Brickhouse

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Cygnar Character Heavy Warjack

With its advanced armament and heavily armored hull, Major Beth Maddox’s personal warjack Brickhouse is a veritable wall of steel. While capable of enduring sustained assaults and holding vital battlefield positions, the warjack is just as eager to wade into enemy ranks to crush opposing warjacks with blows from its devastating power maul. No matter the situation, this bulwark of Cygnaran engineering is a welcome sight to its allies.

Basic Info[edit]

Brickhouse
Brickhouse.jpg
SPD 4
STR 12
MAT 8
RAT 5
DEF 11
ARM 19
HP 30
Cost 18
See also How to Read the statblock

Weapons[edit]

  • Power Maul - 2" reach, P+S 18 melee weapon.
    • Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.
  • Magno Fist - 1" reach, P+S 15 melee weapon.

Abilities[edit]

  • Immunity: Electricity - This model is not damaged by electric weapons, and is ignored when determining lightning arcs.
  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.
  • Force Hold - Enemy models beginning an advance within 2" of Brickhouse can't move except to change facing. Brickhouse loses this ability while his Magno Fist is crippled.
  • Carapace - This model gains +4 ARM vs. ranged attacks and free strikes.
  • Bond: (Maddox) - If this model begins the game in Maddox's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Maddox and in their CTRL range, Retaliatory Strike. (Retaliatory Strike - Once per turn when an enemy hits this model in melee, it can hit back. Once.)

Thoughts on Brickhouse[edit]

Brickhouse in a nutshell[edit]

Brickhouse is an interesting breed of warjacks. Its main chassis is on a Hammersmith class, with the respective SPD, DEF and ARM, while its charge range and actual hitting power is on par with the Ironclad. It costs 50% more than any of these two, for which it brings two things to the table:

  • A Carapace that makes it a tough nut to crack with shooting. Almost the same level of ARM can be achieved by the readily available Arcane Shield too, but this one is unaffected by upkeep removal, and won't be neutralized by Blessed weaponry. On the flip side, it won't protect you from melee attacks, which are not free strikes.
  • The Force Hold that can shut down enemy movement. It is almost completely a passive ability, working even if Brickhouse is knocked down, stationary, or the enemy is in its back arc. Hilarious against huge based targets too; even though a Colossal can't be made stationary, this one will shut down its movement, until the enemy deals with it.

Cygnar is not short on capable melee warjacks, and despite its seemingly ubiquitous specialties Brickhouse is a niche choice. It requires careful positioning to make the most out of it (or at least, more than you'd bring out from other, same-costed jacks). It also has immunity to electricity-based attacks, making it an ideal starting point for electro-leap shenanigans.

Combos & Synergies[edit]

Speed is everything, and Brickhouse has glaring weakness in this aspect. Look for casters who can fix it.

  • Maddox - Probably your #1 target for Assail. Upkeeping Onslaught will also help it to deal with rough terrain. Retaliatory Strike with a fairly high MAT can potentially slam away a charging opponent on a critical hit, meaning they will only get one attack.

It locks you out of theme forces if not bonded to Maddox, so most of the time the loss of free models rarely worth its inclusion. If playing deliberately off-theme, look for the following casters:

  • Haley 2 - Temporal Acceleration fixes speed issues, and TK offers a whole lot of fun with Force Lock.
  • Nemo 1 - Universal jack tuner, plus with a Journeyman you can stack Deceleration, Carapace and Arcane Shield for a total of ARM 28 against shooting.
  • Nemo2 - Abuse Polarity Shield and Force Lock to ensure that the enemy will only reach you if you want. Or put on Fail Safe, and enjoy the Force Lock until Barickhouse is destroyed.
  • Stryker 3 - Speed up with Escort and either deliver an auto-hitting punch under his feat, or get more chance to trigger Smite with Iron Aggression.
  • Anyone that can push or pull opponents into his magno-lock range, like Sturgis or Arcane Tempest Gun Mages
  • Kraye - Beside the obvious movement buffs (feat, Iron Horse and Horsepower) the boosted charge attacks allow Crit Smite to happen all the more often. With the following reposition you can advance towards the slammed model to reapply Force Hold. He also has some hilarious (or infuriating) interactions with Force Lock - see Tips &Tricks.
  • Anyone with Repair ability. If the right arm is crippled, Critical Smite won't happen from Retaliatory Strike. If the left arm is crippled, Force Lock will cease to work.

Being already hard to damage with ranged attacks it can be quite annoying if you stack ARM buffs upon it. A Journeyman Warcaster's Arcane Shield is self-evident, but few does that better, than Stryker1.

Drawbacks & Downsides[edit]

  • Inherited weakness of its chassis, namely rock-bottom speed and DEF.
  • Considering its raw combat potential it barely hits harder than an Ironclad while costing 6 pts more
  • More sensitive for system damage than its peers, especially on its arms. Beware with Grievous Wounds, as they need only to hit to counter repairs.
  • Can easily become redundant:
    • Ironclad also has a very good critical effect on its main weapon, and with its superior speed it can run faster. The Tremor special attack often has more utility than Force Hold.
    • Hammersmith can also Smite the enemy - though with a chain attack. It depends on the target, which one happens with greater reliability, but if Smite triggers, it can follow the target, while Brickhouse will remain where it was.
    • Ol'Rowdy offers default Retaliatory Strike, all the offensive output of the Ironclad and the ever-useful Counter-Charge, with excellent FOCUS efficiency thanks to Aggressive. All that for the very same point cost.

Tricks & Tips[edit]

  • Force Lock is incredibly useful to keep your models in place, if they fall under the enemy's control with spells/abilities, most notably form Domination or Seduction. They can still turn around and attack, but can't advance (and will be in melee with you, if this happens in your front arc).
  • Brickhouse is a strong deterrent - with Carapace the enemy will rarely bother shooting (and it often means that they'll shoot something else instead).
  • Stop Brickhouse 1.5" away from an enemy with only 1" melee weapons and they will be utterly impotent. Watch out for weapons with Lunge or Chain Strike though.
  • Outside of beating Brickhouse to scrap, there are numerous ways to bypass Force Lock. Most common are placement effect (Apparition, Telekinesis, Slipstream), but pushing/pulling (at worst, slamming) shots and blows are also not out of consideration.
  • If an Apparition-capable model is in B2B with you, it cannot place itself out of your Force Lock range with Apparition, as it still will be exactly 2" away from you.
  • The Kraye-Force Lock interactions:
    • Damage from Lock the Target will counter placement, pulling out the fangs of the above listed placing tricks.
    • Admonition is usually not advised against charging models with Counter Charge, as they can charge you again due to the advance from Admonition. Not in this case though, if you remain within 2" after the Admonition move. As they start the advance part of their Counter Charge in your Force Lock range, they can't move from their spot. Do this trick only against enemies who don't have 2" melee range.

Other[edit]

Trivia[edit]

Theme Forces[edit]

When taken in Maddox's battlegroup, Brickhouse may be taken in:

Themes for any-and-all bonded warjacks (Edit)

When taken in someone else's battlegroup, Brickhouse cannot be taken in a Theme Force.

Other Cygnar models[edit]

CygnarLogo.jpg
(Edit)
Battlegroups
Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
C
Y
G
N
A
R
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
     
Units, Solos, & Battle Engines
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Runewood - Strangewayes - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
 
Theme Forces
Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Merc cygnar.jpg

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
C
Y
G
N
A
R
M
E
R
C
E
N
A
R
I
E
S
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
     
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler


Rules Clarifications[edit]

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • See the Throw article for a recap of the core Throw rules.
  • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
  • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
  • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
  • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.

Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • See also the clarifications on being slammed


Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Electricity - None yet. (Edit)

Rules Clarification : Shadow Bind and/or Force Hold and/or Force Lock and/or Quagmire     (Edit)

  • Models affected by Shadow Bind/Force Hold may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
  • Models may still be placed, so abilities like Apparition will still work.
  • The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
  • Shadow Bind only. If you manage to free strike a charging warjack and Shadow Bind it, their charge continues (an effect which prevents charging isn't retroactive if applied after the charge has already been declared).

Rules Clarification : Carapace - None yet. (Edit)

Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • Exception: Battlegroup Controllers and Lesser Warlocks cannot take their bonded warjacks/warbeasts in theme forces (eg Kharybdis with Aiakos1) because BC & LW are specifically not warcasters/warlocks. (Infernal Ruling)

Rules Clarification : Retaliatory Strike      (Edit)

  • "Basic melee attack" also includes Mount Attacks. Refer to the definition of 'Basic Attack' in the rulebook.
  • You can't make Retaliatory Strikes vs free strikes, because the free striker is defined to be in your back arc (regardless of the actual model's facings) and thus you don't have LOS to it. (Infernal Ruling)