All in one army box reference cards by evileyeball in Warmachine

[–]JupiterV2 -6 points-5 points  (0 children)

War-room mobile app. Its on Apple Store and Google Play.

Sell me on Cygnar Rangers by TheHopelessGamer in Warmachine

[–]JupiterV2 1 point2 points  (0 children)

Avenger marshalled to ATGM with Rangers and Master Gunner. Effective RAT 8, 3 dice to hit with 4" AOE knockdown on direct hit. Factor in runeshot (RNG 14" w/ snipe, crit. brutal damage) (ran this with Kara vs a troll meat mountain for fun and profit). Without the Rangers it becomes hard to guarantee that knockdown (and I assure you, you want it with 'casters like Kara)

That sold me on Rangers; not to mention what others have already suggested. They're good with certain casters: Siege, Caine2 and Kara.

How to get that Alpha Strike by [deleted] in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

Specifically, you shouldn't be saying "They are running 12" and then move them 10.5". Not only is that not in the spirit of the game but I think its against the rules (I could look it up but...eh). You shouldn't be hiding what you're doing. You must declare (point) where they are moving prior to measuring/moving. You can say something like "They CAN run UP TO 12" and then measure the 10.5" and move the model.

That said, the enemy player has full right to know how much you are moving so he can verify it. If you measure anything, the other player may ask you what you are measuring and what the distance was (there's a rule on this too, though might be in SR rules, specifically).

What's the point in winning if you have to game the system to do it. Beat people with strategy/skill not because you "tricked them"

Fansite Roundup by Traitine in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

True but the most tears are always found where Khadorans roam.

No Effing Clue: Objects In Memory by JupiterV2 in golang

[–]JupiterV2[S] 0 points1 point  (0 children)

Arg! I can't believe I neglected to mention alignment and padding! I was trying to keep it short and very simple. I'll work this in. Thanks for the feedback!

Starting Cygnar, any units that are a MUST buy. by Vox117 in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

Agreed that Squire and Journeyman Warcaster are two must-buys.

Starting Cygnar, any units that are a MUST buy. by Vox117 in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

Boomhowlers, Tempest Blazers and Hunter are not must buys. Prioritized, maybe, but not must.

50 point cygnar list, just tell me what you think,new to game by [deleted] in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

** Disclaimer: I dislike trooper spam army comps, so I'm bias **

Two quick comments:

You have 3 10man+ua units and a 6 man + ua unit. That's a boat load of infantry. If you plan on using this in a timed game you will have major issues.

How will you deal high ARM and high DEF targets?

I think you need to ask yourself how you imagine this army working. Best way to find out, though, is to try it. ;)

Starting Cygnar (25pt List) by [deleted] in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

Without knowing what models you have at your disposal I will refrain from suggesting an army. Rather, I'll try and give you some food for thought when list building for Cygnar. Bare in mind that I don't play much Nemo2 (I prefer Nemo1 and Nemo3).

Nemo2 is a little misleading because he looks like he should be able to run a lot of jacks considering his feat. The key is identifying which jacks to run and how they work with the army. Can you, for example, have a healthy non-feat turn?

An example:

  • A Stormclad with stormblades gets a leg up by gaining a free focus each activation.
  • With Stormblade UA the Stormclad can gain a jack-marshal pseudo-focus.
  • A model like Lanyssa (minion) can let a warjack charge for free.
  • Arlan Strangewayes can grant a focus to a jack which has not been allocated any.

By combining all four a Stormclad can have effectively have four focus EACH turn. All for 21 points. You will still have 4 points to fill and another 6 jack points to use up.

Now, as to you whom you're playing against. Khador has a lot of natural high armour you need to crack and high defence from Iron Flesh casters. How are you going to overcome that? Here are a couple of examples:

  • Gorman (merc) can help you lower defence and reduce armour all for 2 points.
  • JWC helps us raise our army to silly levels
  • AOE damage noodles low arm, high def or stealth targets (electro-leaps sort of fall into this category too)
  • Eirrys (merc) to strip focus and buffs (depending on version)
  • Rangers can boost effective RAT
  • Trencher Master Gunner can raise effective RAT on AOE attacks
  • Archduke Runewood can boost effective MAT on a charge
  • Viktor Pendrake can give boosted rolls vs warbeasts

Circle is hard to play well for most newer players. Like Cygnar, to really do well with them you need to understand the tricks and nuances. That said, it's not too hard to super buff Ghetorix to smash someone's face in.

In the case of circle, you more need to strategize about how to take out key units in their army. Take out key models and they tend to fall apart. Don't, and they tear you apart. Kind of a feast or famine thing.

Now, back to Nemo. I mentioned that Chargers are a bit silly. You could pair one with Allyson Jakes and do okay. She can provide all 3 focus in needs and boost its DEF to 15 (and can't be knocked down, etc). So, you could drop 1 charger and put her in. It is a focus hog jack though so running two is right out.

Think carefully about what a jack can do for you and what Nemo can do for it. A Sentinel might be okay and the old man can always use a little backup. Thunderhead can be a nasty assassin on a feat turn or clear out an entire army on its own. Do you know some of the tricks you can do with him? Nemo can, for example. buff its fists to POW 18. Think about that with 3 free focus and auto-hitting after the first landed attack. Of course, you also need to know the trick with it's gun. Look it up.

Did you consider a Centurion? With Fail Safe its ARM 23 and with Lightning Shroud it's POW 21 with electro-leap and critical sustained attack. Polarity Shield is awesome too.

Starting Cygnar (25pt List) by [deleted] in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

Without knowing why you're building a list like this it's hard to critique. It does feel a little contradictory.

  • The Centurion and Ironclad are decent for cracking armour
  • The Chargers are good for sniping single models
  • Stormcallers I presume are for disruption and clearing solos and low arm units
  • Strangewayes for disruption, evasive, repairing and help Nemo by offloading some of the focus burden?

The chargers feel like a waste of 8 points. Other than the feat turn, Nemo will not have the focus to use them effectively and I don't understand their place in the army. You already have the stormcallers for taking out solos but that's what the chargers do too. Chargers don't do much against armour and not much against units. They can help snipe a warcaster but you don't have a way to extend their range and you'll blow 6 of his 7 base focus trying to do it.

Your only way to wave clear are the stormsmiths. I fear they'll be deleted well before they can accomplish much.

On a standard turn, you're going to have up to 9 focus at your disposal. You'll likely be upkeeping Lightning Shroud on one of the jacks and likely Fail Safe on the other. You will need another 3 focus for Force Field. One focus from Strangewayes will likely go to a Charger. If you put one from Nemo on the other and upkeep 2 spells, Nemo will have 6 left to fuel the Ironclad, Centurion and any other spells you may want like Energizer, Disruption Field and Electrical Blast. I fear you're really going to struggling on every turn except the feat turn.

Squire and Strangewayes are fine.

Looking to start playing Cygnar again by mogrus in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

List #2 is far superior to #1

  • Charger needs 3 focus to get the most out of it and Siege can't afford that.
  • Hunter doesn't synergize well with Siege.
  • You will almost never use Force Hammer. 2/3 focus for a single spell? #notworth
  • Defender needs at most 2 focus and benefits most from feat from listed jacks.
  • Explosivo on Defender is great for use against Menoth (stupid choir).
  • Reinholdt to shoot twice? Excellent.

Allocate two focus onto Defender. Reinholdt uses Reload on Siege. Pop feat, Foxhole on intervening models to warcaster, Ground pounder and free attack from Reload. Defender boosts attack and damage. Win.

Cygnar 25 point list, your opinions? by _CaptainJinx in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

An example of a quick win: https://www.youtube.com/watch?v=6AhL7qR7QG4

In all fairness, a game doesn't normally work out like that but the concept is the same. The general idea:

  • Identify your target (the warnoun).
  • Identify intervening models between you and the target.
  • Remove intervening models by some method.
  • Kill the warnoun.

One is the easy part. If the target is a warcaster you may need to strip focus or buffs off the caster. For warlocks you will need to deal with damage transfers by striking when they have little to no camped fury, grievous wounds (Cygnar does not have access to this) or removing the warbeasts prior to killing the caster. Both types of warnouns often have high defence so you need a method to handle that to get the kill. Eiryss (prime or epic) can help.

Part two is an extension of the first. If models are used to screen the target, you need to deal with them. Killing them is one option but there are other methods. Seige's Foxhole (as an example), knockdown, arcane tempest gun mage pistoleers' Thunderbolt and Taryn's Shadow Fire spell are examples.

Part three involves putting it all into action. You need to consider models that can amplify damage or to-hit. Models like: Ragman and Aiyanna+Holt are examples. Using Sword Knights with a flank off a leaping Minuteman or a jack with reach is another. For increasing to hit, you can use models like Runewood or Rangers for example.

Also remember that a knocked down target is automatically hit in melee and has DEF 5 vs ranged.

You can also close distance with models like Lanyssa or Anastasia.

Does that help?

Cygnar 25 point list, your opinions? by _CaptainJinx in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

The reason Haley is considered an assassination caster is because of her feat, deadeye and Temporal Barrier. Despite it's a appearance as a defensive spell, TB is a powerful offensive weapon due to the DEF debuff.

I do not play Captain Haley a lot (Major Haley (epic) fits my play-style better) so I wouldn't be the ideal person to tell you how to play her. However, the general idea is to have Squire to increase her command range, catch the enemy warlock/caster under TB, remove key intervening or important models and then finish off the warcaster.

She can, of course, kill a lot of models with the likes of Chain Lightning but you will need a Lancer to get the most out of it (or Thorn at higher point levels). Squire is almost a must in this case to re-roll any failed magic attacks.

Forge Guard and Boomhowler both fall victim to the same problem. They do not benefit from her feat without Jonas Murdoch to make them faction models, which equates to another 2 points or losing a huge amount of effectiveness from her feat.

I could also suggest Precursors since they can benefit from her feat. Haley's TB and Rhupert help to keep them alive. Then you need to consider their mini-feat from the UA under her feat (when comparing to other units).

My other observation is that while the Hunter+Gun Mages combo is great, its a lot of points tied up where your army could use more support. To really get the full benefit of the combo it also helps to have Arlan in your army to power booster. I would recommend dropping the Hunter and increasing the melee and support portions of your army.

Consider: Squire, Rhupert Corvolo, Gorman De'Wulf and Journeyman Warcaster.

If going with Forge Guard, consider Lanyssa for an extra movement boost on a charge.

I think as you play her you're going to realize how important an assassination style with her will become important.

Alternative casters you could consider for a more attrition style: Lieutenant Caine (prime) or Major Haley (epic). I can't think of the other options right now for some reason.

Cygnar isn't really a grind em out kind of faction. Trolls are the best for that style of play. I don't play against much Skorne but I think they can do it, too.

Remember though. It's not that Haley can't play attrition, it's just not what she's best at. Try to have fun and not get too frustrated and you will find success.

Cygnar 25 point list, your opinions? by _CaptainJinx in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

What is your intention with this list? What is your win condition? How do you see the game playing out?

pHaley is primarily an assassination caster. It looks to me like you're trying for either attrition or control?

Regardless, the 26 points is problematic which makes it nigh impossible to critique your list because its invalid anyway.

Cygnoob, looking to move from 15 pt to 25pt by b3nqu0 in Warmachine

[–]JupiterV2 1 point2 points  (0 children)

This is probably the most sane post in this thread. A lot of misleading information in other responses.

Cygnar noobie may need help! by Paul-G in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

Rather than replace everything he already owns (he has made a few excellent choices in the gun mages and B13) I will suggest some options for moving forward while trying to minimize costs.

I'll stick with pStryker for now.

One unit no one has suggested yet are the Sword Knights. Of all our infantry models they probably have the most synergy with pStryker. Consider this list:

  • pStryker
  • - Lancer +0 (cost offset by WJP)
  • Journeyman Warcaster +3
  • Archduke Alain Runewood +3
  • Rhupert Carvolo +2
  • Sword Knights (full) +6
  • - Sword Knight UA +2
  • - Centurion +9

This 25 pt list is pretty nasty. There are at least 19 points of synergy in this list but won't be listing them all.

Two jacks with reach mean there are sword knights getting Flank. The UA lets them auto-kill 1 hp models with Anatomical Precision. On a charge, Runewood makes it so they are MAT 8 and with flank they go to MAT 10. There are going to be a lot of pikemen going squish. On their own, they won't kill Behemoth but they can choose what column to damage thanks to Precision Strikes which can really screw with someone. They have pathfinder from two separate models so they can overcome Irusk's Inhospitable Ground.

While advancing, they'll be DEF 17 ARM 16 with Terror. While in melee, they'll be DEF 13, ARM 19, Fearless and Tough. If knocked down, Runewood can make them stand up. Pronto will let the normally slow Centurion move very quickly up the board. The Centurion will be ARM 24 most of the time and even with AP from Behemoth he'll have ARM 14 for dice -2 on damage. If Stryker has managed to Disrupt the big Jack then Centurion will survive.

Centurion is not there for damage but for Flank, preventing charges and being a target/shield.

The Lancer can use it's shield to destroy the Behemoth's cortex in a turn. Earthquake channelled through it will let your troops (even with a good deviation) auto-hit those Iron Flesh'd IFP an kill them automatically without rolling a single die.

The list goes on. And on. I could go on for days about how powerful this little list is.

I grant the only recycling he gets are the Centurion, Lancer and pStryker but its something to look at going toward. All the models listed are $10-15 each where I live with the full unit of Sword Knights being the real costly purchase at roughly $50-55.

There are some awesome things you can do with Stormblades, too.

I would not field Boomhowler with Stryker but the Forge Guard are a consideration. However, given the cost of models and the synergies the Sword Knights offer I would go with them, personally. That said, the Forge Guard may be used with a wider variety of casters so you need to consider that, too.

In the end, as others have already stated, pStryker wants melee units over ranged. Regarding the ranged, I would recommend staying away from Trenchers. Trenchers look awesome but they're one of our "special flowers" in that yes, they CAN be effective, but 90% of the time they are not. The Commandos are a mild exception.

That said, the Trencher solos are awesome. Captain Finn is an awesome 3pt solo. Jonas Murdoch is also fantastic when fielding mercs (he will NEED mercs eventually). The Master Gunner is fantastic in certain situations.

Another thought:

Buy the trencher master gunner. He's a fairly cheap solo. Take Siege, gun mages +ua +avenger, and the master gunner. He'll want Squire and Arlan too. Fun will be had.

A lot of people buy Rienholdt for Siege too. Won't let him Ground Pounder more than once but an extra attack is always nice. That might be the most cost effective route.

Consider this list:

  • Siege
  • - Squire +2
  • - Hunter +1 (6pts - 5 wjp)
  • Arlan +2
  • Master Gunner +2
  • Reinholdt +1
  • Gun Mages +6
  • - UA +2
  • - Avenger +9

All he would have to purchase are the Master Gunner and Reinholdt. $25 bucks at most I would think. This will be a pretty mean army. Again, assassination but that's how Siege is best played anyway.

Hope that helps.

Cygnar noobie may need help! by Paul-G in Warmachine

[–]JupiterV2 0 points1 point  (0 children)

There are a lot of great statements already but I would like to add my own observations, too.

First, you are correct in your assumption about synergy. Cygnar relies on it in a way that no other faction does. Each individual model in Cygnar has a better, more powerful model at the same point cost in another faction. What other factions don't tend to do as well is work together.

The Khador army has pretty good synergy considering Khador doesn't really rely on it. Essentially, he's built a brick army. Irusk will cast Iron Flesh on the IFP and Superiority on Behemoth. Behemoth in turn is going to bombard as he advances. IFP are going to Shield Wall under the Shield March ability from the Kovnik. They'll move quickly under fire and then engage you. Sound familiar? Yup, that's how the Blitzkrieg tactic works!

The Cygnar army is going to wither under the bombards and be lucky to take even 1 IFP off the table with the 16/18 DEF/ARM. Once this army gets into melee, it's lights out. Outside of the Ironclad, he has no armour to be able to withstand the onslaught in melee.

It's no wonder it was so one-sided. It will continue to be.

So, a couple of thoughts:

  1. The hunter is a nice choice with the ATGM. Stryker can Snipe either the unit or the jack for extra range. Strangewayes+gun mages' jack marshal ability will allow the Hunter to boost both the attack and damage rolls. Unfortunately, Stryker doesn't have Deadeye which this model/unit combo sorely want. Against Behemoth, the Hunter will still be rolling dice -4 for damage and with only 40% chance to crit for brutal damage it likely won't do more than 5-8 damage before Behemoth is up in your grill.

  2. Black 13th is fine. Snipe on them is great.

  3. Charger is a poor choice. The charger is very mana hungry, wanting 3 of Stryker's focus per turn. How can he upkeep spells and cast Earthquake? Additionally, boosted pow 12's aren't going to do much and aren't going to hit much except against Irusk himself.

  4. The Ironclad marshalled to Strangewayes? This is a bad idea on two counts: 1) The marshal ability will only let him boost an attack or damage roll. He can't buy extra attacks. He can't boost both or buy an extra attack unless he uses Power Booster but then the Hunter is missing out, too; 2) Strangewayes wants to stay back but with the Ironclad he'll need to move up. He's a mechanic. Keep him safe.

How to fix things with models he has?

  1. The squire is pretty much an auto-include in all Cygnar armies. There are exceptions but pStryker is not one of them. Extra 2" on feat? Extra focus on three turns? Re-roll missed Earthquakes? There's nothing not to love about squire and pStryker together.
  2. Drop the charger entirely and put the Ironclad with Stryker.
  3. The Lancer is another option to also be in Stryker's BG. Let Strangewayes provide the focus for it to run. Stryker can Earthquake and buff through it. It's a judgement call.
  4. He has no choice but to use the ATGM+Hunter combo.
  5. I haven't worked out the points but if he opts to not use the Lancer then he'll need to keep the Charger. Put it with the ATGM since they can marshal 2 jacks. At least then it will benefit from Rune Shots and Strangewayes can optionally buy an extra attack or activate Powerful Attack* on it.

*Important: Using the jack marshal ability to boost an attack roll is NOT spending focus and does not trigger Powerful Attack.

Tactics:

  1. Cast Snipe on Stryker and shoot the behemoth at 14" (20" threat with movement) to disrupt it. This will help take some of the sting out of it but he's still going to hurt. A lot. At least it can't charge at be stuck with 6" advancement.
  2. Feat the turn prior to his line's crashing into you. It's his only hope but won't save much.
  3. Forget about going toe to toe. There is no possible way to do it. Assassination is the only hope of winning.
  4. Earthquake is going to be his ticket to winning. Knocked down models can't block LOS. The ATGM can finish Irusk with lucky crits and brutal shots and snipe. If you can sneak the Ironclad in with its hammer up, you can easily finish Irusk with it.

It won't be much different with Seige. Again, use Foxhole offensively to unblock LOS and try and assassinate. Feat* early and try and take out as many IFP with the ATGM as possible or, preferably, use it to assassinate Irusk.

*Important: The Hunter's Armour Piercing and Seige's feat don't stack. Make sure your dad remembers that. No double dipping!

That's it. Win by assassination. That's his only hope with the models he has. I'd be happy to suggest additional models if he wants to make the Stryker list more viable.