Reciprocators: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
wmu-mini>Juckto
No edit summary
 
mNo edit summary
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Cocbox|{{Convergence}} {{Unit}} }} [[Category: Model]]
[[:Category:Convergence of Cyriss|Convergence of Cyriss]] [[:Category:Unit|Unit]]
{{4P|Convergence of Cyriss}}
[[Category:Convergence of Cyriss]]
 
[[Category:Unit]]
''Ready to repel any threats to the Great Work, reciprocators stand firm, shields interlocking with engineered perfection as they brace to absorb enemy assaults. After blunting a charge against their heavy shields and spears, the reciprocators spring into an immediate counterassault, converting their protean polearms from defensive spears to wicked halberds.''
[[Category:Legacy]]
 
[[Category:Prime]]
=Basic Info=
== Model stats and abilities ==
{{Infobox-Model
{{Model-stats
| name = {{PAGENAME}}
| name= Grunt
| image = Reciprocators WEB.jpg
| base= 40 mm
| base  = Medium
| hp    =8
| spd  = 5
| spd  = 5
| str  = 8
| mat  =7
| mat  = 7
| rat  irrelevant
| def  = 12
| def  = 12
| arm  = 16
| arm  = 17
| cmd  = 7
| hp    = 8
| size  = 3{{/}}5
| cost  = 10{{/}}16
| cost_note = 3.6 each
| fa    = 2
| fa    = 2
| cost  = 8 (3 Grunts)
|cpm=2.66
| abilities =
{{AbilitySingle|Construct}}
{{AbilitySingle|Combined Melee Attack}}
{{AbilitySingle|Shield Wall}}{{AbilitySingle|Soul Vessel}}
{{AbilityComplex|main=Variable melee|sub1=Empowered Attack|sub2=Set Defense}}
}}
}}


=== Abilities===  
== Weapons ==
* {{Construct}}
{{Weapon|weapon=Protean Polearm|type = M |rng = 2 |rof = - |aoe = - |pow = 12| loc =-| abilities =  }}
* {{CMA}}
{{Weapon|weapon=Protean Shield|type = M |rng = 1 |rof = - |aoe = - |pow = 10| loc =-| abilities =  }}
* {{Shield Wall}}
* {{Soul Vessel}}
* {{Variable|Melee}}
** {{Empowered Attack}}
** {{Set Defense}}


===Weapons ===  
== Unit  Rules ==
{|class="wikitable"
{{Category:Unit}}
{{melee|Protean Polearm|2|4|12| }}
|}


===Command Attachment===
==Errata==
They can have a [[Transverse Enumerator]]. Her info has been omitted for brevity.
No Errata specifically for this model.  
* Her weapon benefits from Variable.
* In Clockwork Legion, she also gains Vengeance if put with this unit.


===Theme Forces ===
== Changes and Updates ==
* {{Clockwork Legions}}. They gain [[Vengeance]] in this theme.


===Mk3 to Mk4===


=Thoughts on {{PAGENAME}}=
==Release Trivia==
==={{PAGENAME}} in a nutshell===  
* Released in [[Forces of Warmachine: Convergence of Cyriss]] (2013)
The Reciprocators' job is to take an enemy charge and then hit back! At ARM 20 in Shield Wall and 8 wounds, this is what they are built for. They are also now quite fast with their shield wall order, moving 8", plus with a caster who improves their speed ([[Aurora1]] or [[Directrix]]) or who can boost their armour so much where they can risk running turn one ([[Lucant]]).


Previously these were the best heavy infantry in Convergence, but now the other Cyrissian heavy infantry, [[Eradicators]] and [[Perforators]], work well together and all three are considered excellent at what they do. The Reciprocator weapons are versatile and right-in-place, well balanced between defense and offence. The selection of which variable weapon to use is often obvious and it depends if you are planning to take or give the charge.
==Battle Reports==


===Combos & Synergies===
==Videos==
Reciprocators yearn for two things; A speed buff to help them keep up with other units while maintaining shield wall, and a damage buff for when they start poking. Reciprocators are great at two things: getting in front of your army to take an attack, and poking back afterwards. Therefore, they benefit from any buffs that help those two roles (preferably in that order).


* The usual [[Clockwork Legions]] synergies.
==Lore==
* [[Axis, The Harmonic Enforcer|Axis1]] - Onslaught is a great spell to support Reciprocators when they charge, but then they can't use Shield Wall. His feat covers all the support Reciprocators need. On the other hand, Reciprocators in B2B for Shield Wall will often block Countercharge lanes, though using a [[Transverse Enumerator]] fixes this.
''Ready to repel any threats to the Great Work, reciprocators stand firm, shields interlocking with engineered perfection as they brace to absorb enemy assaults. After blunting a charge against their heavy shields and spears, the reciprocators spring into an immediate counterassault, converting their protean polearms from defensive spears to wicked halberds.''
* [[Iron Mother Directrix|Directrix1's]] Tactical Supremacy spell is perfect for Reciprocators, letting them move more than running with Shield Wall at 11", and her exponent servitors bring up their P+S into warjack level. Unfortunately while Facilitate increases RAT, she has no way to make them benefit from her feat.
* [[Father Lucant, Divinity Architect|Lucant1]] - an ARM buff on the feat (+4) means the enemy will bounce right off the Shield Wall (another +4), which when paired with Deceleration (and +2 against ranged) can get them up to ARM 26. Positive Charge is great for them too.
* [[Aurora, Numen of Aerogenesis|Aurora1]] has a great speed buff, but has zero damage buff apart from the costly Arcane Might spell.
*: If used with Aurora, Reciprocators become more of a jamming bullet sponge rather than damage dealers.
*: Although using all the unit to make a single CMA with Empowered Attack, and then using Arcane Might on that, is powerful. It works out an effective MAT 12 POW 19 + 3d6.
 
===Drawbacks & Downsides===  
* Charging leaves them open to annihilation. But they're still very capable of jamming for several turns.
* In Shield Wall they have the same ARM (and slightly fewer damage boxes per point) as a [[Conservator]] - which has Pathfinder and can run or charge without losing its armor. If you intend to keep them in the heart of the army, the Conservator is probably preferable.
* You will not get the variable effect on your vengeance attack - don’t overestimate your output.
 
===Tricks & Tips===
* Like all shield wall infantry, they can forgo their combat action for a speed boost. When paired with Vengeance, they may be moving 11" or more in a turn.
* Capitalise on their durability by:
** pushing them into a zone and staying there far longer than they have any right to,
** deploying them on one side of your army, preventing the enemy flankers from pushing through into the core of your army.
* Keep one model back by an Enigma Foundry, to ensure you always have a Reinforce target.
* Don't forget your CMA. Stack a 2-man CMA with Empowered Attack and you're hitting at effective MAT 9, P+S 16 which is not to be sniffed at.
* Try not to accidentally glue their heads on upside-down (unless you like the look of bowl-cuts).
 
=Other=
===Trivia===
* According to their fluff, they can form perfect shield walls with their interlocking shields, unlike the imperfect ones of the other species. That's amusing when you consider just how hard it is to put them B2B into an ''actual'' shield wall-line on the table.
* Released in [[Forces of Warmachine: Convergence of Cyriss]] (2013)
 
===Other Convergence models===
{{Index Convergence}}


===Rules Clarifications===
The shields interlock, enabling them to present a perfect shield wall.
{{RC Construct}}
{{RC CMA}}
{{RC Shield Wall}}
{{RC Soul Vessel}}
{{RC Variable|Melee}}
{{RC Empowered Attack}}
{{RC Set Defense}}

Latest revision as of 22:42, 17 February 2024

Convergence of Cyriss Unit

Model stats and abilities

Model Statistics

Base size = 40 mmSPDMATDEFARM
Health = 8
FA = 2
Cost = 8 (3 Grunts)571217
Cost per model = 2.66
-

Model Advantages and Abilities

Construct
Construct
This model is a construct, and is not a living model.

No errata for Construct (Create)

Combined Melee Attack
Combined Melee Attack
This model can participate in combined melee attacks with other models in its unit.

Making Combined Melee Attacks (CMA)

Participation In order to participate, a trooper must:

  • be able to declare a melee attack against the intended target
  • have the intended target within its melee range.

Steps

  1. Choose one model in the attacking group to be the primary attacker.
  2. Make one melee attack roll for the group, using the primary attacker's MAT and any bonuses.
  3. Add +1 to the attack and damage rolls for each model in the group participating in the CMA, including the parimary attacker.
  4. Any other bonuses and penalties are applied based on the primary attacker.

Interactions with other rules Charging The CMA is only a charge attack if all the contributed attacks are charge attacks. Unit Combat Action

  • Units with CMA ignore the rule that one trooper's Combat Action cannot begin until the previous model's Combat Action is resolved.
  • Troopers with multiple melee attacks can divide them among eligible targets and participate in multiple combined melee attacks.

Dual Attack

  • Units with CMA ignore the rule that one trooper's Combat Action cannot begin until the previous model's Combat Action is resolved.
  • Troopers with Dual Attack can make melee and ranged attacks, grouping the melee attacks in any way.

  Errata-Combined Melee Attack (2024-2-11)
Question: Does a model have to be in melee range with a weapon to sacrifice it for a combined melee attack, or only in their melee range in general? The text of CMA says that you only need to be able “to declare a melee attack against the target” and “have the intended target in melee range”. And melee range is defined as the range of the longest reach weapon the model has.
Answer: To combine an attack the weapon in question must be available to be used.
Explanation: For example, a unit of Karax move into range of a Stryker, each Karax at 2" melee. If the controlling player chooses to make a 2-trooper combined melee attack, they’d have to use the spear for both those models.
Infernal Ruling: elswickchuck - PP Community forum



Shield Wall
While this model is Base-to-Base (B2B) with one or more models in its unit, it gains +2 ARM and cannot be knocked down.

No errata for Shield Wall (Create)


Soul Vessel
This model generates a soul token as if it were a living model.

No errata for Soul Vessel (Create)

Variable melee
At the start of this unit's activation, choose one of the following special rules. The unit's melee weapons gain the special rule chosen for one round.
Empowered Attack - This weapon gains +2 on its damage rolls.
Set Defense - Models suffer -2 on charge and slam power attack rolls against this model.
No errata for Variable melee (Create)
No errata for Empowered Attack (Create)
No errata for Set Defense (Create)



Weapons

Protean Polearm
 RNG   ROF   AOE   POW   LOCATION 
2 - - 12 -
Protean Shield
 RNG   ROF   AOE   POW   LOCATION 
1 - - 10 -


Unit Rules

A unit is a group of models that band together. They've got special deployment rules and activation rules.

  • All models of a unit are Trooper models.
  Errata-Unit-Advance (2023-12-07)
Question: When something triggers because an "advancing enemy model that ends their movement" is within a given distance something, and the enemy model advancing is part of a unit, does the trigger only affect the moving model, or does it also affect the troopers that are placed?
Answer: Only the model moved counts for triggering when something advances into an area.
Explanation: We are aware of the situation. Currently looking at what the wording of the feats should be as well as the bigger question at hand here. For now it would be just the models that actually moved, not were placed. This is just for these right now amd not looking at other aspects of unit movement. When there is any update for wording i will post. As stated until we have a wording update this ruling is applying here. So for now just the model that was actually moved and not the ones placed will be affected.
Infernal Ruling: elswickchuck Infernal - PP Community forum



Errata

No Errata specifically for this model.

Changes and Updates

Mk3 to Mk4

Release Trivia

Battle Reports

Videos

Lore

Ready to repel any threats to the Great Work, reciprocators stand firm, shields interlocking with engineered perfection as they brace to absorb enemy assaults. After blunting a charge against their heavy shields and spears, the reciprocators spring into an immediate counterassault, converting their protean polearms from defensive spears to wicked halberds.

The shields interlock, enabling them to present a perfect shield wall.