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Few military developments have been so disquieting to Cygnar's rivals as the Hunter; simply stated, it is a jack assassin. Equipped with advanced mechanika relays, an inventive boiler design, and a Long Arm cannon specifically designed for penetrating heavily armored opponents over distances, the Hunter has already made a name for itself in the field.
This model's rules are currently under development
This is a existing model, and the information here is the rules it had before the CID cycle. If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading.
|See also How to Read the statblock|
- Battle Axe - 1" reach, P+S 12 melee weapon.
- Long Arm - 14" range, POW 6 gun. The worst POW in Cygnar, but armor piercing makes it 10 times better.
- Armor-Piercing - When calculating damage from this weapon, halve the base ARM stat of models hit.
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
- Construct - This model is a construct and is not a living model.
- Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Extended Control Range - Double this model's controlling caster's normal control range when determining if this model is within it.
2017.06 Trencher CID
Thoughts on Hunter
Hunter in a nutshell
The Hunter does one thing and does it really well; the Long Arm is exceptionally good at punching through armor. Against an ARM 18 heavy you'll be doing dice-3 damage, or 7.5 on an average boosted damage roll. Just more than a column per shot. Wee! Advance Deployment, long range, high accuracy, armor piercing, able to walk through rough terrain. The Hunter has all the tools it needs to do its one job exceptionally well, hitting most things as effectively as a Defender and being both more accurate and harder hitting against the heaviest heavies.
The heavier the armor, the more the gun shines and it soon becomes on par with heavier guns on heavier 'jacks (i.e., the Defender). The Hunter can do as much or more damage to models than a Defender. Which is something Cygnar desperately needs; there are no Weapon Master infantry in the entire faction so armor destruction generally falls to the warjacks.
The Hunter shares a chassis with the Grenadier, although it has a better RAT than most other non-character warjacks, equal to that of elite ranged troops. Its chassis gives it one of the best DEF stats of any warjack, but it has slightly less ARM and fewer damage boxes than the Charger. It's also one of Cygnar's most expensive non-character light warjacks.
Fundamentally the calculus on the Hunter is brutal; its melee statistics are terrible to the point that it's about on a level with the 6 point Buccaneer (or in faction it's about on a level with the Sentinel or Firefly in melee, both of which have decent guns and adequate secondary abilities. And with its tissue-paper "armour" taking a free strike hurts. The long rifle on the other hand (combined with Pathfinder) normally gives it two shots before it gets run down by the enemy and reduced to a 6 point warjack (or struggling to fire into melee, which is little better). So to make a profit out of a Hunter you basically have to do three points worth of damage per shot in each of the opening couple of salvos. Which is normally either vaporising a solo each turn or mauling a heavy that has no shield and no ARM buffs (4 hits with boosted damage rolls should just about total an Ironclad while a Juggernaut should be on an average of one box after 5 hits with boosted damage rolls; at 7 hits with boosted damage the Centurion just takes too much killing).
Combos & Synergies
- The Hunter is accurate enough to not need to boost to hit against its favored targets. Just the one focus from Power Up is enough for it do its job.
- Kraye can let it retreat after shooting.
- Extended Control Range makes the Hunter ideal for Journeyman Warcasters, since the Journeyman's 6" control area, which can be a real pain to work with, is extended to 12" for the Hunter.
- Works well with Haley2's Temporal Acceleration, giving him speed buff and another shot.
- The Hunter loves nearly everything Captain Kara Sloan can offer.
- Haley 3 lets it have a 32' leash. (8 focus= 16 doubled to 32, giving it an extremely long leash. If you want to consider absurd CTRL ranges, look for Nemo1 too, who is quite capable of leading the Hunter across the entire board. Also, extended CTRL range synergize very well with AOE:CTRL spells, like Deceleration.
Drawbacks & Downsides
- The Hunter has one job, and is practically in a Worker's Union. Step out of its assigned role and you'll find it sucks at shooting infantry swarms and/or fighting in melee.
- It doesn't stack with Siege's feat (so hit the enemy with something else first, then use the Hunter and pierce the armor twice).
- It doesn't have the ARM & HP to survive infantry charges.
- And unlike a Defender, one good hit is likely to do significant damage.
- ARM buffs like Arcane Shield aren't halved, which significantly lowers it's hitting power.
- It's one point cheaper than an Ironclad (or the same cost as a Nomad) - very expensive for a light.
- A very common tactic to deal with a hunter is run an infantry model or two into melee with it. Free strikes can do a frankly horrifying amount of damage to a Hunter if it tries to walk away and it's not doing much except killing an infantry model if it kills them.
- It's generally considered to be a cut-down Defender - the gun but not the survivability or the melee hitting power. Which means the Defender is considered better value unless you expect to get extra shots out of it from someone like Captain Victoria Haley, Captain Kara Sloan, or Captain Jeremiah Kraye
- A handful of quality attacks will put it out of commission. Once the shooting starts, these guys are often the first ones to get slaughtered.
Tricks & Tips
- With Pathfinder the Hunter can routinely hide in forests to boost its DEF to levels which are, for a warjack, absurd.
- Try to put it in or behind cover so that it benefits from concealment, and can take advantage of Pathfinder to get away from the enemy if they make a move towards it.
- The Hunter is great at shooting Battle Engines; they tend to have fewer boxes than a warjack, and be easy targets on a huge base.
- Extended Control Area, by its current wording applies to spells which affect models within CTRL zone - have fun with Magnetic Field, Energizer, Deceleration, Pursuit, and the like
Originally released in Warmachine: Escalation (2004)
- Sons of the Tempest - (Article) (Category)
- Themes for non-character warjacks (Edit)
Other Cygnar models