Yes, I have started another Warmachine army. I am still very happy about my Cygnar army and in fact had two very close games with my Stryker list against Christian on Thursday, the first one I won and the second one he managed to win on a ’10’ on 2d6, but given how little of his force was left at that stage, I think that beyond that lucky shot, I would have had the game in the bag. Nevertheless, having lucky rolls is part of the game and one aspect I like, as it means there is always a chance to come back in the game. I could have actually played a bit tighter towards the end and dropped a smoke screen on Stryker, which would have made that shot miss, so it shows again that I need to be less complacent when in a dominant position. However, I don’t enjoy playing my Khador army as much as I hoped for, in fact it has not had a serious outing all along the summer. This is partly due to the fact that I have not yet managed to paint the unpainted miniatures (I bought the army in two different lots on facebook, one painted and one unpainted) and I hate playing with unpainted miniatures. But I still have a lot of Cygnar models to paint, as well as some GW models and so forth, so I can’t see myself getting round to painting them any time soon. In addition, although the army is really efficient on the field, having both a large number of mobile infantry with the Tough rule to provide early scorers and two bricks in form of the Man O´War units, as well as ranged support from the mortars and a Warcaster whose rules and background I just love, not even to mention the awesome look, but I am not feeling the playstyle. When I initially got back into Warmachine, it was because of the warmachines and Khador and Cygnar both don’t support multiple Warjacks in an army. While this is not a problem in my Cygnar army as I like the units, especially the Gun Mages, in terms of fluff, look and rules, I am not that happy with having another army without a core of ‘jacks.
Then I saw Aurora, Numen of Aerogenesis and I was sold.
So I had a look into Aurora’s army, the Convergence of Cyriss, and I was sold. They are a faction that can support multiple warjacks, have complex rules and look really funky on the battlefield. The Convergence is a religious organization worshipping Cyriss, the Maiden of Gears, and so combine a religious feel with a definite steampunk atmosphere. On the field, most of their units and characters are Constructs, so they are Fearless and not affected by spells or abilities that only affect living models (ironically, Aurora is the only Warcaster who is not a construct). They can also be repaired, so they are more survivable than other models, as there are actually very few models in the game that can heal other models, but quite a few mechanics. Their ‘jacks, called Vectors, are also unique due to the fact that they have no MAT or RAT score, but instead use the stats of their Warcaster, which can vary significantly. So a melee-centered warcaster like Aurora or Axis will turn their Vectors into melee-monsters, more balanced casters make their Vectors more balanced and shooty casters improve their Vectors’ accuracy. In addition, they have a special rule that can be used once per turn per Vector when it spends Focus Points (to boost a roll, run/charge or use a special attack) that lets them put a free Focus Point on another one in 6″. So provided you activate in the right order, it would be possible to let multiple models charge/run provided they all begin their movement within 6″ of the next one. And this is one of the keys of the Convergence: You absolutely have to get the order of activations right or your army will suffer. As I am still prone to making mistakes with my activation sequence with my Cygnar army, running an army that is less forgiving with making such mistakes will help me learn the hard way. The army I got also had the advantage of having been painted by Christian, who started collecting the army but didn’t like the playstyle so much. He has also volunteered to build and paint the models I had already bought, though I think that he is already regretting the decision as Aurora and her Clockwork Angels are a female dog to build. So while I am waiting for Aurora and her Angels to be done, I can get started with the models I got from him. As he had ‘jacks, infantry and a ‘caster, it is all I need for a first few games.
This lady will be my first Warcaster, Iron Mother Directrix. She is the head of the Convergence of Cyriss at the moment, though the title of Iron Father/Mother is only awarded for nine years each time, thus bypassing the issue of having a practically immortal being at the head of an organistation which stifles competition as there is no way for promotion. In fluff terms, she is actually the mother of Aurora, giving birth to her before transfering her soul into a mechanical body. She has a balance MAT and RAT of 5, but can increase them to 8 for one turn, which will then also affect all of her ‘jacks. Her spells are mainly support spells. Tactical Supremacy gives a movement bonus to one unit each round, Fire Group gives a bonus to the range of all her battlegroup’s guns, including herself and her servitors (the two floating globes besides her). Backlash lets you hurt an enemy warcaster when dealing damage to the affected enemy warjack and Shrapnel Swarm can wipe out any single wound model under a 4″ AOE. Finally Domination lets you take control of a ‘jack to move it, then have it punch someone. With an excellent Focus of 8, she can cast a lot of spells per turn. She brings two Exponent Servitors with her and can create a new one each round if there are less than two on the table. If their shots hit a model, it will be easier to damage for the rest of the round.
An Assimilator heavy Vector. Yes, it floats because Convergence. The right arm carries a buzzsaw claw it can use to dismantle enemy ‘jacks to repair itself (or just hurt them). It has the Weaponmaster rule on the Rendering Claw, so it rolls at least 3d6 on each damage roll, so it hits really hard. The left arm can fire an AOE blast or even ignore Stealth and Line of Sight with its special shot.
A Cipher heavy Vector. The barrel on its snout is actually a mortar with multiple ammunition types that can either harm light infantry, create difficult terrain or light up targets to give them a DEF penalty. The arms carry Piston spikes to poke things to death with.
A Corollary light vector. The centre stone of the army in my opinion. The Corollary gets a free Focus Point if close to its ‘caster and can be used to store unused Focus Points as it never loses them at the beginning of the turn. It can then use an action during its activation to transfer Focus Points to another Vector and as this counts as spending Focus, it can even allocate a free Focus Point to the same Vector or another one. So turn 1 it can get a Focus allocated by Directrix or Aurora, then get another one for being next to them, move, spend the two Focus to give them to another Vector, add a free Focus to another Vector. Then the two Vectors activate and spend a Focus to run, letting them transfer a free Focus back to the Corollary each. And presto, it is back to two Focus Points. Next round, it gets a free third one for being in range of the ‘caster and it can begin again. That is Focus efficiency.
An Enigma Foundry solo. The Foundry is quite tough with high ARM and double digit damage boxes, but has no noticeable weaponry. However, it can collect the souls of friendly models and return a single medium-based or three small-based models to their units each round. As such, it will advance behind the frontline and resurrect important models. It cannot bring a unit beyond starting strength, but it can use souls from one unit to resurrect fallen models of another unit, so depending on where it is located, it could collect the souls of cheap models, then move to closer to more expensive units to return a model in those units back to life.
A Transverse Enumerator unit attachment. Can join small- or medium-based units and gives them a re-roll to all attack rolls or skill checks for one phase per game. In addition, it can repair reasonably well, so it can keep Vectors, the Forge, medium-based models or even the Warcaster alive. Finally, a unit with Enumerator is ignored by friendly units for purposes of Line of Sight, so it is possible to shot through that unit. He will go with the Reciprocators.
Speaking of which, the Reciprocators. They are medium-based infantry with 8 damage boxes each and a ton of ARM. They also have shields, so can use a Shield Wall order to become even harder to remove. Their polearms have the Variable rule, so they can either turn into spears to get a DEF bonus against charging models or become halberds to deal more damage once the charge has been taken.
Eradicators use the same chassis as Reciprocators, but are more offensively used. Their armblades are also Variable, either giving an ARM bonus or a bonus to hit. They also have the Sidestep rule, so each time one of them hits a model in melee, it can move a short distance. With two weapons and thus two attacks each, they can easily move a foot or more in a single turn. They lack the sheer punch of the Reciprocators’ spears, but are meant to break through enemy skirmish screens of light infantry with their high MAT and then go after support solos which tend to be squishier than frontline units.
Reductors. They are cheap light infantry with decent melee weapons, but most importantly with a short range spray attack that has a high POW for a unit costing so little. Most importantly, the spray ignores friendly models in the area, so they can advance behind the Reciprocators, then spray through them to hit models that have engaged the Reciprocators without hurting their own models. In a pinch, they can even fire through each other to hit models behind them. In the fluff, they and their Obstructor brethren represent the first clockwork vessel a newly-transfered soul can be fitted in before being advancing to being put into a heavier chassis.
Optifex Directive. A unit of living mechanics that can also grant Pathfinder or Magical Weapon to a Vector they target. Given that there are three of them, they can repair up to 18 damage boxes per round, which can turn a Vector from near-scrap metal to fully operational or three damaged Reciprocators to three healthy ones. Or completely heal a Warcaster that has taken a pounding.
The following pictures all show Servitors, single wound models that are bought in groups of 3, but act individually on the battlefield. They have various uses, but they are mostly support pieces to help your infantry and Vectors. As they are entirely artificial, they cannot be resurrected as they have no soul
Eliminator Servitors carry Spike Ejectors with the Puncture rule, meaning that they have no POW, but automatic deal one damage per hit. So they can kill even the most heavily armoured single-wound model, but will take some time taking down multi-wound models. They can be used to selectively shoot models in Shield Wall formation, as that formation only works when models are in base-to-base contact. So killing the middle model of a 3-strong shield wall would rob the other two of the ARM bonus given by the formation, enabling your other models to kill them easier.
Accretion Servitors are either able to repair a single damage point or deal a single damage point to an enemy warjack. Not too fancy, but at a third of a point each, they do good work.
Reflex Servitors. Walking bombs that can dig in and then wait to use their Countercharge rule to jump into someone’s face and blow up.
My first army list with the models at hand would look something like this:
Iron Mother Directrix and Exponent Servitor +4
– Corollary 3
– Assimilator 8
– Cipher 9
Attunement Servitors 2
Enigma Foundry 3
Accretion Servitors 1
5 Eradicators 9
5 Reciprocators 9
– Transverse Enumerator 2
10 Reductors 6
Optifex Directive 2
Total: 54/50 points