Moving on with Cygnar: Some armylists I have been working on

I have really worked on painting up all my Cygnar models and I am quickly reaching the end of the painting queue, or rather I would if I didn’t add new models all the time. I guess this is a cross all wargamers have to bear.

The last couple of months, I have really focused on Stryker and Haley; and even though I believe that I have made a lot of progress with them and also with the game in general, I am itching to try some new Warcasters, as well as returning to my first Warcaster, Captain Allister Caine. So I have been durdling around on paper and War Room, as well as perusing the forums on Privateer Press. I have come up with 4 lists I want to try. So without further ado, here goes:

List 1: All the Caine’s men

Allister Caine plays a supporting role in the current storyline, as he is not part of the main event of the Cygnaran story arc, the fight between Khador and Cygnar on the one hand and Cryx on the other. In fact, he has been detached to the Cygnaran Reconaissance Service (CRS), Cygnar’s MI6 and yes he has a license to kill, and is currently shadowing the renegade Warcaster Asheth Magnus and his charge, the bastard son of Vinter Raelthorne IV, the deposed king of Cygnar. As such, he is working without support by most of Cygnar’s regular army and is often in company of mercenaries and other disreputable figures. The good thing is that such an army actually fits him very well.

Captain Allister Caine: +5 points

– Squire : 2

– Hunter: 6

Journeyman Warcaster: 3

Rangers: 5

Gorman Di Wulfe, Rogue Alchemist: 2

Rhupert Carvolo, Piper of Ord: 2

Reinholdt, Gobber Speculator: 1

Ragman: 2

Lady Aiyana and Master Holt: 4

Alexia Cyannor and the Risen: 5

Greygore Boomhowler and Co. (10 Trollkin): 9

Horgenhold Forge Guard (10 Dwarves): 8

Press Gangers (10 Pirates): 6

The idea of the army is fairly simple, you wish to assassinate people and your entire army is either there to buy time or help with that plan. The Risen, Boomhowlers, Forge Guard and Press Gangers are simply 40 bodies to get in the way of the enemy. The Risen can supply more bodies once the first wave has died. The Rangers and Press Gangers can advance deploy, so will form line 1, followed by the Trollkin. The Forge Guard will bring up the rear and can help out with tough targets in the way. The Trolls and Press Gangers have innate Tough and Rhupert can give it to either the Dwarves or the Risen, so there are a lot of 5+ saves to be grind through for my opponent. The Ragman and Aiyana can give an ARM penalty to facilitate Caine’s job and the Hunter is reasonably cheap and has an Armour Piercing gun to punish high ARM targets. As Armour Piercing halves the base ARM of the target, it combines well with ARM penalties, as they are then applied to the modified ARM, so if it hits an ARM 20 ‘jack affected by the Ragman, the ‘jack would be ARM 8 (half of 20 – 2). Aiyana does not give an ARM penalty but a damage bonus, but that would boil down to the same in most cases. Once the opponent is mired in the sea of Tough bodies, Caine should move into position and shoot someone.

List 2: Sniping for Girls

One of the new Warcasters I would like to try out is Captain Kara Sloan. She is often likened to Captain Allister Caine because they both specialise in ranged assassination runs. However, where Caine is mostly working on his own, using his focus and pistols with unlimited rate of fire to mow down half a dozen men a turn, Kara Sloan works on the single important kill, wielding Spitfire, a sniper rifle with 14” range and POW12 with Weapon Master. She can only fire it once a turn or twice with Reinholdt, who is an auto-include with her for that reason, so she is not the focus hog that Caine is, as she has some to spare after boosting her attack rolls, if necessary, and her damage rolls, which she should always boost. This means that she can actually support multiple Warjacks or cast more spells on your units. With Deadeye, adding a die to the first shot of each model in a unit, and Fire Group, giving each model in her battlegroup a slight range bonus, she can actually support her army’s ranged accuracy, but more importantly, in her feat turn, she gives every friendly faction model in her control range boosted ranged attack rolls and if a model in her battlegroup hits an enemy model, another member of her battlegroup gets a free out-of-sequence shot right away, which does not even have to hit the same model or unit (limit of one free shot per hit, models may only use one free shot per round, no purchase necessary). So unlike the lone wolf Caine, who does it all by himself, she plays nice with others. In addition, the fact that only friendly faction models benefit from her feat means that she is better off running Cygnar units instead of mercenaries. However, she is often seen as a ‘trap’, as her feat and model suggest a ranged focus, but she is probably better off in a combined army where she helps out with killing key models whilst her troops focus on removing the enemy with melee and ranged attacks. She therefore works very well with Storm Knights, as both Storm Lances and Stormblades have access to the Assault order that lets them shot then do melee. On her feat turn or with Deadeye, those attacks would actually be dangerous as they would roll 3d6 to hit, thereby offsetting the low RAT Storm Knights have.

Her list would like something like this:

Captain Kara Sloan: + 6

– Squire: 2

– Hunter: 6

– Stormclad: 10

Journeyman Warcaster: 3

Reinholdt, Gobber Speculator: 1

Ragman: 2

Arcane Tempest Gun Mage Pistoleers: 6

– Arcane Tempest Gun Mage Officer: 2

Stormblade Infantry: 5

– Stormblade Infantry Officer and Standard: 3

Storm Lances: 11

Rangers: 5

The Hunter is there to hit high ARM targets again. The Stormclad has a decent shot, but more importantly, it packs an amazing wallop in close combat and only needs a single Focus Point to function well, which it can gain for free by activating with 5″ of a Stormblade Infantry model. The Gun Mages are there, because it is the law if you run a Cygnar army. Deadeye gives them more critical hits, which works well with their Critical Brutal Damage or Critical Knockdown shots. In fact, on the feat turn, they could rock 4d6 on their shots, which guarantees a pile of critical hits. The Stormblade Captain helps all Storm Knights with Tactician and Relentless Charge.

List 3: Dr. Sebastian Nemo presents: Fun with flags lightning

Commander Adept Nemo has been a model that I have had around ever since I got started, but have never fielded so far. The main reasons for this fact is that he is extremely fragile, with a terrible 14 for DEF, ARM and damage boxes, meaning that he is dead as soon as just about anyone gets their hands on him, and the fact that his playstyle is rather peculiar, being a Warjack-centric caster in an army that is not really known for its Warjacks. However, he brings two rather nice features to the table. He can add up to 5 Focus Points to a single Warjack each round and he generates up to 3 extra Focus each round, one for each spell being cast by another model (friend or foe) in his control range. As he has a respectable 7, the second highest in Cygnar after eHaley, to begin with, this means that he can either run 3 Focus on two Warjacks and still be a respectable spell caster, or go all-in and drop 5 into one and 3 in another to really bring some steam-powered death to the table. He also has a bit of a combo potential going on, being able to drop multiple Chain Lightnings on turns 1 and 2 with Thorn. Chain Lightning does a POW 10 hit on one model, then automatically arcs to d6 models, always hitting the model nearest to the last target. As Thorn can run 12, then have Locomotion cast on it for another 6″ (3 from the spell and 3 from its Reaction Drive), it can easily reach a target within the enemy lines on turn 1 (provided the opponent goes first or has models with Advance Deployment) and then arc deep into the enemy deployment zone to hit support solos. Granted, this trick would mean that Nemo has no other Focus that turn, but it might be worth it. As always, it is nice having the option, but it is not a must. He is also about the only Cygnar caster who benefits from being joined by Sylys Wyshnalyrr instead of the Squire.

Commander Adept Nemo : +6

– Sylys Wyshnalyrr, The Seeker: 2

– Stormclad: 10

– Thorn: 8

Journeyman Warcaster: 3

Captain Arlan Strangewayes: 2

Lieutenant Allison Jakes: 3

– Charger: 4

Rhupert Carvolo, Piper of Ord: 2

Tactical Arcanist Corps: 4

Arcane Tempest Gun Mage Pistoleers: 6

– Arcane Tempest Gun Mage Officer: 2

Stormblade Infantry: 5

– Stormblade Infantry Officer and Standard: 3

– 2 Stormblade Infantry Storm Gunners: 2

This army has the typical Gun Mages to provide fire support, Stormblades to hit people in the face or just be a tarpit with Rhupert Carvolo giving them Tough and Junior casting Arcane Shield on them. The Tactical Arcanist Corps are a new addition (see below. Or not as it turns out.) and are there to support Nemo by either dropping Cloud Effects in front of him or setting guys on fire. As there are three of them and each one of them can cast a spell per turn, they can power up Nemo on their own. But with Junior, Allison Jakes and Arlan Strangewayes all having spells as well, there will never be a shortage of spell-casters to power up Nemo.

List 4: Jedi Sturgis before he became Darth Sturgis

The kickstarter campaign for Privateer Press’s first foray into computer games, Warmachine Tactics, included 8 different models for backers. All factions received their named Journeyman that way, but in addition, Cygnar and Cryx got a new Warcaster as well. Intriguingly, both of these Warcasters share the same name, in fact they are the same person, only with a career change from a living Cygnaran Warcaster to an undead Cryxian one (I think we all know that this was a life-changing experience for him, zing!). But before Commander Dalin Sturgis started having a mould problem, he was actually a decent caster and this army list will feature him doing what he does best, kicking behind and taking names. Sturgis is best described as being a variant of eStryker, as he also focuses on melee skill, but also has a wide range of spells that support his army. The most important spells he has are the Golden Boys of Cygnar buff spells, Snipe and Arcane Shield. So he goes well with all the traditional Cygnar units with ranged weapons and provides the second Arcane Shield to really toughen up your frontline units. In that sense, he is close to pStryker, whom I discussed a couple of weeks ago. But unlike pStryker, he also has a great offensive spell in Lightning Storm, which he shares with eStryker, and also rocks Teleport to be placed completely within 8″ at the end of his activation. Combined with his Chain Attack allowing a 3″ placement if he hits with both his initial melee attacks, he can pull great hit-and-run attacks. As he also has Reversal, which knocks down models missing him with power attacks or charge attacks and can buy two attacks per focus spent, he is quite difficult to pin down and hits like a truck. His melee weapon, with the imaginative name Blade, has two ends, one triggering Electro Leaps, the other one Feedback, so he can charge an easy to hit Warjack, hit it, Electro Leap into the nearest model, hit it with the other end and deal a point of damage to the controlling Warcaster. As many people now run Colossals with a named Journeyman (the Colossal does not eat Focus from the main caster in that scenario and the Journeyman can easily hide behind the Colossal to avoid retribution), this could be lethal as Sturgis can easily fry the Journeyman just by whaling on the ‘jack. As most Journeyman or jack marshals only have 5 damage boxes, this will not end well for them. Finally, his feat, the aptly-named Dead on Arrival, lets him pull all enemy models in his control zone towards him for a small distance, then each model within 3″ takes a hit as well. To make this extra mean, he can pull models through his Lightning Storm or other templates that deal damage to each model moving through them, but this might be difficult to set up.

Commander Dalin Sturgis: +6

– Squire: 2

– Stormwall: 19

Journeyman Warcaster: 3

Ragman: 2

Arcane Tempest Gun Mage Pistoleers: 6

– Arcane Tempest Gun Mage Officer: 2

‘Black 13th’ Gun Mage Strike Team: 4

Captain Maxwell Finn: 3

Horgenhold Forge Guard (10): 8

– Captain Jonas Murdoch: 2

Stormsmith Stormcaller: 1

Lady Aiyana and Master Holt: 4

The Stormwall is there to provide Sturgis with a nice big line of sight blocker to hide behind if he needs to teleport out of trouble. It can also drop Covering Fire templates to restrict charge lanes that will then also serve to kill infantry by dragging them through the templates on his feat turn. The Forge Guard and the Trencher characters are there to hit enemies and benefit from the drag effect to get stuck in earlier on. The Black 13 also drop a POW12 template to annoy people or drag them through it, so they are golden. With the Ragman and Lady Aiyana, this army also brings 2 ARM debuffs.

Of course, some of you might also want to see what I managed to paint this weekend and you shall be rewarded for your patience. Or actually not, as I have just realised that most of my pictures are too dark to publish. So you will just have to wait until I can take pictures in daylight again, which should be not before tomorrow. But there is one for the road, Captain Kara Sloan.

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