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Post by th3eviltwin on Apr 5, 2017 8:52:19 GMT
Buy order for new players and what infantry is worth haveing?
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Post by 36cygnar24guy36 on Apr 5, 2017 9:17:40 GMT
If you specifically want infantry and not Cavalry, then the Trencher Infantry are a good place to start, you can buy a box of the full unit and 3 weapon attachments, and then buy the Command attachment Officer and Sniper separately.
They are very much a toolbox unit with respectable ranged and melee output, plus they receive many of our buffs well, like Snipe of Blur
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Post by th3eviltwin on Apr 5, 2017 9:39:09 GMT
what units should i avoid
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Post by 36cygnar24guy36 on Apr 5, 2017 9:55:34 GMT
Avoid like the plague
- Stormguard - Silverline Stormguard - Precursor Knights - Longgunners - Tempest Blazers
Can be ok, but not our best options
- Sword Knights - Stormblades - Gun Mages - Trencher Commandoes
Can be useful utility, but depends very much on your list
- Rangers - Mechanics
Our best unit hands down is our Storm Lance Cavalry, however I would not get them until you have a bit more of a grasp of how the game works, as they take a fair bit of skill to use properly.
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Post by droopingpuppy on Apr 5, 2017 10:33:24 GMT
The units must be avoided: Stormguard Infantry/Silver Line Stormguard Precursor Knights
Mediocre groups: Arcane Tempest Gun Mages Long Gunner Infantry Trencher Commandos
Situationally useful: Sword Knights Stormblade Infantry Tempest Blazers
Good staple units: Trencher Infantry
Must have: Storm Lances
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Post by 36cygnar24guy36 on Apr 5, 2017 10:38:01 GMT
th3eviltwinif you have not guessed it by now, Cygnar does not have the best internal balance when it comes to our units
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Post by Stormsmith Dropout on Apr 5, 2017 12:08:21 GMT
As for the buy order
Starting points: -Cygnar battlebox (both the mki-ii and mkiii battleboxes are great investments with casters and jacks who can be used at all levels of play)
OR
-Cygnar all in one army mkiii (everything in the box is good, and it comes at a solid price)
Second things to get: -War room faction deck (get the Cygnar deck at minimum, consider making the jump to the full package. It's a good way to read up on a whole faction and check rules.) -Squire (Our amazing caster attatchment, you will use it in nearly every game) -Journeyman Warcaster (an awesome solo who can fuel a jack and gives you a great spell buff)
After that, fill out your army with other stuff. As previous posts mention, there are certain units we have that are good, and the rest are not. Trenchers, storm lances, storm blades, sword knights, mechanics, and rangers are all fine purchases.
Jacks: we have great jacks. The only ones that are not quite up to competitive play are: triumph, sentinel, Reliant, and Cyclone (though, he can work with some casters). Also, don't get a character jack unless you have their bonded caster. You will eventually want to play in a theme, and that's the only way to bring most characters in theme. Our colossals are great, and once the hurricane/stormwall dual kit is out, I reccomend buying one and magnitizing.
Solos: Cygnar has many great solos. Some particularly great ones: -Strangeways -Jakes1 -Squire -Journeyman -Laddermore -Finn
I will, sadly, have to advise that new players stay clear of mercenaries. They will not be played in Cygnar competitively (at least, in the current state of the game).
Welcome to Cygnar, little Cygnets (baby swans). This is just a buy list reccomendation, so please ask questions to learn more in depth stuff about the faction.
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Post by Aegis on Apr 5, 2017 15:13:33 GMT
I pretty much totally agree with PhoenixForger.
The units you will see in list are: Stormlances, Trenchers, Stormblades, Sword Knights (pretty much in order of popularity).
All others range from outright bad (Stormguard, Precursors) to mediocre and heavily overshadowed by other options (all gun mages types, long gunners, etc...).
Most of our basic jacks are good, except Reliant, with some useful with almost all casters (Stormclads, Ironclads, Colossals) and some useful only with a very few of them (Cyclone, Sentinel).
Our charcater jacks are all great except Triumph and maybe Ace, but since the way theme forces was implemented you are going to use only the one bonded to your caster (with the only exception of Thunderhead that can be played in any list).
For the solos, as said, most are pretty good, but Arlan, JR and Squire should be your top priority.
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Post by vakruz on Apr 5, 2017 16:23:30 GMT
This is how you drive friends away from this game, dont be TFG Be unique, try to use trenchers and gun mages, not everyone only plays 75 hardcore steamroller lists all the time. They are better than most people give them credit for.
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Post by Stormsmith Dropout on Apr 5, 2017 16:44:09 GMT
This is how you drive friends away from this game, dont be TFG Be unique, try to use trenchers and gun mages, not everyone only plays 75 hardcore steamroller lists all the time. They are better than most people give them credit for. In that case what's the point of a buy list? These are reccomendations for items that new players will not regret buying.
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Post by vakruz on Apr 5, 2017 16:49:12 GMT
i know im just being silly I just really push trenchers and gun mages
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Post by droopingpuppy on Apr 5, 2017 17:59:32 GMT
This is how you drive friends away from this game, dont be TFG Be unique, try to use trenchers and gun mages, not everyone only plays 75 hardcore steamroller lists all the time. They are better than most people give them credit for. Gun Mage Units are bad. Gun Mage Solos are amazing, however. Also it is already considered that we are not sticked with 75 points hardcore list. Else I simply say to discard every single regular units but Storm Lances and Trencher Infantry.
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Post by th3eviltwin on Apr 6, 2017 0:28:32 GMT
So now how about jacks?
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Post by Stormsmith Dropout on Apr 6, 2017 0:44:58 GMT
Jacks are the way to go, man. See above post to know my preferences on them.
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Post by 36cygnar24guy36 on Apr 6, 2017 8:55:01 GMT
My favourite non-character Light is the Charger, it has a great ranged output for the cheap cost of 1 focus (even if you don't allocate it anything thanks to power up it still has that fully boosted shot), def 13 arm 16 and 26 boxes is deceptively hard to kill for a light, it also has a respectable pow 13 melee attack, which when combined with say Positive Charge starts to hit above it's weight class.
My Favourite non-character heavy is the Centurion, arm 21 is hard to shift, and that is before you add Arcane Shield, Polarity Field lets you position inside the enemies charging threat ranges and be safe, also it is pretty much immune to infantry with Polarity field up.
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