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Post by TTGuilds on May 13, 2019 13:20:34 GMT
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.
Thanks
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Post by deathbymelancholy on May 13, 2019 14:07:11 GMT
75 points plus whatever your free battlegroup points are is the standard game size. Do you have the Warroom app? It's free, but basically required these days. Conflict Chamber works online as well.
Edit: *Free is a disingenuous term actually, you'll have to purchase the decks for the factions you want to get them in their entirety.
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Post by TTGuilds on May 13, 2019 14:35:09 GMT
I did download the Warroom app and saw the cards where not free so didn't go any farther.
Thanks for the info
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Post by Rork on May 13, 2019 16:21:15 GMT
You can download the cards for free from the card database. cards.privateerpress.com/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.
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Post by TTGuilds on May 13, 2019 16:42:48 GMT
Themes are all new to me so need to learn about those before we can decide which.
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sorokin
Junior Strategist
Posts: 775
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Post by sorokin on May 13, 2019 16:43:39 GMT
Based on what you have you could engineer a pretty decent Heavy Metal list. Further purchases could be Fireflys and Storm Strider and/or Caine0 + Ace or Ol' Rowdy.
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Post by TTGuilds on May 13, 2019 17:48:08 GMT
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.
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snoozer
Junior Strategist
Posts: 467
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Post by snoozer on May 13, 2019 20:04:11 GMT
I would probably go for 35 points rather than 50 to (re)start the game (if not 25 or 0). Warcaster points now make up for a substantial chunk of the game points. This should make for a good start: War Room Army Cygnar - New Army Theme: No Theme Selected 35 / 35 Army Commander Coleman Stryker - WJ: +30 - Defender - PC: 16 (Battlegroup Points Used: 16) - Ironclad - PC: 12 (Battlegroup Points Used: 12) - Lancer - PC: 10 (Battlegroup Points Used: 2) - Centurion - PC: 17 Trencher Infantry - Leader & 5 Grunts: 10 --- 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
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Post by TTGuilds on May 13, 2019 20:14:17 GMT
I would probably go for 35 points rather than 50 to (re)start the game (if not 25 or 0). Warcaster points now make up for a substantial chunk of the game points. Good point
My thought is a list like this
Stryker Charger Iron Clad Lancer Long GUnners unit Trencher unit
Not 35 points but a nice mix of stuff based models we have.
Updated my original list I don't have defenders they are chargers.
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snoozer
Junior Strategist
Posts: 467
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Post by snoozer on May 14, 2019 12:31:27 GMT
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
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Post by cygnarstronk on May 15, 2019 17:58:20 GMT
I'd keep my money for the Flames theme. It's gonna be very strong, and also cost a lot money as it is infantry heavy.
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Post by TTGuilds on May 15, 2019 18:59:13 GMT
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...
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Post by onijet01 on May 16, 2019 12:16:06 GMT
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)
(Other models)
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)
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