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Made in us
Deadly Tomb Guard




South Carolina

Well ive been playing hordes now for about a year and just started my 1st warmachine army Cygnar. So far i want my army to be based mostly upon heavy shooting units and some very hard hitting jacks. so far this is everyhing i managed to pick up yesterday
Commander Coleman Stryker
Cygnar rangers
Hammerfall High Shield Gun Corps
Centurion heavy warjack
Lancer light warjack
Charger Light warjack
Ive ordered a unit box of trenchers, Capt finn, trencher officer and sharpshooter, and grenadier light warjack. later i intend to pick up a Defender and probaly a Hunter. just wonderin if anyone has tried this with any luck and im open to all tips.

 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





Some backwater sump

Nemo (regular version) would be good with that stuff too. 5 focus on a 'jack=awesome.

New Career Time? 
   
Made in us
Deadly Tomb Guard




South Carolina

What other cygnar units, besides knights, are good.....i was thinking maybe some storm guard. few other people i know have also suggested Nemo.

 
   
Made in de
Dominating Dominatrix






Piercing the heavens

Nemo used to be my favourite caster. Now it's EPIC nemo

Personally, I find Stryker to be a pretty boring caster. Siege is pretty cool though, and works wel with shooting infantry. And if you want to go shooty with that army, you should consider the Hunter and Defender, altough I didn't came around to try him yet.

Gun Mages are overcostes and fragile, but the Captain Adept is great.
   
Made in us
Deadly Tomb Guard




South Carolina

Siege also looks cool to me stryker was just my 1st pick thats all. a know a jouneymen caster is a must for extra focus.

 
   
Made in us
[MOD]
Madrak Ironhide







Not quite right. Warcasters can't share focus and they can
only assign focus to warjacks under their control. So a
Journeyman can only give focus to a warjack you've
designated as belonging to the journeyman.

What journeyman are used for are walking arcane shield
batteries. Move up, cast AS on high ARM unit, stay in
reserve the rest of the game.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in fi
Paingiver






Southern Finland

nieto666 wrote:Well ive been playing hordes now for about a year and just started my 1st warmachine army Cygnar. So far i want my army to be based mostly upon heavy shooting units and some very hard hitting jacks. so far this is everyhing i managed to pick up yesterday
Commander Coleman Stryker
Cygnar rangers
Hammerfall High Shield Gun Corps
Centurion heavy warjack
Lancer light warjack
Charger Light warjack
Ive ordered a unit box of trenchers, Capt finn, trencher officer and sharpshooter, and grenadier light warjack. later i intend to pick up a Defender and probaly a Hunter. just wonderin if anyone has tried this with any luck and im open to all tips.


Stryker has enough focus for 2 jacks so you should leave one for jwc to handle or simply leave home. From the jacks in your list that would be Charger as you wanted one heavy hitter (cent) and lancer is so useful with any caster as it has the arc node. Grenadier is supposed to work nicely with jwc and trenchers, but I have no experience in fielding one.

Trenchers with UA are solid troop choice, but you may miss the dedicated melee unit from Cygnar. Also gmca is something you should consider, he is too useful to leave home.

List for 500 points could be something like
Stryker
- Cent
- Lancer
JWC
- grenadier
Trenchers (8) & UA
which comes to 496 points. It's lacking in melee strength and mobility, but if you can soften the enemy with trencher shooting, you should be fine.

   
Made in us
Clousseau





Wilmington DE

I've used the Hunter with Jr. and Stryker and I like it better with a full 'caster than Jr.--while it has that double range capability, it just tempts the user to get JWC out there, which is a Very Bad Thing. I haven't used a Hunter with Haley yet, and would definitely consider that.

I'd strongly consider getting Haley for this list. Temporal Barrier helps a LOT for gunline lists, as does her feat, Blitz. Giving her a Lancer and a Centurion (or Defender, or a Hunter) is just a gimmie.

Charger works surprisingly well with Jr. Upkeep on Arcane Shield is 1 focus, leaving 2 for the charger (extra shot + boost either hit/damage). Trenchers + UA can take the Grenadier as a 'jack marshal, can't they? Is that worth exploring (haven't played that/played against it, as I tend to use long gunners).

Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.

I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil 
   
Made in us
Deadly Tomb Guard




South Carolina

thnx for the tips

 
   
Made in us
Longrifle





Reno Nevada

Personally, I still like ATGM more than LGs, as if you're running less than full numbers because of losses, the RAT of a ATGM beats the hell out of the RAT of a LG. Also, if you're really looking into ugliness, you can field TWO units of ATGM if you also have the GMCA.

Trenchers are great for shoot/smoke combos, and for some reason they have a bad rep for no melee... check the card guys, their MAT is one higher than their RAT.

I never really liked SGs, SLs, etc. I DO like the Precursor Knights for melee, especially if you have the UA with them. Muahahaha...

This message was edited 1 time. Last update was at 2008/06/22 21:43:58


Cygnar must... SUPPRESS... this... CULT that refers to it's self as The Protectorate of Minoth. They must be brought back into the fold... or they will see their god before they had planned on, which Cygnar will be more than happy to broker...
Captain Victoria Haley, "Haley's Heroes"



 
   
Made in us
[MOD]
Madrak Ironhide







Don't the ATGM die fast, though?

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Longrifle





Reno Nevada

It really depends. They have a decent enough DEF and ARM, and the whole idea of ATGMs are to keep them moving. They have a MOV of 6 for a very good reason. Run them to a sniping position (12"), make sure it's a fairly safe position, then shoot... or just move their 6", and shoot with the RNG of 12" for a threat range of 18"... not bad for an unaugmented troop. Plus, as I said, you have a CRA from hell, plus THREE different shot types to choose from. Granted, two of the three are mainly anti-jack, but all that means is either you use them as an anti-solo, or for caster kills, or as needed to move/disable a pesky jack. Remember, surgical strikes and run and gun are the hallmarks of Cygnar. My biggest gripe about the ATGMs is a joke of a melee attack, and the 90 damn points it is to field ONE unit. Your Field Allowance for them is 1, unless you're running a GMCA, which allows you to field a second unit. Can anyone say "fast flanking"?

This message was edited 2 times. Last update was at 2008/06/22 23:06:25


Cygnar must... SUPPRESS... this... CULT that refers to it's self as The Protectorate of Minoth. They must be brought back into the fold... or they will see their god before they had planned on, which Cygnar will be more than happy to broker...
Captain Victoria Haley, "Haley's Heroes"



 
   
Made in us
[MOD]
Madrak Ironhide







Stray AOEs make them cry. (My main faction is Protectorate
of Menoth)

But I guess there are ways to mitigate that.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Longrifle





Reno Nevada

I "mitigated" a Minoth army last week that was running almost all AoEs...

Haley
3x Defenders
Lancer

I dropped 3 models... 2/3 of one of the ballista shooters, and the caster.

And yes, if you're running Trenchers already, run the UA and the other extras for the Trenchers, like the Grenade gun porters and the Officer and Sharpshooter. THEN, they can jack marshal the Grenadier, and get reloads from the Trenchers.

ALSO... I keep hearing here and there that the Trenchers can't melee... funny, their MAT is one HIGHER than their RAT. Just an FYI...

Cygnar must... SUPPRESS... this... CULT that refers to it's self as The Protectorate of Minoth. They must be brought back into the fold... or they will see their god before they had planned on, which Cygnar will be more than happy to broker...
Captain Victoria Haley, "Haley's Heroes"



 
   
Made in us
Deadly Tomb Guard




South Carolina

Glad i pick up my trenchers this saterday so far ive got the trenchers, officer and sniper, grendier jack, captain finn so that unit looks solid for me. im also gettign JR. this weekend as well.

This message was edited 1 time. Last update was at 2008/06/26 06:07:42


 
   
Made in us
Deadly Tomb Guard




South Carolina

Ill say this much for captain Finn his buffs are sweet!! +2 to RAT and MAT gives the loley trenchers a MAT of 8 and a RAT of 7 very impressive not to include when they're dug in their armour is and defense are both 17 with some spells thrown their way it can go even higher and smake bombs to block line of sight also cool. Grendier with three shots/turn and the rangers spoting for him also really kool. I really do like the trechers

This message was edited 1 time. Last update was at 2008/06/29 15:56:29


 
   
Made in us
[MOD]
Madrak Ironhide







Cygnar Runner wrote:I "mitigated" a Minoth army last week that was running almost all AoEs...

Haley
3x Defenders
Lancer

I dropped 3 models... 2/3 of one of the ballista shooters, and the caster.

And yes, if you're running Trenchers already, run the UA and the other extras for the Trenchers, like the Grenade gun porters and the Officer and Sharpshooter. THEN, they can jack marshal the Grenadier, and get reloads from the Trenchers.

ALSO... I keep hearing here and there that the Trenchers can't melee... funny, their MAT is one HIGHER than their RAT. Just an FYI...


Lol, your army doesn't have to worry about blast damage for anything other
than Haley.

If I had an AOE army, I'd certainly ust try to volley everything her way as
I'd otherwise lose the shooting match.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in fi
Paingiver






Southern Finland

nieto666 wrote:Ill say this much for captain Finn his buffs are sweet!! +2 to RAT and MAT gives the loley trenchers a MAT of 8 and a RAT of 7 very impressive


It's impressive allright, but the problem is that to get the buffs the trenchers have to see him. So he would need to be in front of the trencher line and that makes him vulnerable to the enemy.
Of course you can protect him using spells, terrain and smoke, but it diminishes the return you get from him.

I have the fig but haven't tried him yet, even though trenchers are part of my bread and butter. And of course given that he is a fellow finn I'll have to give him some action and he how I manage to keep him in line.

   
Made in us
Longrifle





Reno Nevada

I lead with the Lancer, as a "point guard" as it were, in case he brought anything close enough for Chain Lightning, and kept the wall of Defenders up in front of Haley, and moved as one unit. When I got within range of his caster, the next Focus allocation was 2 on each Defender. One good volley and it was done. The strays I took out on the way there...

Cygnar must... SUPPRESS... this... CULT that refers to it's self as The Protectorate of Minoth. They must be brought back into the fold... or they will see their god before they had planned on, which Cygnar will be more than happy to broker...
Captain Victoria Haley, "Haley's Heroes"



 
   
 
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