Editing
Warmachine/Tactics/Cygnar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Units=== *'''Arcane Tempest Gun Mages:''' A toolbox unit, but not good at head-on fighting. Lots of trick shots that give their already solid ranged firepower a nice boost, sadly they are very fragile and don't really deal with heavy armor or high defense well. **'''Arcane Tempest Gun Mage Officer:''' The best ranged 'jack marshal in the game, sadly, jack marshaling isn't what is used to be. *'''Long Gunner Infantry:''' Pretty much just stand and shoot, combining your attacks and firing twice. That's about it. The sledgehammer of your ranged firepower, these lads can double up to gun down even some heavy infantry with lots of Pow 12 shots or focus-fire down priority targets with two Pow ''20'' ranged attacks at a RAT of "Hope I roll snake-eyes, bitch." On the other hand, they have some weaknesses: crap melee abilities mean that they need to be ''far away'' from anything that could engage them, crap defensive abilities mean that templates will obliterate the poor bastards, needing line of sight to their targets can mean awkward formations, and Stealth fucks up their shit. Pair them with a caster that accentuates their strengths, like Siege's Foxhole or anyone who can plop Snipe onto them. **'''Long Gunner Infantry Officer & Standard:''' This command attachment allows the Long Gunner's to see through each other when shooting, and gives extra accuracy when the enemy is bearing down on top of you. *'''Precursor Knights:''' Coming soon. **'''Precursor Knight Officer & Standard:''' Coming soon. *'''Rangers:''' ''Yes.'' Rangers buff the hell out of your army, and they're excellent light-to-medium infantry killers in their own right with their own ranged attacks and ability to benefit from their own Mark Targets. If you have the points free, a unit will never steer you wrong, unless you're playing some kind of ''super'' melee-heavy list. However, with changes to the RAT of Cygnaran 'jacks and the overall shift away from DEF skew and towards ARM skew, they are no longer the auto-include they once were. *'''Storm Lances:''' God's gift to Cygnar. Have you ever wondered, "gee, I think Cygnar doesn't have enough Broken shit so how about we give them possibly the BEST models in the game?" These guy's are the answer. As cavalry they have prodigal threat ranges, are Cygnar's ONLY multi-wound warrior models, and pack a serious charge punch. However, thats not what makes them shine: remember, this is Cygnar, even our swords shoot you, and the Storm Lances do that in spades. With a combination of assault and decent range, good POW guns, they are one of Cygnar's most potent ranged units, despite being MELEE models. *'''Stormblade Infantry:''' Powerful, but fragile. Their armor will protect them from blast damage and little else, while their crap DEF and mediocre speed leaves them very vulnerable to shooting. Their MAT is excellent, but their RAT is rather low, the range on their lightning shots is absolute pants, and they cost a surprising amount for all their weaknesses. Why take them then? Well... **'''Stormblade Infantry Officer & Standard:''' If you've already taken Stormblades, make ''sure'' to bring these guys along. They are an ''auto-include'' for the whole unit. Assault turns them from a meh combined-arms unit into a an absolute rape train on the charge, especially if they're under the effects of Deadeye, the most common spell in the faction. And the AoEs let them deal double-duty against some forms of infantry, while the banner-bearer can ''still fight''. They'll still be fragile and in need of support from spells and the rest of the army to get there, but if even a ''few'' survive to get off that Assault charge your Stormblades will rock the house. **'''Stormblade Infantry Storm Gunner:''' So, you've got the Stormblades and their UA. What if I told you that you can get a Weapon Attachment that lets the unit hit automatically with their blasts? That is what this dude does. If you really, really need to kill something dead with a Stormblade unit, get the UA and at least on of these guys. Very expensive all in all, but wait till you get your first charge off. *'''Stormguard:''' Coming soon. *'''Silverline Stormguard:''' The Silverline stormguard are an interesting unit that has one crucial benefit. These frontliners lack the necessary ARM and DEF to survive an infantry charge but that will never happen for one simple reason, they are completely immune to charges when BtB with each other. They also have access to an electrical damage buff, which for a faction that lives and breaths lightning, is pretty damn useful. These costly yet seemingly ineffective frontliners become true powerhouses when given access to Cygnar's plentiful defensive buffs. *'''Stormsmith Grenadiers:''' Coming Soon. *'''Stormsmith Storm Strider:''' A 20 foot disco ball that shoots lightning. Some may ask why, but you should be asking, why not? The Storm Tower is Cygnar's lone battle engine and it plays a key role in lightning oriented forces (The Stormnouns love this thing). It packs a punch with 2 defender strength shots a turn, as well as the added benefit of boosting the accuracy of nearby electrical ranged attacks. *'''Sword Knights:''' Before the Stormknights there were the Sword Knights, an extremely old order of knights sworn to the crown of Cygnar. These armored dudes have seen centuries of battle and have adapted to the warjack - both on offense and defense. Though not all that resilient, they are cheap and can do massive damage with the help of Flank (Faction Warjack). They work well as a speedbumb, though they will need some buffs to really make the tick. **'''Sword Knight Officer & Standard:''' Coming soon. *'''Trencher Cannon Crew:''' A cannon, used by Trenchers - who knew? A decent choice, though outmatched by most ranged warjacks in the faction. *'''Trencher Chain Gun Crew:''' Shreds infantry right up and can crank out up to 6 shots when in proper formation - If you need something to kill infantry on a budget, this is a good choice. If you can't afford a Cyclone, this piece will fulfill most of its functions for a fraction of the price, though at a severe downgrade. *'''Trencher Commandos:''' Expensive, but excellent at tearing up lightly-armored units and difficult to kill on the way. Deadeye is great on 'em, they can blow up casters with sheer volume of Pow 12 grenades. Their Anatomical Precission allow them to destroy light infantry right quick in melee and if they are not somehow killing, they will still annoy the enemy by their mere presence on the battlefield. **'''Trencher Commando Scattergunner:''' If you're investing in Commandos, take a couple. They're excellent WA and can boost the units killing power to absolutely fucktastic levels. Did I mention that the Scattergun hits at the same Pow as a grenade? *'''Trencher Infantry:''' The Threnchies are a somewhat maligned unit in the Cygnar community. The guys in brown are a great distraction and a speedbumb unlike most others, but their killing power is pretty weak and if something targets the properly, they will crumble, which is why many Cygnar-players go for mercs when they need something to hold up the enemy. I would say, though that the Trenchers are misunderstood for what role they have on the table - Their job is not to kill or be assailable, but to hold the enemy back and annoy them until your won killers get in position. With their Dig In action, they bump up their DEF with 4, gain immunity to blast damage and don't count as intervening models for LoS - this is really important, as they might be a bitch to move, but if the enemy got some shooting, they can safely ignore the digged in Trenchers and shoot something else. The Trenchers have something for that, though - They all have Smoke Bombs, which allow you to make a screen of smoking pieplates that bump the DEF of the Trenchers even more and make it impossible to charge the unit without something like Eyeless Sight to ignore it. Overall an expensive unit, who you really have to have a plan for before you put them on the table. **'''Trencher Infantry Officer & Sniper:''' Other UAs usually consist of a champion of sorts and a flagbearer who tends to be useless. The Trenchers have a guy who have survived a few battles and a sniper. The officer is both Officer and Jack Marshal, but what you really need to look at is his Order: Cautious Advance. It allows you to make a full advance, dig in and make a combat action, which is just wonderful if you need to realign you to annoy your enemy a little while still being able to kill stuff. The Sniper has higher RAT than the other dudes in the unit and can choose what branch of opposing warjacks and beasts, making him the best guy to use when making Combined Ranged Attacks. **'''Trencher Infantry Rifle Grenadier:''' They got themselves some explosives. Basically the usual grunts but deal some increased damage with their newfound grenades, which means that they can't be a part of Combined Ranged Attacks when using the grenades. They are otherwise just ekstra guys to put into your unit - with these guys and the UA, you can have a unit of 15 hardy trenchfighters to annoy your opponent with. *'''Field Mechaniks:''' The mechaniks of the faction, these guys are just as good when repairing one machine as when repairing several. The officer is better at his art than his gobbers, so when repairing stuff you'll usually need to wager what machine needs repairing the most, so the gobbers can help out the leader. None of these guys will stand up to a stiff wind though, so don't expect them to do any sort of actual combat. If you, by any chance, win a battle with a gobber, take a picture and put here on this page. *'''Captain Jonas Murdoch:''' Probably the best Ranking Officer in the entire game. Why? Because there are ''unreal'' numbers of mercs that can rock the house under the effects of Assault and the benefits of Faction status. The Nyss Hunters and Boomhowler and Co. are standouts, not least because ''Jonas'' also benefits from ''them''. He's also Tough, and has a good defensive mini-feat, so he's hard to kill too. ====Character Units==== *'''The Black 13th Gun Mage Strike Team:''' In MK2 this toolbox character unit was the epitome of the infamous Cygnaran POW 10's. They were a cheap, decently survivable unit that ignored stealth, clouds and murdered swarms of infantry and solos with contemptible ease. In MK3, they are officially useless. They lost almost all of their special abilities including aoe and anti-stealth tech; and with the metagame shift against them they have been left completely in the dust. How far the mighty have fallen.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information