Caine's Hellslingers

From Battle College
Jump to: navigation, search

Mercenary, & Cygnar Partisan, Warcaster Unit

Caine’s Hellslingers has developed a reputation as one of the toughest and deadliest outfits in western Immoren. Comprised of former Black 13th gun mages Lieutenant Darsey Ryan and Sergeant Samuel Watts as well as the renegade warcaster Allister Caine himself, this trio has gunned down scores of opponents. Their intelligence, expertise, and lethality make them a force to be reckoned with.

Basic Info[edit]

Caine[edit]

Caine3
Caine3.jpg
SPD 7
MAT 4
RAT 9
DEF 17
ARM 13
FOCUS 6
HP 15
WJP +20
See also How to Read the statblock

Weapons and Attacks[edit]

  • Spellstorm Pistol (x2) - 12" range, POW 12 guns.
    • Attack Type - When you make an attack with this weapon you must choose one of the following types:
      • Witch Mark - If this attack hits an enemy model during this model's activation, until the end of that activation this modelcan target and automatically hit that enemy model with spells,ignoring RNG and LOS.
      • Blast - This attack becomes AOE 3.
      • Black Penny - this weapon/attack ignores the "target in melee" DEF bonus.
    • Reload [1] - This model can spend focus/fury tokens to make up to 1 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each focus/fury token spent.

Special Abilities[edit]

  • Mercenary - will work for Cygnar.
  • Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around.
  • Partisan (Cygnar) - When included in a Cygnar army, this model/unit is a Cygnar model/unit instead of a Mercenary model/unit.
  • Gunfighter - This model can use its ranged weapons even while in melee, but when it does so it can only target models it's in melee with. It can even make ranged attacks after charging.
  • Officer - This model is the unit commander even if the unit has a Leader model.

Feat : Reap the Whirlwind[edit]

While in Caine's control range, models in his battlegroup gain a +1 cumulative bonus on ranged attack and ranged damage rolls for each other model in his battlegroup that hit an enemy model with a ranged attack this turn while in Caine's control range. This cumulative bonus cannot exceed +3. Reap the Whirlwind lasts for one turn.

Spells[edit]

  • Calamity - Cost 3, 10" range, Offensive Upkeep
Target model/unit suffers -2 DEF & ARM.
  • Flicker - COST 2
    Place models in Caine's unit anywhere completely within 2" of their current locations. Models are not affected while out of formation. Flicker can be cast only once per activation.
  • Locomotion - Spellcaster can spend up to 3 focus when casting. Target warjack in battlegroup can move 1" for each point spent.
  • Mage Sight - Cost 2, Upkeep
Place a 5" AOE in the caster's control range. Models in the caster's battlegroup ignore forests, clouds, and stealth when attacking models in the AOE.

Watts[edit]

Watts
SPD 6
MAT 5
RAT 8
DEF 14
ARM 11
HP 5

Weapons and Attacks[edit]

  • Magelock Rifle - 14" range, POW 10 gun
    • Attack Type - As above
      • Black Penny - As above
      • Brutal Damage - On a direct hit, gain an additional die on this weapon's damage rolls against the target directly hit.
      • Grievous Wounds - Models hit by this weapon lose tough and can't have damage removed for a round. Massive model are immune.

Special Abilities[edit]

  • Gunfighter - As above

Ryan[edit]

Ryan
SPD 6
MAT 5
RAT 8
DEF 14
ARM 11
HP 5

Weapons and Attacks[edit]

  • Magelock Pistol (x2) - 10" range, POW 10 guns
    • Attack Type - As above
      • Black Penny - As above
      • Brutal Damage - As above
      • Shadow Fire - Targets hit do not block LOS for one turn.

Special Abilities[edit]

  • Gunfighter - As above

Thoughts on Caine's Hellslingers[edit]

Recent Release icon.jpg

Recent Release
This model has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally:

  • Have a good level of gameplay experience with the model, and
  • Have reviewed this article and either you
    • agree with the content 100% or,
    • for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Caine's Hellslingers in a nutshell[edit]

Caine's Hellslingers is a unit made of the Caine we all know and love, and 2 members of the Black 13th. This time around he focuses on buffing up his battlegroup, though Caine himself is still a one-man murder machine. Though he is a dual-faction warcaster, thanks to his Partisan: Cygnar rule, Mercenaries (so far) lack quality shooting warjacks (apart of the Galleon), which could really benefit from his feat.

Thoughts on when & how to use his feat and spells[edit]

Feat thoughts[edit]

Caine3's feat is very similar to the spell Synergy but for ranged weapons, so all battlegroup models (including Ryan and Watts) get an attack and damage buff that starts at 0 and increases when they hit enemies at range, up to +3. As the feat is dependent on models hitting, not attacks hitting, the Hellslingers can get Caine up to +2/+2. Then assuming Caine also hits (as if he'll miss!), his warjacks will start their activations with a +3 bonus ready to go.

Spell thoughts[edit]

  • Calamity is almost a bread and butter spell for Caine, cast through his pistols and Witch Mark to mark a target for death. This spell makes everything better.
  • Flicker is normally used to keep Caine safe(ish) at the end of the turn by moving him (and his two accomplices) behind a solid obstacle.
  • Locomotion is poor value most of the time - and really effective at the right moment. It does allow you to have a jack stand still and aim that would otherwise need to walk to be in range. You can also use it to pull your ranged jacks just out of threat range, once they shot (though you might have some order-of-activation troubles on feat turn)
  • Mage Sight lets you shoot things you otherwise couldn't. When you need it, it's really useful.

Typical Army & Strategy[edit]

Strategy[edit]

Caine has two basic strategies to win:

  • A single turn of utterly devastating shooting from his battlegroup thanks to his feat. Then grinding the surviving enemy down and winning on attrition.
    • This style of play is suited more to Cygnar than Mercenaries, due to the differences in ranged firepower of the warjacks in the two factions.
  • Playing attrition/delay for the entire game while waiting for a chance to assassinate the enemy caster with Witch Mark + Calamity + Spellstorm pistols.

Cygnar Army[edit]

Cygnar Warjacks

  • Cyclone - With Calamity and feat turn, a Cyclone can push up to 6 RAT 11 POW 17 shots! The Cyclone is the most cost effective warjack for Caine3 in terms of sheer firepower.
  • Charger - 1 focus - 2 full boosted POW 17 shots (feat + calamity). More reliable than a Cyclone, and you can bring a ton of them.
  • Grenadier - With Trenchers, that's three AOE shots per turn from a light jack.
  • Sentinel - Generally there to catch a bullet for the Hellslingers.
  • Minuteman - That's two POW 17 shots. 19 with Calamity! Ouch!
  • Dynamo - Dynamo is an expensive heavy with one of the most frightening guns in the game. He is guaranteed to slag anything he gets a bead on. Dynamo is stuck with medicore defensive stats with a low RNG gun, so the hardest thing to do is to keep him safe.
  • Thunderhead - Thunderhead's Energy Pulse is considered a ranged attack, and so will fully benefit from the feat bonus. A very expensive warjack, but a great option if you absolutely have to kill everything that comes close to it. He does gobble focus when shooting, and Caine is almost always running on empty.

Hurricane - Between Caine's feat, a Firefly and Calamity, you have the equivalent of POW23 Storm Emitters.

Cygnar Units

  • Storm Lances - Storm Lances love a DEF and ARM debuff, making their guns RAT 7 POW 14s and all of the Electroleaps POW 12s. Add in Laddermore and a Firefly for it to get REALLY ridiculous.
  • Trencher Infantry - A great jack of all trades unit. Calamity can help their middling offensive potential actually threaten unbuffed heavies. Caine will be very vulnerable as he's casting his spells, and so he greatly appreciates the cloud templates that they bring. They can also help reload any Grenadiers you might be bringing!
  • Rangers - You're going to be doing a lot of shooting, and +2 RAT is always helpful, ensuring that basically everything will only miss on a double 1.

Cygnar Solos

  • Gun Mage Captain Adept - Flare can help keep Caine from having to spend to cast mage sight, and more shadow fire means you can strike at the squishy stuff hiding in the back.
  • Journeyman Warcaster - Caine and Co. are still super squishy, and Arcane Shield helps bump their arm up to "no longer fearing blast damage"
    • Watch out, Junior's jack doesn't benefit from the feat
  • Captain Arlan Strangewayes - Caine will probably have a lot of jacks running around, so extra focus is always helpful.
  • Squire - Caine is focus strapped
  • Ragman - What's better than a 5 point arm swing? A 7 point arm swing! If you can line it up right, it means that Chargers can hit at an effective POW 19 (+3 POW for feat, -2 Arm for Calamity, -2 Arm for Death Field)

Mercenary Army[edit]

Mercenary Warjacks

  • Galleon - The crème de la crème of ranged Merc jacks. With a full feat stack, a Galleon's Gun Ports are each hitting at POW 16, as hard as a Hurricane! If you're in range, the Harpoon will be smacking your opponent with a POW 18. It's also important to note that Mage Sight is the only way to let a Galleon ignore LOS through forests in Mercenaries. There's no better merc jack for Caine than a Galleon, and there's no better Galleon than Caine's Galleon.
  • Rocinante - Rocinante gives Caine3 a luxury ranged heavy that would be right at home in Cygnar. With an improved statline over the generic Nomad chassis, Rocinante also boasts a gun with a good RNG, AOE 4, and a strong POW. He also gives Caine Parry, immunity to back strike bonuses, and DEF 19 in melee! Rocinante does not come cheap however, as he boasts the highest point cost for Merc warjacks before colossals.
  • Mariner - The Mariner is a perplexing heavy in that it's cheap, has a great gun, and can prevent Caine from being knocked down. The downside is it has poor defensive stats and a requirement for it to be B2B with a warrior model for it to even shoot it's gun.
  • Mule - The tried and true ranged heavy for Mercs. The Mule boasts an impressive gun, but not much else. Locomotion helps the Mule shore up it's short gun range and potentially help set up Steam Pressure.
  • Rover - Rovers act as decent bodyguards for Caine3 while also providing a gun to help with the feat. The Rover is a literal jack of all trades. It's cost is average, is melee is average, it's shooting is acceptable, and it's special abilities are potentially useful. While there's nothing particularly bad about the Rover, there's nothing so great about it that you'll want it for your lists.

Mercenary Units

  • Thorn Gun Mages Boasting two attacks each, the Thorn Gun Mages can really put a hurt on lower ARM targets. Throw Calamity up on a hard target, and watch each of them push out POW 16 shots with the Both Barrels special action.
  • Nyss Hunters A fast unit with long ranged and accurate guns. Their only real downside is their expensive cost, but you get what you pay for.

Mercenary Solos

  • Reinholdt, Gobber Speculator - Caine always wants more shots with his guns.
  • Lady Aiyana & Master Holt - A damage debuff stacks very well with Calamity. Make note that if Caine is acting as a Cygnar warcaster, he and the Hellslingers will not benefit from Harm unless you have also attached Jonas Murdoch to A&H.
  • Ragman - See above.
  • Gorman - See above.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • Ryan and Watts have a much lower DEF than Caine.
    • if your opponent can target them with a unit-wide debuff spell (such as Freezing Grip), Caine can end up being vulnerable.
  • Caine is short of defensive tech and doesn't have a great range. Unlike his prime and epic incarnations, he lacks spells to teleport away after shooting, lacks eCaine's true sight and Heightened Reflexes, and cannot increase his DEF. This means he dies. A lot.
  • He's focus-starved.

Tricks & Tips[edit]

  • Caine3 has a nasty assassination run. Caine3 threats an obscene 21" by himself. Ryan can pop any models blocking LOS with Shadowfire, giving Caine a clear shot. If you've saved your feat turn, Ryan and Watts can get Caine started at RAT 11 POW 14. If you anticipate getting more attacks on the caster after Caine is done, then hit them with Calamity, otherwise it's usually better to save that focus for buying shots and boosting damage rolls.
  • Caine needs to activate first on feat turn - he doesn't count jacks that have already activated.

Other[edit]

Trivia[edit]

How can I include this model in my army?[edit]

Mercenaries are a bit more complicated than regular faction models, they can be taken in one of three different ways:

  1. This model can be included in a pure Mercenary army.
  2. This model can be included in the following Faction armies:
    • Cygnar Partisan (Unlike most merc casters, you don't need a 2+ caster game because he counts as a Cygnar caster)
  3. This model can be included in the following theme forces:

What warjacks can this model take?[edit]

When Caine3 is fielded in a Cygnar force, he can only take Cygnar jacks. When he is fielded in a Mercenary force, he can only take the following Mercenary jacks:

Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon

Other faction models[edit]

Since this model is a partisan, we have omitted displaying the indices (because it'd take up half the page to display everything that is in two full factions). Refer the links instead:

Rules Clarifications[edit]

Rules Clarification : Caine3

  • For his Feat, Reap the Whirlwind, refer to the Synergy clarifications - it's essentially the same rule and rule interactions.
  • You cannot include the Black 13th in his army, due to character restrictions with Watts and Ryan. (Locked thread)

Rules Clarification : Ace & Caine3    (Edit)

  • When Caine3 is taken in a Cygnar army, Ace can go in his battlegroup as per normal.
  • When Caine3 is taken in a non-Theme Mercenary army, Ace cannot go in his battlegroup because they're different factions.
  • When Caine3 is taken in a Theme Mercenary army, Ace can go in his battlegroup because of the special rules about Themes & Character jacks.
  • (Infernal Ruling for all of the above)


Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.

Rules Clarification : Witch Mark      (Edit)

  • Placeholder


Rules Clarification : Black Penny      (Edit)

  • You ignore the "Target in Melee" DEF bonus, but if you miss you still need to randomly reassign the shot as per normal.

Rules Clarification : Reload      (Edit)

  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

Rules Clarification : Partisan      (Edit)

  • This model is normally "friendly faction" to other mercenary models. However, when taken in the Partisan faction it is "friendly faction" to that faction and not to any other mercenaries that are in that force.
    • For instance, if you take Gallant in a Mercenary force he is "friendly faction" to, say, Reinholdt. But if you take them both in a Cygnar force then Gallant counts as a Cygnar model and is no longer "friendly faction" to Reinholdt.
  • Partisan Warcasters can be taken in faction theme forces. Refer to the main rulebook.

Rules Clarification:  : Gunfighter      (Edit)
Warning: This is a long one.

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).

Targeting

  • If the Gunfighter isn't in melee then it shoots just the same as a normal model.
  • What models a Gunfighter can and can't target in melee change depending on whether it charged or not.
    1. If it didn't charge, it can target anyone it's "in melee" with. This includes models in the Gunfighter's melee range, as well as models that have the Gunfighter in their melee range.
    2. If it did charge, it's initial attacks can only target models that are in its melee range.
    3. If it charges, finishes its initial attacks, and can get more (via Reload for instance) then those non-initial attacks can target anyone it's "in melee" with, as per #1.
  • Remember, you can never be "in melee" with a friendly model, and you can't charge friendly models, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
  • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Confirmation)

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
  • Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).

Missing the Attack Roll

  • If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
    • Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM) (Locked thread)
    • but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.

Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Calamity - None yet. (Edit)

Rules Clarification : Flicker - None yet. (Edit)

Rules Clarification : Locomotion      (Edit)

  • You can't cast this spell with 0 focus and advance 0" (change facing).
  • The advance will trigger free strikes, counter charges, etc.
  • Colossals cannot move via Locomotion.

Rules Clarification : Mage Sight      (Edit)

  • Mage Sight's AOE allows LOS to models in the AOE, not to points on the ground. So it doesn't help with stuff like Siege trying to place his Ground Pounder attack. (Infernal Ruling)
  • If an intervening model also has Stealth, then you treat it as normal for LOS purposes. Because you determine LOS before declaring a target, thus Mage Sight's "ignore LOS" doesn't apply to intervening models, regardless of whether it is also in the AOE or not.


Rules Clarification : Brutal Damage      (Edit)

  • Brutal Damage only applies to the model directly hit, so it never affects blast damage.

Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.

Rules Clarification : Shadow Fire      (Edit)

  • Shadow Fire vs Roadblock (Edit)
    • If you use Shadow Fire vs a Roadblock model then the Roadblock will still grant cover to nearby models; even though you can "see right through it".
    • Because the rule for getting cover from an obstacle is simply: does a line pass between the attacker and target that goes over/through the obstacle? Is the target within 1" of the obstacle on that same line?
    • In other words, whether the obstacle actually blocks LOS or not isn't relevant.