søndag 11. desember 2016

Battle Report #44: Caine2 vs Montador (Internal Affairs VI #3)

After facing Helynna with Haley2 I was ready for a third round. Now I face Amund's Mercenaries with Mantador and the Cephalyx dude spam. I cannot play Haley2 into 60+ Cephalyx so I drop Caine2. Amund drops Mondator.

Captain Allister Caine (75 points)


Captain Allister Caine (Caine2, Bunker)
* Reinholdt
* Centurion
* Hunter
Journeyman Warcaster
* Firefly
Gun Mage Captain Adept
Ragman
Rhupert Carvolo
6 Rangers
5 Storm Lances
10 Trencher Infantry


Captain Bartolo Montador (75 points)



Captain Bartolo Montador (Montador1, Stockpile)
* Galleon
* 2x Nomad
* Mangler
Orin Midwinter
Raluk Moorclaw
Trencher Infantry
* Officer & Sniper


Deployment



His list is very tanky. I will have to spend a long time to kill all those ARM21 heavies and ARM22 Galleon. but I think I have scenario opportunities.

He wins the die roll and goes first. I take the trench and the open terrain.

I deploy the Hunter on the left to stay in the small forest and deny the left zone. Caine goes in the middle with the Centurion and the Lances go far right.




Turn 1


Bart moves up. I move up and cloud up in front of Caine2 just in case. Rangers get Dirge of Mist and Lances get Arcane Shield. Caine2 gets Bullet Dodger and the Trenchers get Heightened Reflexes.





Turn 2


Bart feats and shoots some Trenchers, and a lucky shot kills a Storm Lance, needing 12 on 2D6!




Caine2 moves up and uses trick shots to kill half his Trenchers. Lances back out a bit so they can charge to clear the zone next turn.




Turn 3



Galleon toes into the zone and a Mangler kills my Firefly in two attacks! Bart is hiding behind a Nomad. First I look at an attrition play, I could use Ragman, feat with Caine and hit the Galleon a lot of times. But then I see that a few of the enemy Trenchers are about 10" away from Caine2. I measure it up, and from that position Caine2 can just barely see Bart.

Bart is at ARM19,  but this seems like a good opportunity! I really want to have the +2 to hit from Rangers. I use those awesome movement templates from Frozen Forge to measure up the 14" Ranger run around the Mangler and Trencher. It's possible!




The Ranger runs up.




Caine2 gets Pathfinder from Rhupert, charges the Trencher, feats, kills it with the first shot, misses a shot with snake eyes, but five shots is enough to kill Bart!




Post Mortem


This seemed difficult against so much armor, but Caine can often find a way! The GMCA prevents Bart from hiding behind the Galleon and that makes things a lot harder for him.

I am up 2-1 in the tournament, this is going well! The last fight will be Caine2 against Deneghra1.


Battle Report #43: Haley2 vs Helynna (Internal Affairs VI #2)

After the silly loss against Butcher3 in the first round, I am ready for another go. I face Nima who is playing Helynna and Vyros1. I know that Caine2 will have a terrible time against Helynna's ARM skew, so I drop Haley2 and Nima drops Helynna.

Major Victoria Haley (75 points)


Major Victoria Haley (Haley2, Fuel Cache)
* Squire
* Stormwall
* Ironclad
* Thorn
Journeyman Warcaster
* Firefly
Ragman
Lanyssa
3 Storm Lances

Magister Helynna (75 points)


Magister Helynna
* Chimera
* Discordia
* 3x Manticore
3x Arcanist Mechanik
Lanyssa Ryssyl
10 Dawnguard Sentinels
* Officer & Standard
* 2x Soulless Escort

Deployment


I win the roll and elect to go first.

Stormwall goes left to try to contest or capture the left zone. Rest goes right to clear my zone. Thorn in the center to try to move things around where ever needed, or possibly disrupt all his jacks.

Nima places everything in the centre.




Turn 1

I zoom up with Temporal Acceleration on the Stormwall and some Telekinesis. Stormwall gets Arcane Shield.




Everything Retribution goes on the right flank, except Lanyssa and a Chimera. Helynna feats and Dawnguard minifeat.





Turn 2

I feat. Stormwall fires some shots at the Chimera but little damage. All my stuff charges in and kills a handful of Sentinels and I try to jam up things as well as I can.




Nima makes the Vengeance attack with the remaining Sentinels but the Firefly lives. He then makes a mistake and moves the Sentinels, so then he loses all his attacks with that unit. He is unable to get anything into my zone, and I score on his turn.

1-0





Turn 3


Looking at the pictures now, we must have done something wrong here! For some reason we were both sure that I was 2-0 at this point but clearly I was only 1-0. We must have incorrectly counted the top of turn 2 as well!

I killed the objective, TK'ed Lanyssa out, and scored both zones and we thought I was at 5-0 so we stopped there. Well, I was up a lot at this point, and I am pretty sure he could not have stopped me from getting a final point in one of the zones. Anyway, I hate it when stuff like this goes wrong.



Cygnar wins by poor counting skills!


Post Mortem


I was up a lot at the end, and I felt I played it right and had good control all through the match. That obstruction in the middle on his side was pretty bad for him - I could potentially shift my army around, but for him it would be a lot harder.

Sorry about that mistake, Nima :(

For the next game, I face Bartolo Montador and Galleon!


lørdag 10. desember 2016

Battle Report #42: Haley2 vs Butcher3 (Internal Affairs VI #1)

Our gaming club, 2D6, is running monthly tournaments. These are mainly for club members, but we also are happy to fill up with other players. Today we had 24 people playing in the club!

2D6 in action


I am sure regular readers can guess what I brought. Yes, it's the very same two lists I have been practicing for a while now - Caine2 and Haley2.

For the first match I meet Juan who I have played Caine2 vs Butcher3 before. He has tuned his Butcher3 to have even more punch. I had not played his Vlad1 list before, it consists of a pair of jacks and three min Winterguard with all the rockets.

I was almost certain he would drop Butcher3 since Caine2 would probably have a field day with his infantry-heavy Vlad1 list. I did not want to play Caine2 against 5 Khador heavies. I therefore dropped Haley2 into it, which I think is a good matchup for me, as long as I can keep Haley2 from getting axe to face.

Major Victoria Haley (75 points)


Major Victoria Haley (Haley2, Fuel Cache)
* Squire
* Stormwall
* Ironclad
* Thorn
Journeyman Warcaster
* Firefly
Ragman
Lanyssa
3 Storm Lances

Kommander Zoktavir, the Butcher Unleashed (75 points)


Kommander Zoktavir, the Butcher Unleashed (Butcher2, Bunker)
* 2x Juggernaut
* 2x Kodiak
* Ruin
Gobber Tinker
Kovnik Jozef Grigorovich
Ogrun Bokur
Orin Midwinter
6 Winter Guard Rifle Corps 
* 3x Winter Guard Rocketeer


Deployment


I win the die roll and elect to go first. I think I have good chances to keep Butcher3 off my flag and score on his second turn, which will give me a solid scenario lead.

My plan is to use the Lances to clear my flag, and use the Stormwall to prevent the Butcher from scoring his flag.





Turn 1


I run up, using Temporal Acceleration and Telekinesis to speed up everything I can.






Butcher moves up and spreads out. I feel his deployment is was weak. Winterguard will do nothing against the Stormwall, and Ruin is far away from the Arcane Shielded Stormwall.




Turn 2


I feat, pull in the left Juggernaut with a Telekinesis and a Temportal Accelerated Stormwall murders it. Electroleaps clear half the Winterguard as a bonus.

The Storm Lances unfortunately fail to kill the right side Kodiak.




Too bad I failed to kill that Kodiak, it kills two Storm Lances in retaliation. Everything else is too far away to do very much under the Haley2 feat. I score, as planned.


1-0





Turn 3



I splat another heavy and disrupt the two heavies remaining. But I make two mistakes. One, I kill one War Argus. Two, I decide to keep going for scenario when I have already won on attrition.

2-0






Butcher gets a Vengeance move and together with a charge, Impending Doom and Feat he pulls Haley2 into range. Haley2 gets cut in half (is she then two Haley1's?)


Haley Fillet


Khador wins by assassination!

Post Mortem


I was in control the whole match and was very happy with my play until my overly greedy turn 3. I could have just stayed further back and had an easy win, but noooo... Haley2 must evidently have her shiny control points.

Well, lesson learned. Since I lost my first game I relax with a nice beer and a long lunch with Juan. He is a chef, so it's no wonder he likes to play the Butcher!

torsdag 8. desember 2016

Battle Report #41: Caine2 vs Rahn

Another game against Rahn, this time played by Nico. I have played this matchup before against Nima, but Nico's list is less focused on assassination and more on attrition.


Captain Allister Caine (75 points)


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

Adeptis Rahn (75 points)


Adeptis Rahn
* 2x Chimera
* Hyperion
Elara
* Discordia
2x Arcanist Mechanik
Lanyssa Ryssyl
2x6 House Shyeel Battle Mages

Deployment


Rahn winds the die roll and skews to the left flank. I decide to skew right with the Lances to try to keep my flag clear, and use the Centurion to block off him scoring in the zone.

Turn 1


Rahn moves up and casts Polarity Shield on the Hyperion.





Caine2 gets Heightened Reflexes since anything else is insane against Master Knockdown and Pull Artist Rahn.

I move Caine2 up the centre and build a cloud wall. He stays 2" behind it so that it is impossible for Rahn to cast Telekinesis through a Chimera and get me into the clouds or into view of any of the Battle Mages, and so far behind that it seems impossible to run a Chimera behind Caine2 and Force Blast him forwards. Caine2 camps 3 so that I won't be killed by double Chain Blast.

Have I played against this shit before? You bet.

Caine2 has been placed with 12" of the right flank flag, so that I can Gate Crash there later.

The Hunter shoots the right Chimera and does 8 boxes, but does not take out anything important.




Turn 2



Rahn mostly shuffles around and decides not to feat. A Force Hammer knocks down the two leftmost Lances. The Chimera and Battle Mages try to knockdown and kill a Lance or two on the right, but they all live. Four Trenchers and two Rangers are killed my various shooting. All in all his dice are pretty poor and I make a lot of tough rolls.




I build a new cloud wall. Caine moves up and together with the Hunter he clears away the jamming Chimera. This frees up my Lances which then charge and murder 7 Battle Mages and Lanyssa. Perfect!

The Centurion toes into the zone but a much better play would have been to place him behind the clouds so he could not so easily be Telekinsis'ed out of the zone or into melee range

The Trenchers make a new cloud wall. Since I only have 2 Focus left I decide to not Gate Crash to the flag. I think I would have been assassinated if I did. Caine ends up camping 2, stays 2" behind the cloud wall and also get the Dirge of Mist. I don't trust that Rahn one bit!




Turn 3


Rahn goes for a scenario play, clearing the zone and killing my objective. He feats, but the Battle Mages do very little. Even boosted spells are weak against ARM 20 Lances.

For some reason he dropped Polarity Field to have more Focus available, I think that was a bad move since it makes killing Hyperion so easy.

0-2





That Hyperion is in a terrible position. My plan for this turn is to kill Hyperion and whatever else I can get my hands on, and then camp as much as I can out of melee range of Discordia. I therefore decide to activate Caine late and see whether the rest of the army can deliver the goods.

Ragman with Death Field, the Centurion, the Hunter, a fully charged Firefly and two Trrenchers together do a lot of damage. I activate Caine, feat, shoot away the Hyperion and the one Battle Mage jamming the Lances. Caine stops while camping 2 (it is so hard to not go all out on Overkill!)

The Lances go in and kill the other Chimera and few more Battle Mages.





Turn 4


I have lost nothing of importance and Rahn is almost out of models. He decides to go for a hail Mary play by moving up Rahn and casting two Chain Blasts at me, needing 11+ on 2D6 to hit. The first one misses, and that is that.





Post Mortem


I think that losing so many Battle Mages in turn 2, and then getting further down on attrition after the scenario play in turn 3, lost the game for Rahn. A stronger play might have been feating in turn 2, and just try to kill as much as possible and get up on attrition. There is not much in my list that can reliably kill an unchargeable Hyperion, and Telekinesis can keep the Centurion away forever.

I am happy with my careful play this game. My main goal each turn was to deal as much damage as I could and not lose Caine, and it worked out that way.

I am not quite sure who is up here. We both have a lot of options and strong assassinations. It's a hard matchup to play for both sides, since one small mistake and it's over.

tirsdag 6. desember 2016

Review: Frozen Forge Movement Templates

Full disclosure: I am a friend of Jonas. I got a free set of the templates to use in this review. I have not been paid or compensated in any other way for this review. The text, photos and opinions expressed above are my own and, I stand by them. If someone wanted to pay me to write something nice they would have to give me a lot more than some pieces of colored plastic. :D

I was given a batch of the brand new Frozen Forge movement templates from Jonas, and decided to try them out in today's game!

These templates are for dealing with a fairly common problem - doing exact measurements when you cannot move in a straight line. They can also be used in situations where the table is cluttered and it's hard to place a measuring tape or other widget.

Movement is done in two steps. One, place out a snake of movement templates that match the miniature's base size.




Two, place your miniature in the opening in the other end. That's it!




There is one set of templates for each base size. I chose one set in each of my army's primary colors,
purple, blue, and yellow. This makes it easier to find the right set quickly.




Using the templates you can premeasure accurately on your planned move - like here, where Caine2 wants to crawl around the Objective and see what he can reach with his 12" range guns.




Here is a neat trick - place a proxy base in the last opening. In this case, the last purple circle is not one of the movement templates, it's a 30mm proxy base. After removing the templates, I can just place Caine2 on top of the proxy base, or leave the proxy base in position while I do the other measurements, like placing the smoke clouds.




Checking to see if the Firefly can walk around Reinholdt and be in melee with Hyperion.




To execute the movement, I place the Firefly in the hole at the end. Perfect!




Using movement templates does take some extra time when moving straight, compared to just using a widget of the right length. I suggest using them when it really matters that the movement is perfect! In cases where you need to go in a curve they are faster to use than doing less accurate movement by (for example) "walking" a 2" template by turning it back and forth.

The price is $10 for each set, so $30 for all three. The templates look good, with clear numbering. What can I say, Jonas makes the coolest stuff!


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!