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Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Commander_Coleman_Stryker

Most difficult part is getting through the warcasters. Ignore anything not linked to in
this thread. Those were based off the test cards.

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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Lord_Commander_Stryker


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Captain_Victoria_Haley


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Major_Victoria_Haley

This message was edited 2 times. Last update was at 2010/01/05 05:03:19


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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Lieutenant_Allister_Caine


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Captain_Allister_Caine


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Commander_Adept_Nemo

This message was edited 2 times. Last update was at 2010/01/06 03:26:47


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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/General_Adept_Nemo

Sadly, no enemo pics in the gallery.

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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Captain_E._Dominic_Darius

No clear DArius shots, either.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Halfjack_Solo


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Major_Markus_%27Siege%27_Brisbane

Bron's image is in this one.

This message was edited 2 times. Last update was at 2010/01/08 06:51:09


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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Captain_Jeremiah_Kraye

Warcasters are done.

tinmanxl's model is pictured


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Charger_Warjack

Image by tizz


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Grenadier_Warjack

No pictures in the gallery. Let me know if you painted one!


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Hunter_Warjack

Picture by metsuri

http://www.dakkadakka.com/wiki/en/Lancer_Warjack

picture by armanloftb


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Sentinel_Warjack

picture by gearhead


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Thorn_Warjack

Sadly, no pictures of Thorn.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Centurion_Warjack

Picture by bron

This message was edited 6 times. Last update was at 2010/01/09 14:27:40


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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Defender_Warjack

picture by jhall


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Hammersmith_Warjack

No picture for the Hammersmith.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Ironclad_Warjack

Picture by jhall


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Stormclad_Warjack

No stormclad picture


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Ol%27_Rowdy_Warjack

No pics of Ol' Rowdy in the Gallery (other than mine)

This message was edited 4 times. Last update was at 2010/01/10 01:53:22


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 ca
Posts with Authority




I'm from the future. The future of space

These articles are astounding.

Balance in pick up games? Two people, each with their own goals for the game, design half a board game on their own without knowing the layout of the board and hope it all works out. Good luck with that. The faster you can find like minded individuals who want the same things from the game as you, the better. 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Thunderhead_Warjack

No pics to speak of :(


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Arcane_Tempest_Gun_Mages_Unit

I guess, frozenwastes? PRobably just more evidence in the current case against me:

Malfred, loser or BIG loser?


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Arcane_Tempest_Gun_Mage_Officer_Unit_Attachment

Painted by Yours Truly


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Black%2013th%20Gun%20Mage%20Strike%20Team%20Unit

Painted by moz

This message was edited 3 times. Last update was at 2010/01/10 21:19:47


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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Long_Gunner_Infantry_Unit

Picture by me.

Strengths

* Range: Long Gunners have a respectable range that allows them to stand at their pleasure and fire at incoming enemies up to 14" away.
* Volume of Fire: Dual Shot is no small thing. Not only do Long Gunners benefit from an extra ranged attack, but these ranged attacks can be combined. A full unit of Long Gunners can combine fire to shoot in twos, generating 10 ranged attacks at effective RAT 7, POW 12, enough to deal with most infantry.
* Anti-Armor: Combined in larger groups to create high powered shots. While this reduces their volume of fire, it's expected that the high POW will make up for it on average rolls.

[Edit]
Weaknesses

* Movement: Long Gunners do their best when they can double the output of their fire and combine those shots. On their own, they have trouble hitting most infantry. Deployment is key with this unit.
* Average Command: Their range and their average command can combine to create an odd situation. All participants need LOS to combine fire, but CMD 8 doesn't always let you set up perfect LOS avenues. Also, their long range role might mean that their warcaster operates closer to the front, leaving them with a more difficult CMD check when taking casualties.
* Average DEF/ARM: And they will take casualties, especially if the enemy has any kind of blast template to put into the unit.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Long_Gunner_Infantry_Officer_and_Standard_Unit_Attachment

Strengths

* Increased Command: The unit is sturdier with an increased CMD and its standard based reroll.
* Area Denial: Force runners to go around an area covered by Suppressing Fire.
* Anti-Stealth, High Defense Models, and Snipers: Models that try to pass through or stay in Suppressing Fire are automatically hit, negating the benefits of Concealment, Cover or stealth.
* Easier combined attacks: Create more CRAs with Ranked Attacks Ability.
* Combined Fire Leader: The Officer's RAT is 1 higher than an average grunt, making him the basis of important combined fire attacks. Combining two shots with him raises the effective RAT to 8, 10 for aiming.

[Edit]
Weaknesses

* It's Only POW 10: Well armored, multi-wound runners might well risk going through Suppressing Fire as their chances are better coming through the template than eating direct fire on subsequent turns.
* Still lacks mobility: The addition of ranked attacks is good, but the unit is still limited in place by its mobility and need to generate extra attacks by forfeiting movement.
* Still vulnerable to templates: The Officer doesn't really add much in the way of defense other than by bolstering CMD checks.
* Nothing Shoots through Them: Long Gunner Infantry represent your gunline, and as such, nothing else will tend to benefit from the addition of Ranked Attacks save, well, other Long Gunner Infantry.

This message was edited 1 time. Last update was at 2010/01/12 04:27:02


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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Sword_Knights_Unit

painted by metsuri
Strengths

* Low cost melee: The combination of Defensive Line and their low point cost make the Sword Knights an inexpensively costed ARM 16 melee unit.
* Combined Arms: They can work with the warcaster's warjack, or they Marshal their own to gain the precious Flank bonus to help them deal with models that are high DEF or higher ARM.
* Auto Damage: Almost guaranteed damage against warjacks and warbeasts with Penetrating Strike

[Edit]
Weaknesses

* Flanks need to be set up: Anyone aware of Reach and Flank synergy will not let it happen or minimize their army's exposure to a Sword Knight assault.
* Penetration doesn't Equal Destruction: Penetrating Strike isn't enough on its own to handle anything except the weakest warjacks and warbeasts. Save the Sword Knights for a follow up attack to a ranged barrage or to put a 'beast out of its misery.
* ARM 16 No Matter: Though they can shrug off blast damage, sword knights will still fall to weapon masters, melee specialists, warjacks, warbeasts, and many other things.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Sword_Knight_Officer_and_Standard_Unit_Attachment

Strengths

* Mobility and Flexibility: The Major grants Practiced Maneuvers to their unit, increasing their chances of setting up a carefully set up Flank Attack and out maneuvering enemies trapped by their own men in melee.
* Clear the Line and Set the Trap: Drive the major's marshaled warjacks to set up perfect Flank charges, and use the reroll from the Standard to guarantee that the Drive sticks.
* Operate and Amputate: Use Precision Strike to selectively take warjacks and warbeasts apart. Drop the a pre-damaged warbeast's spirit or take out a pre-damaged warjack's movement or weapon arm to reduce retaliation.

[Edit]
Weaknesses

* Assassinate the Officer: Lose your precious Practiced Maneuvers by losing your Officer to well placed enemy attacks.
* Same Command as Regular Knights: The durability of the unit's Command rests upon the Standard's reroll, and not on any increase to the unit's command.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Trencher_Infantry_Unit

Strengths

* Denial: Maintain ranged superiority with your army by advance deploying Trencher Infantry, digging them in and putting Smoke Bombs to prevent targeting to the rear of your army.
* Over the Top: When the Assault Order comes, Trenchers Combine Fire by twos to soften a hard target with POW 13 fire before bayoneting them.
* More Powerful than a Repeating Long Rifle: The military rifle has a slightly higher POW than the repeating long rifle, giving you POW 13 shots when you Combine Fire twos, taking the whole unit up to POW 21 given a large enough target.
* Immune to Blasts: Dug In Trenchers ignore blast effects, forcing the enemy to either hit them with direct fire at DEF 17 or to charge into their lines.
* Selective Smoke: The whole unit doesn't have to Dig, Smoke, or shoot. Do what needs to be done where it needs to be done, and look for opportunities to take out enemies.

[Edit]
Weaknesses

* Hard to get both Smoke and Trenches: Anything other than the 1st turn forces you to lose both the advantage of Smoke and Dig In. If you advance, you have to choose between smoke, and dig in. By the following turn, the enemy should be in your face to make Digging In again rather pointless.
* Bringing a Bayonet to a War: P+S 9 won't crack hard targets, MAT 6 will miss part of the time, so the point of Assaulting with Trenchers is to buy yourself time with bodies.
* Premium Cost for Versatility: Though they have average stats, you're paying for their abilities to keep the rest of your army alive. Make those first turns count.
* Better in Melee, Stronger in Shooting: It's an odd combination, though combined fire more than makes up for the 1 pt difference between MAT and RAT. Shoot, Stand, or Charge? It's always a decision for the Trencher Commander to make.

This message was edited 2 times. Last update was at 2010/01/13 02:20:23


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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Trencher_Infantry_Officer_and_Sniper_Unit_Attachment

Strengths

* Added Versatility: Reduce the focus load by Marshaling a warjack, cap a single wound solo with Sniper, or simply Combine Fire in greater numbers to push the upper limit of the Trencher unit to a POW 23 shot.
* Mobility: Use the Cautious Advance Order to keep your Trenchers dug in while advancing and still pour out fire. They'll reach out to 16" with their military rifles and 20" with the scoped rifle.
* Fields of Fire: Dig In offers up LOS to other models, so give your Sniper extra distance between himself and incoming fire by shooting from behind other models in the unit. Be sure to attack before the front lines put up smoke bombs.

[Edit]
Weaknesses

* Assassinate the Officer: Cautious Advance can only be issued by the Lieutenant, so try to keep him alive if you need that ability to enact your plan.
* So Many Options: The unit gains some anti-armor with the Sniper, some warjack help, and movement. It can be easy to over commit in one direction or not commit in any direction at all.
* Only One Sniper: Unlike Khadoran Widowmakers, you can't guarantee kills against 5 wound infantry.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Trencher_Infantry_Rifle_Grenadier_Weapon_Attachment

Strengths

* Relatively Cheap Anti-Infantry Upgrade:
* Increase Unit Size: Each Rifle Grenadier can forgo their Rifle Grenade attack to increase the POW and accuracy of a CRA.

[Edit]
Weaknesses

* Why Not Just Grenadier It?: Instead of adding Trencher Grenadiers, add a Grenadier Warjack for longer range. In two turns a Grenadier outshoots three Trencher grenadiers with the option of boosting damage. Including Rifle Grenadiers vs. the Warjack will be a decision based on buffs, bonuses and combat roles you are assigning your Trenchers.
* Rifle Grenade is a special Attack: Effects such as Captain Haley's Blitz or her Major Haley's Temporal Acceleration spell have no effect on delivering AOEs.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Trencher_Chain_Gun_Crew_Unit

Strengths

* Denial: Covering Fire negates high DEF, Stealth, the benefits of terrain, and other such anti-ranged capabilities.
* Area Coverage: Ammo Feeder and Strafe generate 4-6 ranged attacks per turn, letting a Trencher target models hiding behind other models.
* Dig Em' Out: A Chain Gun Crew should try to stay Dug In at all times to negate the effects of blast damage.
* Large Base, Dug In: Use ranged elements of your army from behind the Chain gun whil it's Dug In.

[Edit]
Weaknesses

* Difficult to Move: SPD 4 and the Light Artillery rule mean that staing Dug In can be difficult. If it moves, the Trencher Chain Gun can't Dig In, so make sure to Run, preferably into terrain if you're going to move it.
* Strafe is a *Attack: Don't count on using Captain Haley's Blitz to generate large amounts of fire, because it can't.
* Effectiveness Cut: You need the Grunt to put out reliable gunfire. Once you lose one model, you lose 3 attacks per turn.
* You Need Every Attack: The unit's lower than average RAT means it needs every shot to count.

This message was edited 2 times. Last update was at 2010/01/15 06:27:40


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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Trencher_Cannon_Crew_Unit

Strengths

* Range: With advance deployment, Trencher cannons threaten out to RNG 21", far enough to threaten enemy advanced deployment elements.
* Difficult to Uproot: Gaining Cover and immunity to blast damage at range while Dug In, the Trencher Cannon cannot easily be eliminated. Direct fire has to hit DEF 17, so the only reliable way to take it out is with melee attacks. In a one on one shootout vs. Inaccurate weapon crews, the Trenchers will eventually win due to Dig In.
* Slightly More Powerful than a Grenade: The Cannon's blast damage hits at POW 7, making it more likely to kill infantry models than rifle grenades.

[Edit]
Weaknesses

* Difficult to Move: SPD 4 and the Light Artillery rule mean that staying Dug In can be difficult. If it moves, the Trencher Chain Gun can't Dig In, so make sure to Run, preferably into terrain if you're going to move it.
* Small blast template: The cannon should hit infantry reliably, especially when Range Finder is in effect, but if infantry spreads out, it is very likely to catch very little in its template.
* Tricky Cost: Its cost makes it hard to justify a static army element that will be likely to eat a sword from fast moving enemy elements.
* Not a Game Winner: Pouring out a single unboostable shot each turn (assuming you don't move) makes the Cannon Crew unreliable as an assassination tool. Use it strictly to support your army.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Rangers_Unit

Strengths

* Fast Moving Infantry: If there is objective, and if there is terrain, Rangers can run 14" to get to it, counting on Pathfinder and Advance Deployment to get them there and Prowl to keep them safe.
* Passive Buffers: Mark Target doesn't require a combat action, so it can be used for their own shots when they advance (allowing them to hit at effective RAT 8 against targets marked by another model in this unit). Or Rangers can run 14" into position and let the other ranged elements of Cygnar reap the benefits of Mark Target.
* Stacking Defenses: Starting at 14, Rangers increase all DEF to 16 in concealment and 18 against ranged attacks when in cover due to Camouflage. On top of that, being in those effects triggers Prowl.

[Edit]
Weaknesses

* Paper Armor: Even the weakest blast effects should kill Rangers.
* Not Enough Gun: Armed only with Military Rifles, their ranged effectiveness is only useful against other light infantry.

http://www.dakkadakka.com/wiki/en/Stormblade_Infantry_Unit

Strengths

* Strong Melee: Electrical Arc guarantees decent P+S 15 hits in melee that can be combined by twos to generate P+S 17 hits at effective MAT 9.
* Decent Armor: Ignore most blast damage with their ARM .
* Bringing a Sword to a Gun Fight: The Swords can shoot. Not very far, but in those rare instances when a ranged attack will do the job, they can shoot 4" or 6" depending on whether or not Electrical Arc is triggered.
* Ignores Electricity: Fear no Chain Lightning or Electro Leap with this unit.
* Nicely Sized Melee Specialists: You pay a small price to include a little melee punch in your army. Their compact unit size might actually be in their favor as they take up a small footprint on the battlefield leaving room for you to include more ranged elements.

[Edit]
Weaknesses

* Lower DEF: Most armored infantry seem to match their DEF, but that doesn't make it easier to stand losing stormblades to gunfire.

Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Stormblade_Infantry_Officer_and_Standard_Unit_Attachment

Strengths

* Solid Command: The Officer and Standard give the unit a rerollable CMD 10.
* Additional Attacks: Assault essentially generates two attacks, one for the ranged attack and one for the melee. The Storm's Eye can be delivered to clear closely packed infantry.
* Fighting Standard: The Stormblade Standard Bearer is a true fighting standard, with the ability to wield both its standard and its storm glaive into battle.
* Take Control of Loose Warjacks: A stormblade lieutenant can be kept on hand in the event that one of the squishier 'Jack Marshals bites the dust.

[Edit]
Weaknesses

* No real reason to 'Jack Marshal:the Officer gives no real bonuses to Warjacks that aren't better served by other Marshals or the warcaster herself.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Stormguard_Unit

Strengths

* Solid Defensive Capability: Hold a line against approaching enemies. Set Defense keeps enemies from charging to generate the additional damage die while Reach discourages heavies from simply charging through the unit.
* Anti-Infantry: Electro Leaps bouncing from place to place will help the unit clear out infantry models, especially lightly armored/high DEF models as electro leaps automatically hit. Electro Leaps are optional in case you want to simply hit more enemies with your halberds to power up the Electrical Discharge
* Hold the Line: Attack through the unit with your ranged elements by taking advantage of Ranked Attacks.

[Edit]
Weaknesses

* When to Use the Shocker: You have to choose between taking advantage of combining attacks, reach and ranked attacks to make one strong hit, or to try to raise the level of the Electrical Discharge with lots of little hits.

This message was edited 4 times. Last update was at 2010/01/16 05:42:03


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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Storm_Lances_Unit

Strengths

* Excellent threat range: Storm Lances can assault at targets up to 13" away, shooting at them as they come in (and generating Electro Leaps) and then hitting them with their lances (also generating Electro Leaps.
* Two Attacks become 4: Assault gives them a ranged attack and a melee attack as they are charging, and both attacks generate additional attacks when they hit, allowing Lances to clear out a good deal of infantry with an average chance of piercing through a Shield Wall. If the warcaster is the nearest model for the Electro Leaps, then create these auto-hitting attacks even if they are a lower POW.
* Solid Hit: A MAT effective 9 charge with an effective P+S 15 charge atack is a threat to warcasters and warlocks.
* Constant Reach: Unlike other cavalry models, Storm Lances always have Reach.

[Edit]
Weaknesses

* Weaker RAT: Storm Lances are going to be less effective hitting with their Electrical Bolt than they do with their Lance.
* Assault Limitations: Assault dictates that you must shoot the target you charge, and Brutal Charge gives you a bonus to the charge attack. If you kill with the ranged attack, you lose the benefit of the charge. Enemies with many nearby models will want their model to die in the first hit so as to generate fewer Electro Leaps.

http://www.dakkadakka.com/wiki/en/Field_Mechaniks_Unit

Strengths

* The Ideal Repair: The Crew Chief and his Gobbers each repair d6. However, it is more likely that you will Assist the Chief with two or three gobbers to repair d6+3 (enough to keep multiple systems running.
* Rescue Lost Marshaled 'Jacks: By staying behind the warjacks, lost jack marshals can be replaced with the Crew Chief.

[Edit]
Weaknesses

* Officer: As an officer, the crew chief is the strongest point and weakest point of this list.
* Stay Close, But Not Too Close: The unit must stay near in order to make a repair in time. Ideally that means the Officer is either going to be at least 5" away to get in base contact with the warjack, or he will be in base contact in order to become DEF 14 ARM 13. The bonus isn't enough to save him or his crew from blast damage.

http://www.dakkadakka.com/wiki/en/Gun_Mage_Captain_Adept_Solo

Strengths

* Solo Assassin: As in, assassin of solos. Use Brutal Damage on anything you can see, Phantom Seeker on anything you can't, and Snipe on anything that's out of reach. Standing still, he is effective RAT 10, and the additional die from Brutal Damage makes it possible to one shot low ARM solos and officers. Has options for dealing with Stealthed models.
* Extra Command: Solidify your command witha GMCA forward deployed.
* High DEF: Difficult to hit with melee weapons and direct fire.

[Edit]
Weaknesses

* Susceptible to AOEs : Blast damage can easily deal with a GMCA, so he's threatened by models that will tend to fire in his direction long before he gets to take a shot.
* Absolutely Useless in Melee: Almost better to risk a freestrike than stay in melee.
* Can't Really Deal with Armor: Brutal Shot can, at most, be reliable against light warjacks and warbeasts.

[Edit]

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
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Stormsmith_Stormcaller_Solo

Strengths

* Hitting high DEF models: You have a better than 50% chance to hit anything you want with Electricity. Anything. Stealth models? Average hit. Models in Camouflage? Average hit.
* Attack Multipliers: The presence of multiple Stormsmiths doesn't just add another Stormcall, it multiplies them. If the first Stormsmith can use Surge to target two models, then the second one can as well. If you have three, then covering an entire area with Electricity damage allows each Stormsmith to generate three attacks.
* Handling Arc Nodes: Disrupt protected arc nodes that would otherwise run up into your lines and cast spell-type death.

[Edit]
Weaknesses

* Hard to Pull Off Multiple Strikes: Though they move reasonably fast, they have 1 wound, average defense, and almost no armor. If you field more than one, your opponent should at least be trying to kill at least one before he reaches your lines.
* Low POW: Stormcall is not really a solid assassination tool.

http://www.dakkadakka.com/wiki/en/Journeyman_Warcaster_Solo

Strengths

* Arcane Shield: Many warcasters can make use of an additional Arcane Shield on the battlefield.For this alone, journeyman warcasters are appreciated.
* Two Boosts: After upkeeping Arcane Shield, Journeyman Warcasters have two focus they can use for Warjacks, or for boosting attack and damage rolls with their hand cannons.
* Ease the Focus Burden: Some warjacks really only need one or two focus points to perform their role in battle. As it so happens, Journeyman Warcasters tend to have two focus points to spend each turn. Coincidence?

[Edit]
Weaknesses

* Giant Bull's Eye: Because they are so essential to maintaining high ARM in the field, some will go out of their way to eliminate a Journeyman. Hide him, protect him, or use him to draw out your enemy.
* Small Control Area: In order to power a warjack, a Journeyman has to be within 6" in the control phase, potentially exposing him to combat.

http://www.dakkadakka.com/wiki/en/Squire_Solo

Special Abilities and Weapons

* Construct
* Arcane Realignment: While near its warcaster, the warcaster can reroll one failed magic attack roll.
* Arcane Repeater: While near its warcaster, the warcaster's control area is extended./
* Attached
* Reserve Accumulator: A nearby Squire can provide focus during the control phase. Limited pool.

[Edit]
Strengths

* *Free* Focus: Use extra focus to get a critical boost or buy an extra attack or allocate to a warjack for the same.
* Extended Control Area: When you consider that feats affect entire control areas...
* Magical Attack Rerolls: Some spells just absolutely need to hit when it counts.
* Passive: The squire doesn't need an action, it only needs to be kept close to its warcaster.

http://www.dakkadakka.com/wiki/en/Captain_Maxwell_Finn_Solo

Strengths

* Forward Commander: As both Advance Deployment and a Commander, Maxwell Finn can ensure that CMD 10 reaches wherever you need him most.
* Trencher Mobility and Accuracy: Trenchers move faster, shoot better, and stay on the field longer when Captain Finn is around.
* Hand-to-Hand: Thresher and Anatomical Precision Combine to let Captain Finn kill up to three or four models a turn with just his trench knife. Take out the front line of a Shield Wall and then Sprint to safety.

[Edit]
Weaknesses

* Leads from the Front: Finn's best buffs for trenchers requires that he remain in their LOS, exposing him to the enemy.
* Never digs in: Though his ARM is above average, he is still susceptible to blast damage.
* Never count on Tough Rolls: Just never forget to take them, either.

http://www.dakkadakka.com/wiki/en/Captain_Arlan_Strangewayes_Solo

Strengths

* Warjack Mobility: Evasive Action might be the difference between a warjack bogged down in combat, and a warjack trampling everything in its way.
* Focus Ease: Warjacks that only need a point to perform its role can be Power Boosted. Marshal a warjack and give it Power Booster to give it two boosts per turn.
* Good Armor: Strangewayes is well protected from Blast Damage with his suit of armor.
* Reliable Repair: Strangeways has the highest Repair ability in the Cygnar army, higher even than Captain Darius.
* Anti-'Jack Spray: Position Strangewayes as best you can to catch models under his Voltaic Gauntlet's Spray.

[Edit]
Weaknesses

* Unreliable RAT: Strangewayes will have a hard time disrupting high DEF arc nodes with his Voltaic Gauntlet.

http://www.dakkadakka.com/wiki/en/Precursor_Knights_Unit

Strengths

* Solid Defenders: Between Shield Wall and Spell Ward, only warjacks and weapon masters should be able to take down an entire unit standing shoulder to shoulder.
* Ignoring Magic Buffs: A solid MAT combined with their Blessed Maces allow the Knights to pierce through defensive buffs that would stop other melee units cold.

[Edit]
Weaknesses

* Spell Ward Cuts Both Ways: Due to Spell Ward, this unit can't benefit from any of the spell effects that would have otherwise made them difficult to kill, such as Arcane Shield.
* Average Hitting Power: Other than Blessed, Precursor Knights have no real hitting ability on their own and have difficulties dealing with other Shield Wall units and heavies.

http://www.dakkadakka.com/wiki/en/Precursor_Knight_Officer_and_Standard_Unit_Attachment#Strengths

Strengths

* Shield Wall for a Melee Army: Ranked Attacks lets you form a solid line of melee troops that can be fired over with ranged attacks.
* One Strong Turn: In Morrow's Name helps the Knights break through a Shield Wall or to turn a warjack into scrap. An open charge committed in Morrow's Name can spell the end of most warcasters.

[Edit]
Weaknesses

* Almost an auto-include: Unless you have a particular role in mind for your Precursor Knights, the benefits of Ranked Attacks and In Morrow's Name makes this unit an almost guarantee that you will take the upgrade for the unit, automatically costing you 7 to 10 points total.

http://www.dakkadakka.com/wiki/en/Major_Katherine_Laddermore_Solo

Strengths

* Armored Fearless Command: Models within 9" of Laddermore can benefit from her as a Commander that you can't really expect an enemy to eliminate.
* Two strong hits: When Assaulting, Laddermore delivers a POW 14 ranged attack and a P+S 15 charge attack at effective RAT 7, and MAT 10. She is still able to deliver a Brutal Charge while dismounted.
* Passive Buffs for Storm Lances: When you select Storm Lances or Major Laddermore for your army, you have to consider taking the other.

[Edit]
Weaknesses

* Large Target: Cavalry models have the profile of a warjack but can take far fewer hits.
* Expensive Synergy: The cost of having both Storm Lances and Major Laddermore in your army is 12-16 points, a significant investment.


Automatically Appended Next Post:
And Cygnar is done.

This message was edited 1 time. Last update was at 2010/01/17 02:50:32


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