Commander Dalin Sturgis
Commander Dalin Sturgis is a master duelist who believes in leading his troops from the front lines. Nimble and deadly, he has honed his impressive combat skills to lend support to his warjacks and soldiers even as he surges across the battlefield delivering death with his twin-bladed mechanikal staff. Commander Sturgis rends his foes with a flurry of precisely targeted blades before disappearing in a flash of arcane light to track down his next opponent.
- 1 Basic Info
- 2 Thoughts on Sturgis1
- 3 Other
|See also How to Read the statblock|
Weapons and Attacks
- Hand Cannon - 12" range, POW 12 gun
- Blade(Left) - 2" reach, P+S 13 melee weapon.
- Blade(Right) - 2" reach, P+S 13 melee weapon.
- Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
- Chain Attack: Flash - If this model hits the same target with both of its initial melee attacks, afterwards it can be placed a short distance away.
- Relentless Charge - This model gains Pathfinder while it is charging.
- Reversal - When this model is missed by a charge attack or power attack, the attacking model is knocked down.
- Snap Strike - When this model spends Focus/Fury to make an additional attack, it can make one additional attack with each melee weapon.
- 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.
- Convection - Cost 2, range 10, POW 12 offensive spell. When Convection destroys a living enemy model, you can give 1 focus point to a warjack in the spellcaster's battlegroup that is in its control range.
- Lightning Storm - Average range, small AOE spell that does electrical damage with a low POW. The AOE remains in play for a round and does electrical damage to anyone walking around in it.
- Snipe - Upkeep spell, target model/unit's ranged weapons gain +4 RNG.
- Teleport - RNG SELF spell that allows the spellcaster to be placed completely within a reasonable range. Then its activation ends.
Feat : Dead on Arrival
Enemy non-warcaster, non-warlock models in Sturgis' control range are pushed 3" directly towards Sturgis in the order you choose. Then enemy models within 3" of Sturgis suffer a POW 12 magical damage roll. These damage rolls are simultaneous. For each model destroyed by Dead on Arrival, you can allocate 1 focus point to a warjack in Sturgis' battlegroup in his control range.
Thoughts on Sturgis1
Commander Dalin Sturgis in a nutshell
Sturgis is a jack of all trades, with a decent assassination threat range of 17" (although this requires an at least semi-cooperative opponent as you are going to need to get a flash in there as well as your feat) and who has a collection of support spells and a feat that can either help with the assassination or can bring your opponent closer to you.
Thoughts on when & how to use his feat and spells
His feat has two main roles. To bring the enemy into charge range to ensure your army gets the alpha strike, or to clear models out of the way for an assassination run. Also, it can occasionally pull contesting / controlling units away from the zones /flags. The damage roll is not tied to the pushing part of your feat; you can roll (and boost) against such targets, which left unmoved. The last part of the feat is a very situational bonus, and usually arises only if you messed up focus allocation.
- Arcane Shield - Your prime supporting spell, making the already hard elements in your army even more durable, and pumping up the resilience of the squishy ones up to the point, that they will likely survive stray blasts. Don't expect fragile, single wound models to survive direct hits though. Bring a Journeyman Warcaster, if you want to defend 2 targets at once, or ease the focus burden on Sturgis.
- Convection - This spell is used rarely, despite the focus regain. With Sturgis's low FOC you'll need to boost either the attack or damage, meaning it's lower yield than first appears. On the positive side, it is your least expensive tool against incorporeal targets, and has a good range, especially, if you arc it.
- Lightning Storm - Your other zap - and your focus pool makes it pretty restrictive to cast. The hazard from this could be great to control your opponent's movement options, but the low-ish POW will hardly scare away even tougher troops, let alone jacks/beasts. Land it near rough terrain or similar, to further curtail them. You can also consider arcing it onto electricity-immune friendly targets, that are in abundance in Cygnar's arsenal.
- Snipe - This is one of the the support spells, that makes Cygnar's ranged game from good to amazing. Hard hitting jacks can be good targets, but the best application is probably on a ranged unit - possibly cycled, if possible.
- Teleport - This can be used to get Sturgis out of dodge after he's charged forward into melee, or, get an extra 6" movement at the end of your fist turn, without fake-charging, or running. You can also combine it with your chain attack, to escape retaliation, or get the last few control points in a scenario by dominating the enemy's zone.
Typical Army & Strategy
His main win condition is attrition, relying on getting the alpha strike with the feat. He also is good enough in melee to assassinate the enemy, if the chance presents itself.
With as generic a spell list as Sturgis has, anything at all works well with him.
- Trencher Chain Gun Crew - dragging enemies into walls of fire can get rid of them fast. Also the Cyclone and the Stormwall.
- Lanyssa Ryssyl, Nyss Sorceress - 2" extra charge range helps.
- A Squire is strongly recommended. He only has an average focus pool, and the extra CTRL zone increases the area of his feat too.
- Long Gunners love Snipe, and you can play around with his feat too to bring targets from 21" into a double CRA zone.
Drawbacks & Downsides
- Sturgis is an in-between caster, often compared to Commander Coleman Stryker, Lieutenant Allistair Caine, and Lord Commander Stryker although he lacks Stryker1's support and attrition tools, Stryker2's sheer hitting power and Caine 1's ranged presence. In general, he has a much less clear game.
- Without Flash and without his feat his assassination threat is only 11" - not enough to qualify him as an assassin. Even, if flash triggers, if a small based target happened to survive your initials, that move is not even enough to get completely into its back arc.
Tricks & Tips
- The chain attack has two, important conditions, and both must meet to be triggered. First, all of your initial melee attack must hit - if either one misses, there will be no teleporting for you. Second, the enemy must survive the first hit, and it's not always that easy.
- Watch out for enemies, who resist pushing, via special rules, being on a huge base, or simply, standing behind the warcasters/locks, which also stops pushes. The latter scenario also leaves room for some tricks against high DEF low ARM casters/locks. Push a low DEF target close to the caster, the rake it with blasts/electro leaps to do quick work on the warnoun.
Comparison to Mk2
Pretty much the exact same model
- Originally released as part of the 2013 Kickstarter project for Warmachine: Tactics. Backers got a limited-edition sculpt.
- The non-limited edition version of the sculpt is available through PP's online store, under the "PP Exclusives" section.
- As of November 2016, Sturgis rules have not been published in any anthology books.
- Sturgis' epic form is Cryx warcaster Sturgis the Corrupted.
Cygnar generic themes (Edit)
Other Cygnar models