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  1. #1
    Destroyer of Worlds GunMageinTraining's Avatar
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    Default Cygnar Tactica: Stormwall

    Stormwall
    The (un)holy lovechild of a pair of Defenders, a Stormclad, a Cyclone, and a pack of Stormcallers.


    General

    Honestly, I'm fairly happy with our first Colossus (there may well be more on the horizon someday). It's got a lot of potential, and syngery with just about every caster we have. Two of our strongest guns, a pair of medium strength multi-shot guns, with a superb anti-infantry passive, and two fists swinging about the highest base P+S we can muster at the moment. Based on those alone, I'd of considered the jack a success, but it has electro-leap (not overly useful, but it's there) and the Storm Pods and all of the tactical/synergistic avenues that it opens up as well.

    For all it's shooting potential, Stormwall is not the be-all end-all jack. It's ranged firepower is quite justified for the cost, but it's melee, though absolutely solid, isn't why people will bring it. For all it's mighty Pow 20 fists, it's still barely more effective than a Stormclad, Rowdy, or even an Ironclad.

    Stats

    All told, good enough. Slightly lower Mat, which is an issue, but solid armor, good # of boxes, average speed... not much more you could really ask for. As Arcane Shield or similar is almost always going to be on it, it's more than a little resistant when combined with nearly double the boxes of an Ironclad.

    In melee, your standard Stormwall is only somewhat more efficient than Rowdy. Though this can go up significantly with the right support/casters, it's important to remember that with standard focus limitations, a Stormwall only has +1 POW over a Stormclad. Your still likely to trash most heavies with a full focus load, but the slightly lower MAT may cause issues. Rowdy, between Counter-Charge, MAT 8, and Aggressive, is somewhat more efficient, though he doesn't quite hit as hard.

    Weaponry

    Voltaic Fists: Good Solid beatstick, with built-in reach and open hands for throws as needed. Combined with it's mighty Strength, you can chuck a model a good ways. Electro-leap is purely superfluous, though may interact with the thresher 'Sweep' power attack for fun times if infantry attempt to swarm it.

    'Big Guns': Slightly shorter range than a Defender, but you have two. The Firing Arcs may be problematic, but I doubt many will have a trouble. Net result is slightly less potency than a Stormstrider, but untyped damage is helpful, and readily availability of boosting are better than the oft-chaotic electro-leaps.

    Iron Storms: It's a Cyclone, only... BETTER! No more *Action for the templates, if your using the Big Guns, you can drop the templates too. Or drop one template, and shoot with the other gun, it's very flexible.

    Storm Pods: Not really a 'weapon' system, but close enough. Drop a Pod completely within 10", then zap stuff in-between the pod and the Stormwall. Jacks can be disrupted if they damage them, and the damage is boostable. This goes off regardless of if your swinging your fists or shooting the guns. Dropping models, even small base ones, is always a good thing. If your opponent has no ranged threats, or if they are out of position, you can also use the pods to block and jam, though they won't ever engage.

    Additionally, they function as if they were Stormcallers for Triangulation purposes, thus it may be advantageous to drop the first pod in your own field of influence rather than be aggressive with them. Note, the lightning bolt between the pods and Stormwall is not an attack, and thus bypasses many defenses, and can be boosted, but does not automatically disrupt so heavier armor can prevent a jack from being disrupted.

    Cool Tricks

    Storm Pods are dropped the moment the Stormwall finishes moving, you can then pick up and throw them using a Throw power attack out to a significant range. Not always going to be useful, but it would generate a pow 17 hit on whatever small base model you throw it at. It's something to consider.
    Last edited by GunMageinTraining; 06-06-2012 at 11:06 AM.
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  2. #2
    Destroyer of Worlds GunMageinTraining's Avatar
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    Warcaster Synergies

    pStryker - Arcane Shield, Snipe, and Feat are all solid. Arm 27 Stormwall? Yea, if your opponent can kill that, you have to do naught but congratulate him, and then check for weighted dice. Earthquake is also useful for opening up lines as always. Note, dropping an EQ on Stormwall will kd stuff in B2B, in case you have a need.

    eStryker - Positive Charge helps Stormwall's melee capabilities immensely, and it's a big model to get 3"s from, so extends the charge field significantly. Good Ranged/anti-infantry support also synergizes well with a eStryker list. Bonding = 4 focus = 2 double boosted Big Guns, or more punchy, so that's good. Note, Stormwall will not advance via eStryker's feat, though it can make the attack, it won't be able to move beforehand. This limits it somewhat, but maybe not a significant amount, up to you to decide.

    pCaine
    - Snipe is good. Solid synergy with Snipe and a big model to hide behind after a Teleport. Caine's feat can clear out lots of infantry to clear lanes for Stormwall to get the hit, and though expensive, you can double boost the big guns via 3 focus and Deadeye if you need too.

    eCaine - The only thing he offers is Magic Bullet, but still he benefits quite a bit from the large base unmovable mode to hide behind and the hitting power Stormwall offers.

    Note, with application of buffs/debuffs via Aiyana and Holt or Gorman, eCaine may be one of our better anti-collossus casters. A full feat may just well blast one out or at least do significant damage. Note, without buffs, the math is nowhere near sufficient.

    Siege - Foxhole for LoS shennanigans, Mage Sight is always good, and Explosivo has situational use. A good solid jack for Siege to run, and he appreciates the covering fire templates. He normally can't afford to run 2 jacks well, so just running 1 double jack works. Plus I'd love to see the look on someone's face when you hit them with Stormwall's fist under Breach. Dice + 10 on Khador standard.

    Darius - Oddly (or not) enough, Darius isn't a bad choice. Fortify provides for a really sturdy jack, and it's huge base allows you to maximize the secondary benefits of the spell. Additionally, The feat can repair SOOOO many damage boxes it's funny, which will be a real kick if your opponent fails a run to scrap it. Anti-infantry tech on the Stormwall helps with Darius's weaknesses, and it's a great model to revolve around mines to make a huge no-go zone.

    Jackhammer has some interesting interactions with Stormwall. Note that all Colossi have some fun shooting rules. Standard infantry doesn't stop them from shooting, and with Darius, you can still get the full Stormwall ranged offensive power, while still swinging those fists around. Walk forwards and shoot the guns, then activate Darius and Jackhammer the fists to reduce anything in it's melee to so much dust. Full Throttle will also allow for the lower MAT rating.

    Sloan - Good enough. You'll probably get some use out of Return Fire and Fire Group's a solid buff. Feat turn can be fairly devastating with the boosted attacks for a full gun barrage. Deadeye is there, though something of a waste but Refuge is useless. Keep it on Sloan and just have her duck behind Stormwall.

    Constance - Banishing Ward and Crusader's Call are both solid, but she doesn't offer anything past that. Still, if you need the hitting power of a heavy, the guns of a defender, and a Cyclone... Well, let's just say, Stormwall really is a fairly good deal for what you get.

    Nemo1 - 5 focus? Yes Please. +2 Str? Sure, overkill is awesome. Electrify is good cause nothing in the game will one-shot a Stormwall, but Locomotion won't work. I still need to see the full base rules for Colossus, but Voltaic Snare may well lock them down very well, and provides a huge base for secondary effects, but don't quote me on it's effectiveness.

    Note, Stormwall or Storm Pods are great starting points for Chain Lightnings.

    Nemo2 - Stormcallers are much better, and Stormwall is a great synergy with them. Failsafe is awesome, combining armor buff with the inability to take out systems. Lightning Shroud is solid, and Polarity Shield is still good too. Energizer doesn't work unfortunately. Still waiting to see if Nemo's gun can lock down Colossi.

    Nemo3 - A whole slew of synergies. Stormcallers/Stormpods have good synergy with Nemo and getting Chain Lightnings and electro-leaps where they need to be, combined with Feat, they can cause plenty of damage. Electrify, Failsafe and Lightning Shroud are all still solid buffs for a Stormwall in need. Good focus efficiency allow you to run Stormwall and other jacks, or spells rather well.

    pHaley - Temporal Barrier helps with lower accuracy, and between TB and covering fire, infantry is slogging up hill, both ways, in the snow, while being shot at. Deadeye for when you need that double boosted Big Gun, and pHaley's weapon can stop Stormwall's major bane, offensive debuff spells. Her feat is always useful, but slightly lower efficiency on Stormwall's singular model.

    eHaley - Bond + Temporal Acceleration? You thought a Stormclad was dangerous? HAHAHAHAHahahahaha.... Seriously, awesome synergy, with the potential for 3 Big Gun shots with 4 focus to boost. Spd 9 Stormwall is a serious threat, and with her feat, almost impossible to kill without it wrecking untold damage. Timebombs can help with lower accuracy and TK's as ubiquitous as always (though doesn't work on Colossi). Deceleration is of course, solid as well.

    Kraye - A Stormwall can benefit from several of Kraye's buffs. Full Tilt, Guided Fire, and Mage Sight. In addition, the majority of the feat's functions work as well, allowing a Stormwall to wreck havoc at greater threat ranges. Note, though a warjack, a Colossus is not considered to be a heavy or light. It does not benefit from Iron Horse at all, gaining none of the various cavalry properties. This isn't a major issue, though impact attacks would be awesome with Stormwall's huge base and impressive Str 17.

    In Faction Snyergy

    There are plenty of units/combos once and do with the Stormwall. Some are fairly obvious, like additional Stormwalls/Cyclones/Chainguns for more covering fire goodness. Below are specific combos you may wish to consider.

    Stormsmith Stormcallers - It's fairly obvious with what storm Pods do. Your probably going to want to take additional Stormcallers, as with good positioning, each can triple their firepower. Stormcallers are efficient by themselves, but if each has greater access to their Surge and Triangulation attack modes, it improves them dramatically, while also managing to protect them a bit from the extended range.

    Black 13 - Storm Pods make great *Mage Storm targets, and might even survive (but don't count on it), allowing for surgical cloud placement. Fire Beacon likewise helps mitigate defensive tech versus Stormwall's shooting potential.

    Stormlances/Storm Strider/Storm Tower
    - Storm Pods make good targets to bounce shots off of for e-Leaps of all forms. Combine with Nemo3's Feat for mass destruction.

    Merc Synergy

    Aiyana and Holt - Magic Weapons is key, in case you run across a Wind Wall or Safe Passage. It's got too many weapons to sit idle with nothing to shoot at. The damage buff from Harm never hurts either.

    Gorman - Shuts down Colossi like nothing else. Blind is universally debilitating. Rust also helps offensively.

    Ragman - It's fairly easy to give the Colossi Dark Shroud, their huge base makes staying within 3" fairly simple. Additionally, their massive threat profile allows Dark Shroud to affect additional targets for other people, though that's less of an issue.

    Lanyssa Ryssyll - Improved threat range and free charges are always useful. Very good support if you plan to use the fists often.

    Edit: Pendrake's Beast Lore is warriors only, thus non-applicable. (thanks James)
    Last edited by GunMageinTraining; 06-06-2012 at 12:32 PM.
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  3. #3
    Annihilator veragor1206's Avatar
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    Another excellent tactica!, great read.

  4. #4
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    Nice write up. I was under the impression that storm pods are immovable, like shifting stones though? I dont own the card, I just thought that I had read that. If it is true no throwing it at anyone I dont think...

    I could be wrong though. Also assaulting stormblades can assault a pod with the UA, for the 3" aoe. Under Nemo 3's feat turn that could be a serious threat to a caster. 11 pow 8 + 3d6 hits can kill all warlocks and most non camping warcasters.

  5. #5
    Annihilator JamesDiGriz's Avatar
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    Beast lore is warrior model/unit... no buff for you there. I will get this into BC when I get some time.

  6. #6
    Destroyer of Worlds GunMageinTraining's Avatar
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    Quote Originally Posted by Varius View Post
    Nice write up. I was under the impression that storm pods are immovable, like shifting stones though? I dont own the card, I just thought that I had read that. If it is true no throwing it at anyone I dont think...
    Not sure, I don't own the card, I've hear immovable a few times, but I always thought it was in reference to the Colossi themselves. It's not as if Storm Pods are wedged into the ground or anything. Though... may make sense seeing as they are both Def 5. If I get confirmation, I'll alter accordingly. Again, not a 'major' tactical option. Regardless though, the Pods are awesome for jamming and other blocking actions above and beyond the Stormcaller points. Though easily killed, I've stopped many a charge with Trollblood Whelps. Even other Colossi could get jammed up.

    Stormblades can indeed provide a massive barrage, and with eNemo it's significant, but that requires almost b2b with the pod, not very practical, but it's an option indeed.
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    Conqueror
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    Yeah, I would like to be able to slam/throw them at things. Maybe someone who got one can confirm.

  8. #8

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    Don't forget eHaley also has Deadeye.

    More shooting for us = happy Cygnar

    But great tactica btw. I wasn't sure if the Stormwall was going to synergize with my focus casters or not.
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  9. #9

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    Quote Originally Posted by GunMageinTraining View Post
    Not sure, I don't own the card, I've hear immovable a few times, but I always thought it was in reference to the Colossi themselves. It's not as if Storm Pods are wedged into the ground or anything. .
    Not absolutly certai but i was also under the impression they were immovable, and actually the models do look like they are wedged in the ground, and it does make some degree of sense that they would be too.

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    Destroyer of Worlds Defenstrator's Avatar
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    A couple of notes. First, you won't get the electro-leaps during the sweep becuase it is a power attack. It also means that you won't suffer a penalty if that sides systems are crippled becuase you aren't using a weapon.

    Second, Voltaic Snare does indeed work. Gargantuans, of course, will be immune.

    Lastly, Colossals Nd gargantuans need to be wary of things that can arm lock them. It's a good way to force it to not make ranged attacks and takes away its first attack on that side. Indeed, you can find yourself looked in place and unable to retaliate because one side is totaled but you can't turn to bring the other side into play.
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    Destroyer of Worlds jandrese's Avatar
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    Quote Originally Posted by Defenstrator View Post
    A couple of notes. First, you won't get the electro-leaps during the sweep becuase it is a power attack. It also means that you won't suffer a penalty if that sides systems are crippled becuase you aren't using a weapon.
    Unfortunately, Sweep requires that the arm be functional, even if it doesn't technically use it.
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    Quote Originally Posted by Defenstrator View Post
    Lastly, Colossals Nd gargantuans need to be wary of things that can arm lock them. It's a good way to force it to not make ranged attacks and takes away its first attack on that side. Indeed, you can find yourself looked in place and unable to retaliate because one side is totaled but you can't turn to bring the other side into play.
    As far as I can tell, a colossal should be able to buy additional attacks with non-locked ranged weapons; it just wouldn't get initial ones.

  13. #13

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    Quote Originally Posted by vintersbastard View Post
    As far as I can tell, a colossal should be able to buy additional attacks with non-locked ranged weapons; it just wouldn't get initial ones.
    That is indeed correct.

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    Destroyer of Worlds John of Arc's Avatar
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    I can testify as to how powerful the lightning pods are in a Mangled Metal game with two colossals. You're guaranteed to get the first strike in melee, because your opponent can't just walk over the charge. So you either charge him first, or make use of the fact that Stormwall has the best ranged loadout of any of the colossals and shoot them to death. They could always use their caster to kill the pod, but there's a decent chance that you'll just be able to kill their caster next turn if they do that

    Stormwall's not an auto-win in MM, but the pod-blocking is a powerful (not to mention free) tactic to keep in mind. Another use for it is extending the range of your covering fire: place your templates 3 inches apart, with the pod between them. Your opponent will have to destroy the pod to charge you, or risk the casualties. Again, it can always be shot, but its pretty useful against factions like Cryx, Menoth and Skorne who don't have a lot of ranged weapons to throw around. If your opponent has to dedicate a Reaper, or even a Pistol Wraith's activation to killing it, then that's a good thing. Just don't get your Stornwall killed because you're trying something fancy instead of putting the templates an inch apart like normal :P

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    You forgot arcane shield on pHaley. Can't charge it AND it's ARM 22, without having to spend points on j.r.

    You also forgot blur on pStryker and both Caines. Blur takes it to a respectable enough DEF 13, at that point things are going to start boosting to hit or risk missing, since the kinda guns that will be firing at it tend to be single shot, you don't want to waste it.

    And hell, for some of them that's still a risk, there's plenty of RAT 4 high POW guns out there.
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    Destroyer of Worlds GunMageinTraining's Avatar
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    Blur is a No, EVER, it's a waste on a Colossus. Even if I had nothing else to cast it on, I'd still leave Blur off to save focus. At no point ever are you going to want Blur instead of Arcane Shield. Def 13 isn't anywhere near sufficient enough to stop shooting significantly by itself. If you had Blur and Deflection? Sure, start getting in the def 14+ range, or stacking Blur on-top of Concealment/Cover and you can change the numbers significantly but most shooting that would affect a Stormwall is Rat 5 or higher. Sure, you might want to force them to boost on an 8+, but more oft than not your going to want the additional armor from a caster buff or JR.
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    Quote Originally Posted by GunMageinTraining View Post
    Blur is a No, EVER, it's a waste on a Colossus. Even if I had nothing else to cast it on, I'd still leave Blur off to save focus. At no point ever are you going to want Blur instead of Arcane Shield. Def 13 isn't anywhere near sufficient enough to stop shooting significantly by itself. If you had Blur and Deflection? Sure, start getting in the def 14+ range, or stacking Blur on-top of Concealment/Cover and you can change the numbers significantly but most shooting that would affect a Stormwall is Rat 5 or higher. Sure, you might want to force them to boost on an 8+, but more oft than not your going to want the additional armor from a caster buff or JR.
    Well dont say *never* If I had a caster with Blur and it was Junior with AS and he then got killed then the option for +3 defense is still worth it.

  18. #18
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    I would rather Conquest directly hit StormWall with Arcane Shield than miss with Blur and have that AOE deviate and hit key support figures or worst fall on a squishy caster. Plus, thats why you bring mechanics with Colosals to fix them up when they take damage

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    awesome write up!

  20. #20
    Destroyer of Worlds sleet01's Avatar
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    Quote Originally Posted by GunMageinTraining View Post
    Blur is a No, EVER, it's a waste on a Colossus. Even if I had nothing else to cast it on, I'd still leave Blur off to save focus. At no point ever are you going to want Blur instead of Arcane Shield. Def 13 isn't anywhere near sufficient enough to stop shooting significantly by itself. If you had Blur and Deflection? Sure, start getting in the def 14+ range, or stacking Blur on-top of Concealment/Cover and you can change the numbers significantly but most shooting that would affect a Stormwall is Rat 5 or higher. Sure, you might want to force them to boost on an 8+, but more oft than not your going to want the additional armor from a caster buff or JR.
    Agreed. Furthermore, Colossals never benefit from Cover or Concealment. so there will never be a high-enough DEF to justify it.
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    Great write up! I have had the chance to play the stormwall twice with Darius and I have to say that it is nothing but fun. He is a great jack to have and both times I feel he has more than made up his points with denial and devastation that he has been dealing up on the table
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    Destroyer of Worlds Defenstrator's Avatar
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    Quote Originally Posted by paspinall View Post
    That is indeed correct.
    Why would that be correct? A model breaking a lock loses its initial attacks. None of the Stormwalls ranged weapons are ROF 2 or more, so how would it buy additional ones?
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    Destroyer of Worlds sleet01's Avatar
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    @Defenstrator: is that according to the book, or the errata? It looks like a model still gets its initials with its other weapons whether it breaks the lock or not, based on the errata. Not sure about the ranged weapons, but I think it's at least arguable that the model gets its shots *if* it breaks the lock the first time.
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  24. #24
    Destroyer of Worlds FearLord's Avatar
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    Quote Originally Posted by Defenstrator View Post
    Why would that be correct? A model breaking a lock loses its initial attacks. None of the Stormwalls ranged weapons are ROF 2 or more, so how would it buy additional ones?
    ROF has nothing to do with Initial attacks - ROF is the number of shots a weapon can make in its activation - look at the tactical tip for Zerkova's feat - a model can buy an attack with a ROF 1 weapon if it has lost its initial ranged attack...

    (I'm away from my books however, so I'm not talking about the specific situation mentioned here as I can't check it, just the fact that losing your initial attacks doesn't stop you buying additional attacks up to your ROF)...
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    Quote Originally Posted by Defenstrator View Post
    Why would that be correct? A model breaking a lock loses its initial attacks. None of the Stormwalls ranged weapons are ROF 2 or more, so how would it buy additional ones?

    Ruling: http://privateerpressforums.com/show...hlight=zerkova

    ROF has no intrinsic tie to initial attacks. If you are denied your initial attacks, but not denied the ability to make additional attacks, you can still attack if you have not yet exceeded your ROF.

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    Destroyer of Worlds Defenstrator's Avatar
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    Ah, so the Stormwall would lose initial attacks but could spend focus to buy its range attacks assuming no melee attacks were made. So it has to spend 3 focus just to fire three of its guns unboosted? I think I'll be ok with that.
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    That should work. What I'm unclear about is how that interacts with Covering Fire, since it doesn't refer to initial attacks IIRC.

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    Are you sure ehaley can bond?
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    I just like the idea of a Fail Safe'd Stormwall dropping covering fire templates on top of engaging enemy infantry near its own feet. Potential "do or die" situation indeed! Situational, at best. Do I like that I have the option? Yes indeed.
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  30. #30
    Implacabilis relasine's Avatar
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    Quote Originally Posted by Steel762 View Post
    Are you sure ehaley can bond?
    Colossals meet all the requirements for bonding, and the rules for colossals do not forboid bonding. So, yes. You can bond a colossal.

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    Quote Originally Posted by Defenstrator View Post
    A couple of notes. First, you won't get the electro-leaps during the sweep becuase it is a power attack. It also means that you won't suffer a penalty if that sides systems are crippled becuase you aren't using a weapon.
    According to the sweep power attack it says you "make one melee attack with the weapon against each model in the weapons field of fire that is within the models 2" melee range"
    Electro leap "when a model is hit with this weapon"
    I fail to see how you wouldn't get the electro leap. I don't have the rule book in front of me but I am fairly certain power attack do not negate special attack effects. The sweep attack specifically says make one melee attack with the weapon so you are in fact hitting with the voltaic fist which procs the electro leap

  32. #32
    Destroyer of Worlds FearLord's Avatar
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    Quote Originally Posted by JackFalcon View Post
    I fail to see how you wouldn't get the electro leap.
    Well, this: http://privateerpressforums.com/show...tro+leap+Sweep for starters...
    Zerkova: Fools! How hard can it be to kill one measily elf? Where the hell is he anyway?
    Narn: I is in your base, killing all your doodz!
    Zerkova: Harsh!

  33. #33
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    Quote Originally Posted by FearLord View Post
    I see said the blind man to his deaf son in the movie theater. A real shame was hoping for sweeping lightning shinnanigans

  34. #34
    Conqueror Juggernautie's Avatar
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    When the Stormwall makes a Sweep attack, question:
    1) As it is a power attack, so all initial attacks are lost?
    2) The Stormwall must spend a focus, as it is a power attack?
    3) My friends believe that the Sweep is only 90' or 1/2 the front arc?
    4) So why would you give up 2 attacks and a focus (that could buy another attack)? And these 2 or 3 attacks would have electroleap, so could hit upto 3 more models?

    Also, if the Stormwall is in combat and chooses to shoot, after all of it's shots, can it buy more attacks with it's fists?

  35. #35

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    Quote Originally Posted by Juggernautie View Post
    When the Stormwall makes a Sweep attack, question:
    1) As it is a power attack, so all initial attacks are lost?
    yes.
    2) The Stormwall must spend a focus, as it is a power attack?
    yes making a power attack costs a focus.
    3) My friends believe that the Sweep is only 90' or 1/2 the front arc?
    I believe this has been ruled due to questions with Hyperion combined with birds eye they are only ever front left or right arc regardless of how big that arc may become.
    4) So why would you give up 2 attacks and a focus (that could buy another attack)? And these 2 or 3 attacks would have electroleap, so could hit upto 3 more models?
    You may never but the rule is the same for all the colossals and gargantuans.
    Also, if the Stormwall is in combat and chooses to shoot, after all of it's shots, can it buy more attacks with it's fists?
    I do not believe so as it lacks virtuoso and far as i understand it the only one that can do that is the galleon

  36. #36
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    I don't have the NQ with the rules spoiler, can colossals make power attacks at 2" away? If so I'm going to have a lot of fun locking opposing heavies without reach (or locking their reach weapon).

  37. #37
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    Quote Originally Posted by TKaz84 View Post
    I don't have the NQ with the rules spoiler, can colossals make power attacks at 2" away? If so I'm going to have a lot of fun locking opposing heavies without reach (or locking their reach weapon).
    Yes, they can make power attacks from 2" away.

  38. #38

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    quick question: Stormwall with Kraye? Heavy Cav rules? or no effect? How about Full Tilt?

  39. #39
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    Being neither a light or heavy warjack it will not benefit from the cavalry rules. It is a warjack so it can have Full Tilt, however doing so will prevent it from putting down the covering fire templates as it needs to be able to make ranged attacks to do so, which Full Tilt specifically disallows. If you are going to fire the Metal Storm guns instead of using Covering Fire Guided Fire does become a lot more attractive.

  40. #40
    Annihilator RuneGrey's Avatar
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    It's worth remembering that Colossal's huge strength allows them to make some very mean power attacks on other models - even if you have an arm disabled, a head butt can still be a POW 17 + 3d6 to your opponent's face. Make them regret it if they think their model is safe just because they managed to cripple the arm on that side.

    Also the new slam power attacks (as well as regular slams) are amazing with Colossals. A well aimed slam can inflict 17+4d6 damage to a warjack or other vulnerable model if you can launch it into something else - buff the Stormwall up and you've got 19+4d6 damage, which is completely out of line with most of Cygnar's other damage options. Don't discount power attacks with the Stormwall - we finally have a platform that can both manipulate board position as well as do serious damage in the process.

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