Theme - Heavy Metal

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Cygnar Theme Force

Flufftastic Fluff.

Theme Rules[edit]

Theme Force Restrictions[edit]

A Heavy Metal army can only include models from the following list:

Allowed models Which includes
Last updated 2017.03
Cygnar warcasters Too many to bother listing
Cygnar non-character warjacks
Note: Character warjacks can be taken, but only if bonded with their favourite warcaster (Thorn with Haley, etc)
Too many to bother listing
Thunderhead
Mechanik models/units
Sword Knight models/units
Battle Engines
Solos with the Battlegroup Controller ability
Archduke Runewood
Squire

Theme Force Bonuses[edit]

  • For every full 25 points of Warjacks and Battle Engines in this army, you can add one command attachment or solo to the army free of cost.
    • These free models don't count towards that total when calculating when the benefit is applied.
  • Solos and Mechanik units in this army gain Reposition [3"] (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.).
  • Your deployment is extended 2" forward.

Thoughts on this Theme Force[edit]

Theme - Heavy Metal in a nutshell[edit]

It's all about the Warjacks, so if you want to get the most from this Theme Force, you should start by looking at Cygnar's main battlegroup Warcasters:

Combos & Synergies[edit]

  • Kraye can have any heavy Warjack on the halfway line on turn 1 if you opt to go 2nd through trampling and repositioning.
    • And with this theme you can have nearly every single model you take making use of Reposition.
  • Sword Knights have Flank and you can bring many Warjacks.

Drawbacks & Downsides[edit]

  • No Storm Lances.
    • For some Cygnar players this will be a deal-breaking injustice.
  • Warjacks that synergise with other models, such as the Stormclad with Storm Knights or Grenadiers with trenchers, are less efficient than they can be.
  • Character Warjacks are restricted to armies with the Warcaster they share a bond with.
    • For example, no Thorn for any old Warcaster who isn't a Haley...
  • If you're bringing ranged Warjacks, you have very little to improve your chances to hit besides what your Warcaster brings.
    • Warjacks with Electricity weapons will still benefit from the Storm Strider, but at that point you may want to consider the Storm Division theme instead.

Tricks & Tips[edit]

List Building[edit]

  • The highest number of free models you can get in an average 75pt list is 4.
    • In practice this means you can have an additional heavy warjack on the table to what you would normally have.

Other[edit]

Trivia[edit]

Originally released 2017 February.

Rules Clarifications[edit]

Rules Clarification : Theme Forces    (Edit)

  • Bonus - Upkeeps already in play
    • Theme Forces that let warcasters/warlocks start the game with upkeeps already in play don't grant this benefit to Battlegroup Controllers (Journeymen and Lesser Warlock solos); because they are not warcasters/warlocks respectively.
  • Bonus - One [X] gains [Y]
    • If you need to choose which models get your theme bonus, then you do this choice after deployment. (Infernal Ruling)
    • An example is how Winter Guard Kommand gives Advance Move to one-warjack-of-your-choice-per-WG-unit.
      • In comparison, Destruction Initiative gives all Servitors the Shield Guard ability so you don't need to "make" a choice.
    • You should still write on your army list how many of these bonuses you get to hand out, though, so your opponent can clearly see. (Infernal Ruling)
      • ie at the bottom of your list, you'd write "3 warjacks gain Advance Move" but you don't need to state which three are going to get the bonus.
  • Theme Forces, free models, and Specialists in Steamroller
    • Placeholder.
  • Specific Themes
    • Refer to each theme to see if there is anything totally specific to that theme.

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. Click here for a detailed explanation
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended.
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Models in this Theme Force[edit]

Refer to Category: Heavy Metal

Other themes[edit]

Theme Forces (Edit)
Cryx The Ghost Fleet - Infernal Machines (Edit)
Cygnar Storm Division - Heavy Metal - Sons of the Tempest (Edit)
Khador Winter Guard Kommand - Legion of Steel - Jaws of the Wolf (Edit)
Protectorate of Menoth The Creator's Might - Guardians of the Temple - Exemplar Interdiction (Edit)
Retribution of Scyrah Forges of War - Defenders of Ios - Shadows of the Retribution (Edit)
Mercenaries Hammer Strike - The Kingmaker's Army - Operating Theater (Edit)
Convergence of Cyriss Destruction Initiative (Edit)
 
Circle Orboros The Bones of Orboros - The Devourer's Host - The Wild Hunt (Edit)
Legion of Everblight Ravens of War - Children of the Dragon - Oracles of Annihilation (Edit)
Skorne Winds of Death (Edit)
Trollbloods Band of Heroes - Power of Dhunia (Edit)
Minions The Blindwater Congregation - The Thornfall Alliance (Edit)
Grymkin Dark Menagerie - Bump in the Night (Edit)