Kara Sloan and Gun Mages

Captain Kara Sloan.

Her name summons nightmare visions of a wall of Hunters, threatening your caster on turn 1.  I guess that’s a way to play her, but I can’t see it being very successful.  I am pretty sure most factions have a way to handle the gun line, and with terrain being what it is, there should be fewer LOS opportunities for Kara to exploit.

She is dangerous.

Her weapon of choice, a Magelock rifle named Spitfire, hits from 14″ and does a POW 12 with 3 dice of damage.  Sloan can boost the damage roll, for 4d6 at 16″ away if she casts Fire Group.  Assume two shots are headed toward your caster on her feat turn, if you are unfortunate enough to see her on the other side of the field.

Big battlegroups are her thing.

With her field marshal True Sight, she and her jacks can cut through smoke and outright ignore stealthy foes.  Guided Fire costs 3 Focus, so she probably wants more than 3 guns shooting per turn.  Count 1 for each jack and 1 for her.  The reason Hunters are so ubiquitous with Sloan is that they become extremely focus friendly.  They each power up, for a boosted damage roll, and take a boosted attack roll from Guided Fire.

There is an argument that Defender’s are better,  since they also hit hard in melee.  But with Hunters dropping in cost, you’ll have to decide between 2 POW 15 shots or 3 POW 6 armor piercing shots.  Into ARM 20, the defender is hitting a touch lighter, losing 5 points of damage into the armor, and the Hunters are losing 4 points per shot.  So if you are certain your jam unit can handle it, the Hunter seems better.


Sloan has trouble with fast armies, unless she brings a jam.  She doesn’t offer a lot of scenario capability if you bring primarily a battlegroup.   She needs units and solos to help control zones.  She has no real tricks on her own, other than being a deadly shot.  Target saturation techniques can overwhelm her, as can other anti gunline tech, like amphibians and forest generators.

Sons of the Tempest

Maybe consider the big battlegroup a trap.  Reducing her battlegroup can enable units to join Sloan in combat.  Sons of the Tempest gives access to the Gun Mage Captain Adept, with Shadow Fire.  Surely, the GMCA will be a hot target for your enemy.

In terms of infantry clearing, the Tempest Blazers do a pretty good job, with Brutal Damage, Blessed bullets and lightning.

The Gun Mages also become almost a shadow of their former selves, picking up CRA.  They still have snipe, which has a strange interaction with CRA, and thunderbolt.  I can’t think of a situation where I would use Critical Brutal Damage.

War Room Army

Cygnar – Sloan Sons of Tempest

Theme: Sons of the Tempest

2 / 2 Free Cards 75 / 75 Army

Captain Kara Sloan – WJ: +28

– Defender – PC: 16 (Battlegroup Points Used: 16)

– Defender – PC: 16 (Battlegroup Points Used: 12)

Gun Mage Captain Adept – PC: 0

Gun Mage Captain Adept – PC: 0

Arcane Tempest Rifleman – PC: 4

Tempest Blazers – Leader & 2 Grunts: 11

Arcane Tempest Gun Mages – Leader & 5 Grunts: 11

– Arcane Tempest Gun Mage Officer – PC: 4

– Cyclone – PC: 13

Arcane Tempest Gun Mages – Leader & 5 Grunts: 11

– Arcane Tempest Gun Mage Officer – PC: 4

– Cyclone – PC: 13

THEME: Sons of the Tempest

THe list I will run tonight sports a minimum unit of Blazers, and two units of Gun Mages with Cyclones.  Because I like the idea of pushing stuff out of a zone, or into range of Kara.  Clearing a path with bullets, and using the heavies to jam if needed seems the best way to get things done.  The Blazers will flank, and everything moves up center, with Cyclones leading the way.

Wish me luck.  I will test this tonight.