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Post by Andrew on Feb 2, 2007 12:20:59 GMT -6
So, I'm going to expand my Cygnar to be a pretty solid force. Here's what I'm thinking for the moment:
Lt. Caine Charger Lancer Ironclad Eriyss Field Mechaniks - 2 additional goobers 2x 6 Long Gunners 2x 6 Trenchers 6 Stormblades
748. Big enough for a grand melee. Basically the plot-line is the trenchers and Eriyss infiltrate forward to an early position and the long gunners move up to support. The jacks do their thing with the stormblades. Easy enough to collect - everything comes as the boxes do, plus a couple goobers.
How big of games do you usually play?
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Post by RARE CHOICE GAMES on Feb 2, 2007 13:41:57 GMT -6
the standard size for battles at club meetings seems to be 500pts but a i know a lot of people would be willing to play bigger games.
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Post by vicmohammad on Feb 2, 2007 14:07:09 GMT -6
I think I'm the only Lt. Caine player in our group and I'll just toss out that you have way too many jacks for Caine to take control of - especially without a Journeyman.
Caine only has 6 focus. Typically he has to Flash every round or he's going to get killed. So that brings him down to 4 Focus. Also, he only has a control range of 12 inches (which is pretty short when he is running around Flashing everywhere). I typically find that Caine isn't even in range to give his Jacks focus to begin with.
You may want to look into something like Sword Knights, who I...think can Jack marshal with their unit attachment. Hell, Stormblades might be able to as well (do they even have a Unit Attachment)?
Just something to think about. Caine is more of a 'one man army' and a lot less of an efficient warcaster.
EDIT: OK. The more I look at that list - the more I do not like it. With the Mechanics + 3 Jacks you look to be making a more jack heavy army, but then you've added in a lot of infantry. You're splitting two styles of army. If you want a better Caine list I think you really need a Journeyman Warcaster. Then get rid of the Charger for a Hunter. If you want a more Jack-centric approach, pick up Darius.
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Post by Andrew on Feb 2, 2007 15:08:58 GMT -6
The first half is what I already have, and the second half is what I might want to get. I also have Stryker, if he would be better. The jacks are simply from the basic box.
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Post by Andrew on Feb 3, 2007 10:03:37 GMT -6
Okay, revised list, to have more coherency.
Captain Haley Lancer Ironclad 2x6 Trenchers 6 Long Gunners Eriyss
496.
I'm using stuff straight out of prime, because I don't have any other books yet. Otherwise, I'd take three mounted knights. I love knights!
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Post by vicmohammad on Feb 3, 2007 12:51:30 GMT -6
Gah, stop using mercs! Cygnar don't need no damn merc contracts! Pick up some more trenchers.
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Post by Andrew on Feb 3, 2007 13:24:43 GMT -6
But she fits with the theme, and I can't take any more trenchers until I have a second warcaster, which doesn't happen until 1000 points! If I were to expand the units, it'd only be by 1 apiece. Well...maybe a possibility. But I like her...
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Post by vicmohammad on Feb 3, 2007 14:21:11 GMT -6
Ok ok. I just don't like Mercs in Faction armies - doesn't seem right. All of the 'best' or 'killer' lists on PP Forums have at least 1-2 mercs in them and it has always struck me as being silly.
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Post by RARE CHOICE GAMES on Feb 3, 2007 15:49:08 GMT -6
I dont see it as silly really...I mean they are there for people to take them to add something that an army may not have. Plus from a historical standpoint...many armies in history used mercenaries and the ones that didnt absorbed fighters from the areas they conquered into their armies usually forming them into units that fought differently than the conquering army but lended something that conquering army didnt have or was bad at (i.e. Roman forces often added eastern archers to their armies in the east because the romans lacked an archery part of their military in some respects). So having a merc units in a faction really isnt all that silly. I dunno just my opinion.
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Post by Rios on Feb 3, 2007 18:07:53 GMT -6
i think you should drop the second unit of trenchers and max out the 1st unit of trenchers and the longgunners...at 6 they're just too weak
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Post by Andrew on Feb 3, 2007 23:13:37 GMT -6
I can't even find the PP forums, so no knowledge of these power lists are in my noggin'. As a side note, I realized I might not even have her. If I don't, then at the moment I'd change it around to include more infantry.
I'm including the long gunners mostly because I like the models, not so much the rules. I like trenchers far more in that respect, so they'll stay. I could scrap the long gunners for 4-5 more trenchers though. I'm a total noob for WM, so I want to playtest some stuff first, like figure out if the advance deployment of the trenchers and Eriyss is worth it.
How do you balance your lists? I'm envisioning with Cygnar a 25% combat and 75% shooty would be pretty good, or 50/50.
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Post by RARE CHOICE GAMES on Feb 4, 2007 1:18:23 GMT -6
As protectorate i try to stay away from shooty, but cygnar can put together a tough hard to beat shooty list...especially with haley and some storm smiths (whatever the guys are called that have that stupid lightning disruption thing)...I would seriously talk to mike for pointers, his army is a f'in pain in the ass. Shooty is not nearly as important in this game as it is in other games though so you will want at least one powerful heavy jack or something to put up a melee fight.
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Post by vicmohammad on Feb 4, 2007 1:38:07 GMT -6
Hey, I'm also a "veteran" Cygnar player. From what I've seen and played, Cygnar has a lot of options over to it. It can play a jack heavy army (like what I have with Darius) or it can go more shooty and maneuverable between the Long Gunners / Trenchers. Either way, there's a lot of options, you just need to kind of think of what you want your army to do. Currently me and Rios play pretty similar lists with heavy disruption. Which is another avenue open to you. I highly reccomend you go over to www.battlecollege.com and read the articles up on Cygnar units. It'll give you a brief overview of each unit. forums.privateerpress.com/ is the PP forums. Click on "Cygnar Tricks" and the top sticky will give you posts on the generally 'accepted' strategies for Cygnar. On a related note, you'd be my fucking hero if you put together a calvary based army.
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Post by RARE CHOICE GAMES on Feb 4, 2007 2:07:42 GMT -6
No offense meant to you, vic, but I have never played you so I didnt know what type of army you play.
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Post by Andrew on Feb 4, 2007 2:38:30 GMT -6
K, next edition.
Capt. Haley Lancer Lancer Iron Clad 10 Trenchers 6 Long Gunners
500 flat.
Oh, the price on the cavalry is nuts. I might get some; I might not. Certainly nothing based on them unless there were serious discounts involved.
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OBG!
Scout
Paint Poisoning
Posts: 74
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Post by OBG! on Feb 4, 2007 2:54:48 GMT -6
BOO-HISS discounts... oh, sorry, was that out loud?
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Post by vicmohammad on Feb 4, 2007 12:19:25 GMT -6
No offense meant to you, vic, but I have never played you so I didnt know what type of army you play. Cause you're scared. Quaking in your Menoth boots huh.
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Post by RARE CHOICE GAMES on Feb 4, 2007 14:17:15 GMT -6
Menoth fear no one good sir and one day we shall cleanse you from the world with our holy fire, until then have a nice day. ;D
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Post by vicmohammad on Feb 4, 2007 14:26:54 GMT -6
We'll have to throw down next meeting.
Back to the cavalry. Apparently the field allowance is only 1, so the max number of cavalry you could have is 5. That's only what, 80 bucks? Yikes, still expensive.
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Post by RARE CHOICE GAMES on Feb 4, 2007 14:43:05 GMT -6
Cavalry are brutal though from the little I have played against them plus the models are insanely nice. To bad they are super expensive.
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