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===Warcasters=== *'''Major Markus "Siege" Brisbane:''' The obligatory veteran of Cygnar, an officer of great reknown and even bigger abs, "Siege" is well known for being able to break open any fortress and defend any position with the same enthusiasm. One of the 'Big Three' of Cygnar, along with eCaine and eHaley. Very effective at controlling the flow of battle, he's great at cracking hard targets with his feat "Breach", which halves the base ARM value of the first hit on any enemy model that turn. His spells are very expensive, though, and he's easy to overextend with - You will often want to use spells like Mage Sight to hit enemies behind smoke walls, Foxhole to protect weak units (Long Gunners love this one) and Rift to disrupt the enemy's advance, so don't just cast spells without thinking with Siege. This is also what gives him the label of "Infantry Caster" - Though he can support warjacks just fine (Defender + Breach = Essentially a POW 15 Armour Piercing gun), his buffs usually work better with infantry. Thats not to say that he can't deliver pain himself: His hammer Havoc is pretty powerful for a warcaster and can kill even tough infantry-models without boosts. That is not what you should use, though - his Rocket Cannon is absolutely nasty. High range and good POW, and with an awesome Special Attack called Ground Pounder, which does massive damage in a large area, which also ingores Stealth, Concealment and elevation. Siege is also pretty tough, but not enough to have him wade into combat - keep him behind the front line, avoid overextending on your feat turn, and you should do well enough. *'''Lieutenant Allister Caine (Caine1):''' A drunk loner who everybody hates for his reckless behavior and disregard for order, Caine is only staying in the military because he gets results. He shoots things and buff things, and does both well, teleporting back to safety once all your important solos and units are so much swiss cheese. More of a support caster, though he occasionally supports his troops by shooting up the other guy's. A good starter warcaster, but is still a 'caster you need to watch out with - Though he has a very high DEF, most enemies will find a way around it to deal him some pain. Caine is also known for being pretty bad at supporting warjacks - It is better for him to have one 'jack of either flavour than a whole bunch of them - he wants his FOC for himself and his buffing spells. **'''Captain Allister Caine (Caine2):''' Now an agent of the Cyngarian Crown, but still as much of a prick as he was back then, Caine is basically the same guy we know and love - only now he is tracking down Magnus, an ex-general of Cygnar, who is plotting to launch a coup. Best assassin caster in the game. Can fire up to ten shots a round with the right support, and on his feat turn they do more damage each time while blowing up the enemy when boxing them, potentially killing more guys - a feat named "Overkill" has never tasted this sweet. He can also give himself True Sight so ''fuck'' your defensive measures. Caine is a really nimble, really shooty caster who should never be fighting at the front lines, never have too many 'jacks to take his focus and always be using his guns. Watch out for enemy assassinations, though - Caine is nimble, but not unhittable. Boosted attacks or DEF-ignoring weaponry will be Caine's bane. Trying to line up your assassination run every round is probably going to get him killed, so instead play the attrition game. Caine actually has some good support mixed in with all the gun-fu, and dictating the engagement so the enemy force can be taken apart piece by piece is always useful. ***'''Caine's Hellsingers (Caine3):''' Coming soon. *'''Captain E. Dominic Darius:''' What do you do when there is nothing you can't make and your usual brown uniform is boring? Why, you make a light-jack-sized set of powered armour. The Man in the Can, Darius has a big ol' toolbox of tricks and is the biggest blue target in the lineup. Rides around in an Ironclad armour of his own making, and best supports a big brick of heavy 'jacks. Was probably the weakest caster in the line up until the Stormwall pumped him up to a horrible extent. His feat, "Pit Stop", heals one 'jack in base contact with him or his Halfjacks completely, making the Colossal in particular a damnable chore to kill. Darius don't really like infantry too much, so pick something self-sufficient if you bring anything outside of warjack support. While he has some fearsome weapons (The same Quake Hammer as the fucking Ironclad, though his Strength is lower), he should never be in battle if he can avoid it - he is a mechanic, after all. **'''Halfjacks:''' You know those Minions from Despicable Me? Yeah. Mostly there to bodge up Darius's jacks, support his feat, and occasionally turn themselves into living mines. Nice to have, so you won't need Field Mechanics for all your 'jacks, though prime targets for that one ranged attack the enemy would otherwise have forgotten about. At least they're free. *'''Captain Victoria Haley (Haley1):''' One of the only Cygnaran casters who doesn't buck the system on a regular basis, Haley leads the Third Army in a bitter war against Cryx, hoping to get revenge for her murdered sister. (Ah, irony.) An excellent spell-focused warcaster. Temporal Barrier is the spell she's best known for, but her other support abilities and feat are equally good. Hard-counters a large number of asshole feats and casters like eAsphyxious. Beware, though, she's pretty squishy, and she can't really run touchdowns on her own all that well and needs her army to win games. Mark I gave her a reputation as a "defensive" warcaster, but the changes from the new ruleset have done away with that. **'''Major Victoria Haley (Haley2):''' Promoted to major for killing her own sister, who had turned to Cryx, Haley is now the most powerful battle wizard in the Cyngarian military. A Big Three warcaster, and considered one of the best in the game. The Mistress of Time is also an alchemist; she turns her units into gold, and her enemies into shit. Super powerful abilities and spells, the best focus score in the faction, and one of the best feats in the game. Take care though: like her Prime counterpart she's very vulnerable to attrition, and, unlike many casters, she needs her army and ''cannot'' win a game by herself. And that eight focus won't go as far as you think it will since none of her spells are upkeepable. Take the character Light 'Jack Thorn with her - it gets so ridiculously annoying with her bond and her spells that your enemy might try and dedicate his entire force to killing it. It has an Arc Node which is just brilliant with Haleys 16'' control range and can get extremely mobile with her spells. **'''Major Prime Victoria Haley (Haley3):''' Of all the Cygnaran warcasters, Haley3 is perhaps the strangest and the most difficult to master. Haley3 is also considered one of Cygnar's top 3 warcasters due to her high FOCUS statistic, and the INSANE level of shenanigans she can pull of. Primarily, the most obvious and over-utilized component of her spell kit is tactical supremacy, which combined with trenchers allows for a sweet, sweet 15 inch wide cloud. Overall, Haley3 has the tools to play all 3 strategies of warmachine, assasination (Haley Past), Control (Haley Present) and Attrition, (Haley Future) allowing her to become one of the most difficult but most rewarding 'casters in the Cygnaran arsenal. *'''Captain Jeremiah Kraye:''' Kraye is a man of such high principles that he left the military for a while once Vinter had his family arrested. He works with the CRS like Caine, but as more of a ranger than an assassin. Cavalry warcaster, gives his warjacks cavalry rules and makes them ridiculously fast, accurate, and mobile with his spells and feat. Makes Minutemen hilariously powerful. Has a number of bad matchups, but still incredibly fun when he works. He generally likes fast and accurate ranged strikes, and can be as "hit and run" as Cryx, though not as though due to their sheer numbers. Kraye is another 'caster who doesn't really like infantry too much, so be sure to bring self-sufficient units that play to his strengths, like Tempest Blazers or Rangers. He's also a ranger warcaster, so using terrain well is important too. *'''Commander Adept Nemo (pNemo):''' Like a crazy mixture of Tesla and Einstein, Nemo's a one-man industrial revolution and the reason Cygnar is the most advanced nation in the Iron Kingdoms that isn't in the Space Age. He's a 'jack runner and spellslinger, loves spellcasters hanging around him since they give him extra focus, and throws lightning around like it's going to dry up. Tends to pump a single 'jack into super mode rather than running with a whole pack of them like most 'jack casters. Not as good against armies that are immune to disruption, which is now more than half the factions in the game, but a "'jack bullet" is good for anyone when it works. **'''General Adept Nemo (eNemo):''' No real story developments here, just playstyle mix-up. Oddball, sort of an anti-jack caster, very good at making jack heavy casters cry. His other abilities make him sort of an odd mage/'jack buff warcaster. Becomes more efficient with more 'jacks on the field, but he can still be overloaded with too many bodies to power if you're not careful. An extremely '''FUN''' build involves himself, fifty-six points of Chargers and nothing else. The ''rest of the game'', you're in trouble, but ''dat feat turn''... ***'''Artificer General Nemo & Storm Chaser Adept Caitlin Finch''' (3Nemo, N3mo and lNemo): Well, aside from getting a new sidekick... Specialist in electrical damage armed with a potent mixture of his previous incarnations' best spells and abilities. His spells mostly involve doing electrical damage or helping jacks (or both in the case of his Lightning Shroud), his control radius prevents electro-leaps from hitting things immune to electricity so they land where the damage is done. His feat gives an extra die to all friendly electrical damage rolls in his radius, and, armed with a weapon with Range:CTRL and an extendable control radius, can make him a deadly and unexpected assassin. It's funny how lightning bounces ignore lots of defensive tricks. Note that he comes with Caitlin Finch as an attached solo, so as of MK3 you CAN use a squire with him. *'''Captain Kara Sloan:''' Kara has actually been a sort of focus character since Mk. II started and Stryker stopped doing much of import. She's had many adventures, including pumping Irusk full of sniper bullets, falling in forbidden love with a Trencher Commando, and having to deal with the struggle between being a fundamentally decent person and making the harsh decisions of wartime that characterizes her faction in a nutshell. Sniping specialist warcaster, very much wants a small and shooty battlegroup but a mixed arms army. Usually you can play her as a classic shoot from afar, but taking a bunch of minutemen and playing up close is an unorthodox but terribly fun and effective playstyle. Anything with Assault is gold on her feat turn, and, just as the fluff would have you believe, Trencher Commandos are a nice choice. Since MKIII she has become one of Cygnar's BEST warcasters, who previously had the ability to assassinate a caster at the top of turn 1. Because of the introduction of Power-up and the overall buffs to her spell list, she can easily shoot ARM skew armies off the table before they reach her gunline. *'''Commander Coleman Stryker (Stryker1):''' The previous story-central character, and the faction's "golden boy." This guy comes in the starter box for Cygnar, and it's easy to see why. He's easy to learn, being a primarily support caster with decent fighting skills and one piss-poor ranged attack that nonetheless deals Disruption to help him out of tight spots. Because he synergizes well with everything, no other caster in the game that will teach you how to use your army more effectively than him. People usually drop him for advanced play, because he doesn't specialize in anything, but that's not quite fair. He may lack outstanding strengths, but he ''also'' lacks real weaknesses. If nothing else, he's got Earthquake and Snipe on the same spell list, and '''no''' caster with that spell combo in a ranged-heavy army is ever '''truly''' uncompetitive. **'''Lord Commander Stryker (Stryker2):''' Stryker [[Star Wars|going Anakin]] from the pressure. He learned to focus on something though: balls-out melee power. Unlike other Cygnar casters, he's graduated from the school of hard knocks with a major in brutal melee assassination and a minor in buffing melee units. This incarnation is a much stronger fighter armed with a much stronger weapon that has Reach. Be careful with that Overload power, he can and will blow himself right the fuck up if you get greedy. Take tons of melee troops and 'jacks, throw your entire army at the enemy, then charge across half the board with your super-speed and cut their caster in half in a single blow once there's a hole in their line. Simple, powerful, effective. Note that, he can ''potentially'' deal the highest possible damage roll of any model in the entire game! (Potentially, mind, because you are NEVER going to roll all sixes on Overload and then roll all sixes '''again''' on a boosted damage roll while under the effects of Positive Charge. It's just not going to happen.) *'''Lord General Coleman Stryker (Stryker3):''' Stryker has finally reemerged from his emo stage to become Cygnar's second cavalry warcaster. He, like his first incarnation, is a support caster that speeds up his 'jacks and makes his melee troops hit like a mack truck. He synergizes very well with melee troops, cavalry and heavily armored warjacks like the centurion or hammersmith. But what makes this caster hilarious is his feat, because having weapon masters role 5 damage dice on the charge is ALWAYS a nice finishing touch. *'''Commander Dalin Sturgis (Sturgis1):''' Coming soon. *'''Captain Allison Jakes (Jakes2):''' Jakes has finally graduated from her role as journeyman warcaster, and boy has she learned well. Jakes has one strategy and one alone, Warjack Blitzkrieg. With a combination of sprint and its chain attack, the hammersmith can plow 21 inches up the table, ignoring free strikes, on her feat turn. Jakes takes a bevy of heavy's, rams them directly down your opponents throat and then sprints to safety. *'''Major Beth Maddox''' Coming soon. *'''Constance Blaize, Knight of the Prophet''' Coming soon.
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