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Jaegerwolf
01-22-2010, 04:09 PM
Plan on doing this with Mercs as well, but was thinking it might be useful to create a thread detailing the Marshalls in faction and which 'Jacks would work best with them. Note I'm going from the 2010 Faction Deck and Prime MKII, so anything coming out of the Forces book won't be in here yet.


Arcane Tempest Gun Mage Officer (The Dude)

Probably the most talked about Marshall we've got, The Dude is best served running ranged focused 'Jacks that can take advantage of his Rune Shot ability.

Charger - A favorite when The Dude first appeared, the ability to buy another attack with the Marshall ability means you can pick up two strong ranged attacks with an added ability for only a couple points. Only problem is you won't be able boost any attacks or damage rolls without outside help.

Cyclone - Unlike the Sentinel's Strafe, the Cyclone's Rapid Fire ability isn't a special attack, so it can make use of Rune Shot. It can even use a different ability for each shot. With 2-6 shots per activation, there's a fair chance you can get off a Critical Brutal, and Snipe turns the Jack into a mini Longgunner unit. Thunderbolt is the most interesting, as you have the chance to knock apart Shield Walled units or completely ruin multiple charge setups.

The downside of course is the high cost of the 'Jack as well as only having one 'boost' available for what could be a large number of attacks.

Defender - Need to put a shell into the enemy's mess tent? Give The Dude a Defender and it'll get there. With it's long range you can usually sit still and get the aiming bonus, so most of the time you'll be using the Marshalling for boosting damage. Cost and not being able to support the 'Jack very well if it gets in Melee are the main issues here.

Grenadier * - Have a star on this one because its reliant on a larger combo with Trenchers. While that immediately ups the price of taking it, you get the benefit of up to three AOE attacks that can carry an attack type. Snipe gives you the equivilant of the Herne and Jonne, trading some POW for range. Though Critical Brutal Damage won't carry over to the AOE, you'll still get up to three chances to roll doubles. Thunderbolt becomes even more powerful here then on the Cyclone, as it will affect all models under the templet AND knock them all down on a critical.

Hunter - Similar to the Defender in its synergy with The Dude, the Hunter's better mobility and ability to get out of trouble easier make it a better choice if you plan on facing a lot of medium and large based units. Just don't expect it to be able to pull out of a close quarters jam.

Ability to run two jacks? - The Dude has a nice long command range, so I think he's able to stay out of harms way enough to be worth running two lights, though I'd suggest using two of the same to make your tactics a bit easier.

Next would be Captain Arlan Strangewayes, then Field Mechaniks, Stormblade Officer and Sword Knights. Anyone want to step up and give their opinions?

lawyerpants
01-22-2010, 04:22 PM
Stormblade Officer-

IMO the Stormblade Officer is only efficant at running a Stormclad. Due to the fact that it has no extra drives. The Stormclad allows it to gain a focus if it is in 3" of a Stormblade (and it will always beclose if you are marshalling so why not put it a bit closer and give it an extra focus). This means that the jack will have (basically) two focus a turn.

Any other jack however would get no benefit from the SB Officer. SB Officer should not be taken for the sole purpose of a jack' Marshaling a jack. Your better off keeping the jack in the caster's battle group just for the opion of giving focus and for buffing...etc.....etc...

AxeHappy
01-22-2010, 05:51 PM
You are forgetting about the Trencher Leiutenant, the Mechanic, Arlan Strangeways and a couple others that I can't remember off the top of my head.

Gorbad
01-22-2010, 08:18 PM
True, we do have a lot of marshals, but most of them should IMO never be given a jack.
For instance I can think of no good reason to give the Mechanics a jack. Generally unless the marshal have a drive or other special synergy I wouldn't bother.

That being said, if you do want to use a generic jack marshal the Sentinel is probably a good option as it's main power is standing around being tough and taking range fire for others and doesn't really require any input from anyone else.

malfred
01-22-2010, 08:50 PM
Mechanics are a back-up Jack Marshal to take control of 'jacks that lose their 'jack marshal.

Defenstrator
01-22-2010, 10:48 PM
Strangeways can run a Hunter or Defender. Being able to give it focus as well means it can boost both hit and damage rolls with its gun. Unfortunately he can't run them at max in melee.

The Sword Knight UA is very solid with the Hunter due to Pronto. It can move the Hunter into position and still get the aiming bonus, or let's it back away from the enemy. Especially funny when Parry lets you Pronto it out of combat. Weirdly enough this is about the only reason you would currently take the Swordknight UA, because it doesn't do much yo buff the actual knights at all.

As mentioned, yuo can run the Stormclad off the Stormblade officer, since he gets both jack marshall and a focus. I wouldn't ever take this combo without Strageways to back it up though. When it's go time you need the full three focus equivalent.

After that I wouldn't marshall anything on anyone else. If you don't have a drive or some other ability to boost the warjack there is almost no point.