Captain Victoria Haley

From Battle College
Jump to: navigation, search

Cygnar Warcaster

A strong-willed woman capable of both grim resolve and singular heroism, Victoria Haley has risen from meager origins to become one of the greatest assets of the Cygnaran Army. A daughter to murdered parents, she has sworn vengeance against the Cryxians who killed her family. Where the armies of the Nightmare Empire assemble she is often found throwing everything she can muster toward the undead hordes.

Basic Info[edit]

Haley1
Haley1 new.jpg
SPD 6
MAT 6
RAT 5
DEF 16
ARM 14
FOCUS 7
HP 15
WJP +27
See also How to Read the statblock

Weapons and Attacks[edit]

  • Hand Cannon - 12" range, POW 12 gun.
  • Vortex Spear - 2" reach, P+S 11 melee weapon. Apparently it's the source of her Arcane Vortex ability.

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Arcane Vortex - Can negate spells targeting nearby models by spending a Focus token. The negated spell's COST is still paid.
  • Set Defense - Charge attacks, slam attacks, and impact attacks versus this model suffer a -2 to hit penalty.

Feat : Blitz[edit]

Haley and friendly Faction models beginning their activations in her control range can make one additional ranged or melee attack during their activations. Blitz lasts for one turn.

Spells[edit]

  • Arcane Bolt - COST 2, RNG 12, POW 11 Offensive spell with zero special effects.
  • Arcane Shield - COST 2, RNG 6, UPKEEP Spell which gives target friendly Faction model/unit +3 ARM. Models are not affected while out of formation.
  • Chain Lightning - Average range, low POW spell that deals Electrical Damage. On a hit you get d3 electrical arcs, each hitting the nearest model within a short range that hasn't already been hit.
  • Deadeye - Cost 2, 6" range
Target friendly Faction model/unit gains an additional die on each model's first non-spray ranged attack roll this turn.
  • Scramble - This spells does no damage, instead it disrupts a warjack for one round.
  • Temporal Barrier - Cost 4, enemy models in the caster's control range suffer -2 DEF and models beginning their activation in command range suffer -2 SPD for one round.

Thoughts on Captain Victoria Haley[edit]

Classic Sculpt

Haley1 in a nutshell[edit]

Captain Haley exists to spam Temporal Barrier - making the enemy easier to hit and slowing them down (a combination of things which, of course, works well with a gunline). There are feats that aren't as powerful as Temporal Barrier - but in order to use Temporal Barrier she needs to play forward, which can leave her vulnerable to assassination.

Thoughts on when & how to best use her Feat & Spells[edit]

Feat
Basically a way to rack up extra damage. Just make sure you use it before your models start dying. This tends to make it better for a ranged army. It's pretty nice if you cast Temporal Barrier, then throw some Storm Lances with Katherine Laddermore and a Firefly near by. Make the attacks accurate, and do tons of damage. This also makes her very scary with a bunch of Hunters. But it has a little skornergy with Deadeye.

Spell thoughts

  • Arcane Bolt - a no frills zap, with a superb range. You might consider occasionally arcing it, but will be among your least used spells.
  • Arcane Shield - you know it, you love it. Makes everything all the more survivable. Bring a Journeyman Warcaster, if you plan to defend two units at once, or want to ease the focus burden on her.
  • Chain Lightning - excellent zap spell for clearing infantry. Consider the Storm Division theme force, where everyone gets immunity against electricity, so everyone is eligible target for bouncing lightnings.
  • Deadeye - this one looks better on paper that it actually is. You almost never want to waste it on warjacks, unless you absolutely, positively have to kill something really elusive with a big gun (like the Defender's cannon). It works real nice on units with numerous shooting attacks, like the Long Gunners, or Gun Mages, but the former won't benefit on its second dual shot , and can opt to CRA to increase accuracy. Consider mercenary troops under Murdoch to make the most out of it.
  • Scramble - it's rather a gimmick, than a must-have spell, but suitable to play dirty tricks with the enemy's key jacks. If you managed to land a blow with the Avenger, or with a marshalled Talon, cast it onto the target to basically put it out of battle for one turn.
  • Temporal Barrier - the signature spell of her, you will often end up casting it nearly in every turn.

Typical Strategy & Army[edit]

Haley1's main way of winning is to clog the enemy up in Temporal Barrier, then destroy them. She has strong tools on the defensive side in the form of Arcane Shield and TB, and can make the ranged elements of her army all the more accurate with Deadeye. She prefers the following models:

  • Squire gives her the extra control area to stay slightly safer.
  • Thorn - although not necessarily as good with Captain Haley as with the other two versions of Haley, Thorn is still an excellent warjack and she likes to channel her Chain Lightning. If you REALLY need
  • Sentinel because a forward playing warcaster can never have enough shield guards. Especially if she can use her Arcane Vortex to deal with incoming spells.
  • Dynamo is really effective with a RAT buff to ensure the multi-fire works effectively.
  • Arcane Tempest Gun Mages really love Dead Eye to help trigger their crits.

Fundamentally however there is very little that doesn't love a Temporal Barrier being thrown down every single turn.

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

  • Newbies absolutely despise playing into Temporal Barrier. It just isn't fun.
  • She needs to play forward to catch the enemy in her control area for Temporal Barrier. Which leads to a lot of assassinations.
  • Apart of her feat, no way to boost the damage level of her army, or her battlegroup.

Tricks and Tips[edit]

  • Temporal Barrier is your main trick. If you want your battle-plans work without it, it is strongly recommended to play against casters/locks with access to the Lamentation spell. Those, who can cast it, are usually match Haley's CTRL area, and unless you brought a Squire, you'll be unable to cast it at all, once Lamentation is up.

Other[edit]

Trivia[edit]

  • Captain Haley was one of the three Cygnar warcasters in the first-ever Warmachine rulebook, Warmachine: Prime (2003)
  • Temporal Barrier has slowly been toned down in each edition; in MK1 and Mk2 it prevented people charging.

Theme Forces[edit]

Themes for any-and-all casters (Edit)

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 - Strangeways - 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 - Strangeways - 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 : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")


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

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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 : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • 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).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Arcane Vortex      (Edit)

  • Mulg spends fury to use it, he is not forced for fury. (Infernal Ruling)
  • Arcane vortex can be used to counter spells with "Range: Self". (Infernal Ruling)
  • Some spells do not have a target, mostly CTRL area spells (such as Siege's Foxhole) but also some (★ Action) (such as Ragman's Death Field). These cannot be cancelled by Arcane Vortex.
  • The "Cost" for non-warcaster models includes stuff like "using your special action" or "killing a Mind Bender Drudge."
  • Arcane Vortex vs Primal Shock (Edit)
    • The warbeast that is chosen as the point of origin can not be negated by Arcane Vortex.
    • The "target a model within 8 inches" is the part that can be negated by arcane vortex.
    • There are some other parts that the Infernals are currently checking.
    • (Infernal Ruling)

Rules Clarification : Set Defense - None yet. (Edit)


Rules Clarification : Arcane Shield - None yet. (Edit)

Rules Clarification : Chain Lightning      (Edit)

  • Not considered an attack (Edit)
    • The original attack and damage is definitely an attack, and triggers stuff normally. But the "secondary" damage works quite differently.
    • The secondary damage is not an attack, so doesn't trigger stuff like Vengeance.
    • The secondary damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • The secondary damage is not from an attack, but it is damage from the original model. This has two implications:
    1. It's not an attack from a weapon so:
      • it won't gain damage buffs from the weapon (such as Poison).
      • it won't gain any Damage Types from the weapon. (Infernal Ruling)
    2. It is a damage roll from a model so:

Rules Clarification : Deadeye      (Edit)

  • If you cast Deadeye on yourself after making your first ranged attack, it will have no effect. It buffs your first attack, not your next attack.

Rules Clarification : Scramble      (Edit)

Rules Clarification : Disruption      (Edit)

  • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
  • Despite being unable to channel spells, a warjack can still be the target of spells just fine.

Rules Clarification : Temporal Barrier      (Edit)

  • In Mk3 Temporal Barrier does not prevent charges, at all.