Deliverer Skyhammers

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Template:Protbox This model is playable only in an Unlimited format.


Brave citizen-soldiers of the Protectorate, deliverers fire their deadly Skyhammer rockets in coordinated volleys. The shrapnel-filled explosions that ensue indiscriminately shred troop formations, punishing non-believers with the hand of judgment.

Basic Info

Template:Infobox-Model

Abilities

Weapons

Skyhammer
File:Gun icon.jpg  RNG   ROF   AOE   POW 
16 1 3 10
Sword
File:Sword icon.jpg  RNG   POW   P+S 
0.5 7

Theme Forces


Thoughts on Deliverer Skyhammers

Deliverer Skyhammers in a nutshell

Deliverers are cheap conscripts carrying long range but inaccurate rockets to carpet bomb the enemy.

They can also deliver a hell of a CRA punch with one of the longest ranges in the game.

Effective stats
AOE size RAT POW (direct hit) POW (blast damage)
1-man 3 1 10 5
2-man 3 3 12 7
3-man 4 4 13 8
4-man 4 5 14 9
5-man 5 6 15 10
6-man 5 7 16 11
7-man 5 8 17 12
8-man 5 9 18 13
9-man 5 10 19 14
10-man 5 11 20 15

Combos & Synergies

  • Deliverer Arms Master at least makes them slightly less inaccurate.
  • Their god-awful accuracy is usually not a factor against knocked-down targets. Kreoss 1's feat can help them, as well as power attacks from jacks, that cause knockdown on targets. Fire onto targets up-close your warjacks, the blast damage is so low that it will bounce right off your jacks.
  • Severius1 is a universal turd-polisher. With Eye of Menoth, and the Arms Master's help, the aiming Deliverers effectively negate the Inaccurate bonus. The Arms Master can also give them Combat Coordination, which is a quasi Combined Arms with the added bonus of occasionally re-rolling damage rolls.
  • Vindictus protect them from charges and non-magical ranged weapons with his feat for a key turn and can speed them up, giving them a massive 23-inch threat range.

Drawbacks & Downsides

  • They are very sensitive to casualties as they need to be making CRAs and triggering Rocket Volley to be useful.
    • their armour and defence is quite poor, but given their range they will probably still get 1 round of shooting in before any return fire.
  • Precision isn't their thing
  • Rolling deviations can use up a lot of your clock.

Tricks & Tips

  • The rule of thumb for most CRA units is "Use 2-man CRAs when in doubt". The logic being that a +2/+2 bonus is worth losing a single attack, but a +3/+3 bonus is not normally worth losing two attacks for.
However, for Delivers, if in doubt you should use 3-man CRAs (for the AOE size bonus).
  • Remember, you apply the CRA bonus after halving for blast damage.
    • A three-man CRA is a 4" AOE that does POW 8 blast damage
    • A five-man CRA is a 5" AoE that does POW 10 blast damage (and might even hit).
    • A ten-man CRA is a 5" AoE that does POW 15 blast damage (and will probably hit).
  • Arcing fire allows you to target the squishy models in backlines. If a caster is hiding behind a larger base, use a ten-man CRA to target the larger base and hit the caster with POW 15 blast damage.
  • Have them use mass CRAs turn after turn to soften up heavies and decimate units.
  • If you have a full unit still alive, ARM 17 is a tipping point. ARM 16 and below, use 2 five-man CRA. ARM 17 and above, use a single ten-man CRA.

Other

Trivia

Other Protectorate models

Template:Index Menoth

Rules Clarifications

Template:RC Inaccurate Template:RC CRA Template:RC Arcing Fire Template:RC Rocket Volley