Mutton
11-23-2009, 05:18 PM
pNemo
Grandpa Nemo wants YOU for the Cygnaran forces!
http://privateerpress.com/files/products/Cmdr-Adept-Nemo_CLPD.png
Why Play pNemo?
A lot of people got into this game for the warjacks. Those towering, shining pieces of metal that are lovingly loaded up with focus and buffs much like a kid on the beach carefully builds his sandcastle. That is of course, only until a bully comes along and kicks it down. pNemo lets YOU be that bully for once, messing with enemy warjacks and shutting them down. If you want to take vengeance on your opponent's metal monstrosities, pNemo is your man.
Overview
pNemo is the arguably the squishiest 'caster in the game, at 14/14/14, so he's not a front line 'caster. In fact, the best place for pNemo to hang out is behind a forest, way behind your lines. Thankfully he can work well from behind your lines, arcing his spells and allocating his focus. If he's shooting his gun or smacking with his staff, something either went very, very wrong for you or very, very right. Let's do a quick rundown of his statistics and then move into list building
Statistics
The only statistic you have to care about in a positive fashion is pNemo's FOC7; it's great for a Cygnaran warcaster and lets him split his attention a bit between warjacks and spells. On the bad side however, his def/arm/health are some of the poorest in the game, so you have to keep him far, far away from the enemy, as even blast damage hurts. You can safely ignore his MAT and RAT, as you should never be using them if you can help it.
Weapons, Abilities, and Feat
We can skip by his staff, but his gun is nice if for some reason you get outflanked and have to pop some shots off. POW14 with a blast is nice at clearing light flankers, while disruption will stop light warjacks such as Stalkers from getting him.
The meat of his playstyle comes from his abilities. The first is the Arcane Accumulator, which basically means you are bringing at least two spell casters in a 35pt battle, generally Arlan and Jr, so you can run at 9 focus a turn. In a larger game, you can bring Aiyanna and Holt or Alexia to give him 10 focus a turn, with the ability to eat from a squire to turn it up to 11. His ability to then Supercharge a warjack to 5 focus means that if you hit their lines with your heavy, stuff dies. The general use of it is either with a beatstick such as the Stormclad that you use Locomotion to get into position then eat a warjack or two, or with the Thunderhead to get 3 fully boosted autohitting attacks out. Overpower means that you will be able to make sure that your warjacks are always in your ctrl when it matters and lets you extend his feat out nicely.
His feat isn't very strong, and you can win games without using it even once if you're able to keep your opponent's snared. Just remember that if you decide to pop it, you have to damage to disrupt. That means that it's often worth it to boost against a Khadoran heavy you need disrupted. Also, Power Boosted removes disruption, so watch out for Koldun Lords, Arcanists, and enemy Arlans. Generally, pop the feat if you need the last few boxes on a warjack or need to keep them off your back for a round and can't snare them.
Spells
Chain Lightning: An extremely useful spell that will destroy any infantry that isn't in a defensive line or shieldwalled. You can bounce it off anything into spellwarded troops or those hiding out of range or LOS. It's amazing for killing support such as mechanics or choir by bouncing it off their warjack or your own troops. It's lightning damage, so you can use Stormnouns or Stormsmiths to start the chain without fear to your own troops.
Deflection: Another great spell you should be casting most turns. Makes most troops pretty much immune to blast damage, and when combined with Arcane Shield turns our Stormnouns into ARM20 monsters against ranged attacks and magic. Great for stopping blasts or your troops from being nickel and dimed to death. .
Disruption Field: +2 STR and Disruption on your melee weapons lets your warjacks engage multiple enemy warjacks with ease. A loaded up Stormclad with this on it will wreck any enemy warjack there is on average rolls, or you can engage two warjacks at once, hit them each once to disrupt and simply play the attrition game while you beat them both down.
Electrify: Think of it as Cygnar's version of Enliven; if you are charged by a warjack without reach, they will only get a single shot in before being moved out of melee range. If they have reach and aren't able to make it to base to base contact, 2/3rds of the time they will be pushed out of melee range. I prefer to keep it on my arc node if I believe that it's in danger.
Locomotion: The redheaded stepchild of Energizer, but it's still useful. Think of it as an extra 3? of range to your loaded up warjack; just keep your arc node close on hand to channel it, as it's only rng6. You can use it to hit and run or to increase your threat, and using it on Thorn after running 12? and using Thorn's move for 3? lets you arc Chain Lightning into their deployment zone.
Voltaic Snare: pNemo's signature spell, it will be the main reason that your opponent will be forced to spread out their warjacks. This lets you divide and conquer with your own, but should they not be wary and leave two warjacks within 3? of each other, you can keep them shut down all game if you can disrupt as to prevent throws. It also lowers defense by 4, so snaring a helljack will let you pound on it as if it was a Rhulic warjack with less armor.
Grandpa Nemo wants YOU for the Cygnaran forces!
http://privateerpress.com/files/products/Cmdr-Adept-Nemo_CLPD.png
Why Play pNemo?
A lot of people got into this game for the warjacks. Those towering, shining pieces of metal that are lovingly loaded up with focus and buffs much like a kid on the beach carefully builds his sandcastle. That is of course, only until a bully comes along and kicks it down. pNemo lets YOU be that bully for once, messing with enemy warjacks and shutting them down. If you want to take vengeance on your opponent's metal monstrosities, pNemo is your man.
Overview
pNemo is the arguably the squishiest 'caster in the game, at 14/14/14, so he's not a front line 'caster. In fact, the best place for pNemo to hang out is behind a forest, way behind your lines. Thankfully he can work well from behind your lines, arcing his spells and allocating his focus. If he's shooting his gun or smacking with his staff, something either went very, very wrong for you or very, very right. Let's do a quick rundown of his statistics and then move into list building
Statistics
The only statistic you have to care about in a positive fashion is pNemo's FOC7; it's great for a Cygnaran warcaster and lets him split his attention a bit between warjacks and spells. On the bad side however, his def/arm/health are some of the poorest in the game, so you have to keep him far, far away from the enemy, as even blast damage hurts. You can safely ignore his MAT and RAT, as you should never be using them if you can help it.
Weapons, Abilities, and Feat
We can skip by his staff, but his gun is nice if for some reason you get outflanked and have to pop some shots off. POW14 with a blast is nice at clearing light flankers, while disruption will stop light warjacks such as Stalkers from getting him.
The meat of his playstyle comes from his abilities. The first is the Arcane Accumulator, which basically means you are bringing at least two spell casters in a 35pt battle, generally Arlan and Jr, so you can run at 9 focus a turn. In a larger game, you can bring Aiyanna and Holt or Alexia to give him 10 focus a turn, with the ability to eat from a squire to turn it up to 11. His ability to then Supercharge a warjack to 5 focus means that if you hit their lines with your heavy, stuff dies. The general use of it is either with a beatstick such as the Stormclad that you use Locomotion to get into position then eat a warjack or two, or with the Thunderhead to get 3 fully boosted autohitting attacks out. Overpower means that you will be able to make sure that your warjacks are always in your ctrl when it matters and lets you extend his feat out nicely.
His feat isn't very strong, and you can win games without using it even once if you're able to keep your opponent's snared. Just remember that if you decide to pop it, you have to damage to disrupt. That means that it's often worth it to boost against a Khadoran heavy you need disrupted. Also, Power Boosted removes disruption, so watch out for Koldun Lords, Arcanists, and enemy Arlans. Generally, pop the feat if you need the last few boxes on a warjack or need to keep them off your back for a round and can't snare them.
Spells
Chain Lightning: An extremely useful spell that will destroy any infantry that isn't in a defensive line or shieldwalled. You can bounce it off anything into spellwarded troops or those hiding out of range or LOS. It's amazing for killing support such as mechanics or choir by bouncing it off their warjack or your own troops. It's lightning damage, so you can use Stormnouns or Stormsmiths to start the chain without fear to your own troops.
Deflection: Another great spell you should be casting most turns. Makes most troops pretty much immune to blast damage, and when combined with Arcane Shield turns our Stormnouns into ARM20 monsters against ranged attacks and magic. Great for stopping blasts or your troops from being nickel and dimed to death. .
Disruption Field: +2 STR and Disruption on your melee weapons lets your warjacks engage multiple enemy warjacks with ease. A loaded up Stormclad with this on it will wreck any enemy warjack there is on average rolls, or you can engage two warjacks at once, hit them each once to disrupt and simply play the attrition game while you beat them both down.
Electrify: Think of it as Cygnar's version of Enliven; if you are charged by a warjack without reach, they will only get a single shot in before being moved out of melee range. If they have reach and aren't able to make it to base to base contact, 2/3rds of the time they will be pushed out of melee range. I prefer to keep it on my arc node if I believe that it's in danger.
Locomotion: The redheaded stepchild of Energizer, but it's still useful. Think of it as an extra 3? of range to your loaded up warjack; just keep your arc node close on hand to channel it, as it's only rng6. You can use it to hit and run or to increase your threat, and using it on Thorn after running 12? and using Thorn's move for 3? lets you arc Chain Lightning into their deployment zone.
Voltaic Snare: pNemo's signature spell, it will be the main reason that your opponent will be forced to spread out their warjacks. This lets you divide and conquer with your own, but should they not be wary and leave two warjacks within 3? of each other, you can keep them shut down all game if you can disrupt as to prevent throws. It also lowers defense by 4, so snaring a helljack will let you pound on it as if it was a Rhulic warjack with less armor.