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.
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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?
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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.
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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.
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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.
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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.
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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.
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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.
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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.