Thursday, 1 December 2016

Theory Thursday: Major Katherine Laddermore

As requested by the Cygnar facebook group!

Laddermore is a Dragoon cavalry solo. While mounted on her horse she has the exact same defensive stats as a Storm Lance. Her Mat and Rat are one higher than Storm Lances being 8 and 6 respectively.


When she is dismounted her armour drops by two and she loses the Electrocharger special rule which give Storm Lances +2 Rat and Pow on their ranged attacks while in her command area.
When she is dismounted you place her on foot model anywhere within the area her large base was.
You can try to deny further attacks on her by choosing where you place her well.


Her weapons are similar to Lances too, though her ranged attack has 2 more pow. Also instead of the e-leap special rule that Storm Lances have on both their ranged and melee attacks she has the Lightning generator special rule instead.

Lightning generator her attacks make d3 leaps with the leaps jumping to the nearest model that hasn't already been effected within 4" of the last model. The big difference here is that its not optional.
E-leap states that you "can" have the leap happen, Lit. Gen. just states that it just happens.
So be careful with the placement of your low armour models that are not immune to electricity.   

With assault she can get two attacks per turn that each generate d3 leaps. Combined with her impact attacks she can mulch infantry. 
The limiting factor comes from the fact that if her assault shot hits its likely to kill then the leaps are likely to kill any potential target for her to swap her melee attack too now her charge target is dead.
(I know first world problems huh?)

An ideal target for her attacks is a model tough enough to take her assault shot and her melee attack to kill, allowing her to get use out of both of the d3 leaps.

You can also use her to free up your heavy warjacks or Storm knights by having her shoot the models engaging them. Always try to shoot the enemy models if you can get line of sight to them, even though their defence will be higher due to being engaged you might get lucky and hit. And if you miss you get to roll to hit on your own model anyway which will still generate the d3 leaps so you effectively get two chances to hit.

Use in battle

In early turns the best use for her is to advance up to 8" and shoot 8" then reposition 3" to a position to safety or to a place that gives her the range to buff your Storm Lances.

Its best to keep her back and alive until later in the game if at all possible.

To make positioning her and the Storm Lances she buffs you can have a Stormblade Captain nearby to allow them to see and move though each other. 
This lets you move Laddermore out in front to attack and get in position to buff the Lances, then they charge though her also blocking line of sight to her when they are done keeping her safe.

Its worth noting that she can be used to activate a Stormclads accumulator, giving it a point of focus.


Firefly for its +2 to electrical damage, works well with the Storm Lances too.

Silverline stormguard can buff the electrical damage by another +2

 Stormblade Captain for the above mentioned moving through other Storm knight tech.

Nemo3 makes her ranged attack and eleaps gain an additional die on his feat turn.

Stryker2 will make her generate another d3 leaps with her attack on his feat turn.

Stryker3 makes her hit like a truck on his feat turn. An additional die of damage on both her impact attacks and charge both of which with automatically hit.

Haley2 can cast temporal acceleration on her to allow her to shoot twice and move an extra 2". Useful if you need to clear out a unit of infantry.

As a solo she is not the best use for spells like arcane shield or blur as you will get more use out of them by putting them on the Storm Lances you will normally bring along with her. (You are bringing Storm Lances right??) Spells like bullet dodger though can be great with her, pushing her defence up to a level that makes her much more likely to survive an attack.

Here is my painted Laddermore. Overall its nice to be able to put her on the table now in mk3 without feeling like she doesn't pull her weight as she was not that great in mk2. I hope you get a lot of use out of yours, I have been loving using mine!

What are your thoughts on her? Was there anything you think I missed? Let me know in a comment below!

Tuesday, 29 November 2016

Making terrain on a budget: Trenches

I finished up my trench terrain pieces.

I had cut out the bits of mdf board (which is from the bottom of an old set of draws). I had cut out the templates towards the end of mk2 as they where a tier list benefit for one of the old mk2 Cygnar theme lists.

They where quite simple to make I just glued on bits of coffee stirrers and then glued on sand, it was then ready to paint.

I wanted to try some built up sides to make the terrain more 3D but still be playable.
I used polyfiller and slowly built it up in layers so that it would dry thoroughly.
I added wooden boards and sand bags to build up the trench walls.  

The barrels from Renedra come in two halves, I used one half of one to add some detail to the trench

The idea is that if the slopped sides of the trench ever start to impede play they can be removed easily.

I decided to paint the joining parts black, I wasn't 100% sure on this but it looks ok.

So what do you think of my trench? I have only made the side bits for one of the four trenches. In a normal game I doubt the board would have more than one trench often enough to make it worthwhile to make side bits for all of them. Unless PP decide to make a theme list with trenches the others will be only used in thematic style games.

Tuesday, 22 November 2016

Brun and Lug Painted

I got hold of Brun & Lug as part of buying a bunch of mercs they just cried out to be painted the models look so cool

Brun was quite easy to paint up but has some really nice details that really make the model.
You can't really see his eyes that well as his hat rides so low on his head, but I gave him the same glowing blue eyes I give all magic users.

The bear skin he wears as a cloak really took well to the wash I used, I'm really happy with the end result.

Lug was a blast to paint, I wanted to keep him fairly simple looking. I didn't want his armour to look too flashy

Overall I'm really happy with how they turned out.
It is a little odd to me to realise but this is the first time I have ever painted a Warlock or Warbeast! Over 1000 points of painted PP models and these are my first ones...

What do you think of my Brun and Lug? They are now in a list in my pairing for a while at least.

Thursday, 17 November 2016

Theory Thursday: Captain Edward Dominic Darius

Now mk3 has been out for a while I wanted to restart my Theory posts so I asked on the Cygnar Facebook group what I should write about and they chose Darius

Stats & Weapons

Speed 5: Slow for a cygnar caster but fast enough to keep up with heavy jacks
Mat 6: Not the best but there are ways around this
Rat 5: Low rat for a Cygnar caster but this is offset by his gun having aoe 4
Def 13: The lowest def in the faction 
Arm 18: Highest arm in the faction
22 Health boxes!!!
Focus 6: Standard focus stat...


Arcantrik bolt: Pretty standard attack spell that makes warjacks stationary if it damages them.
I always like to bring an arc node with Darius to make better use of his Jackhammer spell, so it can be useful to cast on a Warjack using Arcane secrets from Sylys for an additional die on the attack and damage roll (drop the lowest die). This should mean you don't have to boost to hit, and that a boosted damage roll will likely do damage to most Warjacks in the game.

Fortify: Gives a warjack in his battle group +2 arm and can't be knocked down, pushed or moved with a slam and friendly models b2b gain these benefits too (except the +2 arm)
This allows his battlegroup to avoid all the drag effects like Legions Hell mouth unit, Wormwoods Hellmouth spell and Merc's Galleon ranged attack.

Full Throttle: Warjacks in his battlegroup can run, charge, or make slam or trample power attacks for free and gain boosted melee attack rolls.
Not a spell to use every turn but it can be very handy

Jackhammer: Warjack in his battlegroup immediately makes a melee attack
This spell has so many applications its amazing. From clearing out a Jack thats engaged so it can charge something else, to extending threat by having a Jack run and then make attacks using Jackhammer.

Refuge: FF model that hits with an attack gets to move at the end of its activation
Great to either back up or move up further after a model attacks. It can be used in combination with Jackhammer to good effect, for example a Stormclad with Refuge charges something moving 8" hits it then Refuge allows it to move another 5". This lets the Stormclad attack something 15" away from where it started including its 2" melee range.


Fully repair FF warjacks b2b with darius and his half jacks. To get good use out of this feat you need to keep a halfjack or two alive. Best way is to premeasure and put one 12" back from a Warjack you expect to want to repair.
The feat is completely shut down by grievous wounds (which stops damage from being removed from a model) its important to know what in the other players army has this ability and either keep your heavies out of its threat or kill it first. Alten Ashley is enemy number one...

Half jacks

Darius starts the game with 3 halfjacks they have mediocre stats and no weapons but thats not their game plan!
During a normal turn they can either repair a single damage point, turn into a mine marker or run to position for the next turn.
A great use for the mines (which can be detonated in your maintenance phase for aoe 4" pow 14 blast damage) is to put them near flags or in zones.
Being speed 6 they are fast enough to run up and be in range to turn into a mine near a central flag on the second turn. Although they don't contest as a mine they can be a great deterrent just be aware of models that are immune to blast damage...
They are also great for running to contest flags and zones!
Don't forget Darius can make a new one each turn if he has less than three in play, I keep the ones that aren't near his spent focus pile I keep on his card to remind me to use them.


Darius tends to like Jacks that can survive long enough to be repaired. 
Centurions are great as is a Stormwall
Gallants Purgation ability (additional die on attack & damage rolls if the target has an upkeep on them) is great in combination with Jackhammer.
Sentinel the cheap little shield guard jack is ideal for catching gun shots that would ruin someone elses day. Be it Eiryss's disruption shot, Alten Ashleys grievous wounds or Gormans Rust or Black oil.
Stormclads are great for the 2" melee range combined with eleap on the blade meaning Jackhammer can be used to great effect to clear infantry that ran to engage.

Arc node! Darius loves to have an arc node to be able to cast Jackhammer without being very close to the front lines. Without a doubt take Thorn with Darius. Just do it. I have yet to try Hurricane (I'm not so keen on proxies) but it might see play with Darius in the future.


A Journeyman warcaster is a great addition to his army to make it much more likely a Warjack will survive to be fixed with the feat. I like the Jr to run the lists Sentinel now they have to bring a Jack along.

For Warcaster attachment I personally prefer Sylys for both the free upkeep (Fortify normally), the arcane secrets buff for Arcntrik bolt and Spiritual conduit to increase the range of Jackhammers that arne't cast through an arc node. (Thorn can't be everywhere!) 

If you aren't using Gallant then Ragman should be tagging along he works so well with the 2" melee range heavies that Darius likes so much. Major Gibbs can increase the range in which Ragman can apply his abilities, I have yet to use him so I'm not sure if he is strictly worth it in a slower moving army Darius normally plays.

Strangewayes is a good addition, both in helping fuel warjacks or doing spot repairs that don't warrant using Darius's feat. Magic weapons is nice to have too.

Lanyssa both increases your warjacks threat range by 2" and lets them charge for free. Just having her around puts the other player in a tough spot if you are running Centurions as they can't charge you but struggle to stay out of your threat.

Gunmage Captain Adept he does a lot for Darius's army, whether its killing solos like Eiryss and Alten Ashley or using his Flare shot type to make it easier for the armies warjacks to hit their targets both in their activations or with Jackhammer

Jackhammer assassination

This will catch a few people off guard due to the many ways it can be applied. You can have the jack you wish to use charge, run or trample into position spend all its focus on attacks then have Thorn get within 6" of the Warjack and have Darius Jackhammer away!
It can be worth casting Full throttle if the Caster you are trying to kill has high defence the boosted attack rolls part of the spell applies to these out of activation attacks.

Here is an example for you from a recent game

This is a Asphyxious1 list that uses elements of its army to make a cloud wall.

My Centurions can't charge his heavies (Malice, DeathJack and Snapjaw) but he can't charge me either.

After a turn or so of dancing around each others threat ranges he puts Malice on the flag on the left allowing me to charge in a Centurion (for free using Lanyssa) it pays for Polarity field to keep it safe from DeathJack.

Cryx get sick of my shit and move forward out but still using the clouds to stop my right hand Centurion from charging or walking in to attack. (The left Centurion is Shadow bound and Blinded to make it cost far to much to use it in any meaningful way)

I measure it out and can get Ragman in a spot behind the Centurion if it runs into the cloud. Thorn can move up behind and allow Darius to Jackhammer.

After I put it altogether with the help of my opponent to make sure it is all legit the Centurion needs 7's to hit under Starcrossed so Darius casts Full throttle (I'm now rolling 4 dice drop the highest one) at pow 20 it only takes a couple of swings to give Gaspy another dirt nap.

Flying Warjacks...

*Disclaimer... this is likely to either not work or be very different in January due to the errata
One of the things that the spell Fortify does is prevent knockdown. (The Warjack in question would still need to sacrifice either movement or action if it activates after being thrown) 
So you can have it thrown to increase the threat on the Jackhammer assassination.
There are two ways, 1: less threat range more attacks and 2: longer threat range less attacks.

1. The Warjack with Fortify gets thrown once or twice towards the enemy caster then it makes its initial attacks and two bought attacks using focus (one from power up the other from strangewayes) then Darius can Jackhammer up to 7 times (if you bring the Squire for the extra focus, not that I use it with him)

2. The Warjack in question runs before it then gets thrown once or twice then Darius Jackhammers 6-7 times.

Throwing models: You have few choices in Cygnar for models with double handed throws (its much better to rely on the two dice you get for the strength check than risk one handed throws)
Stormwall or Hurricane can both throw a heavy with ease but are much more likely to damage it on during the process.
Cyclone is quite cheap at strength 11 it will throw 5.5" to ensure you succeed its worth boosting the throw attack roll so either give it a focus from strangewayes or have it in the Jr's battle group. 
Lug strength 12 and a separate source so its not using resources from Darius so you can afford to boost the roll.
Brine is the choice for the second throw should you wish to throw the Fortified Jack twice, this is because you can have Rorsh can use Diversonary tactics to move Brine 5" out of activation then brine moves another 5" and has 1" melee range to do the throw with.

As stated before though this is likely to be not possible soon but I thought it was worth including for comedy value at the very least!

I hope you found this informative, if you have any corrections on any mistakes I made or suggestions for things I missed drop a comment below.

Wednesday, 16 November 2016

Darius Converted and Painted

Captain Edward Dominic Darius is done!

I really didn't like the stumpy look the of the model so I set about converting him.

Taking inspiration from Lack0fbettername's version I found on the PP forums (his thread can be found here) I cut out the lower parts of the legs with the intention to extend them

I picked a few different thickness of plastic tubing and some brass rods.

I used a pipe cutter to keep the cuts straight and even, you can pick these up really cheap. I got mine for about £1 on ebay

I drilled holes into the feet and upper leg which I used to keep the plastic tubes lined up as I wanted them with paper clip going into the drilled holes.

I then took the widest tube I had and cut it in half down its length and put it round the front to look like an armour plate.
Then I added the brass rods to connect to the back of the feet, I added a small section plastic pipe to the top of the brass rod to make it look more like a piston.

The original crane looks awful it had to go... I replaced it with the crane looking part from a 40k ork truck's wrecking ball. I pinned the original cranes grabbing claw to the chain. 

Darius is armed with the same hammer the Ironclad Warjack has, yet his is wimpy and small in comparison. Easy swap here, I just used the hammer I had in my bits box from years ago when I turned a battlebox Ironclad into Gallant.

I also extended the barrel of his cannon, I did this using the top of a smoke stack from an old metal Centurion. I hated the weird looking star shape barrel it had before.
(That old metal centurion has given parts to so many of my conversions!) 

With him converted I set about painting him!

I put the mine markers on 25mm bases, they are just markers so they don't have to be on a base but this will make them easier to keep safe.

Half jacks are so cute! Crazy little guys can't help getting shot off the board though!

I kept Darius's paint scheme utilitarian to match how I imagine him as a character. Not interested in flashy paint jobs for his armour, he just wants it to work well. 

I painted his wrench red for two reasons, first to add some colour and second to make it look like the one in Bioshock.
"Would you kindly repair all the Warjacks..."

He was quite quick to paint up and I'm really happy with the conversion and am finding him a blast to play!

What do you think of my conversion and paint job?

Monday, 14 November 2016

Evening Rumble tournament

 My local PG ran an evening rumble tournament which was 35 points single list.

Not knowing what I would be up against I decided to use Sloan

Gunmage Captain Adept
Maxwell Finn
Trenchers (min)

Round 1 I am up against Denny1. He sprays through the cloud wall to kill the GMCA (to remove shadow fire) and bricks up Denny behind her jacks.
But its not enough and Sloan and 2 hunters get los to her and they shoot her down.

Round 2 and its the Coven, who choose to go second and force me to stay back. They run up and feat denying me doing anything meaningful. The next turn the raiders are jamming up my whole army and I end up losing on scenario.

Round 3 I get another go against the coven again though the list is slightly different. This time I manage to stall out better and shoot down the coven a few turns in.

I ended up second overall, everyone thoroughly enjoyed the format as a great change of pace.
We are looking at running it every month or so but with an added rule that the winner can't use the caster they won with at the next tournament.

If you haven't played rumble before I recommend you give it a try its a really fast paced way to play.
The smaller area of play leads to the armies engaging on the bottom of turn 1, top of 2 if player 1 holds back so fast paced armies are suited well to the format. 
I look forward to seeing how the next one turns out, though I will likely try a different Caster and list.