Showing posts with label Theory Thursday. Show all posts
Showing posts with label Theory Thursday. Show all posts

Thursday, 29 December 2016

Bear with me here... Brun & Lug in Cygnar : Part 1 the theory


I picked up Brun & Lug in a Mercenary army I bought and they screamed out to be painted so I figured I would give them a go in some Cygnar lists.

I am aware that they seem to be the least used of the four minion lessor warlocks but I think they have some promise.

So first I will go over what the pair do.

Brun has some decent survivability with his spell Stonehold reducing damage rolls he takes by one die and preventing knockdown.

Lug has the same stats as the Ironclad chassis except his strength which is one higher , though his melee weapons are pow 16 which is a little lower.

Where Lug shines is his control effects, he has both hyper-aggressive, Counter attack and Return.

Hyper-aggressive allows Lug to advance up to 5" directly toward a model that damaged him.
Counter attack allows him to charge a model that ends within 6" of him as long as he is not engaged.
Return lets Lug move up to 5" towards Brun after a charge attack ignoring free strikes (this does work with counter attack which is quite nice)

His animus is bear hands which allows him to either knock down or push 3" a model hit in melee. This works great to trigger another ability he has called "Chain attack: Grab and smash" which allows Lug to do a head-butt or throw if he hits with both his initial melee attacks.

In a good activation he can force for 1 to use his animus then boost to hit his first attack (which will knock down the target) then either use return to walk 5" away or auto hit with his second initial attack which will trigger the chain attack throw which will also auto hit.

So I decided to put Brun & Lug in a list in my pairing and have been using them for the last couple of months.

Haley2
Squire
Dynamo
Thorn
Ragman
Gunmage Captain Adept
Strangewayes
Journeyman Warcaster
Firefly
Lanyssa
Brun & Lug
Storm Lances 

(This list was before the errata so is now 1 point over...) 

Haley2 can protect the pair really well on her feat turn and can extend their threat range up to 4" using Telekinesis.

The plan will be for Lug to charge into a heavy (for free if possible using hunters mark from Lanyssa) use his animus to knock down his target.
Then buy all his attacks and after he is done Brun charges in with flank to get even more attacks on the target then uses bear hands on his last attack to push the heavy 3" away.
Haley then feats and the heavy is now knocked down and pushed out of melee with the pair so can't attack back.

If heavies are bunched up and you can get to attack more than one then all the better. They can also push surviving heavies away from the Storm Lances should they fail to kill their targets.

I think they are worth some effort trying out so for the next while I will be using them.
I don't plan on using them with every caster in Cygnar (that would be crazy) but there are a few that I think have potential such as Siege & Sturgis.

Hopefully I be able to get some batreps up on Youtube soon with Brun & Lug in action!


What do you think of the Bear?


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.

Dragoon

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.

Weapons

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.

Synergies 

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!

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...

Spells

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.


Feat

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.

Battlegroup

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.

Support

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.



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.


Monday, 1 February 2016

Light Jack Problems, gun gone - first hit

I can't talk for anyone else but my light warjacks have a habit of having their gun arms crippled the first hit they take.




I thought I would have a think about what each of our ranged light jacks have to offer once the inevitable happens and they get crippled.


Charger

If it is in a battlegroup then it can spend focus to boost to get back to two dice with its powerful attack ability so it can still have a decent damage output even when crippled.

Firefly

The firefly's gun is pretty good, its main use to me is the lightning generator which can be used to bypass high defence, stealth or things that prevent attacks. (As the leaps aren't attacks)
Best thing to do when its gun is crippled is to forfeit movement to aim and shoot one of your own models in the back to arc the leaps where you need them. (Remember not to shoot something immune to electric though as it won't leap from them.)
It's also easy enough to hit most heavies in the game aiming even with only one dice.
Also good to remember that even though the gun generates the leaps, it is not considered to create the damage and does not suffer the effects of the crippled system.

It also still has the ability to help out with electrical damage via Ionisation even when it only has one box left, as it is not tied to any systems.

Grenadier

Even with its gun crippled it can still benefit from manual reload ability and get 3 shots if needed. Its main targets are low arm infantry but with one dice for damage you will likely to struggle to break armour with pow 6 blasts. I like to use Grenadiers jack marshaled to gunmages so with runeshots you can use Thunderbolt for its push effects. Even if they don't kill a model once crippled you still have the utility of the push on 3 aoe's. Great for clearing zones or pushing models out of shieldwall for other models to kill.

Hunter

These are the jack I most often have crippled guns on a first hit. Again I often have these marshaled to gunmages for the rune shots. Luckily it has a high base RAT so it can often still hit its main target heavies even with one dice especially when aiming. You can then use your jack marshal boost for damage.
If its on your Caster or a Jr just aiming or using other effects to mitigate rolling one dice to hit (like flare from the GMCA or Guided fire from Sloan) will be enough to let it hit most heavies letting you just boost damage with its power up focus.

Minuteman

With two guns it's not often you will have to deal with a completely crippled Minuteman. They tend to be fire and forget missiles, and mainly go from fully healthy to destroyed in one turn. Flak field isn't tied to an arm system so would still work even when the Minuteman has only 1 box left.

Sentinel

Its gun is not its main selling point really. It can aim and try to hit I guess... I have never had much use out of its shooting, but it's not why I take one. For me they are for shieldguards, holding zones or slambots.


Ace

With his high RAT and good likelihood of having other hit buffing models like Rangers in Gravediggers or GMCA in Sons of the Tempest being in the list he can use the Runeshot types even with a crippled Gun arm. Allowing him to use thunderbolt to push a model out of a zone, make a model not count for LOS with shadow fire or hit a low DEF heavy to kill a nearby model with Trick shot (which would roll 2 dice damage as like eleap its not counted as a ranged attack damage roll)
 


I guess you could use these guys in a pinch?

(Not that many people use them...)

What do you do with your jacks once they are crippled?


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See you all next time!

Thursday, 1 January 2015

Theory Thursday: Disrupting a Charge

{This article is based on mk2 rules}

This is a nice little trick you can pull off to stop a charge from being as effective or stop a spell assassination that's using an arc node.

With pNemo as your warcaster he has access to the spell Disruption field which gives a friendly warjack +2 Strength and its melee weapons gain disruption. 



Cast the spell on the Character Warjack Ol' Rowdy then keep him about six inches or less from something you think is likely to recieve a charge from a warjack.



When the enemy Warjack charges and finishes its movement within 6" of Ol' Rowdy you can then counter charge and if you hit you disrupt the Warjack which causes it to lose its focus and be unable to be allocated any next turn or be able to arc spells.

With Mat 8 Rowdy is likely to hit most Warjacks in the game, and a pow 20 is not to be sniffed at.

Its unlikely to trick someone more than once, but unless they have something to run to engage Rowdy (which stops you from counter charging) or blocking a charge lane you should be able to achieve the disruption.

If you keep Rowdy towards you back lines near Nemo it would be less likely for the other player to be able stop this from working.

Thursday, 18 December 2014

Theory Thursday: Closing Legions eyes...

{This article is based on mk2 rules}

In the last Theory Thursday I went over eCaine's threat range and I mentioned I often use him as my anti Hordes list. Using two of the Solo's I mentioned in that post that I like to run with him anyway you can try to tip the scales in your favour against Legion of Everblight.

(Image stolen from somewhere on the internets)





Lanyssa has an action called Winter Storm which makes enemy models that start in her command range lose Eyeless sight, flight and pathfinder during their activations.
Her command is 9 so that's a fair chunk of the board.

But we can do better than that













If you put Madelyn in base to base with her Advisor gives Lanyssa +1 command giving winter storm a 10" bubble around the pair.

The problem lies with keeping them alive, because as soon as Lanyssa dies the effect drops and won't effect further activations.

Lanyssa has Prowl so putting her in concealment will give her Stealth which will protect her but Madelyn will still be a target and Legion has a fair amount of ranged attacks with aoes. And with the low armour of the pair boosted blast damage will kill them.

Madelyn can palm off ranged attacks to warrior models within 2" but again not great if those are aoes

So how to protect them? A Trencher smoke wall would block line of sight completely to the pair and be fairly safe itself from shooting from anything now missing eyeless sight. If terrain on the board is in your favour simply being behind a forest will be enough.

Be aware that any warbeasts starting their activations outside of winter storm will not be affected even if they move into it, so its best to only try this if you can catch all of them in the effect.

Tricky to set up, and doubtful to get someone twice, but might just pull the wool over their eyes...

Thursday, 4 December 2014

Theory Thursday: eCaine's threat range

{This article is based on mk2 rules}

I'm going to start this by saying I love eCaine. The Han Solo of Warmachine is just so good.
But how far away does the other player have to keep their caster?
Quick note that I am aware that this will not be "news" to veteran players, but I have met a lot of players that aren't fully aware of what is possible.



With speed 7 and range 12" guns Caine has a walking threat of 19" but we can extend that with a little effort.

eCaine is often my anti Hordes caster so adding Lanyssa to his army is a nice addition. She has an ability called Hunter's Mark which gives friendly models +2 movement when charging an enemy model hit with it.

Madelyn Corbeau is another solo that can extend the threat range, If an enemy model is in her command range she allows a model to make a 3" advance in the control phase.

If you manage to get both of these solos to do their jobs you can then have Caine charge an enemy 15" away from where he started that turn.
If he kills that model he can then shoot 12" further giving a total threat range of 27" which doesn't have to all be in a straight line.

Alternatively if line of sight to your target (read caster..) is blocked he can charge as before and then cast Gatecrasher to be placed completely within 8" for a threat of 23" which doesn't need line of sight to your target. It is an all of nothing move though, if you fail to assassinate you will likely lose the game.

Simply put Caine's threat range is bonkers,

What crazy caster kills have you managed with Caine? Let me know below the furthest you have reached!

Thursday, 20 November 2014

Theory Thursday: Pow 20 Stormsmiths?

{This article is based on mk2 rules}

Pow 20 Stormsmiths???


I'm a big fan of Stormsmiths, most Cygnar players are but how filthy can they be?

I was writing my eNemo tier 4 list and I got thinking about them.
eNemo gives them elite cadre making the skill check easier and the damage two higher
The Sliverline Stormguard give +2 damage to electrical damage rolls making 

So I started thinking just how high can I make the damage?
Obviously nearly all the damage buffs Cygnar has access to are not allowed in tier lists so this would have to be in a normal list.

I know this would be very hard to set up but awesome if it did happen.

Silverline +2 to electrical damage
Ayana +2 damage rolls
Ragman -2 Arm in death field
Gorman -2 Arm to Warjacks

Giving you +8 against warjacks 6 if not a jack for pow 20 and 18 respectively.
The best order to set this up is to have Ayana and Gorman start as they would prefer the target not to be engaged.

Alternatively you can swap eNemo for Nemo3 for 2 less pow but boosted damage on his feat turn. Though the skill check is slightly harder.

Mix things like a Stormwall (for the pods) and Firefly warjacks to make triangulations easier to set up for some crazy times!

Thoughts? I am very aware this would be a very strange list using all the damage buffs in one list, but this is just for theory...

Thursday, 6 November 2014

Theory Thursday: Shooting Top of Turn one with Trenchers

{This article is based on mk2 rules}

I'm aware that Trenchers are not universally liked by Cygnar players, but I really like how they look and enjoy that lots of people don't realise what they are capable of.


It can catch an unsuspecting opponent off guard to shoot at their army on Turn one with you going first!

With a 7" Deployment zone when going first the Trenchers will be 13" in due to Advance deploy. 

Before the Trenchers activate you must first have your Warcaster cast snipe on them, this tactic does limit you to the warcasters pCaine, pStryker and Sturgis.

Next have Maxwell Finn use Desperate pace on the for +2 Movement.

The Trenchers can now use an Assault order for move forward 11" and fail to reach their charge targets, but still get to take their assault shots which should reach 38" across the board and be exactly your opponents deployment line.

Obviously this will not work if they even deploy 1/2" back from their deployment line, but I have found that most players tend to deploy as far forward as they can.

The other consideration is that each trencher must be exactly opposite their intended target as the threat distance on this is precise.

Your opponents Advance deploy are much easier to reach, but advance deploy troops often have better defensive stats or abilities such as stealth.

Each caster brings something a little different to them.
  • pCaine can give them deadeye greatly improving their chances of hitting, and the next turn he can give them Blur pushing their DEF up to 20 when Dug in!

  • pStryker can't do much to help them hit on that first turn, but in later turns can offer them Blur or Arcane Shield pop his feat with this for ARM 21 Trenchers! Probably not the best use for it though...  Earthquake is his best way to improve the effectiveness of their shooting later in the game.

  • Sturgis doesn't offer Trenchers outside snipe, he has Arcane shield but its not great with Trenchers.


Other army options that can help out with this tactic.

Viktor Pendrake can use Beast Lore to give Boosted attack rolls when shooting at Warbeasts.

Aiyana can use Lurynsar's touch to give them magical weapons, this will allow you to take out some of those annoying incorporeal models early.

Runewood or the Piper can give out Pathfinder so you get your distance should there be rough terrain in the way.

Hope you found this interesting, leave your thoughts down below!

Thursday, 30 October 2014

Theory Thursday: Cygnar Avenger Warjack

{This article is based on mk2 rules}

A new type of post I figured I would try out.



I will start my first Theory Thursday with one of my favourite heavy warjacks, the Avenger.

The best thing about it in my mind is the Seismic Cannon, which on a direct hit on an enemy model knocks down everything in the 4" AOE.
The problem lies with its RAT of 4... but there are ways around this, I typically marshal the Avenger to Gun mages to get use out of their great Rune shots. 

I'll breifly cover those shot types and how I think they are with the avenger

  • Critical Brutal is not great on a AOE attack as it only effect models directly hit, so has no effect on the blast damage and as a crit effect its unlikely anyway.
  • Thunderbolt is only worth doing if you are shooting at shield wall troops (push them out of formation then roll the damage to get around that armour bonus) or you are trying to get models out of a zone.
  • Snipe is the best for this Warjack, gets the range up to a more respectable 14" (which often means you can aim to mitigate the poor RAT)


I tend to use the Avenger to deny ground to my opponent rather than get kills. At POW 14 its ok but I mainly end up using the Jack marshal bonus to boost to hit. If it kills something that's great, but I would always rather hit and knock things down than miss because I wanted to boost damage. 

I was idly reading the its card the other day and something twigged for me. The knock down only triggers on a direct hit on a enemy model, and playing steamroller scenarios as most players do I remembered that the objectives you often get are classed as enemy models.

Also I have found that a lot of player will use these objectives to hide their Warcaster. So it can be a nice way to knock down their caster and you only have to roll a 3 to hit an objective! 

The Avenger also has great synergy with the Trencher Master Gunner, who can give it Artillerist to give it +2 to ranged attack rolls and a reroll on distance and or deviation.
Or he can give it Close Fire to allow it to fire into troops that have run to engage your Gun Mages. Using Thunderbolt in this situation helps as it can push them clear out of combat even if they survive the shot itself.

A great Jack for clearing line of sight for either Caines, Siege or Sloan to assassinate.
An odd trick you can do with it when its in Sloans battlegroup is to run with the Avenger in its activation, and then when Sloan activates have her Feat and shoot to trigger a feat shot for the Avenger who is now further up the field and perhaps has now got a better line of sight. 

It can also be very mean to run it on Gun Mages with eHaley as your Warcaster, cast Temporal Acceleration on it to knock down even more of their army!

Appologies if this is all super obvious or you all already knew this, I just want to try something new and get some of my ideas out there. 
Please let me know your thoughts in the comments and let me know if you want more of these or not!