Commander Dalin Sturgis

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Cygnar Warcaster

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.

Basic Info[edit]

Sturgis1
Sturgis1.jpg
SPD 6
MAT 7
RAT 5
DEF 16
ARM 15
HP 18
Focus 6
WJP +30
See also How to Read the statblock

Weapons and Attacks[edit]

  • Hand Cannon - 12" range, POW 12 gun
  • Blade(Left) - 2" 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.
  • 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.

Spells[edit]

  • 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, 10" range, POW 12
If Convection destroys a living enemy model, you can give 1 focus point to a warjack in the caster's battlegroup and CTRL 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 - Cost 2, 6" range, Upkeep
Target model/unit's ranged weapons gain +4 RNG.
The caster is placed completely within 6" of their current location. Then its activation ends.

Feat : Dead on Arrival[edit]

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[edit]

Commander Dalin Sturgis in a nutshell[edit]

Sturgis is a jack of all trades with a decent assassination threat range of 14" (although this requires an at least semi-cooperative opponent as you are going to need to get a Chain Attack: Flash) 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[edit]

His feat has two main roles: 1) To bring the enemy into charge range to ensure your army gets the alpha strike. 2) Clear models out of the way for an assassination run.

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. The last part of the feat is a very situational bonus, allocating to Warjacks in Sturgis' control area.

  • Arcane Shield - Your primary support 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. It should be noted Sturgis becomes very hardy DEF16, ARM18 with 18 boxes when he puts this spell on himself.
  • 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.
  • Lightning Storm - Sturgis' second nuke - 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 the 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 takes 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. Cycling Snipe between models/units is a time honored tradition in Cygnar.
  • 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. You can also combine it with your chain attack, use it to escape retaliation, or get the last few control points in a scenario by dominating the enemy's zone.

Typical Army & Strategy[edit]

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. If the latter is part of your plan be sure to bring some sort of DEF debuff to make Sturgis' potential 16 attacks more accurate.

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. Also, re-rolling the Convection magic attack roll will drastically increase your chance to get that focus "back".
  • Long Gunners love Snipe, and you can play around with his feat too to bring targets from 21" into a double CRA zone.
  • All of the utility solos are great with Sturgis, Gorman for Black Oil, Ragman for more hitting power, Hutchuck for Quake, Lanyssa for more charge threat. On and on it goes. Sturgis loves utility solos in his lists because they amp up his personal threat.

Drawbacks & Downsides[edit]

  • 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[edit]

  • 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 to find an enemy model that can survive two PS13s. You basically need a low DEF multi-wound model to ensure triggering it.
  • Watch out for enemies who resist pushing via special rules like 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.
  • The feat pushes every enemy model closer to you by 3". Though you choose the order they are being pushed, watch out not to bring something on you you don't want to (melee assassins and the like).

Comparison to Mk2[edit]

Sturgis took several big hits in the transition though he looks nearly identical. First, he can no longer charge friendly models. In MKii it was common to, say, run one of your jacks in a decent position, charge that jack with Sturgis, trigger flash and get to an enemy caster. Sturgis can no longer charge his own models in MKiii so you need your opponent to give you a decent target to flash off of. Sturgis can still Flash off his own models, he simply cannot charge them.

Teleport going to 6" is a massive deal for Sturgis. It was common in MKii for Sturgis to go in, feat, kill swaths of enemies, and teleport back to relative safety. Quite simply, a 6" teleport leaves Sturgis in frequent danger whereas an 8" teleport usually kept him safe.

Other[edit]

Trivia[edit]

  • 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.

Theme Forces[edit]

Cygnar generic themes (Edit)

Other Cygnar models[edit]

CygnarLogo.jpg
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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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Y
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N
A
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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 - 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

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Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
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Y
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N
A
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M
E
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C
E
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A
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I
E
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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 : Feedback      (Edit)

  • Feedback only triggers on damage, not on hits. (Infernal Ruling)
  • Feedback doesn't affect 'Jack Marshals, because they don't have a battlegroup.
  • If Feedback is on a CMA, it will only be triggered once (not once per participant). Because it's only one attack.
  • Warcasters can spend focus to negate Feedback damage.
  • Backlash + Feedback (Edit)
    • If you stack Backlash and Feedback on the same enemy warjack, then the warcaster will take two damage every time the warjack is damaged.
    • Furthermore, the warcaster has to spend two focus to negate this damage.
      Because it's two different effects which are both resolved at Step 10a of the Attack Sequence (Apdx A of core rulebook) but have to be resolved one at a time (refer 'Triggers' in the core rulebook).

Rules Clarification : Electro Leap      (Edit)

  • Electro Leap is a weapon property. As such, it doesn't apply to Power Attacks at all.
  • A Steamroller flag can be hit by Electro Leap. (Infernal Ruling)
  • Not considered an attack (Edit)
    • The secondary damage is not an attack (so doesn't trigger stuff like Vengeance). It also doesn't hit (so doesn't trigger stuff like Shock Field).
    • 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:  : 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 : Chain Attack      (Edit)

  • Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
  • If you have 3 weapons but only 2 of them are associated with the Chain Attack, then you can make that 3rd initial attack at any point without it preventing the Chain Attack from triggering.
    Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial.
    For example, the Cryx Nightmare has two Claws with a Chain Attack, plus some Tusks. When he makes his initial attacks he can go:
    • [Claw] - [Tusks] - [Claw] - [Chain Attack] ... even though the two Claw attacks weren't sequential.
    • [Claw] - [Claw] - [Chain Attack] - [Tusks] ... even though he did the Chain Attack before getting to his initial Tusk.
    • [Tusks] - [Claw] - [Claw] - [Chain Attack]
    • He cannot go ... [Claw] - [Claw] - [Tusks] - [Chain Attack] ... because you must resolve the Chain Attack as soon as it's triggered, or not at all.

Rules Clarification : Relentless Charge      (Edit)

Rules Clarification : Reversal      (Edit)

Rules Clarification : Snap Strike - None yet. (Edit)

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

Rules Clarification : Convection      (Edit)

  • A warjack can benefit from Convection multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Convection. Refer to the Cortex rules.

Rules Clarification : Lightning Storm      (Edit)

  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
  • Hazard Templates (Edit)
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).

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.

Rules Clarification : Teleport - None yet. (Edit)