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Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

So I've been playing alot of practice matches of warmachine, fought trolls, circle and khador so far. and I can't tell that when using Siege if I should focus on strict gunlines and bank on using superior cover cutting, stealth cutting and accuracy inducing units like rangers and longgunners. Or if it is prudent as a Cygnar player to invest some pts in a battle to act as CC suppressors personally i would like to use jacks Likes the Minuteman, Defender, hunter and charger. The reasons for these choices is they either have a hunter killer aspect I'm fond of like the minuteman or hunter where they will outmaneuver with a very good quality gun or they are so sickeningly good at the damage they gain from singular shoots that combined with Markus they can become infantry wipers or heavy jack/beast slayers.

But i do ocassionally like the idea of using a hammer smith, or enjoying the precursor knights and/or the stormblades and all i think is... "is that REALLY Cygnar?"

was hoping people could clear my head abit and maybe tell me what their favorite cygnar jacks and units to run are. I've revieweed battlecollege and talked with friends for a solid month but i am posed to get some income and ready to start investing and am curious what will be some good options for an all comers lists using cygnar + Markus Siege

This message was edited 1 time. Last update was at 2012/11/17 11:11:49


" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in us
Paingiver







There are many ways to play cygnar. Siege plays well to the ranged game since that is the most effective way to hit targets you want dead when his feat is active.

I'm a fan of the mobile combined arms approach. Stormblades are good example of this. They are a melee unit with short range guns for skirmishing but their weapon attachments have much longer range and their officer grants them assault making them a much more capable unit at range than their base unit. Minutemen put an emphasis on mobility and odd angles of attack, they may use guns but at their heart they are close range jacks that like to get in the mix.

Personal preference will play a big part in how you use your models as well. For instance, I don't care much for static gun lines and mush prefer the battle engine over long gunners.

   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

 Dais wrote:
There are many ways to play cygnar. Siege plays well to the ranged game since that is the most effective way to hit targets you want dead when his feat is active.

I'm a fan of the mobile combined arms approach. Stormblades are good example of this. They are a melee unit with short range guns for skirmishing but their weapon attachments have much longer range and their officer grants them assault making them a much more capable unit at range than their base unit. Minutemen put an emphasis on mobility and odd angles of attack, they may use guns but at their heart they are close range jacks that like to get in the mix.

Personal preference will play a big part in how you use your models as well. For instance, I don't care much for static gun lines and mush prefer the battle engine over long gunners.


so you mean the storm strider? I know cygnar ultimately comes down to a your choice of bullets or lightning but it seems odd to me to mix them like that *shrug*. Don't get me wrong i don't like static gunlines either but i have had very good results with them recently so i dunno but then again i haven't tried out a lot of things yet, nor have i tried larger point games in which to allow this experimentation. I really like the storm blade models but i couldn't help but feel with my army they don't synergize well enough as opposed to vital components like a defender or my long gunners do. I will have to make a point to experiment with them.

As far as why i like the Minute man is the unpredictability of him, He could jump enemy lines during feat turn and splode a brash caster like butcher who tends to get upclose and personal also while dealing with infantry spam like Goreshade and his bane thralls in a large explosion around himself. For me it opperates so aggressively and has so many options it seems like my utility knife that isn't affraid to do a double handed throw of a medium base into a warcaster kinda guy or maybe blast em in the face

This message was edited 1 time. Last update was at 2012/11/17 13:10:20


" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in us
Satyxis Raider






Seattle, WA

The cool thing with Seige is once you get past the Defender, squire and Reinholdt the rest of his force can be whatever you like. But what you have to remember is that the rest of his force really needs to be self reliant and not rely on buffs or focus from Seige. You need units that stand alone or ones that can be supported by your other peices.

Most competitive Seige lists I have seen usually have a mix of range and melee. Because of how the game is and how alot of scenarios work you really need units that can take and hold points or areas on the board. Or if nothing else just jam and slow up the bad guys.

Almost all Seige lists have Gunmages or the B-13. B-13 is cheap and effective. Gun mages are a great unit and can also marshall a jack like a hunter or defender. It is a great way to add a second shooty jack. I like the hunter. With snipe, you often can Aim. And the Hunter has a pretty good RAT so you can save the marshall boost for the DMG.

Arlan is not only a jack marshall, but is a mechanic among other things. He works well marshalling a hunter or defender as well. He can also provide extra focus to help Seige out. Between the focus and the marshal bonus he can fully boost a single shot.

Precursors I think should work well with Seige. They are relatively self sufficient (and can't be buffed by spells anyways) and don't block LOS for your own guys, just the enemy. You can get Rhupert (a merc) to go with them to help buff them.

Stormblades are popular. And if a Jr Warcaster casts arcane shield on them then they can become relatively tough. Jr can also run a shooty jack and provide boosted hand cannon shots.

I don't like sword knights with Seige as there isn't much synergy or buffing going on.

Also realise that Cygnar has the greatest access to mercenaries of all the 5 main factions. Units like Forgegaurd, Boomhowlers and Nyss all can work well with Seige. They tend to do well on their own with minimal buffing. Maybe add Rhupert or Jr. If you really want to see the full options that Cygnar truely has then you want to get the mercenary book (or app). I'd say that you more than double your access to troops and have a plethora of useful solos. Some people prefer pure Cygnar. And if that is your thing then cool. But if you want options, especially in a competitive environment, then you definately want to check out mercs. Seige in particular plays well with mercs becasue he doesn't really have any friendly-faction only stuff.

For the jacks you mentioned they are all good. Defender and hunter both play really well with Seige and our jack marshalls. Charger and Minuteman both really need to be part of a battlegroup, IMO. And Seige really only likes one jack in his battlegroup. He just doesn't have the focus to spend on multiple jacks. And both the Charger and Minuteman require lots of focus. If you have 4 or 5 points left to spend you are proably better off spending them on a sentinal (mostly for shield gaurd) or B-13.

That said, I am playing in a jack heavy tourny this weekend (I only have 10 points to spend on non jacks in my 35 point list) so Seige is having a Stormwall and a Minuteman in his battlegroup. I am intending to run the minuteman as a second wave to either clear out units or assasinate. Flak field + Feat is just juicy to me! Seige can also help clear shooting lanes for the minuteman. I figure I will end up dumping focus on the minuteman once the Stormwall is dead. Theory could work, but not sure how it will work in reality. I just hope Seige gets the chance to lay down alot of rockets.

Speaking of Stormwall...It works great with Seige. Not only does it shoot, but it gives him a very legitimate melee threat if the bad guys get too close. Noone can ignore 4-5 pow 20 fist strikes.
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

 Mordekiem wrote:
The cool thing with Seige is once you get past the Defender, squire and Reinholdt the rest of his force can be whatever you like. But what you have to remember is that the rest of his force really needs to be self reliant and not rely on buffs or focus from Seige. You need units that stand alone or ones that can be supported by your other peices.

Most competitive Seige lists I have seen usually have a mix of range and melee. Because of how the game is and how alot of scenarios work you really need units that can take and hold points or areas on the board. Or if nothing else just jam and slow up the bad guys.

Almost all Seige lists have Gunmages or the B-13. B-13 is cheap and effective. Gun mages are a great unit and can also marshall a jack like a hunter or defender. It is a great way to add a second shooty jack. I like the hunter. With snipe, you often can Aim. And the Hunter has a pretty good RAT so you can save the marshall boost for the DMG.

Arlan is not only a jack marshall, but is a mechanic among other things. He works well marshalling a hunter or defender as well. He can also provide extra focus to help Seige out. Between the focus and the marshal bonus he can fully boost a single shot.

Precursors I think should work well with Seige. They are relatively self sufficient (and can't be buffed by spells anyways) and don't block LOS for your own guys, just the enemy. You can get Rhupert (a merc) to go with them to help buff them.

Stormblades are popular. And if a Jr Warcaster casts arcane shield on them then they can become relatively tough. Jr can also run a shooty jack and provide boosted hand cannon shots.

I don't like sword knights with Seige as there isn't much synergy or buffing going on.

Also realise that Cygnar has the greatest access to mercenaries of all the 5 main factions. Units like Forgegaurd, Boomhowlers and Nyss all can work well with Seige. They tend to do well on their own with minimal buffing. Maybe add Rhupert or Jr. If you really want to see the full options that Cygnar truely has then you want to get the mercenary book (or app). I'd say that you more than double your access to troops and have a plethora of useful solos. Some people prefer pure Cygnar. And if that is your thing then cool. But if you want options, especially in a competitive environment, then you definately want to check out mercs. Seige in particular plays well with mercs becasue he doesn't really have any friendly-faction only stuff.

For the jacks you mentioned they are all good. Defender and hunter both play really well with Seige and our jack marshalls. Charger and Minuteman both really need to be part of a battlegroup, IMO. And Seige really only likes one jack in his battlegroup. He just doesn't have the focus to spend on multiple jacks. And both the Charger and Minuteman require lots of focus. If you have 4 or 5 points left to spend you are proably better off spending them on a sentinal (mostly for shield gaurd) or B-13.

That said, I am playing in a jack heavy tourny this weekend (I only have 10 points to spend on non jacks in my 35 point list) so Seige is having a Stormwall and a Minuteman in his battlegroup. I am intending to run the minuteman as a second wave to either clear out units or assasinate. Flak field + Feat is just juicy to me! Seige can also help clear shooting lanes for the minuteman. I figure I will end up dumping focus on the minuteman once the Stormwall is dead. Theory could work, but not sure how it will work in reality. I just hope Seige gets the chance to lay down alot of rockets.

Speaking of Stormwall...It works great with Seige. Not only does it shoot, but it gives him a very legitimate melee threat if the bad guys get too close. Noone can ignore 4-5 pow 20 fist strikes.


I appericate the advise you've given so far thanks.

Heard any good reviews about trenchers after the enemy closes in and charges?

" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in us
Satyxis Raider






Seattle, WA

Most people poopoo trenchers as being too expensive for what they do and say there are generally better and cheaper models to do what they do.

I never really have messed with them much. The main #1 reason I choose cygnar was gunmages. So I got the B13, gun mages and the UA very early on. So my lists tend to be very gun mage heavy.
   
 
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