Commander Coleman Stryker
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Though Commander Stryker sees himself as just another soldier fighting for the crown, he is one of the greatest warriors of Cygnar. His young age may deceive some into believing he has not earned his rank compared to the aged generals leading the king’s army, but battlefield experience has made him wise beyond his years. A fine leader, a better soldier, and one of the most accomplished warcasters in the Iron Kingdoms, Coleman Stryker was born to be a hero of Cygnar and expects to die defending his beloved nation.
- 1 Basic Info
- 2 Analysis of Commander Coleman Stryker
- 3 Other
|See also How to Read the statblock|
Weapons and Attacks
- Disruptor Pistol - 10" range, POW 10 gun
- Quicksilver - 1" reach, P+S 13 melee weapon
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
While in Stryker's control range, friendly Faction models gain +5 ARM for one round.
- Arcane Blast - Cost 3, 10" range, 4" AOE, POW 13
- No special effects.
- 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.
- Blur - Cost 2, 6" range, Upkeep
- Target friendly Faction model/unit gains +3 DEF against ranged and magic attacks.
- Earthquake - COST 3, RNG 10, AOE 5 Offensive spell which does no damage, but models hit by Earthquake become knocked down.
- Snipe - Cost 2, 6" range, Upkeep
- Target model/unit's ranged weapons gain +4 RNG.
Analysis of Commander Coleman Stryker
Commander Coleman Stryker in a nutshell
Stryker basically has two tricks up in his sleeve:
- Brick up and be invincible on feat turn
- The pop and drop assassination, using Earthquake to knock the enemy caster down before shooting the hell out of them.
The back of his card is entirely blank, making him relatively easy to learn - which is why he was the battlebox caster in Mk1 and Mk2.
- Arcane Bolt - You'll usually have better places to spend your focus.
- Arcane Blast - the AOE is now medium sized, but the FOC cost is still pretty restrictive on him.
- Arcane Shield - this good old protection spell can mean the difference for squishy troops between getting brushed or getting killed by a blast damage. It can further enhance your tougher troops, and works wonders on warjacks.
- Blur - your favourite protection against gunlines
- Snipe - with plenty of shooting units, you simply cannot go wrong with this one. You can also cycle it, by upkeeping it on one unit, then recasting it on another, once the first unit made its shots.
- Earthquake - his signature spell, with numerous synergies, see army selection. Mainly used offensively, but can save life after the enemy's failed assassination run too.
Timing is tricky - use it too early, and the enemy will simply fall back, until it wears off. Use it too late, and probably you won't have much left to defend. Stryker needs his army to get the job done; so you should either try to protect your main strike force, until they reach the enemy's line, or dampen the enemy's counter-attack.
Stryker is an accurate brawler with a back pocket assassination, best delivered by a Lancer. He goes for tough troops, taking the hit, and then either bashing the enemy into the ground or breaking through to create a pop and drop and kill the enemy caster. He himself is an average fighter - though his blows tend to land accurately, his offensive output is nothing to write home about. Starting from 3 focus, after knocking down a warcaster in his class with Earthquake, the target will still likely survive, if it camped 1 focus. On the defensive side, outside of his feat turn (and a possible Arcane Shield) he mainly relies on surviving via his above-average DEF. Anything that can lower or bypass it, will put him into a world of hurt.
Scenario & Attrition
Despite having the tools for a caster/warlock kill, do not get too tempted about it; veteran players will hardly be surprised by Stryker's abilities. If you want an all-out assassin caster, instead go for Stryker2. Stryker1 can play scenario very nicely, boosting the defensive capabilities of his forces, and supporting the ranged elements very well. His feat is the golden standard for an attrition caster: reduce the losses you'll receive from an enemy attack or counter-attack, and outlast your opponent in the scrum.
With all the support spells at his disposal, Stryker can fit into any of the current Cygnar themes.
- Heavy Metal - Though he lacks exclusive battlegroup spells, a few quality piece will be grateful for the upkeep spells. Plus you'll get your valuable support solos for free.
- Hurricane and Stormwall - The brickiest brick list out there. Stryker can pump them up with Arcane Shield, plus under his feat removing one can be a challenge even for the heaviest gunlines and brawlers. The Stormwall comes with lightning pods and board control tools, while the Hurricane is an extremely resilient arc node for his pop&drop run.
- Lancer - Your cheaper arc node, perfect for distributing support spells on frontline troops, and positioning his Earthquake. Get within 5", and the hit on the target is virtually guaranteed.
- Ironclad - Cheap and effective heavy, which can spare focus for Stryker by doing the knockdown with its Tremor attack.
- Ol' Rowdy - His extremely focus efficient character jack. As it won't lock you out of themes, take it, whereever you'll need a solid brawler. The bond is more or less a trap, as it makes the jack an AOE magnet - something you want to avoid with a caster like Stryker.
- Charger - 1 focus from Stryker will completely fill up his guns, making it an excellent, cost-effective way of killing, or seriously wounding knocked down casters. As you'll rarely have spare FOCUS, consider bringing a Squire, or Sylys Wyshnalyrr, a Journeyman Warcaster (for a second Arcane Shield), or Strangewayes to ease the FOCUS burden.
- Centurion - an unchargeable ARM 21 on the front is scary - now, how about buffing it up to ARM 29 for a round?
- Sentinel - It offers nothing outside of some anti-infantry dakka in terms of offensive output. However, Stryker welcomes the Shield Guard as his ARM isn't that special outside of feat turn. As he likes upkeeps around, a caught crossbow bolt from Eiryss can also save you from a lot of trouble.
- Long Gunner Infantry - The source of quantity firepower in your list. They love Snipe, Blur, plus can contribute to his pop&drop trick from afar with their CRA.
- Sons of the Tempest - Free upkeeps are wonderful with Stryker, and it is nearly self-evident, where your support spells need to go.
- Gun Mage Captain Adept (or Taryn di la Rovissi as free mercenary) - Both provide Shadow Fire to let his pop and drops get better lines.
- Arcane Tempest Gun Mages - Not famed for their toughness, but under Blur, they are unassailable at range by conventional troops. With Snipe they can use their other 2 rune shots on the enemy. Also, neither Arcane Bolt, nor Arcane blast are much use, so you better rely on them against Incorporeal targets.
- Storm Division - Stryker likes tough troops, making them even more resilient.
- Storm Lances are your toughest, multi wound units. Both Snipe and Arcane Shield are awesome on them, while Blur causes trouble for average troops trying to hit them. Add Rhupert's Concealment boost to the mix, and they will be nothing sort of ridiculous against gunlines. The piper can also hand them Pathfinder. It is not uncommon to see a list containing 2 full units of them with assorted support solos.
- Stormblade Infantry under Iron Zeal and his feat can stand up to most things. Add in Arcane Shield, and they become a whopping ARM 26. Advance Move also helps the mobility issues.
Drawbacks and Downsides
- He's a "jack of all trades, master of none" support caster, and has virtually nothing to boost the offensive output of himself or his army.
- With all the support duty, he's focus-strapped, even with a Squire or Sylys. And he will fight an uphill battle against enemies with upkeep removal or anti-magic (Lamentation, Purification, Orin Midwinter, Eiryss).
- Even with all his defensive tricks, troops and jacks are susceptible to attacks which cause fixed damage regardless of ARM (like Corrosion, Fire, Penetrating Strike, Sniper, Deadly Shot, Puncture, Anatomical Precision, etc).
- Pop&drop doesn't work against targets that are immune to knockdown.
Tricks and Tips
- Earthquake can prevent enemies charging. They also don't engage, and cannot be engaged, so you can then attack them with CRA.
- Knockdown a jack, then shoot it with your pistol. It cannot get focus to shake the effect off, so it must sacrifice either its Movement or Action to do anything.
- If the enemy is in B2B with your Colossal, shoot it in the back with an Earthquake - the template will be just big enough to knock down everything in B2B with your warjack.
- Originally released in Warmachine: Prime (2003)
- He was the battlebox hero and the protagonist of Mk1
Themes for any-and-all casters (Edit)
- Gravediggers - (Article) (Category)
- Heavy Metal (Article) (Category)
- Sons of the Tempest - (Article) (Category)
- Storm Division - (Article) (Category)
Other Cygnar models
| * 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)