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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.
|See also How to Read the statblock|
- Power Maul - 2" reach, P+S 18 melee weapon.
- Magno Fist - 1" reach, P+S 15 melee weapon.
- Immunity: Electricity - This model does not suffer electrical damage, 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
Brickhouse in a nutshell
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
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
- 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
- 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.
- Originally released in Forces of Warmachine: Cygnar Command (2017)
When taken in Maddox's battlegroup, Brickhouse may be taken in:
Themes for any-and-all bonded warjacks (Edit)
- Gravediggers - (Article) (Category)
- Heavy Metal (Article) (Category)
- Sons of the Tempest - (Article) (Category)
- Storm Division - (Article) (Category)
When taken in someone else's battlegroup, Brickhouse cannot be taken in a Theme Force.
Other Cygnar models