veragor1206
01-27-2010, 05:49 AM
Lancer: Light Warjack (Cygnar's shiny little arcnode)
http://privateerpress.com/files/imagecache/product_image/products/31085_Lancer_2011_WEB.jpg
Overview:
Aside from Thorn the Lancer is the only warjack that Cygnar has that is capable of channeling spells. This alone is the reason most people field it, however don't be too quick to discount it's effectivness in combat. The weapons on this jack have some nice abilities and are very usefull in combat. Many of our warcasters must cast offensive spells early in the game in order to ensure victory. The Lancer is a vital tool in Cygnar's army and is a common sight in many army lists.
Statistics:
The Lancer has an average statline as it is the close relative of the Charger. His defense isn't bad for a light warjack but his armor is a bit lacking. The Shock shield makes up for this lack in armor and puts him into the heavy warjack tier of armor. This shield is what allows him to hang out up front and still be able to survive some pretty big hits. The Lancer was granted an additional MAT and RAT in the MKII scene. He typically wont see alot of combat but this allows him to hit more reliably. Although you will still have to boost most attacks, typically a defense of 13 or higher should be boosted to ensure a successful attack. A neat little trick is to cast Arcane shield on him putting him up with the heavy armor of Khador!
Weapons:
War Spear:
Aside from the "set defense" ability this weapon is a bit vanilla. Reach is nice for tying up a few units and allows for him to hit many more targets around him. Keep in mind that an arcnode that is engaged is no longer capable of channelling spells, that does not affect weapons with reach that allow you to stay out of the 1/2" zone. . .
Shock Shield:
The shield is nice as it gives the Lancer the protection it deserves and with the use of multiple attacks it can usually fry a cortex in one turn! A dirty trick to use on opponents heavies is to use three focus for continual shock shield attacks frying their cortex and preventing a heavy counter attack. Many opponents consider this almost as annoying as the arcnode ability itself!
Summary:
With the exception of a few select warcasters the Lancer is a mainstay in almost every Cygnaran list. In larger games two Lancers are typically fielded, as this allows for a huge threat range from your warcaster's spells. Warcasters who typically don't use the Lancer in lower point games will see some benefits from fielding them in large games. Almost all opponents realize the lancer is a vital tool for us and will try to take it out early in the game. DO NOT lose this guy early in the game as you will fight an uphill battle from there on. Field him close to the front lines but out of danger in the beginning of the battle. Towards the end you can use him to set up assassination runs and tie up other deadly threats. Once the battle is well under way and you don't need a walking arcnode any more try taking out the enemies cortexes. A heavy warjack without a cortex is in most cases pretty useless! Most opponents often overlook this tactic so take advantage of that fact! With more warjacks being fielded in MKII you can be assured this tactic will ensure plenty of victories.
Strengths:
Arcnode
Good Armor
Awesome Shield
Weaknesses:
High priority target
Warcasters:
PCaine - He can benefit from it's uses, particularly with "Thunderstrike" but generally Caine moves around too much to justify. His "range amplify" ability also tends to leave him out of most lists.
ECaine - Again Caine is selfish especially ECaine, rarely is an arcnode used ... if ever.
Darius - info needed
PHaley - It’s an excellent choice as it extends her threat range and allows for good "Chain lightning" and "Scramble arcs
EHaley - A good choice, but with the bond who you really want to field is Thorn. At higher point games fielding a backup Lancer is a good practice.
PStryker - Take one, if only for the earthquake it is worth it!
EStryker - Gets some really good use out of channeling "Rebuke", "Positive charge", and "Lightning Storm" . . .
PNemo - Has to have one, bottom line! He is just too fragile and "Chain lightning" is too good not be using an arcnode.
ENemo - ENemo does not really need an arcnode, though it is nice to have when you do need to channel. Nemo should be up front (in a safe position) upkeeping spells and shooting with his awesome gun!
Siege - Really does well with or without an arcnode. However "Force Hammer" and "Rift" are nice to arc but situational.
Kraye - info needed
Kara - info needed
If you have anything to add or any corrections please do! Most of us know how this guy works and have extensive playtime with him. I wrote this guide in the same format as Mutton and Gunmageintraining and give them credit for the inspiration. This is intended for new people and veterans who are seeking advice and general knowledge in using the Lancer. Any mistakes I have made I will edit as fast as possible, please PM or post a comment with any additions that are needed :)
http://privateerpress.com/files/imagecache/product_image/products/31085_Lancer_2011_WEB.jpg
Overview:
Aside from Thorn the Lancer is the only warjack that Cygnar has that is capable of channeling spells. This alone is the reason most people field it, however don't be too quick to discount it's effectivness in combat. The weapons on this jack have some nice abilities and are very usefull in combat. Many of our warcasters must cast offensive spells early in the game in order to ensure victory. The Lancer is a vital tool in Cygnar's army and is a common sight in many army lists.
Statistics:
The Lancer has an average statline as it is the close relative of the Charger. His defense isn't bad for a light warjack but his armor is a bit lacking. The Shock shield makes up for this lack in armor and puts him into the heavy warjack tier of armor. This shield is what allows him to hang out up front and still be able to survive some pretty big hits. The Lancer was granted an additional MAT and RAT in the MKII scene. He typically wont see alot of combat but this allows him to hit more reliably. Although you will still have to boost most attacks, typically a defense of 13 or higher should be boosted to ensure a successful attack. A neat little trick is to cast Arcane shield on him putting him up with the heavy armor of Khador!
Weapons:
War Spear:
Aside from the "set defense" ability this weapon is a bit vanilla. Reach is nice for tying up a few units and allows for him to hit many more targets around him. Keep in mind that an arcnode that is engaged is no longer capable of channelling spells, that does not affect weapons with reach that allow you to stay out of the 1/2" zone. . .
Shock Shield:
The shield is nice as it gives the Lancer the protection it deserves and with the use of multiple attacks it can usually fry a cortex in one turn! A dirty trick to use on opponents heavies is to use three focus for continual shock shield attacks frying their cortex and preventing a heavy counter attack. Many opponents consider this almost as annoying as the arcnode ability itself!
Summary:
With the exception of a few select warcasters the Lancer is a mainstay in almost every Cygnaran list. In larger games two Lancers are typically fielded, as this allows for a huge threat range from your warcaster's spells. Warcasters who typically don't use the Lancer in lower point games will see some benefits from fielding them in large games. Almost all opponents realize the lancer is a vital tool for us and will try to take it out early in the game. DO NOT lose this guy early in the game as you will fight an uphill battle from there on. Field him close to the front lines but out of danger in the beginning of the battle. Towards the end you can use him to set up assassination runs and tie up other deadly threats. Once the battle is well under way and you don't need a walking arcnode any more try taking out the enemies cortexes. A heavy warjack without a cortex is in most cases pretty useless! Most opponents often overlook this tactic so take advantage of that fact! With more warjacks being fielded in MKII you can be assured this tactic will ensure plenty of victories.
Strengths:
Arcnode
Good Armor
Awesome Shield
Weaknesses:
High priority target
Warcasters:
PCaine - He can benefit from it's uses, particularly with "Thunderstrike" but generally Caine moves around too much to justify. His "range amplify" ability also tends to leave him out of most lists.
ECaine - Again Caine is selfish especially ECaine, rarely is an arcnode used ... if ever.
Darius - info needed
PHaley - It’s an excellent choice as it extends her threat range and allows for good "Chain lightning" and "Scramble arcs
EHaley - A good choice, but with the bond who you really want to field is Thorn. At higher point games fielding a backup Lancer is a good practice.
PStryker - Take one, if only for the earthquake it is worth it!
EStryker - Gets some really good use out of channeling "Rebuke", "Positive charge", and "Lightning Storm" . . .
PNemo - Has to have one, bottom line! He is just too fragile and "Chain lightning" is too good not be using an arcnode.
ENemo - ENemo does not really need an arcnode, though it is nice to have when you do need to channel. Nemo should be up front (in a safe position) upkeeping spells and shooting with his awesome gun!
Siege - Really does well with or without an arcnode. However "Force Hammer" and "Rift" are nice to arc but situational.
Kraye - info needed
Kara - info needed
If you have anything to add or any corrections please do! Most of us know how this guy works and have extensive playtime with him. I wrote this guide in the same format as Mutton and Gunmageintraining and give them credit for the inspiration. This is intended for new people and veterans who are seeking advice and general knowledge in using the Lancer. Any mistakes I have made I will edit as fast as possible, please PM or post a comment with any additions that are needed :)