Commander Coleman Stryker

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Cygnar Warcaster

fluff blurb

Basic Info[edit]

Stryker1
Stryker1.jpg
SPD 6
MAT 7
RAT 6
DEF 16
ARM 15
FOCUS 6
HP 17
WJP +30
See also How to Read the statblock

Weapons and Attacks[edit]

  • Disruptor Pistol - 10" range, POW 10 gun
  • Quicksilver - 1" reach, P+S 13 melee weapon

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.

Feat: Invincibility[edit]

While in Stryker's control range, friendly Faction models gain +5 ARM for one round.

Spells[edit]

  • Arcane Blast - COST 3, RNG 10, AOE 4, POW 13 - Offensive spell with 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[edit]

Commander Coleman Stryker in a nutshell[edit]

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.

Thoughts on his spells and Feat[edit]

Thoughts on his Spells

  • 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.

Thoughts on his Feat
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.

Typical Strategy & Army[edit]

Assassination strategy
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 strategy
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.

Army

  • Stryker likes both Colossals (the Hurricane and the Stormwall) because they are as tough as they come. The Stormwall also comes with lightning pods and board control tools, while the Hurricane is an extremely resilient arc node for his pop&drop run
  • Lancer - perfect for distributing support spells on frontline troops, and positioning his Earthquake. Get within 5", and the hit on the target is virtually guaranteed.
    • Got spare points? Take Thorn, who is better than the standard Lancer in almost every measure.
  • Ironclad - Cheap and effective heavy, which can spare focus for Stryker by doing the knockdown with its Tremor attack.
    • Got even more spare points? Ol' Rowdy is his extremely focus efficient signature jack. 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
  • 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 2 can also save you from a lot of trouble.

He also likes a range of solos

He likes tough troops.

  • 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.
  • 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.
  • Long Gunner Infantry - though squishy, they love Snipe, Blur, plus can contribute to his pop&drop trick from afar with their CRA.
  • Arcane Tempest Gun Mages - not famed for their toughness either, 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.

Drawbacks and Downsides[edit]

  • 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[edit]

  • 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.

Other[edit]

Trivia[edit]

  • Originally released in Warmachine: Prime (2003)
  • He was the battlebox hero and the protagonist of Mk1

Theme Forces[edit]

Cygnar generic themes (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
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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
Storm Division - Heavy Metal - Sons of the Tempest - Gravediggers
Merc cygnar.jpg

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
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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 - 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 : 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:  : 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 Blast      (Edit)

  • The fluff text under the spell entry is just that ... fluff. The "blast radiates outwards" bit means absolutely nothing special in terms of in-game effects.

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

Rules Clarification : Earthquake      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Snipe      (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.