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fildrigar
12-24-2009, 12:01 PM
POW 12, baby!

*action Dual Covering fire ( two 3" AOEs )
Rapid Fire ( d3 each )

POW 14 open fists.

Same cost as a Defender. Same chassis. ( same stats )

Professor Lust
12-24-2009, 12:06 PM
proof/linky?

fildrigar
12-24-2009, 12:07 PM
USPS delivered the book today! What a Merry Xmas, indeed.

Dark Fledgling
12-24-2009, 12:17 PM
range? I must know the range! (10" i bet...)

iknowinternet
12-24-2009, 12:26 PM
Oh this is going to be FUN.
Now I'm going to have trouble deciding whether to make my plastic kit into a Defender or a Cyclone.

zephen18
12-24-2009, 12:27 PM
Glad to hear about the rapid fire instead of strafe. Totally called the multiple covering fire though.

sniggles
12-24-2009, 12:30 PM
OMG finally!!!!!! please let lt be true!!!!!!!!

brotherscott
12-24-2009, 12:31 PM
Oh this is going to be FUN.
Now I'm going to have trouble deciding whether to make my plastic kit into a Defender or a Cyclone.

Cyclone. Two open fists.

I am guessing the RNG is at least 10"... ?

Thanks for the spoiler- there are folks that are interested in this 'jack at the LGS.

fildrigar
12-24-2009, 12:38 PM
Yes to the ten.

Mutton
12-24-2009, 12:47 PM
You are required to spoil everything now, if just a basic rundown. Stormguard UA, Firefly, et all, just what they really do or what they are!

PPS_Mod:Josh
12-24-2009, 12:49 PM
No he isn't.

russianpaladin
12-24-2009, 12:50 PM
all the new stuff besides the new heavies are supposed to be in the faction books I thought

fildrigar
12-24-2009, 12:51 PM
You are required to spoil everything now, if just a basic rundown. Stormguard UA, Firefly, et all, just what they really do or what they are!

None of those are in prime. Really. I'll spoil one thing for you: Prime Mk2 has one of the best indexes I've ever seen. I'm impressed with the index.

Defenstrator
12-24-2009, 12:51 PM
Yes, Kraye can redeem himself. I'm so happy.

I'm a little disappointed at the POW on the fists though. I was hoping for 16s, or 15s at the worst. He's defiantely a light jack/beast and infantry killer. An enemy melee heavy will just stomp his face in.

Mutton
12-24-2009, 01:05 PM
No he isn't.

I'm kidding; I know we don't get anything until the Faction book comes out.

AJ the Ronin
12-24-2009, 01:48 PM
Ok, those abilities are pretty good.

I assume Defender RAT and SPD.

Kraye got himself a nice, nice Warjack.

Mutton
12-24-2009, 01:51 PM
Hm, I am worried as to the possible balance issues arising from dual covering fire, but I must go and play it before coming to any real conclusion

Sevwall
12-24-2009, 01:59 PM
Sexy. Dead sexy.

pStryker drop and pop, coming back to your neighborhood.

leo_neil316
12-24-2009, 02:40 PM
Yeah, snipe on one of those.

I'm assuming the covering fire templates are POW 12? Cause that's extra sweet.

Shredder spam? hehehehehehehehehe

Agamemnon
12-24-2009, 02:45 PM
Yep will be getting two of these for sure...

Reemule
12-24-2009, 02:53 PM
Overall these jack seems to be pretty solid. For 18 points you can have 4 templates out front of you. You can cover a 15 inch wall of fire.

fildrigar
12-24-2009, 02:57 PM
Yeah, snipe on one of those.

I'm assuming the covering fire templates are POW 12? Cause that's extra sweet.

Shredder spam? hehehehehehehehehe

Yup, POW 12, indeed.

Agamemnon
12-24-2009, 03:03 PM
You know he might be pretty fun to run with pCaine.... Could be a vialble option other than a Hunter or Defender. Two open fist and a POW 12 shot that can be sniped.... Sounds good to me.

Lazlo
12-24-2009, 03:06 PM
You know he might be pretty fun to run with pCaine.... Could be a vialble option other than a Hunter or Defender. Two open fist and a POW 12 shot that can be sniped.... Sounds good to me.

Not just a POW 12 shot. 2-6 POW 12 shots! And initial shots, too! Looks like the Dude might have found a new friend as well.

Agamemnon
12-24-2009, 03:10 PM
Not just a POW 12 shot. 2-6 POW 12 shots! And initial shots, too! Looks like the Dude might have found a new friend as well.

I do believe you are correct. It also doenst hurt that he is a excellent looking model.

Lazlo
12-24-2009, 03:19 PM
Honestly, I wish they would just get rid of Strafe alltogether and replace it with Rapid Fire. Specifically, change the Sentinel and Seraph to Rapid Fire [2d3]. And the Trencher chain gun to Rapid Fire [1d3] with the +3 bonus from Ammo Feeder.

Rosicrucian
12-24-2009, 03:27 PM
I see Cygnar finally figured out that they should stop selling all the good machine guns to trollkin and give some to their own military. Quite cool. Kraye should absolutely love this guy.

Robert Shepherd
12-24-2009, 03:30 PM
I'm a bit of a marshal addict, and I can immediately see some particular power here with the Sword Knights. At 15 points for the unit, UA and warjack it's a little expensive, but the upper limit of the tactic is that between pronto and snipe, you could get a pair of covering fire templates 24" out of your deployment zone on the first turn. As mentioned above, it's also going to be great with the Gun Mages.

I'd almost rather run this on a marshal with Arlan in the background, with the default melee option being to use a single focus from Power Booster to perform a two-handed throw.

It certainly has potential, anyway.

Jice_
12-24-2009, 03:39 PM
Rapid fire = Sweetness.

Cause that means he can do what the Sentinel used to do with the ATGM Officer. Rapid fire spreads his intitial into D3 Initials which I hope means it's still a regular attack which could be used by Rune Shot. Imagine, 6xPow 12's being able to target anyone within 14".

Lazlo
12-24-2009, 03:51 PM
Rapid fire = Sweetness.

Cause that means he can do what the Sentinel used to do with the ATGM Officer. Rapid fire spreads his intitial into D3 Initials which I hope means it's still a regular attack which could be used by Rune Shot. Imagine, 6xPow 12's being able to target anyone within 14".

Ah yeah, Rune Shot is "normal attack" not "initial attack." For some reason I thought it was initials.

But looking at the rules for Rapid Fire, it's not a (* Attack), it's just a property of the weapon, so it does look like they would be normal attacks.

fildrigar
12-24-2009, 03:51 PM
Rapid fire = Sweetness.

Cause that means he can do what the Sentinel used to do with the ATGM Officer. Rapid fire spreads his intitial into D3 Initials which I hope means it's still a regular attack which could be used by Rune Shot. Imagine, 6xPow 12's being able to target anyone within 14".

Or, critical brutal damage.

russianpaladin
12-24-2009, 04:03 PM
So at first glance, does this jack look more viable w/ caine (p & e) or haley (p & e) I already have a sentinel for caine and IC and thorn for haley

Lazlo
12-24-2009, 04:15 PM
I still like Chargers or a Hunter with my Caines, and Defender for shooting with epic Haley. Cyclone might be nice for pHaley, as Temporal Barrier gives it some defense against melee and makes his 2-6 shots more accurate. Might take him with pCaine as well for Snipe. Don't really like him for either epics. eCaine can't really buff him, and eHaley prefers the Defender for Temporal Acceleration (and extra RNG 16 POW 15 shot vs an extra RNG 10 POW 12 shot).

PBear
12-24-2009, 04:23 PM
Very interesting. A very marshal-able jack for a heavy, especially with Strangeways around for the odd focus boost.

A superb anti-infantry heavy, although its low-POW values (for a heavy warjack) mean that it's going to be fairly useless against high-arm targets. 9 points for an anti-infantry warjack is steep. But it is a damn fine anti-infantry warjack.

fildrigar
12-24-2009, 04:38 PM
You know the old adage, boosted POW 12s kill casters. Marshalled by the Dude, with Deadeye from Caine or Haley, and thats a good number of boosted POW 12s. That's also a lot of points, but hey.

Techcasualty
12-24-2009, 04:48 PM
hmm must run cyclone with trenchers

'yeah...go ahead and charge em'

siege
reinholdt
squire
olrowdy
cyclone
10x trenchers
-2x rifle grenade
finn
trencher chain gun
trencher chain gun

No... I will not leave the center of the table


and....and... explosivo + cyclone = LOL GRENADIER

Agamemnon
12-24-2009, 04:56 PM
hmm must run cyclone with trenchers

'yeah...go ahead and charge em'

Imagine all the supressing fire you can put out first turn with all the trencher fun.

Might as well have longgunners in the back for more templets. You should be ale to cover the entire board with those bad boys.

Defenstrator
12-24-2009, 05:00 PM
He's defiantely your second heavy though. You need something else like an Ironclad to beat face. Fortunately the two make a good team.

captainspud
12-24-2009, 05:13 PM
RNG10 makes it a tough sell for me. I'll need to try it out, but so far I'm not thrilled.

Mutton
12-24-2009, 05:23 PM
I'm going to do some playtesting this weekend; nice thing about being Jewish is that Christmas is just time off to mess around :D

What worries me is the dual covering fire; outside of that it seems fine.

Techcasualty
12-24-2009, 05:27 PM
do covering fires stack? Can I have the two templates right on top of each other and require the opponent to take two pow 12s?

reinfire13
12-24-2009, 05:59 PM
do covering fires stack? Can I have the two templates right on top of each other and require the opponent to take two pow 12s?

I would assume Covering Fire is worded where it won't allow you to over lap them. But, even if it is, you could probably place a chain gun covering fire AOE on top of it. At that point I guess a model would suffer the effects of both.

Techcasualty
12-24-2009, 06:15 PM
mwahahaha

2x covering fire templates
2x TCG covering fire templates

DO NOT STEP IN THAT 3" zone mofos!

tophalion
12-24-2009, 06:31 PM
Wow, it turned out better than I thought it would...

Considering my wildest dreams for the Ramboclad was rapid fire for both guns, pow 12, range 12, Suppressing fire, Burst, and Chainfire, 3 of the best from that list isn't bad at all. It's a bit on the pricey side and weak in heavy vs heavy, but at least it puts out the volume of fire it needs to.

I might be wrong, but the dual coveriing fire means that its ranged aspect will almost never be completely tied up by single wound infantry. It can place those even when engaged in melee and POW 12 is enough to wreck most single wound infantry.

Sinsation
12-24-2009, 07:13 PM
Dual covering fire combined with temporal barrier:
Don't charge, don't run, and don't go straight forward. Slowly walk around that 6" zone of infantry death, as you try to get close while I shoot you. GG.

knight_actual
12-24-2009, 07:47 PM
Hmm... 9 points for a heavy that is only able to tackle light to medium class opponents... pricey... but this is cygnar i guess.

Pretty awesome

otakud00d
12-24-2009, 09:14 PM
Now.. can the Cyclone seriously lay down TWO templates, or is it limited to just one, just that it can fall back on a backup if one goes down?

Edit: nevermind. It's DUAL COvering Fire, wow.

fildrigar
12-24-2009, 09:27 PM
The Dual Covering fire *action are worded such that they don't stack with each other.

hackrune
12-24-2009, 09:35 PM
So I'm going to need two of these, marshaled to my ATGM UA. That is just some ridiculous utility and badassery in a 'jack.

Two open fists allows them to beat the crap out of light 'jacks in combat and Pow 14 means they can at least ding a heavy for some boxes, or throw it far away.

And two chainguns with rapid fire means up to 6 initial attacks boosted by Rune Shot, at pow 12, shooting at a threat of 19", or if hitting close targets, threat 15" and critical effects.

Not to mention field control against infantry swarm armies. 4 3" AoEs is 12 inches of area denial. That's a quarter of the board, and no standard infantry wants to walk into pow 12s, because at least a couple are going to die.

Kraye and Guided Fire on these babies would also be incredible. I am feeling love for Cygnar right now.

Techcasualty
12-24-2009, 09:37 PM
now all we need is a character cyclone for caine


it will have gunfighter and gatecrasher :p

Robert Shepherd
12-24-2009, 10:00 PM
4 3" AoEs is 12 inches of area denial.It's potentially even more then that, since you're able to space the AoEs apart without losing effectiveness. So long as they aren't so far apart that a small base can wall between them, the two AoEs don't need to be touching to deny passage.

With two Cyclones you can probably cordon off about 15".

Lazlo
12-24-2009, 10:07 PM
now all we need is a character cyclone for caine


it will have gunfighter and gatecrasher :p

No, I'm actually hoping for a character charger for Caine.

Knight
12-24-2009, 10:10 PM
Lovely, absolutely lovely. Though I wouldn't mind being a point cheaper, still can't complain.

isawatsuke
12-24-2009, 10:35 PM
hmmm looks good. 2 d 3 "initial" attacks right? Does that mean they all get deadeye? Im not too fussed if it doesnt since we have rangers. It does look like it has potential and i will be getting 1. Dunno about 2 tho.

Defenstrator
12-24-2009, 11:04 PM
Deadeye only boosts the first shot you make no matter how many initial attacks you have.

LemmingStampede
12-24-2009, 11:12 PM
Hmmmm... two Cyclones and 2 TCG's, 23" of covering fire if you space them an inch apart. Combo with Haley to limit movement potential. This requires brainstorming.

tensteam
12-24-2009, 11:51 PM
Forget TCGs - take two Cyclones! And Rapid Fire sounds SO cool!

LemmingStampede
12-24-2009, 11:59 PM
Those numbers were including 2 Cyclones.

Two Cyclones can get you 15" of covering fire if the templates are an inch apart. With Haley that might be enough, since you need enough points to bring counter-fire and jack/beast/armored infantry killers.

tneva82
12-25-2009, 02:30 AM
Oh this is going to be FUN.
Now I'm going to have trouble deciding whether to make my plastic kit into a Defender or a Cyclone.

Magnetising is the answer. Have all 4 in one body ;-) Just switch the weapons as needed.

Karyle
12-25-2009, 04:54 AM
This 'jack is exactly the answer to my pagan prayers. My regular Cryx opponent has punished me with Bane swarms for years... karma's a *****. Dual Cyclones and Max Longgunners with UA every game, here I come!

tneva82
12-25-2009, 04:58 AM
This 'jack is exactly the answer to my pagan prayers. My regular Cryx opponent has punished me with Bane swarms for years... karma's a *****. Dual Cyclones and Max Longgunners with UA every game, here I come!

Lol.

Yeah this can be Cygnar's answer to infantry swarm for sure. Week ago or so I played Siege vs Cryx game. List was based on assasinating enemy warcaster via ranged weapons. Good except ran against list which is virtually IMPOSSIBLE to 'caster kill at range unless I would first kill virtually all of his infantry. Except I didn't have NEARLY enough firepower to take out over 30 TOUGH infantry...

And 10 of those were such that if even one reaches my line my army is as good as dead.

Now add in Cyclone with his 7" wide area of "you don't come if you don't want to die" and I could have had shot at it. One defender into Cyclone and that list should work lot better as it has more tools against infantry swarms(biggest weakness of that list).

paradogmatic
12-25-2009, 06:15 AM
RNG10 makes it a tough sell for me. I'll need to try it out, but so far I'm not thrilled.

Well this makes sense.. covering fire is based on the range of the weapon and the faction has Snipe -- otherwise you might be seeing double covering fire templates at 16-18", which would be.. absurd.. Its already bad enough on the Manticore and it can only put down 1 template.

Imagine 2 cyclones with a caster switching snipe to a second one in-between. 4 Templates all over the table with near impunity..

knight_actual
12-25-2009, 06:50 AM
This guy is going to have amazing synergy with Darius.

Darius needs anti infantry support. This guy gives it.

Walks up to engage somthing, covering fire off over there. Darius jacks hammer engaged target into oblivion.

Professor Lust
12-25-2009, 07:06 AM
This guy is going to have amazing synergy with Darius.

Darius needs anti infantry support. This guy gives it.

Walks up to engage somthing, covering fire off over there. Darius jacks hammer engaged target into oblivion.

I highly doubt you can covering fire while engaged. Moreover POW 14 is hardly going to wreck face via jack hammer. Dice -4 to heavy is going to do little.

Will the cyclone work with darius? sure.

Is it the best jack? No but however it will work.

Bobby Hostile
12-25-2009, 07:23 AM
I'm kinda liking the Cyclone with Kraye. 2-6 boosted attack rolls with Ride-by-Attack? Yes, please.

Professor Lust
12-25-2009, 07:47 AM
I'm kinda liking the Cyclone with Kraye. 2-6 boosted attack rolls with Ride-by-Attack? Yes, please.

Yeah I agree, even if Ride-by on a SPD 5 jack isn't exactly speedy.

Defenstrator
12-25-2009, 07:55 AM
It let's you play the range game though. Even if you have to move a couple inches forward, being able to kill the nearby targets and then back off three inches cuts down on your opponents options for counter attack. Plus Kraye has Mage Sight so the Cyclone is an actual FU to those evil, evil, Mage Hunters.

Invaderzahn
12-25-2009, 08:27 AM
I know its OT but I read that the sentinel has shield guard now, can someone please confirm this?

Defenstrator
12-25-2009, 09:01 AM
Yes, it has Shield Guard. Multiple people have now confirmed this. Merry Christmas.

fildrigar
12-25-2009, 09:07 AM
I highly doubt you can covering fire while engaged. Moreover POW 14 is hardly going to wreck face via jack hammer. Dice -4 to heavy is going to do little.

Will the cyclone work with darius? sure.

Is it the best jack? No but however it will work.

"Dual Covering Fire ( *action) Place two 3" AOEs... within RNG, centered on points in... LOS, ignoring intervening... Place one less... for each crippled arm system... ...entering or ending... in the AOEs suffers... POW equal to the POW of this weapon. ...remain in play for one round. If this model is destroyed... remove the AOEs from play."

Nothing in there would stop you from doing it while engaged, other than wanting your initial actions to kill whatever was engaging you.

Professor Lust
12-25-2009, 09:14 AM
"Dual Covering Fire ( *action) Place two 3" AOEs... within RNG, centered on points in... LOS, ignoring intervening... Place one less... for each crippled arm system... ...entering or ending... in the AOEs suffers... POW equal to the POW of this weapon. ...remain in play for one round. If this model is destroyed... remove the AOEs from play."

Nothing in there would stop you from doing it while engaged, other than wanting your initial actions to kill whatever was engaging you.


its an ability found underneath a range weapon. Its implied its a ranged ability.

But you're right its technically an action and not a ranged attack.

If you can use the cyclone this way, it will tick a lot of people off.

I still however hold to the fact that a pow 14 open fist is not a good option to use darius' jackhammer spell.

Hammersmiths work far far better.

zephen18
12-25-2009, 09:27 AM
I'm more thinking full unit of Long Gunners w/ UA, 2 chain guns, and 2 cyclones for a 17" to 20/21" line of suppressive fire

Sevwall
12-25-2009, 11:20 AM
I like it with eNemo, who is a good jack caster with no antiinfantry. He can even give it +2 STR for anti-heavy activity.

Rosicrucian
12-25-2009, 12:50 PM
its an ability found underneath a range weapon. Its implied its a ranged ability.

But you're right its technically an action and not a ranged attack.

If you can use the cyclone this way, it will tick a lot of people off.

I believe that Ret's Manticore can already do this.

TsavongLah
12-25-2009, 02:22 PM
And two chainguns with rapid fire means up to 6 initial attacks boosted by Rune Shot, at pow 12, shooting at a threat of 19", or if hitting close targets, threat 15" and critical effects.I think I'm most excited about doing this with Thunderbolts. 6d3 inches of push is some pretty sweet movement denial. :cool:

Professor Lust
12-25-2009, 02:39 PM
Well remember that Rapid Fire does not occur simultaneously. Each push is resolved after each attack and if you push out of range you do not follow up.

TsavongLah
12-25-2009, 02:46 PM
Aye, I know. 6d3 is just the total amount of push inches you'd get out of that business, and I imagine it would generally be spread out between two 'jacks/'beasts. Still, awesome stuff.

Professor Lust
12-25-2009, 02:51 PM
Its actually a waste on jacks.

Best on Heavy Infantry like IFP, MOW etc.

bushi
12-25-2009, 04:53 PM
Yeah I agree, even if Ride-by on a SPD 5 jack isn't exactly speedy.

Speed 5 gets a little faster when you have cheap light jacks like the Sentinel or Charger or the Bokur slamming him up the field. Hell, you could team one Cyclone with a ATGM marshalled Cyclone to get a potential 6d3 pushes up the field. If it knocks the jack down then you have Kraye's feat to get him upright for his turn to shine. If you think POW 12 is going to dent Kraye's Cyclone too badly, keep Arlan or a team of Field Mechaniks close at hand to repair the critical spots.

69Lazarus
12-25-2009, 05:03 PM
Amazed at how good this thing is for board control. I've been utilizing the 3" template in my ROS list and it's been fantastic. 2 from one model is even better. Combine that with others too? jeez...

Lazlo
12-25-2009, 07:08 PM
Speed 5 gets a little faster when you have cheap light jacks like the Sentinel or Charger or the Bokur slamming him up the field. Hell, you could team one Cyclone with a ATGM marshalled Cyclone to get a potential 6d3 pushes up the field. If it knocks the jack down then you have Kraye's feat to get him upright for his turn to shine. If you think POW 12 is going to dent Kraye's Cyclone too badly, keep Arlan or a team of Field Mechaniks close at hand to repair the critical spots.

Thunderbolt only affects enemy models.

Arkady
12-25-2009, 08:33 PM
Those numbers were including 2 Cyclones.

Two Cyclones can get you 15" of covering fire if the templates are an inch apart. With Haley that might be enough, since you need enough points to bring counter-fire and jack/beast/armored infantry killers.

I don't understand this suppressive fire madness that has gripped everyone on these forums. 15"? Why?!?! Why would you ever need that? :confused:

Suppressive fire is neat, but it's only effective against unbuffed, low-ARM, one-wound melee-only infantry. MkII has increased the proliferation of ranged weapons, and jacks are extremely viable. Building a whole list around a situational ability seems very foolish.



And two chainguns with rapid fire means up to 6 initial attacks boosted by Rune Shot, at pow 12, shooting at a threat of 19", or if hitting close targets, threat 15" and critical effects.
I think I'm most excited about doing this with Thunderbolts. 6d3 inches of push is some pretty sweet movement denial. :cool:

Really? You guys are excited about giving our first jack with two open fists to a JACK MARSHAL?! You people have been hitting that eggnog hardcore, eh? :D

EnternalVoid
12-25-2009, 09:13 PM
Really? You guys are excited about giving our first jack with two open fists to a JACK MARSHAL?! You people have been hitting that eggnog hardcore, eh? :D

Well technically the Thunderhead was our first with two open fists...

Well if you have Strangeway at least you can give it the Focus to do some power attacks, and still get the boost to hit from the Jack Marshal ability if needs be.

Odds are if I put the Cyclone on the Dude, it will be for Snipe more than anything. But good chance he will be on a caster most of the time.

1911gunmage
12-25-2009, 09:13 PM
Caine will geta charger...this will be very cool need two....

I'm seeing possiblities with

EHaley: Temporial acceleration
pCoiane snipe
Stryker: snipe
Kraye: Guided fire
Nemo: 5 focus figure it out
Jack marskall: Awesomeness...

What is not to like....wonder how it might work with Sloan...

Arkady
12-25-2009, 09:28 PM
Well if you have Strangeway at least you can give it the Focus to do some power attacks, and still get the boost to hit from the Jack Marshal ability if needs be.

Odds are if I put the Cyclone on the Dude, it will be for Snipe more than anything. But good chance he will be on a caster most of the time.
Strangeways is an option, but I hate relying on him to solve all my jack woes. He's priority target #1 for all my opponents. For a heavy jack, the Cyclone is quite pitiful in melee, and his gun range is short, so having throws/tramples in my bag of tricks is a necessity that cannot be ignored.



Nemo: 5 focus figure it out
Jack marskall: Awesomenessfail :D...
Don't really see a good combo with Nemo. Why 5 focus? If I want boosted POW12s, I'd rather have two chargers and spend the extra point on a stormsmith. Suppressive fire is less useful since Nemo has 0 problems with infantry. If I want a jack to beat face, pretty much any other heavy is superior.

I bet Sloan will have Snipe, and some other ranged boosts. Cyclone will no doubt be quite cool with her.

FearLord
12-26-2009, 12:37 AM
Very nice. Makes me believe the firefly might actually have a spray after all - it looks like Guided Fire was nerfed for future stuff thats coming rather than what we already had...

I'm instantly excited to put together a Kraye list (especially now the Sentinel's got a roll - welcome back buddy!)

And 6/10 Trenchers! Woot!

69Lazarus
12-26-2009, 03:04 AM
I don't understand this suppressive fire madness that has gripped everyone on these forums. 15"? Why?!?! Why would you ever need that?


I'm personally happy with just (2) 3" templates. That can protect a key unit like my Gunmages etc.

I think some people like the idea of a big wall of death due to the fact there are still infantrymachine armies out there. There are several Cryx players on these boards (I don't agree with) that say infantry is still the way to go with Cryx. The more the merrier.

Scenario play may be another big deal. Imagine trying to hold points with infantry when you cause instant death to them...

Defenstrator
12-26-2009, 08:10 AM
Oh it isn't just Cryx. Having had that wall of Wintergaurd spray death come running at me with their ridiculous DEF does make me appreciate the ability to hold them off.

PBear
12-26-2009, 09:34 AM
It doesn't have to be infantry machine for the templates to be effective. If your opponent is playing any 1-wound melee infantry they are going to be money, and most armies do.

The list is long: IFP, lots of cryx units, TFG, Zealots, Knights Exemplar, Storm units; lots of Hordes units. And they can be effective against ranged units that need to move around (or just drop the template on them so they have to move off of a cover position, can't aim, etc.).

The ability to muck with your opponents movement is sweet.

phreaker187
12-26-2009, 02:15 PM
I'm sure it will be Sloans baby, doesn't her fluff mention something about buffing ranged jacks, a lot, as in more than our other casters?

Lazlo
12-26-2009, 03:37 PM
I'm sure it will be Sloans baby, doesn't her fluff mention something about buffing ranged jacks, a lot, as in more than our other casters?

"When focused on the destruction of her foe, every warjack she commands becomes linked to the pull of her rifle?s trigger to unleash a barrage of unparalleled accuracy and power simultaneously."

So, yeah. Sounds like her feat, but it's somewhat vague.

LemmingStampede
12-26-2009, 03:45 PM
I don't understand this suppressive fire madness that has gripped everyone on these forums. 15"? Why?!?! Why would you ever need that? :confused:

Suppressive fire is neat, but it's only effective against unbuffed, low-ARM, one-wound melee-only infantry. MkII has increased the proliferation of ranged weapons, and jacks are extremely viable. Building a whole list around a situational ability seems very foolish.

Pow 12 on average will kill ARM 18 infantry, which most infantry only get in shield wall which can't be used against Suppressing Fire if done right.

With the release of Mk2 is going to come new Steamroller, and the return of scenario play. 15" of suppressing fire is excellent for keeping people out of areas, like control points. Scenarios will necessitate the opponent coming forward, so ranged attacks only help so much. If you have, say, suppressing fire screen followed by trenchers followed by lots of stormblades, that can be a very tough nut to crack. They can't use basic infantry, and stormblades can handle armored infantry and jacks/beasts.

Of course, this is all theoretical at the moment, but it is the product of early brainstorming with the details and theories available.

Arkady
12-26-2009, 05:13 PM
Again, I wasn't discounting the utility of Suppressive Fire, just stating that it is unnecessary to basically devote your whole list to it at the cost of actual hitting power. You don't need 15" of suppressive fire in order to get a good use out of the ability. It's wasteful and inefficient, and leaves you with fewer resources against targets that aren't melee infantry.

knight_actual
12-26-2009, 06:45 PM
2 AOE3" suppressive fire is very effective at stopping single wound infantry advance.

TCG's weakness is if you can axe the leader, the AOE goes away.... it's going to be very difficult to down the cyclone to permit the advance.

masleth
12-26-2009, 07:26 PM
Just for kicks, I think I need to run one with pNemo. Power 12? yeah. up to 5 boosted power 12s could make even some Khador hulks cringe. I know its not very efficient, but it'll be funny.

Agamemnon
12-26-2009, 09:15 PM
TCG's weakness is if you can axe the leader, the AOE goes away.... it's going to be very difficult to down the cyclone to permit the advance.

It does???

sniggles
12-26-2009, 09:27 PM
Just for kicks, I think I need to run one with pNemo. Power 12? yeah. up to 5 boosted power 12s could make even some Khador hulks cringe. I know its not very efficient, but it'll be funny.

not very efficient and not very likely, but hey, it would be cool.....

Techcasualty
12-26-2009, 10:46 PM
TCG's weakness is if you can axe the leader, the AOE goes away.... it's going to be very difficult to down the cyclone to permit the advance.

actually thats not true. The gun is the leader of the unit. What happens when you kill a leader again?

tensteam
12-27-2009, 12:37 AM
actually thats not true. The gun is the leader of the unit. What happens when you kill a leader again?
That's right. You'll need to kill both members of the TCG team to get rid of the template, but doing it isn't that big of a problem.

knight_actual
12-27-2009, 06:33 AM
actually thats not true. The gun is the leader of the unit. What happens when you kill a leader again?

template goes away on destroy or removed from play.

when leader destroyed, replace grunt model w/ leader model.

destroy effects still trigger.