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====Light Vectors==== *'''Corollary:''' Yes. :...sorry, the tactica? Okay. A Squire pumped up on steroids, and the model that makes vector heavy Convergence armies so deadly. At its most basic the Corollary is a focus bank: you can dump focus into it (that won't go away at the beginning of your next turn), which it can then pass to one of your other vectors. If this doesn't sound particularly interesting so far, consider this: a Corollary can get a free focus by activating near your warcaster, and its focus passing ability counts as spending focus and thus triggers induction (allowing you to allocate another point of focus in addition to whatever you just transferred). What this all adds up to is a potential for an additional 2 "free" focus (one from being near the warcaster, one from induction) per turn, or up to four if your Corollary starts fully loaded from a previous turn. It can also be an efficient way to "recycle" focus, as your other vectors can use induction to pass focus back to the Corollary, which in turn can pass it back to them next turn with no input otherwise from your warcaster. And if getting gobs of free focus for 3 points '''still''' isn't enough to convince you, it gives your warcaster an extra 2" to their control area just like a Squire. :So yeah, pretty good. The only real reason to not run this is if you're going extremely vector light and don't have enough vectors to justify the 3 points, which generally won't be the case. *'''Diffuser:''' Has a slightly inferior hand cannon weapon as its primary armament (because prime numbers), but you're not taking this to play a ghetto Charger. The big money here is Beacon, which gives friendly models additional distance when charging the target and lets your vectors charge for free: the free charge is always nice, but the extra 2 inches of movement are critical given that your heavies are almost all SPD 4/5 models without reach. You can also reroll misses on the shot, meaning that this vector is actually a viable choice even with the Convergence's low RAT warcasters (to put this in perspective, a Diffuser under Axis taking a boosted shot at a Warpwolf will hit roughly 60% of the time, which is pretty impressive for RAT 2). How critical a Diffuser is will depend on your army composition: if you have some infantry units to tarpit/tie up enemy heavies and use yours in a counterpunch role then you can probably save the 3 points, but if you're running infantry light you'll almost certainly want to take at least one so that your heavies can do the giving as well as the receiving. *'''Galvanizer:''' A POW 12 melee weapon with legs and a surly disposition. It's also the first warjack with the Repair skill, and while it has a good skill rating to use it with (9), the Convergence has so many models that can repair that this novelty is not a particularly big selling point on its own. No reach and SPD 5 means it's not particularly impressive as a melee light, but it's cheap as dirt and focus induction gives you the ability to run a herd of these things at someone with minimal focus spent(which is funny, if not necessarily optimal). Aurora and Directrix will usually have better ways to spend 3 points, but it has applications with Syntherion (cheap way to get Synergy stacks), Lucant (a shield guard that can keep Lucant or another model's health topped off) and Axis (cheap Bulldozing light that is not hopeless in melee). *'''Mitigator:''' Probably the most "love it or hate it" of the current light vectors. It's a gun platform where the gun has a piddly 7" range--not a great start--but is a 3" AOE with the Quake (knock down models in the AOE on a direct hit) and and Puncture (which doesn't count as blast damage, so Satyxis and their Force Barriers can fuck right off). Can be useful since the gun has both the ability to tie up heavier targets with the knockdown and deal with infantry, but at 4 points your mileage may vary depending on your local meta: you'll probably want to leave it at home if your opponents have raging hard-ons for things that can't be knocked down and don't care about the piddly one point of damage (e.g. colossals). **If you're taking the Axiom, there's a good argument for taking a Mitigator as an Axiom buddy: knocking down targets for the Axiom means it can save its focus for punching rather than boosting the attack roll on its tow cables, as well as getting around some anti-drag tech (e.g. a friendly warjack/beast weaponlocking another to prevent either from being pushed and hence dragged).
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