Axis, The Harmonic Enforcer: Difference between revisions

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[[Convergence of Cyriss]] [[Scout]] [[Warcaster]]


[[Convergence of Cyriss]] [[:Category:Warcaster|Warcaster]]
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Convergence of Cyriss]]
[[Category:Convergence of Cyriss]]
[[Category:Warcaster]]
[[Category:Warcaster]]
[[Category:Leader]]
[[Category:Scout]]


==Model stats and abilities==
==Model stats and abilities==
<table>
  <tr>
      <td style = "border: 1px solid grey; vertical-align: top;">
{{Model-stats
{{Model-stats
| name  = Hellyth
| name  = Axis 1
| base  = 30 mm
| base  = 40 mm
| hp    = 15
| hp    = 18
| spd  = 7
| spd  = 5
| aat  = 6
| aat  = 6
| mat  = 6
| mat  = 7
| rat  = 7
| rat  = 4
| def  = 14
| def  = 14
| arm  = 17
| arm  = 18
| arc  = 7
| arc  = 6
| ctrl  = 12
| ctrl  = 12
|abilities=
{{AbilitySingle|Unstoppable}}
{{AbilityOptions|Field Marshal|Unyielding}}
{{AbilitySingle|Unyielding}}
}}
}}
</td>
      <td style = "border: 1px solid grey; vertical-align: top;"> <table >
          {{Model Advantage | advantage = Resistance Fire | icon = Resistance Fire}}
          {{Model Advantage | advantage = Resistance Corrosion| icon = Resistance Corrosion}}
          {{Model Advantage | advantage = Pathfinder| icon = Pathfinder}}                   
          {{Model Advantage | advantage = Dual Attack | icon = Dual_attack}} Corrosion}}
          {{Model Advantage | advantage = Tough| icon = Tough}} 
          {{Model Advantage | advantage = Undead | icon = Undead}}
          {{Field Marshal | ability = Hyper-Aggressive}}           
          {{Model Ability | ability = Arcane Machinery}}
          {{Model Ability | ability = Arcane Calibrations}}
          {{Model Ability | ability = Ionization}}
          {{Model Ability | ability = Vexing Alignment}}
          {{Star Attack | ability = Death Rattle}}
          {{Star Attack| ability = Marionette}}
          {{Star Action| ability = Pupppet Master}}
          {{Model Ability | ability = Prowl}}
          {{Model Ability | ability = Reposition}}
          {{Model Ability | ability = Take Down}}
          {{Veteran Leader | ability = Assault Kommando}}


      </table> </td>
===Weapons===
</table>
{{Weapon | weapon= Action & Reaction| type = M | rng = 1 | rof = -| aoe = - | pow = 14| loc =X2| abilities = {{AbilitySingle|Beat Back}}{{AbilitySingle|Double Strike}} }}
===Spells===
{{Spellbox|Battering Ram}}
{{Spellbox|Iron Aggression}}
{{Spellbox|Onslaught}}
{{Spellbox|Razor Wall}}
{{Spellbox|Unstoppable Force}}
==Warcaster Rules==
===Feat: Circumpotence===
# Enemy models currently in Axis's control range suffer -2 SPD, -2 to their melee damage rolls, and cannot charge or make slam attacks.
# Friendly Faction models currently in Axis's control range gain +2 SPD and +2 to their melee damage rolls.
Circumpotence lasts for one round.
===Other Warcaster Rules===
{{Category:Warcaster}}


{{Warcaster}}


==Weapons==
  <table style="border-collapse: collapse;>      <tr>
<th>Weapon</th><th>Type</th><th>Stats</th><th>Specials</th>
  </tr>
        {WEAPONNAME1}}
        {WEAPONNAME2}}


</table>
==Trivia==
 
===Release===
==Feat==
* Released in [[Forces of Warmachine: Convergence of Cyriss]] (2013)
FEATNAME
=== Mk3 to Mk4 ===
{{#ifexist: Template:Errata-FEATNAME|
* Feat Circumpotence: Named effects deleted, but effects stay the same. Just cleaned up the language.  
{{Template:Errata-FEATNAME}}
* Lost Countercharge (ability removed from game). Lost Field Marshal Countercharge.
|  }}
* Gained Unyielding, Unstoppable.
 
* Gained Fieldmarshal Unstoppable.  
==Spells==
* Weapons Action and Reaction combined into one statline.
{{SPELLNAME}}
=== 2024 Jan Annual Update===
{{SPELLNAME}}
 
===Spell Rack===
Legacy armies do not have access to a Spell Rack.  
 
==Errata==
No Errata specifically for this model.  
 
==Changes and Updates==
 
=== 2024 Jan Annual Upadte ===
* Sideways update: Induction to 9 inches for warjacks.
* Sideways update: Induction to 9 inches for warjacks.
* Change Field Marshal: Unstoppable to Field Marshal: Unyielding.  
* Change Field Marshal: Unstoppable to Field Marshal: Unyielding.  
* RAT increased from 2 to 4.
* RAT increased from 2 to 4.
Notes: The dev team determined that Field Marshal: Unyielding would be more valuable to Axis’ playstyle than Field Marshal: Unstoppable. He also had the lowest RAT in the Faction, which we increased to 4.
''Notes: The dev team determined that Field Marshal: Unyielding would be more valuable to Axis’ playstyle than Field Marshal: Unstoppable. He also had the lowest RAT in the Faction, which we increased to 4.''
 
=== Mk3 to Mk4 ===
 
==Lore==
 
==Trivia==
 
==Battle Reports==
 
==Videos==
 
 
************* LEGACY **********




==Community==
===Battle Reports===
===Videos===
===Lore===
''What Axis lacks in subtlety, he more than makes up for in knowledge, mathematical precision, and brute strength. His dedication to crushing any who oppose the Great Work is matched only by his devotion to Cyriss herself. Armed with his twin hammers Action and Reaction, Axis finds satisfaction in serving the goddess through the calculated destruction of her enemies.''
''What Axis lacks in subtlety, he more than makes up for in knowledge, mathematical precision, and brute strength. His dedication to crushing any who oppose the Great Work is matched only by his devotion to Cyriss herself. Armed with his twin hammers Action and Reaction, Axis finds satisfaction in serving the goddess through the calculated destruction of her enemies.''
=Basic Info=
{{Infobox-Model
| name  = Axis1
| image = AxisTheHarmonicEnforcer_WEB_0.jpg
| base  = Medium
| spd  = 5
| str  = 7
| mat  = 7
| rat  = 2
| def  = 14
| arm  = 18
| cmd  irrelevant
| focus = 6
| hp    = 18
| wjp  = +30
}}
{{Warcaster}}
{{Living Convergence}}
===Feat : Circumpotence===
# Enemy models currently in Axis' {{CTRL}} range suffer Curtail for one round.
#: ''{{Curtail}}
# Friendly Faction models currently in Axis' {{CTRL}} range gain Intensify for one round.
#: ''{{Intensify}}
=== Abilities===
* {{Countercharge}}
* {{Field Marshal|Countercharge}} [[Category:Countercharge Field Marshal]]
===Weapons ===
{|class="wikitable"
{{Melee|Action|1|7|14|
* {{Beat Back}}
* {{Double Strike}} }}
{{Melee|Reaction|1|7|14|
* {{Beat Back}}
* {{Double Strike}} }}
|}
===Spells===
{{Spellbox|
{{Battering Ram}}
{{Iron Aggression}}
{{Onslaught}}
{{Razor Wall}}
{{Unstoppable Force}}
}}
===Theme Forces ===
* {{Clockwork Legions}}
* {{Destruction Initiative}}
=Thoughts on {{PAGENAME}}=
==={{PAGENAME}} in a nutshell===
A melee monster, Axis shines best when it comes to a hand-to-hand dogfight. He does not improve his army's defensive prowess like Lucant, but instead buffs them with pathfinder and stronger attacks.
If one is going to play Convergence deep, it is recommended to get used to Axis Axis and Lucant dominated MK3 Convergence tournament lists for a reason and only with the advent of [[Strange Bedfellows]] did other casters get a look in.
Axis is as subtle as a brick and you will know roughly when to use his spells. Hot swapping Iron Aggression for raw power or casting Unstoppable Force for pushing models off flags or out of formating will likely be your biggest choice each turn.
===Spell thoughts===
* [[Battering Ram]], while not used very often, it is useful for pushing an enemy off an objective or out of a zone, or to clear a charge lane for one of your vectors.
* [[Iron Aggression]] is his key upkeep. You will usually cast it on the first turn, and maintain it throughout the game. This spell greatly increases a vectors' melee potential, though it can make keeping the induction chain going a challenge.
* [[Onslaught]] is useful when on a terrain heavy table, or when your opponent is able to make rough terrain, such as [[Inhospitable Ground]] or [[Rift]].
* [[Razor Wall]] is an extremely useful spell for denying single-wound, high-damage units like [[Nihilators]], [[Bane Warriors]] or [[Stormblades]].
* [[Unstoppable Force]] is the cherry on top, it means casters are not safe behind an infantry screen.  Savvy opponents can block this with careful positioning, however.
===Feat thoughts===
'''Circumpotence''' is a terrific feat. Speed buffs are scarce in Convergence, and the STR buff means even an obstructor can be something to fear. The other half of the feat really damages your opponent's strategy. Melee heavy armies will cry when you pop this, although shooting heavy armies won't be as concerned.  It also only affects them if they are in his control area when you activate the feat (it's a pulse feat, not a bubble feat).  Don't leave the likes of Molik Karn sitting just outside your control area, you will regret it.
Circumpotence is best when used in the midst of the table, properly supported with the Corollary. If Axis can cover about half the table, his army can enjoy the buffs, while punishing the enemies army; perfect for a second-wave attack. It can also be used to deny the alpha against a fast, melee heavy army.  Just remember to keep your shield guards close, or camp a good amount of FOCUS; feated Axis will surely attract a lot of ranged attacks.
===Drawbacks & Downsides===
* Axis has no gun, and his RAT isn't doing his vectors any favors.
* Without any shooting support to cover his army's approach, and no way to protect them expect a lot of casualties vs gunline armies like Cygnar.
* He has the lowest Focus stat in Cyriss.
===Tricks & Tips===
* Axis benefits from his feat and spells, so he can bulldoze and beatback his way to the enemy 'Caster, and double strike means he can get a lot of swings in. Don't rely on this, but if the opportunity presents itself, go for it.
* Razor wall is great when it comes to field-covering. Cast it, and place an Inverter behind the wall. Watch your opponent bang their head against the wall trying to get through that.
* Calculating countercharges are crucial to Axis' play style. Screening the vectors with servitors or infantry is a good choice, but you can also screen vectors with another vector. Be cautious about using Inverters' macropummeler on the countercharge, they won't get to use it during your next turn.
=List-Building Advice=
===Strategy===
Axis's main win condition is scenario victory. He has some decent assassination game but experienced opponents often do not give chances for a melee assassination.
His field marshal, Countercharge, is remarkable when holding objectives and can help speed up the otherwise slow jacks.  Look for opportunities to have an Inverter knockdown an incoming heavy, or to pick off a solo coming in.
He wants to grind the enemy down, bringing lots of infantry, and having enigma foundrys to bring them back to life.  He also wants a good number of vectors to take advantage of his field marshal, as well as iron aggression and unstoppable force. 
===Theme Thoughts===
{{Header|[[Destruction Initiative]]}}
Although he likes to have some infantry, he is probably better in this infantry-free theme because he is a high MAT convergence caster with multiple battle group buffs.
* [[Transfinite Emergence Projector & Permutation Servitors|TEP]] : Flexible gun platform, free from his dreadful RAT. Axis can't buff his defense like Lucant, but who needs extra DEF when you can Countercharge any incoming 'Jacks?
* See also the stuff listed under [[#Battlegroup]].
* [[Asphyxious the Sanctified & Annihilation Servitors|Asphyxious4]] : Gaspy can bring Mercenary 'jacks and give out an ARM debuff. His jacks jacks love combining 2 STR from feat with [[Dark Shroud]].
* [[Artificer Prime Nemo & Arcane Mechaniks|Nemo4]] : Nemo offers two things to an Axis army: first, he has RAT 6 and can take the Diffusers for extra threat extension, and second, he can add solos to play that this theme cannot normally acquire.
* [[Widget1]] - Iron Aggression still works on out of activation attacks, likewise having your [[Cipher]] shoot a 2nd time can help you control the battlefield with rough terrain
{{Header|[[Clockwork Legions]]}}
* [[Obstructors]] : Shield wall infantry which become deadly under Axis. With supporting enigma foundries, clearing obstructors can be a nightmare, and axis' feat makes them a very hard puncher for such a low cost.
* [[Steelsoul Protector]] : With no anti ranged tech Axis appreciates a few shield guards. Also as the +2 str from his feat lasts 1 round, it improves Defensive Strike.
* [[Eradicators]] : With two initial melee attacks, [[Finisher]], and [[Side Step]], these medium infantry can get a lot done under Axis. They naturally extend their own threat due to Vengeance, they can protect themselves a little on the approach with two bucklers, and they love getting a good alpha and then having minimal crackback.
===Battlegroup===
* Light
** [[Corollary]] : Axis has the lowest FOCUS amongst cyrissian warcasters. He's addicted to the corollary, as he sometimes needs all of his focus to smack people around, and really wants to the control range boost to max out his feat.
** [[Diffuser]] : Luck helps overcome Axis' rock bottom RAT. He also means you can spread out more free charges, meaning you aren't limited to just iron aggression.
** [[Negator]] : Iron Aggression makes the crit effect almost reliable and flight + counter charge work well for your own models not blocking you in and the feat makes up for how pillow fisted the Negator is without a buddy.
* Heavy
** [[Cipher]] : On feat turn, the Cipher punches harder than just about anyone. He is also one of two vectors free from Axis' abysmal RAT, since his guns don't need to hit to be effective.
** [[Inverter]] : The bread and butter of Axis. It is fairly normal to see Axis fielding multiple inverters. Macropummeler with countercharge is terrific, and he can overcome almost all of the Inverter's weaknesses (namely hitting and low speed). On his feat turn, a single inverter can charge a fair distance and wreck half a colossal. Try not to waste such a monster!
** [[Conservator]] :  As a melee-based army, Axis' army gets hurt badly when facing serious shooting. You'll need some shield guards, and the conservator is one of the best.
===Starting a 25 point Brawl list===
In 2021.02 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2021/1/14/brawlmachine-list-building-convergence-of-cyriss read here].
'''[[Theme - Clockwork Legions]]
: '''[[Axis, The Harmonic Enforcer|Axis1]]''': [+30 WJP]
:* [[Inverter]]: [14 pts]
:* [[Conservator]]: [11 pts]
:* [[Corollary]]: [5 pts]
: [[J.A.I.M.s]]: [Free] {{grey|(5 pts)}}
: [[Enigma Foundry]]: [4 pts]
: [[Algorithmic Dispersion Optifex]]: [2 pts]
: [[Eradicators]] (max unit): [13 pts]
: [[Negation Angels]]: [6 pts]
{{Brawl}}
=Other=
===Trivia & Lore ===
* Released in [[Forces of Warmachine: Convergence of Cyriss]] (2013)
* For Lore, refer to [[Lore - Convergence characters]]
===Video Battle Reports ===
* [https://youtu.be/fSV5koSackY 2019.03 Deathclock Dave], vs [[Harbinger1]]
* [https://youtu.be/gcmv2vwhoso 2018.03 Deathclock Dave], vs [[Madrak1]]
* {{VBR}}
===Other Convergence models===
{{Index Convergence}}
===Rules Clarifications===
{{RC Beat Back}}
{{RC Double Strike}}
{{RC Warcaster}}
{{RC Living Convergence}}
{{RC Countercharge}}
{{RC Field Marshal}}
{{RC Battering Ram}}
{{RC Iron Aggression}}
{{RC Onslaught}}
{{RC Razor Wall}}
{{RC Unstoppable Force}}

Latest revision as of 02:12, 28 May 2024

Convergence of Cyriss Scout Warcaster


Model stats and abilities

Model Statistics

Base size = 40 mmSPDAATMATRATDEFARMARCCTRL
Health = 18
FA = {{{fa}}}
Cost = Free56741418612
-
-

Model Advantages and Abilities

Unstoppable
Unstoppable
This model does not have to forfeit its Combat Action when it advances or is placed out of one or more enemy models' melee ranges during its Normal Movement.

No errata for Unstoppable (Create)

Field Marshal
Field Marshal grants the following ability/abilities to the {{{1}}} cohort models in this model's battlegroup.
Unyielding - This model gains +2 ARM against melee damage rolls.
No errata for Field Marshal (Create)
No errata for Unyielding (Create)




Unyielding
This model gains +2 ARM against melee damage rolls.

No errata for Unyielding (Create)



Weapons

Action & Reaction
 RNG   ROF   AOE   POW   LOCATION 
1 - - 14 X2

Beat Back
Immediately after a basic atack with this weapon is resolved during the models Combat Action:
  1. The enemy model hit can be pushed 1 inch directly away from the attacking model.
  2. After the enemy model is pushed, the attacking model can advance up to 1 inch directly toward it.

You cannot move toward a model that is no longer on the table. When a movement occurs after a damage is resolved, and resolution of the damage destroys or removes a model from the table, then it is impossible to move toward that destroyed/removed model.

  Errata-Follow Up (2023-08-23)
Question: What is the timing of follow up, and do you still move if a slammed model is destroyed?
Answer: 1. Slam attack
2. Damage to target and collateral damage.
3. If slammed model is still on the table, Follow Up movement.
Explanation: The old ruling will still apply here.
The rationale is the “slam” and “Slammed” descriptions include the target taking a damage roll caused by the action. Therefore the damage roll is part and parcel with resolving the “slam”. For the it was that you can not follow up to a model that has been destroyed as there is no longer a model on the board to follow up to.
Infernal Ruling: elswickchuck (Infernal) - PP Community forum



Double Strike
This model can spend focus or fury points to make two additional attacks with this weapon for each focus or fury point spent.

No errata for Double Strike (Create)

Spells

Battering Ram Cost RNG AOE POW DUR OFF
2 8 - 12 - Yes
An enemy model hit by Battering Ram can be pushed 3 inches directly away from the spell's point of origin.
No errata for Battering Ram (Create)
Iron Aggression Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target friendly Faction warjack can run, charge, or make slam or trample power attacks without spending focus and gains boosted melee damage rolls.
No errata for Iron Aggression (Create)
Onslaught Cost RNG AOE POW DUR OFF
2 Self - - Turn No
The spellcaster and friendly Faction models beginning their activations in its control range gain Relentless Charge for one turn.
Relentless Charge:
While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.
Pathfinder Pathfinder:
This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
No errata for Pathfinder (Create)


No errata for Relentless Charge (Create)
No errata for Onslaught (Create)
Razor Wall Cost RNG AOE POW DUR OFF
2 Ctrl - - Upkeep No
Place a wall template anywhere completely within the spellcaster's contorl range where it does not touch a model's base, an obstruction, or an obstacle. When a model enters or ends its activation in the wall template, it suffers 1 damage point.
Wall Template:
A wall template is 4 inches long and 3/4 inches wide. It has no height.
No errata for Wall Template (Create)
  Errata-Razor Wall (2023-12-28)
Question: Does a model with flight still take damage going over a razor wall?
Answer: Yes.
Explanation: Because Flight does not state a specific interaction with Razor Wall, and Razor Wall does not state any specific interaction with Flight, one can safely conclude that there are no special interactions. A model with Flight will suffer the damage point if it enters or ends its activation in the area of the wall template.
Infernal Ruling: Unofficial Answer - PP Community forum
Unstoppable Force Cost RNG AOE POW DUR OFF
2 Self Ctrl - Turn No
While in the spellcaster's control range, models in its battelgroup gain Bulldoze
Bulldoze:

When this model is Base-to-Base (B2B) with an enemy model during its Normal Movement, it can push that model up to 2 inches directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack.

No errata for Bulldoze (Create)
No errata for Unstoppable Force (Create)

Warcaster Rules

Feat: Circumpotence

  1. Enemy models currently in Axis's control range suffer -2 SPD, -2 to their melee damage rolls, and cannot charge or make slam attacks.
  2. Friendly Faction models currently in Axis's control range gain +2 SPD and +2 to their melee damage rolls.

Circumpotence lasts for one round.

Other Warcaster Rules

Additional special rules:

  1. This model begins the game with a number of focus points equal to its ARC.
  2. During your Maintenance Phase, this model loses all focus points in excess of its ARC.
  3. During your Control Phase, this model replenishes its focus points so that it has a number equal to its current ARC.
  4. This model can spend focus points only during its activation.
  5. This model has a Control Range, and can spend its focus points to buy additional melee attacks, boost attack and damage rolls, and to Shake Effects.
    No errata for Focus Manipulation (Create)


This model can control a group of warjacks.
  1. This model and the warjacks it controls are a battlegroup.
  2. This model can allocate focus to warjacks in its battlegroup during your Control Phase.
  3. This model can channel spells through warjacks in its battlegroup with the Arc Node advantage.


No errata for Battlegroup Controller (Create)


A feat can be used at any time during this model's activation, once per game.
No errata for Feat (Create)


  1. At any time during its activation, this model can spend focus points to remove damage it has suffered. For each focus point spent this way, the model can remove 1 damage point.
  2. When this model would suffer damage, it can immediately spend up to 1 focus point to reduct the damage it would suffer by 5. This model is still considered to have suffered damage even if the damage is reduced to 0 or less. Excess damage prevention is lost.
    No errata for Power Field (Create)


This model can cast spells by paying the COST of the spells in focus points.
No errata for Spellcaster (Create)


This model must have at least one non-lesser warjack in its battlegroup at the start of the game.


Trivia

Release

Mk3 to Mk4

  • Feat Circumpotence: Named effects deleted, but effects stay the same. Just cleaned up the language.
  • Lost Countercharge (ability removed from game). Lost Field Marshal Countercharge.
  • Gained Unyielding, Unstoppable.
  • Gained Fieldmarshal Unstoppable.
  • Weapons Action and Reaction combined into one statline.

2024 Jan Annual Update

  • Sideways update: Induction to 9 inches for warjacks.
  • Change Field Marshal: Unstoppable to Field Marshal: Unyielding.
  • RAT increased from 2 to 4.

Notes: The dev team determined that Field Marshal: Unyielding would be more valuable to Axis’ playstyle than Field Marshal: Unstoppable. He also had the lowest RAT in the Faction, which we increased to 4.


Community

Battle Reports

Videos

Lore

What Axis lacks in subtlety, he more than makes up for in knowledge, mathematical precision, and brute strength. His dedication to crushing any who oppose the Great Work is matched only by his devotion to Cyriss herself. Armed with his twin hammers Action and Reaction, Axis finds satisfaction in serving the goddess through the calculated destruction of her enemies.