CYGNARAN TACTICA: NEMO

Again, I bring to you an article written by Mutton from the Cygnar Faction Community on the Privateer Press Forums. He’s helping to rewrite and redesign Boot Camp MKII. I asked him which write up to include next, and he suggested this one about Nemo.

Disclaimer: I don’t call Nemo by the term pNemo. In my thoughts, the term “p” refers to Prime. Nemo was not a warcaster introduced in the Prime book. So I usually refer to the Nemo models as Nemo and eNemo. But Mutton refers to the Nemo models as pNemo and eNemo. Just needed to mention that before we go any further. Just a pet peeve on my part.

Why Play pNemo?
A lot of people got into this game for the warjacks. Those towering, shining pieces of metal that are lovingly loaded up with focus and buffs much like a kid on the beach carefully builds his sandcastle. That is of course, only until a bully comes along and kicks it down. pNemo lets YOU be that bully for once, messing with enemy warjacks and shutting them down. If you want to take vengeance on your opponent’s metal monstrosities, pNemo is your man.

Overview
pNemo is the arguably the squishiest ‘caster in the game, at 14/14/14, so he’s not a front line ‘caster. In fact, the best place for pNemo to hang out is behind a forest, way behind your lines. Thankfully he can work well from behind your lines, arcing his spells and allocating his focus. If he’s shooting his gun or smacking with his staff, something either went very, very wrong for you or very, very right. Let’s do a quick rundown of his statistics and then move into list building

Statistics
The only statistic you have to care about in a positive fashion is pNemo’s FOC7; it’s great for a Cygnaran warcaster and lets him split his attention a bit between warjacks and spells. On the bad side however, his def/arm/health are some of the poorest in the game, so you have to keep him far, far away from the enemy, as even blast damage hurts. You can safely ignore his MAT and RAT, as you should never be using them if you can help it.

Weapons, Abilities, and Feat
We can skip by his staff, but his gun is nice if for some reason you get outflanked and have to pop some shots off. POW14 with a blast is nice at clearing light flankers, while disruption will stop light warjacks such as Stalkers from getting him.

The meat of his playstyle comes from his abilities. The first is the Arcane Accumulator, which basically means you are bringing at least two spell casters in a 35pt battle, generally Arlan/Lanyssa Ryssyll/Aiyanna & Holt and Jr, so you can run at 9 focus a turn. In a larger game, you can bring any combination of those 3 or even Alexia to give him 10 focus a turn, with the ability to eat from a squire to turn it up to 11. His ability to then Supercharge a warjack to 5 focus means that if you hit their lines with your heavy, stuff dies. The general use of it is either with a beatstick such as the Stormclad that you use Locomotion to get into position then eat a warjack or two, or with the Thunderhead to get 3 fully boosted autohitting attacks out. Overpower means that you will be able to make sure that your warjacks are always in your ctrl when it matters and lets you extend his feat out nicely.

His feat isn’t very strong, and you can win games without using it even once if you’re able to keep your opponent’s snared. Just remember that if you decide to pop it, you have to damage to disrupt. That means that it’s often worth it to boost against a Khadoran heavy you need disrupted. Also, Power Boosted removes disruption, so watch out for Koldun Lords, Arcanists, and enemy Arlans. Generally, pop the feat if you need the last few boxes on a warjack or need to keep them off your back for a round and can’t snare them.

Spells
Chain Lightning: An extremely useful spell that will destroy any infantry that isn’t in a defensive line or shieldwalled. You can bounce it off anything into spellwarded troops or those hiding out of range or LOS. It’s amazing for killing support such as mechanics or choir by bouncing it off their warjack or your own troops. It’s lightning damage, so you can use Stormnouns or Stormsmiths to start the chain without fear to your own troops.

Deflection: Another great spell you should be casting most turns against ranged or magic heavy armies. Finally, you get to be the guy that laughs are POW10s! Makes most troops pretty much immune to blast damage, and when combined with Arcane Shield turns our Stormnouns into ARM20 monsters against ranged attacks and magic. Great for stopping blasts or your troops from being nickel and dimed to death. Just remember that when it comes down to casting deflection or chain lightning again, you have to weigh your options quite well; if you have Arcane Shield on your troops to ARM18 and are facing POW10s, Chain Lightning away. POW12s? Deflection.

Disruption Field: +2 STR and Disruption on your melee weapons lets your warjacks engage multiple enemy warjacks with ease. A loaded up Stormclad with this on it will wreck any enemy warjack there is on average rolls, or you can engage two warjacks at once, hit them each once to disrupt and simply play the attrition game while you beat them both down. Often enough you’ll want to spam Chain Lightning early game, so you won’t have the focus to upkeep it, but that’s generally fine; on his 11 focus turns you can simply recast it if needed as long as you aren’t running extremely warjack heavy.

Electrify: Think of it as Cygnar’s version of Enliven; if you are charged by a warjack without reach, they will only get a single shot in before being moved out of melee range. If they have reach and aren’t able to make it to base to base contact, 2/3rds of the time they will be pushed out of melee range. I prefer to keep it on my arc node if I believe that it’s in danger.

Locomotion: The redheaded stepchild of Energizer, but it’s still useful. Think of it as an extra 3” of range to your loaded up warjack; just keep your arc node close on hand to channel it, as it’s only rng6. You can use it to hit and run or to increase your threat, and using it on Thorn after running 12” and using Thorn’s move for 3” lets you arc Chain Lightning into their deployment zone. You can also use it to hit and run with a ranged warjack such as the Thunderhead. Not many warjacks have a 13” threat, so you can kite them around.

Voltaic Snare: pNemo’s signature spell, it will be the main reason that your opponent will be forced to spread out their warjacks. This lets you divide and conquer with your own, but should they not be wary and leave two warjacks within 3” of each other, you can keep them shut down all game if you can disrupt as to prevent throws. It also lowers defense by 4, so snaring a helljack will let you pound on it as if it was a Rhulic warjack with less armor. The threat of this spell is great enough that you’ll often find yourself going an entire game without casting it due to your opponent bending over backwards to avoid it. A win-win scenario in Nemo’s book.

Army Composition
Okay, before I go into individual models and units, let’s just set down the three models that every pNemo list will have: The Squire, Journeyman, and Arlan. The first expands your ctrl area even further while granting you focus, and the other two are both useful and cast spells for your arcane accumulator. They are all great, cheap models that you should not be without. With that said, we need to also go into the way you build an army with pNemo; the Sliding Scale of Spells versus Focus.

What do I Mean by this Sliding Scale?
pNemo is a FOC7 warcaster, so he can naturally toss out focus to his warjacks or cast a few of his awesome spells. In general though, you have to make a choice when building your force about which you want to do; run a single amazing warjack with an arc node buddy or a bunch of loaded up warjacks. This is a sliding scale for a reason of course in that you can still have a powerful army by going between these two options, but lists will generally focus on one or the other. A single warjack such as a Stormclad along with Thorn works well for the spell slinging, while a few heavies such as Rowdy, a Stormclad and a Centurion or Hammersmith is also quite effective, as you can have all three loaded up every turn. The most effective mixed list I’ve found is to run a single beatstick (I prefer a Stormclad as I’m sure you’ve noticed), an arc node (Thorn is almost always worth it), and the Thunderhead. The Thunderhead loves pNemo for Locomotion while Supercharge lets him get off 3 autohitting boosted damage attacks, and you can load up the Stormclad on turns where you don’t need to pulse.

In general though, eNemo runs multiple warjacks better, but his only turn of true focus efficiency is his feat turn, so if you want to run them at a more constant output pNemo is there for you.

The Warjacks
I’m only going to refer to those that get a real benefit from pNemo; The Sentinel, Hunter, and Grenadier have no real synergies outside of him being able to load them up with focus that is better spent elsewhere.

Lights
Charger: A good choice with pNemo, as you can keep it loaded up every turn, while giving it a single focus on spell casting turns. Generally best with a mixed list, but a fine warjack in any army.

Lancer: An arc node should be in every pNemo army, and the Lancer is excellent due to being able to both act as bait and the ability to bounce Chain Lightning off your own models so you don’t even need Thorn’s reaction drive.

Thorn: Arguably the best arc node in the game, it’s reaction drive lets you hit and run with his two attack spells while being able to shoot into the deployment zone on turn one. It’s comes down to preference here; Chain Lightning’s bounciness makes Reaction Drive not as necessary, but it is still nice to have when arcing both Chain Lightning and Voltaic Snare.

Heavies

Ironclad: A good, cheap warjack, which is excellent if you want a decent beatstick. Nothing special really, just a good pick. You can Tremor a group of units, pound on them a bit, then Locomotion out, which is a nice tactic against infantry.

Hammersmith: Great with pNemo, as the combination of Locomotion, Disruption Field, and Beat Back lets it be extremely mobile, while 5 focus means you can slam a warjack over the enemy warcaster with boosted attack rolls and still have focus left to destroy the warcaster with pow19s. It’s low threat naturally means that if you only want a single heavy it’s not the best choice, but it’s solid all around.

Centurion: Locomotion + Polarity Field = 7” advance up the field. Disruption Field + Locomotion = 12” threat on pow20s. 5 Focus = Dead anything. Centurions are a fine warjack with pNemo, and combo well with Sword Knights under Deflection or Arcane Shield. If you only get a single heavy warjack and don’t want a Stormclad, it’s a good pick.

Defender: pNemo doesn’t do much to support it outside of Locomotion, so take one if you like it. Nothing more to say here

Ol’ Rowdy: Focus Efficient, high MAT and POW, ARM20 makes for a great warjack. You can cast your spells on him to make him rock harder, but he’s just solid all around. A good choice for your first heavy.

Stormclad: Probably the best heavy warjack we have, with a 13” threat range under a full locomotion. It kills anything when loaded up with Disruption Field, even a Behemoth! On spell casting turns you can just use the Stormblade focus for it to run; take one and never look back.

Thunderhead: He loves pNemo, he really does. If you don’t want to run warjack heavy, but want at least two heavies, this is your warjack. He can run without focus and just pulse to kill infantry. You can give him focus and get (as I am found of saying) 3 boosted damage shots that autohit. He’s just wow good with pNemo. Expensive, but worth it. Remember that he’s got a range 10 gun in addition to his ability to pulse; don’t be afraid to walk up, shoot with it, then Locomotion back.

Solos
Jr and the Squire are autoincludes. Arlan is quite fine even if he lacks in true offensive qualities; if you don’t take the Black 13th for their blackpenny rounds to free up the Thunderhead (assuming you take it), then you’ll probably want him. Everything else is purely on your likes or dislikes; Stormsmiths are great as always and help you keep warjacks completely shut down, but can feel a bit redundant. They can serve as models to bounce Chain Lightning off of though, which makes them quite useful. Just take who you like after the first three spellcasters (including Mercenaries to be discussed below).

Units
Stormnouns work well with pNemo, as you can bounce lightning off them and not worry. In general, pNemo likes all infantry equally well though, as Deflection is a straight ARM bonus that makes most models immune to blast damage. Stormblades are arguably better if you’re taking Ryssyll due to getting a decent threat combined with PS15, but Stormguard work quite well. Precursors are nice if you aren’t running the Thunderhead. Just be sure to cast Arcane Shield on your Gun Mages if you think AOEs are coming their way as well. The general rule of thumb is that the more warjack focused pNemo becomes in terms of melee warjacks, the stronger your ranged firebase has to be in order to support them. This means ATGM and Longguners along with the Black 13th will be staples of a warjack heavy force. If you are running the Thunderhead, you can skimp on your firebase a bit though, using the Black 13th as pretty much the whole gunline.

Mercenaries
In a larger (50pt and up) games, you’ll want a third spell casting model for Arcane Accumulator. This comes down to Lanyssa Ryssyll, Alexia, or Aiyana & Holt. If you plan on relying on e-leaps from Chain Lightning or Stormguard then A&H are great as Kiss of Lyliss affects an entire unit now, for pow12 e-leaps. Lanyssa Ryssyll allows for greater threat ranges while powering you up, and Alexia is decent if you decided to run troop heavy. No other mercenaries really synergize with pNemo, and Deflection doesn’t help them, so try and stick with Cygnaran units outside of the bonus spellcasters

General Gameplay
You’ll often end up playing pNemo in an attrition game, which works for him. Being able to throw out a lot of focus worth of attacks and spells is great at whittling down your opponent’s forces, while his ability to disrupt and snare warjacks means you can divide and conquer. Chain Lightning and eliminate support easily or can be used to kill front line troops with impunity. Deflection should be up if you think you’ll face any shooting, and Locomotion is used to make sure you can get your warjacks where you need them. Your main combo is generally going to be a 5 focus warjack + 3 focus spent on Locomotion; put Disruption Field on if you’re using it for melee instead of Thunderhead shooting. In general you should be hanging pNemo way back behind your lines. He dies easily, so you need to protect him. Your entire army should be dead before he starts getting hit, and the safest place for him is generally a forest right in front of your deployment zone.

Summery
You can play pNemo as a spell caster or warjack lover, the choice is you. He may not be one of our top tier warcasters, but he’s a lot of fun to play and has an interesting tool box of abilities. Be careful when using him and wary that even with 11 focus you can run out. Best of luck, and Ride the Lightning!

Also, credit to Whats82 for taking Grandpa so far at Templecon and contributing to this tactica update!

TOM TOM ONE XL

Before delving into this post, please read my first note about my Tom Tom One XL.

I was gifted the Tom Tom from my Dad-In-Law, so a discussion of why I own a Tom Tom vs. something else is not logical. I own it. ‘Nuff said.

Okay, so I have been using R2D2 without any problems since last time. The main reason for this is that I went to Staples and bought a Home Charging Kit. Now, I know that the Tom Tom comes with that handy cigarette lighter plug-in thingy – but it’s not for charging. It’s intended to give just enough juice to the Tom Tom to keep it going while you use it. To get the Tom Tom to full operational power, you have to buy the $30 dollar home charging kit and use it – often.

Also, update your maps and operating system by using the software. This is pretty easy and free. Keep in mind that if you want to update to deluxe maps or something – you will have to pay for it. Just get the free stuff, and be happy.

I have found that if I plug in R2D2 at home before a trip, and then keep him plugged in with the cigarette charger, I can make it through about a 3 hour trip without a problem. I will be using my Tom Tom during my trip to TempleCon this week, so I’ll report back on how it works.

Return of the Mad Hatter

The Mad Hatter is a odd fellow, and he stops by the Autopsy Room from time to time. He showed up all the sudden while I was trying to clean up the table a little, and flopped down on the floor. He started rambling about rules, and such … so here we go …

[Rules]

  • Harlan Versh’s Multi Fire allows you to make 1 initial attack + 3 attacks.
  • In Steamroller 2010, Trollblood Whelps cannot control an area bur can contest it. They are solos.
  • Pivoting is considered moving.
  • When a model leaves play, all effects on that model immediately expire, so there is no damage from Spiny Growth if the Carnivean is destroyed in the attack.
  • When slamming Ol’ Rowdy into Stryker … interpret “when slammed” to mean “when a model makes a successful slam against” Ol’ Rowdy, so he would be moved unless he was in B2B with Stryker at that time. The knockdown effect is resolved at the same time as the collateral damage, so if Ol’ Rowdy ended up in B2B with Stryker at the end of the slam movement, Stryker could avoid being knocked down.
  • If the Choir is singing their “No Shooty Jacks” song, Gun Mages can still shoot the jacks. Magic weapon vs. magic attack is the key to this.
  • Counter charge requires the target to end the movement part of its activation as well as advance. As Overtake is an out of turn movement effect, Counter Charge does not trigger. Movement = Any movement a model makes, in or out of turn, voluntary or involuntary. Normal movement = Movement a model makes during the movement portion of its activation. Advance = Any voluntary movement, in or out of turn. In this case, Counter Charge triggers on an advance that ends movement within 6″, so it also works on out of turn (but only voluntary) movement. Overtake is an ‘advance’ movement, so it qualifies for Counter Charge.

That’s all I managed to glean from his ramblings before he got up and wandered off looking for a cup of tea. Maybe I will see him again soon!

LEGENDS OF THE DUNGEONS & DRAGONS UNIVERSE COME TO HEROSCAPE

Wizards of the Coast releases a new master set for the build-and-battle game system

RENTON, Wash—November 10, 2009—Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. (NYSE: HAS) today announced the upcoming release of a new D&D Heroscape master set: Battle for the Underdark. The set, a first of its kind, will be released January 4, 2010.

Battle for the Underdark features iconic characters and monsters from the worlds of Dungeons & Dragons. Players will battle a troll, a band of drow (dark elves) and ultimately face the evil black dragon.

The new master set includes a rulebook, 10 figures, 50 configurable terrain pieces and customizable game scenarios, which bring new dimensions to the popular build-and-battle miniatures game. This set will follow the release of Small Expansion Set 10: Valkrill’s Gambit which comes out on November 17th.

For more information about Heroscape visit www.heroscape.com or the popular fan page www.heroscapers.com.

About Wizards of the Coast Wizards of the Coast is the leader in entertaining the lifestyle gamer. The company holds the exclusive patent on trading card games (TCGs) and their method of play and produces the premier trading card game, MAGIC: THE GATHERING, among many other trading card games and family card and board games. Wizards is also a leading publisher of roleplaying games, such as DUNGEONS & DRAGONS and publisher of fantasy series fiction with numerous New York Times best-sellers. For more information, visit the Wizards of the Coast website at http://www.wizards.com.

Magic: The Gathering, Dungeons & Dragons and Battle for the Underdark are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries. Heroscape is a trademark of Hasbro, Inc. and is used with permission. © 2009 Wizards.

TAKING A SHORT BREAK

Howdy, everyone.

Just letting you guys know that I’m taking a short break from blogging. I’ve just returned from one mini vacation and getting ready to start another one. I’ve been awful busy assembling and painting my Retribution of Scyrah demo set for the Demo Days at our Local Gaming Store. Also getting ready for FLASH POINT.

So don’t forget about me, but don’t expect much for a few weeks.

Until then, feel free to drop me a line and let me know if there’s something you’d like me to write about, discuss, or whatever. I’ll see what I can do. If you don’t already know my email then you can feel free to leave a comment here on the page.

Keep rollin’ sixes, and play like you got a pair!

-Q

CAINE DOWN ON FRONT STREET

This game was played BEFORE the release of MKII so the build is 350 points. Keep in mind that this table is 3×3 not 4×4.

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Megan (M) took the following list:

Faction: Cygnar
Points: 345
Model Count: 7
Victory Points: 12

Lieutenant Allister Caine 
> Hunter 
Journeyman Warcaster 
> Hunter 
Black 13th Gun Mage Strike Team [3]

and Rich (R) took:

Faction: Cygnar
Points: 349
Model Count: 5
Victory Points: 14

Commander Coleman Stryker 
> Lancer 
> Lancer 
> Ol’ Rowdy 
Stormsmith 
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Ladies first. Megan sorted through her cards and started putting her models out on the table. She decided to place the Hunters out front with the rest of her force hanging back.

I deployed My Battlegroup together on the street, and placed the Stormsmith off to the side to annoy the flank.

I can’t really go through the Battle Report action by action, but I can give you a basic run down of what happened for Caine to die in Round Four.

Round One: (M) Caine gets Arcane Shield and Flashes to the top of building (less than 5″) Black 13th advance. Hunters shoot Rowdy and Lancer.  (R) Stormsmith blasts Hunter. Everyone else runs forward. Stryker camps on rest of his Focus to Boost Field.

drydocks2

Round Two: (M) Hunters change positions. One shoots at Stormsmith and misses. Another shoots the Lancer again, knocking out Movement. Black 13th shoot Rowdy. Junior attempts a shot and misses. Caine shoots Rowdy. Flashes to the ground using Hunter to screen him.  (R) Stormsmith runs to the bottom corner of the building (at top right corner of map) right behind the Lancer with no Movement system. Lancer moves forward his feeble allowance. Rowdy advances towards the Black 13th. Lancer runs to get a nice angle on Black 13th. Stryker advances, and tosses Earthquake through Lancer at Black 13th.  Black 13th and Junior are knocked down.

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Round Three: (M): Junior drops Arcane Shield due to Megan forgetting to upkeep it. He gives up acion to move away. Hunters advance for positioning, and then take shots at Stryker. Both miss. (Bad dice rolls!) Black 13th surprisingly sacrafice action to move backwards to regroup, I guess. Caine took a chance. He advanced, took maximum shots at Stryker. Then popped Feat, popping shots at everything possible. The Stormsmith dies, and Stryker comes out damaged but not dead. (R)  Simply, Lancer advances into a nice position on Caine. Stryker advances, takes a shot for a little damage, and then channels Earthquake, knocking Caine and the Hunter down. Rowdy charges, and smashes Caine into bloody bits. End Game.

We plan to play this out soon using MKII builds and rules. Should be fun.

NEW TOYS

After I printed out my reference copies of MKII and MKII Cards, I wandered over to the Friendly Local Gaming Store at the DuBois Mall to drop off the sign up sheet and write up for the “Paint & Play” Challenge League. Since the store is having a “Big Blowout” and selling their WARMACHINE and HORDES stuff for half off, I decided to do a little extra shopping. I bought a few pots of paint, a Nomad, a box of Press Gangers, and a Blackclad Wayfarer. I have to balance my checkbook before I make another trip back, but I was eyeing up a few other items that were in the store. I’m a little disappointed that the store staff told me today that WARMACHINE and HORDES items will only be available by special order from now on, but I can’t control that. Have to remember to manage my Serenity.

My favorite part about visiting Out of Town Gaming Stores is checking out the sales bin to see what they are getting rid of. But for me, having a Friendly Local Gaming Store is all about being able to stop on down and check out the “New Releases” rack to get what just hit the shelves. The Walk In and Buy It thing is a plus in my book. But if I have to Walk In And Special Order It then I tend to think that Lazy will win out. I am Lazy, and Lazy tends to order online to have things Delievered To My Door. But I am hoping that the Paint & Play League with make the store into more of a Gaming Hub where players will be able to get together, roll dice, and have fun.

Here’s looking at the glass half full and trying to avoid the Half Empty Feeling.