Cygnar is a proud nation beset on all sides by enemies and must use any means necessary to defend her citizens. Here is what you need to know to master the faction!
What’s up guys, this is Trevy the Great on loan from over at Way of the Swan here to talk to you about my favorite Immorese protagonists, the proud nation of Cygnar! This article will delve into the basics of the armed forces of Cygnar, the nation’s first line of defense against her many invaders.
Cygnar’s primary strengths tend to lie in the area of infantry removal and denial; the faction boasts some of the most fearsome anti-warrior troops and technology in the game! Long ranged units such as Long Gunners or Arcane Tempest Gun Mages can pick off lightly armored infantry with precision; lightning attacks such as blasts from Storm Striders main guns or Stormcalls can ignore some of the most powerful defensive abilities in the game; like Stealth (which causes attacks originating from greater than 5” to miss) and Force Barrier (which grants +2 DEF against ranged attacks, or even the DEF bonuses granted by terrain). Even Cygnar’s heavier-hitting melee troops such as Stormblade Infantry, Stormguard and Storm lances can clear infantry with their lightning-charged weapons, many of which able to generate multiple attacks with Assault (allowing models to charge and make both their melee and ranged attacks) and Electro-Leap (dealing a POW 10 roll to the nearest model to a model hit with an attack). By the same token, Cygnar is in general, excellent at dealing with high-Defense models using spells such as Deadeye (giving a model/unit an additional die on their first ranged attack roll) or Captain Haley’s Temporal Barrier (reducing the DEF of enemies in her CNTRL by 2), or effects such as Runewood’s Path to Victory (giving +2 to a warrior model/unit’s charge attack rolls) and Viktor Pendrake’s Beast Lore (boosting a warrior model/unit’s attack rolls against Warbeasts). On the flip side of the coin, the faction tends to have a little trouble dealing with forces that boast a high ARM without building specifically for the task.
|You feelin’ lucky, punk?|
While not every list or Warcaster plays this way, that is the style at the heart of most Cygnar builds, and the faction is geared specifically to be very good at it; unfortunately, there are some things that this method isn’t great against and against which that Cygnar tends to struggle. High ARM infantry or heavy, 8-wound infantry models are problematic, especially in large numbers; they can’t be controlled as easily as a heavy Warjack or Warbeast, but often pack just as much of a punch and they aren’t particularly worried about the POW 10 shooting Cygnar troops carry with them in spades. Stryker2 or Siege have no trouble with these kinds of troops, however, and bringing Aiyana and Holt for Aiyana’s Kiss of Lylyss (giving +2 to damage rolls against the target model/unit for one round) can help even your little guns chalk up the damage on them. Heavy Warjacks or Warbeasts that are hard to shoot at on the way in are also difficult for Cygnar to deal with; effects like the Skorne Krea’s Paralytic Aura (+2 DEF and ARM vs. ranged attacks) or spells such as Shadowpack (giving models in the ‘casters battlegroup Stealth) can give Cygnar big guns fits. Fortunately, we can work around these defenses by building lists with a significant melee punch, and a lot of our strongest ranged models, such as Stormblade Infantry or the Stormwall, offer lots of melee hitting power as well. If these sorts of lists are giving you trouble, try playing a more aggressive, melee list to get around those anti-ranged defenses.