Major Markus ‘Siege’ Brisbane
Major Markus ‘Siege’ Brisbane
A professional soldier with more field experience than virtually any other warcaster in the Cygnaran Army, Major Markus Brisbane is famous among Cygnaran troops for his ability to lead from the front and infamous among his enemies for his ability to triumph. It has been said there is no strategic obstacle the man cannot overcome, nor is there any wall in western Immoren that can stand against him.
- 1 Basic Info
- 2 Thoughts on Major Markus ‘Siege’ Brisbane
- 3 Other
|See also How to Read the statblock|
Weapons and Attacks
- Rocket Cannon - 14" range, POW 14 gun. One of the main highlights of taking Siege.
- Ground Pounder (★ Attack) - You get to place a large AOE anywhere completely within this weapon's RNG and LOS, then make a separate ranged attack against each model in the AOE that ignores the shooting-into-melee penalties and most DEF bonuses.
- Havoc - 1" reach, P+S 14 S melee weapon. Serviceable if Siege is already engaged, but not good enough to warrant charging in with.
- Damage Type: Magical - This weapon can damage incorporeal models.
- Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
- Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
- Combat Engineer - Siege gets an extra damage die vs structures.
Feat - Breach
Removes all wall templates currently in Siege’s control range. Additionally, the next time each enemy model suffers a damage roll while in Siege's control range, halve its base ARM when calculating damage. Breach lasts for one turn.
- Explosivo - Cost 1, 6" range, Upkeep
- Friendly Faction model's ranged weapons gain Magical Damage. If the affected model boxes an enemy model, center a 3" AOE on that enemy and RFP it. Models in the AOE suffer a POW 8 magical blast damage roll.
- Force Hammer - Cost 4, 10" range, POW 12
- Non-incorporeal models are slammed d6" directly away from the spell's point of origin, before making the damage roll. Collateral damage, if any, is POW 12.
- Foxhole - Cost 2, Upkeep
- Place a 5" AOE in an open area within Siege's control range. Models completely within the AOE gain cover and immunity to blast damage, and are ignored when drawing LOS.
- Mage Sight - Cost 2, Upkeep
- Place a 5" AOE completely within caster's control range. Models in the caster's battlegroup ignore forests and clouds when drawing LOS, and ignore stealth when attacking models within the AOE.
- Rift - Cost 3, 8" range, 4" AOE, POW 13
- The AOE stays in play for one round as rough terrain.
Thoughts on Major Markus ‘Siege’ Brisbane
Major Markus ‘Siege’ Brisbane in a nutshell
Brisbane is a resilient, one-man-artillery, offensive caster, who likes to be near the front. He lives up to his name and fluff, by being a tough combatant, and capable of tearing down even the mightiest defences. He has an excellent ranged game and a good assassination potential thanks to his Rocket Cannon (and especially, Ground Pounder), and his feat can be absolutely devastating.
Being among the strongest offensive feats in the game it is all about having the caster in the right place, in the right time, and having an army nearby who can capitalize its perks. The ARM de-buff only works on the first damage roll against every targets, so you want to make it count. Don't get too greedy; sometimes catching a few heavy in the radius is better than getting the whole enemy force within your CTRL area, and leaving you exposed for the counter-attack. If you took the enemy's heavies out of the equation, it is likely they don't have much left to counter yours.
Make no mistake, this feat is every bit as deadly at range as is in close combat; just make sure you have enough fast, hard hitting units, who can charge the enemy, once Breach is being cast.
The first half of the feat does not look too appealing, but it can open up charge lanes, cleaning roadblocks and take away enemy covers to make shots connect. Wall templates are inter alia the Razor Wall, the covering fire of the Manticore, Cyclone or the Trencher Chaingun and the Rock Walls from Gorten, Baldur, or Gunnbjorn.
- Explosivo - This can be a real nightmare for several Cryx and Protectorate models, and can add to the ranged game of any unit. Brisbane himself is also an excellent target of this spell. RFP on it also offers some other shenanigans, see the Tips section. As it is an upkeep, cycle it according to your own leisure.
- Force Hammer - Incredibly expensive for his focus pool, you'll likely to see this one in use only if you want to knock down something for assassination (feel free to use some expendable model of yours, if that's what it takes). The damage is also nothing to write home about.
- Rift - Another fairly expensive spell, with relative short range. It puts a medium AOE of rough terrain into game, but unless it is arced, its short range can be as much hindrance for you, as for your enemy.
- Foxhole - The offensive use is now severely diminished, since you cannot place it in touch with models' base. However, it still retains a certain level of board control, if you can predict, where your enemy wants to march his screening models. Apart of that, it is every squishy infantry unit's dream. Damn shame, it's an upkeep spell; there are so many ideal candidates for that one.
- Mage Sight - your number one tool in the faction to remove Stealth on enemy units. Only your battlegroup profits from its effect, but that is usually more than enough for the job. Like Foxhole, it can also be used for board control.
Breach is pretty suitable for assassination - but that somewhat hard to pull off against experienced players. Even though, you can swing the balance to your favour, and win on attrition, by removing the enemy's key heavy hitters with ease.
His army selection is usually being made with the feat in mind: they must hit heavily, and must be rather self-sufficient, until the feat allows the to deliver the deathblow. Thanks to that, he can perform well in all the current theme forces.
Siege lacks movement buffs (Pathfinder and +SPD), meaning he must plan careful with low mobility Jacks like the Hammersmith.
- Charger – It's cheap, and the Dual Cannon can do serious damage on Brisbane's feat turn.
- Minuteman - jumping behind a shield walled enemy unit and activating Flak Field is usually the end-game for most infantry formations. Under his feat, even elite infantries can be evaporated with well placed blasts.
- Hunter - Though its armour piercing shot does not stack with Breach, you'll need something to soften up enemies before your feat, and keep on hammering them, if they somehow managed to survive. In Foxhole they get an absurd level of DEF for a warjack, and with Pathfinder they navigate rough terrain with ease.
- Sentinel – Gives Brisbane an extra layer of protection against ranged attacks, and protects your Stormwall from Gorman.
- Ironclad and Ol' Rowdy - you want your Breach shots and blows to be telling, so you want to hit the enemy in the first place. Nothing is easier, if these jacks knocked your target down with Tremor before. The Avenger can also knock down at range, though its speed can be an issue.
- Lancer - Excellent for arcing a patch of rough terrain with Rift. Thorn is also great, but it locks you out of the theme forces.
- Defender – Boosting both the attack and damage roll on Brisbane's feat turn can inflict insane amounts of damage to even particularly tough 'casters such as The Butcher or Terminus, and knocks out more than 2 damage column of a Khador heavy on average.
- Stormwall and Hurricane - both sport deadly, long range weaponry, something that can make the most out of the feat. They are also resilient enough to stay alive, until Brisbane drops Breach. The Hurricane is suitable for Rift arcing too.
- Triumph - his character jack, which gets boosted attack damage rolls due to his bond. Its out of activation shot can soften up targets before feat (and the damage is still boosted), while the power-up focus can be spent on boosting the attack roll. Shield guard is a nice addition, and its amended price makes it nearly auto-include.
- Stormclad - outside Colossals, no other jack hits harder in close combat, than this one.
- ATGM – Ground Pounder requires LOS, so they can knock away/off targets from Brisbane's path. Their UA is also ideal for marshalling jacks with Snipe bullets, and can occasionally help you out with stealth hunting.
- Long Gunner Infantry – Their superior range lets them staying behind, and peppering the enemy lines from afar. With their high volume of fire and Explosivo they can clear tightly packed infantries like few other. They love Foxhole, as they tend to die, as soon as the enemy gets a bead on them. Finally, their CRA under feat turn can be devastating - a minimum unit hits as hard as a Defender, while a full unit will likely to cripple a heavy warjack. They can also scale their CRA according to your needs; under feat, a minimum unit with Dual Shot 2-person CRA can remove a max unit of Iron Fang Uhlans under Iron Flesh and Wall of Steel.
- Trencher Long Gunners - With their UA you can deliver surgical strikes into jacks and beasts, crippling their most important systems and aspects under your feat.
- Black 13th – They are pretty efficient in removing stealthy models, if your battlegroup has other targets and/or you want to spare on Mage Sight. Their concentrated fire can be exploited by firing upon targets, which were already hit by another unit under your feat, and shoot a max-powered brutal damage shot into a yet untouched target. They also gain superb DEF from foxhole (though not Stealth).
- Cylena Raefyll & Nyss Hunters – Their CRA can devastate your opponent with your feat, and then they can fight in melee in later turns giving some much needed melee ability to what will generally be a ranged list. They deal with terrain well, something Siege cannot help with personally and a thing his lists often lack.
- Rangers – Foxhole gives cover and makes them immune to blast damage. If you can put them in some concealment as well, this makes your Rangers extremely hard to kill. Mark Target, combined with Ground Pounder gives Siege a better than average RAT that ignores many defensive buffs.
- Precursor Knights – Since Foxhole doesn't target any models, it's a rare buff that can affect these Spell Warded knights. They're good tar pit unit for Siege.
- Tempest Blazers - Their access to Brutal Damage or Electro-Leap makes them a huge danger on Feat turn.
- Trenchers - Really, each and every trencher from rank-and-file infantries to artillery pieces gets better, and not only by his feat. Explosivo makes them bane of other infantry units, especially the Commandos with their scatterguns. Their CRA is also welcomed in and outside feat.
- Storm Lances - They hit like a ton of bricks, even before the feat, and can deliver a charge from afar. When not in feat turn, use Explosivo to cause havoc among infantry units.
- Captain Arlan Strangewayes – A good repair option, and Power Booster is great for a marshalled Defender. Explosivo with spray is also nasty.
- Gun Mage Captain Adept - Your toolbox solo, and yet another source for Brutal Damage during feat turn.
- Lieutenant Bastian Falk - Explosivo hands out magical damage, Falk adds +2 to the damage roll via Rune Marked.
- Journeyman Warcaster – Put Arcane Shield on a key jack, or your warcaster. Park then Siege inside his Foxhole to give him a better DEF than Caine and the same ARM as a Khador 'jack.
- Reinholdt OR Squire - Choosing between these attachments is very difficult. With Reload and Lucky Charm Reinhold gives a lot in terms of personal offensive output. Spyglass on a single stealthy target can also spare focus on Mage Sight. The Squire on the other hand provides him much-needed extra focus, increases the control area for his feat, and can prove occasionally useful for Force Hammer or Rift attacks. The increased control range from the Squire means that models affected by his feat are in his Rocket Cannon range too. With any other attachment you have to be 2" closer for him to be shooting models affected by Breach.
- Support models, like Ragman, Gorman, Hutchuk and both Eiryss are all useful for him as well. Do not forget to activate them, before you use your feat to get the most out of their abilities.
- Rhupert - all of his given abilities are godsend to Brisbane's forces.
- Horgenhold Artillery - even without the possibility to add Murdoch, this unit will leave a mark under your feat.
Drawbacks and Downsides
- Damage support is mainly from his feat turn - outside that he offers few buff to hitting power to his army and battlegroup alike
- He must be close to the enemy to make the most out of his feat; you can easily leave him exposed for assassinations and counter-attacks
- He is focus-strapped
- All his supports are upkeeps, making him vulnerable for Lamentation and Purification. On the brighter side, 2 of them are AOEs, so units in it won't be harmed by Purgation attacks' extra die, and cannot be cancelled by Dispel.
- Speed de-buffs and rough terrain can hinder him and his army.
- He is quite punishing to new players who may struggle with activation order.
Tricks and Tips
- Explosivo RFPs targets upon being boxed, countering things like corpse/soul token collections and Take-up for things like weapon attachments and artillery. Thagrosh1's and The Twins' (Rhyas+Shaeryn) feat is also severely imperilled by Explosivo shots.
- If your melee damage makes more damage, than your Assault shots, spare them on feat turn against tough foes. Also, watch out for electro leaps, and especially Lightning Arcs, as they can trigger the damage roll on models you wanted to shoot later with something heavier.
- He is a great target for his own Explosivo. Since the secondary AOE triggers on an enemy death, Ground Pounder becomes total overkill and can catch models that the AoE missed the first time around or are outside of the main AoE.
- If you take Triumph and have access to the Armoury Steamroller objective, you have a lot of high POW magical ranged options at your disposal compared to most Cygnar armies.
- Mage Sight's Stealth removal works both ways - a model losing Stealth blocks LOS. Remember that, if you want to target something beyond the stealthy model(s).
- As the Foxhole template's diameter is 7 mm wider than a huge base, it is technically possible to cast Foxhole and straight up walk into it with your colossal to cease it being a LOS-blocker. When in doubt, communicate it in advance with your opponent, as this trick requires accurate measuring to pull off.
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)