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Saturday, April 9, 2011

Warcaster Focus: Commander Douchebag McWeen

I started with Stryker from the Battlebox, but as I've already said I am the sort of guy who likes options. As of today I have played with four different warcasters, and each one has a different playstyle. I've got another two I have yet to try. I'll give them each their own post.










Commander Douchebag McWeen:

Stats
:

Coleman Stryker is, as I have said before, a pretty basic warcaster. His stats are actually impressive; the high side of average. He has a reasonable ranged attack rating, and his melee attack is above average. His defense and armor are also pretty good for a warcaster. He probably won't get getting killed by average enemy troops.

But nobody takes average troops. Everybody takes exceptional troops.

Stryker's most damning averageness is his average focus stat. This limits his ability to support lots of 'jacks and cast his full spell list. Playing Stryker involves a lot of tough choices as to which 'jacks and units to support.

Spells:

I say units because Stryker has three unit-buffing spells: Snipe adds some range to a model or unit's guns, Arcane Shield is an armor buff for same, and Blur is a defensive buff against ranged and magic attacks. If Stryker casts all these spells in a turn, he's used all his focus on buffs and can't give focus to his 'jacks or cast his offensive spells.

All three of those spells are "upkeeps", so if Stryker wants to leave them on a unit turn after turn he can spend a single focus to keep the spell going. So they don't need to be recast at total cost each turn. That's good. It also allows some ranged-buff shenanigans like upkeeping Snipe on one unit, shooting with them at the enhanced range, and then activating Stryker and casting Snipe on a different unit. This will end the effect of Snipe on the first unit, but it supports long range strategy well.

Aside from his upkeep spells, Stryker has three offensive spells. He's got a basic Arcane Bolt spell, which essentially shoots a model with a magic missile. He's got an Arcane Blast spell, which is similar but also generates a little cloud (called area of effect) of blast damage in a 3-inch diameter centered on the target. These two spells see little use. They don't have great damage and Stryker will normally rather buff his ten-man gun units and power his 'jacks.

He might also want to cast Earthquake. It's an expensive spell for him, but he gets to fire a 5-inch diameter template centered on a target. Anything under the template falls down, meaning melee attacks hit automatically and ranged attacks hit unless the attacker rolls snake eyes on 2d6.

Earthquake is essentially, then, an accuracy buff for Stryker's army. That's good, because Stryker doesn't have the power to end many games by himself.

Weapons:

Against most enemy 'casters, Stryker will have trouble performing a personal assassination run. His gun is low power and his sword is only average, and even if Stryker saves his focus to boost his own strikes or buy more sword attacks he'll have trouble with a fresh, unbruised enemy warcaster.

I should point out that both of Stryker's weapons have disruption, which means if he hits a warjack personally it will lose any focus it has on it, and can't be allocated any focus for a turn. Shooting enemy warjacks with Stryker is still a good strategy to keep enemy 'casters from powering that jack, even though the low power on the gun won't penetrate most heavy warjack armor.

Feat:

Stryker's once-per-game special feat is called Invincibility. Cygnar units close enough to Stryker receive a substantial armor boost for one turn. In combination with Arcane Shield it gives an insane armor boost for a turn. The feat has some utility in that it can be used on the advance to keep the troops alive, or after engagement to help weather an enemy counterstrike.

Overall:

Stryker relies on his army to do the dirty work, and he really likes a combined-arms approach. Most games will see him moving Snipe around during the first two turns to get more ranged attacks in before the armies meet, and then using the feat to survive the inevitable melee clash. With any luck Stryker can either win an attrition war or clear a lane for an Earthquake assassination to be performed by one of his 'jacks.

I like Stryker's versatility. I don't like his personal attacks, because they aren't much of a threat to enemy heavies or 'casters. I also don't like how predictable he is. Most players know what to expect, because Stryker just does what it says on the tin.

I find that if the dice go my way I do well with Stryker. If they don't I'm in trouble. There's a certain amount of luck inherent to any game with a randomized element, but of course some of the strategy in the game is reducing the chances that the dice can ruin a game. That can be tough for Stryker.

Melee Power:  C. Stryker has an average-strength sword and a mediocre melee attack rating. He's got Disruption on his blade, so warjacks he hits with it are not getting focus the next turn, but if Stryker's standing next to a warjack something has probably gone terribly wrong. Quicksilver is just powerful enough that Stryker can sometimes get the job done himself.

Ranged Power: D. Stryker's gun and ranged attack rating are pillowfisted and meh. Again, he can disrupt warjacks with it, and in fact I often do, but he's not doing it for damage, and since disruption only affects like 20% of the models you may face. . .meh.

Magic Power: C+. Stryker has 3 attack spells. Unfortunately, two of them are terrible. Earthquake is the star here, and while it does put a 5" circle of knockdown on the table, it does no damage itself. His other two spells cost too much for their effects, and he's got better uses for his focus, even if he's just sitting on it for extra armor.

Melee Support: B+. Stryker's feat, Arcane Shield, and Blur are great for delivering troops to the front lines. He doesn't improve threat range or accuracy, but he's helping his guys get there, which can sometimes be a struggle.

Ranged Support: A. Blur and Snipe, combined with Stryker's feat for survivability, are awesome for ranged forces. Stryker loves having long-ranged elements in his army, and Earthquake is even an accuracy buff for ranged attacks (stuff that's knocked down is easy to hit, doesn't block line of sight to stuff behind, can be targeted by Combined Ranged Attacks, and so on. He's really good at bringing the guns.

Magic Support: D. The feat and Blur offer some protection from magic, but Cygnar is sorely lacking in non-warcaster spell support, and Stryker is indicative of the faction as a whole.

Lists:

Stryker supports everything well. I'd suggest some heavy infantry, like Stormblades or Stormguard. He also loves his pet warjack, Ol' Rowdy, who is simply amazing.

Stryker + Rowdy (9) + max Stormguard (9) + Alain Runewood (3)

Stryker + Rowdy(9) + Max Long Gunners (10) + Gun Mage Captain Adept or Harlan Versh or Gorman di Wulfe(2)

Stryker + Defender (9) + Max Long Gunners (10) + Max Stormguard (9) + Alain Runewood (3)

Stryker + Hunter (6) + Hunter (6) + Squire (2) + Arlan Strangeways (2) + Black 13th (4) + Full Stormblades Unit with attachments (11)

Stryker supports just about everything Cygnar (and mercs) have to offer. He plays pretty well with everything, but he's ultimately a bit mediocre because of his versatility.

Rating: 2.5.

-Merlin out


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