Cygnar

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Cygnar Faction overview[edit]

The "good guys" of Warmachine. Along with generally being the heroes of the setting, they are also the group that is credited with the creation of the first Warjacks. Its usually known for the best ranged units in the game. Situated in the middle of western Immoren, Cygnar is the crown jewel of the Iron Kingdoms. Cygnar has the largest population, the best arcane mechaniks, the most resources, and the best gunsmiths in all of Immoren, and are beset on all sides for some combination therein. The boys in blue consequently have developed a combat style that favours the ranged game, offering blistering amount of buffs, utilities, and electrical goodness to ensure that the game stays that way until they're good and ready to get stuck in. Of course, when they do decide to get into the fray, combined arms warjacks can swamp enemy forces quickly and dangerously.

Cygnar for Beginners[edit]

Cygnar is a mixed arms faction that heavily favors shooting, including lots of buffs and special effects for their ranged weaponry, to represent their high-tech armaments. They aren't slouches in melee either, with many models having access to decent POW. Cygnar units often have issues with survivability and that is where their plethora of spell support comes in, with many warcasters having access to either Blur or Arcane Shield.

Their signature element is lightning, providing the disruption status effect, which makes warjacks drop their focus and prevents allocation next turn as well, giving them a better matchup vs Warmachine armies than Hordes, where the disruption effect will be useless. Lightning can do more than just disrupt however, with many models with the element having the Electro-Leap special rule, where a slightly lower POW lightning bolt will chain to models (both allied and enemy, ignoring the attacking model) and automatically hit them. To go along with this, many of the models in faction have immunity to lightning, allowing them to shoot friendly models in the back and 'bounce' lightning into enemy models, effectively ignoring high defense and stealth.

Cygnar's warcasters mostly focus on buffing models defence and ranged attacks, having few debuff spells and normally only one offensive attack. Also don't expect Cygnar warcasters to go on a killing spree through swathes of enemy models. Although Stryker2, Caine and Haley all have powerful assassination runs, they are fragile casters that are weak to retaliation.

Cygnaran warjacks generally have average ARM, and slightly higher than average DEF, which may give poor accuracy models trouble hitting them. Where they shine is their above average SPD and their High accuracy in both ranged and melee combat.

Cygnar Warcasters[edit]

Cygnarian Warcasters are generally support based. Rarely will they ever rely upon slinging offensive spells, although we do sport some good ones. Being a strongly ranged faction, every caster except one has some kind of ranged weapon, and several are capable of scary amounts of firepower, including Sloan, both Caines and Nemo3. That isn't to say our casters can't hold their own in melee, with Stryker2 able to attain the highest unassisted P&S in the game, and Sturgis being able to have 16 attacks in melee. Overall, Cygnar casters are a varied and balanced bunch, and can offer any play style, from all jacks to infantry swarm to simply gunning down the enemy army to controlling time itself.

Cygnar Warjacks[edit]

Cygnarian Warjacks are a well rounded bunch. Their stats are middling for jacks. They aren't as heavily armored as Khador jacks, not as swift as Cryx jacks, and don't sport the bevy of weapons Retribution jacks do. However, they do all of those things well, though not great. Because of the solid statline, we enjoy a jack for every season. Defenders are the premier shooting jack in the game, Centurions can hold zones like you wouldn't believe, Hammersmiths beat things into the ground until they stop moving, and Stormclads have a well rounded package combining survivability, efficiency, hitting power and versatility. Our first colossal, the Stormwall, is often considered one of the best in the game, and the new Hurricane looks promising in many lists.

Light warjacks follow some of the same themes seen in heavy jacks, though with more of a combat support bent. Sentinels provide shield guard and crowd control, Fireflys buff our lightning attacks, and Chargers and Hunters excel at being focus efficient, ranged monsters.

Cygnar's character jacks take everything above, and dial it up. All of them, except one, are seen as balanced and worth taking, and most don't rely on their bond to be useful, which means they often work into many different lists. Special shoutout to Thorn, who is probably the best arc node in the game, and is often taken with casters who don't need one, solely because his combat abilites are so useful.

Cygnar Models and Units[edit]

Warcasters[edit]

Warjacks[edit]

Light[edit]

Character Light[edit]

Heavy[edit]

Character Heavy[edit]

Colossal[edit]

Battle Engines[edit]


Units[edit]

Character Units[edit]

Mercenary Units Attachment[edit]

Solos[edit]

Character Solos[edit]

Cygnar Theme Forces[edit]

Cygnar Deep Lore[edit]