Switch Theme:

Opinion on the cyclone  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Rotting Sorcerer of Nurgle





Well, I can see it as being very flexible.
It can deal with infantry, it can deny points to infantry.

If attached to the Dude he can ping pong other jacks a bit and if in range, can two hand throw.

I mean you could go with two Trencher Chain guns if you just wanted the cover fire, but they are not as flexible...and IMO, in any game system, there is a 'flexibility' tax and hence the cyclone being a competitor to the Defender and Centurion who have less and less flexibility, but maximizees other aspects.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Hierarch




Pueblo, CO

Having played against the cyclone in a couple of games, I can see packing 2 for the sake of mass infantry denial, but you then leave yourself a gaping hole in your anti-jack capabilities, so while they are effective at higher points, I can't really see them being of much use until you break that 35 point barrier, and even then, I can't see them being justified to anything but a journeyman warcaster. Cygnar has some supremely nasty tools at it's disposal, but this is one better left to covering your advance and casting a net to catch infantry charges.

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Dakka Veteran




CT

I play cygnar the most with my khador army, and the defender is def tough to deal with. It hits hard at range, and it hits hard enough in melee, plus if you dont drop it in one turn, one of your jacks is losing it's cortex, guaranteed.

I would eat six pwr 12s than lose cortex + other damage.

71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters 
   
Made in us
Wraith





Dronze wrote:Having played against the cyclone in a couple of games, I can see packing 2 for the sake of mass infantry denial, but you then leave yourself a gaping hole in your anti-jack capabilities, so while they are effective at higher points, I can't really see them being of much use until you break that 35 point barrier, and even then, I can't see them being justified to anything but a journeyman warcaster. Cygnar has some supremely nasty tools at it's disposal, but this is one better left to covering your advance and casting a net to catch infantry charges.


Jr's wearing his big boy pants there for sure. Kill 3 points to eliminate 21 from the game? That's painting a huge Bulls-eye on him.

I've done it before too but it's a huge eggs in one basket kinda thing.
   
Made in us
Regular Dakkanaut




Here is a list to showcase the cyclones:

pHaley
^Cylcone
^Cyclone
^Hunter
^squire
5x Storm Lances
Laddermore
Journeyman
^Hunter
Black 13th

Use the Cyclones to lay down covering fire to protect your hunters and storm lances. The hunters will eat armor alive, especially on the feat turn (you'll probably have dropped 6 shots by the end of turn 2). The Storm Lances use ride by attack to harass the enemy with ranged attacks (which are surprisingly effective with Deadeye and Laddermore). Temporal barrier should slow down any Melee heavies from bothering you too much.

Here is another (repost for the Privateer Forums)

eStryker
^Cyclone
^Cyclone
^Squire
6x Trenchers
^2x Porter
^UA
6x Storm Blades
6x Storm Blades
Journeyman
Aiyana and Holt
Black 13th
Lanyssa Ryssyl
Piper of Ord

I have occasionally swapped the Black 13th, Ryssyl, and Aiyana and Holt for Rowdy and another Porter. You can also trade the second unit of Storm Blades for the UA and a pair of Storm gunners on one unit, though I've never tried it, it seems OK in theory.

The list functions on the idea that the trencher smoke wall will protect the list for ranged attacks. The Trenchers, in turn, are protected by Covering fire, Arcane Shield, Deflection, Dirge of Mists, and their own smoke cloud or cover, making them Def 14 (or 16 or 18), Arm 20 against ranged and magic attacks. If you go first, you advance and dig in with the Trenchers, being sure to leave enough room to drop covering fire in front of them if the enemy has melee AD like doom reavers. If you go second and your opponent has any decent amount of ranged or magic threat, you advance and drop smoke, leaving half the trenchers behind the smoke wall of the first 5.

Also, a neat trick is to pop Stryker's feat, charge past your trenchers with your storm blades, kill stuff, drop smoke with the trenchers, and then fall back behind the smoke with the 3" move. it doesn't usually come into play, but its one turn of playing with MKI smoke wall which is pretty seriously solid in the right game (like charging into pKreoss's line killing stuff, and then falling behind the smoke so he gets no use out of his feat).

Armor removal usually isn't a problem with storm blades charging a target that has been harmed or with postive charge nearby, and the threat range is pretty solid with Hunters mark. Positive charge and hunters mark also make cyclones a valid armor removal tool, allowing for 5 Mat 8, P+S 16 attacks. It might not always kill what you're after, but it will drop enough damage on most targets to cripple them. And, of course, if all else fails, you've got Stryker to kill whatever you need.
   
Made in us
Wraith





The Haley list is interesting. Too bad I gave her away in a fit after the last time I played. her.
   
Made in us
Anointed Dark Priest of Chaos






The role of the Cyclone is anti-light armor. Why would you send it up against an enemy heavy warjack?


What you should/want to do and what ends up happening is very often two completely different things in WM...

++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in us
Regular Dakkanaut




CT GAMER wrote:
The role of the Cyclone is anti-light armor. Why would you send it up against an enemy heavy warjack?


What you should/want to do and what ends up happening is very often two completely different things in WM...


Based on that logic, I should take nothing but cheap Mechanithralls with no WAs or Necrosurgeons, because something will kill them anyway. Hell, by that logic I should just concede before the game starts because my opponent might kill my warcaster. Just because your opponent might counter a model is no reason not to take it.
   
Made in us
Paingiver







I love the dual covering fire from the cyclone but I find it's damage output lacking even for anti-infantry. I cant see myself spending those 9 points very often when I have to rely on random numbers of attacks.
I still try it out in different lists time to time but the special action always outshines the damage it dose.

   
 
Forum Index » Privateer Press Miniature Games (Warmachine & Hordes)
Go to: