Let's go over his most important stats really quick: Offensively, he has one of the highest RAT's in the game at an incredible 9. He also has 2x POW12 magical guns that has ROF infinity. By having a FOC of 6 and a infinite number of shots, he can get in range of an enemy warcaster and light him up without too much trouble. He also has an ability called Gatecrasher which allows him to basically teleport 8" anywhere he wants from his current location. This gives him opportunities to setup rear shots or open up for an assassination run. Considering his other abilities such as Blur, True Sight and Magic Bullet, Caine looks like one of those characters where positioning and placement is absolute key. His relatively low ARM means that if you're not careful with him, he can die, thus costing you the game. This double-edged sword kind of play is extremely fitting for a player like me: I favor perfection and precision where misplays and failures result in a game lost.
With that being said, here's my first 15pt list for Cygnar. Keep in mind that I have never played a game and everything I have here is just something that I think will work.
Army:
Type: Duel (1 caster, 15pts)
Points: 15
Captain Allister Caine (*5pts)
* Ironclad (7pts)
* Squire (2pts)
Black 13th Gun Mage Strike Team (4pts)
Captain Arlan Strangewayes (2pts)
Eiryss, Angel of Retribution (3pts)
Gun Mage Captain Adept (2pts)
Type: Duel (1 caster, 15pts)
Points: 15
Captain Allister Caine (*5pts)
* Ironclad (7pts)
* Squire (2pts)
Black 13th Gun Mage Strike Team (4pts)
Captain Arlan Strangewayes (2pts)
Eiryss, Angel of Retribution (3pts)
Gun Mage Captain Adept (2pts)
Caine has a Squire that helps extend his control area, helps him re-roll his 17" Arcane Bolt and gives him an extra focus on command. I also have Captain Arlan Strangewayes in there to help Jack Marshal the Ironclad and give him extra focus ontop of his JM bonuses to add a dice to his hit/damage rolls. Not to mention he has a hefty command 10 repair for D6 damage. The Black 13th offers some great bang for your buck since their damage output and flexibility is almost unheard of for 4 points. Eiryss and the GMGA offers some awesome solo abilities and compliment Caine on his assassination run. All this is a crazy short summary of how indepth this game is for so little models. Coming from 40K.. this is sorta mind blowing.
I must confess that Warmachine is a whole 'nother animal from 40K. There's a lot of stuff that's different and I can't wait to give my lists a run through. In the next few days, I'll go over my 25 and 35 point lists for feedback since I have no idea what I'm doing. Well.. I guess I have a general idea of what I'm doing, but if you guys have some feedback for me, that would be amazing.
Oh! I got some questions too: What do you guys think about Hunters and Defenders? Which one is better, why are are they better and how would you take them?
2 comments:
I'd suggest playing a couple games in the Warmachine vassal module before you pick any models up, to A) decide if you like the gameplay and B) test out lists. Unlike the 40k vmod, Privateer Press fully supports the Warmachine module, and even does quality approval or something when new updates are released.
Overall, I think you're list is fine, but I think you're going to want to drop the Ironclad and run a Hunter instead. You'll need a way to do some damage to heavy armored things at range, and the Hunter is a fantastic way to do it. In addition, he doesn't need much in the way of focus support. Heck, a Journeyman warcaster can operate it easily.
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