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===Vectors=== ====Light Vectors==== *'''Corollary:''' Yes. :...sorry, the tactica? Okay. A Squire pumped up on steroids, and the model that makes vector heavy Convergence armies so deadly. At its most basic the Corollary is a focus bank: you can dump focus into it (that won't go away at the beginning of your next turn), which it can then pass to one of your other vectors. If this doesn't sound particularly interesting so far, consider this: a Corollary can get a free focus by activating near your warcaster, and its focus passing ability counts as spending focus and thus triggers induction (allowing you to allocate another point of focus in addition to whatever you just transferred). What this all adds up to is a potential for an additional 2 "free" focus (one from being near the warcaster, one from induction) per turn, or up to four if your Corollary starts fully loaded from a previous turn. It can also be an efficient way to "recycle" focus, as your other vectors can use induction to pass focus back to the Corollary, which in turn can pass it back to them next turn with no input otherwise from your warcaster. And if getting gobs of free focus for 3 points '''still''' isn't enough to convince you, it gives your warcaster an extra 2" to their control area just like a Squire. :So yeah, pretty good. The only real reason to not run this is if you're going extremely vector light and don't have enough vectors to justify the 3 points, which generally won't be the case. *'''Diffuser:''' Has a slightly inferior hand cannon weapon as its primary armament (because prime numbers), but you're not taking this to play a ghetto Charger. The big money here is Beacon, which gives friendly models additional distance when charging the target and lets your vectors charge for free: the free charge is always nice, but the extra 2 inches of movement are critical given that your heavies are almost all SPD 4/5 models without reach. You can also reroll misses on the shot, meaning that this vector is actually a viable choice even with the Convergence's low RAT warcasters (to put this in perspective, a Diffuser under Axis taking a boosted shot at a Warpwolf will hit roughly 60% of the time, which is pretty impressive for RAT 2). How critical a Diffuser is will depend on your army composition: if you have some infantry units to tarpit/tie up enemy heavies and use yours in a counterpunch role then you can probably save the 3 points, but if you're running infantry light you'll almost certainly want to take at least one so that your heavies can do the giving as well as the receiving. *'''Galvanizer:''' A POW 12 melee weapon with legs and a surly disposition. It's also the first warjack with the Repair skill, and while it has a good skill rating to use it with (9), the Convergence has so many models that can repair that this novelty is not a particularly big selling point on its own. No reach and SPD 5 means it's not particularly impressive as a melee light, but it's cheap as dirt and focus induction gives you the ability to run a herd of these things at someone with minimal focus spent(which is funny, if not necessarily optimal). Aurora and Directrix will usually have better ways to spend 3 points, but it has applications with Syntherion (cheap way to get Synergy stacks), Lucant (a shield guard that can keep Lucant or another model's health topped off) and Axis (cheap Bulldozing light that is not hopeless in melee). *'''Mitigator:''' Probably the most "love it or hate it" of the current light vectors. It's a gun platform where the gun has a piddly 7" range--not a great start--but is a 3" AOE with the Quake (knock down models in the AOE on a direct hit) and and Puncture (which doesn't count as blast damage, so Satyxis and their Force Barriers can fuck right off). Can be useful since the gun has both the ability to tie up heavier targets with the knockdown and deal with infantry, but at 4 points your mileage may vary depending on your local meta: you'll probably want to leave it at home if your opponents have raging hard-ons for things that can't be knocked down and don't care about the piddly one point of damage (e.g. colossals). **If you're taking the Axiom, there's a good argument for taking a Mitigator as an Axiom buddy: knocking down targets for the Axiom means it can save its focus for punching rather than boosting the attack roll on its tow cables, as well as getting around some anti-drag tech (e.g. a friendly warjack/beast weaponlocking another to prevent either from being pushed and hence dragged). ====Heavy Vectors==== Your heavies come in two flavors: the SPD 5 floater chassis with pathfinder and the defense stats of a Legion heavy (read: will crumple under any serious offensive pressure), and SPD 4 walkers with Steady and Protectorate heavy stats (read: not great, but not terrible either). The viability and role of each will vary depending on the warcaster, but in general a role they'll always be able to fill is armor-cracking: most of your infantry lack either the raw power or consistent output to carve through enemy warjacks or warbeasts, and so your vectors will generally be called upon to handle the big stuff that they can't. *'''Assimilator:''' Anti infantry for the most part. 8 points buys you a conservator chassis, and a great AOE gun. He can ignore stealth and concealment with ground pounder (but walls and cover are still a pain), and POW 12 is good enough for clearing infantry with ease. His melee weapon, the rendering claw, looks deceptively weak for a heavy warjack weapon at first glance. However, it has weapon master and open fist making it quite useful. It allows for minor healing after scrapping a warjack, but this is situational at best. *'''Cipher:''' Arguably the workhorse heavy vector of the Convergence, the Cipher comes stock with two POW 18 pistons that give it a fairly healthy melee punch, which is unfortunately somewhat mitigated by its slow speed and lack of reach. However, what makes it most notable is the ROF 2 gun strapped to its face that can fire off either Flares, rough terrain AOEs or a POW 6 blast damage AOE to take care of lighter targets, and unlike most other heavy vectors with guns you don't care if you directly hit making this weapon still valuable even in the hands of someone like Axis. The most expensive heavy vector at 9 points, but the fact that you get Flare on a durable platform means it's often a good starting point for most battlegroups. *'''Conservator:''' One of your two heavies without any sort of gun, the Conservator comes with two bucklers that give it respectable survivability for a floater, Shield Guard and Hand of Vengeance (+2 to attack and damage rolls when a friendly model is killed nearby, because <s>it gets righteously pissed</s> ABSORBS ENERGY FROM DESTROYED CLOCKWORK SOLDIERS BECAUSE SCIENCE). Without Hand of Vengeance (and even a bit with it) this vector is hilariously pillow-fisted, so you'll want to use it as a second-line model, preferably where it can use its Shield Guard to protect key pieces. There's an obvious synergy in having this vector hang out with an infantry unit accompanied by a Enigma Foundry, as it will be able to make use of both of its special rules very well. *'''Inverter:''' The other heavy without a gun, and your only vector with a Reach weapon. One of the things that immediately leaps out is the Macropummeler, a P+S <b>20</b> weapon that automatically knocks down the target hit, which would be a lot more awesome if it wasn't restricted to making one attack per round but is otherwise pretty scary. The Meteor Hammer is a pretty average weapon all things considered (POW 17, reach, but with Chain Weapon to get around shields), but makes a good sidearm to the Macropummeler regardless. These are fun (and nigh-mandatory) with Axis for counter-charge knockdown shenanigans, but they're a good choice for when you need melee power without the fluff or extraneous nonsense. *'''Modulator:''' Cygnar spawn. This thing is immune to electrical attacks, shoots an electrical attack that can shock intervening models, and shocks anyone that hits it in melee. This thing is really cheap for a heavy and has pathfinder. His immunity to electricity means that you can run multiples of these and have them shoot each other to kill anything in between!! So,basically he gets off on killing infantry and can't do diddly against anything with decent armor. His P+S 14 melee is nothing to write home about and his electrical shots (and bounces) are less. Having said that, the idea of him charging into a bunch of screening infantry (preferably with synergy, Iron aggression, or positive charge) and then having them free strike you to activate the plasma nimbus is just hilarious! *'''Monitor:''' A decent heavy that has a great ability "true sight" which allows him to ignore stealth, concealment, and camouflage while using his POW 13 gun...here's looking at you Gorman and Eiryss! His melee weapon has decent P+S and sustained attack which means he should be able to lay quite a bit of hurt down when he gets in close. The Monitor synergises with most casters in some way shape or form, but you'll get more use out of him with someone that actively uses his saw instead of his fist: the ability to take down stealthed solos at long range is an ability that Everblight players value for a reason. ====Colossals==== *'''Prime Axiom:''' The angry refrigerator has an impressive stat line with arm 20 and a ton of health boxes. Two P+S 20 claws (with Sustained Attack), two drag harpoons, and a decent secondary weapon in its Accelspiker (POW 11 gun with ROF 2 and Autofire[3]). The drag harpoons will ruin every heavy's day in your opponent's army. If you hit with the harpoon, it does one point of damage, triggering drag...then you can punch the bastard to death with your drill fists! He is expensive but he also poops out <strike>that pile he's sitting on</strike> a servitor of your choice once per activation. This leads to fun times with activating the Prime, moving 5", shooting/ attacking, pooping out a bomb 2" away to have it charge another 9" and blow up on some poor unit that thought it survived the turn...you can also use these free-bots to close charge lanes, heal, or drop flares for the rest of the army. It is also fun when you drag in his key piece and punch it down to having one health box...he rejoices at the near miss...then you spawn the repair servitor to pinch it to death! Enjoy the butt-hurt! More practically, the Axiom has two open fists and those free servitors make great two handed throw fodder. They're shaped like baseballs for a reason. Reach out and touch someone! He <s>is slowish</s> also has the highest innate melee threat range of all Cyriss vectors (Speed 5 + Reach for being a colossal) and can have that further increased by Diffussers, Syntherion, Axis, and Iron mother (first increases charge range, second with Magnetic hold, third with the feat, fourth by increasing drag range). Definitely one of the stronger colossals in the game. **Be mindful though that a lot of the Axiom's threat is in its double Tow Cables: this makes it an unholy terror to anything vulnerable to being dragged, but this colossal is otherwise fairly undergunned compared to its contemporaries (even the Cryxian Kraken has bigger guns than the Axiom), and it's not terribly optimized for taking on infantry hordes, though being able to spawn Reflex servitors on demand does mitigate this somewhat. Build and plan accordingly for those situations where you simply can't yank-and-spank your way to victory. **The extra attack that you get from drag is gained as long as you hit the enemy model and they end the push in your melee range (even if they started there and even if they didn't move). But if you shoot with the harpoon and miss then you will not get the bonus melee and you won't get to buy additional attacks because those are triggered by getting the original bonus attack...so don't miss with that last harpoon!!
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