Creating the 'Overview of WarmaHordes Armies' thread
So, since we have one for Fantasy and WH40k, I figured why not Warmahordes, this isn't hard fact, it's my experiance, which isn't inconsiderable.
So we shall begin with the Armies of Warmachine, the game of Steam powered Combat!
Cygnar- A powerful nation beset on all sides by enemies, Cygnar is the most technologically advanced of all of the Iron Kingdoms, boasting a formidable control of Electrical energies.
Warcasters- Cygnar boats some of the most competitive (in this overview a synonym for powerful or best) warcaster's in the game. Haley in either form, Caine, and Stryker as the fronting three powerhouses.
A Brief overview of casters-
Haley- Prime Haley is a powerful warcaster, with a healthy focus stat, and a powerful spell list, Her feat takes excellent advantage of Cygnar's powerful ranged ability, granting additional shots outside of activation, if inside her control area.
Haley also possesses the abillity to nullify an enemy spell that targets her or a model within 3' of her, by spending a focus point.
Fun Fact- Because these shots occur outside of the model's activation it does not benefit from abilities such as; Strafe,multi-fire, powerful shot, etc.
Epic Haley- With a amazing focus stat and possibly the BEST feat in the game, Haley is must take for many competitive players, with a large spell list she also has a spell for every occasion, focusing on improving the ranged abilities or speed of her jacks (see the Jack bullet tactic)
She has a warjack bond as is common with many epic casters, and the ability to steal enemy spells, she is Cygnar's foremost arcane master.
Prime Stryker- Prime Stryker is solid Warcaster for every Occasion, with a higher than everage MAT (while by no means amazing, it will get the job done) and a feat that will make your opponent rip his hair out, as your trenchers and long gunners become as tough as warjacks!
His spell list is "average" Buffs, and damaging spells. One spell does stand out however, Earthquake, the ability to knockdown a 5' AOE worth of enemies is priceless, and has carried many games.
He has a average ranged weapon, with disruption, and an average (for a warcaster) power weapon with disruption as well. Stryker is a reliable caster, who can get the job done.
Epic Stryker- Is a powerhouse, plain and simple, he is a simple beatstick, but none the less effective for it. A common tactic is to velocity himself into charge range, or to get a good angle, then with an 11' threat range, he charges with a pow 15 weapon, but the real gem is his uniqe ability- Overload. Stryker can roll 1,2, or 3, D6 and gain that much strength for the round, he then takes the number rolled as damage, so obviously people are not rolling 3d6 as on a good roll, it would drop him. But assuming you roll 2d6, average says 7, so he is now POW 22 with 3d6. That spells instant kill for almost EVERY caster. Barring those even Stryker should hesitate to run at.
He also has a effective Warjack bond, made even better if you took 'Ol rowdy.
Prime Caine- Allister Caine is a formidable ranged assasin, he is nothing to talk about in melee, but in ranged Combat he has no equal, RAT 8 with 2x rng 12 POW 12 pistols, each with ROF 2. He can put the hurt down. His feat though is the real magic.
Caine makes a normal ranged attack against EVERY model in his control area, ignoring intervening models, position him right, and he can knock out a HUGE portion of the opposing force, and even warcasters thinking themselves safe behind their army, will find Caine's ranged ability a frightening prospect.
Caine has a unique ability-Range amplifier, if he is the point of origin for a spell he cast, the spell gains +5 range. This means, he can be throwing out thunder strike at rang 13!! This spelll won't be seeing use to often though, as it does have a whopping cost of 4. While Caine only has 6 focus to spare.
Epic Caine-Epic Caine took what Prime Caine did, and made it better. His pistols now have unlimited ROF, his RAT has become an unholy 9, his feat however, is less up front slaying of the enemy, and more caster assination. For every ranged attack that hits, you gain a cumulative +1 damage, and enemy models boxed explode for pow 12. So in effect, you move, he feats, fires 6 times, assuming all hit (why wouldn't they, with RAT 9) his final shot will be at pow 17. Good stuff.
He still has Range amplifier, and elite cadre gun mages, granting them gunfighter. A more proficient killer at range, you will struggle to find.
I'll update from Prisoner Cell Block Nerd when they extradite me.
Last edited by Lord Sven Kittyclaw; 04-09-11 at 05:34 PM.