Tactical Arcanist Corps

From Battle College
Jump to: navigation, search

Mercenary Rhulic Unit

The Tactical Arcanist Corps always work in threes. They undergo training and drilling together until they can meet and even exceed the exacting standards imposed by the Brand of Odom for Rhul’s elite battle mages. They defend those they are contracted to protect with scorching salvos of arcane fire, incinerating those that challenge them.

Basic Info[edit]

Tactical Arcanist Corps
Tactical Arcanist Corps.jpeg
SPD 4
MAT 6
M.A. 7
DEF 11
ARM 16
CMD 6
Unit Size 3
Cost 7
1.3 each
See also How to Read the statblock

Weapons[edit]

  • Thermo Mace - 0.5" reach, P+S 13 melee weapon

Abilities[edit]


Thoughts on Tactical Arcanist Corps[edit]

Tactical Arcanist Corps in a nutshell[edit]

The Tactical Arcanist Corps are a very slow unit able to create a smoke wall and that can shoot things with their POW 13 flame blasts. They die like flies but are so low threat that they do not draw much attention. With the Hammerfall Siege Crawler (that returns them to play) they have found a place in the Hammer Strike theme force as a source of clouds, blasts, and magic attacks. Without the Crawler, they are awful. With the Crawler, not so bad actually.

Despite Battle Wizard they are a second wave unit, not a frontline unit. They use smoke clouds to block LOS to your more precious support pieces, and occasionally take potshots with Flame Blast. Late game, they can afford to go for broke in melee and trigger Battle Wizard.

Combos & Synergies[edit]

Within Mercenaries

  • The Siege Crawler increases their survivability, as mentioned above.

Outside Mercenaries

  • Cygnar: A unit can fill up Nemo1's Arcane Accumulator all on their own. They can also give a much-needed LOS block for that fragile caster.
  • Khador: The Ranking Officer Valachev can give them Zephyr, letting them place a cloud then advance backwards and hide out of LOS.

Drawbacks and Downsides[edit]

  • Too slow to get in front of most things that would like a smoke wall. (Unless it's Ossrum's feat turn.)
  • Battle Wizard means you need to get into melee first. MAT 6 is not terrible, but also not great melee stats.
  • Low DEF and ARM that dies to direct fire.
  • Righteous Flames only triggers once in a blue moon, and even then it only might cause damage a whole round after it is triggered.

Tricks and Tips[edit]

  • Put them in front of your caster to smoke wall.
  • Keep one back so they don't all die and the Crawler can return them to play.


Other[edit]

Trivia[edit]

Released in Warmachine: Vengeance (2014)

Theme Forces[edit]

Mercenary
Khador (Edit) Cygnar (Edit)

Other Mercenary models[edit]

MercenariesLogo.jpg

(Edit)

Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Gastone2 - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Marshals
Cannot take Colossals
Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
  M  
E
R
C
E
N
A
R
I
E
S
 
Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Ogrun Assault Corps - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator
Character Units Alexia1 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos Cephalyx Agitator - Gobber Tinker - Ogrun Bokur - Swamp Gobber River Raider
Character Solos Alexia2 - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun & Lug - Colbie - Dahlia & Skarath - Dirty Meg - Doc Killingsworth - Eilish Garrity - Eiryss1 - Eiryss2 - Hawk - Gastone1 - Gorman - Gudrun - Harlan Versh - Hutchuk - Kell Bailoch - Lanyssa - Rockbottom - Major Harrison Gibbs - Dougal - Orin - Ragman - Raluk - Rhupert - Rorsh & Brine - Rutger - Savio - Saxon - Sergeant Nick - Stannis - Taryn - Thor - Viktor - Wrong Eye & Snapjaw
Battle Engines Hammerfall Siege Crawler
 
Theme Forces (Edit)
Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater - The Talion Charter - Llaelese Resistance

Rules Clarifications[edit]

Rules Clarification : Flame Burst      (Edit)

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.


Rules Clarification : Battle Wizard      (Edit)

  • Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
  • This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)

Rules Clarification : Righteous Flames - None yet. (Edit)

Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)

Rules Clarification : Flame Blast - None yet. (Edit)

Rules Clarification : Smoke Bomb      (Edit)

  • While this model is in the centre of the cloud, no one else can get concealment from the cloud.
  • Cloud radius = 1.5" = 38.1mm. Small base radius = 15mm. That leaves 23.1mm space, which is not enough for another small base.