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View Full Version : Precursors, Sentinels & Lancers



Lack0fbettername
01-26-2010, 04:37 PM
To start with I'm still pretty new to all this, with only 1 game under my belt. My current model selection is pretty limited but i've picked up the MK2 rulebook & cards.

Currently i have a few heavy jacks and a solo or two but i'm lacking in the unit & light jack department.

I had some questions and wanted to get some thoughts on the ones listed above (Precursor kngihts, Sentinels & Lancers) as i haven't noticed any real talk on them, or much inclusion in peoples army lists.

Precursor Knights - These guys seam like a good middle ground between stormblades & sword knights. Why do they seam to get no love?

Sentinels - It seamed like when the final field test came out everyone was going to put him on the shelf. It seams now like his role has been moved 'caster protection'. Is the shield guard worth the 4 points?

Lancers - I don't see much talk on these guys ether. I know they are a pretty straitforward jack, does anyone use them much? Do they work well?


Thanks in advanced, for putting up with some noob(ish) questions.
-JSV

Jice_
01-26-2010, 05:45 PM
Precursor Knights - These guys seam like a good middle ground between stormblades & sword knights. Why do they seam to get no love?


Because they are middle ground they don't need love. They do what they are supposed to do, they cost what they are supposed to cost, and they kill at the rate they are supposed to kill. When they do everything right there's really not much to talk about.


Lancers - I don't see much talk on these guys ether. I know they are a pretty straitforward jack, does anyone use them much? Do they work well?

Larcers are the arcnode option so once again they are quite standard. There's no real reason to discuss them when they are the only thing that fits into a certain spot. Most every caster save Caine will have at least one Lancer or Thorn. So there's really not that much to quell over.


Sentinels - It seamed like when the final field test came out everyone was going to put him on the shelf. It seams now like his role has been moved 'caster protection'. Is the shield guard worth the 4 points?

Yes if you're using a caster that needs it. I'd say it's a Jack for Kraye and Nemo. Kraye's light cavalry move allows it to keep up with him and still fire while benefitting from guided fire, and eNemo can always use the extra shooting protection as well as feed it focus without worrying about wasting since he can take any unused back and re-allocate. As well, shield guard can also help other squishies, not just casters, so by keeping them next to important targets like Arlan, Journeyman, the dude, etc. it's worth it in larger games.

GrimmRiggins
01-26-2010, 07:08 PM
I would disagree that Precursors are middle of the road. I think they are a solid unit, and with the UA they become melee monsters, if only for 1 turn. Usually, one turn is all you need/will get from a unit anyway. They are great against Menoth and Cryx, who tend to wither away at your melee troops with spells and inaccurate firepower, both of which the Precursors have wonderful protection against. They are slow, and I generally use them as the second wave in my battle plan, or as a shield for squishier shooting troops. However, when they break shieldwall, they will bring the pain. Always.

Gorbad
01-26-2010, 09:13 PM
I'd even go as far as to say that Precursors are our best melee unit (with the UA). Faster and with better Defence than the Stormnouns, they can do shield wall if you need the armour, they can screen your army but not block it, they won't get shut down by enemy spells and they can bring the hurt if they need to. They interact very well with the Cygnar army as a whole. They do end up costing you 10 points for the max unit and sometimes you want something else than what they offer, but they are a really nice choice I feel.

Bladestorm
01-27-2010, 03:20 AM
I love the Precursor Knights - They protect themselves and the rest of the force on the way in, deal out a turns punishment like heavy hitters and don't cost the earth - they are awesome :).

capamerica1980
01-27-2010, 12:33 PM
My 2 cents worth:
Precursor Knights- Well above average I take them in darn near every game I play simply because having a unit that is spell warded AND prevents soul sucking armies to benefit from their deaths or those around them (3" ?) and piper can use march on them to negate there slowness... The fact they are a shield to your long gunners/Gun Mages is SWEET... So yes well worth

Sentinel- I have two of these awesome looking models (will be picking up there big brother soon !) one in Fort Falk gray and yellow scheme to go with my ATGM and UA... the Shield Gaurd makes me think devout with range....

Lancers- I have uttered " I should have taken a Lancer" you don't miss them until you need them, I used to take Thorn all the time now I find unless I using Hailey 2 Lancers do just as good for only what 3 pts difference?....

ZenBattleLust
01-27-2010, 12:46 PM
Is the shield guard worth the 4 points?

No. But shield guard + gun definitely is. The problem with other shield guard models is that they tend to only have melee attacks. With those models, you basically have to choose between guard duty and killing stuff. The sentinel is nice because it doesn't really have to choose. It isn't going to be as efficient a killer as if it had no model to guard, but you can usually kill a couple of trooper models while still keeping your caster safe. The ability to do both at the same time makes for a nice little model. Not broken by any means, but able to stand tall next to our other 4 point light.

whats82
01-27-2010, 01:04 PM
Because they are middle ground they don't need love. They do what they are supposed to do, they cost what they are supposed to cost, and they kill at the rate they are supposed to kill. When they do everything right there's really not much to talk about.

Simple truth.