Major Beth Maddox
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A fierce Storm Knight of consummate skill, Major Maddox is a born survivor and a superlative officer, a woman whose courage and resolve have made her the face of the modern Cygnaran military. Maddox survived as a prisoner of war held by the Protectorate of Menoth and managed her own daring escape after years of captivity. She has adopted a “no man left behind” policy and does not hesitate to go off-book to ensure the safety of those under her command.
- 1 Basic Info
- 2 Thoughts on Major Beth Maddox
- 3 Other
|See also How to Read the statblock|
Weapons and Attacks
- Storm Strike - 10" range, POW 12 gun
- Tempest - 2" reach, P+S 13 melee weapon
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
- Immunity: Electricity - This model does not suffer electrical damage, and is ignored when determining lightning arcs.
- Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after that attack is resolved this model can make one basic ranged attack.
- Assail - Cost 2, 6" range, Upkeep
- Target friendly Faction warjack can charge, slam, or trample for free and gains +2" when it does so. Also, if it does a slam, the slammed model is moved +2".
- Dauntless Resolve - Cost 2, 6" range, Upkeep
- Friendly Faction warrior model/unit gains +3 ARM and Tough.
- Electrical Blast - Cost 3, 8" range, 3" AOE, POW 13
- Onslaught - Cost 2, Upkeep
- The caster and friendly Faction models that start their activation in the caster's CTRL range gain Relentless Charge for one turn. (Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.)
- Snipe - Cost 2, 6" range, Upkeep
- Target model/unit's ranged weapons gain +4 RNG.
Feat : Thundering Rage
While in Maddox's control range, friendly faction model's melee weapons gain +3 POW and Beat Back. Thundering Rage lasts for one turn. (Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly towards it.)
Thoughts on Major Beth Maddox
Major Beth Maddox in a nutshell
Despite all her combat prowess Major Beth Maddox is a support toolbox caster with a large variety of buffing spells fit many situation you might find her in. As a battlebox caster, her simplicity is meant to serve as an entry point for players new to the game.
- Assail - Put it on an important warjack early, and don't let it drop. 2" extra movement can make that charge connect. And the free charge is worth an extra focus.
- Dauntless Resolve - Were you able to target any model instead of warrior-only, this would be the best support spell in Cygnar's arsenal. It rarely comes up in a battlebox fight, as the only suitable target is Maddox herself. It is still awesome though, combining the ARM boost of the Arcane Shield with the Tough ability, usually not present on Cygnar infantries. Best used on high-ARM warriors; Storm Lances being your toughest warriors and Stormblade Infantry and Silver Line Stormguard being your next toughest units. Sword Knights go from being great jammer infantry to fantastic jammer infantry.
- Electrical Blast - An offensive AoE spell. Usually they're used to hunt Incorporeal models, but your sword has a magic ranged attack, so this one is best applied to cause disrupt on warjacks. You have to damage the target, so considering the boosts, it can be pretty restrictive on your FOCUS pool. Don't forget that the Firefly buffs its damage, if it stands close enough.
- Onslaught - This is probably worth casting on turn 1 and upkeeping for the whole game. The 2017 Steamroller scenarios demand quite a few terrain pieces, so it will have plenty of time to prove its usefulness.
- Snipe - Cygnar's staple shooting buff - marginally useful in the initial battlebox fights, but increasingly important in the later games. Very good on units with follow-up movement after their shooting, like Tempest Blazers: if you reposition back to safety, usually you'll have an extra turn for shooting, before the enemy reaches you.
Battelbox casters rarely have complicated feats, and Maddox is not an exception. Use it when most of your army smashes into your enemy's, or when you smash into their heavies. A +3 modifier on your melee attacks' damage roll will usually equal about a boost on those rolls. If the enemy denies a charge, the attacks will still be almost as telling as with a charge. It is perfect to counter STR penalties on your troops (like the one in Thagrosh1's Death Shroud), though this is not a STR bonus - so you won't Throw enemies further, for example. Also watch out to keep models within Maddox' CTRL area. It is all too easy to leave the circle she buffs, especially with the Beat Back part (which is optional).
Battlebox Fights In Battlebox fights Maddox usually wins by attrition, softening up the enemy at range with the Firefly and occasionally arced Electrical Blasts, then grinding down the opposition with her Assail-enhanced Ironclad (and Onslaught, if the enemy abuses terrain). Snipe helps you to win ranged duels, but the battles themselves will rarely be won at range. Even with her decent MAT and Quick Work you don't want to commit her into battle. Her sword has a good effect on it to help finishing off jacks, but it is tied to a critical effect, making it fairly unreliable even against clumsy targets like a Khador Juggernaut.
Outside the Battlebox The overall strategy of Maddox changes little with a larger army. Most of the buffing spells will have self-evident targets, and the buffed melee attacks will help you to win via attrition. Keep in mind the Beat Back element of her feat - even though you cannot destroy a target, you can use it to push contesting models out of the zone, if they are just chipping the zone's edge.
- Ironclad - Bog standard beatstick for Cygnar. If you did not cast Assail on it, something weird is going on. Its Tremor attack makes affected targets sitting ducks for your follow-up attacks, and it can hit hard on its own.
- Lancer - With a single offensive spell you will mainly use it for your support duties, and upkeep cycling - see Tips and Tricks. Set Defense pumps up its defence against charges to respectable levels, while Shock Field and Shock Shield can give nasty surprise for enemy warjacks, crippling their cortices.
- Firefly - Cygnar's unique theme is lightning - and the Firefly is all about electricity-based attacks. Won't be too relevant in the battlegroup-only fights, outside of buffing the damage from its own guns, Maddox' sword and her spell, but in later games you will find its presence extremely useful. The Storm Division Theme is unimaginable without it.
Maddox likes a combined army. Take a decent variety of troops including some ranged choices for Snipe, some moderately armoured troops for Dauntless Resolve, and some good heavy warjacks for Assail.
- Heavy Metal - Your support duty rarely leaves you with spare FOCUS, so this would be a fairly atypical breed of HM theme force; revolving around Sword Knights, and their incremental support (mainly Archduke Runewood, a Journeyman Warcaster and Rhupert for a second source of Tough). The point threshold for free solos/UAs is the highest among the themes, so don't expect too much free stuff from it.
- Stormclad - Maddox' presence can charge it up (since she's a Storm Knight). A great target for Assail. You can also put it under the care of s jack marshal, where you must give up the benefits of Assail, but it can still enjoy the support of Onslaught.
- Brickhouse - Your character jack, good choice for a heavy hitter. You'd take Field Mechaniks anyway into this theme, and Brickhouse really needs his systems working to get the job done (mainly its right hand for Force Lock).
- Sword Knights make incredibly good use of Dauntless Resolve. Defensive Line provides immunity to knock-down which in turn allows them to make use of multiple tough rolls. Being cheap infantry, this spell amplifies their power, plus with the feat and the added support they can hit way out of their weigh class.
- Long Gunners or Storm Strider - This list has a surprising amount of ranged presence too, each enjoying the buff from Snipe. Long Gunners are better against infantry spams, while the Storm Strider contributes to the free-point threshold.
- Storm Division - Your toughest units can be found here - making good use of Dauntless resolve.
- Storm Lances - The best cavalry in the game, plus the best target for Dauntless Resolve. Pathfinder from Onslaught is the icing on the cake.
- Silver Line Stormguard - Great deterrent against enemy charges.
- Stormblade Captain and Laddermore - Essential army support, plus since Maddox is a Storm Knight, their buff work on her too.
- Gravediggers - This theme is already full of with Tough infantry, who resist blast damage while dug-in (and a +3 ARM would rarely help surviving a direct hit), so you can save on Dauntless Resolve, or spend it on a Mercenary unit with Murdoch. Apart of that, Snipe, Onslaught, and her feat complements lovely the Trencher arsenal.
- Rangers - Maddox has no innate tools to boost accuracy on her troops, so the presence of the rangers are most welcome.
- Sons of the Tempest - This is an odd theme; as it leaves few mentionable target to your feat, but the thing that you can keep 2 of your free upkeeps in play for free (Dauntless Resolve on the Tempest Blazers, and Snipe on any other Arcane Tempest unit), plus that this list usually fixes its accuracy problems and damage boosts on its own via solos (Falk ant the GMCA), Maddox can have play in it.
- Squire or Sylys - It is not a question how useful a free upkeep is for a caster with 4 upkeep spells. Whether it is a free focus, or Arcane Assist, it leaves you with more FOCUS to play. The Squire has a small edge, as it boosts your CTRL area too, thus, offers greater coverage for your feat, but the offensive boost from Sylys can also cone handy sometimes.
Drawbacks & Downsides
- No accuracy buff for her army.
- Vulnerable to anti-upkeep tactics (Purgation, Lamentation, Purification, Eiryss2, Eilysh, etc.)
- Often becomes FOCUS strapped.
Tricks & Tips
Since she is a battlebox caster, and will often be selected by new players, here are some tricks with her, that will serve you well throughout the later gaming too:
- Beat Back doesn't have to damage the opponent, a hit is all you need to trigger it. There's some charm in pushing out a Khador heavy from the zone with your Mechanics.
- Snipe and Assail can be spell cycled to affect two units in a turn. You do this by putting it on a unit the turn before, upkeeping the spell and using that unit/jack first, before activating Maddox and then putting the spell on a different unit/jack.
- Electro-leap slingshot is a staple trick of Cygnar's. If you want to remove a model with low ARM but high DEF, shoot a low DEF model near it with your main attack (for example, the Firefly's gun), then the electro leap will bounce to the squishy model you wanted to kill. If there's no suitable models nearby (or they're not the closest), then send a sturdy (or even better, electro immune) model of yours near a target, and use it as a starting point for the leap.
- Originally released at the beginning of Mk3 (2016), as the new battlegroup-box warcaster, and first appeared in Forces of Warmachine: Cygnar Command (2017)
Themes for any-and-all casters (Edit)
- Gravediggers - (Article) (Category)
- Heavy Metal (Article) (Category)
- Sons of the Tempest - (Article) (Category)
- Storm Division - (Article) (Category)
Other Cygnar 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)