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Wednesday, September 12, 2012

Thoughts on ranged Cygnar

Starting to thing (or rethink) the whole idea of Cygnar's ranged superiority. The more I did and think through things, they have a lot of ranged assets, but lack the terror inducing superiority that a Lylyth2 list brings to the table, or Bart + Galleon, or some of the other "Meta-Benders" that exist out there. Cygnar is probably second to none for effects that allow them to shoot accurately and ignore targeting, but rarely do we have the ability to hit with a POW greater than 10 (prior to CRA's).

This leads to an interesting dilemma, we don't have the out right destructive power at range to crush an enemy army without fear of retribution, but the heavy emphasis on ranged seems to scream that we need to soften up targets to reduce the impending onslaught.  We have a lot of tricks to get around things (anti stealth in particular) but nothing that ignores pretty much everything. For example some of the other meta-benders in the ranged game:
  • Lylyth2's ranged game ignores: forests, concealment, clouds and stealth (eyeless sight)
  • Ravyn's Snipe feet go ignores: LOS in general, magic buffs, animi, cover, concealment...
We also lack the staying power of something like:
  • Bart + Galleon: 4 focus a turn for armor 22, fully boosted ranged damage (with between 3 and 7 attacks a turn).
As Cygnar it often feels like we show up to the battle field and face teleporting assholes who ignore all the rules we have to follow. We don't have a heavy stealth caster, we lack the ability to counter a lot of upkeeps and the like within faction (and even outside of faction we have Eiryss for upkeep removal).

This is not a Cygnar mweh article however, it is simply looking at what our enemies have (stealth, cheaty rules, and oddly more armor buffs etc). With all our ranged superiority how do we start to look at taking advantage of it.

First of one of the other things Cygnar does well (in my opinion) is board control. We can dictate where large portions of or enemies cannot go, or force them to play our game. We can spam reasonably high powered templates that stay in play and do damage, not only that we get to place them in larger numbers than most people get (off the top of my head placeable POW 10 from Trencher Chain Guns and Longgunners, Placeable POW 12's from the Cyclone and Stormwall). 

We also have access to probably the second best defensive buffs in the game (blur and arcane shield are good, defenders ward is ridiculously awesome...), but having it on a 3 point solo is pretty bad assed as far as keeping our stuff up and going. We also have Stryker1 who gives your entire army +5 ARM for a turn. All and all we can put up some decent meat shields.

Add a dash of either Haley ruining peoples days with Temporal Barrier or Haley2's feat and time bomb, you can stretch out the pain for as long as possible. 

At the end of the day (as it is getting late and I am totally rambling), I think we as Cygnar have a strength in ranged attacks, but I think that we lack some of the tricks that allow other faction to seemingly dominate at ranged. I am pretty sure I am stuck in a bit of Cygnar, I am doing it wrong...

I think we may need to look into combined arms over straight up pew-pew and accept that skew lists will be hard for us to pull off... With work killing me and twins on the way, Dojoing will abound for a while, but I am pretty sure the Swan I have loved since MK I is more of a Phoenix, but only time will tell (or Flanzer playing Cyngar ).  

Rules Exploitation ~ Collateral Damage not an attack

Not really an exploit, but an interesting little section of grey area. Collateral damage (off the cuff models hit by a slammed or thrown model). This little rule interaction totally gets you around abilities that trigger off of enemy attack or enemy damage rolls.

This has the kind of bizarre side effect of allowing you to do things like:


  • Throw/Slam grim salvation targets into Madrak, keeping him from shunting the damage onto another target.
  • Prevent Brine from going all pigheaded by killing Rorsh or finishing off Brine with a throw/slammed model going into him.
  • Get around things with relentless advance, sanguine bond, holy monolith, and possibly impervious wall... generally things Menoth likes.
Long story short, only the initial target (the model thrown or slammed) is attacked, all the other models just take a damage roll.

Wonky. 

Saturday, September 1, 2012

09/01/2012 Notes on 35 points Kraye Vs Butcher

Played Butcher1 Vs Kraye tonight, nothing much to report but some thoughts on the game.

 His List (unfortunately missed his name)

System: Warmachine
Faction: Khador
Casters: 1/1
Points: 35/35
The Butcher of Khardov (*6pts)
* Juggernaut (7pts)
Kayazy Assassins (Leader and 9 Grunts) (8pts)
* Kayazy Assassin Underboss (2pts)
Man-o-war Shocktroopers (Leader and 4 Grunts) (9pts)
Winter Guard Infantry (Leader and 9 Grunts) (6pts)
* Winter Guard Infantry Officer & Standard (2pts)
Kovnik Jozef Grigorovich (2pts)
Man-o-war Drakhun (with dismount) (5pts)


My List: System: Warmachine
Faction: Cygnar
Casters: 1/1
Points: 35/35
Captain Jeremiah Kraye (*6pts)
* Minuteman (5pts)
* Minuteman (5pts)
* Stormwall (19pts)
* Squire (2pts)
Captain Arlan Strangewayes (2pts)
Eiryss, Angel of Retribution (3pts)
Ogrun Bokur (3pts)
Stormsmith Stormcaller (1pts)
Stormsmith Stormcaller (1pts)

I also slightly and was 1 point over (had a third Stormsmith by mistake).

All and all, I got some milage out of Guided fire (probably could have gotten more if I had used the metal storm guns as metal storm guns). I am still not sure it is not a trap. If I could have kept both minutemen in command (Jesus Christ 6 inch move + 5 inch jump + 5 inch move after activation = OMGWTF BBQ), I may have gotten more play out of it as well.

All and all the list did OK, but lacked staying power, at 35 losing the Stormwall is devastating, as it is literally half the points in the list. JR for an amour boost? Maybe min mechanics instead of Arlan? Also in this list, the sentinel may be of more use than the bokur (although he done good for himself as well) if I am trying to exploit the guided fire. All and all, Kraye makes the stormwall really accurate and that could be good, not sold on it without the accuracy buff though.

Possible revised list:
 System: Warmachine
Faction: Cygnar
Casters: 1/1
Points: 35/35
Captain Jeremiah Kraye (*6pts)
* Minuteman (5pts)
* Sentinel (4pts)
* Stormwall (19pts)
* Squire (2pts)
Field Mechaniks (Leader and 5 Grunts) (3pts)
Eiryss, Angel of Retribution (3pts)
Journeyman Warcaster (3pts)
Stormsmith Stormcaller (1pts)
Stormsmith Stormcaller (1pts)

This trades out some of the craziness with the 2 minutemen for another body on the feat turn and 1d6 boosted shot if I guided fire. Alos the addition of JR should bring Stormwall up to ARM 22 which should make it slightly more survivable. Lose out on some free focus (pulling Arlan) for the Mechanics more chances/higher repair chance. Still feel like this list is lacking in magic weapon availability, but I am not sure how to fix that at 35 points (and in multi-list formats as A&H can only be in one list). I think that is all.