Cain2: The beginning

Having been up against Cain2 quite a few times in MK2 I put him off my list when I first began Cygnar, and boy was that a mistake. Slightly demoralized after the Danish Masters, I decided that I wanted to bench Sloan, because of her inability to adapt on the table – and her obvious game plan – which is never good, but I needed another gun(ish) line to replace her.

I decided on swallowing my pride and replacing her with Cain2, because of his power in several of Haleys difficult matchups (like Ossyan). The first game was against Vlad1 and I cleared up zones with Cain like a boss, winning on scenario. The second game was against Kreoss3, in which I made several mistakes, but in the end it came down to Cain trying to assassinating Kreoss and killing him on the last shot.

Raaaaaagh!

Raaaaaagh!

I took a look at my list and tweaked it a bit here, but nothing major. Then I faced up against Vlad3 in a nail-biter of a game, in which Cain had to run to the other side of the table – in line breaker – to win on scenario with perhaps 10 models left between both players.

In my fourth game I tried my Hurricane setup, with Jakes+Thunderhead as well, going into Scaverous. It was damn close, but I managed to have Cain clear out a zone by trampling the Hurricane in there and shooting it with eight trick shots, thus cleaning up all the Satyxis Raiders preventing me from taking the game on scenario.

In my fifth – and so far most current – game with Cain2 I ran into Bart with a Galleon. An interestingly placed cover-granting linear obstacle, combined with my Bunker objective, gave Sidekick Dynamo (on Jakes) the perfect spot to hang out, while Jakes was covering behind the objective being immune to blast damage, and Dynamo outgunned the Galleon (not a single snake-eyes all game long!). Once Dynamo had softened it up, Cain finished it off, forcing Bart to come up into the light, and then Cain gunned him down.

accuracy... l4z0rlike!

accuracy… l4z0rlike!

I haven’t found the perfect list yet, but everything works! All my random crap put together has worked, but it has because of Cain and I’d like a list that supports his strengths while covering some of his weaknesses. To this end I’m going to give the Stormwall setup a try, using something like this.

Captain Allister Caine
– Reinholdt
– Stormwall
Rhupert Carvolo
Ragman
Arlan Strangeways
Journeyman
– Hunter
– Hunter
Rangers (Leader & 5 Grunts)
Storm Lances (Leader & 2 Grunts)

The Journeyman can upkeep Arcane Shield on the Lances, while fueling both Hunters from waaay back, since the Hunters have extended control range. The Stormwall will be getting Fire For Effect, unless I have to go defensive, in which case the Lances are on their own and Arcane Shield goes on the wall. Rhupert will be defending the Lances on the first turn(s), but he’s been instrumental in almost every game, handing out March or Mist to Cain, so he can’t push up with them.

Bullet Dodger probably goes on a Hunter. I’ve been considering adding Jakes and moving one Hunter to her, which would give me access to Sidekick on that one, making both Hunters DEF 16, but I think it might cost me too much of the lists game, as the only available points are Storm Lances. There are several options for those last 8 points though, so maybe…

Captain Allister Caine
– Reinholdt
– Stormwall
Rhupert Carvolo
Ragman
Arlan Strangeways
Allison Jakes
– Hunter
Journeyman
– Hunter
Arcane Tempest Rifleman
Arcane tempest Rifleman
Rangers (Leader & 5 Grunts)

I’ve been meaning to test the Riflemen with Cain2, as the ability to snipe out aspects or systems combines well with Cains Grievous Wounds at will. I’ve been using a GMCA up until now, but opponents know how much of a threat he is, and he’s not hardy enough to survive their attention. I’ve been monitoring the resources they spend killing him, and so far it seems like they come out ahead in most games. Other solos worth considering.

  • Ogrun Bokur
  • Field Mechaniks
  • Lanyssa
  • Alten Ashley
  • Victor Pendrake

A couple of Gobber Tinkers would also add to my ability to repair, while giving me some hard to remove solo characters to grab/contest zones and/or flags. Critically the two Tinkers equals four points, which leaves me with Victor Pendrake, Lanyssa, one Rifleman, or a couple of other less desirable options.

Captain Allister Caine
– Reinholdt
– Stormwall
Rhupert Carvolo
Ragman
Arlan Strangeways
Allison Jakes
– Hunter
Journeyman
– Hunter
Gobber Tinker
Gobber Tinker
Victor Pendrake
Rangers (Leader & 5 Grunts)

Building lists for Cain2 is fun. Anything goes, everything works, it’s a party! At some point I’m bound to run into something that counters him hard, but so far I’ve been optimistic about every fight going in. He clears zones like it’s nobody’s business, and really dominates the field with his crazy rune shots and shenanigans.

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11 Responses »

  1. One element with Caine I had trouble with was how to best use Fire for Effect. I found the following package to be simply amazing
    Arcane Tempest w/U/A (15Pts)
    Jack Marshalled – Avenger (17 Pts)

    It eats up 32 points, but this kit gives Caine a lot of scenario presence, helps on attrition and gives him a source of knockdown, which he loves. And between “Take-Aim” and FFE, you are getting boosted POW16’s at 14″ range and pow 9″ boosted blast damage against everything else in the AOE at a cost of a single focus off Caine. Took out most of a squad of Sentinels over the weekend (with their mini-feat up) with that gun. Might be worth playing around with.

    • Oh that module is on my Radar already, but since my Gun Mages are missing two models and I don’t own any Avenger kits, it’s a bit far off. I don’t even know anyone I can borrow one from :D

  2. Yep, Caine2 is fun… some things don’t change. =)

    I’ve never run him with a Colossal (although that’s not a bad idea at all), usually going for some combination of 2 of Rowdy, Gallant, Minuteman, Sentinel, etc.

    My favorite bullet dodger targets are Max Finn, Gallant, or the Minuteman… or Caine himself if he doesn’t need HR.

    FFE is trickier – I actually find myself not casting it sometimes, and just letting Caine make one more shot (although of course he can put it on himself). Worth noting though that FFE works with CRA, so if you find room for some Trenchers go nuts with the big laser beam.

    • Actually I’ll be experimenting with FFE on the Stormwall. With Power Up, and Empower from Arlan it can do two fully boosted big guns, at the cost of 1 focus from Cain.

      I’ve been running Thunderhead with Cain2 as well, on Jakes, as Infantry spam becomes all but impossible. Run up a few and they’ll be shot by Cain, run up a lot and they’ll get pulsed, but I can always return to that setup if this one doesn’t work.

      • Now that’s interesting! T-Head’s another one I haven’t run with Caine (and I’ve always loved Thunderhead). Don’t really feel the need right now though.

        When Mk3 dropped, I immediately replaced his Boomies with Trenchers as the “obvious” heightened reflexes target, and haven’t looked back. Between them, Caine, and various pew-pewing solos I’ve got plenty of infantry clearing for most purposes.

        • Thunderhead with FFE also works well, especially with a Firefly as *Pulse then does 3d6+14 damage to everything. It also allows for two boosted damage shots for the one upkeep, as sustained fire means auto-hitting on the second shot (with Empower to boost damage).

          • Oh no, I get it, it’s awesome! But it’s probably overkill with Trenchers also – and I’m not ready to drop them yet.

            Right now, I’m running:
            Caine2 (+27)
            – Ol’ Rowdy
            – Gallant
            – Reinholdt
            Rifleman x2
            GMCA
            Ragman
            Trenchers max
            Trenchbuster x2
            Maximum Finn
            Rangers
            Field Mechaniks min

            Typically, I’m putting Bullet Dodger on Gallant (who plays forward, with Rowdy as the backup heavy), Heightened on the trenchers, and FFE on either the GMCA or Trenchbuster.

          • I found that I like more long range shooting than just Cain. Cain is not always enough to force the enemy into receiving an alpha on top of the shooting.

            Are the Riflemen as awesome with him as I expect they are, taking out systems/aspects before applying GW?

          • I think the Riflemen are good IF you have room for a pair of them. 6 auto damage is more than twice as good as 3, for sure. The Riflemen and the GMCA (with FFE + brutal) can shoot down an average heavy in two turns, which is certainly something.

            Probably my favorite thing in the list though, oddly enough, is the trenchbusters. they got in there because Caine always wants a shield guard (even with the new focus rules, he’s still in “one lucky shot” territory)… but they actually do a lot of work.

            The Busters sweep and provide backup armor cracking for the trenchers, as everyone expects. What most opponents definitely do not expect is for you to toss FFE on one of them and put a fully boosted POW 14 into their caster – from 16″ with arcing fire, or 19″ if you can draw los for an assault =).

            It makes Caine a little easier to play having a long range vector that doesn’t rely on him personally sticking his neck out.

          • * EDIT: did a little math, realize the gunmage solos need a little help to wipe a heavy in 2 turns on average. Maybe I’ve just been rolling hot lately.

            The point about the shooting from the solos being good stands. I’ve actually had more assassinations from a combination of solo shooting than from Caine himself. Caine is, strictly speaking, more dangerous, but in avoiding him they end up opening LOS to something else.

          • I’ll give them a spin one of these days :)

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