by 2.  
 +
* [[Order of Illumination Resolutes]] offer high armor, in comparison with gun mages, as do [[Legion of Lost Souls]], and have the benefit of also being Cygnar units when in Sons. Resolute also have magical guns, so they benefit from Falk's Rune Marked
 +
* [[Order of Illumination Vigilants]] offer a nice, fast skirmishing unit, that is also very competent in melee. With magical weapons they love Falk. [[Glyn Cormier]] makes it so that at least this part of your army is not impeded by clouds.
 +
* [[Lynus & Edrea]] - Some much appreciated anti cloud tech and targeting damage lets your Gun Mages carve out cortex/spirit aspects or warnouns, then knock them down with Thunder Bolt while they can no longer shake.
  
 
===Starting a 25 point Brawl list===
 
===Starting a 25 point Brawl list===
In 2020.09 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2020/9/5/brawlmachine-list-building-cygnar read here].
+
Written by Phillip Melvin, the accompanying strategy article can be found on the [https://www.loswarmachine.com/brawlmachine/2020/9/5/brawlmachine-list-building-cygnar main LOS site]. This list has the correct points cost as of 2022.01.  
  
: '''[[Major Markus ‘Siege’ Brisbane|Siege1]]''': [+28 WJP]
+
: '''[[Captain Allister Caine|Caine2]]''': [+27 WJP]
:* [[Triumph]]: [18 pts]
+
:* [[Centurion]]: [16 pts]
 +
:* [[Ace]]: [10 pts]
 
:* [[Hunter]]: [10 pts]
 
:* [[Hunter]]: [10 pts]
 +
:* [[Reinholdt, Gobber Speculator]]: [3 pts]
  
: [[Journeyman Lieutenant Allister Caine|Caine0]]: [Free] {{grey|(5 pts)}}
+
: [[Gun Mage Captain Adept]]: [Free] {{grey|(4 pts)}}
:* [[Ace]]: [10 pts]
+
: [[Lieutenant Bastian Falk]]: [3 pts]
: [[Lieutenant Bastian Falk]]: [5 pts]
+
: [[Arcane Tempest Rifleman]]: [3 pts]
 
 
: [[Black 13th Strike Force]]: [10 pts]
 
  
Total RRP: USD $154 (based on PP's online store prices 2021.05)
+
: [[Black 13th Strike Force]]: [7 pts]
  
 
{{Brawl}}
 
{{Brawl}}
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* High Ground tips their DEF into the irritating category.
 
* High Ground tips their DEF into the irritating category.
 
* His feat improves their DEF and gives them blast immunity which Gun Mages absolutely love. The 3" move also gives them a nice threat extension or reposition depending on what you have in mind.
 
* His feat improves their DEF and gives them blast immunity which Gun Mages absolutely love. The 3" move also gives them a nice threat extension or reposition depending on what you have in mind.
 
=== But what about Caine? ===
 
Despite being a Arcane Tempest member in the fluff, none of Caine's iterations work particularly well with Sons (he also isn't an Arcane Tempest model for some reason, so he cannot upkeep for free on himself). Yes, free upkeeps are nice, but none of them really shore up the problems the theme has. Caine1 wants to kill lots of infantry on his feat turn, but killing infantry is not a problem Gun Mages have. Caine2 wants to go for an assassination run and while Shadow Fire (which he can also get from Ace in any theme) from the Captain Adepts and Falk's +2 damage from Rune Marked helps with that, the synergies end there. Generally speaking the first two Caines rely on their personal contribution to the battle and have little support to spare. As such they are looking for independent infantry that make the most out of their very limited support; something that describes the [[Gravediggers]] theme perfectly, but not Sons of the Tempest.
 
Caine3 flat out just wants to maximize on his battlegroup to start a big synergy chain on feat turn, and for big battle groups there's [[Heavy Metal]]. Also he prevents you from taking the Black 13, which is the hands down best unit in the theme.
 
  
 
=Other=
 
=Other=

Latest revision as of 02:37, 20 March 2023

Cygnar Logo.jpg Theme - Sons of the Tempest

Cygnar Theme Force
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division

Mk4 icon.png
Theme Force Deleted
This mk3 Theme Force has no equivalent in mk4.

However you can build a similar army in Unlimited Cygnar (if/when the models in this theme get ported to mk4 rules)

Mobile and versatile, the Arcane Tempest are called upon to deal with situations beyond the capacity of standard military forces, particularly arcane threats that are warded against conventional firepower. Coordinated by experienced gun mages to fight in conjunction with traditional battlegroups, these strike teams can operate in any theater of war. As their ranked guns tear apart the enemy with fusillades of deadly firepower, lone marksmen pick off high-priority targets with speed and accuracy.

Theme Rules

For the core rules on how Theme Forces work, see this article.

Theme Restrictions

An army made using the Sons of the Tempest theme force can include only the following Cygnar models:

  • This army can also include one Mercenary solo and one Mercenary unit that will work for Cygnar.
    • These models/units can be included even if they have the Partisan [Cygnar] rule.
    • Mercenary units can have attachments, but not a Ranking Officer.

Full model list

The models allowed in Sons of the Tempest are:   [Show/Hide]

This list was last updated: 2021.10   (Edit)

Warcasters

  • All Cygnar warcasters

Warjacks

  • All non-character warjacks
  • Ace
  • Other character warjacks can be taken, but only if they have a bond and they're in their bonded model's battlegroup.

Units

Solos

Mercenaries

  • Up to one unit
  • Up to one solo

Requisition Points

You can spend each Requisition Point on either:

  • One Cygnar CA
  • One small- or medium-based Cygnar solo with cost 5 or less

Theme Bonuses

  1. Gun Mage models in this army gain Pistoleer.
    Pistoleer - Ranged attack damage rolls made by a model with Pistoleer against a model in melee with the model with Pistoleer are boosted.
  2. Warcasters in this army can upkeep spells on Gun Mage model/units without spending focus.
    Note that Junior Warcasters still have to pay for their own upkeeps.


Thoughts on Sons of the Tempest

Sons of the Tempest in a nutshell

Do you want Gun Mages? Because this is how you get Gun Mages.

This theme offers:

  • some nice resource management benefits with free upkeeps on your models
  • plus it mitigates the greatest weakness of the Gun Mages, namely that they could do next to nothing with high-ARM targets

Beside your in-faction opportunities, you can take dedicated ARM-breaking units, like the Horgenhold Forge Guard to deal with those pesky jacks. This list's main selling point that it fares well against infantry-heavy themes. Also, 99% of your non-battlegroup shots are magical, so Incorporeal models will have a hard time locking you out of scenarios, and you are also nearly unaffected by tricks which disallow non-magical shooting attacks (Wind Wall, hymns from the Choir, Vindictus' feat, etc).

Theme Weaknesses

Despite various changes, Sons of the Tempest is considered by many the weakest of Cygnar's themes. Some of this is down to the low POW attacks available, some due to a general impression of ranged-hate becoming increasingly common in meta-defining lists.

Direct Counterplay

Gun-toting warrior-mages are particularly sensitive to anti-shooting techs (see Category:Anti-Ranged Attacks). Feats that prevent ranged attacks or damage (like Zerkova1's Howling Wind), Shield Guards, Sacrificial Pawn, or spells like Swamp Pit and Countermeasure offer counterplay into gun mages.

Upkeep dependence can leave warcasters exposed to upkeep hate like Purgation, Purification, and Dispel (see Category:Anti-Upkeep for a more thorough list).

POW 10s galore

With units firing POW 10 guns, cracking armor requires maneuvering, warcaster assistance, or assistance from solos. Alternatively, warjacks and mercenary units can provide heavier hitting weapons.

Victim stat troops

Overall, gun mage units are pretty squishy. Anything that bypasses high DEF will hurt you a lot. AoE damage and AoEs that apply continuous effects are very effective against the low ARM gun mages.

Limited Pathfinder

Apart from the Black 13th and the Tempest Blazers units may struggle with difficult terrain.

List Building Tips

There are two main ways to look at this theme: all-in on Gun Mages, or cherry-pick the good bits (typically the solos and Black 13th) and fill the rest with warjacks or mercenaries. Under certain circumstances, gun mages become vulnerable to attrition due to their low armor. Solutions to the low ARM problem include leaning into the defense skew, or bringing more resilient models such as warjacks, or mercenaries to provide a jamming unit like Legion of Lost Souls, or other partisan units.

Tip: The theme bonuses apply to Mercenary Gun Mages, too. Notably Harlowe, Taryn, and Thorn Gun Mages.

About the units

  • Although gun mages top out at POW 10, their pistoleer shots provide a significant boost to damage output while in melee.
  • The Arcane Tempest Gun Mages Thunderbolt round improves the unit's effectiveness against Shield Walled / Wall of Steel units. The push is triggered on a hit. If the model pushed remains in melee with the gun mage, but is no longer base to base with another member of its unit to provide Shield Wall, it receives a 3D6 POW 10 without the +4 to its armor. If pushing isn't possible, Supporting Attacks can help fish for Critical Brutal Damage magelock pistol shots by allowing an extra die on the attack and letting the player determine which of the dice rolled gets removed.
  • The B13 have been known as the hands down best unit in the theme for a very long time. They are quite devastating with Brutal Damage shots.
  • Tempest Blazers bost high speed, reposition, and a versatile magelock pistol that can be used to break armor at close range, due to Pistoleer, or breaking into support pieces behind enemy lines with Electro Leap.
  • Field Mechaniks or Trencher Mechaniks can be helpful when running multiple warjacks, or to serve as a throw away unit to hold down zones.
  • Rangers should not be overlooked. While most gun mages don't need help with hitting at range, some warjacks do. A unit of rangers could be the answer to other high defense skew lists.

About the Solos

The average Sons of the Tempest list tends to run solo heavy. The solos either perform admirably in combat, or offer valuable support to enhance the gun mage units.

  • Falk brings a crucial damage buff into this theme. If you just go for a single free card, you probably want to consider him, or Caine0. Falk's damage buff also stacks with all other damage buffs available to you, such as Hermit and Death Shroud.

Warjacks in Sons

Sons of the Tempest offers some synergy with ranged warjacks.

  • The Cyclone offers multiple ranged attacks for the Arcane Tempest Gun Mage Officers to enhance. It greatly increases the damage output of the army, reaching POW 14 when aiming. They can also lay down Covering Fire, which brings a control aspect to the theme. The template may be placed to set up a Thunderbolt shot to push enemy models into it.
  • The Charger doesn't benefit from its Powerful Attack under marshal, but Captain Arlan Strangewayes can empower the jack. It's better off under a warcaster or journeyman.
  • The Minuteman starts with two POW 14 guns which can be increased to an 8-inch range under the officer.
  • The Hunters and their long arm cannons seriously threaten heavies.
  • The Sentinel is a cheap shield guard that can protect important solos, and provide more POW 10s.

A janky string of buffs can bring a boosted warjack shot with a +4 damage buff.

  • Bastian Falk sprays a target with a Rune Marked shot.
  • A warjack marshalled by a Gun Mage Officer aims and fires. The Rune Shot on the officer grants magical damage, and the Take Aim order kicks the warjack's output up by 4 damage.
  • Before the 'jack shoots, Strangewayes gives the warjack a point of focus. So it boosts the damage roll. Alternatively, Caine0 casts Fire for Effect on a jack, to automatically boost the attack and damage roll.

Some melee jacks also work well in the army, providing relief from trampling enemy jacks and beasts. The Centurion and Ironclad offer hard hitting melee weapons, and the Defender offers an excellent combined ranged/melee platform.

Mercenaries in Sons

  • Thorn Gun Mages, Harlowe Holdemhigh and Taryn are Mercenary Gun Mages and do gain Pistoleer, free upkeeps on them and even Veteran Leader from GMCA because all of those rules require "friendly" over "friendly faction". Saldy they don't really bring anything to the table that the in-faction options donn't do, so they are of dubious value.
  • Eilish Garrity, the Occultist offers Puppet Master, for Critical Brutal Damage fishing.
  • Gorman Di Wulfe, Rogue Alchemist and Hutchuk, Ogrun Bounty Hunter can add an additional +2 to effective POW by rusting enemy construct armor.
  • Hermit of Henge Hold and Ragman can each offer a -2 ARM debuff to help crack armor.
  • Morrowan Archon helps lean into the defense skew, by lowering enemy attack rolls by 2.
  • Order of Illumination Resolutes offer high armor, in comparison with gun mages, as do Legion of Lost Souls, and have the benefit of also being Cygnar units when in Sons. Resolute also have magical guns, so they benefit from Falk's Rune Marked
  • Order of Illumination Vigilants offer a nice, fast skirmishing unit, that is also very competent in melee. With magical weapons they love Falk. Glyn Cormier makes it so that at least this part of your army is not impeded by clouds.
  • Lynus & Edrea - Some much appreciated anti cloud tech and targeting damage lets your Gun Mages carve out cortex/spirit aspects or warnouns, then knock them down with Thunder Bolt while they can no longer shake.

Starting a 25 point Brawl list

Written by Phillip Melvin, the accompanying strategy article can be found on the main LOS site. This list has the correct points cost as of 2022.01.

Caine2: [+27 WJP]
Gun Mage Captain Adept: [Free] (4 pts)
Lieutenant Bastian Falk: [3 pts]
Arcane Tempest Rifleman: [3 pts]
Black 13th Strike Force: [7 pts]

For more Brawlmachine list ideas, see Category: Brawl List

Casters - The Most Wanted

Captain Jeremiah Kraye

He actually forgoes most of the Gun Mage stuff in the theme and opts for a repositioning, countermeasure-d polarity field with Centurions. Strangeways then hands out magical damage, so you got yourself a 4 point damage swing with Falk and Ragman. He typically likes the solos and Black 13th for their ability to ignore stealth and easily apply his feat.

Siege1

Siege offers multiple tools that iron out their weaknesses. Foxhole is superb for your squishy infantry to hang out in, his feat really ups their damage and becomes outright frightening with Pistoleer shots and Tempest Blazer can really exploit the possibilities of the Breach feat with their Brutal Damage shots. If you add in Fire for Effect from Caine0 on his units or for his Ground pounder and you got a list with crazy damage potential. Additionally you can upkeep Explosivo on a jack so it gains the damage buff from Falk.

Haley1

Deadeye is the Crit Fishing spell for Gun Mages, whether for brutal damage, or Thunderbolt. Temporal Barrier is an universal RAT fixer, enabling crit shots to happen all the more reliably.

Haley2

Preventing AOE's from landing on gun mages solves the easiest way for them to die. And she works very well with a ATGM Bonded Jack, as two Sniped Defender rounds are better than one.

Casters - Also ran

Maddox

A free Snipe leaves you more room for other attack types, and Dauntless Resolve is, again, another way to have your Mages not die to stray blasts... hopefully.

Sturgis1

The same as with Maddox, save that his feat is a bit more useful to them, than Maddox's +3 STR.

Jakes2

Bullet Dodger rewards you with highly elusive mages, especially with her feat. Being mainly a battlegroup caster however, this will not be the first theme you'll be looking for.

Siege2

Siege2 brings some nice tools to the gun mage party.

  • With a lower number of models, you can actually have space to trigger Hallowed Avenger effectively without getting jammed up.
  • High Ground tips their DEF into the irritating category.
  • His feat improves their DEF and gives them blast immunity which Gun Mages absolutely love. The 3" move also gives them a nice threat extension or reposition depending on what you have in mind.

Other

Trivia

  • Released 2017.02
  • In Mk2 "Sons of the Tempest" was the name of Caine1's theme list.

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

Battlegroup Controllers: Caine0 - Nemo4 - 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 - Dreyfus1 - Dreyfus2 & Flubbin2 - 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 - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - 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: 2021.11

Rules Clarifications

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Rules Clarification : Pistoleer      (Edit)

  • Pistoleer does not work vs models that "can never be in melee". (Infernal Ruling) This is a reversal of an earlier ruling.
  • If Pistoleer is on a model with an AOE or Spray weapon, then you'll only get boosted damage vs the models that are under the template and close enough to be "in melee" with you.
  • How Pistoleer works on sprays and its overall wording is being checked - Severa's version doesn't match. (Infernal Checking)
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Rules Clarification: Theme Forces     (Edit)

Themes that change a model's Faction   [Show/Hide]
  • Many themes swap which Faction a model counts as. They're slightly inconsistent with how exactly this is worded. Despite this inconsistency - whenever a model is considered a different faction to normal, it will not be its original faction. (Infernal Ruling)
For instance Lukas stops being a Crucible Guard model when taken in an Infernal army, and as a consequence he cannot take Toros or Vanguards in Infernals. (Infernal Ruling)
Rerolling the starting roll   [Show/Hide]
  • You cannot use the theme benefit to reroll if it is a draw. Instead both players reroll until there is a loser, and then the loser can use their reroll benefit (if they have it). (Infernal Ruling)
  • If both players have a reroll, first the original loser uses their reroll.
    • If the original loser still loses, fine.
    • If the original loser now wins, the other player can use their reroll.
    • If it is now a draw, both players reroll until there is a loser. Then the player that hasn't used their theme benefit reroll can still use it, if they want.
Warjacks/Warbeasts with bonds   [Show/Hide]
  • A warjack/warbeast with a bond can always be included in a theme force, whether or not they're in the list of allowed models, but only if they're controlled by that bonded model.
  • This applies even if that bonded model isn't a full warcaster/warlock (changed as of 2018.06).
Including Mercenaries   [Show/Hide]

Number of Mercenaries

  • If your "up to one Merc" ...
    • ... can take warbeasts/warjacks, then you can add warbeast(s)/warjack(s) (without exceeding your "up to one" allowance)
    • ... comes with a Companion model, then you'll get that Companion (without exceeding your "up to one" allowance)
  • There is a bug in Warroom that allows you to not only take one Merc solo/unit, but the entire FA of that Merc solo/unit. It's a bug.

Mercenaries and Ranking Officers

  • Adding a Ranking Officer to a Merc unit doesn't increase the number of Merc units you can take.

Other

  • See also the section on Partisans
Including Partisan Mercenaries   [Show/Hide]

Partisans & Theme Forces (Edit)

  • Partisans are Mercenary/Minion models, so there are two ways you can add them to a theme force:
    1. Freely: If the Partisan is on the list of allowed models, then you can take as many as you want plus another Mercenary unit/solo. (Infernal Ruling)
      They can be explicitly allowed (for example Jaws of the Wolf allows "Kayazy models/units" so Partisan Kayayz can be used freely).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models/units" and Partisan Cephalyx fit that criteria, so they can be used freely). (Infernal Ruling)
    2. Limited: If the Partisan isn't on the list of allowed models, it does use up your "Up to one Mercenary/Minion" slot, so you can only have the one.
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
    • They can be taken as a Requistion Option (if they fit the Requistion description).
    For example Lanyssa can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
    • They will get any theme benefit that they fit the description for.
    For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
    For example Nemo4's Mechaniks get Reposition [3] in Heavy Metal. (Infernal Ruling)
Requisition Points   [Show/Hide]
  • You can choose the same Requisition option as many times as you like, as long as it doesn't put you over a FA limit.
  • You can't mix and match models from different options. Say one option allows 3 Machine Wraiths and another allows 3 Necrotechs. You can't use your Requisition Point to get 2 Wraiths and 1 Necrotech.
  • If you have an option that allows one other solo, you can't use it to get something already on the list. For instance, Ghost Fleet allows 3 Misery Cages (which are FA 4) for one Requistion Point, and it allows 1 other solo. That "other solo" can't be a 4th Cage.
  • If your theme allows "3 weapon attachments" as a Requistion Option, you can spread them into different units. (Locked Thread)
  • Models with the Man-Sized rule count as small-based models for the purposes of being a Requistion Option. (Locked Thread)
Free models and Specialists (ADR)    [Show/Hide]
  • If your theme only allows one merc solo, you can't have one in your main list and a different one in your specialists.
Unit Attachments   [Show/Hide]
  • If a unit is allowed in a theme, any-and-all of its attachments are allowed too. Exception: Ranking Officers are not allowed unless explicitily mentioned.
  • If the theme force gives a benefit to a specific unit, any-and-all attachments to that unit will benefit too. Even if it is a "generic" attachment like the Void Leech. (Infernal Ruling)
    For example, a Trollkin Sorcerer will gain Serenity if its attached to a Dhunian Knot unit in a Power of Dhunia theme force.
  • If your theme allows "3 weapon attachments" as a Requistion Option, you can spread them into different units. (Locked Thread)
  • A non-character unit with a character attachment (i.e. Captain Karli) still counts as a non-character unit. (Infernal Ruling)
When to apply theme benefits   [Show/Hide]
  • With reference to special abilities that themes give to models, Ranking Officers, adding new models, and/or taking control of models:
    1. Theme force benefits are applied when you construct your list or put a new model into play. A model already in play will not lose or gain any theme benefits mid-game based on any changes of faction status or otherwise. (Infernal Ruling)
    2. However, if the theme gives a benefit to models "at the beginning of the game" (such as Devourer's Host letting models begin the game with 1 corpse token) then this benefit does not apply to new models that are put into play mid-game. (Locked Thread)
    • Example 1: Sons of the Tempest says "ATGM units in this army gain Pistoleer". If your opponent takes control of one of them, it keeps Pistoleer while under their control even though it's currently not "in the army".
    • Example 2: Storm Division gives Immunity:Electricity to "Cygnar models in the army." If you include a Mercenary unit with a Ranking Officer, they will get the theme benefit and also keep it even after the Ranking Officer dies.
    • Example 3: Stange Bedfellows gives solos Swift Vengeance. If Nemo4 creates a new solo mid-game, that solo will have Swift Vengeance.

See also these Theme-Specific Rulings   [Show/Hide]
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Rules Clarification : Black Industries      (Edit)

  • The entry which allows "Cephalyx models/units" only applies to Partisan Cephalyx. That's because the theme's rules start off with "this army can only include the following Cryx models"​. Partisan Cephalyx are the only ones that fill that condition.
  • The Cephalyx Agitator also works for Cryx and can go in Black Industries but, because it is not a Partisan, it will use up your Mercenary solo slot.
  • (Infernal Ruling)
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Rules Clarification : The Creator's Might      (Edit)

  • ​Elias Gade is allowed in Creator's Might. (Infernal Ruling)
  • You can spend the "Two Vassal solos" requistion option on one Vassal Mechanik and one Vassal of Menoth. Warroom has a bug and tells you that you can't. (Infernal Ruling)
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Rules Clarification : Flame in the Darkness      (Edit)

  • You can take any number of Mercenary jacks. You can also select two additional jacks from Khador and Cygnar in any combination you like. Character warjacks with a bond don't count against this limit of 2. (Infernal Ruling)
  • There is a bug in Warroom that allows you to take two Cygnar and two Khador jacks.
  • Morrowan Battle Priest:
    • If your warcaster is a Cygnar model that makes every unit you take a Cygnar unit, and Battle Priests can be attached to any unit.
      Warroom has a known bug where it doesn't allow this interaction.
    • If your warcaster is a Mercenary or Khador model, though, the only units the Battle Priest can attach to are the Morrow ones.
    • If you attach the Battle Priest to The Devil's Shadows Mutineers then it can be returned via Blood Bound. (Infernal Ruling)
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Rules Clarification : Llaelese Resistance      (Edit)

  • It is 2 Cruicible or 2 Cygnar or 2 Menoth.
    You can't take more than 2, and you can't mix and match from multiple Factions. (Infernal Ruling)
  • You can have a non-character unit with a character attachment (i.e. Captain Karli). (Infernal Ruling)
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Rules Clarification : The Talion Charter      (Edit)

  • The 3rd benefit is "Sac Pawn [Sea Dog trooper]", not just any Sea Dog. (Infernal ruling)
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Rules Clarification : The Bones of Orboros      (Edit)

  • Una1 cannot be taken in this theme (yet) due to the conflict between the theme's "Only Construct warbeasts allowed" and Una1's "Must take warbeasts with flight". There are no construct warbeasts with flight (yet). But if/when there is, then Una1 can be taken in this theme. (Infernal Ruling)
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Rules Clarification : The Devourer's Host      (Edit)

  • Bradigus1 is not legal in this theme. The theme only allows living warbeasts, his rules only allow construct warbeasts, and you can't just 'skip' his battlegroup - you have to spend your warbeast points.
  • If you create a new model mid-game (ie with the Well of Orboros and that model can have corpse tokens, that model does not enter play with a corpse. Because it's not the beginning of the game. (Locked thread)
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Rules Clarification : The Wild Hunt      (Edit)

  • The animus benefit doesn't apply to enemy warbeasts. (Infernal Ruling)
  • The animus benefit doesn't stack with the Druid Wilder's Herding ability. (Infernal Ruling)
  • When it comes to other things that alter COST (such as Lamentation), follow basic maths: Double/halve first, then add/subtract.
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Rules Clarification : Oracles of Annihilation      (Edit)

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Rules Clarification : The Exalted      (Edit)

  • If a Construct model loses the Construct advantage mid-game, it keeps the theme benefit anyway. (Infernal Ruling)
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Rules Clarification : Band of Heroes      (Edit)

  • Boomhowler2 uses up your Minion slot. His Fell Calls ability is not enough to make him a "Fell Caller model/unit". (Infernal Ruling)
  • Boomhowler3 does not use up your minion slot on account of having the Champion keyword.
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Rules Clarification : The Blindwater Congregation      (Edit)

  • Void Leeches attached to a Gatorman Posse will gain Snacking, but they won't gain extra hitpoints. (Infernal Ruling)
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Rules Clarification : Magnum Opus      (Edit)

  • If Mosby is attached to a Mercenary weapon crew unit, they would gain 3" reposition and would not lose it if Mosby is no longer in the unit. (Infernal Ruling)
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Rules Clarification : Hearts of Darkness      (Edit)