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===Solos=== *'''Accretion Servitors:''' 3 for a buck, your default "my list is one point short" filler if you can't justify taking a Dispersion Optifex. That being said Bodge isn't bad: while it only repairs one point, no skill roll is required so it can be more reliable to have a servitor heal the one point needed to bring a crippled system back online rather than trust the vagaries of a skill check (although you'll still probably want to bring a Directive unit for the higher potential healing and other benefits). Strip will rarely come into play, although the time you deliver the killing blow to a Stormwall with one of these little bastards will be priceless. **These are your cheapest (and thus, most expendable) way to get more models on the field, so feel free to use them as fodder/targeting beacons for Modulators and the like. *'''Algorithmic Dispersion Optifex:''' <strike>Meat</strike> Arc nodes, bring at least one if you expect to be doing any serious offensive spell-slinging. Keep them far enough behind your vectors so that they aren't a priority, but close enough to be able to run to where they're needed at a moment's notice. If they survive until your next turn after channeling spells consider it a pleasant bonus. **remember that Directrix turns ''all'' models in her battle group into arc nodes, so this guy is not needed for her. *'''Attunement Servitors:''' Come with 4" flares that reduce enemy defense by 2. Your cheapest source of flares, but with a low life expectancy due to their relative fragility, short range, and priority as targets for all but the most low base DEF factions. Assume you'll get one Flare out of each servitor at best, and try to make each one count. *'''Elimination Servitors:''' A floating gun with a 9" range and Puncture, that unfortunately comes with a less-than-ideal (for a gun platform) RAT 5. These servitors are your cheap complement to your low POW blast spam to get rid of higher armor single wound targets, but whether you want to run servitors in this role rather than let the rest of your army handle things with armor values higher than 12 is somewhat debatable. You'll want to take advantage of their solo status and low threat profile to get in your opponent's back ranks, hopefully either to get rear-arc bonuses or to thin out important support units like Mechaniks or Choir. *'''Enigma Foundry:''' AKA the reason why Cyriss doesn't (and probably never will) have weapon master units. This model collects soul tokens from destroyed friendly models in its command range (everything that isn't a vector or a servitor), and uses them to return friendly construct warrior models to play (up to 3 small-based models or one fully-healed medium based model). The ability to return models to play is one of the Convergence's unique strengths, and can allow you to hold the line with a relatively smaller number of warrior models than other factions might use. Some caveats on how this works, however: **The rule says "return" a model to a unit, not "add a model" to a unit (ala the Necrosurgeon and Mechanithralls). This means you can't increase a unit's count beyond its starting size, or return models that have been removed from play. **You only get souls from models destroyed by enemy attacks for the most part, so no murdering your own Optifex for their tasty souls. You should strongly consider taking at least one of these if you're running any serious amount of construct infantry. Do note that this model has to be relatively close to do its thing, and as a large-based model that will be drowning your opponent in robot corpses will draw a significant amount of attention: ARM 18 and ten boxes will allow it to shrug off incidental damage, but it will still fall to concentrated fire or if it gets charged by a serious melee unit. A Conservator makes for a decent Foundry buddy, since it can protect it with Shield Guard and enough things will probably be dying nearby to set Hand of Vengeance off. *'''Reflex Servitors:''' Counter-charging, dug in, mines that can be a major pain in your opponents ass. They only have one attack...a kamikaze POW 14 blast to who ever gets close. Dig-in means that they're fairly resilient to shooting and counter charge makes your opponents measure and remeasure every movement near them. Your opponents will be quick to point out that counter charge doesn't activate if your model is engaged (from their charging model for instance)...which is why you always keep several of these bastards floating next to each other so that if they make the charge on one of them the others can swoop in for the kill. *'''Steelsoul Protector:''' A 2-point Shield Guard/bullet catcher, invaluable in a faction full of models with HUGE <STRIKE>GUTS</STRIKE> GEARS who will be getting shot at by every Defender, Reckoner, and Ravagore that catches wind of their presence. Durable enough to take a boosted damage roll from the above and have a chance of surviving, so combine with models that can repair (and since this is the Convergence, that could very easily be the model that the Protector is catching bullets for) for a Shield Guard that will not have the courtesy to die. When not busy jumping in front of enemy fire the Protector also has Defensive Strike, and while you shouldn't forget it don't count on a single MAT 6 POW 12 to be a particularly effective deterrent.
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