Beth’s E-Leap of Faith

Time for my Major Beth Maddox list. I’m going lightning heavy.  A little crazy,  but I really want a Storm Knight combined arms thing.  I know this list doesn’t seem to play into her strengths, since my hits feel low compared to the Hammer spam or Ironclad spam I’ve seen tossed around.  It also doesn’t include Ragman.  I figure with all the lightning thrown about, he is likely to be hit during the first wave.  So he doesn’t belong here.  He can hang out with the Sword Knights in another list.

Cygnar – Beth’s E-Leap of faith

74 / 75 Army

Major Beth Maddox – WJ: +30

–    Sylys Wyshnalyrr, The Seeker – PC: 4

–    Stormclad – PC: 18 (Battlegroup Points Used: 18)

–    Ironclad – PC: 12 (Battlegroup Points Used: 12)

Storm Strider – PC: 18

Stormsmith Stormcaller – 3 Stormsmiths: 5

Stormblade Captain – PC: 5

–    Firefly – PC: 8

Stormblade Infantry – Leader & 5 Grunts: 10

–    Stormblade Infantry Officer & Standard – Officer & Standard: 5

–    Stormblade Infantry Storm Gunner – PC: 2

–    Firefly – PC: 8

Stormguard Infantry – Leader & 5 Grunts: 9

 

WTF? Right? No Storm Lance’s, only one Ironclad, no Ragman, no Colossal,  Lynessa, or any of the others.  How is this going to do anything?

Well, Sylys provides that extra focus Beth needs to upkeep snipe or dauntless.   He doesn’t need to be in front of her, so no worries about an errant lightning strike killing him. Arcane Secrets means Beth actually stands a chance of hitting and damaging with her one offensive spell.  The +2 range means she doesn’t have to get too close.

Stormclad provides everything Beth needs. I envision another installment of the Storm Knight books where Beth gets embedded and bonds with Headhunter.  Then Privateer Press can release our next character jack.  In the meantime,  our 18 pointer is focus efficient, and packs a huge punch.

Ironclad provides a heavy hit with knock down shenanigans.

Storm Strider provides some ranged hits from 18 inches with snipe. Wish it had 6″ speed.  Going first means three turns of moving and shooting before most opponents will let you charge. If it had reposition or assault, it would be more fun.  I will need practice to figure it out.

Storm Callers underwent a major change in Mk3.  Their Storm Call is a ranged attack. If I’m reading it right, it ignores cover, elevation, concealment and stealth, and still gets aiming bonuses, RAT bonuses, and can use elevation to see over intervening models.  Electricity attacks get bumped from Strider.

Stormblade Captain runs a Firefly. Theory is that the fly can move, shoot, move. Tactician means a Storm Knight army won’t get stuck up in itself. Everyone in the back can shoot through everyone up front.

Stormguard will sit in front of the Stormblade. They should repel charges fairly well.  Dauntless target?

The Stormblade Infantry gets the Officer, Storm thrower and Firefly. Hopefully the Guard will stop an alpha strike, and the Blades can retaliate.

I really don’t have a good plan for play. I’m thinking guard up front, blades behind, fireflies flanking. Strider right behind, with heavies to either side and Beth next to Stormclad. I think the package will melt opposing jack armies, but I won’t know without table time.

  • Ben

    Some general thoughts here. I would drop the stormblades captain for jr, getting arcane shield to put on whichever storm unit doesn’t get dauntless resolve seems like a good way to keep them alive. I probably wouldn’t marshal a second firefly on the stormblades due to the ease it can lose its marshal, as losing the officer loses the marshal.

    • I think you might be right here. Dauntless worked well here, and I would really like an arcane shield. My new frustration with the Storm Knights is how their swords work. Did you notice Beth’s electrical damage isn’t magic? Just her melee is.