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Warmachine/Tactics/Searforge Commission
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==Unit Overview== ===Warcasters=== - '''Gorten Grundback:''' The hardest caster to kill in the game, bar Karchev the Terrible. Gorten is something of an all-rounder, with a bit for everyone, his most infamous trick is to use his Strength of Granite spell on a Ghordson Driller for P+S 21 drill attack, or in other words raw dice for damage against most Khadoran heavies, although it is generally preferred to go for the boost and apply 21+3D6 to the squishy warcaster's cranium. Also this Gorten's main way for dealing with himself or Karchev. Gorten's other strengths are are his Solid Ground spell which is honestly way better in non-Searforge mercenary armies (not that it is bad in pure Searforge), and his OMGWTFBBQ feat. For most people, the feat is why you are playing Gorten; If he was focus 6 and speed 5 instead of focus 5 speed 4, he would be the best caster in the game just on the strength of his feat. As it stands his feat is still great, it pushes all of your opponents stuff up to 8 inches directly towards a table edge of your choice, and then debuffs their DEF, SPD, and RAT, and if that doesn't sound powerful to you then you've never played a game of Warmachine. The other great thing is that Gorten isn't immensely popular, which will lead to you laughing maniacally when your opponent utters their last words of the game: "What does Gorten's feat do?" - '''Durgen Madhammer:''' BOOM BITCHES!!! Madhammer is sometimes played in Highborn because his feat works well with Sea Dog Deck Gun Crews, that said you can use Ogrun Assault Corps as stand-ins in a Searforge list. - '''General Ossrum:''' Interesting, he's infantry focused in a faction where infantry aren't hugely competitive. General Awesome is a dorf who likes to plan out movement and very accurate strikes, which is kinda weird since he is a dorf warcaster and therefor slow - his Feat is even called "Perfect Plan"! That said, if you like going "just as planned", but want to use dwarves instead of the demons of Tzeentch, this is your guy. ===Light Warjacks, aka the gun-bunnies=== Come in two varieties, the blaster and the gunner, which can be talked about together as they're basically two sides of the same coin. First the qualities they share: they are 3 points for the defensive stats of a Cygnar heavy, which makes them stupid durable for the cost. Their bread-and-butter lies in their special ability Powerful Attack, which lets you boost all the attack and damage rolls of an attack by spending a single focus. The choice you're making between these models is what gun you want slapped on top; The gunner comes with a range 12 POW 12 cannon, while the blaster has a 8 inch POW 10 spray. What the gunners bring to the table for the dwarf 'casters is something they really need: focus efficiency. Take the blaster if you want to make any single-wound infantry that get touched by your all-boosted spray die horribly, or take the gunner when you want to snipe out harder to kill models from long range and threaten assassinations. ===Heavy Warjacks=== ===Units=== '''Ogrun Assasult Corps:''' The little Ogruns that could...almost, but ultimately fell short. These guys are either a shooting unit that fights better up close than other shooting units, or an assault unit that outguns other close combat units. In short, they're too average at both roles to justify their cost, they aren't bad so much as being purely meh outside of screening something else and being a bit more mobile than dorfs. If you need shooting, get Highshields, for choppiness, get Forgeguard. In larger games where you have both they can fill the gap and they are capable of making a dent in armour with CMA/CRA. '''Hammerfall Highshield Gun Corps:''' Cost efficient medium range infantry. Assaulting with these guys is bad, but charging at the unit is a wasted endevour for your opponent as they are bloody hard to kill up close. Take 1-2 units to form a gunline and screen your mortars and any future artillery PP gives the dorfs. '''Hammerfall Highshield Gun Corps Officer and Standard Bearer:''' Because you were never really worried about their ability to hold under pressure Privateer Press decided to make an attachment to further push them towards being unbreakable without slapping fearless on them. Is this worth taking on unit that just does more of the same? Yes. Most opponents know that they won't be breaking this unit any time soon and you've now got an anchoring point that they will steer clear of until they've butchered every singlemother model. Two full blocks of Highshields with O&SBs are enough to force assassin lists to concede because getting to your warcaster is going to demand a lot of resources and then they need to actualy kill the 'caster. '''Horgenhold Forge Guard:''' In many ways, the Forge Guard are the epitome of dwarves in Warmachine. They are incredibly slow (mitigated some by the reach special rule) and have the defense score of a sack of potatoes, but have naturally high armor that gets even better when they are in base-to-base, and when these guys do finally get into melee, their piston hammers are going to fuck shit up. They struggle against super high armor models but they can knock even against the toughest 'jack or 'beast right on its ass with the critical:smite. '''Horgenhold Forgeguard Mortar Artillery Crew''' its a mortar, bomb goes up and explosion comes down. Not a great unit, but a good one, easy to protect with Highshields too. Durgen's feat makes maxing FA on this mandatory. '''Herne & Johnne''' Not a bad pair, you will pretty much use them to pound on light infantry. Damn near close to at auto-include with Ossrum, since his spell Fire-for-effect synergizes great with all of their AoEs. [[Category: Warmachine Tactics]]
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