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====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.
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