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GunMageinTraining
12-14-2009, 06:48 AM
Siege – Major Markus ‘Siege’ Brisbane
They say this cat Siege is a bad mother
SHUT YOUR MOUTH!
I'm talkin' 'bout Siege.
THEN WE CAN DIG IT!


http://privateerpress.com/files/products/cygnar/warcasters/major-markus-seige-brisbane.png
Why Play Siege?
Because simply, most people don’t know what to expect from him… In some ways, he’s as versatile as eHaley, and as dangerous as eCaine. He’s got a great toolbox of spells, an awesome feat, and a personal assassination run that’s brought rockety doom to many a caster/warlock.

Overview
Siege is a conundrum. He likes to be at range, but he doesn’t benefit too heavily from arc nodes. Sticking him in the middle, with some protection is normally the best course of action. He’s got enough armor to weather quite a bit of damage, and you will rarely need to use all of his focus in a given turn.

Statistics
Low end Def, Medium-High Arm, and Average mat/rat. So he’s a bit more resilient than your average caster, and significantly more so than most Cygnar casters, but he’s no Karchev or Butcher. He will need some protection, or focus camps to get where he needs to be. On full camp with AS, he’s up to armor 26, so he can walk through quite a bit.
6 Focus means he’s very average, you could always use more, but you will rarely actually need it. One thing to note is he’s a bit slow, speed 5, which may affect your plans.

Weapons, Abilities, and Feat
Havoc – Big hammer, smash things good. Critical-Smite can be useful sometimes, but normally means you just shunted whatever you wanted to hit away. If you can line up something behind them, it’s great for free extra damage. Decent Pow, but nothing to write home about.

Rocket Cannon – This is like 33% of the reason why you’d field Siege. It’s not quite as quintessential to his being as Caine’s pistols are to him, but it’s pretty close. Range and Pow just barely short of a Defender’s and the ever so lovely 4” aoe Ground Pounder. His threat range is 19” with the gun, and it’s his primary method of assassination, but it can do a number on most jacks/beasts too.

Ground Pounder - It’s an incredibly useful *attack which will make people think 3 or 4 times before grouping up, and strong enough to break up shieldwalls, let alone anything lighter. It even ignores just about everything else too, but will not work with Explosivo for anti-Incorporeal pounding. It doesn’t need LoS either, so he’s basically packing artillery and a long range direct fire cannon all in one. As it’s a place effect, you will always be able to tag more models than you might otherwise with a normal aoe4”.

Spells
Explosivo – A useful spell on some models, doubly so for Cygnar as we tend to specialize in guns. Turns a shot into a 3” aoe, and allows the initial shot to bypass effects such as Wind Wall, Impervious Wall, and Safe Passage. Excellet on Defender for some pow 8 blasts, or himself for pow 7 blasts. It does not function with any other special abilities such as snipe, death bolt, or powerful shot.

Force Hammer – A cutdown version of pCaine’s Thunderstrike. It’s expensive, but a ranged pow 12 slam is still useful. Can be arced, and it’s one of the primary reasons you might consider a node for Siege. Great for setting up a kill via rockets, but with his low focus, your normally going to be spending almost your entire focus load to get it off.

Foxhole – Defensively: Drops a 5” aoe in control zone that provides cover to anything within it, in addition they will not suffer blast damage (but will effects), so it’s good vs almost anything except a Vanquisher (and the ilk). Cover alone is great, but the blast damage effect will protect vulnerable units like ATGMs well. A tertiary effect is that models in the AOE effectively get a universal Ranked Attack. They don’t block LoS, no matter how big they are.

Offensively: Drop a zone which drops models out of your way. If the enemy caster is hiding behind a jack or infantry wall, this spell can drop a lot of them away, allowing you free LoS on the enemy.

Mage Sight – Drop a 5” aoe in control zone, and any model in the battlegroup (Siege+Jacks) ignore clouds, forest for LoS, and Stealth when shooting. This will let you charge through the other side of a cloud/forest, or simply shoot them, though they will still get concealment benefits. Though Siege himself rarely needs it with his Ground Pounder attack, the jacks he runs can benefit from it immensely. When combined with Foxhole, almost nothing can prevent him, and his jacks from getting LoS to a target.

Rift – Decent pow, 4” aoe that makes rough terrain, use it to slow stuff, or just hurt enemies. Slows down targets somewhat and can be used both offensively and defensively. But you honestly won’t use it all that often, Siege’s gun tends to be stronger for direct attacks.

Feat: Breach – Siege’s feat is another 33% (at least) of the reason why’d you play him. Anything tagged becomes ‘Breached’, which means that the next damage roll against them is against half their unmodified armor. What this means is that a Gun Mage is dealing straight dice on a Khadoran jack. It only works on the first damage roll, so misses won’t trigger the breach effect.

When Siege feats, make sure you have enough stuff able and ready to activate to cripple your opponent’s army. Hit them with as high a pow attacks as you can muster to deal as much damage as possible. Anything less is wasting the opportunity it provides for you. Siege’s assassination run, frequently boils down to getting the caster into control, popping feat and applying rockets to head.

That said, Siege can kill casters even without his feat, and if you have a large force barreling down on your position, it’s best to use the feat and take out the immediate threat, instead of waiting until you don’t have any models left.

The one weakness in his feat is that armor boosts via spells or focus camping is not halved. This can make some casters difficult to assassinate, even on the breach shot. Be aware of the opponent’s focus and possibly switch to more ideal targets if you need too.

GunMageinTraining
12-14-2009, 06:50 AM
Army Composition
Siege likes a few jacks, ranged preferably in his battlegroup, but he can work with anything really. His infantry preferences are similar, ranged units are good, but he can work well with anything. His feat equal opportunity. There is one thing that is almost essential for him though (well 2 really), and you’d do yourself many a favor by just accepting it.
1.Squire – Siege can use the focus occasionally, but it makes your control zone equal to your gun range, and that’s always useful.
2.Reinholt – Extra shot is beyond useful for a gun like his, and the lucky charm has come in handy once in awhile.

The Warjacks


Lights
Charger – Decent all-round jack, Good on Feat turn (great even for it’s cost). Works well with both foxhole and mage sight offensively.

Lancer/Thorn – It can be useful if you need to arc a spell without risking Siege, but normally not that great. Thorn is almost a waste for the extra cost. Take it or leave it, really, but he’s not providing much.

Hunter – Good, low resource drain. Doesn’t really work with explosive (save vs Passaged Jacks) or Siege’s feat, but can always use mage sight. Offensive Foxhole is less necessary as it’s prime targets are medium/large base.

Grenadier – Can work if you run Grenadiers, no special abilities past that.

Sentinel – *shrug* Can work with the feat, but no real synergy. Shield Guard can be useful, but siege tends to be pretty resilient to most shooting.

Firefly – No information yet.

Heavies
Ironclad/Rowdy – Good, KD is always useful, brutal on feat turn. Rowdy’s Countercharge is wonderful, no dedicated synergy past that, but still useful.

Hammersmith – Nothing really, could wreck havoc on feat turn, but it is slow. Maybe if you have a hammer motif going.

Centurion – Slow, but good defensive jack, nothing special, but still not a bad.

Stormclad – If you want something dead, stick a Stormclad on it on Siege’s feat turn, if that doesn’t kill it, not much will. Electro-Leaps can ruin some feat targets, but they are optional do don’t use it if you think you need the breach shot for other attacks. Good if your running stormblades to provide 1/3rd the focus load.

Defender – Siege’s Mainstay jack. Your going to almost always want one. On feat turn, people will fear this gun, and Siege can make sure it has LoS to what you need. If you don’t need anti-stealth though, I’d advise dropping it off with your neighborhood ‘The Dude’ to marshal it. You can still provide it with Foxhole, feat, and Explosivo, just not Mage Sight. That said, taking 2 works great. Between two Heavy Barrels, and 2 rocket cannon shots (you did take reinholt right?) a turn, you have a decent chance of putting down a heavy beast/jack a turn.

Thunderhead – No real synergy, and no way of increasing threat, but an electro-pulse on feat turn will kill very large chunks of enemy armies, even MoW quality troops.

Cyclone – Hit or miss, wait to see what it has.

Solos
You will always want a Squire, it’s just too useful not to take, and has the added benefit of cntrl=gun. Arlan is great if your running more than one jack, or running the ATGM marshal module. All the others are by preference, as Siege doesn’t provide much to speak of for them. Stormsmiths are very useful for the disrupt though. JRs can run jacks and provide AS. AS on Siege is very good and puts him at the neigh-untouchable level if he camps.

Units
Siege works well with anything really. He can make up for the weaknesses in ATGMs or LGs armor and power of their attacks with his feat and Foxhole for defense, but heavier stuff like SBs and SGs can maximize the damage they inflict on feat turn. SBs and SGs in a foxhole are fairly safe against most shooting, which will help them get across a table, but he doesn’t do anything beyond that and the odd KD. Rangers are a good choice for Siege, as they reinforce his shooting dominance, allowing you to hit with all your ranged jacks, infantry and Siege much more regularly.

Mercenaries
You will want Reinholt. The second shot is very, very useful, and can insure an assassination goes well. After that, it’s almost irrelevant. None of Siege’s stuff is faction specific, so he plays nice with Mercenaries.

General Gameplay
Most Siege lists will be heavy on the ranged elements. Longgunners, Trenchers, Gun Mages and similar. He can make up for their low-ish pow on his feat turn, and supports a more attrition style ranged combat. That said, he can support a melee advance well too by providing covering fire and Foxholes to duck in, but he doesn’t do much for them speed wise and our heavy infantry is slow. His ability to disrupt via rift and force blast are ok, but not to be relied upon. He doesn’t have the focus to chain cast them, and pathfinder is a rather common enough rule that you can’t rely upon the rift terrain slowing your opponent down much.

Siege can work either assassination or attrition well. It will mostly depend upon what army your up against as too which would be for the best. Siege himself can negate most incorporeal and stealth armies and as such, Cryx hates him. Siege also fairs rather well against the new Menoth jackwall. Even if Foxhole won’t stop vanquishers from lighting your army on fire, Explosivo will let all your ranged attacks tag them through Passage chant, and ground pounder can help tag vassals and choir.

Summery
Siege is a very flexible caster. He does what he does well, and can support some styles of armies well too. He is well capable of dominating ranged combat through use of his various spells, abilities and feat, but has potent assassination methods too.

Never forget the ability to use Foxhole offensively to drop some enemy models out of the way, as most people just can’t operate on that 3d level. The one major advantage Siege has is that he’s rarely played, for good or bad, this will help you out as few people know what he’s capable of, and he has all of the tools needed to insure that his guns can shoot, every turn.

And everyone dreads Breach round.

Edit: Shield Guard information

thesavage
12-14-2009, 08:40 AM
Very informative, thank you. I was heavily considering Siege, because I thought he would work well with the army I currently own. Now I'm sold.

Jiub
12-14-2009, 09:47 AM
eEiryss is very helpful to have around when you Breach, as we don't have anything else capable of knocking off upkeeps or overboosted power fields.

GunMageinTraining
12-14-2009, 10:15 AM
Indeed, Eiryss (either form) is very, very helpful if they are focus camping to stop the assassination.

lawyerpants
12-14-2009, 11:07 AM
I was off and on about Seige untill I read this. You have me sold. You had me at
"They say this cat Siege is a bad mother
SHUT YOUR MOUTH!
I'm talkin' 'bout Siege.
THEN WE CAN DIG IT!"

Gryphin
12-14-2009, 11:20 AM
Not one mention of Nyss Hunters? They are rock-hard bad boys both normally and on feat turn. SPD7, CRA, Hunter, high DEF, Weaponmaster. Siege can help them out with the low ARM the same way he helps ATGMs with Foxhole. They can shred MOWs on the feat turn with the charge, no doubt about it.

Have your boosted Defender cripple a heavy on the feat turn with the first shot on Breach, and then have the POW20 CRA finish off the remains.

In a Siege list where you are usually trying to decide between LG's or PKs, they provide a rather speedy ranged and melee threat. Just as squishy and shooty as LGs, with the ability to move faster into position, but they hit like PKs when it counts.

Personally, my Siege lists start with Siege, Squire, Reinholdt, ATGMS+UA, 2 Defenders, and Nyss Hunters. Then suddenly eEiryss, B13th and Arlan knock on the door, and you've got a party. Keep JWC around for beer runs, and let the 3 Amigos provide the lightning.

GunMageinTraining
12-14-2009, 11:24 AM
No argument, I haven't ever used the Nyss so I can't speak one way or another as to if they would work or not. Obviously Weapon Masters on Breach is going to work, but then again... anything on Breach turn works. Nyss do ignore forests and all of that which will help immensely.

Yaum
12-14-2009, 01:13 PM
Siege always was, and always will be my favorite caster. He is just SO good ! No lists is safe from him. He can kill EVERYTHING. He has the answer to trump EVERYTHING.
Thanks for the writeup, I agree with, well... everything :D

In MKI I never left home without JR when running a Siege List. It may seems a bit of a waste to put AS on Siege (especially if you also have SL) but trust me, it's worth it. ARM20 with 18 life is rock-hard (imagine with camping focus). It saved his arse a good couples of time !

In MKII I'm not sure because of JR's PC:3 though. Will have to give it a try.

TimBuckToo
12-14-2009, 02:09 PM
Siege ? Major Markus ?Siege? Brisbane
They say this cat Siege is a bad mother
SHUT YOUR MOUTH!
I'm talkin' 'bout Siege.
THEN WE CAN DIG IT!


Why does he have to be all loud and..........nevermind

Gryphin
12-14-2009, 08:18 PM
No argument, I haven't ever used the Nyss so I can't speak one way or another as to if they would work or not. Obviously Weapon Masters on Breach is going to work, but then again... anything on Breach turn works. Nyss do ignore forests and all of that which will help immensely.

It's not even Breach turn that the Nyss are really there for, they are just solid all-rounders in a Siege list, IMO. Like you said, everything is awesome on Breach turn, even a Stormsmith can kill a MoW on average rolls. But the Nyss give you that hit you need the first couple of turns while you move Siege up to catch everyone.

cumixxx
12-14-2009, 08:20 PM
i have siege, till now i just know how to use it well

thanks for the good info

aai
12-14-2009, 08:29 PM
I am so pumped to play this bad motha. I want Nyss Hunters so bad.

Negative9
12-14-2009, 09:20 PM
When I know that I am going to have a hard fight or when I just wanna be mean, I bring Siege out.

Vinter_Loyalist
12-14-2009, 09:36 PM
Solid tactical discussion. Plan on making any others?

TimBuckToo
12-15-2009, 06:13 AM
As long as he leaves eStyker to Mutton I'll be a happy man;)

GunMageinTraining
12-15-2009, 06:31 AM
Solid tactical discussion. Plan on making any others?

Possibly, we need to get these cataloged and organized so we can see what still needs to be done.

I'll probably end up doing pHaley and maybe pStryker at some point, depending upon Mutton's goals, and definitely Kara Sloan when she gets released.

iknowinternet
12-15-2009, 01:43 PM
I have found that Siege is one of the few things that makes Sword Knights viable in MKII.

Their single POW 10 swords are dinky at best, but their real upside is a low cost (4/6) and the B2B armor buff. With AS on them, they provide a solid frontline, and are really nice when flanked by a Lancer (if you're into taking Siege with one of those).

But that's SK with any caster. Siege makes them surprisingly effective on Feat turn if you pop it after they've already marched their way at ARM 19 through gunfire and are in range. A 4d6 POW 10 charge at halved armor (accounting for flank) can lay out most things really efficiently. Positioning is the only real issue, but Siege can make sure they get the charge by blocking off the enemy troops with Rift if need be.

And all that for 4/6 points. Do they do that job any better than, say, Stormguard? No. But they do it for a hell of a lot cheaper, and that's important when you need a melee component in a list dominated by expensive ranged options like the Defender and Long Gunners.


I'd also like to second the inclusion of a JWC/Charger... but that goes for any list and any caster.
And if you take the Lancer/SK block, you'd be surprised what a 3-focus-loaded POW 13 spear can do on feat turn.

Gryphin
12-15-2009, 08:40 PM
Here's the problem with SK's. You're going to get Flank against 1, maybe two other high arm targets that you want to smack around. Breach only counts for the first damage roll. So you need to decide if you are going to be using Flank enough to warrant the usage of a Lancer in Siege's list, and points for SKs, because that 4D6 is going to be really hard to get off on more than 1, maybe 2 targets top on Breach turn.

Dark Fledgling
12-15-2009, 09:39 PM
I like taking A unit of Stormblades in my siege lists. As has been said, high power becomes super deadly on sieges feat turn and a charge from the SB's is certainly that. I also tend to throw an Arcane shield on them and drop them in foxhole when moving up the field. They become this big scary intimidating unit with 16 def and 18 arm that if it gets to you will ruin your day.

What I find this does is cause my opponent to focus more of their force in dealing with the 'blades before they get to them and leaves the rest of my army fairly unharrassed. This is good for me because while the 'blades are great and all and will really put on the hurt, its the 10 long gunners that will kill caster and ultimately win me the game.

Misdirection is key. The more they dedicate to killing my 8 point SB's and ignoring the rest of my force, the happier I will be.

Also, by taking them with a marshaled Stormclad and Arlan I get a 3 focus heavy every turn to deal with any thing blocking my way to the kill.

-DF

6Jackal9
12-15-2009, 10:18 PM
Dosen't Groundbounder need LOS

Demeritus
12-15-2009, 10:24 PM
Ground Pounder does not need LOS.

trencher7
12-16-2009, 02:21 AM
Maybe I sound stupid, but I have a question about the assassination turn.
It works like this?
Siege uses feat and shoots with his rocket cannon at the opposing warcaster (does he boost to hit/ does he boost damage?) and then he gets a second shot, granted from the gobbo?
Does this deal enough damage to kill the opponent? Do I have to add Eyriss?
So in short, how exactly do YOU out there do the assassination?

By the way, thanks for the great write up!

tneva82
12-16-2009, 03:49 AM
Does this deal enough damage to kill the opponent? Do I have to add Eyriss?
So in short, how exactly do YOU out there do the assassination?

Hmm. Against ARM18 warcaster you deal in average(if you hit with both and boost damage for both) 22.5-9+22.5-18=13.5+4.5=18 damage.

So ARM18 18 wound box 'casters die in average if you can hit them. That's with Siege alone.

So assuming def isn't atleast much more than 14(15 is doable, 16 and it's 50-50 whether you hit with boost so odds are one of those 2 shots miss is too great...) siege alone should be able to kill quite a few 'casters.

If that isn't sufficient you need to bring something more to field. Defender with feat attack could be just enough to tip it to your favour. Against same target you would with succesful hit score 25.5-9=16.5 damage. Then 2 rockets from siege and he should be dead.

Wouldn't want to try against eSorcha with camped focus(even with few) due to his high def but if pButcher for example is running around without boosting focus or iron flesh(say opponent got careful or you got Eiryss there to ruin his fun) or Irusk from Khador are much more vulnerable.

Mutton
12-16-2009, 03:57 AM
Rangers man. Use em, love em.

Professor Lust
12-16-2009, 08:36 AM
yeap rangers went from never used to now making up for the nerfs to TB, keeping jacks like the hunter from ever boosting to hit etc..

Jiub
12-16-2009, 12:22 PM
Maybe I sound stupid, but I have a question about the assassination turn.
It works like this?
Siege uses feat and shoots with his rocket cannon at the opposing warcaster (does he boost to hit/ does he boost damage?) and then he gets a second shot, granted from the gobbo?
Does this deal enough damage to kill the opponent? Do I have to add Eyriss?
So in short, how exactly do YOU out there do the assassination?

By the way, thanks for the great write up!


Eiryss is needed if the opposing caster is camping focus or is buffed with a bunch of spells, because Breach only halves base armor. All other effects are applied after the base ARM is halved.

Siege shoots with his rocket gun twice thanks to Reinholdt. Sieges Defender shoots. The Defender marshalled by the Gunmages shoots. Gunmages/long gunners shoot. Foxhole to take care of anything blocking LOS.

Note that you don't have to shoot the caster with Siege. If you want Siege to be blasting something else in case the assassination run fails, then you can always let long gunners or gun mages CRA for some nice damage. Usually, though, you will get the best results shooting with Siege first. Just don't rely on Siege himself to get the job done.

raincaller
12-16-2009, 01:14 PM
Ground Pounder does not need LOS.

unfortunately ground pounder does require LOS. Since it is a ranged attack.

http://old.privateerpressforums.com/index.php?showtopic=188238&hl=ground+pounder

Mutton
12-16-2009, 06:03 PM
I think it was Soles that confirmed it does not need LOS and that they are Ranged Attack ROLLS, not a ranged attack.

raincaller
12-16-2009, 09:23 PM
Ah yes you are right. Old froum seach-fu failed me. I must bow to the Mutton. Most excellent.

http://old.privateerpressforums.com/index.php?showtopic=189311&st=50

trencher7
12-17-2009, 02:41 AM
Concerning the ground pounder:
Is it possible to ignore stealth?

And who determines the order, damage in an aoe is resolved? I think there are models that have an ability which says something like "Ey, you didnīt hit me, you hit my fellow next to me, muahahahaha". But if you first kill all models next to that one, it has no way of evading your attack...
I guess that a direct hit takes precedence over blast damage, but if there are more than one model hit in the blast, what hapens?

tneva82
12-17-2009, 05:08 AM
2.Reinholt – Extra shot is beyond useful for a gun like his, and the lucky charm has come in handy once in awhile..

Question: Does he get to make 2nd 4" AOE attack or just 4" AOE+basic shot. The AOE thingie is special attack. Can model do more than 1 special attack?

For comparison can devastator make more than 1 Rain of Death?

If reinholdt doesn't provide second Ground Pounder SA then it's not THAT useful. Depending on whether you can fit him or not another stormsmith could be of more use.

tneva82
12-17-2009, 05:12 AM
Concerning the ground pounder:
Is it possible to ignore stealth?

Text specifically refers that ground pounder attacker ignores stealth.

Mutton
12-17-2009, 05:26 AM
Ground Pounder is a *attack, so you can't make two in the same activation. So the second is but a normal RNG14 POW14 attack. And yes, it's really useful, trust me and GMiT on this. You can wipe out a bunch of troops with a Ground Pounder then smack a 'jack upside the head; amazing on his feat turn as well.

ResurrectioN
12-17-2009, 06:17 AM
Concerning the ground pounder:
Is it possible to ignore stealth?

And who determines the order, damage in an aoe is resolved? I think there are models that have an ability which says something like "Ey, you didnīt hit me, you hit my fellow next to me, muahahahaha". But if you first kill all models next to that one, it has no way of evading your attack...
I guess that a direct hit takes precedence over blast damage, but if there are more than one model hit in the blast, what hapens?

It is considered that all models are hit at the same time so there is no ":p you hit that guy" and order of rolling dmg for models under template doesn't matter.

Brettman008
12-18-2009, 07:52 AM
Does anyone have any experience facing off against Terminous? He seems like a really tough nut to crack for any ranged list.

GunMageinTraining
12-18-2009, 08:08 AM
He is, by design. You have to clear off enough infantry to prevent him from chucking them in the way of the bullet (not easy) or hit him with spells and melee.

It's a hard match up no doubt. It's almost best to camp your own focus (as he's going for caster kill) and just shoot up his army one rank at a time. Even with tough, they should drop eventually. Groundpounder and explosivo are great for this as even Pow 6 blasts off defenders are likely to kill the McThralls.

tneva82
12-18-2009, 03:27 PM
Does anyone have any experience facing off against Terminous? He seems like a really tough nut to crack for any ranged list.

Lol. Just tried siege assasination list and ran up against terminus with infantry swar.m. Pretty hopeless match up. Couldn't get rid of all that tough infantry and assasination impossible until I deal with his infantry.

What to shoot? Bane knights coming at full speed and capable of shredding your army. Do that and bile thralls comes and vaporise your army despite def15. Shoot at bile thrall and bane knights reach you. Shoot at both and both will end up in lines with diminished numbers.

Nevermind that mechthrall unit that can pretty much heal all casualties i could do at same pace...

Wasn't pretty matchup. Assasination lists hate terminus.

GunMageinTraining
12-18-2009, 04:35 PM
pCaine has lots of fun against them. I love killing 35+ models on his feat turn.

Agamemnon
12-18-2009, 08:50 PM
You mentioned that GP would not benefit from explosivo to hit incorpreal models. Didnt all the casters weapons become magical?

bldyhll666
04-19-2011, 05:39 AM
can someone please explain breach? i cant wrap my head around it. " the next time" portion of feat is confusing me. is it the 1st shot that halves armor or is is every shot? or do you have to stoot them 1st then half armor on all shots after? thanks, its just not clicking, feel stupid for asking.

vintersbastard
04-19-2011, 06:01 AM
can someone please explain breach? i cant wrap my head around it. " the next time" portion of feat is confusing me. is it the 1st shot that halves armor or is is every shot? or do you have to stoot them 1st then half armor on all shots after? thanks, its just not clicking, feel stupid for asking.

Basically, the first damage roll you make against an enemy model affected by Breach is done with its base Arm halved. After that, its Arm reverts to normal for all following damage rolls.

Note: If the enemy model is damaged in some other way while it's affected by Breach (e.g. damage transfers, or cortex damage), Breach will be lost on that model as well.

Negative9
04-19-2011, 06:49 AM
Note: If the enemy model is damaged in some other way while it's affected by Breach (e.g. damage transfers, or cortex damage), Breach will be lost on that model as well.

That stated when playing against Hordes alway target the beast first during Breach.

bldyhll666
04-19-2011, 08:36 AM
thanks guys i appreciate the clarification, now i can field him properly. heh heh

TKaz84
04-19-2011, 01:14 PM
My biggest problem when playing Siege is that I tend to think that he's tougher than he is (maybe because in my mind he talks exactly like Samuel L. Jackson :P) and run him too far ahead. To that end I've started taking a Lancer with him in order to get more out of Force Hammer, particularly in scenario play. I've also stopped putting Defenders in his battlegroup for the same reason, as there's nothing he can do for them that the Dude can't do better.

vintersbastard
04-19-2011, 02:19 PM
I've also stopped putting Defenders in his battlegroup for the same reason, as there's nothing he can do for them that the Dude can't do better.

They only benefit from Magesight when Siege controls them. Being able to ignore Stealth, clouds or forests for an assassination run isn't so unimportant, is it?

RionikuAnjiru
04-19-2011, 02:59 PM
It's a trade off to be sure, however I'd much rather have +4", knockback or a chance for +1d to damage as well as 1 free focus and use other models, such as the gun mages or B13, to address the problems you mentioned.

TsavongLah
04-19-2011, 03:24 PM
I like to run two Defenders with Siege; one for the Dude and one for the battlegroup. Not only does it cover all my bases, but having two Defender shots and two rocket cannon shots means that I can do some serious damage during feat turn without having to get close. Against certain armies I've found it extremely helpful to have that option open to me when a feat-turn assassination run isn't readily available.

HERO
04-19-2011, 04:24 PM
My Siege list actually runs with a Stormclad.
I've also seen him with Storm Knights because of the electrical arcs killing any and all infantry in the game.

I take the SC with him because he's our best melee beat stick, putting out 10" threat and +9 damage on Khador 'jacks while killing all the mechanics/vassals around him.

Waaargh
04-20-2011, 12:24 PM
Does it matter what you whack 'em with? Really, anything cracks under Siege's feat. Except when I roll far two many '1' results on the dices as in the last game. The rest of the time - with just below average dice rolls - stuff break.

Pigeon Von Smythe
04-20-2011, 12:59 PM
i think Steelheads need a special mention here too, On a charge and if benefitting from flank a steelhead cavalry gets a PS15+4d6 Damage role (assuming his first attack at Mat 9 hits (2 for cav +2for flank), this is especially brutal under breach. And also gets a backswing if needed to finish the job or smack something else. Not to mention the halberdiers themselves can do a lot of damage when charging under breach too. If going this route go whole hog and take Stannis as well for movement bonuses.

Nakat
04-20-2011, 01:09 PM
Doesn't the impact attack from the mount happen first though? If so, wouldn't that steal the effect of breach?

Mod_Redphantasm
04-20-2011, 01:33 PM
Doesn't the impact attack from the mount happen first though? If so, wouldn't that steal the effect of breach?

You are not required to make impact attacks.

TKaz84
04-20-2011, 01:33 PM
EDIT: Redphantasm beat me :/

Bartacus
06-18-2011, 11:50 PM
i think Steelheads need a special mention here too, On a charge and if benefitting from flank a steelhead cavalry gets a PS15+4d6 Damage role (assuming his first attack at Mat 9 hits (2 for cav +2for flank), this is especially brutal under breach. And also gets a backswing if needed to finish the job or smack something else. Not to mention the halberdiers themselves can do a lot of damage when charging under breach too. If going this route go whole hog and take Stannis as well for movement bonuses.

So much of this! I'm moving into Cygnar from Mercs and am looking to combine the two as much as possible. Seige looks like the pick of the casters from this perspective as he is extremely merc. friendly - that and he's so damn awesome of course!

Full steelheads and min cav will be 12 pts, and will provide both an expendable tarpit and some hard hitters under the feat. I will probably forgo Brocker, at 4 pts I just find him too expensive except at higher point levels, it's not usually difficult to get the charge lanes for your cav anyway.

Da-Rock
07-15-2011, 02:44 PM
Hmmm, I have Katherine Laddermore and 3 Storm Lances...........maybe I'll give that a look

Dark Fledgling
07-16-2011, 03:56 PM
Precursers mini feat charge is MAT 7 POW 12+4d6 and it ignored spell effects. Add in runewood and they can hit MAT 9. One precurser per heavy will make the opponent cry. Dice+2 rolling 4d6 against khador? Thats mean :)

-DF

Azhdeen
07-18-2011, 12:45 AM
Siege – Major Markus ‘Siege’ Brisbane
[I]They say this cat Siege is a bad mother
SHUT YOUR MOUTH!
I'm talkin' 'bout Siege.
THEN WE CAN DIG IT!
Now I can't get Bob the Builder song out of my head, thanks for that ;) Good write up though, explains why I got my head handed to me the other day; by someone playing Siege.