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- 1 Basic Info
- 2 Thoughts on Journeyman Warcaster
- 3 Other
|See also How to Read the statblock|
Weapons and Attacks
- Handcannon - 12" range, POW 12 gun. Good for the occasional potshot, but don't rely on this for your main source of damage.
- Mechanika Blade - 0.5" reach, P+S 10 melee weapon. You should never use this.
- Battlegroup Controller - This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. This model must have at least one warjack in its battlegroup at the start of the game.
- Arcane Bolt - COST 2, RNG 12, POW 11 Offensive spell with zero special effects.
- 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.
Thoughts on Journeyman Warcaster
Journeyman Warcaster in a nutshell
The Journeyman Warcaster is a support solo. Most importantly he provides a way to cast Arcane shield. This can bring middling armoured units to an ARM value that is very resilient. Additionally he provides a small pool of focus to run the mandatory warjack he has to take. This model does have some combat abilities, but for the most part they are very poor. Keep him safe, away from combat or his battlegroup warjack will become inert.
A solid choice of warjack to run with the Journeyman Warcaster is the Charger. The good range means your Journeyman can sit back safely without risking losing Arcane Shield for your army or your warjack going inert. The Charger is optimally run with one focus allocated - meaning after you include upkeeping Arcane Shield and warjack focus allocation, the Journeyman will have one focus left, even to tank the occasional shot thrown his way. Thankfully if you keep both him and the charger at max range, he can be 20 inches away from what you're shooting at.
Don't underestimate his handcannon either. If his warjack doesn't need any extra focus (such as a sentinel, firefly or hunter) then he can double boost a shot from 17" away. This is great for picking out non-stealth solos or command attachments in units. Boosted hand cannons are even dangerous to low defense or knocked down warcasters. Just be careful not to get too close, since he will die to normal infantry shooting. Shooting the gun is always more effective than using arcane bolt, since his RAT is higher than his focus stat.
Combos & Synergies
- This model is great with Kara Sloan, or other focus-starved warcasters, because it allows them to cast spells to buff its army, or hinder the enemies.
- Keep the Journeyman far back until the endgame. It's normally easier to kill the Journeyman than the Arcane Shield.
- The Journeyman likes ranged jacks they can stay at least 4" behind, and has some favourites:
- The Charger for offensive power is perfect (one focus to the Charger, one to upkeep Arcane Shield, one to overboost) and is the normal jack of choice
- The Sentinel has shield guard - but normally works better with a jack marshal than with a point of focus.
- If you have a Trencher force the Grenadier can be pretty good.
- The Hunter has higher RAT, which means it usually only wants the powerup focus to boost damage. Additionally, extended control range means junior stays extra safe.
- The Firefly in a lightning themed army can be great for providing the ionization boost. It is also nice for added anti-infantry, since it will use it's powerup focus to boost the hit, then provide up to 4 power 10's, which can neuter a light infantry unit. If you really need the ionization boost, it can be worth running it to get into position. You will most likely lose the jack, but it free's up junior to arcane shield and use his gun.
- The following models/units are good targets for Arcane Shield:
- Combined with Commander Coleman Stryker you have access to two Arcane Shields and Stryker1's feat. This can make for a very durable army.
- Stryker1 and two Stormwalls under Arcane Shield is a quick way to lose friends.
- With Lord Commander Stryker you can have a unit at +5 ARM against ranged and magic attacks thanks to the combination of Arcane Shield and Deceleration.
Drawbacks & Downsides
- This model is expensive for what it does, thanks to being forced to bring a jack, and the spells aren't that great. This model is a support model - not meant for real combat, preferring to stay in the back, and buff allies.
- Always ask yourself whether Arcane Shield is really worth it in the list you are constructing.
- Some Warcasters give Warjacks in their battlegroup some really nice bonuses such as Captain Jeremiah Kraye's Iron Horse, Sloan's feat and spell list or Major Victoria Haley's Future Sight. Warjacks in the Journeyman's battlegroup won't benefit from these rules.
- With only a low number of boxes, the Journeyman is vulnerable to being killed by weapons or spells with Feedback that attack the Warjack they are controlling.
Tricks & Tips
- His defensive stats aren't terrible, and with the way overboosting works now, can shrug off a surprising amount of damage (with focus it requires a damage roll of 25 to kill him). In the late game, he can be an excellent flag grabber, or speed bump.
- He has a magic sword. Don't forget that if your opponent brings incoporeal models like a feralgeist.
Comparison to Mk2
He himself is pretty much the same, with just some slight stat tweaks. A huge change is within the Battlegroup Controller rule, which now forces him to take at least one warjack. This has moved him from a very cheap solo that let you put Arcane Shield wherever you want, to a significant points investment that you need to have a real plan for. Additionally, he now has effectively 4 focus thanks to powerup and overboosting now provides him with much more survivability.
- The Journeyman Warcaster is often referred to as "JWC", "Junior" or just "Jr."
- Originally released in Warmachine: Prime (2003)
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Other faction models
| * 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)