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søndag 29. oktober 2017

Guild Ball: Season 3 Brewers Guide

Hi! Welcome to my Brewers guide. If you see any mistakes or missing tactics, please let me know!


From left to right: Friday, Spigot, Stave, Veteran Spigot, Esters, Tapper,
Mash, Scum, Quaff, PintPot, Stoker, Harry "The Hat", Hooper, Hemlocke.

Videos and Articles



Kick Off set match report, which explains a lot of the interesting Brewer interactions. A great place to start if you don't know anything about Guild Ball or the Brewers!


Excellent article about how to choose your roster, from Midwest Wargaming.

Captains

You have two choices here, Tapper is a melee brawler, and Esters is better at playing football and the ranged game.

Tapper





Tapper is excellent at brawling due to his Commanding Aura, and he is pretty hard to take out due to Tough Hide.

Tapper is vulnerable to heavy control teams, due to the Brewer's lack of speed buffs and Dodges.

Tapper usually wants to activate early, since his Commanding Aura is extremely strong. He should build momentum to give away the 2 extra influence from Old Jake's.

His momentous KD column is very easy to get off, and useful to activate the damage buffs on Hooper and Spigot.

If Tapper cannot reach his target, he can still run, put up the Commanding Aura, and use Mark Target to make someone else get in.

Esters






Esters is better at control, football, and the ranged game than Tapper.

Esters can be a good kicker against teams that can Mind Control (or similar abilities), since she cancels the first Character Play with her Gluttonous Mass.

Friday can be buffed to unkillable stats with Esters and Spigot (6+ defense, 1 armor).

Mascots


Scum the murdercat, or Quaff the docile dog.

Scum




Scum is good for holding the ball against teams that can Mind Control (or similar abilities). Since he has only 1/4" Kick he has a great chance of missing, and he cannot kick very far. Some models with these abilities are Obulus (Morticians) and Siren (Fishermen).

Scum has a long threat range and can definitely score goals. A simple combo is 6" Dodge from Friday + Shadow Like + 8" Run = 16" movement with a 20" goal threat. A Bonus Timed tap in has an 89% chance to score, with 2 dice on 3+.

Scum can also do surprise pushes so that enemy players get into range of your beaters. Double momentous double push requires only 5 hits, and that is not impossible on a charge.

Scum is one of the best damage dealers in Brewers. A very short playbook + Tooled Up, Commanding Aura, or Esters buff can make the cat deal 4 damage per wrap. The Sic'Em Plot Card is very strong with Scum, you can do 20+ damage in one activation against low defense targets.

Check out the great explanation on Vincent Curkov's excellent quality YouTube channel:






Quaff




Quaff is a dog. Who in their right mind would pick a dog over a cat?

Players

The Brewers have a good selection of damage dealers and football players, but few control pieces.

Friday




Friday is great for kicking and receiving against teams that have ranged character plays. With Esters' and Spigot's bonuses she will be defense 6, and pretty difficult to land Character Plays on.

5+ defense (within 4" of Spigot) and 1 armor are among the best defensive stats in the game. With these stats and a column 1 T she is pretty hard to get the ball off.

Hooper



Hooper has insane damage output. True Grit gives him 7 TAC, which is already high enough to start wrapping against low defence targets. With Commanding Aura, Tooled Up, and Shove The Boot In, he is at 8 TAC and +3 damage against KD models. Three attacks from a fully buffed Hooper can take out most unhurt players.

Hooper is also one of the few 2" melee models in Brewers, which can be important against Unpredictable Movement players like Greyscales, Mash and Midas.

Mash




Mash has 2" melee and Unpredictable Movement, and his counter-attacks give a 4" Push and knocked-down with Howzat!?.. This makes him annoying to pin down and an excellent ball killer (model that prevents the opponent from getting the ball and scoring).

While the miniature makes Bash look like a tough guy, he is not nearly as punchy or tanky as Tapper and Hooper. His role is to be an annoyance, ball killer, and snap shot threat. Use him against teams that want to make 2 or 3 goals to win!

PintPot






PintPot's advantage is extreme influence efficiency. With 6 free actions during the game from Six Pack, he can often do his job on 0 influence. Jog up, drink a bottle, autohit everyone in melee for 2 damage + bleed, drink another and activate Come On Then!

Hitting a model that was going to do something important with a momentous Concussion can interfere with the opponent's plans, and also rob them of opportunities to their own momentum themselves with the lost influence. Berserk players like Windle are perfect targets for influence removal.

Not that Rowdy just affects PintPot when he is attacking. Ganging up and Crowding Out still work against PintPot when others are attacking him, so if you run him alone into a bunch of Butchers or Farmers, expect to get beaten up in return.

PintPot can ignore a Character Play with Come On Then! which makes him a great model to send in front of the others against players like Corsair and Siren than can pull in your models.

Spigot




Spigot buffs movement, damage, and football, so he is a very useful all-round player. Just with the abilities on his own card he has a 17" goal threat.

Spigot can put out both his buffs (Time's Called and Tooled Up) with just 1 influence allocated and 1 momentum, so he can very pretty efficient.

Spigot is one of the least solid Brewer players. He has no defensive abilities outside of getting 3 hits on a counter-attack, which is not something to count on. Usually you would prefer to keep him behind your other players until it is time to commit him against a KD enemy player.

Veteran Spigot




Veteran Spigot is purely a striker. He does not have any of Spigot's team buffs, so he seems interesting in a completely football focused lineup.

The greatest challenge with Veteran Spigot is that he cannot be played together with normal Spigot, so you are losing your best all-round player and access to Tooled Up and Time's Called.

Stave



Stave is great against slow melee opponents, like Windle (Farmers). He is less good against more mobile and spread out opponents.

Weaknesses: Stave is a momentum piñata for the opposing team, and is the best possible target for enemy strikers to bounce off. It is a often good idea to try to keep him out of mêlée combat.

Stoker




You can trigger Burning Passion by either throwing a Molotov or using Human Ball of Fire. Esters or Harry "The Hat" can also trigger it.

Stoker is pretty tanky with his 3+/2 defensive stats, automatic condition removal and regeneration. He is a good pick against condition damage teams.




Union




The two most interesting Union choices for Brewers are Harry "The Hat" and Hemlocke. Damage dealing Union players don't benefit from all the in-faction Brewers buffs like Commanding Aura and Tooled Up. It is therefore usually better to use in-faction players as brawlers.

Harry "The Hat" Hallahan





Harry is no longer a great brawler after the nerfs, but he is still great at setting up plays. He allows the team to dodge forward while building momentum, and his double pushes can be good for pulling an enemy player in and beat him up. An extra Molotov helps set up Stoker's damage buff. Goad can really screw up for your opponent.

Hemlocke





Hemlocke is a good pick against teams that do a lot of condition damage. Smelling Salts can cure herself and the team, and Magical Brew heals herself.

Going last can be good against Smoke, it allows Hemlocke to clear conditions after Smoke does all her AOE duplication and movement shenanigans.

There is some overlap between Esters' Soothing Voice and Hemlocke's Smelling Salts. This makes Hemlocke a bit less useful with Esters.

Blind is very powerful both against strong melee opponents and against strikers. Allocating 1 influence for Blind can force the opponent to activate likely Blind targets first. It's usually a good idea to Bonus Time important Blinds.

Rosters and Lineups

Balanced Brawl Team

Tapper, Scum, Friday, Hooper, Spigot + tech choice.

Lots of damage potential in a brawl with Tapper, Scum, Hooper and Spigot, decent football game with Friday and Spigot, one really long range threat with Friday + Scum

torsdag 19. oktober 2017

Guild Ball: Found a pretty good YouTube channel!

Guy's name is Vincent Curkov, the videos are really well done and very informative! Great (and short) videos of common strategies and counterplay, and several battle reports.

https://www.youtube.com/channel/UCX6a4HC_6tY1sMawVzMRHMg

onsdag 22. mars 2017

Tactica: Major Beth Maddox

Welcome to my second tactica! This time it's Major Beth Maddox. I have been playing her for a couple of months now, and have been enjoying it immensely.




Overview


Maddox is the Cygnar Mk3 battle box caster. She is a mostly melee oriented, and cracks armor really well, which is fairly rare in Cygnar. She has little personal presence herself, so she will probably be fighting from the backline, capping points and buffing her army. Her main strength is a great collection of upkeep spells that buff both jacks and units, as well as a strong melee damage feat. She had no control abilities and little assassination potential, so she is likely at her best played for attrition and grinding the enemy down. Her high Warjack points and good synergy with Storm Division have put her into the top rank of Cygnar warcasters.

Abilities


The most useful ability on Maddox is that she has Crit Disruption on her Storm Strike. Note that the chance of landing this is lower than you might think. The chance to Crit a DEF 12 jack is not 44% (the chance of rolling doubles on 3D6), but 18% (since quite a lot of those doubles, like all double 1's and double 2's, are misses). You should probably not expose Maddox to land this, but if you can keep her safe then by all means go for it.

Maddox does not want to be in the front lines, which makes Quick Work and Critical Cortex Damage pretty much useless. These abilities can be very occasionally useful in the late game, if there are but a few models left.




Spells


Maddox' spell list is pretty much all upkeeps.

Assail gives +2" movement, which is vital to deliver Cygnar melee jacks. If you have multiple melee jacks then it might be a good idea to put one Assail on one of them. Then you can hot swap during the turn to give +2" charge to two jacks. If you run only one melee jacks then you can possibly wait and see if it becomes necessary.

Dauntless Resolve is a fantastic unit buff. You want to cast this on turn one and have it on something pretty much all the game. +3 ARM and Tough is even better than Arcane Shield, the only downside is that you cannot buff a warjack with it. If the game goes long then Maddox herself becomes a good target for this spell, 15/19 gets hard to deal with when there are only a few models left. The spell has great synergy with Storm Blades + Officer, since the unit will become ARM 21, Tough, and immune to Knockdown for one turn.

If you feel your Storm Lances are more important to deliver, and the enemy has shooting that threatens them, then having all ARM 20 Storm Lances might be better.

Electrical Blast is almost useless. Maddox is never going to sport a Lancer, and you have to be dangerously close to the enemy to land this RNG 8 spell. POW 13 AOE 3 with a chance to disrupt is not much for 3 Focus, and if you want to be sure to hit and damage that means spending almost the entire stack. If for some reason you are that close to the enemy, you probably want to camp those 3 Focus instead.

Onslaught is very good. Global Pathfinder on the charge is great, and Maddox is the only one who can do this in a theme force. One big weakness to Cygnar theme forces is having almost no pathfinder, and Maddox fixes this.

Snipe is a good spell. Maddox is not a strong gunline caster, so it's probably not a good idea to base your list on it. It can be cycled on a pair of Chargers or Defenders, or give a unit of Storm Blades or Storm Lances extended threat range.



Feat


Maddox' feat is a simple damage boost that gives +3 POW and Beat Back to all melee attacks to models in her Control.

This type of feat gets better the more attacks you can affect with it. This means that armies with a high volume of attacks and higher melee threat ranges will get more mileage out of the feat.

Lists that can remove Maddox' units at range, or that can control the game and delay engagement until she has lost a lot of models, make the feat significantly worse. Try to avoid playing in such a way that only a few units are affected.

Note that the feat affects Mount Attacks, so if you can impact a few models with a charging Storm Lance, then you get more benefit. POW 15 impacts do damage to almost everything. This makes Storm Lances a strong unit to run with Maddox.

Tactics


Maddox has a good statline, but no defensive tricks at all. Do not play her further up the table than you must. Use cover, and hide behind obstructions. If she gets knocked down she dies fairly quickly. It's usually better to just pretend the abilities on her card do not exist, than to try to get something out of them and die.

Maddox is pretty straight forward and predictable, so the amount of crazy plays you can do are probably fairly limited. The most interesting options are with Stormblade Captain, which can allow you army to do otherwise impossible things. Tactician not only allows you to escape positioning mistakes - it allows you to play your entire army as one huge Storm Knight brick, with ranks upon ranks charging through each other. This completely negates the common play of leaving a few front line melee models while the rest of the army is ready to charge next turn. Laddermore is often the best model to charge with first - she will then be in a good position to buff all the other Storm Lances, and hidden behind a sea of dudes at the end of the turn.

Storm Knights ready to charge through each other

The result of the charge


While Maddox is best in melee, if you out threat your melee army opponent and have stronger shooting, there is nothing wrong with switching gears and playing a gunline for a round or two instead. If you can force your enemy to run in to engage, you are probably having a great time! I have shot heavies right off the table with a barrage of POW16 shots.


Maddox playing gunline and shooting heavies at range

Theme Lists


Storm Division is the obvious choice with her. It allows her to take the best melee units for free points. She can easily take 60 points of Storm Knights for the max bonus, or 40 points with a heavier battlegroup.

Sons of the Tempest has no synergy and is a trash theme anyway. Heavy Metal gives benefits for having a large battlegroup, which she does not support well. Running outside theme seems weak when she can take some of her best options in Storm Division and get another 16 free points to boot.

Army Choices


Maddox is an all round caster and can probably work reasonably well with most models. Her limited Focus pool indicates that she should run a small and efficient battlegroup. She has more and stronger unit buffs than Warjack buffs, and wants a large volume of attacks for her feat. She should therefore run a lot of units.

Army Choices: Essential


Journeyman Warcaster is great for protecting one of Maddox' units, and she allows you to take another of Cygnar's great light ranged warjacks

Squire is important too. Maddox is focus strapped, and having 14" control helps a lot to keep your entire army in the feat.

Major Katherine Laddermore and Storm Lances are not only great models in themselves, but they synergize well with her feat and can be taken in Storm Division.

Stormblade Captain is fantastic when you can get him for free.


Army Choices: Strong


Brickhouse is interesting. The bond can win you games outright if you are lucky enough to crit slam, and Magno Lock can be a terror against Khador and Protectorate 1" melee range heavies. With so many other things to shoot at against Maddox I doubt the Carapace will do much. Brickhouse has less focus efficiency, power and threat than Stormclad, though. If you are playing ADR then he should be a great option.

Ironclad is a good cheap beatstick which is much easier to apply with Assail. Hammersmith has lower threat, but more options for shenanigans.

Stormclad has great focus efficiency since you are probably using a lot of Storm Knights. 12" threat with Assail starts to get into the range where you really start getting the drop on other heavies, and POW 22 under feat with a free charge is enough to kill almost anything smaller than a colossal.

Charger is a good ranged jack that also helps with the Cygnar matchup. A pair are good for Snipe cycling.

Firefly is great with all the assaulting Lightning shots your list is likely to include. He is good on Journeyman Warcaster since he is almost as efficient outside control as within.

Storm Blades are usually not all that great, but Maddox and Storm Division gives them the tools to get up the board, live, and hit like a truck. POW 16 assault shot with Firefly + POW 18 charge is pretty bonkers.

Arlan Strangewayes helps out with Maddox' low Focus, as well as clutch repairs.

Finally, the Stormblades have a home

Army Choices: Optional


These are choices which are more debatable, but can be fun and/or useful.

Centurion and Defender are better jacks when they get more melee threat.

If you are playing out of theme, Trencher Infantry can allow Maddox to play further forward and POW 14 charges are pretty decent under feat. Ragman is great for melee armies.

Acosta is great fun in Storm Division - but he does not benefit from the feat and upkeeps, and since you cannot increase his defense in this list he will probably just charge something and die.

Army Lists


I am pretty sure the Storm Division builds are the strongest now, but I have added some vanilla builds as well.

Major Beth Maddox - Storm Division (75 points)


There are multiple variants here by swapping around jacks in the battlegroup to make it more or less melee focused, swapping Arlan for Acosta, and/or taking some Storm Gunners.


Major Beth Maddox (Maddox1)
* Squire
* 2x Charger
* Ironclad
Journeyman Warcaster
* Firefly
Captain Arlan Strangewayes
Major Katherine Laddermore
Stormblade Captain
2x5 Storm Lances
6 Stormblades
* Stormblade Infantry Officer & Standard

Classic Beth Maddox (75 points)


Use Sniped Trenchers to hide your army while you get it up the table, then use Ragman + the feat to murder stuff.


Major Beth Maddox (Maddox1)
* Squire
* Stormclad
* Stormclad
Journeyman Warcaster
* Firefly
Captain Arlan Strangewayes
Major Katherine Laddermore
Ragman
5 Storm Lances
10 Trenchers

Maddox & The Devil Dogs (75 points)


Thanks to Timothy Fletcher Baer for this one.


Major Beth Maddox
* Stormclad
* Hammersmith

Major Katherine Laddermore
Lanyssa Ryssyl, Nyss Sorceress
Ragman
Archduke Alain Runewood, Lord of Fharin
Rhupert Carvolo, Piper of Ord

5 Storm Lances
10 Captain Sam MacHorne & the Devil Dogs
* Captain Jonas Murdoch
* Freebooter

Pairings


Since Maddox is mainly a melee army it's a good idea to pair her with a control caster or a ranged army. I pair her with Nemo3, but Kara Sloan and Haley 2 might be just as good.


fredag 10. februar 2017

Maddox List

Norwegian Masters is done, and I have no major tournaments scheduled until after summer. With all the new erratas and rebalances that have happened I think it is time to investigate some other Cygnar casters, and get a bigger stable for the future.

Storm Division did great things for Maddox. Being able to get a whopping 16 points of extra models, while not losing anything important, could possibly take Maddox from being an average Cygnar caster to being one of the best.

As a first test, I made a Maddox list that just takes a lot of the geat Cygnar stuff, and maxes out the free models. For taking 60 points of Storm Knights I am able to get a free Squire (5), Stormblade Captain (5) and Acosta (6). Since Maddox brings a solid 30 Warjack Points herself, the list clocks in at a whopping 121 points of models!

Army List


Major Beth Maddox (Maddox1)
* Squire
* Ironclad
* Stormclad
Journeyman Warcaster
* Firefly
Laddermore
Savio Montero Acosta
Stormblade Captain
5+5 Storm Lances
6 Stormblades
* Officer

Spells

  • Assail - make a jack threaten a bit further and get free attack on the charge.
  • Dauntless Resolve - because Arcane Shield was not good enough, she also gives out Tough. Fair and balanced!
  • Electrical Blast - you must be kidding. Maddox should not be 8" from the enemy front line. You are better off camping 3 more Focus.
  • Onslaught - Pathfinder for everyone for the low, low price of 1 Focus to upkeep! This spell makes her swarm of models so much harder to deal with.
  • Snipe - A great spell, that might not be the strongest in a list that wants to get into melee. Sniping a unit of Storm Lances, Laddermore or maybe even the Stormclad can be useful, but if you make a list with dual Chargers it will probably see more use. Against the right opponent you might be able to deal sufficient damage to force him into giving you the charge.

Feat


It's a decent feat. +3 damage in melee is not insane, but since she can have so many attacks in her list it sure does stack up. Since the current meta tends to skew into armor, the feat is quite good right now, but against infantry swarms that do not depend on ARM it does not do all that much.

On the other hand, high armor skew has always been the bane of Cygnar, and having at least one caster in your pair that can reliably crack armor is a good idea!

Battlegroup


Maddox can speed up only one jack at a time, and her feat works best with models that give many melee attacks per point. Therefore, I decided to take only a minimal battlegroup of 30 points. Stormclad is nice because of the free focus, and Ironclad is a cheap beat stick that also can help with the inaccurate shooting in the list. Hammersmith as an alternative that can go deep into enemy lines, but it loses a bit of initial threat.

Since Maddox needs to keep her models in Control to benefit from feat and pathfinder, a Squire is quite useful. She probably won't have much need for the magic attack reroll, but with 4 upkeeps she can become a bit focus starved. Camping a bit more is nice with a caster that has to be fairly close to the front line and has no defensive abilities.

Storm Lances and Laddermore


Not only are Storm Lances awesome, but a charging Storm Lance gets +3 POW to both its impact attacks and charge attack on feat turn. Having a Stormblade Captain along makes it much easier to get off good charge angles and therefore he indirectly increases the amount of attacks that can be done each turn.

The Storm Lances with an ARM buff should be the last unit activated each turn. This allows your Lances and Blades to charge through each other, and then leave the Arcane Shielded lances in front to absorb the counterattack.

The reason for taking two max units is that taking three is cheating.


Chaaaarge!


The reason for taking Laddermore is that she rocks. keeping her alive and useful becomes way easier with the Captain, she can assault and clear some stuff, and afterwards she will be hidden behind 3 layers of Lances and Blades.

Storm Blades and Officer


Storm Lances but with less pony, Storm Blades are possibly the hardest hitting unit in the game per point. Unfortunately, the combination of low speed, no pathfinder and victim stats make them useless in most lists. Maddox in Storm Division fixes it all, though. Dauntless Resolve gives them Tough and +3 ARM, and together with the Officer's minifeat they become ARM 21, Steady, immune to Stationary, and Tough, with Pathfinder. Since they can also move 5" up in the first turn, they don't have to worry about getting left behind by the Storm Lances.

Junior + Firefly


With so many lightning attacks, it makes sense to bring a Firefly along. Storm Lances become way better with Arcane Shield. ARM 20 and 5 boxes die to only the heaviest shooting.
Stormblade Captain

An alternative could be taking a Charger for a good Snipe target.

Stormblade Captain


Seriously, don't play with 11 large bases and a smattering of Blades without allowing the dudes to charge through each other. Also, Maddox is a Storm Blade herself, so you can put her behind some other models without having her movement restricted!

Savio Montero Acosta


I am bringing this guy along just for fun, and he is also a good looking model. I doubt he is ever worth six points, but I think he might easily be worth being free! He does not benefit from Maddox at all, but a SPD 7 solo is great for capping, lightning bounces, and generally murdering the enemy backline and being an asshole. An alternative could be getting Arlan or another Captain.

Games





torsdag 12. januar 2017

Theme Force: Storm Division

Cygnar just got its first Theme Force, and it looks pretty interesting! The theme gives you free stuff for taking Cygnar lighting themed models, and some of these are pretty strong. OK, I am lying. Only the Storm Lances are pretty strong, but free stuff is free stuff!




These are the models you will be able to take:

Warcasters

  • All Warcasters

Warjacks

  • All non-character Warjacks
  • Thunderhead
  • Any character jack that has a bond to your chosen Warcaster

Battle Engines

  • Storm Strider (18 rebate)

Solos

All solos, except Laddermore, can be rebated.
  • Captain Arlan Strangewayes
  • Journeyman Warcaster
  • Lieutenant Allison Jakes
  • Major Katherine Laddermore (gives 8 rebate)
  • Savio Montero Acosta
  • Squire
  • Stormblade Captain (gives 5 rebate)
  • Stormsmith Stormcaller (gives 5 rebate)

Units

All units, except Field Mechanics, give rebates.
  • Field Mechaniks
  • Silver Line Stormguard 
  • Storm Lances
  • Stormblade Infantry + Storm Gunners + CA
  • Stormguard Infantry 
  • Stormsmith Grenadiers
  • Stormsmith Storm Tower

The army-wide theme benefits are fairly weak. You get lightning immune models, and one of our weaker units, Stormblades, get to start 5" further up. I would therefore think that the main reason to take the theme would be to get around a lot of extra points into the army by taking 40+ points of Stormsmith and Storm Knight models. One free solo seems too weak for the restrictions, and I am unsure if any Cygnar caster can really play well with 60+ points of infantry. Maybe Stryker1 can do it.

The obvious combo to take here is 5+3 Storm Lances and Laddermore, which is exactly 40 points of our best models.

Another option could be the Stormblades with 3x WA  + 5 Lances for 36 points, and then adding a CA, a Storm Tower, or a Captain to make it 40+ points.


So, what is the down side with this theme force? The most important thing is that you lose access to Rangers, Trenchers, and all our wonderful merc solos like Lanyssa, Ragman, Reinholdt and Rhupert. You can no longer take Thorn outside Haley lists. Lack of Pathfinder is going to be a real problem, which is why I am using Stormwall in all the lists below.

Major Victoria Haley (75 points - Storm Division)


The list loses Ironclad, Ragman, and Mechaniks from the standard Haley2 Stormwall list, but gains a free Squire, a free Journeyman Warcaster, Laddermore, and a full unit of Storm Lances. An issue with the Haley2 Stormwall list was always the low number of models - this list should have a better presence.

Major Victoria Haley (Haley2)
* Squire (free)
* Stormwall
* Thorn
Journeyman Warcaster (free)
* Firefly
Major Katherine Laddermore
5+3 Storm Lances

Haley and multiple heavies is another classic build. With 40 points taken for cavalry, it's unfortunately hard to fit in three quality heavies. Haley2 fixes Thunderhead's sucky threat range, so that could be a way to go.

Major Victoria Haley (Haley2)
* Squire (free)
* Stormclad
* Thunderhead
* Thorn
Journeyman Warcaster (free)
* Firefly
Major Katherine Laddermore
5+3 Storm Lances

Artificer General Nemo (75 points - Storm Division)


Dynamo with no GMCA seems weak, so I think a Stormwall build looks better.

Artificer General Nemo & Storm Chaser Finch
* Squire (free)
* Firefly
* Stormwall
Journeyman Warcaster (free)
* Firefly
Captain Arlan Strangewayes
Major Katherine Laddermore
5+3 Storm Lances

Commander Coleman Stryker (75 points - Storm Division)


I'm not sure if this is going to work at all... but Stryker1 has the feat and spells which can get Stormblades up the board, and the list gets a whopping 16 points of free solos!

Commander Coleman Stryker
* Stormwall
Captain Arlan Strangewayes
Major Katherine Laddermore
Savio Montero Acosta (free)
Stormblade Captain (free)
5+5 Storm Lances
6 Stormblade Infantry
* 2x Storm Gunner
* Officer & Standard (free)

søndag 1. januar 2017

Tournament Pair: Swapping Caine2 for Nemo3

After Caine2 got nerfed really hard, I am having a look at some alternative casters to match with Haley2. The strongest options right now seem to be Kara, Haley3 and Nemo3. Jarle has already played Haley3 and Kara to death, and no-one in Norway seems to have picked up Nemo3 as a main caster yet, so I really want to take the old man for a spin.


Quick analysis of Nemo3 follows. I have not played him yet, so YMMW and take everything here with a grain of salt.

Feat


Nemo3 has a ranged damage feat. Damage feats are, by and large, very strong feats, and even better when you are not dependent on getting into melee to apply them. The amount of rolls you can get an additional die on are just insane with Nemo.

Spells



Nemo's spell list seems to be fairly average for a spellslinger. Most of the spells are offensive and many have lightning synergy. There are no debuffs and no movement spells.

Chain Lightning is pretty much the same as what his gun does, and what his army does. I do not think it will be used much, I suspect that camping 3 Focus will often be stronger than using this spell.

Electrify is a slightly worse Arcane Shield, but then against Arcane Shield is bonkers good. It might even be better than Arcane Shield on a Stormwall, since managing to put in enough push-blocking models while charging it with some heavies could possibly be tricky.

Force Hammer is very expensive, but it can be used to set up assassinations. Knocking down a caster, or a couple of hard to hit models like Una's birds and Circle's Warpwolves looks interesting. Since you probably have to boost this will leave you with almost no focus to power jacks or survive the next turn.

Lightning Shroud is a +2 STR warjack buff. This is always nice, and extra electroleaps are be even better with Nemo3.

Magnetic Field is great against some lists, and useless against others.


Strategy


Nemo does not have any direct control abilities, but he has the potential to hit extremely hard, and he should also have some nice non-linear assassination plays with some possibility of ignoring LOS and terrain as well.

He can possibly use his assassination threats to play for scenario, but I think that going for attrition is the way to go.

Tactics


The amount of damage he can leap onto hard-to-hit models is enormous. Using run Firefly 12" + Feat it should be simple to engineer a storm of POW 12 + 3D6 electroleaps around that firefly. Possibly a Stormwall will make this even more reliable by dropping a Lightning Pod next to whatever you want to die.

Thorn and Force Hammer has a ridiculous knockdown threat range (22", or even 25" if you arc something through Thorn first).

Thorn + Lightning Shroud has a melee threat of 14", with a series of MAT 7 POW 16 attacks afterwards.

Artificer General Nemo (75 points)


Artificer General Nemo (Nemo3)
Objective: Fuel Cache

Artificer General Nemo & Storm Chaser Finch
* Reinholdt
* Dynamo
* Firefly
* Thorn
Gun Mage Captain Adept
Journeyman Warcaster
* Firefly
Major Katherine Laddermore
5+3 Storm Lances

Models


I made this list especially to support trying out all of Nemo's spells and abilities, and try to get a feel for what works (or not). I imagine that this list will get tweaked quite a lot going forward!
  • Reinhold is there for the double Nemo shot. Spyglass is good occasionally, and the attack reroll helps on Force Hammer assassination runs.
  • Dynamo shoots insanely hard with the Nemo3 feat, and he gets rerolls as well to help him with Chain Reaction. With a Firefly support and spending 3 Focus for damage he kills an ARM 20 heavy at range on average dice. He also hits really hard in melee.
  • Double Firefly for always having the  +2 electrical damage buff.
  • Thorn for setting up Force Hammer assassinations and otherwise allowing Nemo3 to use his offensive spells without instantly dying the next turn. And of course Thorn is just great by himself with his auto disruption.
  • Major Katherine Laddermore since I am bringing so many Storm Lances.
  • Gun Mage Captain Adept since RAT is an issue with this list. His Shadow Fire should help with setting up assassination runs and making sure Dynamo hits with every shot.
  • Journeyman Warcaster for protecting the 5 Storm Lances, and possibly transferring Arcane Shield to Nemo and Finch to protect them  in the late game.
  • Storm Lances since they are awesome, and with the potential to get additional dice on assault shots and electroleaps they are even more awesome.

Other good models in this list could be Ragman, Rhupert, Arlan, Gobber Tinker. I don't think the Journeyman Warcaster + Firefly package is essential here, so these could be swapped out for more Storm Lances or some other choice solos.

You can check out how it plays out in the first game against Haley3!

fredag 2. desember 2016

Building a Cygnar Army

This is a quick beginner's guide to building a Cygnar army. Miniatures are expensive, and the game is quite complex. This little guide should put you on the right track, and help you spend your money on the right things!

Buy a battlegroup box

Cygnar Battlegroup Box

The battle boxes are great value for money, and a good place to learn the basics of the game. The rules are quite complex, and if you are not yet sure that Cygnar or WARMACHINE are what you want to do, it's a relatively small investment.

Those tiny 3-6 model battlebox games actually encompass most of how the full game works, so you do get a pretty good idea about what WARMACHINE is all about from playing them.

Play some games!


That's what it's all about! Buying a ton of miniatures for a game you don't enjoy is a pretty expensive mistake. Check if you think WARMACHINE is the game for you! 

Join a Journeyman League


If there are some Press Gangers (official Privateer Press representatives) in the area, check if any could run a Journeyman League. Such leagues are a great way to build up a collection in small increments. I have done this twice myself, once for Cygnar and once for Trollbloods, and it was a very inspiring and great fun.

Build an army


As in any miniature game, there are models that are generally more useful than other models. In WARMACHINE, unlike many other miniatures games, you will probably end up having many more minatures than you need for playing one single army, and a lot of the fun of the game is finding new and exciting army combinations.

These are some of the staple models that tend to find their way into most armies. You already should have Maddox, an Ironclad, Lancer and Firefly from the battle box so I have not included them here.

There are many ways to build in WARMACHINE, and Cygnar is a combined arms type of army so you can do pretty much anything. Instead of just listing all the best models, I have made a small list of core models that you should get no matter what, and then some good models for building that army in various directions.

Thorn, Centurion, Captain Allister Caine


Core models


These are models that can have a place in almost any army, and with almost any caster.
  • Junior Warcaster - Our best solo. It allows you to give another model extra armor, which is a fantastic buff.
  • Trenchers - Very solid and flexible unit that is hard to remove.
  • Storm Lances - Arguably the best cavalry in the game, they need no support and hit like, well, warhorses covered in heavy armor!
  • Stormwall - The Cygnar colossal is great both at range and in melee, and works with pretty much all our casters. It's expensive, and does not combine well with Trenchers. So in the beginning you should probably get either Stormwall or Trenchers.

Trenchers, with Ragman in the background, fresh off the painting table

Crush your enemy in melee


Lanyssa is great for making your Warjacks more mobile
If you enjoyed punching people with your Ironclad, and want more heavy hitters, these are some of the models that play that game well.
  • Commander Coleman Stryker (Stryker1) - The Strykers all play a mean melee game, but this version is the easiest to play.
  • Arlan Strangewayes - If you want to play with lots of jacks, then Arlan can repair them and give them free focus.
  • Centurion or Stormclad - Two of our punchiest heavies.
  • Lanyssa Ryssyl - Allows you to charge further.
  • Ragman - Increases the damage on any units nearby.
  • Rhupert Carvolo - If you are playing with infantry or cavalry, Rhupert can make them tougher, harder to hit, or allow them to go through rough terrain with no penalty.

Shoot your enemy to bits


Captain Allister Caine
Cygnar has a very strong ranged game and can build an excellent gunline.
  • Captain Allister Caine (Caine2) or Captain Kara Sloan - Some of our very best casters. I have written an extensive guide about playing Caine.
  • Charger or Hunter - Light jacks that shoot very hard.
  • Defender - A heavy jack that shoots hard, but also has a decent punch in melee.
  • Gun Mage Captain Adept - Toolbox solo that is good at removing key enemy models.
  • Rangers - Make all your units more accurate.

Control your enemy


The Haleys are strong control Warcasters - much of their strength lies in manipulating and hindering the enemy. Control is a less straight forward way to play, but Cygnar is really good at it! 
  • Major Victoria Haley (Haley2) - Possibly the best control Warcaster in the game with the meanest feat.
  • Thorn - Thorn is an extremely good arc node that allows you to use your spells while staying safe.
  • Squire - Extra focus for your Warcaster.

Haley2 controlling the game by blocking the enemy Colossal with her Stormwall (link to game)

And... play!


Play with your kids! Toy soldiers are not only for grown ups, you know, kids also enjoy them! :D










søndag 27. november 2016

Tactica: Captain Allister Caine (Caine2)

Captain Allister Caine sporting his Spellstorm Pistols
I wrote a rather tongue-in-cheek post called "Caine2 List Building for Dummies", and was asked about maybe doing a more serious post on the subject. Here it is!

So, who is Captain Allister Caine? Caine2 is the hardest shooting S-o-B in WARMACHINE. He is the ultimate super solo glass cannon, bringing high damage and tons of utility. He also dies to a stiff breeze, so caveat gunmage.

I'm going to go through his abilities, possible tactics, and some tested (and some fun) Caine2 lists.

Update: This post was for the 2016v2 errata. Caine2 was heavily nerfed in the 2017v1 errata after Ammo Type was replaced with Empowered Shot, and he attritions worse now. Most notably Trick Shot assassinations are no longer viable, and losing free Black Penny makes comboing with Ragman more difficult.

Abilities


Innate True Sight is a strong and situational ability, which allows you to ignore all clouds and Stealth, two of the overall strongest and hardest defensive techs to counter. This ability is key to making him a strong candidate for your tournament pair.

Spellstorm Pistol is just insanely good.

* Black Penny is great for unjamming your army, or firing at something you have tagged with Ragman's Death Field without penalty.
* Grievous Wounds is generally great for crippling Warbeasts and Trollbloods, and it also outright counters some very strong feats and abilities. A good tactic is to apply Grievous with the last shots, after you have determined what lives or not.
* Trick Shot is the best of them. It allows you to clear low two low ARM infantry for the price of one, or remove all the chaff around a heavy while you feat it away. It also allows you to do the infamous Trick Shot assassination. More on that later.

Reload [Infinity] is Caine's signature ability. It is what makes Caine2 into Caine2. You can fire up to 8 shots per turn, 2 initials and 6 for your focus. With Reinholdt or the Squire (ha ha don't take the Squire) it goes up to 9.

Spells


Caine2 has mostly upkeeps, and every time you switch an upkeep around you lose 2-3 Focus for that turn. You do not want to do that. Usually I just pick the 1-2 upkeeps I want at the start of the game, and almost never switch. Drop the upkeeps if they become useless later in the game, or if you have a do-or-die assassination run.

Bullet Dodger (BD) tends to go on Caine, unless the opposing army has KD / Stationary threats that you think you cannot avoid. If they do, give Caine HR instead.

Heightened Reflexes (HR) goes on Caine if the matchup indicates that BD won't work. Typically this will be against casters like Rahn, or lists with Dahlia & Skarath, or if you cannot reliably spot the Throw assassination angles (I cannot reliably spot the Throw assassination angles). The perfect Unit to cast it on is Trenchers. Tough becomes vastly more powerful when you cannot get knocked down.

Fire for Effect (FFE) is in my opinion an overall poor spell on Caine. It is expensive for its effect, and since BD and HR usually are more useful, casting this spell means much less pew pew in one of the turns you want to pew pew. There are a few exceptions. I would not take models in your list that depend on FFE for being effective. You don't want to be tied into using this spell.

Gate Crasher (GC) has too short range in Mk3 to improve your assassination chances much. It is mostly useful for positioning. The standard operating procedure if 12" is risky and 17" is safe, is to move up, fire a few shots, and GC back to safety. It's a place effect so you can land behind obstacles or blocking models.

Feat


Overkill allows you to do insane damage with Caine. It is not so good against very high armor targets. If you face those, put the first shots into softer targets to build up damage, and then drop the last shots into the tough guy. The feat can be used either for attrition or assassination.

Caine2 Game Plan

Weaknesses: Dying


You fuck up, you pay the price.
Surviving is the biggest issue with Caine. If the opponent gets something on him, he cannot tank it.

The most important thing is to not get knocked down. If he stumbles, he dies.

The easiest way to avoid this is HR. The harder (but usually stronger) way here is to spot all the KD angles. This got easier to avoid in 2017v1 after removing friendly throws.

The seconds easiest is BD. This has the added advantage of the enemy not knowing whether you will Dodge forwards or backwards, for surprise threat extension. If you want to BD away, you need to closely consider his plays to block your Dodge (this is often quite easy if Caine2 is extended).

The saddest tactic is GC. It costs 2 Focus and therefore 2-4 sweet damage rolls, but sometimes it is really the only possible way to keep him alive.

Always consider camping. If the enemy can drift unto you with blasts, or realistically hit you with anything, always camp something. Two boosted AOEs can kill a non-camping Caine just fine.

Weaknesses: Armor Cracking

High ARM casters with high ARM jacks are the bane of Caine. The best tip if you see that in the enemy pair is to drop your other list (which should be an armor cracking list).

If you can't or won't, well. There are some things you can do. One is the one I am doing, which is building a list which is as good at cracking armor as possible. It might allow you to take down 3, maybe 4 heavies, but if you run into Karchev then, yeah, it's probably gg.

If you are sure you can't crack his armor, well, probably you should just save your Feat until you have a line on the caster and go for even the diciest assassination. A small chance is, after all, better than no chance.

Tactics

There are three main ways to win at WARMACHINE - assassination, scenario, and indirectly by attrition.

Direct assassination on Butcher3

Tactics: Assassinations

There are two basic runs. Shooting the enemy caster repeatedly in the face, or shooting his best buddy repeatedly in the face and use Trick Shot onto the caster.

Caine has 19" threat on the direct damage run. It's hard to get it higher, but throwing him with a Stormwall while he has HR on himself increases the range to 20.5". If the enemy has placed a model between 7" and 10.5" away from Caine you can charge it first to extend your threat. You will waste any attacks you need to remove the model you charge before you can start shooting at your real target, but since Mk3 removed friendly faction charges your opponent might more easily overlook this fairly standard Mk2 style tactic.

If you want to do this run, anything that increases LOS and reduces target DEF is great. Knockdown is of course the best, but Cygnar has no reliable long range KD. Staple support units for assassination are Rangers and the Gun Mage Captain Adept (GMCA). Ace can also increase your chances by pushing and (maybe) knocking down models.

The Trick Shot run has longer threat, you can add whatever base you are shooting at + 4" to the max distance. On the other hand, unboostable POW 10 is not high. As a rule of thumb, you can do it on ARM 13-14 casters with some camp, ARM 15 casters with no camp, and on ARM 16+ it doesn't work. Only do this if it is the only possible way to win. This no longer works in 2017v1.

Tactics: Scenario


Caine2 is not a strong scenario player, having nothing at all that supports winning on scenario. But still, it's good to consider what he *can* do. The trick here is that Caine is such a bully against lists that have low threat ranges and cannot kill him directly. You can move him 12" up turn 1, and then just keep pushing his army away with your assassination threat and damage. If you cannot win yourself, then your threat may be enough to keep the enemy caster off *his* scenario, buying you time to win in one of the other ways.

Caine2 pushing in his Trencher fort, his best buddy Reinholdt by his side
There are many matchups where winning on scenario is unlikely or impossible, and then you just have to do something else. But if you can get an edge on scenario, you can maybe force the enemy to just feed his army into your hungry, hungry dual Spellstorms.


Tactics: Attrition


In my opinion this is the strongest way to build and play Caine. It might sound surprising to many, since Caine does so little for his army and he has always been considered one of the best assassins in the game. But in Mk3, he got such an incredible boost with his Ammo Types.

Caine2 on the bird hunt - he attritions hard
The key to this tactic is that Caine is like having a bonus 20 point unit teleporting around and causing havoc. If you have Caine, your army is likely to do more damage than his army.

Special Combos

Stuff you won't see every game.
  • Hellmouth: Caine2 can fairly reliably remove this horror, even with no feat. How, you ask? Throw FFE on a Trencher grunt. Have the unit move up and CRA on the Hellmouth. A 10 man POW 21 CRA removes the blasted thing on 5+ on two dice.
  • Lightning Pod: Stormwall Lightning Pod is a great target for a clutch Trick Shot
  • Stormwall: A Stormwall with Arcane Shield is also itself a great target for trick shots. Move the guy within 4" of the enemy caster or into a swarm of low ARM infantry and clear them away while having Caine2 far. far away.
  • Storm Lances: You guessed it. ARM 20 Storm Lances can survive quite a lot of Trick Shots as well.
  • Trick Shot assassination using Stormwall on Amon
  • GMCA: This guy is also a legit FFE target. If you really really really need that +2 to hit for the next turn's assassination run, you can consider putting FFE on the GMCA on this turn.
  • Rhupert: His Mist can also be used on Caine, to put his DEF over the top. Getting to DEF 21 starts making many spell assassination runs against Caine very janky.

Army Choices

One of the nice things about playing a caster that does not support his army is that you have plenty of options. 

Army Choices: Essential

I think there are only two must-haves with Caine.
  • Reinholdt for the extra shot every turn.
  • Rangers for the accuracy buff. With so much shooting, you want Caine at 3+ to hit whenever you can. Try not to spend them all at once, having just one left that can threat 19" with run + Mark can be the difference between winning and losing.

Army Choices: Strong

The clue to Caine2 is to take models that do not require support from Caine.
One of Caine's best buddies (sorry Ace)
  • Stormwall is a fantastic distraction and also improves assassination potential and armor cracking.
  • Gun Mage Captain Adept has the strongest synergy with Caine, and is my first optional choice.
  • Journeyman Warcaster is good for attrition. Stormwall, Centurion and Storm Lances are prime targets.
  • Trenchers, are an exception to my no-support-from-Caine rule. HR makes these guys beastly, and the clouds are great for playing Caine up the board.
  • Storm Lances are totally self-sufficient and our best overall unit in Mk3. They also bring the best armor cracking, which helps shore up one of Caine's core weaknesses.
  • Ragman is great in any Caine list where you expect to have enemies in your face. He delivers a maximum of 36 extra damage from Caine2 every turn if you can hit with both shots and Trick Shots within his Death Field.
  • Rhupert Carvolo can give Caine another +2 DEF, give emergency pathfinder, and who doesn't love the sound of bagpipes?

Army Choices: Optional

These are choices which are more debatable, but can be fun and/or useful.
  • Defender, Gallant (with Halan Versh), Hunter,  Stormclad are good jacks that require little or no focus.
  • Ace has a knockdown shot, but is very expensive and mostly duplicates abilities you can get for less.
  • Centurion requires little focus and is a good scenario piece, but sometimes he just won't see any action.
  • Arlan Strangewayes frees up a focus if you have jacks that want more than one.
  • Eiryss2 is good for assassination focused lists, but she is expensive and pretty predictable, and there are too many ways to remove her.

  • Lady Aiyana and Master Holt with Murdoch are very expensive, but allow Caine to pew pew at range with an ARM debuff. I would probably prefer Ragman.
  • Lanyssa Ryssyl helps with extending Caine's poor jack threat, but it's still poor.
  • Lynus Wesselbaum & Edrea Lloryrr are nice for picking out arcnodes and spirit, but against many lists they do little. I am unsure if they are worth their points.
  • Viktor Pendrake is a possibility against beast heavy lists, but I don't think it's the best choice, since you usually won't have issues hitting even Circle beasts with Caine.
In order to not make this wall of text a Trump level tall wall of text, I won't go into the models I think are less useful.

Caine2 List Variants


Here are some possible Caine2 lists, for your enjoyment.

Army List: "Infantrymachine"

Captain Allister Caine
* Reinholdt
* Centurion
* Hunter
Journeyman Warcaster
* Firefly
Gun Mage Captain Adept
Ragman
Rhupert Carvolo
6 Rangers
5 Storm Lances
10 Trencher Infantry

This is a list I constructed myself, and the one I am currently playing. I like toolbox lists more than skew. This list is asking the following conundrum of the opponent, "Can you deal with lack of vision, 21 hard to kill infantry and cavalry models, Caine's strong removal and assassinations AND a 24 ARM jack?" I think many lists will struggle with at least some parts of this army.

Check out my battle reports about Caine2 for details.

Army List: "Stormwall"

Several similar lists have been played in tournaments, with the exact solos being shuffled between these and Ragman, Lanyssa, Gobber Tinker, Lynus & Edrea, etc.

Captain Allister Caine
* Reinholdt
* Stormwall
Journeyman Warcaster
* Charger
3 Storm Lances
3 Storm Lances
6 Rangers
Gun Mage Captain Adept
Captain Arlan Strangeways
Rhupert Carvolo

This list uses Stormwall as an anchor point, diversion and/or LOS blocker for Caine. A neat trick here is Shadow Fire works on friendly faction models, so you can move the Stormwall, make it invisible with the GMCA, place Caine behind it and pew pew pew. When the enemy turn starts, the Stormwall blocks LOS again.

Caine can here keep his Focus mostly for himself. Power Up + Arlan provides 2 out of the possible 3 focus for Stormwall, and you probably only need 2 for shooting when you have Rangers and GMCA. There are not so many good upkeep targets, so probably Caine can just keep HR or BD on himself all game. I guess a DEF 12 Stormwall could be fun though.

Army List: "Bounty Hunter"


Captain Allister Caine
* Reinholdt
* Ace
* Stormwall
2x Gun Mage Captain Adept
Eiryss, Mage Hunter of Ios (Eiryss2)
Gobber Tinker
Ragman
Rhupert Carvolo, Piper of Ord
6 Arcane Tempest Gun Mages
6 Rangers

If you like your games short & sweet, why not just throw all the assassination boosters into one list and add a Stormwall to the mix. A possible triple Shadow Fire, Critical Knockdown push shots Rhupert to give Caine pathfinder, and Eiryss to strip the focus. I am not saying it's tournament level good, but I am sure it will be fun. For you.

Army List: "Hunter Spam"


Captain Allister Caine
* Reinholdt
* 3x Hunter
Journeyman Warcaster
* 2x Hunter
Gun Mage Captain Adept
Ragman
6 Rangers
5 Storm Lances

Shoot'em up, and whatever survives, hit it with a Storm Lance charge. At least it will be glorious. Just make sure to tell your opponent "Caine2 is not really OP" afterwards.

Army List: "Morrowan"


Captain Allister Caine
* Reinholdt
* Centurion
* Gallant
Journeyman Warcaster
* Hunter
Arlan Strangeways
Gun Mage Captain Adept
Harlan Versh
Lanyssa Ryssyl
Rhupert Carvolo
5 Storm Lances
6 Rangers

This list was provided to me by the Hydrogenator in the PP forum. It looks pretty interesting!

The Hydrogenator writes: "[f]irst turn is typically BD on Gallant, sometimes HR on Caine if I need it (Lylyth3, throws, KD casters). I think FFE is a trap, not worth losing the focus but I play pretty greedy with him. It forces you to be a bit more cognizant of threats but he out threats pretty a huge portion of the game to begin with.There are few casters who can afford to walk within 19-25" of him. And there typically isn't much left to threaten Caine after he activates and Gatecrashes out. Versh is another nice control piece depending on your opponents army, he's surprisingly tough to deal with.

AS starts on the ponies and then I switch to the Centurion once they get stuck in."


Army List: "Sniper"


Caine 2
* Reinholdt
* Ace
* Centurion
Journeyman Warcaster
* Charger
Alten Ashley
Arlan
Eiryss 1
Gorman
2x Gun Mage Captain Adept
2x Gun Mage Rifleman
Ragman
6 Rangers
Lynus & Edrea

From KhadorGuy09 in the PP forum.

KhadorGuy09 writes: "The basic premise is to play a catchers mitt style game. Arcane Shield goes on the Centurion who is there to contest scenario elements, while the rest of your army inflicts 'death by a thousand cuts'. The priority for Caine, the Rifleman and Alten is to scalpel out spirits and cortex's, while the rest of the army clears up any infantry. One trick is not to use the feat to kill a single heavy, but to spread out the damage on vital systems on several, without cortex's or spirits the Centurion is near impossible to kill. There is a fair amount of gunfighter and black penny so the list is also pretty good at unjamming itself.

Also with the GCMA and Eiryss 1 the opponent has to respect the threat of assassination, so the longer you hold the feat and bully their caster back the better."

More Army Lists


You can find a lot of tournament Caine 2 lists here:

In Closing


I absolutely love playing Caine2. He is very flexible, and can be played extremely aggressively. He can often pull out wins from places wot wins should ne'er be pulled. I hope the guide was useful, and I'll see you over the tabletop!