Emboldened from the wounds inflicted by the impure, Exemplar Cinerators move ahead of their brothers in arms, the Bastions, to breach enemy ranks with flame and steel. Cinerators channel the agony of their wounds into holy rage and are armed with ancient blades and shields passed down from fallen Knights through the centuries. An unquenchable flame flickers across the blade, blazing white-hot when wielded in battle.
Since I am a fan of the Exemplar Cinerators (or Cinnies for short) and there is no tactica about them yet I figured I would try my hand at this. Bear with me as this is my first tactica. Most people would agree that the Cinerators are a great sculpt and an awesome idea as a good majority of us already love and cherish our Bastions. Having a similar unit with new abilities is great for variety and fun, plus it adds new elements to our troop chooses with another medium based 8 wound infantry.
Exemplar Cinerators
Abilities:
Strengths:
- Weapon Master
- Magical Weapon
- Fearless
- Relentless Advance
- Flame Burst
The first thing that jumps out at me is the Arm 17. Having and Arm 17 combined with their 8 wounds allows them to shrug off blast damage and take direct fire shots from most weapons in the game and hardly even notice. A vast majority of non-warjack non-aoe weapons have a pow range of 10-12, meaning that on average dice rolls your cinnies take no or little damage. Even most heavier weapons have trouble killing them with just one hit as with 8 wounds they need to have a damage total of 25+ to kill off your trooper. This leads into their second key ability which is Relentless Advance (when a model in this unit is damaged by an enemy attack, models in this unit gain +2spd for a round). Relentless Advance is key for helping get your Cinnies up the field faster and increasing their charge range. The +2 spd bumps them up from slow to on par with some of our faster units allowing them to get a bigger threat range. This can be accomplished by either charging further or running 12” into melee range with a target. Once you are in melee with your target either by charging or running they have the standard exemplar weapon master attribute combined with it being a magic weapon. As elite infantry they have a decent Mat 7 which allows you to hit most regular infantry on below average rolls and warjacks even easier. By combining this with a okay pow of 12 most single wound infantry dies to average dice rolls and most warjacks take okay damage on a charge. Cinerators are better infantry killers than ’jack hunters which leads to their last ability which is Flame Burst (when this model boxes an enemy model with this weapon, enemy models within 1” of the boxed model suffer the Fire continuous effect). Flame burst is exception for helping clear out shield walled troops or anytime your opponent has to bunch up his models. This ability helps somewhat mitigate the fact that you only have one attack. It also sometimes lets you go for a lower Def model near a caster or other high Def target and apply that continuous effect without having to make a to-hit roll.
Weaknesses:
Their biggest weakness is their slow spd 4. Speed 4 means that most of the time they are running up the field to engage the enemy on your first 2 turns unless one of them suffers some damage. Some opponents like to not attack the Cinerators and make you trudge up the field, which can be good and bad as it leaves you with an undamaged trooper but also hurts your board control and threat range. Without Relentless Advance Cinerators have one of the lowest non-warjack threat ranges in the game at just 7.5”. Even with it they are at 9.5”, which is just .5” more than the constant threat range of their brothers the Bastions. The lack of reach for the unit also needs to be mention as it limits their ability to threaten a larger area while stationary and can make it harder to get more than a model or 2 on a target (especially smaller bases). Like the Bastions they also have a laughable Def of 11, allowing almost anything to hit them on below average rolls, which is somewhat mitigated by their Arm of 17. Lastly is their lack of attacks per unit. By being a 3/5 man unit compared to most 6/10 regular troop units you give up more attacks for greater survivability, while still paying the same point cost of 5/8. Flame Burst is meant to help with this but canny opponents can get around this easily by spacing. Since you start out with less attacks and can sometimes not count on Flame Burst to help counter this they can become bogged down in melee with well spaced infantry (especially if that infantry has reach).
Warcaster Synergies:
- Kreoss1 - they work decent with Kreoss1 because not only does he have Defender’s Ward to place on them, his feat allows you to help position and guarantee hits to try and spread that Flame Burst around.
- Kreoss2 - Strength of Arms grants them another auto hitting attack helping with a low base attack/unit ratio. Inviolable Resolve lets you up their already great Arm by +2 and Sacrosanct is nice to help them hunt hard targets by baiting with one model and allowing the rest to get in a charge with auto hits.
- High Reclaimer - Some wonderful synergies here. They make excellent targets to arc Ashes to Ashes off of to auto hit nearby enemy models and there low Def means you never have to boost to hit them. Burning Ash also gives them a nice Def bump if they are in the cloud effect by granting them concealment or if in melee the -2 to opponents attack rolls. His feat is also excellent for giving them some added threat range and bringing them back at 8 wounds again.
- Testament of Menoth - not really that great with him. Ashen Veil is nice to again bump their Def. Revive works okay but since they come back at 1 wound they die again easily, but this can let you get Relentless Advance going again. His feat is somewhat negated for them by their lack of speed, low threat range, and medium base, but can be okay if they have Relentless Advance going.
- Severius1 - he has a lot going on to help them out. Defenders Ward, Eye of Menoth, and Death Sentence all work well with him. And if you ever need it you can still use them to arc Ashes to Ashes into enemy models, but with his 8 focus he rarely needs to use this.
- Severius2 - has a few useful spells but not much to help the Cinnies. Holy ward is okay but +2 Def only puts them at 13, the better effect I think is the no spells targeting. Other than that not much here except maybe for Rebuke allowing the Cinnies to get off an initial charge.
- Feora1 - Only thing she offers is Ignite, but she gives that up to everyone, so…
- Feora2 - Again has Ignite. She also has a few non-spell synergies with Caustic Presence to keep their fires from going out and her feat likes fires spread as much as possible, so Flame Burst can help lighting things on fire.
- Harbinger - her passive abilities are great to help all melee-centric troops with Awe and Martyrdom. Although Martyrdom is limited as it doesn’t give them back full wounds. Crusader’s Call is wonderful for the Cinerators as it helps overcome one of their chief weaknesses as it increases their speed. Guided Hand can also help if you want to clear out some high Def troops and make sure you can spread that fire to their buddies.
- Amon - does absolutely nothing for them. I would not recommend them with him as they are too slow to keep up with his main play style.
- Reznik - Another Ignite caster so they get a pow upgrade which can help cracking harder targets. Other that that they are a medium base so they can block LOS to Reznik, giving the added benefit if your opponent does shoot at them to try to get to Reznik their Relentless Advance will kick in.





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. Nothing like charging the front lines and having them all panic and lose a turn. Not only will they all be engaged with a unit of angry medium bases, but the ones that aren't dead are now on fire and they're skipping their next turn. I'm going to need more fire tokens. Pathfinder is invaluable with them, though I'd take the +1 Def. Frees up Defenders Ward for the frontline unit (usually TFG for me). 







sheild They would then be good enough to feild.

on a normal advance. Movement 11 on a charge. With that going on, you can just barely out do the Bastions as far as threat range goes by 1/2".


