Stryker2: The Swarm

Last night I faced up against Cryx again (I’ve lost the last four games with experimental lists), in a setup neither of us had seen coming. Cryx brought Asphyxious3 with a list full of armored heavies, and Cygnar brought wall to wall dudespam, with Weapon Masters everywhere, and impressive recursion.

Swarm ’em boys!

The Nyss on the left are Sword Knights, the Storm Blades on the right are Sword Knights, and all the lights are Lancers (I do own three Lancers, but I didn’t bother putting them together for a test run). I’m considering if a minimum unit of Trenchers might be enough, but six guys is one to few for a maximum width cloud wall, and I’ve got quite a few models to jam in behind it already.

Lord Commander Stryker
– Reinholdt
– Lancer
– Lancer
– Lancer
Major Harrison Gibbs
Ragman
Archduke Runewood
Sword Knights (Leader & 9 Grunts)
Sword Knights (Leader & 9 Grunts)
Trencher Infantry (Leader & 9 Grunts)
Alexia Ciannor & the Risen (Alexia & 9 Risen)
– Captain Jonas Murdoch

If you include an objective it’s a solid 50 models strong, and it hits like eight trucks combined – despite the highest base power being 13 (not including Stryker2). I did roll spectacularly well in last nights game (I can’t remember the last time that happened but I’m not complaining), but having 20 dudes that I can swing up to PS 14 Weapon masters is quite amazing, and when they die they turn into Risen that I can turn up to MAT 8 / PS 11 on the charge, which is quite spectacular when the re-spawns look like this.

Eleven Risen this turn, ready to swarm the zone for a scenario win

The inclusion of the Lancers might be controversial as they’re quite expensive when compared to Fireflies when all I need them for is Positive Charge anchors, but I had trouble getting the activation sequences right and getting Positive Charge where I needed it, but now they’re all Arc Nodes, and they all have two more armor which has great synergy with Deceleration (DEF 13 / ARM 20 lights). All my lights now have Set Defense which makes them super hard to hit without boosting, and ARM 18 with a shield allows them to tank quite a bit before dying.

I also have a potential for 12 Cortex damaging attacks in a turn, so if I can’t get them with raw damage I might be able to simply circumvent it and declaw them indirectly. Sure Thorn would be better in most cases, but I can’t find three points to upgrade one (unless I find that a minimum unit of Trenchers will do).

Lord Commander Stryker (Stryker2)
– Reinholdt
– Thorn
– Lancer
– Lancer
Major Harrison Gibbs
Ragman
Archduke Runewood
Lanyssa Ryssyl or Field Mechaniks (Min)
Sword Knights (Leader & 9 Grunts)
Sword Knights (Leader & 9 Grunts)
Trencher Infantry (Leader & 5 Grunts)
Alexia Ciannor & the Risen (Alexia & 9 Risen)
– Captain Jonas Murdoch

It does look awfully nice with both Thorn and Lanyssa in there, so I’m going to give it a shot. I’ve also gone and tweaked my Cain2 list a bit, making it better able to deal with heavy threats at range, and better able to deal with the inevitable Wurmwood matches (as Una2 can’t play into Caine2 very well, and I can’t drop Stryker2 in case he drops Una2). I haven’t tried it out yet, but I really want that artillery piece on the table!

Captain Allister Caine (Caine2)
– Reinholdt
– Centurion
– Ironclad
Journeyman Warcaster
– Cyclone
Lieutenant Allison Jakes
– Cyclone
Rangers (Leader & 5 Grunts)
Gobber Tinker
Gobber Tinker
Ragman
Captain Arlan Strangeways
Rhupert Carvolo
Horgenhold Artillery Corps
– Captain Jonas Murdoch

The artillery piece is 10 points which is a lot, but consider the raw power it has with Fire For Effect. It threatens 20″ and can gain Ranger bonus, throwing out a 4″ AoE with boosted blast that deals 4d6+14 damage to the target directly hit, and if it can aim it’s impressively accurate (DEF 17-18 isn’t safe).

No model in the game really appreciates getting nuked from orbit like that, and 3d6+7 blast damage isn’t anything to scoff at either. To add the final icing it seems like they can actually assault with Murdoch, which means they can move and shoot one more inch than they would while running, and it turns their threat range up to 23 inches, which I bet will make some people quite sad.

It’s looking like I finally found a setup I want to play, and which includes exactly 0 Haleys.

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3 Responses »

  1. The Horgenhold Artillery Corps are bent good, there like some super mortar that someone forgot to put the downsides of mortar rules on (compare to khador for instance).

    Our local Merc-overlord plays a pair of them and uses them to target warjacks and beasts, the raw power is a bit wasted on infantry but its there if you need it. As for Murdoch I would personally prefer to find the extra 2 points and play 2 of them without him (only a tinker away). Having him on there almost forces you to put the upkeep out or play effectively 4 points down.

    What do you reckon to the cyclones over the chargers you played before? I have played the Jakes double charger a few times and found it good into the PP forum meta of lots of cavalry but otherwise missed having bodies on the table and found it sometimes needed babysitting so it dosent get jammed up.

    • My new build has a Charger on Junior and Cyclone on Jakes. Two Cyclones are 26 points, and three Chargers are 27 points, so they’re quite comparable.

      The Chargers have better shooting with less focus investment, but the Cyclones have more utility and way better melee (though still pathetic for a heavy of course), and they can throw/trample which can be useful.

      I’ve considered the double Artillery – or an Artillerist to grant the one an extra shot – but without Ranger bonus and boost they’re merely good instead of amazing. I’m considering building a list to actually take advantage of them with another caster (maybe Haley1), but with Caine2 I think the one faction piece is better (changing my mind is always an option!)

  2. A little late on this, but I was fiddling with this a bit. Try taking out reinholt and lanyssa for a squire and Anastasia. She’s Llaelese, like ragman so Gibbs does some work with her and the plus starting roll is huge. Squire let’s you put out 3 PC and still camp one and still catch the whole crew in decel/feat. This is on the thorn build. I think it’s weaker than him in storm division, but more flexible.

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