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    Visit: www.privateerpress.com

    Privateer Press, Inc. 13434 NE 16th St. Suite 120 Bellevue, WA 98005Tel (425) 643-5900 Fax (425) 643-5902

    For online customer service, email [email protected]

    Game 2014 Privateer Press Interactive, Inc. and WhiteMoon Dreams, Inc. All rights reserved. WARMACHINE property and relatedintellectual property rights are the property of Privateer Press, Inc. and are used under license. WARMACHINE, WARMACHINE: Tactics,Cryx, Cygnar, Khador, Protectorate of Menoth, warcaster, warjack, and related logos are trademarks of Privateer Press, Inc. in the United States andother countries and are used under license. All other trademarks and copyrights are the property of their respective holders.

    TABLE OFCONTENTS

    WELCOME TO WAR! . . . . . . . . . . . 3

    MULTIPLAYER TACTICS. . . . . . . . . 4

    CYGNAR . . . . . . . . . . . . . . . . . . . . 11

    PROTECTORATE OF MENOTH . . . . 17

    KHADOR . . . . . . . . . . . . . . . . . . 23

    CRYX . . . . . . . . . . . . . . . . . . . . . 29

    TACTICS CAMPAIGN GUIDE . . . . . 35

    GLOSSARY . . . . . . . . . . . . . . . . . 52

    CREDITSWARMACHINE Creator

    Matthew D. Wilson

    WARMACHINE: Tactics

    Game DevelopmentWhiteMoon Dreams

    No Mans Land StoryMatthew D. Wilson

    Project Manager

    Michael G. Ryan

    WriterStu Liming

    EditorsMichael G. Ryan

    Michael Sanbeg

    Graphic Design DirectorJosh Manderville

    Graphic DesignBryan Cutler

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    WELCOME TO WAR!

    WARMACHINE: Tacticsis the rst video game based on the

    award-winning tabletop game WARMACHINE. If youre

    already familiar with the tabletop game, youll recognizethe world of the Iron Kingdomswarcasters, warjacks, and

    bloody clashes between enemy factions. If youre new to

    the world of WARMACHINE, youre about to discover a

    place where magic and technology blend together to make

    warfare especially brutal and unpredictable.

    This guide will arm you with knowledge and strategy to

    help you compete in online multiplayer matches as well

    as conquer the No Mans Land single-player campaign

    effectively and efciently. By the time you reach the end

    assuming you survive that longyoull have encountered

    an incredible array of heroes and villains. Get ready to take

    your rst step onto the battleelds of the Iron Kingdoms toexperience war like never before!

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    SPD bonuses are affected by any multipliers, like a run. A run

    will always be double a units SPD in distance.

    MAT:This stat refers to how accurate the unit is with its melee

    attacks. You wont need to do the math, thoughwhen you

    select a target, the menu shows you the hit percentage.

    RAT: This refers to a units skill with crossbows, guns, and

    any other ranged attacks.

    MAG:This is used to represent a units accuracy with spells.

    Dont worry: spells that target friendly units, such as Defenders

    Ward and Boundless Charge, automatically hit. Your MAG stat

    only comes into play if youre targeting an enemy unit with a

    spell, such as Earthquake or Crippling Grasp.

    DEF:This is used to represent your units ability to evadeattacks. Its used against all forms of attacks.

    ARM:ARM reduces the damage from an attack for every

    point it has. Some units, such as the Lancer, gain a bonus to

    their ARM unless they are attacked from behind.

    WEAPONS

    Each weapon in the game is

    categorized as melee or ranged.

    Within these categories, each

    weapon has a name. The DAM

    stat tells you how much damage

    the weapon can do, to withina few points. Just as with MAT,

    during an attack command, a

    rough estimate of the damage

    it will inict is displayed. These

    predictions are adjusted if you

    are spending focus, gaining

    charge bonuses, and so on.

    There is also a word that follows in parentheses. This is

    the damage type. Most weapons in WARMACHINE: Tactics

    are the Physical type. Occasionally, a weapon will have a

    different type, like the Purier ranged attack here, which is

    Fire type. Some units and abilities grant immunity to certaintypes of damage. Immunity means the affected units do not

    suffer damage or effects from any attacks of that type.

    So, in the example of the Flameguard Cleansers Purier

    weapon, Cleansers are also immune to Fire type damage,

    meaning if one Cleanser hits another Cleanser with the

    Purier attack, the other Cleanser is safe from harm! Units

    have this information under the Advantages section.

    Some units have spells they can cast, and they have the

    same prole as ranged attacks, with the exception of the

    associated focus cost, if any.

    THE BASICSPlaying head to head can introduce challenges and issues

    you would never face during the WARMACHINE: Tacticscampaign. This section includes a few tips for surviving

    against the hordes of other players out there.

    THE FIRST RULE OF WARMACHINE

    There is one immutable rule to WARMACHINE, no matter

    the faction or the point size: dont let your warcaster die.

    Warcasters are sorcerer-soldiers trained to ght not only

    with martial and arcane prowess but also with the rare gift

    of being able to mentally control warjacks. Warjacks are

    hulking, mechanikal constructs built for destruction. Normal

    soldiers might be able to direct warjacks with coded phrases or

    gestures, but the degree of control a warcaster can exert over awarjack is exponentially better, and warcasters have the added

    bonus of being able to command several warjacks at once.

    The battles in WARMACHINE: Tactics multiplayer currently

    can only end one way: with the death of a warcaster.

    ANATOMY OF A UNIT

    Units have numerical representations of their battleeld

    prowess. These are abbreviations of which aspects they

    represent. Consider Commander Coleman Stryker.

    First, notice the HP and Focus callouts are next to the units

    portrait in the red and blue gear. This allows you to view

    them at a glance from the activation queue.

    HP:This represents how many points of damage the unit

    can take before it is destroyed.

    Focus: Some units have a

    Focus stat, showing how many

    focus points they currently

    have. Warcasters are unique in

    that focus points add to their

    ARM stat if those focus points

    remain unspent. This is called

    overboosting.

    SPD: This refers to how fast a

    unit can move. Each point of

    SPD allows the unit to move one

    square in a straight direction.

    Diagonal movement does not let

    you move as far. Occasionally,

    bonuses are granted to either

    SPD or movement. Movement

    adds only statis squares to your

    movement potential whereas

    MULTIPLAYER TACTICS

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    ADVANCED TIPS

    THINKING MOVES AHEAD

    Thinking moves ahead means you need to think not just

    in terms of what you want to do on your turn but also in

    terms of what your opponent is likely to do in response to

    your moves. Lets look at a prime example.

    Here we have a few troopers just a turn away from dishing outsome pain. Lets move our Stormsmith Stormcaller to here

    with the Stormblades backing him up left just a bit behind.

    Its not because theyre slower but because they want to be

    in position for the Temple Flameguards response:

    Sure, that poor Stormcaller is in dire straits, but now we

    have a Temple Flameguard and a Cleansereach worth

    more than the Stormcaller cost usin assault range of our

    Stormblades. This technique of baiting out units by offering

    a weak or sacricial unit in exchange for luring other units

    into charge or attack range of your more powerful units is

    a basic demonstration of thinking moves ahead. Knowing

    that your moves not only advance your cause but also affect

    your opponents decisions is a big advantage, and you

    should keep it in mind at all times. Notice the Exemplar

    Cinerators are waiting for the Stormblades to charge in to

    counter on the Cinerators turn!

    KNOWING YOUR RANGES AND

    MEASUREMENTS

    Being able to see a grid gives you a lot of information, and

    that information can be put to great use. Ranged attacks

    have a RNG stat that is measured in grid squares. So, a RNG

    6 gun on the Nightwretch can shoot a target in line of sight

    within 6 grid squares of him.

    If you count the grid squares, you can already see the

    Nightwretch cant shoot any of the Flameguard. Yet.

    Oh...thats why.

    An aggressive stance for Cygnar but not as aggressive as it

    could be... Why not?

    Hmm. Close enough to arc some spells but not for the

    Nightwretch to get in on this action.

    COMBINED RANGED AND

    COMBINED MELEE ATTACKS

    Some Units have a Special Ability of Combine Ranged

    Attack (CRA) or Combined Melee Attack (CMA). To

    perform a CRA/CMA:

    1. A unit declares the CRA/CMA Special

    ability and chooses a target. All other units

    of the same type can now only move andcontribute to the CRA/CMA. (Those units

    have the CRA/CMA icons above them.)

    2. When other units of the

    same type (i.e., Winter Guard,

    Trenchers, etc.) activate, the

    squares in which they can

    contribute to the CRA/CMA are

    highlighted.

    3. Once all units you want to have contribute to the CRA/

    CMA are in position, re-select one unit and execute the

    CRA/CMA (for added help with a CRA, choose the unit

    that didnt move, if possible.).

    4. The attack resolves and the round continues. Note that

    until the CRA/CMA resolves, units of other types cant

    activate.

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    Fortunately, the Deler doesnt have these problems! With

    its spray template, it can potentially hit many targets at

    once. The yellow lines show potential targets.

    Additionally, while highlighting a square or set of squares

    where your unit can go during its movement, the game alsodraws lines to all available targets, giving you a nice visual

    reference of what you can and cannot shoot. Since you still

    need line of sight, be mindful of your facing before you

    commit to an attack.

    KNOW YOUR ABILITIES AS WELL AS

    YOUR OPPONENTS

    Every unit in this game has Special abilities. Knowing what

    options you both have is your key to victory. I wouldnt

    bunch up my Mechanithralls when Winter Guard Infantry

    Rocketeers have AOE attacks that can deal damage to

    multiple targets at once!

    YOU DO NOT HAVE TO SPEND

    ALL YOUR FOCUS

    It can be tempting to allocate all your focus and let your

    warjacks cut loose, but that may not always be the best

    course of action. While warjacks are powerful, they are still

    vulnerable and can be destroyed like any other unit in the

    game. Sometimes allocating focus judiciously is the wiser

    course of action.

    YOU CAN MOVE IN PARTS

    Many times, you will just select where you want your unit toend its movement and select it. You can move less than your

    maximum distance, however, and still have the remainder

    to use. Heres an example:

    There we go! The Defiler can have his pick of

    Menite targets there!

    Time to hand out a bunch of damage to those undead!

    Deneghra on the left has

    a much better chance of

    surviving to see the next

    turn with cover and several

    focus points than she does

    with a more aggressive

    stance, on the right.

    This Winter Guard moves forward cautiously...

    ...and, upon seeing that the coast is clear, goes on to

    complete his movement. Use this to get in position while

    avoiding free strikes.

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    YOU DONT HAVE TO MOVE FORWARD

    While instinct might suggest you need to always move

    forward, many times that is not necessary. Sometimes, its

    wiser to back up.

    This Arcane Tempest Gun Mage could charge in and show

    that Man-O-War his mettle, but he decides his pistol is what

    makes him valuable, not his sword, and so he backs up...

    ...to take a smaller shot now but, more important, to

    survive to take more shots in the future. This also allows

    the Stormblades, who tend to do much better in melee, to

    charge in.

    Even not moving at all can have an advantage. By forfeiting

    your movement, you gain a bonus to your ranged attack values.

    ARC NODES KEEP YOUR

    WARCASTER SAFE

    Spells have ranges, just like ranged attacks, and sometimes

    putting your warcaster forward to cast a spell can expose

    him or her to danger. The Revenger, Lancer, Deathripper,

    Nightwretch, and Deler all have an important ability

    called Arc Node. This allows the warjacks controlling

    warcaster to cast a spell at a target as if he stood where the

    Arc Node is, thus enabling the warcaster to add spells to

    the fray without exposing himself to danger. The Arc Node

    needs to remain in the warcasters Control Area in order to

    be used, so dont let that warjack stray too far!

    A GUIDE TO

    COMMAND HINTS

    When you place your cursor during a units activation,

    the grid has a few hints to show you what will happen if

    you commit to the command right then. Here's a quick

    look at what they mean:

    The blue circle means a unit moves

    here and will get an attack or action to

    perform. Remember, they may need to

    change their facing in order to make

    some attacks, so if you moved up to hit and cant attack,

    check your facing!

    The red circle means a unit moving here

    is giving up its action in order to do

    so. Early turns will typically see forces

    running, but be careful about running up

    so far you run right into your opponents attacks!

    The shield icon shows that a unit

    stepping here will gain cover from at

    least one angle. Be sure the wall or

    terrain is facing a probable angle of

    attack to get the bonus, though!

    This icon means that moving a warjack

    here will place it out of the warcasters

    current Control Range. The thin yellow

    line you see around the battlefield shows

    the current Control Areas borders. A

    warjack wont lose focus on it by leaving the Control

    Area, but it wont be able to arc spells or get more focus

    until its returned to the warcasters Control Area.

    When making a charge or assault

    attack, these sections light up around

    your current target. The red square (or

    squares, for larger units) shows where

    your unit ends its charge. Green squares

    represent other squares your unit can

    successfully end its charge in. If you want multiple units

    to charge, make sure the previous units end its charges

    with space for its allies to get in on the beatdown!

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    CYGNAR

    Known as the Jewel of the

    Iron Kingdoms, the great nation

    of Cygnar is beset by enemies onall sides. Against these threats

    stands the elite army of the

    Cygnus, including battle-hardened

    trenchers, deadly long gunners,

    and the legendary Storm Knights,

    warriors whose weapons bristle with lightning. Armed

    with the most advanced mechanika in the Iron Kingdoms,

    the stalwart and courageous soldiers of Cygnar stand resolute

    against those who seek to destroy their beloved homeland.

    In play, Cygnar is very much a faction of position and

    precision. Cygnaran units can typically play several roles

    at once (think jacks-of-all-trades with no specializationslike some of the units found in other factions), or they are

    dedicated to a single act in war but don't do as well if they

    must act in another capacity. This requires you to use pieces

    in specic roles and to understand that the forces of Cygnar

    are more than just the sum of their parts. Your opponents

    will often forget or ignore the exibility of your troops, and

    this can be used to your advantage.

    WARCASTERS

    COMMANDER COLEMAN STRYKER

    A paragon of Cygnaran virtue, ColemanStryker embodies the newfound hope in

    Cygnar. Joining the Royal Guard at the

    age of sixteen, Stryker would, within the

    next few years, become a critical player

    in his nations history, ghting during

    the military coup that saw Cygnar's

    leadership shift from a malignant king

    to his benign brother. Diligently trained

    in the arts of martial spellcraft, Stryker

    has defended Cygnars borders with a

    singular devotion to saving the lives of

    his compatriots. Stryker is a man dedicated to duty, honor,and the preservation of the Cygnaran people.

    Stryker can make everything seem easy: Snipe allows units to

    shoot from impossible distances. Arcane Shield makes units

    stand tough as nails against attacks. Blur prevents enemy

    ranged attacks from nding their targets. Plus, Strykers

    weapons cause Disruption, and his feat Invincibility causes his

    squad to truly live up to its name. As if that werent enough,

    Earthquake creates a massive AOE that causes Knockdown.

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    MAJOR MARKUS SIEGE BRISBANE

    Whenever Cygnaran leaders

    are forced to crack fortied

    positions, they call on Major

    Brisbane for his infamous skills.

    Armed with his mechanikal

    hammer Havoc and his rocket

    cannon, Siege has laid wasteto more enemy forces than

    he can count. Major Brisbane

    is famed for breaching the

    notoriously impervious walls

    surrounding the Protectorate

    city of Sul, which had not

    been penetrated for millennia. Uninterested in the politics

    or intrigue some warcasters actively pursue, Siege is the

    consummate soldier, and has served the Cygnaran military

    faithfully for over two decades.

    Sieges talents are represented by abilities designed to

    bring the hurt to enemies who would otherwise be safe.

    Spells like Foxhole protect your forces and can be used to

    remove problem units blocking line of sight to juicy targets.

    Mage Sight lights up units relying on Stealth to keep

    them safe from Cygnars many ranged attacks, and Rift

    can slow down your opponents approach and throw out

    damage as a bonus. BreachSieges feateven allows you

    to ignore all ARM and damage mitigation for one attack,

    including any focus a warcaster kept to help him weather

    your attacks. On top of all that, Siege can use an ability on

    his rocket cannon called Ground Pounder, allowing him to

    place an AOE in his Control Area and make attacks against

    everything in that AOE.

    COMMANDER DALIN STURGIS

    Commander Dalin Sturgis is

    a master duelist who believes

    in leading his troops from

    the front lines. Nimble and

    deadly, Sturgis has honed his

    impressive combat skills to

    lend support to his warjacks

    and soldiers even as he surges

    across the battleeld delivering

    death from his twin-bladedmechanikal staff. For those

    who dare threaten his beloved

    homeland, a urry of precisely

    targeted blades rends their lives from their bodies before

    Commander Sturgis disappears in a ash of arcane light to

    track down his next opponent.

    Commander Dalin Sturgis plays far more aggressively than

    the average Cygnaran warcaster, using Snap Strike to get

    two additional attacks for the price of a single focus point

    and featuring Chain Attack: Flash, and both Feedback and

    Electro Leap, as properties on his dual blades. His feat,

    Dead on Arrival, pushes all enemy units three squares

    closer to Sturgis, and those that end within three squares of

    him take 4 DAM. Any units destroyed by his feat generate

    focus points for Sturgis warjacks. With all this, you may be

    tempted to let Sturgis loose and go all-out on the offensive,

    but be cautious. Sturgis isnt invulnerable, even with his

    Arcane Shield spell in place.

    WARJACKS

    LANCER (LIGHT WARJACK)

    The Lancer is the pinnacle

    of Cygnaran ingenuity and

    technology, designed to

    maintain and defend its arc

    node on the eld of battle. Arc

    nodes are expensive, made

    of fairly rare materials, thus

    necessitating a warjack with

    the defensive capabilities ofthe Lancer. Built on the agile

    chassis of the Charger, its shield generates a shock eld

    that can disrupt the processes of an enemy warjacks cortex

    when struck. Add in a heavy war spear, and the Lancer is a

    formidable weapon for any warcaster.

    Set Defense and the Shield ability allow the Lancer to stay at

    the vanguard of a Cygnaran force, allowing its controlling

    warcaster to cast spells from a position of safety and daring

    enemies to approach. Once engaged, its Shock Shield causes

    Disruption, blunting the capabilities of any warjacks that

    hope to take it out. The Lancer can also be quite difcult to

    eliminate, as the Shield ability gives it an effective 5 ARM,

    and it has only two HP less than Cygnars heavy warjacks.

    CHARGER (LIGHT WARJACK)

    The Charger is the most

    heavily produced light warjack

    in history. Its exibility and

    superior articulation make it the

    prime choice for commanders

    throughout the nation.

    Employing the reloading

    mechanism originally intended

    for the Defender, the Charger'sdevice has been modied to allow the recoil of one shot to

    load a second round almost instantly.

    Dont let the Charger fool you: although it is the least durable

    of Cygnars warjacks, it can put damage out like no other,

    wielding a gun that is able to re twice in a single activation.

    To make it even better, Powerful Attack means that giving

    a Charger its full allotment of 3 focus points can allow it to

    make two attacks with boosted attacks as well as boosted

    damage! At a mere eight points each, a few of these can create

    a serious threat for anything but the hardiest of enemies.

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    IRONCLAD (HEAVY WARJACK)

    The Ironclad is the mainstay

    of Cygnars frontline heavy

    warjacksit signied the shift

    from creating jacks for labor

    to designing them specically

    for war. The Ironclad wields a

    Quake Hammer it can slam tothe ground, causing anyone

    nearby to lose their balance.

    Not only does the Ironclad

    have one of the highest natural

    DAM stats in the game, it also has the Tremor special ability,

    granting it the chance to knock down anything within two

    squares. This means the Ironclad can be used as an excellent

    face beater or as a synergistic piece, knocking down enemy

    units to allow its allies to make short work of them.

    DEFENDER (HEAVY WARJACK)

    No other warjack has suchrange with a cannon. Though

    ranged weaponry is nothing

    new in warjack technology, the

    Defender sets a new bar for

    excellence with its heavy barrel

    rapid reloading mechanism

    and the ability to maintain a

    melee presence. The Defender

    features a signicant shift in

    the Cygnaran armory, introducing long-range repower of

    unprecedented accuracy.

    A variant of the Ironclad, the Defender exchanges the

    powerful Quake Hammer and Open Fist for a Disruption-

    granting melee weapon and an impressive ranged attack.

    Sporting RNG 16 and DAM 7, the Defender has the longest

    potential threat range of any warjack in the game. Thanks to

    Disruption, the Shock Hammerthough not as impressive

    as the Quake Hammerforces enemy warjacks to think

    twice before engaging the Defender. It is currently the most

    expensive of all the Cygnaran warjacks, but it is also the

    most exible, being a potent combatant both at a distance

    and up close.

    WARRIORSTRENCHER INFANTRY

    The trencher infantry corps is made

    up of common Cygnaran folk trained

    for war, steadfastly representing the

    enduring spirit of the nations people.

    While trenchers are not brutal masters

    of either melee or ranged combat, it is

    certainly a mistake to underestimate

    them. They are sometimes referred to

    as gravediggers, as they typically precede the bulk of an

    army to set up cover and trenches for the battle to come.

    Trenchers can also cover their fellow soldiers advance by

    dispersing small explosives, clouding an area with smoke to

    hide their allies from enemy re. Interestingly, the trencher

    infantry rst began as an experiment by Cygnaran generals

    to see if they could discipline surly or insubordinate soldiers

    into skilled combatants.

    Trenchers are soldiers with many talents. They feature the

    Assault ability, allowing them to combine a ranged attack

    with a charge, making them one of the few units able to

    potentially kill another unit in a single activation. With

    Dig In, Trenchers can be very pesky to remove if they nd

    cover on the battleeld. Their Smoke Bombs are also highly

    useful, providing concealment and blocking line of sight

    behind them. They also have Combined Range Attack,

    allowing several Trenchers to assist the others in taking

    down difcult targets. Trenchers are well suited to several

    tasks but do not individually excel at any one thing.

    TRENCHER INFANTRY GRENADIER

    Trenchers with experience

    and interest in demolitions are

    often granted a newer piece of

    military technology: a grenade

    that can be red from a rie,

    allowing these trenchers to

    expend them with reasonable

    accuracy. This ordnance is

    essential for breaking tight

    formations of Winter Guard

    and those of other enemies of Cygnar.

    Trencher Infantry Grenadiers have Grenade rounds, a

    special ability that turns their ranged attacks into AOEs

    ahd lower armor, though you cannot make Combined

    Ranged Attacks with Rie Grenade rounds. Apart from the

    Rie Grenades, The Grenadier is in all respects a Trencher.

    For only one extra point to get an AOE attack each round,

    however, a Grenadier can be a great value.

    STORMBLADE

    Pioneered by Leto Raelthorne

    before he seized the crown,

    Stormblades are trusted withthe most advanced mechanika

    wielded by any soldier in the

    Cygnaran military. Stormblades

    undergo intensive training to

    supplement ancient martial

    tradition with state-of-the-art

    weaponry, and are counted

    among the nest ghting men

    in service of the king.

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    Short of heavy warjacks, Stormblades are the hardest hitters

    you can bring. Their Storm Glaives hit for an impressive

    DAM 7, and their ranged attack is DAM 6. RAT 1 and

    RNG 6 means they arent going to be shooting opponents

    down from across the board, but they do have access to two

    excellent abilities: Assault and Thunder Thrust. These allow

    Stormblades to dish out some incredible damage if they

    can land the two attacks. Storms Eye also means rangedattack hits can hurt nearby units. Finally, if they truly have

    a difcult time putting out damage, Stormblades have

    Combined Melee Attack.

    STORMGUARD

    Eschewing the Storm Glaive in

    favor of a Voltaic Halberd, the

    Stormguard use a mechanikal

    capacitor to discharge an

    electrical arc with every swing.

    The very air darkens around

    them in combat, thick with thesmell of ozone and the promise

    of death.

    Stormguard are possibly the

    best front line unit in Cygnar.

    Reach and Set Defense allow them to get into melee early and

    often. Once there, Electro Leap allows them to take down

    nearby enemies. Electrical Charge lets them put damage out

    to several units at once by charging past, zapping them with

    their electrical elds. Stun Strike is a very solid ability to

    lower the DEF of a target and to prevent it from moving as

    wellperfect for locking down a big target!

    ARCANE TEMPEST GUN MAGE

    Elite arcanists trained to channel their magical energies

    through specially crafted rune bullets imbued with deadly

    effects, gun mages from the Militant Order of the Arcane

    Tempest are unique problem

    solvers. Their very presence

    inspires condence among

    other Cygnaran troops.

    Gun Mages are not going to

    be the star players, killing

    everything in one shot. They

    are, however, going to be keyin many games. When they

    make a ranged attack, they can

    choose between one of four

    different effects:

    Snipe:Snipe shots are given +4

    RNG, allowing them to place a few potential damage points

    on units that would otherwise be safely removed from the

    front lines.

    Brutal:Brutal shots provide boosted damage on a critical hit.

    Thunderbolt: This shot will slam into the target, pushing

    it back 13 squares and knocking it down on a critical hit.

    Phantom Seeker:This allows the Gun Mage to ignore line

    of sight considerations.

    Phantom Seeker and Thunderbolt will often be your bestoptions, allowing you to dictate positions and to counter

    clever moves by your opponent.

    STORMSMITH STORMCALLER

    Many of the best and brightest minds in Cygnars army are

    recruited for their mechanikal aptitude and trained at the

    Strategic Academy to become masters of the arcane, capable

    of harnessing the power of the storm. Using complex devices

    known as Stormcallers, they can conjure lightning from the

    sky to scorch men or disrupt the

    delicate cortexes of warjacks.

    Multiple stormcallers can assist

    in their fellows efforts andchain lightning between them

    or into a large area.

    Stormcallers dont cost a lot of

    points and dont offer much in

    the way of durability; however,

    these critical units can affect a

    huge portion of the eld. They

    have three special abilities,

    each dependent on how many

    Stormsmiths are on the eld:

    Stormcall: A RNG 10 attack that ignores Concealmentand Stealth, inicting 4 DAM (Electric). It can also cause

    Disruption to warjacks.

    Surge: If two Stormcallers are within 20 squares of each

    other, they can draw a line of electricity between them. This

    causes the same DAM and possible Disruption as Stormcall.

    Triangulation: If there are three Stormcallers within 20

    squares of each other, they form a triangle in which three

    targets are selected. There is a separate attack for each

    unit, and each attack has the same damage and effects as

    Stormcall.

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    FACTION FEELCygnar tends to cover its bases with specialists.

    Stormblades, for example, are typically not elded to

    contribute to a ranged attack threat. Fortunately, you can

    rely on the more accurate Gun Mages or the more powerful

    Defender to take care of that concern. This combined

    arms thinking is required for success with Cygnar. There

    are also several signicant themes in Cygnar that centeraround warjack supremacy.

    Facing other Cygnaran armies can sometimes prove a

    challenge, as a signicant number of your units are immune

    to Electrical-type damage. If you believe you may face

    Cygnaran opponents, consider how that could affect your

    plansand what you can do to disrupt theirs.

    POWER COMBOS

    STRYKER, STORMBLADES, AND

    TRENCHERS

    Stryker has an oft-forgotten spell in Earthquake.Coincidentally, Stormblades suffer from difculty in hitting

    with ranged attacks. Consider knocking a target down,

    raining lightning down on that knocked-down target, and

    then using Trenchers to either produce clouds or pump

    more ranged attacks into the helpless enemy.

    The Lancer is there to arc Earthquakes beyond the reach

    of Strykers control area. Trenchers should lead the way

    and use their Smoke Bombs to block line of sight to the

    Stormblades until those Stormblades can unleash their

    deadly assaults on the knocked-down target.

    Be wary of losing Trenchers too quickly, and be especially

    cautious of continuous effects like Fire and Corrosion.

    Should your opponent neutralize your Trenchers defenses

    too soon, do not be afraid to spend your feat and run

    everything into melee just to rob your opponent of options

    and to get into the thick of combat.

    STORMSMITHS, GUN MAGES, AND

    STORMGUARD

    At rst, these three may not seem to have a lot of synergy,

    but this combo shuts warjacks down. Disruption, Critical

    Knockdown, and Set Defense all work together here, making

    it an above-average task to take down these Cygnarans.

    Toss in a couple of hard-working warjacks, and by the time

    your opponent reaches your front line, youll be in a primeposition to deliver the hurt with a minimum of pain.

    Major Markus Siege Brisbane really brings this list

    together, assisting in the early game with Rift, Foxhole, or

    even Force Hammer. He can use Mage Sight to circumventStealth and cloud effects, while Breach allows this army,

    which might otherwise struggle against multiple heavy

    warjacks, to unleash some surprising damage.

    This list can be a little light in the HP department, so be

    aware of effects like Wretched Rain that can chip off a few

    points in a large AOE. Siege may want to concentrate Rift

    spells or Ground Pounder attacks against models with such

    attacks to put them down before they become too irksome.

    STRYKER AND HEAVY 'JACKS

    Another way to use Stryker is to cast Arcane Shield and

    Blur to make your units nearly invulnerable. Its also wise

    to place single-target buff spells on units that will hang

    around long enough to enjoy them, so warjacks like the

    Defender and the Charger make ideal targets.

    Remember: stick with your buddy!

    SAMPLE LIST

    Commander Coleman Stryker

    Charger x2

    Lancer

    Stormblade Infantry x5

    Trencher x4Trencher Grenadier

    SAMPLE LIST

    Major Markus Siege Brisbane

    Ironclad x2

    Arcane Tempest Gun Mage x4

    Stormsmith Stormcaller x3

    Stormguard x5

    Please come inplease.

    Go on, try and take out a warjack. I dare you.

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    Strykers feat needs to be timed very well to keep things

    moving smoothly. Units like Stormsmith Stormcallers and

    Gun Mages can pin down troublesome enemy elements as

    you focus re into designated targets. A Lancer is useful

    not simply for ring off spells as they are needed on the

    front line, its also as a ne bulwark to take point against the

    brunt of an enemy attack.

    Keep in mind that, with this many warjacks and upkeep

    spells, your focus points will be stretched pretty thin, and

    youll still need to keep Stryker safe. Dont be afraid to

    let warjacks take their chances with unboosted shots or

    to transfer Arcane Shield to Stryker himself to maintain a

    degree of safety.

    STORMBLADES, STORMGUARD, AND

    STORMSMITHS

    What could be better than jamming all the factions

    lightning-generating units together and making your

    own Storm Division! The Stormguard can absorb the rst

    wave, freeing the Stormblades to use Assault while the

    Stormsmiths sit back and zap away at their leisure or set up

    a massive Triangulation attack!

    This army is all about setting up waves of attack. It may be

    tempting to use Sturgis feat early to get the Stormguard into

    the fray as quickly as possible, but they are primarily there

    to keep the backeld alive and to stay in prime position

    for a counter-assault. This list can really lay into an army,as all units but Sturgis and his battlegroup are immune to

    Electrical damage.

    Unlike the role they play in many other lists, the Stormguard

    are not here to be thrown away. Sure, they are your front line

    units because of Reach and Set Defense, but even they are

    valuable, and you should not sacrice them lightly. Dont

    be afraid to Arcane Shield one of them if he is staring down

    several potential charges next turn.

    SAMPLE LIST

    Commander Coleman Stryker

    Defender x2

    Charger x2

    Lancer

    Arcane Tempest Gun Mage x2

    Stormsmith Stormcaller

    Mosquitos everywhere, beware!

    SAMPLE LIST

    Comander Dalin Sturgis

    Lancer x2

    Stormblade Infantry x4

    Stormguard x6

    Stormsmith Stormcaller x3

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    enemies from casting spells, and any warcaster or other unit

    that uses focus caught with the feat will not replenish focus

    points on their next turn.

    HIGH EXEMPLAR KREOSS

    Kreoss is a prime example

    of the virtues extolled by the

    Exemplar order. Originallyfrom Khador but later taken

    in by Protectorate Menite

    pilgrims, Kreoss channeled the

    feeling of loss that came with

    separation from his family into a

    relentless pursuit of perfection.

    Members of both the clergy and

    the military respect his prowess

    as he directs interdictions of

    zealous soldiers and warjacks

    to key points in a battle, a living

    legend among the people of the Protectorate.Kreoss offers an answer to any situation. If there are too

    many upkeep spells or continuous effects, Kreoss can

    cast Purication, which can also prevent more spells from

    coming into play. Defenders Ward keeps his units safe

    from harm. His feat, Menoths Wrath, knocks down all

    enemy units in his control range, allowing your units to

    disengage without free strikes and to land melee attacks

    with incredible ease.

    FEORA, PROTECTOR OF THE FLAME

    Feora, Protector of the Flame

    is the head of the TempleFlameguard, but her ambition

    extends well beyond their

    ranks. During the Cygnaran

    assault against the Protectorate

    city of Sul, Feora was nearly

    crushed under the weight of

    a destroyed warjack. Rather

    than simply succumb to death,

    she rose again to become

    instrumental in repelling the

    enemy from her city. Reforged

    in purpose, she will purge in

    righteous ames everyone who stands against her.

    Feora plays with re in a very literal sense. She has a range

    10 spray attack (the biggest in the game), two spells that can

    cause re damage to enemy models (Ignite and Cleansing

    Fire), and she prevents continuous Fire effects from expiring

    within her control range. Her feat, Wild Fire, allocates

    focus to her warjacks for each enemy unit suffering from

    Fire and allows her to manipulate which units suffer from

    continuous Fire.

    WARJACKS

    CRUSADER (HEAVY WARJACK)

    As part of the peace accord

    following the conict with

    Cygnar that led to the

    creation of the Protectorate of

    Menoth, it was declared thatthe Protectorate would not

    be permitted to maintain a

    standing army. Yet warjacks

    were still produced using

    cortexes smuggled from

    Khador and parts scavenged

    from various battleelds, and the greatest of the new

    Protectorate designs was the Crusader. Built with heavy

    armor, the Crusader was made to endure any assault and

    retaliate with devastating force, enhanced by the inferno

    mace inspired by the aming maces of the Reclaimers.

    Crusaders are simple but effective warjacks. Costing only12 points, theres certainly an argument for throwing one

    in just to have a unit on the eld that can bring a lot of pain

    and take a lot of punishment. The DAM 10 Inferno Mace

    features the Critical Fire ability, but otherwise its not a

    complex unit full of special rulesits simple and powerful.

    VANQUISHER (HEAVY WARJACK)

    The Vanquisher was built in

    secret and not fully revealed

    until the Protectorate had

    entered into full revolt. It

    lumbers across the eld

    whirling its massive spiked

    ail, known as a blazing star.

    Deafening thumps emit from

    its ame belcher as cannonballs

    explode with a re so hot it

    melts metal to slag on impact. Once the Vanquisher closes

    in on its targets, its blazing star crushes bone and steel alike.

    The Vanquisher is the Protectorates most expensive

    warjack, but its well worth the cost. The Blazing Star, a

    Chain Weapon with the Thresher special ability, inicts a

    respectable DAM 8. The Flame Belcher ensures nothing

    reaches the Vanquisher undamaged. Its impressive AOEattack covers a fairly large area and inicts continuous Fire

    against any units within it, perfect for eliminating massed

    troops and for taking on light warjacks.

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    REVENGER (LIGHT WARJACK)

    Protectorate forces captured

    and reverse-engineered early

    Cygnaran arc nodes to lengthen

    the reach of the True Faiths

    arcane warriors, while the

    development of the repulsor

    shield was a true Protectorateinnovation, allowing the

    Revenger to rebuke opponents.

    Once those enemies have been

    pushed away, the Revenger uses its halberd weapon to

    retaliate from a safe distance, giving it an edge in combat

    against foes bigger than itself.

    The Revenger, much like Cygnars Lancer, is a light warjack

    that sports a heavy warjacks ARM, thanks to its shield.

    Unlike the Lancer, however, the Revenger is suited to be

    highly aggressive. Powerful Charge encourages you to charge

    rather than bracing to absorb a charge, and Repel as a quality

    on the shield allows the Revenger to push back would-be

    assailants, denying them multiple attacks. The Revengers

    arc node will make it a staple in almost any Protectorate list.

    REPENTER (LIGHT WARJACK)

    Menoths Fury, the volatile

    oil found throughout the

    Protectorates desert lands, is

    rened to produce many of the

    ery effects of the nations arsenal,

    but the Repenter is armed with

    the substance in its most basic

    form. The Repenter pumps outthis substance as a spray, igniting

    it to immolate those who would

    reject the True Law of Menoth.

    Should heretics survive this trial by re, the Repenters three-

    headed war ail is sure to deliver them to the afterlife.

    At only 8 points, the Repenter is a warjack of true value. Its

    War Flail is not to be underestimated, but the real manner

    in which the Repenter earns its keep is its spray attack,

    causing continuous Fire to anyone hit by it.

    WARRIORS

    TEMPLE FLAMEGUARD

    While many average citizens

    of the Protectorate take up

    arms in their nations crusade,

    the Temple Flameguard were

    formed in the Protectorates

    earliest days to create a

    permanent, dedicated order of

    disciplined soldiers. Ostensibly

    formed to guard the many

    temples dedicated to Menoth, this order has over time

    become one of elite infantry. A small, perpetually burning

    reservoir of Menoths Fury in every Flame Spear inicts

    burning wounds with each strike.

    Flameguard are a cheap and potent unit that can hold

    the line like no other. Shield Wall and Set Defense make a

    formidable combo, but Protectors Rush gives you the bestof two worldsa charge attack and Shield Wall! This can

    allow you to set the line of combat and force your opponent

    to react defensively. Menoths Howl can also put re

    damage out there and Terrify your enemies as well!

    FLAMEGUARD CLEANSERS

    Flameguard Cleansers are

    charged with a grim duty.

    Once, they were dispatched

    to the homes and hideouts of

    heretics within the Protectorate

    to incinerate those structures

    and anyone within them. Nowthey take to the eld with the

    same zealotry displayed in the

    execution of their sacred duties. With the ames of raw

    Menoths Fury lighting the sky, Cleansers stand a grim

    vigil to execute enemies with the curved blades at the end

    of their purier weapons.

    Flameguard Cleansers are the most common means for

    players to put the Fire continuous effect onto the eld. They

    are immune to Fire themselves, so dont be concerned if

    Cleansers get in the way of each others attacks. If Cleansers

    arent in range of an enemy unit, Flame Wall will provide

    an excellent deterrent to their enemies, as any units moving

    through take 2 DAM and are then affected by the continuous

    effect Fire. Incinerate is also a handy ability to have, sending

    out a ery cloud effect. While this may not hit as many units

    as the Cleansers default Spray attack, blocking line of sight

    with cloud effects is extremely useful when playing against

    ranged-heavy forces.

    EXEMPLAR CINERATOR

    Only the most dedicated

    soldiers are invited into the

    Exemplar order, and to become

    an Exemplar Cinerator, onemust endure punishing trials

    of endurance and stamina in

    preparation of the burden of

    their massive armor. Years

    of prayer and training allow

    Cinerators to channel wounds

    into a spiritual fervor, speeding these Exemplars ever closer

    to their enemies. Their blades are imbued with countless

    blessings, and their ickering suggests an unquenchable

    ame that explodes when wielded in battle.

    TFG

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    Cinerators are the Protectorates heavy hitters with plenty

    of HP and Weapon Master to let them dish out serious

    damage. Flame Burst is also a real boon, setting nearby units

    on re when a compatriot dies. Shield Wall is excellent,

    Relentless Advance extends the Cinerators threat range,

    and Melting Blade can, with clever placement of re, ignore

    an opponents ARM to cause massive damage.

    EXEMPLAR ERRANT

    The Errants are an order within

    the Exemplar brotherhood,

    acting as its advance strike

    force. Often deployed beyond

    the Protectorates borders

    for extended periods, they

    understand that too often their

    exploits and even heroic deaths

    will go unrecognized, save by

    their brothers awaiting them

    in the afterlife. Armed withheavy crossbows inscribed with

    blessed sigils to bypass heretical

    magic and with a traditional

    sword and shield for when the ghting gets close, Errants

    stand ready to sacrice themselves for their righteous cause.

    Exemplar Errants are a powerful advance unit. Their

    crossbows are deceptively potent due to Blessed, which

    allows them to ignore any spells enhancing an opponents

    DEF or ARM. Like all Exemplars, they are Weapon Masters

    in melee, but Self-Sacrice is their truly interesting ability,

    granting them Tacticss only tool to heal units. This doubles

    the amount of HP healed if an Errant gives his life for it,which could net a possible 10 HPperfect for keeping key

    units alive. Be warned, however, that warjacks cannot be

    repaired in this manner.

    VASSAL OF MENOTH

    Whether native born or

    captured from foreign powers,

    arcanists were once reviled

    by the Protectorate but have

    in recent years found a place

    within its military, shackled and

    convinced that their sorcerous

    powers are shameful and

    corrupt. As the Protectorates

    army became a power to be

    feared by its neighbors, its

    reliance on arcane abilities

    to maintain and construct

    warjacks increased with the use of these poor souls.

    Vassals of Menoth are not warriors in the traditional sense,

    but they are still a potent addition to any Protectorate force.

    Enliven allows a warjack to bait out an enemy unit only to

    retreat to safety, while Ancillary Attack is perfect for when

    you need just one more attack to seal an enemys fate. Arcane

    Bolt is a basic but useful ability as well. Normally, standing too

    close to a key target like a warjack can put a unit at risk, but the

    DEF and ARM bonuses granted by Iron Sentinel, along with

    immunity to Knockdown, can mitigate that concern.

    FACTION FEELThe Protectorate of Menoths strength is built on the use

    of abilities that must be activated in a specic order to

    achieve maximum effectiveness. Unlike most factions, the

    Protectorate often brings units that enhance other units

    rather than contributing directly to combat. The Vassal of

    Menoth is a good example of this, using Ancillary Attack or

    Enliven to deliver victory. Protectorate armies also punish

    opponents for not being able to completely eliminate

    models such as the Exemplar Cinerators.

    Most Protectorate warcasters serve to enhance their armies;

    only Feora, Protector of the Flame is really a melee powerhouse.

    Given that protecting your warcaster is of paramount

    importance anyway, being called on to pay more attention to

    your warcasters vulnerabilities isnt that much of a detriment.

    Just a few Temple Flameguardto Shield Wall in front of your

    warcaster, blocking line of sight, and to provide a hefty speed

    bump for any units that want to engage with them in melee

    may provide all the extra protection youll need.

    POWER COMBOS

    FLAMEGUARD CLEANSERS AND

    TEMPLE FLAMEGUARD

    Fire can be potentially more devastating that Corrosion.

    While Corrosion does bypass ARM and other forms ofdamage mitigation, Firelike that of the Flameguard

    Cleansersstarts at a whopping 5 DAM. Warcasters

    suffering Fire damage are protected only by the ARM bonus

    of unspent focus points from the previous round. This can

    force enemy warcasters to hoard focus points instead of

    spending them on warjacks or spells, which works to your

    advantage. Combine this talent of the Flameguard Cleansers

    with the inexorable wall of armor the Temple Flameguard

    provides, and you can light the re and watch your enemies

    burn to the ground!

    Burn, baby, burn!

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    With plenty of ways to put Fire out there, it will be

    simplicity itself to mow down wave after wave of troops

    while marching forward, giving the enemy warcaster

    less and less room to maneuver. Enemy troops will crash

    upon the shields of the Temple Flameguard while the

    Flameguard Cleansers either make Incinerate attacks or

    set up Flame Walls to punish heretics for attempting to

    engage your forces.

    You may nd yourself struggling to deal with high-ARM,

    heavy-HP units like warjacks. Combined Melee Attacks

    from the Temple Flameguard can alleviate that, and Feora

    herself can certainly get into combat and help out. Her

    naturally high ARM, combined with Escort, will allow

    Feora to survive all but the heaviest blows.

    HIGH EXEMPLAR KREOSS,

    VANQUISHERS, AND REPENTERS

    High Exemplar Kreoss brings a lot of powerful options to the

    game, such as Defenders Ward and Purication, and his feat

    can be used to extremely potent effect. Knocked down units

    do not block line of sight and cannot engage your units in

    melee, so Vanquishers and Repenters can use their ranged

    attacks to lay down attacks against your opponents backlineincluding even the enemy warcaster himself!

    Further, both warjack types have jacks with Chain

    Weapon, allowing them to negate any attempts to bolster

    ARM by forming a Shield Wall. Kreoss assassination

    angle is very hard to counter, as no blocking and no units

    to deny line of sight can stop Kreoss when he decides the

    game ought to be over.

    There are ways canny opponents can mitigate the powerof this list, and you should be aware of them. First and

    foremost, cloud effects block line of sight, and you wont

    have a way to remove that. Also, a warcaster can hoard

    focus points to boost ARM, making it difcult to assassinate

    him. While a warcaster with his full allotment of focus is

    hard to injure, keeping all that focus means he isnt casting

    spells or empowering warjacks to buy more attacks or boost

    rolls. With this army, its best to concentrate on their units

    and warjacks and wait until they have no choice but to try

    and take you on personally.

    GRAND SCRUTATOR SEVERIUS AND

    REVENGERS

    Like Kreoss, Grand Scrutator Severius has several great

    spells, but in this interaction we want to focus on one in

    particular: Eye of Menoth. Eye of Menoth adds +1 to all

    attack stats and to the DAM of any weapon. This is huge,

    and it affects all friendly units in Grand Scrutator Severius

    considerable control area.

    With Eye of Menoth, your units are getting an effective half-

    focus point boost with each attack. This means handing out

    your remaining focus for further boosting or for additional

    attacks should give you all the edge you need. A Revengers

    arc node allows Grand Scrutator Severius to put out any

    spells he needs to even the odds. Ashes to Ashes, while

    expensive, can remove smaller targets to lower the enemy

    unit count in your favor.

    SAMPLE LIST

    Feora, Protector of the Flame

    Crusader

    Vanquisher

    Flameguard Cleanser x3

    Temple Flameguard x6

    Vassal of Menoth

    Normally, it would be a slog to try and kill all these Winter

    Guard. Lets just cut to the chase, shall we?

    SAMPLE LIST

    High Exemplar Kreoss

    Repenter

    Vanquisher x3

    Vassal of Menoth x3

    The Eye has fallen on Kreoss . . . and found him wanting!

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    With such a low unit footprint, be conscious of gettinganked by units that could bypass your front line and take

    out the Grand Scrutator. If you're confronted by enemies

    your own units can't cope with that may have a route to

    attack to Severius, drop Eye of Menoth in favor of Defenders

    Ward on Severius himself to increase his survivability.

    EXEMPLAR CINERATORS AND

    EXEMPLAR ERRANTS

    Just as the two types of Flameguard units can assist one

    other, exemplar units give each another synergistic support.

    Exemplar Cinerators are nigh-unstoppable melee monsters,

    but none in Immoren are truly invincible. Exemplar Errants,

    however, can restore life to their allies wounded bodies.

    Errants can inict early damage with their ranged attacks

    to cover the Cinerators as they advance. Then, once the

    Cinerators have joined the battle, the Errants should fall

    back to use Self-Sacrice to keep the Cinerators alive.

    The aw here is that Cinerators are slow, so they can take

    a while to get into melee and will likely be charged rather

    than charge the enemy themselves. Try to limit the models

    your opponent can kill outright to a minimum by spreading

    your forces out and staggering them rather than running

    them all up in a line. Grand Scrutator Severius spells Vision

    and Defenders Ward can blunt the damage inicted by

    enemy charges, so cast your spells wisely.

    SAMPLE LIST

    Grand Scrutator Severius

    Revenger x4

    Temple Flameguard x3

    Vassal of Menoth x4

    That is a lot of HP to chew through.

    SAMPLE LIST

    Grand Scrutator Severius

    Revenger

    Vanquisher

    Exemplar Cinerator x3

    Exemplar Errant x5

    Vassal of Menoth x2

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    KHADOR

    In the cold north of western

    Immoren lies the mighty

    Khadoran Empire, whose massivemilitary epitomizes the national

    ideals of strength and resilience.

    Legions of Winter Guard march

    at the call of the empress, bent

    on conquest. Led by powerful

    warcasters as unrelenting as the Khadoran winter and

    backed by elite soldiers such as the disciplined Iron Fang

    Pikemen and the imposing Man-O-War troopers who stride

    into battle in great steam-powered suits of armor, the army

    of Khador is ready to crush all who stand against it.

    In play, Khador is a faction of brute force. Its warjacks are

    heavily armored and loaded with HP, and its troopsnotably the Man-O-Warspack a substantial punch. Even

    the humble Winter Guard can shoot, chop, and spray into

    the heart of their enemies. The faction has much more to

    offer than just Winter Guard, however, and can readily

    eld fearless Iron Fang Pikemen, those robust Man-O-Wars,

    mysterious Greylords, and ruthless Assault Kommandos.

    WARCASTERS

    KOMMANDER SORSCHA KRATIKOFF

    Driven by the image of herfathers death to survive the

    rigors of war and excel as a

    soldier, Sorscha Kratikoff is a

    warcaster who channels her

    strength and bitterness into

    her arcane prowess. Fiery

    rage and icy hatred! she was

    once heard to say. These

    things a good soldier makes,

    not warmth and comfort. Her

    fury has been described as that

    of some goddess of frost anddeath; she is driven by her patriotism, but this is becoming

    increasingly eclipsed by the darkness growing in her heart.

    Sorscha brings a swift and surprising threat to the game, but

    her high DEF can lead players to overcondence. Her feat,

    Icy Gaze, makes enemies Stationary, locking them down as

    theyre frozen in place. She has to tread a ne line between

    aggression and arrogance, however. Fog of War keeps

    her army safe on the approach, Boundless Charge allows

    models to increase their threat ranges, and Tempest grants

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    Knockdown. Sorscha herself can use Wind Rush to skyrocket

    her DEF and in essence gain a second move. And Icy Gaze

    freezes everything Sorscha can see in her Control Range,

    which is more restrictive than one may think. Keep those two

    caveats in mind before you commit to using her feat.

    KOMMANDER STRAKHOV

    When the Khadoran HighKommand requires a dangerous

    operation to be conducted deep

    behind enemy lines, they call

    on Kommander Oleg Strakhov.

    Fearlessly inltrating enemy

    territory, Strakhov was crucial

    in the early days of the war

    against Llael. Strakhov was also

    the driving force behind the

    creation of the Assault Kommandos. If he has any weakness,

    it is his impetuousnessoften, he executes maneuvers and

    operations before his superiors have approved his actions.In WARMACHINE: Tactics, Strakhov plays as a dodgy,

    sneaky warcaster until the moment arises when he or one of

    his warjacks can eliminate the enemy warcaster. Occultation

    removes the threat of ranged attacks, Battering Ram slows

    the enemy advance, and Rift places rough terrain to slow

    down an oncoming opponent. Sentry is excellent for keeping

    enemies paranoid about their movements, and Superiority

    gains one of Strakhovs warjacks an edge against any other

    warjacks and warrior units. Strakhovs feat, Iron Fist,

    increases units threat ranges, adding free Charge and Slam

    attacks while granting Pathnder and an additional four

    squares of movement when charging or slamming. This allmakes Strakhovs forces incredibly unpredictable, for an

    enemy knows that at any moment impassioned Khadorans

    may surge forth to crash into their lines.

    ORSUS ZOKTAVIR,

    THE BUTCHER UNLEASHED

    Orsus Zoktavirs patriotism

    may be beyond reproach, but

    his methods have often been

    criticized. Zoktavir earned

    the nickname the Butcher of

    Khardov after slaughtering

    both the citizens of the village

    of Boarsgate and his own

    detachment of Winter Guard

    who were unwilling to raise

    arms against them. A mountain of a man, the Butcher

    strides across western Immoren with his mechanikal axe,

    affectionately named Lola, in hand. Anyone with any sense

    fears the Butchereven those under his command.

    The Butcher plays a fairly straightforward game, moving

    ahead and destroying everything. Lola hits for a massive 8

    damage and has both Reach and Weapon Master. Add to that

    the Butchers spell Flashing Blade, and the focus point you

    would have spent to make one additional attack can now

    buy an attack against everything in melee range and line

    of sight. The Butchers feat causes units to become Terried

    automatically and replenishes his focus, and his Impending

    Doom spell drags in units from beyond his melee range.

    All in all, the Butcher is more than capable of killing almostanything in the game, and he can withstand an incredible

    amount of damage before he will be put down.

    WARJACKS

    JUGGERNAUT (HEAVY WARJACK)

    In Khador, bigger is usually

    better, and the Juggernaut is a

    testament to that attitude. Its

    merciless Ice Axe encases its

    target in layers of ice, freezing

    pistons and gears and forcing

    them to seize up. Size andpower are prized attributes in

    Khador, and the Juggernaut is a

    prime example of both.

    The Juggernaut might seem

    like a fairly basic warjack at

    rst, but looks can be deceiving. While it lacks ranged

    attacks or clever movement abilities, it more than makes

    up for those decits with raw power. The Ice Axe inicts

    a massive DAM 11 and causes Stationary on a critical hit.

    Even its Open Fist has DAM 7, granting the Juggernaut

    unparalleled damage potential.

    DESTROYER (HEAVY WARJACK)

    Whereas some nations develop

    new warjacks and their

    associated technology with

    speed, Khadors development

    cycle is on a slower track.

    This is because Khadoran

    workmanship, more so than

    that of any other nation, is

    designed to last. The Destroyer

    has been Khadors warjack of

    choice for siege warfare and troop dispersal for nearly acentury. Do not mistake the power of the Bombard Cannon

    as an indication the Destroyer cannot perform in meleethe

    Executioner Axe it wields is more than capable of rending

    man and metal apart.

    The Destroyer is able to handle several small threats with its

    Bombard AOE attack or rush into melee with its Executioner

    Axe, which can cause Critical Amputation to lower a units

    MAT and RAT for the rest of the game. The Destroyer is a

    warjack eager to earn kills every round.

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    MARAUDER (HEAVY WARJACK)

    Even when Khador builds a

    secondary purpose into its

    warjacks, these machines still

    epitomize the brutal efciency

    of the Khadoran temperament.

    The Marauder, which was

    designed to pulverize buildingsand heavily armored warjacks,

    employs its ram pistons to

    slam targets back and reduce

    them to scrap. Other warjacks

    require a running start to slam their enemies, but the

    Marauder needs no such room.

    The Marauder is a subtle unit some Khador players may

    pass over in favor of more straightforward warjacks, but you

    should not underestimate the effect the Marauders Combo

    Smite can have. By sending enemy units ying about, you

    can open charge lanes and create attack opportunities that

    didnt exist at the start of your turn.

    DECIMATOR (HEAVY WARJACK)

    The Decimator was developed

    to take on other warjacks with

    direct re before ripping them

    open with its enormous rip

    saw. Mighty walls and heavy

    warjacks alike have fallen victim

    to the Decimators wrath. It is

    brute force personied.

    The Decimator, much like

    other Khadoran warjacks, is

    built to withstand the mightiest blows. It is, however, more

    heavily dedicated to ranged warfare against other warjacks.

    Whereas the Destroyer uses an AOE to affect several units

    at once, the Decimator targets a single unit, knocking it

    back each round and advancing in sync with that forced

    movement. The Rip Saw is a potent melee weapon, using

    Sustained Attack to eliminate its odds of missing with

    subsequent attacks.

    WARRIORS

    MAN-O-WAR SHOCKTROOPER

    Manufacturing warjack cortex-

    es is both expensive and labor

    intensive. The Khadoran solu-

    tion to this resource drain was

    to create steam-powered suits

    men could wear to become

    wrecking machines in their

    own right. Wielding powerful

    axes and shield cannons, they

    stride through the battleeld,

    smoke billowing from their armors engines, laying waste

    to all they encounter.

    Man-O-War suits grant their wearers massive HP bonuses

    and make them excellent as smaller unit-count solutions to

    enemy armor. They tend to fall into the same broad category

    as light warjacks in terms of durability and damage output,

    but they have a few other tricks up their metal sleeves.Armor Splitter removes armor mitigation from targets,

    allowing less-powerful units in your army to make a

    healthy damage contribution. Shove and Shoot is useful to

    give your troops breathing room, as this ability pushes a

    target back one square and then allows the Shocktrooper

    to make a ranged attack. The Shocktroopers have Reach,

    so this push will leave a target in their melee range, thus

    blunting any ranged counterattacks. Further, Man-O-War

    Shocktroopers have the Shield Wall and Combined Melee

    Attack abilities.

    ASSAULT KOMMANDO

    Founded by the deadlyKommander Strakhov, Assault

    Kommandos are well versed

    in trench warfare. Girded with

    alchemically treated armor and

    masked for protection against

    their own Strangle Gas attacks,

    these patriots were critical

    in the siege of the Cygnaran

    fortress of Northguard during

    the Llaelese War. Any Assault Kommando would be lled

    with satisfaction after driving Cygnaran Trenchers out of

    their own trenches.

    Assault Kommandos work best in teams and boast

    immunity to some of the games most insidious effects:

    Fire and Corrosion. Shield Wall keeps Kommandos in the

    game longer than one might expect, and Assault & Battery

    is not to be underestimated, allowing a ranged attack to

    precede a Charge or Run action. Combine this with masks

    allowing them to ignore cloud effects, and they can bring

    a counter-effect against every other faction in the game.

    Finally, Strangle Gas is of interest to tactical players: the

    Kommando makes a ranged attack, and if it hits, it centers

    on the target a 3-x-3 square cloud effect that lowers DEF and

    all attack stats, forcing anyone in the AOE to either sufferthose effects or ee from their position.

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    ASSAULT KOMMANDO FLAME THROWER

    As the Assault Kommando

    program bloomed into a

    success beyond the front lines,

    High Kommand continued

    to capitalize on its success,

    introducing Flame Throwers

    as a new addition to theKommandos. Training is

    both rigorous and dangerous,

    but there is no shortage of

    volunteers.

    This variant of the Assault Kommando forgoes gas grenades

    and carbines for a spray attack with Fire as a continuous

    effect. This also gains the Flush Out ability, which drives

    enemy units from cover. Be cautious, though, as a Flame

    Thrower that is destroyed will explode in a glorious ball of

    ame, catching anything nearby on re.

    WINTER GUARD INFANTRYIts ranks lled by the common

    citizens of Khador, the Winter

    Guard is the heart and soul

    of the Khadoran war effort.

    Whether they are volunteers

    driven by a sense of duty and

    patriotism or conscripts forced

    to serve a mandatory tour of

    duty, Winter Guard patrol their

    nations cities and ll their

    nations ranks on the front

    lines.

    Winter Guard are cheap, solid units. While Combined

    Ranged Attack and Combined Melee Attack make them

    dangerous in groups, both at a distance and up close, they

    have a few other clever options they can offer as well. Grape

    Shot exchanges a small bit of power in favor of a spray

    attack, and Aim Low allows a few choice Winter Guard

    to take point and trip up the enemy lines, giving the rest

    of your force more rounds of shooting before the battle

    degenerates into a melee brawl.

    WINTER GUARD INFANTRY ROCKETEER

    Following the fall of Llael, manyalchemists within that nations

    Order of the Golden Crucible

    have been captured and

    forced to enhance the power

    of Khadors growing arsenal.

    Amid the various products

    of this forced labor, portable

    rockets have been fabricated

    and distributed among the

    more trusted members of the

    Winter Guard, and war is now even more devastating to

    enemies of the Motherland.

    The Rocketeer has all the abilities of a normal Winter Guard,

    along with the ability to re a Rocket to create a small AOE

    to knock down small- and medium-based units. These units

    are well worth an additional point for their added value.

    IRON FANG PIKEMEN

    Proud soldiers of the

    Motherland, these hardened

    soldiers are members of one

    of the oldest military orders

    in Khador. Far evolved from

    the steadfast spearmen

    who stood rm against the

    roving horselords who once

    dominated the edges of their

    empire, modern Iron Fangs

    wield pikes with blasting caps

    at the tips that can knock anopponent off his feet, should an

    explosive thrust fail to end that

    foes existence.

    Iron Fangs take an aggressive stance and are bent on taking

    down enemies much bigger than themselves. Combined

    Melee Attack allows them to gang up on a target while

    Shield Wall helps them survive a counterattack, but their

    tricks dont end there. Penetrating Blast can take advantage

    of a knocked down target by inicting 5 DAM that cannot be

    mitigated by ARM, and Dash allows them to move through

    enemy troops, taking them out in the process.

    GREYLORD

    The premiere occult order of

    the Motherland, the Greylords

    Covenant began as a splinter

    group of the Cygnaran-

    dominated Fraternal Order of

    Wizardry and is responsible for

    bringing the secrets of warjack

    cortex fabrication to Khador.

    Some Greylords focus on arcane

    mastery, some work closely

    on warjack technology andmechanika, and others search

    their frozen lands for forgotten

    weapons from a terrible age.

    Greylords can deliver Critical Stationary attacks and

    provide rough terrain. They primarily set up obstacles for

    the enemy rather than eliminating them. Blizzard shrouds

    ally units in obscuring cloud effects that follow them, Rime

    Blast places rough terrain on the map, and Ice Cage can

    potentially freeze units in place. Even if Ice Cage doesnt

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    succeed in making anyone Stationary, it still lowers the SPD

    and DEF of the target.

    FACTION FEELKhadoran armies can go in multiple directions, elding a

    swarm of agile warriors or an implacable wall of armor, one

    that is seemingly impossible to breach. While some players

    may skew to one extreme or another, many prefer to bring abalance of the two, forcing their opponents to provide both

    high accuracy and high damage. While Khadoran warjacks

    are characteristically slow, each warcaster can mitigate this

    to catch unsuspecting opponents off-guard.

    Khador can also introduce interesting challenges that

    opponents may not expect. Stationary can lock down

    warrior units and force a warjack to spend a focus during the

    Control Phase, just like Knockdown. Unlike Knockdown,

    however, one cannot ignore it and still be productive that

    activation, so youll force your opponent to deal with it or

    accept that hes essentially lost that unit for the round.

    POWER COMBOS

    IRON FANG PIKEMEN AND

    MAN-O-WAR SHOCKTROOPERS

    These units can march forward in an impervious wall,

    their ranks unbroken until it comes time to bring the pain.

    Between Knockdown, Shield Wall, Armor Splitter, and

    Combined Melee Attack, this is a list that is tough to crack

    at range and even tougher to stop once youre engaged.

    This list may lack speed and long-range threats, but Iron

    Fangs and Man-O-War Shocktroopers are among the

    hardiest units in the faction. Even after ve grueling rounds

    of combat, this list remains very durable. Depending on

    your ratio, you will have an average of 13 to 15 HP per unit.

    The sample list here comes in at an average of 14.23 HP per

    unit, which is pretty durable relative to the typical damage

    output of most enemy armies.

    The key to playing this list is in knowing when to shift

    gears. Because you cant attack and Shield Wall, you need

    to practice and learn when to Shield Wall, when to attack,

    and when to use Combined Melee Attack, Armor Splitter,

    and so on. Developing an intuition about when to change

    tactics will make all the difference.

    ASSAULT KOMMANDOS AND

    GREYLORDS

    Assault Kommandos ignore all sorts of things: Fire,

    Corrosion, and even low-damage ranged attacks, thanks to

    Shield Wall. Strangle Gas is great, but they need to directly

    hit for it to function, and sometimes they struggle with that.Enter the Greylords, who can cast Ice Cage to lower DEF

    values and make enemies more susceptible to Strangle Gas.

    Not only are the

    Kommandos immune

    to Fire and Corrosion

    damage, they can now

    shoot and gas enemies

    with impunity. The

    Greylords Ice Cage

    ability lowers DEF and

    hits with regularity,

    which in turn can allowKommandos to hit

    more easily. Dont be

    shy about having one

    Kommando shoot gas to

    further lower the DEF of

    a target. While Strangle

    Gas does create a cloud

    effect, Kommandos

    ignore cloud effects.

    The calm before the Iron Storm.

    Look at all the HP thats left!

    SAMPLE LIST

    Kommander Strakhov

    Decimator

    Marauder

    Iron Fang Pikemen x8

    Man-O-War Shocktrooper x2

    You dont have to go home, but

    you cant stay here.

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    The only problem with this combo is that it lacks punch

    against high-ARM targets. While you can make enemies

    Stationary and distribute rough terrain, this list will not

    casually remove warjacks from battle. Its best to let your

    own warjacks take them on and to rely on their higher

    durability to see them emerge triumphant. Save Sorschas

    feat for when the Greylords cant afford to use Ice Cage.

    IRON FANG PIKEMEN AND WINTER

    GUARD ROCKETEERS

    Winter Guard Rocketeers can knock down targets, and Iron

    Fangs inict vast amounts of damage to targets sufferingfrom Knockdown, thanks to Penetrating Blast. This is a

    pairing that can stall out an enemys offense and take down

    just about anything in the game!

    Penetrating Blasts biggest downfall is that it needs a

    knocked down target to work, but the Rocketeers bring

    more Knockdown to the ght and at range to boot!

    Normally, youd have to rely on Critical Knockdown from

    other Blasting Pike attacks or from Sorschas Tempest spell.

    Rocketeers free you from having to try your luck with other

    Iron Fangs or free you to plan Sorschas entire action around

    one spell. This also allows you to bring another warcaster

    who can make use of Knockdown to either clear a path

    or make attacking a mere formality: Kommander OrsusZoktavir, the Butcher of Khardov.

    Its important to be aware that Greylords need line of

    sight to their target, but they cannot withstand a lot of

    punishment. Iron Fangs should be positioned to block and

    discourage enemy units from attacking the Greylords. Some

    Greylords may want to use Blizzard on the lead Iron Fangs

    and forward Greylords to protect them.

    GREYLORDS AND ASSAULTKOMMANDO FLAME THROWERS

    Khador brings more effects to the game than any other

    faction, and thanks to Assault Kommandos, it can ignore

    more effects than any other faction as well. Make good use

    of Stationary, but follow it up by setting targets on re.

    Combined with Rime Blast to slow them down, youll be

    able to eliminate enemy units before they can even begin to

    deal damage.

    Assault Kommando Flame Throwers can Shield Wall to

    protect the Greylords, while the Flame Throwers, immune

    to their own spray attacks, can shoot with impunity without

    fear of harming each other. On turns in which Greylord

    attacks are not a priority, the Kommandos can Shield Wall

    and the Greylords can cast Blizzard on them to make the

    Flame Throwers nigh unstoppable.

    One thing to beware of in this list is Flame Thrower death.

    While other Flame Throwers wont be affected, Greylords

    certainly will. These explosions can also be used to your

    advantage, however, and any Flame Throwers near death

    should be put into positions where their Fiery Blast would

    be most devastating to your opponent.

    SAMPLE LIST

    Kommander Sorscha Kratikoff

    Destroyer

    Assault Kommando x5

    Assault Kommando Flame Thrower

    Greylord x6

    SAMPLE LIST

    Kommander Sorscha Kratikoff

    Destroyer

    Assault Kommando Flame Thrower x6

    Greylord x5

    SAMPLE LIST

    Kommander Orsus Zoktavir, the Butcher of Khardov

    Juggernaut

    Greylord x4

    Iron Fang Pikeman x4

    Winter Guard Rocketeer x3

    The bigger they are...

    These bonejacks are about to get a little freezer burn.

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    CRYX

    Cryx focuses on massive swarms

    of troops, lots of spells, and

    bonejacks with arc nodes to slingthose spells from a safe distance.

    Ruled by Toruk the Dragonfather

    and overseen by his twelve Lich

    Lords, Cryx is a nation of pirates,

    slavers, and worse. Like all

    dragons, Toruk radiates an unnatural blight, and this warps

    and twists the populace of his island nation in terrifying

    ways. Necromancy is a common and well-understood magic

    here, and undead servants that would horrify mainland

    folks are a common sight. From the cruel-but-alluring

    Satyxis to the cannibalistic trollkin Bloodgorgers that dwell

    across the islands of Cryx, this faction has no shortage oftroops to further the machinations of the Dragonfather.

    Cryx typically relies on spells like Parasite and Crippling

    Grasp to make up for its units generally lackluster attributes.

    Under Crippling Grasp and The Withering, Deneghra can

    threaten even the highest DEF units with nothing more than

    lowly Mechanithralls. Debuffs arent the only tools in her

    arsenal, though. Spells like Hellre and Venom are quite

    capable of eliminating opponents from the battleeld. As

    if that werent enough, Cryx has a number of units that can

    capture the souls of fallen enemies and convert them into

    focus the following turn, punishing your opponent beyond

    simply losing a unit. Combine this with the dodgy anddeadly arc node-bearing bonejacks, and Cryx can put out a

    spell just about anywhere!

    WARCASTERS

    WARWITCH DENEGHRA

    Years ago, a Satyxis witch

    under the command of Iron

    Lich Asphyxious received a

    portent that a girl born off the

    coast of Cygnar would hold

    unparalleled arcane potential.

    Satyxis raiders massacredthe populace of the village of

    Ingrane and stole the child,

    bringing her back to Cryx. There she was subjected to horrors

    and twisted rituals that nurtured her arcane gifts as her full

    warcasters powers bloomed under Asphyxious tutelage.

    Warwitch Deneghra, this abductee warcaster, is emblematic

    of the playstyle of Cryx. Crippling Grasp and Scourge can

    circumvent high DEF targets, and Parasite can mitigate

    high ARM from the toughest foes. Combine this with her

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    debilitating feat, The Withering, and she can threaten

    almost anything your opponent dares to bring against you.

    Deneghra doesnt care how high you stack your statsshe

    can knock them down.

    IRON LICH ASPHYXIOUS

    A former druid of the Circle

    Orboros, Asphyxious hasgreat power equaled only by

    his ambition. Commanded by

    Toruk to prove his devotion,

    the druid who would become

    Asphyxious cast himself

    into the molten lava of the

    dragons volcano. Toruk then

    scooped the druids remains

    from the volcano, pleased with

    the mortals willingness to sacrice himself, and sealed

    Asphyxious soul into a vessel of necromantic power.

    Asphyxious came to serve the Lich Lords of Cryx, but hedesires their level of power above all else and has begun

    scheming to ascend within Cryxs dark ranks.

    Asphyxious tends to be more hands-on in the carnage,

    with his Sustained Attack ability, Scything Touch, and a

    feat that essentially gives him double his normal focus

    points. This feat, Consuming Blight, also inicts 3 points

    of damage and ignores all damage mitigation. Asphyxious

    doesnt simply walk up and challenge all comers, though.

    Teleport and Hellre allow him to engage only when and

    where he is ready. He also brings Parasite to the table. With

    these combined abilities, Asphyxious plays much more

    aggressively than his protg Deneghra.

    STURGIS THE CORRUPTED

    Having pledged his immortal

    soul in service to the

    Dragonfather, Dalin Sturgis

    is as corrupt as he was once

    honorable. Death has done

    nothing to curb the depraved

    power of this once great

    Cygnaran warcaster, who now

    pits his formidable ghting

    prowess against those he used

    to call brother and friend.

    Though he maintains the same reexes and skills he held in

    life, Dalin Sturgis no longer seeks to use his power to protect

    those around him; instead, his service to Lord Toruk has

    turned his arcane strength to delivering death to his enemies.

    Sturgis has already died in combat, but he hasnt missed

    a step. His feat, Dead on Arrival, works exactly as it did

    when he was alive, as do Relentless Charge, Snap Strike,

    and Reversal. He has, however, traded Chain Attack: Flash

    for Chain Attack: Dark Shroud, causing all enemy models

    in his melee range to suffer decreased ARM. His spell list

    features a few changes as well, trading Teleport and Arcane

    Shield for Occultation and Parasite. Most interestingly, he

    also picks up Blood Rain, which is a small AOE spell that

    inicts 4 DAM and Continuous Effect: Corrosion to anyone

    in the AOE.

    WARJACKSDEATHRIPPER (LIGHT WARJACK)

    Great beasts are blighted and

    bred solely for the purpose

    of harvesting their skulls for

    these quintessential bonejacks.

    Though a common sight on

    the battleeld, bounding forth

    on two legs while arc node-

    spewing their masters foul

    magic, these machines should

    not be taken lightly.

    While Cryx players will denitely include Deathrippers

    in their armies for their high speed, high DEF, and Arc

    Node ability, Sustained Attack can take some of the risk

    out of attacking a target, should an enemy attempt to pin a

    Deathrippers arc node down by engaging it in melee.

    DEFILER (LIGHT WARJACK)

    Other nations of Immoren

    have only a few true

    innovators of mechanika, but

    Cryx is not bound by such

    limitations. Toruk has blessed

    the Nightmare Empire withlegions of necrotechsmad,

    unstable, but brilliant minds

    that ceaselessly labor to propel Cryxs war machines toward

    brutal victory. The Deler is one such invention. Unlike the

    Deathripper, the Deler stops short of charging into the

    front lines, preferring to spray opponents with its Sludge

    Cannon. Veteran troops know the wisest course of action is

    to engage a Deler in close combat before it can wreak too

    much havoc at range.

    The Deler is a clever little bonejack, boasting a RNG 8

    spray attack with Continuous Effect: Corrosion. Sprays are

    a great way of mitigating the defense bonus of concealment

    and are handy for affecting multiple units at once, if you can

    line opponents up in a single shot. As with all bonejacks, the

    Delers arc node is an ever-present threat.

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    also provide a bigger target and cant get into all the small

    places their man-sized counterparts can access.

    SKARLOCK THRALL

    The skarlock thrall isnt just

    another mindless undead

    automaton. Instead of the

    dull icker of undeath mostthralls possess, skarlocks

    are granted a higher degree

    of intelligence. During the

    creation of a skarlock, dense

    rings of corrupt sigils are

    carved into their desiccated

    esh. Skarlocks are among the

    few thralls crafted that retain

    memories, bits of lore they

    picked up in life, and they are

    even capable of creating and pursuing their own agendas.

    During the creation process, a warcaster leaves arcaneechoes in their skarlocks, allowing them to cast some of

    that warcasters spells.

    Skarlock Thralls can ease a warcasters burden of fueling

    spells with precious focus points, freeing the warcaster to