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===Units=== Unless you're going extremely vector heavy (e.g. Syntherion's tier list), investing in at least one mainline infantry unit generally won't go amiss. At their most basic, your units can be cheap chaff (Obstructors, Reductors) to tie down weapon masters or other enemy infantry that would otherwise be bogging down/hacking apart your vectors while they do their thing, while some like the Clockwork Angels can give you mobile spot removal that you can't get from any other equivalent model in their price bracket. Like most Convergence models their base stats are rather mediocre at first glance, but Flares can make nearly all your units an impressive MAT 8+ and Enigma Foundries can give them staying power out of proportion to their actual numbers. The medium based units (Eradicators, Reciprocators, Perforators) additionally come with variable weapons: at the beginning of the unit's activations you choose one of two available rules for either their melee or ranged weapons, which the unit then uses until its next activation. These modes don't change the unit's role dramatically (Reciprocators will usually still be the best at tanking, and Eradicators will generally be better at punching), but they give you some flexibility from turn to turn. If Convergence units have one notable weakness in particular, it's CMD: while most of your units are constructs (and thus fearless), their slightly below average CMD score limits how far they can spread out. This is mostly an issue for your 10-man small-based units, but remember to keep an eye on your CMD range with units who have a large amount of non-standard or out-of-turn movement like Angels or Eradicators to make sure they don't accidentally derp and wander out of coherency. *'''Clockwork Angels:''' These lovely ladies are Advance Deploying, SPD 7 models in an army that is overwhelmingly SPD 4-5 and not, and so will generally be acting in a skirmisher role. It's probably best to think of this unit as a flying POW 13 gun: their base combat stats are overwhelmingly mediocre (MAT/RAT 6/5, POW 10s on both melee and ranged), but their speed combined with Reform and a high defense against ranged attacks (watch out for AOEs) will allow them to opportunistically CRA snipe valuable support models and generally be a pain in your opponent's ass. They have Brutal Charge on their swords, but this is generally a trap unless you're playing Aurora: keep them at range unless there's nothing left for them to bother shooting at, you have a good chance of killing what you're going to charge, or you need something tied down and are willing to sacrifice your girls to do it. *'''Eradicators:''' The infantry blenders of your medium-based troops, these guys start with two initial POW 12 attacks and Side Step, allowing them to get deep even into the most thinly-spread enemy formations (be careful not to go out of the leader's CMD range, though). Against more dodgy opponents you can use their Accuracy weapon mode for an effective MAT 9, and suddenly you're bitch-slapping Satyxis left and right and even have a decent chance to make contact with Iron Flesh Kayazy. Try not to use this mode if you don't have to, however: without Shields Up they're relatively fragile, since 8 wounds never go as far as you think they should when you're ARM 15. The lack of reach also generally means the unit will be taking charges more often that it leads with them, so models with Repair or an Enigma Foundry to keep the unit topped off generally won't go amiss. *'''Obstructors:''' The most "plain" infantry choice, a 4/6 unit whose primary purpose will be (surprise, surprise) to get in the enemy's way. Shield Wall can give them some durability once they're in a zone or on an objective, but the lack of Set Defense means that they're still vulnerable to enemy chargers. Still, a 10-man unit with reach can make a large part of the table a no-go zone, and CMA Chain Weapons give them a decent bite in a pinch. *'''Optifex Directive:''' The bastard love children of a mechanik unit and a Choir of Menoth. Fewer in number than their Cygnaran/Khadoran counterparts at 3 for 2 points, but come with a higher Repair[8] as standard which means that getting a damaged vector back into the fight is much less of a crapshoot than it is with other factions. In lieu of repairing models in the unit can also give any model in your army with the construct rule Pathfinder and/or Magical Weapons for one turn: the value of Pathfinder should be evident in a faction of SPD 4/5 models who are vulnerable to being bogged down by terrain, and Magical Weapons are particularly useful given that even the majority of Cyriss warcasters lack a single magical weapon. Unless you're going extremely vector light you definitely want at least one unit of these guys to keep everything up and running smoothy. *'''Recipricators:''' When you absolutely, positively need to contest or hold a zone, these are your dudes. 8 boxes, ARM 20 under Shield Wall and Set Defense makes these guys fairly resistant to everything short of mass weapon masters and heavy warjacks/warbeasts, and even those will probably have to spend a couple rounds hacking at them before the unit gets taken out of the fight. Have an Enigma Foundry tag along and enjoy your opponent's rage as he expends so much effort trying to kill one of these things only to have you put one back down the next turn, fully healed and ready to go. Do keep in mind that like many medium-based units they suffer from only having one attack per model, so try to make sure they're not stuck trying to clear their way through a cheapy 10-man unit until they've arrived where you need them to be or have other tools to deal with infantry zergs. *'''Reductors:''' Sprays are pretty good, particularly when they're POW 13 and on a unit that only costs 6 points for 10 dudes. Their short range and lowish (decent for sprays) RAT means they won't be drowning the entire enemy army in BEEEEEEEEEEES with their Swarm Projectors, but their low cost means that you can throw them into fights against most other infantry and count on volume of attacks at a relatively low cost to carry the day (or at least bog down or neuter a superior unit). Because they can spray through friendly models without worrying about hitting them, there are two primary ways to run the unit: **On their own, run the unit in two ranks (or at least so that some models are out of enemy charge ranges but close enough to support the others). The first rank acts as a shield for the second, blocking enemy charges while the second can use sprays to free up any models in the first rank that survive, allowing them to use their sprays and rack up some kills. **Run them behind a dedicated melee/tarpit unit like Obstructors or Reciprocators, freeing them up to continue advancing or tip the odds in their favor. This is particularly handy for Reciprocators or Perforators, since their low number of attacks makes them vulnerable to being swarmed. If you're using the unit in this role decide if you want to go in for the full unit of 10 (making for an impressive, but pricey brick), or if you can get away with the minimum unit and use the extra points elsewhere. *'''Perforators:''' Eradicators are your blenders, Reciprocators are your brick, and Perforators are your somewhat-oddball heavy armor hunters. Each Perforator comes with an Armor Piercing javelin launcher: the base pow of this weapon is laughably low, but halving the armor of medium, large, and huge bases means that you're rarely rolling anything lower than dice - 4 for damage on most unbuffed heavy warjacks. They also have the Assault rule, which allows them to fire their javelins (hopefully using the +2 damage weapon mode), before delivering a charge attack (only POW 12, but still capable of crippling a heavy that's been softened up by the javelins first). These guys are your best non-vector option at taking out heavier targets, but try to get at least one round of shooting in (using the Snipe mode) before charging: these guys run out of steam fast after charging in, since they have the same low number of attacks as Reciprocators as well as the thin armor of Eradicators. **Like all models with Assault, remember that the target of the Assault ranged attack does NOT benefit from the target in melee penalty, even if the Assaulting model does not make it into melee with the target. This means that you can Assault at a target you probably won't reach (say, a warjack tied up by Obstructors) and lob off some shots without having to worry about the attack penalty. Situational (since you still have to follow the general rules for a charge, so no "charging" zero inches and firing), but worth keeping in mind. *'''Transverse Enumerator (UA):''' Not really a unit in and of itself, but listed here because it's a unit attachment that can be attached to '''any''' Convergence unit (bar Directrix and her servitors). 2 points buys you an odd grab bag of abilities, but there are two standouts: the first is a CMD of 9, which allows your clockwork units to spread out a bit further than allowed by their somewhat derpy default of 7, while the second is a minifeat that allows you to reroll all failed attack rolls and skill checks during the unit's activation. This arguably makes the Enumerator strongest on the more offensive Convergence units (Reductors, Eradicators, Perforators), since being able to reroll 2+ attacks per model will go a long way towards upping the unit's killing power on a critical turn (or in the Eradicator's case, enable them to kill reliably without having to drop their bucklers). The UA's personal combat prowess and defensive stats are nothing to write home about, so try and keep him(her?) out of danger until s/he's blown his/her minifeat load.
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