Warmachine 2: Electric Boogaloo, now 42 points and including Chris’s comments

If you are not into Warmachine, I am going to post my thoughts on the new 40k, especially Daemonology soon. My first experiences seem to match everyone else’s too that Daemons get a free 300-500 points per turn or so.

But now back to our new series on Warmachine. Christian has made some interesting comments on the first list. The first being that German lists seem to be 42 points instead of 35, though I have now seen some people on the Spielbar forum discussing going to 50 soon. So I was given that rare gift for each wargamer, more points to play with.

He also made the valid comment that I need at least one unit that can tank wounds and stall attackers. Right now, I have only Ol’ Rowdy and I definitely need at least one other unit that can wade in and keep people busy.

I was also unhappy about the Journeyman Warcaster. The thing is that if a Warcaster dies, all his Warjacks immediately shut down. Normally, this is not relevant as the game automatically ends at that moment, so nobody cares about the Warjacks no longer functioning. However, a Journeyman follows the same rules and unlike a Warcaster who rocks 15+ wounds, he only has 5, so he could be killed by one or two decent shots or blows. So it would be a valid tactic for an opponent to focus on him instead of the 30+ wounds Heavy Warjack in his Battle Group. The solution is that there are several officers with the Jack Marshal rule. A Jack Marshal can give some rudimentary boosts to an attached Warjack, such as boosting attack or damage rolls, though not giving them ‘real’ focus to spend on special actions.However, if it is a ranged warjack, this makes little difference as most manoeuvres requiring focus are melee-focused. More importantly, if a Jack Marshal dies, their Warjack simply moves on, just without having access to focus or boosts as it is not part of a Battle Group. So I would not lose a Warjack in addition to the model that got killed. Luckily, my favourite Cygnaran unit, the Arcane Tempest Gun Mage Pistoleers, can be joined by a Gun Mage Adept who has the Jack Marshal rule and, even better, gives his attached Warjack the Rune Shot rule, letting him benefit from the unit’s special ammo (so knock back d3 inches, +4″ range or bonus damage on critical hits) and giving him a dice to boost either attack or damage by being a Jack Marshal. And the icing on the cake is that he is one point cheaper than the Journeyman Warcaster (though he does not have access to Arcane Shield as the Journeyman does). So that is change 1. If I stick with a Defender, the Gun Mage Adept gives it a range of 20″ if necessary, letting it deal POW 15 death from round 1 onwards whilst staying stationary to get the aiming bonus. Later on, it can knock ‘jacks back or shot people out of Shieldwalls to break them up (some units have the Shieldwall rule that gives them an insane +4 ARM if they stand side by side, so by knocking the second guy  to the right or left out of formation, he and the guy next to him both lose the bonus as they are no longer in formation). On the other hand, I could also use a Hunter Light Warjack. It also has a decent gun, with the armour-piercing rule that halves the ARM of all Large or Medium models it hits when dealing damage. It is only POW 6, but with a boosted damage roll, it can easily deal tons of damage. It also has a respectable RAT of 7, so if it aims, it is at RAT 9, so can hit most heavy warjacks on 3+ on 2d6 and its Long Arm is range 14″, so 18″ with Rune Shot. Finally, it is also 3 points cheaper, though only a Light Warjack, so with lighter armour and less damage boxes.

Finally, the second harrying or stalling unit. I have chosen the Tempest Blazers. No, they are not a particularly fancy piece of haberdashery, though they do look the part, having impeccable fashion sense as all members of the Arcane Tempest order. They are the order’s light cavalry, so they have 5 damage boxes as all light cavalry does and benefit from all cavalry rules such as being able to see over smaller models, faster movement and as light cavalry, they can perform a 5 inch movement after shooting. So they can move in range, shoot down a couple of models, then break to the flank. Once I got the movement tricks down, they should be able to nip around the enemy, taking pot shots and then threaten to envelop the enemy to shoot the warcaster in the back. As elite Gun Mages, they also have access to better ammunition, so they can either ignore all bonuses to DEF and ARM (so no Shieldwall for you, though they can also bypass that riding behind the Shieldwall as it only works to the front), send a POW 10 lightning to the next model on a hit (not a wound) to hit high DEF/low ARM targets or just simply get a third d6 on all damage roll, not just crits as the regular ones. The only issue is that they cost 10 points for 5, but they definitely seem to be worth it.

So I go with the Defender, I unfortunately need to drop the Squire to end up with this.:

List 1 with Defender

Allister Caine +5 points

— Ol´Rowdy 9 points

6 Arcane Tempest Gun Mage Pistoleers 6 points

– Arcane Tempest Gun Mage Adept 2 points

— Defender: 9 points

‘Black 13′ Gun Mage Strike Team 4 points

Lady Aiyana and Master Holt: 4 points

Taryn di la Rovissi, Llaelese Gun Mage: 2 points

Reinholdt, Gobber Speculator: 1 point

Tempest Blazers: 10 points

(47/42 points)

 

Or with the Hunter, I actually still have a spare point left after getting my Squire back.

List 2 with Hunter

Allister Caine +5 points

— Ol´Rowdy 9 points

— Squire 2 points

6 Arcane Tempest Gun Mage Pistoleers 6 points

– Arcane Tempest Gun Mage Adept 2 points

— Hunter: 6 points

‘Black 13′ Gun Mage Strike Team 4 points

Lady Aiyana and Master Holt: 4 points

Taryn di la Rovissi, Llaelese Gun Mage: 2 points

Reinholdt, Gobber Speculator: 1 point

Tempest Blazers: 10 points

(46/42 points, one still open)

 

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