I played years ago and wanting to give the game a try with my kids. I have some models to get us started but need some feedback on what should be our next purchases to fill out the force they are both a little Jack heavy.
We are thinking 50 points to get started and should have enough for those points no problem. Guessing 100 points is the normal size so need to know what to add for that size.
These are the Cygnar models we have.
• Captain Victoria Haley • Captain Coleman Stryker • Journeyman War Caster • Centurion • Lancer x3
• Firefly • Grenadier
• Charger • Iron Clad x2 • Long Gunners full unit of 10 • Arcane Tempest Gun Mages unit of 6 • Trencher Infantry unit of 6 I have another caster but don't know his name still working on that.
Last Edit: May 15, 2019 18:54:27 GMT by TTGuilds: updated list
You probably want to pick what theme you want to head towards. The themes with the most viable unit selection are Storm Division and Gravediggers. That should help you narrow down what to buy in a big way.
Doing some reading I think the Heavy Metal might work well but I think my son will like the Gravediggers theme a lot but would mean buying more trenchers and long gunners not being used. But I can always sell the stuff we aren't using or let it hang on the shelf for a while.
GENERATED : 05/13/2019 22:07:33 BUILD ID : 2071.19-02-05
This is a Battlegroup + another heavy and a unit. Further purchases could be a light (charger and Firefly are top candidates, maybe one of the lances actually is a Charger?) to stick on journeyman. Also a Squire is nice for all casters as well as Arlan Strangeways. Other than that, do you want to expand on the gun mages or the Trencher? For Heavy Metal you do have most pieces already
Oh then that is perfect, I would go for that list, maybe even just use the Long gunners as a single unit for the first game. Then later add Journeyman with another Charger, after a couple of games! One next purchase in that case might be a Defender/CIronclad/Hurricane multi Kit
Going thru my stuff I realized I had some jacks labeled wrong nothing big just have a few different lights I thought they where all the same but I was wrong.
I like infantry in the game and really like the Trencher and long gun models but not sure I want to field lots of those, I like jacks. I did see I could do a Merc force and use the long gunners and trenchers in a Magnus list so that is pretty cool. Not sure what to do with all the jacks if I did that...
Caine 0, Ace, arcane tempest Gunmages unit Attachment, strangeways 1.
List idea Stryker 1 (Battlegroup)
Strangeways 1 (focus see below) Caine 0 (fire for effect see below) -Ace
Arcane Tempest Gunmage w/ Unit attachment. -Charger (see below)
So this requires using jack martial bonuses as well as the Arcane Tempest Gunmage unit attachments drive ability..
Jack martial bonus keach turn pic 1. Hurry- free run/charge/trample/slam Crush- +2 melee damage roll w/ extra attack. Strike true- +2 ALL attack rolls Take Aim- +2 rng damage roll when aiming.
Atcane Tempest Attachment drive. Warjack gains units ruin shot ability each shot pick 1 gun gains damage magic. Snipe- +4 rng Crt. Brutal- extra damage die on crit hit. Thunderbolt- push d3 inches away, knocked down on crit hit.
(See below) A martialed charger with fire for effect and a focus from strangeways 1 empower magic ability. Can shoot off two fully boosted ranged attacks. In adition these attacks can be augmented by both jack martial bonuses of "Strike True" or "Take Aim". Granting hyper accurate shots or a pow 14 shots.
The jack can further augment the shots by increasing its range (snipe), fishing with 3d6 to hit for critical hits to add an extra die of damage (gun pow +4d6), or used to place controlling thunderbolt shots to keep pesky models in control. (Vea push and crit knockdown)