I picked up the Forces of Warmachine: Cygnar book last night (and Kara Sloan – couldn’t resist that rifle-toting girl) in hardcover. I have to say, a nice piece of work. I already had the Retribution book, so I knew basically what to expect. There’s some new art, but not a lot. Given that they’re redoing all the books this year, plus Prime, and did an entire book of new art last year in Retribution, I’m not surprised. I would have liked more one-off pictures like in Apotheosis, but I’m not unhappy with the reused pictures.
The book’s got a painting guide, a gallery of all the models, some fluff, and some description of the history and military structure of Cygnar. As well as all the model rules for Cygnar, including the ones in Prime MKII. I like that touch. It means I don’t have to bring Prime MKII anywhere if I just want a book of all Cygnar rules.
There were eight new entries to the Cygnar force this time around. For the most part, I’m happy with them.
Kara Sloan, our new rifle-toting girl. She’s hitting the table with a RNG 14, POW 12 Weapon Master rifle. It’s only ROF 1, but with her feat and the gobber, she can pick up 2 more shots. She has a spell that gives half of Snipe to all of her battlegroup for the turn. Not bad at all. I was hoping that we’d finally get another caster with Snipe since most of our stuff seems to have that in mind, but this is pretty close and I like the idea of RNG 12 Cyclones and RNG 18 Defenders on the same turn. She did get Dead Eye, which is a solid ranged support spell. I’m really looking forward to giving her a try. I think she’ll better fit my style than Caine, who is too much of a super solo for my taste. But I don’t know if she’ll replace Siege as my favorite. B+
Firefly, our new reach, non-arc node, light jack. Only 5 points. Great! Immune to Electricity. All good. Storm Smiths can triangulate off him. Okay. But what I was really hoping for was a good ranged weapon for the electricity theme. Instead we have ANOTHER range 10, pow 10, electro leap pow 10 hit. It’s only ROF 1 too. So it’ll smack a couple of guys, but really, it’s going to want to be in melee with its P+S 13 more. Except it has no shield, so it’s only ARM 16. A very strange jack. Built to be ranged, but given a poor ranged weapon. The Sentinel is more likely to kill more guys than he is. He’s finally reach to go with Sword Knights, and I’ll try it out to see how I like it, but on paper, I don’t know that’s enough. C
Cyclone, our new double-chain gun heavy. Okay, this guy is awesome. Two guns with rapid fire (Cygnar learned how to make chain guns work!) or the ability to set out a couple suppressing fire plates. All with two open fists? Yes, please. My first try with this guy ended poorly, but I did miss four shots needing 10s to hit, boosting three of them, so I hardly fault him for that one. A
Storm Blade Storm Gunner Weapon Attachment. A point per guy (up to 3 per unit), and they have all the abilities of Storm Blades plus a 10” gun that, if they hit, lets all other shots from the unit auto-hit this turn. Even without that ability, I like them. I can get 11 Storm Blades in a unit for 11 points now, and that’s going to be a hard-hitting force. Since they’re all the same unit, my spells can protect them all at once too. I like them. A
Trencher Commandos. Advanced Deploy and Stealth. Cool deal. No digging in for these guys, but that’s okay. Where Trenchers are more ranged attack, defense oriented with smoke and all, these guys want to bring the attacks to the front. They’ve got the standard trencher gun, plus 6” grenades and trencher knives. They have anatomical precision, so they’ll kill anything they hit in melee. Not bad. They’d be really good with Pathfinder, but alas, they fall short there. A point a model. I’d be more likely to use these guys than regular Trencher. B
Trencher Commando Scattergunners. They bring in an 8” spray instead of their trencher rifle and grenades. A point a model. Otherwise exactly the same. They have a low RAT (only 5), but since Sprays ignore almost any kind of defense bonus, they could put out some damage. B
Stormsmith Storm Tower. Okay, who doesn’t want to have a few of these things sitting around, manned by crazy people calling lightning down from the sky to fry their enemies. They crit disrupt, and launch out mini Chain Lightnings at a range of 14”. Only d3 extra guys, but yes, please. With the Range Finder, they’re tossing them out at RAT 7. Finally some good artillery for Cygnar. And at only 2 points, very affordable. A
Trencher Master Gunner, the turd. Every book’s got one, and this is ours. He’s a CMD 9 Commander. Good, but most of our stuff is CMD 9 anyway (unless it’s in the back lines, like our Long Gunners, or far ahead of everyone including this guy, like our Rangers). He can use an action to give us +2 to hit for our AOE attacks for a single model and can reroll the distance/deviation. Except Cygnar doesn’t have many AOEs. He can make sure a single model’s AOEs don’t damage anything friendly, except it sucks because it’s only a single model, not model/unit, so it can’t protect the whole Commando unit from killing each other. And he’s got dig in. For two points, his only saving grace is an 8” spray attack with RAT 6. I think if I took him, it would be for that, and that alone. Everything else is just meh. F
So there we have it – that’s what I think of the new Cygnar models. Can’t wait to try them out on the table.