View Full Version : New to Cygnar
Joel G
02-15-2010, 07:15 AM
Hello everyone, i am new to Mk II, but have played some Mk. I, with no community to play agents so it kinda died for a while, but with the new rules, people have started buying stuff at my local store and we have been getting games in now. i bought my army without knowing how the units went together, but now i understand and have been fine-tuning my 15 point list before i move onto any higher point values. so 'ear we go
Commander Adept Nemo(-6)
Charger(+4)
Charger(+4)
Ironclad(+7)
3 Stormsmiths (+3)
Field Mechaniks(+3)
The idea is to use the Stormsmiths to feed Nemo FP and kill light targets while the Chargers and Ironclad deal with any jacks or beasts coming my way. i figure using Voltaic Snare should slow jacks down enough to let the Chargers get a good volley or 2 off before popping Nemo's feat disrupt anything close, and charge the Ironclad agents whatever left.
i have switch out options too, 2 hunters, stormclad, grenadier, thorn and Haley (tho i don't know if thorns cost is worth his rules) lancer, epic Stryker, normal Stryker, and a unit of long gunners with officer and standard (6 man so far) so i have a fairly decent force (lacking infantry) but i think the current list is the best so far. what do you think, be brutally honest, best way to improve my force.
can_i_post?
02-15-2010, 07:56 AM
Hey there, Joel
Well, when taking nemo one always needs an arc node whether it be lancer(s) or thorn.
With an arc node you can keep him safe while shocking infantry or shutting down jacks.
If you want to take infantry or solos you can, but nemo is best served a heavy.
I would prefer the TGod at this point level because it is very flexable.
Some really like the Hammersmith for good reason and in this point level an armore 24 cent could be brutal.
Good Luck!
nanozach
02-15-2010, 08:31 AM
What models do you have so far?
Assuming you have the battlebox plus nemo, this might be a fun list that wont break your wallet...
pNemo (6 WJ)
Ironclad (7)
Lancer (6)
Charger (4)
Charger (4)
15 pts
Alternatively, you could put two stormsmiths, and a minimum units of mechanics in there instead of one of the chargers...
If you want to use thunderhead, something like this might work...
pNemo (6 WJ)
Thunderhead (12)
Lancer (6)
Arlan Strangeways (2)
Stormsmith (1)
I used to use pNemo + thunderhead + stormclad in 15 pt mangled metal during teh field test, but sadly the stormclad ended up costing 10.
Speaking of the Stormclad, he and nemo get along great!
pNemo (6 WJ)
Lancer (6)
Stormclad (10)
Stormblades (5)
15 pts
Sign me up for this one! Some would say the stormblades don't synergize well with pNemo and his stormclad. This is because you cant get the free focus on the clad if you supercharge, but I still think its a great little list.
That said, if you don't want to bring a lancer, nemo has a lot of focus, so can really put a boat load of chargers to good use. He's not quite the beast eNemo is if you want to spam 3+ chargers, but he gets along with 2 or so quite well. I could even argue that a charger is a cheaper and better use of 3 focus than chain lightning and a lancer in this format. It just depends on how much infantry you think you will see against your buddies.
I can think of a hundred more combinations off the top of my head but hopefully those get you thinking.
Cheers!
p.s. he is a very frail old man, so you might even want to take a sentinel or ogrun just for some shield guard.
Joel G
02-15-2010, 09:26 AM
Thank you for the advice, but my main question i guess is, dose nemo get the extra FP from the stormsmiths, it say's casting spells, and there stormsmithing is a skill, what i'm not sure about is dose it count for his accumulation or dose it have to be a "Spellcaster" to qualify (now looking at it typed out, i suppose i answered my own question)
and now that i remember the lancer has the node, he will see the table, overlook him a lot of the time.
nanozach
02-15-2010, 09:31 AM
Thank you for the advice, but my main question i guess is, dose nemo get the extra FP from the stormsmiths, it say's casting spells, and there stormsmithing is a skill, what i'm not sure about is dose it count for his accumulation or dose it have to be a "Spellcaster" to qualify (now looking at it typed out, i suppose i answered my own question)
and now that i remember the lancer has the node, he will see the table, overlook him a lot of the time.
Nope. See this thread for what triggers the ability. It will be a little before the battle college is complete again.
http://privateerpressforums.com/showthread.php?t=10440
Joel G
02-15-2010, 09:36 AM
ahhh, i c, i thought it was too good to be true, but ill most likely still take them, there annoyance factor is enough for me to like them, that and someone has to actually kill it to stop them, and that means there not killing something else.
nanozach
02-15-2010, 09:51 AM
ahhh, i c, i thought it was too good to be true, but ill most likely still take them, there annoyance factor is enough for me to like them, that and someone has to actually kill it to stop them, and that means there not killing something else.
At 15 points, you will see mostly casters and battlegroups, maybe a few solos. If your local group (meta) has mostly warmachine players, your disruption will be quite the thorn in the other player's sides, and the chargers would do well to just avoid disrupted heavies and shoot the caster.
Another beautiful combo is stormsmiths plus iornclads. The perfect picture here would be two or three jacks relatively close to each other that don't have reach. Move/charge the Ironclad up and tremor from between .51 and 2 inches away, then stormcall the knocked down jack (either order works actually). Now the jacks can't shake the knock down effect, because they cant be allocated.
They also excel at taking down solos. Their stormcall needs line of site, but ignores things like stealth, as its not an attack (this is my understanding anyway, if I'm wrong someone correct me). The pow ten is enough to take care of those high def low arm solos that you see so many of, and stormsmiths are only 1 pt each. I can usually counter my opponents eyriss with one or two of these, which means my 1 or 2 points, just took out your 3. if they do anything else that's just icing on the cake.
Joel G
02-15-2010, 10:50 AM
I really like the stromsmith idea with a few ironclads, i really like there model, and have been itching to get my hands on the new plastic kit (i'm so maging it) tho i don't know what to think about the Defender, is it really worth the 9 points. it looks tempting, with the long range high power gun, but one shot. also, i don't have the mini yet, so i am wondering, how many FP can the squire give there war caster?
nanozach
02-16-2010, 07:13 AM
I really like the stromsmith idea with a few ironclads, i really like there model, and have been itching to get my hands on the new plastic kit (i'm so maging it) tho i don't know what to think about the Defender, is it really worth the 9 points. it looks tempting, with the long range high power gun, but one shot. also, i don't have the mini yet, so i am wondering, how many FP can the squire give there war caster?
One per turn, maximum three. Save them for the right time, but don't forget to use them. Most games only last around 4 turns (give or take) so plan accordingly. Also, a squire and a Sentinel are great at blocking line of sight to your caster (or an ogrun if you can't justify bringing a Sentinel with your particular caster)
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