Showing posts with label Warmachine Wednesdays. Show all posts
Showing posts with label Warmachine Wednesdays. Show all posts

Wednesday, April 2, 2014

Warmachine Wednesdays: The Lancer

For various factions in WarmaHordes, you have your iconic pieces. Whether through art design or in-game execution, some models just scream "MY FACTION IS X," and for Cygnar, the starter that best represents their focus on technology is the Lancer. On its own, the Lancer is a dinky unit. Less speed than a Cryx bonejack, hit power equal to some infantry units, there's really only one reason to take the Lancer with you into combat, and that reason is that it fucks up other 'jacks*. A lot of people focus on the weapons a model has in WarmaHordes, which is pretty standard reasoning. Obviously, you're going to be concerned about that thing that's poking your units to death.
However, this thought process will get you thoroughly messed up coming against a Lancer, who has a Shock Shield. Every time the shield remains non-crippled and the Lancer takes a hit? That's a box off your opponent's 'jack's Cortex. Every time it hits with the shield? Another box off the cortex. Loaded with focus, a Lancer can permanently hamstring the capabilities of an enemy warjack every turn. And this is an ability only 'jacks from Cygnar possess. Used with the base-box Stryker1's disruption abilities, you can effectively neuter two different jacks in one turn.
It should be noted that the Lancer also comes with an arc node, which can come into some use during battle, but if your Lancer is using his Shock Shield engaged in b2b, remember he can't be used to channel anything.
*Warbeasts do not have Cortex boxes, and therefore the only reason to bring a Lancer into battle with them is for its arc node which, as stated above, has limited functionality.

Wednesday, March 19, 2014

Warmachine Wednesdays: The Ironclad

There's not much one needs to say about the default Cygnar beat-stick. The Ironclad has solid hit boxes, good accuracy with melee, and a hand weapon that's capable of putting serious dents in Khador 'jacks.
Despite lacking the nigh-excessive survivability of their northern red neighbors, the Ironclad can take a few solid hits, especially when you factor in that there is really only one arm you need to be especially concerned about. Some of the best strategy that's worked for me with the Ironclad is immediately moving it into combat with the biggest 'jack in your opponent's army, or getting it entrenched with a lot of short-range targets. This negates the main problem involved with losing movement abilities and, to be honest, with the Ironclad's above-par MAT, losing its cortex isn't much of an issue, either.
Used in conjunction with jacks or casters who can inflict Knockdown on the Ironclad's target makes his tactics almost too simple. Auto-hitting with a significant bonus to damage means that almost nothing can stand against this 'jack for too long.
I'm assembling a Stormclad at the moment, for use in conjunction with some Stormblades I have yet to paint up and complete assembly on, so we'll see if this guy gets replaced or simply becomes a necessary adjunct to my lists.

Wednesday, March 12, 2014

Warmachine Wednesdays: The Charger

A significant model for Cygnar, the Charger offers the first hint about the ranged superiority of the blue faction. With a decent range that is meant to be boosted with spells like Snipe, and the ability to boost attack and damage rolls on its gun by spending a single focus point, AND a rate of fire that allows two shots per activation; all this means that the Charger is a focus hungry, but damn effective, light 'jack.
All-but perfect for plinking those multi-HP high-defense targets, if you can get the charger in range of something that doesn't come with insane armor, it can likely put the hurt- if not the unit- down. About the only issue with the Charger is that its damage is negligible when used against Khador heavy jacks. However, if you can manage to get it line of sight of a Warcaster, you'll likely be able to knock off a significant number of damage boxes, and either put the stress on an ill-prepared opponent, or begin one hell of an assassination run.
As the only warjack I own that has significant range abilities, I'm looking forward to purchasing some other Cygnar ranged 'jack options; however, my main opponent right now is Khador, so I find myself needing to tailor lists to focus on high damage in order to at least threaten punishment to my opponent.
We'll see what I can manage for my next purchase. It would be interesting to field an exclusively 'shooty' (or dakka) army.

Wednesday, March 5, 2014

Warmachine Wednesdays: BR 2.27.14 (A Comedy of Errors)

So, last week I held my fourth skirmish against my good friend Susan, a quick, enjoyable 26 pointer on some really interesting terrain. I tried to use my phone to capture the truly epic scale of the battles and ended up taking blurry shots not very frequently.
Such was only one of the myriad errors that plagued this particular battle.
The Lists:
Cygnar (26 pts)Khador (26 pts)
Stryker1Sorcha1
SquireWar Dog
IroncladDestroyer
LancerJuggernaut
MinutemanWidowmakers
ChargerWidowmaker Marksman
Arcane Tempest Gun MagesDoom Reavers
Arcane Tempest Gun Mage OfficerGreylord Escort
What I tend to love about Cygnar is that our 'jacks tend to cost much less than Khador 'jacks (because we actually have light warjacks), so we can field more while keeping to a decently low point system.
For initiative, I ended up rolling lower, and was told to go first, possibly because of the advantage I had going second in our previous battle. We arranged armies, set up our advance groups, and began our first turn.
Cygnar Turn 1:
Stryker allocated 3 focus to the Minuteman, spent 2 to cast Arcane Shield on the Minuteman, and kept one for himself. I didn't pull any focus from the Squire on turn 1, as it didn't seem like Stryker needed any extra focus in the first turn for either extra spellcasting or buffing his 'jacks.
The Minuteman moved his six inches toward the Widowmakers in concealment, intending to get as close as possible before firing off two shots from his slug guns. He leapt across the river magnificently, but, sadly, Stryker totally forgot that Snipe would have been of so much goddamn use on the Minuteman for Turn 1, and so the two extra focus on the Minuteman went to utter waste, and he was left standing on the far side of the river with nothing to do but grind his gears.
The Ironclad, Lancer, and Charger advanced their regular move speed, being sure to remain on the Cygnar side of the disputed river, and Stryker and the Squire moved up behind the Ironclad to benefit from blocked LOS from the Widowmakers while preventing the Destroyer from using Arcing Fire to circumvent the Ironclad's cover.
The Arcane Tempest Gun Mages moved into firing position across the river from the Doom Reavers and prepared for their inevitable charge. Thus concluded Cygnar's turn.

Khador Turn 1:
Sorcha, in Khador's first mistake of the game, cast Boundless Charge on her Doom Reavers, forgetting that they can't be the direct target of spells, whether friendly or hostile. This can be seen as a continuation of Khador's misuse of the Doom Reavers, as The Butcher had cast Iron Flesh on them in our previous battle. She then cast Wind Rush and double advanced forward onto the bridge, gnashing her teeth at her inability to use her feat.
The Doom Reavers ran (i.e. did not charge) and totally forgot that Boundless Charge's bonuses only work on a charge. They splashed into the shallows on the Cygnar side of the river- probably a creek, actually- and ended their activation.
The Destroyer and Marauder advanced forward, but were unable to keep up with Sorcha, while the War Dog was able to run and heel to his mistress. The Destroyer fired on the Minuteman, missed, but the AOE was still in the vicinity of connection, but a 1/2 POW roll couldn't penetrate through the Minuteman's buffed armor. Khador then prematurely ended its turn without activating the Widowmakers.
Cygnar Turn 2:
Stryker, now potentially threatened by all those Widowmakers on his side of the river, took an extra focus from his squire, again allocated three focus to the Minuteman, gave three to the Charger, and one to his Lancer. Allowing Arcane Shield to expire, he then turned tail and fled into the forested cover to his left, the Squire following in his footsteps, and popped his feat, Invincibility.
The Minuteman, flush with focus and in wonderful range of his hated enemies the Widowmakers, advanced 4" towards them, then spent a focus to leap into their midst, landing b2b with three of them, and setting off his Flak Field, killing the Marksman and two vanilla Widowmakers. His extended Flak Field range was not enough to kill the closest Widowmaker to him, and so he fired on both remaining Widowmakers, killing the closest to him but missing outright with his second shot. The remaining Widowmaker made its command check, however, and stayed in the fight.
The Arcane Tempest Gun Mages made their command check to stand firm and fired volley after volley into the Doom Reavers, managing to kill three out of six of the main troopers, as well as their Greylord Escort. The Charger killed another, and the remaining two were knocked down but made their Tough rolls. In a last-ditch effort, the Lancer charged one of the knocked-down Reavers but still couldn't manage a kill. After that, the Ironclad stomped into position near the knocked-down reavers, blocking any access they may have had to Stryker.
I'm still not 100% sure if Gun Mages could use their Rune Shot abilities against Doom Reavers...as they're not really spell attacks per se, just spell effects...So not sure if that was a fuck up or not. Thus concluded Cygnar Turn 2.
Khador Turn 2
Sorcha began her turn by advancing to the end of the bridge and firing at Stryker with her gun and a Razor Wind attack. Luckily, both missed. The Destroyer moved forward again and tried a shot at Stryker, but again concealment was his friend and caused the shot to deviate to a point where it couldn't hit anything.
The War Dog moved up to heel with Sorcha, and the Doom Reavers stood and attacked the units adjacent to them, dealing little damage when hitting. The remaining Widowmaker moved adjacent to the Destroyer and fired at the Minuteman, missing. The Marauder ambled up closer to Sorcha, but still couldn't match his mistress for speed.
Sorcha concluded Khador's turn without using her feat, Icy Gaze.
Cygnar Turn 3
Stryker began his turn taking another focus from his Squire, and preparing an assassination run, throwing a focus on his Lancer, and two on his Charger. He then cast Earthquare on Sorcha, boosting the attack roll to ensure a hit. Luckily he didn't need to use the Squire's re-roll ability, hitting the Khadoran warcaster on his first try. The AOE of Earthquare knocked down Sorcha, the War Dog, and the Cygnar army's Lancer. Finally, he took a shot at Sorcha, dealing a little bit of damage.
Next, the Minuteman moved adjacent to the final Widowmaker and used Flak Field to kill it outright, wiping out the sniper unit entirely.
The Gun Mages continued firing on the Doom Reavers, killing one and knocking down the other with a tough roll, freeing up the Lancer and Ironclad for an assassination run on Sorcha. The final Gun Mages took a few more shots at Sorcha, hitting, but dealing little damage. The Charger fired both barrels at the knocked-down Sorcha, getting her HP to the red and, finally, the Ironclad stomped over to her and administered the coup de grĂ¢ce, ending the battle.

Final Notes
It looks like my previous tactic of matching Stormblades against Doom Reavers was ill-advised, as a good group of ranged units had a much more successful career against them. The Minuteman again proved to be amazing decimating the Widowmaker unit, though sometime soon my opponent will figure out a tactic to counter that strategy.
I suppose it's also time for me to invest in another Cygnar warcaster to see how strategies change between different army leaders. I'm really enjoying the shootiness of Cygnar, so perhaps Allister Caine will be my next investment, though warjacks are a hell of a lot of fun, so perhaps Jeremiah Kraye is also a good choice. We'll have to wait and see.
Lastly, this is my fourth victory as Cygnar; my third against my nemesis Susan's Khador. I can't wait for the next rematch.

Wednesday, February 26, 2014

Warmachine Wednesdays: The Minuteman

The distinction of the first mini I painted to completion* in my Cygnar faction army goes to the Minuteman, a vicious piece of metal and guns that practically screams badass.
Combining two short-range slug guns and two open hands with an almost-overpowered Leap ability synchronized with an auto-hit super short-range AOE makes this light 'jack a nightmare for anything it encounters with a same-sized or smaller base, especially when loaded with focus. As evidenced by my last combat engagement against Khador, even the feared Widowmakers were all-but annihilated by the movement range and variety of attacks offered by the Minuteman; but he really came into his own against the enemy Warcaster, executing a by-the-numbers Two-Handed Throw and thus initiating a vicious assassination run which won the battle.
Though I found no concrete synergy in this battle under Stryker1, future battles will determine exactly how much the two units have to offer each other in terms of speed, range, and damage-dealing opportunities.
Until next week, WarmaHorders.
(*Completion is a strong word, as he still isn't sealed yet.)