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, 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[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 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[edit]

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[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.

With as generic a spell list as Sturgis has, anything at all works well with him.

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.
  • 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[edit]

Pretty much the exact same model

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
Battlegroups
Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege
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Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1
Marshals Runewood - Strangeways - Stormblade Captain - 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 - Trencher Cannon - Trencher Chain Gun - Trencher Commandos - Trencher Infantry
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - Trench Buster - Trencher Master Gunner
Runewood - Strangeways - Maxwell Finn - Harlan Versh - Jakes1 - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines Storm Strider
 
Theme Forces
Storm Division - Heavy Metal - Sons of the Tempest
Merc cygnar.jpg

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
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M
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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 such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're 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 intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not 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.

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 from an attack, but it is damage from the original model.
      • It's not an attack from a weapon so it won't gain damage buffs from the weapon (such as Poison).
      • It's not an attack from a weapon so it won't gain any Damage Types from the weapon. (Infernal Ruling)
      • It is a damage roll from a model so it can be boosted. (Infernal Rulings)
      • It is a damage roll from a model so it will gain benefits that worded "this model gains ... on damage rolls" (such as Prey). (Infernal Ruling) What this means in terms of a warbeast with a crippled Body is being checked.
    • 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).


Rules Clarification : Warcaster or Warlock     (Edit)

  • Please refer to the Warcasters & Warlocks page for a recap of the warcaster rules, and the very few associated rules clarifications.

Rules Clarification : Chain Attack      (Edit)

  • Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
  • Changing the order of your initial attacks (if you have a third, non-Chain Attack weapon) will not prevent a Chain Attack. Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial afterwards.
    • For example, the Cryx Nightmare can go {Claw - Tusks - Claw} and still trigger Chain Attack with the Claws even though they were out of order.

Rules Clarification : Relentless Charge      (Edit)

  • Pathfinder (Edit) - Pathfinder doesn't apply to involuntary movement (i.e. when you're pushed or slammed).

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 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)