Captain Jeremiah Kraye: Difference between revisions

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[[FACTION]] [[Category:FACTION]] [[ARMY|ARMY]][[Category:ARMY]] [[:Category:Warcaster|Warcaster]][[Category:Warcaster]]
=Model stats and abilities=
<table>
  <tr>
      <td style = "border: 1px solid grey; vertical-align: top;">
{{Model-stats
| name  = Hellyth
| base  = 30 mm
| hp    = 15
| spd  = 7
| aat  = 6
| mat  = 6
| rat  = 7
| def  = 14
| arm  = 17
| arc  = 7
| ctrl  = 12
}}
</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>
</table>
{{Warcaster}}
=Weapons=
  <table style="border-collapse: collapse;>      <tr>
<th>Weapon</th><th>Type</th><th>Stats</th><th>Specials</th>
  </tr>
        {WEAPONNAME1}}
        {WEAPONNAME2}}
</table>
=Feat=
FEATNAME
{{#ifexist: Template:Errata-FEATNAME|
{{Template:Errata-FEATNAME}}
|  }}
=Spells=
{{SPELLNAME}}
{{SPELLNAME}}
==Spell Rack (Slots 2)==
=Errata=
No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).
=Changes and Updates=
=Lore=
=Trivia=
=Battle Reports=
=Videos=
********************* LEGACY **************
{{Cygbox|{{Cygnar}} [[Cavalry]] [[Warcaster]]}} [[Category: Model]]
{{Cygbox|{{Cygnar}} [[Cavalry]] [[Warcaster]]}} [[Category: Model]]
{{4P|First Army}}
{{4P|First Army}}

Revision as of 00:24, 14 January 2024

FACTION ARMY Warcaster


Model stats and abilities

Template:Veteran Leader

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                                          • LEGACY **************

Template:Cygbox Template:4P

In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat - Light 'Em Up

While in Kraye's Template:CTRL range, the ranged and melee weapons of friendly Faction models gain Beacon and Flare. Light 'Em Up lasts for one turn.

Template:Beacon-alt
Template:Flare-alt

Abilities

Weapons

Radcliffe Carbine
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 2 Template:- 11
Bitter End
File:Sword icon.jpg  RNG   POW   P+S 
2 7 13
Mount
File:Mount icon.jpg  RNG   POW 
0.5 10

Spells

{{Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target }}[[Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target ]]


Theme Forces


Thoughts on Captain Jeremiah Kraye

Captain Jeremiah Kraye in a nutshell

Kraye is second to none in the faction when it comes to battlegroup mobility. His unique Iron Horse rule grants you 3 benefits which could be worth a separate Field Marshal rule all by themselves. His spell list also perfectly supports his highly mobile playstyle.

Iron Horse

Becoming a cavalry model means that warjacks can a) have the option to make impact attacks when they charge and b) get auto-boosted to-hit rolls on their charge attacks. This polishes even the worst warjacks in the faction - and now that most of them are cheaper, Kraye can run some diverse mobile gun lines and highly dangerous melee heavies.

Spell thoughts

  • Admonition - A life-saver or threat range extender. Good for extrication of an expensive jack who might be jammed or is about to be denied a safe reposition. Place effects won't trigger it, but fortunately Lock the Target denies placing altogether. See Tricks for further application.
  • Countermeasure - One of the most infuriating spells around. Especially on an advance deploying and hard to kill unit/solo. Use it on a Minuteman and watch him ruin the enemy's gunline. The enemy might move away, but this will still force him to give up his aiming bonus.
  • Horsepower - This will be your #1 spell to cast on feat turn, yielding a potential +5" for your charge range on a target marked with Beacon.
  • Jumpstart - Occasionally invaluable against certain builds that can dish out knockdown or stationary (e.g., Sorcha1). The spell includes a free facing change - use this if your enemy managed to get behind you. It can also mitigate the damage from a Knockdown + Disruption combination in a Cygnar vs. Cygnar fight.
  • Lock the Target - This is a weak zap with an excellent control feature. Condemning your opponent's expensive solo to walk-and shoot/strike attacks is very useful. Especially if you can pull it off on a gargantuan or colossal.

Feat thoughts

His feat is for all of your army, not just your battlegroup. The two special rules work really well with each other. If the enemy denies charges, you can still shoot them effectively. If you can charge, well, punch them into oblivion. Fast units like Storm Lances can have a respectable 15" charge threat range. With the spell Horsepower, a Hammersmith can charge things up to 13" away and a Stormclad threatens 15" (all the other heavy warjacks threat 14"). Try to bring enough shooting to apply the feat benefits where you need them and enough heavy hitters to take advantage of the charge bonus.

Drawbacks & Downsides

  • Large base makes him an easy target, ripe for assassination. Eiryss1 can be a huge problem, though his Steady ability and a Shield Guard model can make attempts on his life all the more difficult.
  • Smart enemies will not let reposition on warjacks happen too often.
  • An over-emphasis on your battlegroup will put you into disadvantage in scenarios, where units and solos need to grab objectives.
    • In the 2019 Steamroller, some of the scenarios include zones that are very close or touching the side edge. This can limit where you can place contesting models from his battlegroup as his control zone will only just reach into those zones if he's on the centre-line of the table.
      • Warjacks with extended control such as the Minuteman or Hunter go some way to mitigating this, but since they're among Cygnar's flimsiest warjacks, be careful you don't just throw them away.
  • Doesn't offer much support for models outside of his battlegroup plus also lacks ARM, DEF and damage buffs.
  • Many of your mobility tricks are tied to charges - and there are quite a few tools out there to stop charges from connecting (LOS blocking, speedbumps, feats, etc.)

Tricks & Tips

  • Admonition can be triggered by enemy admonition, or by changing facing too.
  • As for Countermeasures, enemies can still target you from outside the spell's range. However, from within the control range, they cannot line up a friendly model as a target for your spray attacks and shoot the protected models.
  • Remember, Countermeasures doesn't shut down spells. Be on the lookout for weapons with Dispel.
  • Trample + reposition is a perfect speed booster in the 1st turn. An Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game.
  • Your feat works on Kraye's attacks too. Use him to apply Beacon and Flare to high-priority targets.

List Building Advice

Strategy

Though Kraye's main strengths (Iron Horse, threat range extending spells and his feat) center around his battlegroup, his low FOCUS stat means that it's generally better to build a smaller battlegroup of high-quality/focus-efficient 'jacks. This is then supported by a few units that can help spread the feat effects, capture zones, and unjam warjacks so they can charge in.

His army is centred around his battlegroup of course (giving all of it Iron Horse). You tend to see a small number of support solos and sometimes a cheap unit for scenario play.

Thanks to the excellent mobility of his battlegroup, Kraye can win through scenario points as well as with assassination against an overly bold opponent. Kraye wants to alpha strike because he doesn't have the tools to support your army in protracted fights. Against certain opponents, you can use a hit-and-run strategy that makes use of the 5" reposition on the 'jacks to whittle down the foe.

Rule #1

Cavalry rules - Both his and his warjacks' charge attacks are boosted, giving you a higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.

Rule #2

Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and Reposition 5" to his entire battlegroup gives him immense movement shenanigans. You can play a great ranged hit & run game or send heavies flying across the board thanks to Horsepower that then reposition away 5". Add in Admonition and his army can be impossible to pin down. You can even try charging something with Kraye and even if you don't kill it, you can reposition safely after your activation.

Rule #3

Under the effects of Iron Horse an Avenger / Centurion / Hammersmith chassis warjack can reposition further than it walks, so running with them is sub-optimal. Since you power up and get a focus anyway, spend that focus to trample or slam and then reposition afterwards. Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A Cyclone can lay down Covering Fire and reposition. You can also just advance, shoot and move 5" away. Kraye can also do this with his nifty double shot ranged weapon. Warjacks that knock people down, make warjacks stationary or slam people away will allow you to reposition away unscathed and possibly set you up for another charge.

Leverage Pathfinder on his warjacks as much as possible. Normally, terrain is largely a no-go area for most warjacks, but not with Kraye. This sets up all sorts of new strategies - hit and fade with ranged warjacks to deny retaliation or simply charge a huge-based model straight through difficult terrain. Even with non-LoS blocking terrain, you can position your warjack on one side and eliminate the threat of being charged.

Theme thoughts

Kraye's preference of a strong battlegroup supported by a small contingent of infantry means that there are good reasons to take him in every theme he's allowed in.

Template:Header

  • Thunderhead - An excellent although expensive option, it has a respectable shoot-and-scoot game as well as critical Disruption on it's fists. Horsepower and Light 'em Up solve a lot of Thunderhead's problems.
    • A big speed boost makes him a serious melee threat.
    • A boosted charge attack has the potential to trigger Critical Cortex Damage.
    • Reposition [5"] and Pathfinder can be utterly devastating if you can use the Energy Pulse (with Fire for Effect from Caine0) to annihilate infantry from within terrain and move back to safety.
  • Ol' Rowdy is an excellent 'jack for Kraye. His focus efficiency helps when off feat turn, while Admonition can ensure Rowdy gets to countercharge either by leaving the engaging enemy models melee range to charge something else, or walking back 3" and then charging the engaging model iself. It will be hit first by a POW 11 impact attack, then a POW 18 charge atatck (fully boosted thanks to Iron Horse). After wards Ol' Rowdy will have to take the enemy charge on the chin, prombting him to Retaliatory Strike with another POW 18. Thus, you should be able to at least cripple some systems of the attacker, or set off a Critical Knockdown. Countercharge can also help cover the 'jacks after they've repositioned out after the alpha strike which can discourage a counter attack from your opponent. The boosted attack rolls on the countercharge attack can also increase the chances of a critical knockdown! MAT 8 can also make impact attacks a viable way of clearing jamming infantry, reducing the risk of a failed charge.
  • Thorn is a highly mobile and decently durable arc node. If you're attracted by the idea of using Lock the Target on something important, Thorn is a good choice for an arc node to enable it.
  • All of Kraye's staple solos (Squire, Strangeways, Caine0 and Journeyman) belong here too (see below).

Template:Header

  • Trencher Infantry - Obnoxious to kill and very handy for Countermeasure. They're just a great unit that doesn't necessarily need support from the caster to get the job done.
  • Trencher Commandos - Have the double-bind with Countermeasure - either they are stealthed or countermeasured. Enemies can still target them with templates and AoEs - your thin ARM will hardly help on that, but against lists without such tools they will be downright annoying.
    • This is also an excellent unit to kill single-wound infantry models jamming your warjacks. With anatomical precision, quick work and then Repo 3", they can get in, take out key pieces and get out of the way.
  • Rangers - Perfect candidates for your feat's shooty part to apply accurate Beacon/Flare shots from afar for the rest of your army. Also perfect unit for Countermeasure as you need to be within 5" to mark a target.
  • Trencher Express Team - Can help an alpha strike 'stick'. For example, your heavies run in, poke the enemy warbeasts/warjacks a bit and reposition out. Then the express team applies Grievous Wounds to them so they can't heal or repair.
  • This is the only theme that doesn't allow the Squire or Captain Arlan Strangewayes, making his focus issues even more serious.
  • Your only Mechanik choice here is the Trencher Combat Engineers, which have a relatively low average repair per-turn, but do have guns to help with the feat and to kill light infantry.
  • Jonas Murdoch makes Aiyana and Holt faction friendly so you can use their damage buff as well as their magic weapon buff, which is very much appreciated as Kraye has neither of those himself. Holt is also great at spreading the feat.

Template:Header

In Storm Division Kraye has access to 3 character jacks he really likes, however the guns here are relatively short ranged outside of the Storm Strider and the Stormtower.

  • Dynamo - Iron Horse enables it to make impact attacks which can set of Chain Reaction. Reposition is always great on a ranged model.
  • Brickhouse - Boosted attack rolls make critical smite more likely to happen and with reposition you can then position him to apply Force Lock in the most irritating possible place you can find.
  • Thunderhead can also be here though sadly there's no access to Caine0.
  • Storm Lances - Very powerful and one of the few units able to keep up with Kraye's mobile battlegroup. They can threaten 15" on feat turn and are an excellent choice if you're expecting a mirror match.
  • Stormclad - The prevalence of Storm Knights in this theme can help activate accumulator, making it a more attractive choice in this theme.
  • Storm Smith Storm Tower - Can be taken as requisition choices and can apply the feat from far away.
  • Storm Strider - Same as Storm Town but also buff the accuracy of electric ranged attacks even further.
  • Sir Dreyfus the Storm Knight - Able to not only keep up but also cheap enough and accurate enough in a back arc to be a good first choice for applying the feat.

Template:Header

Kraye loves the high-RAT shooting provided by the gun mages for his feat. Magical weapons also helps against Menoth's pesky choir and their Hymn of Passage!

  • Gun Mage Captain Adept - universal, nimble, accurate solo. Great for applying the feat to pesky Stealth targets or getting some moderate damage in with a Snipe, Brutal Damage shot.
    • That gives you 5 RAT 8, True Sight models that apply the feat to nearly anything from 20" away.
  • Arcane Tempest Gun Mages - Provide a good amount of high-rat toolbox shots to apply the feat and take out light infantry.
    • They're also great at unjamming your warjacks, either from range (up to 14"!) or in melee with Pistoleer from the theme benefit.
    • The Thunderbolt shot type can also be used, again either in range or in melee, to send these jamming models flying, potentially enabling a charge.
    • The Arcane Tempest Gun Mage Officer can marshall a Cyclone, providing another 2d3 Magical shots for the feat, with your choice of Thunderbolt, Snipe (16" range!) or Crit Brutal Damage.
  • Black 13th Strike Force - True Sight can help deal with stealthy infantry, often a huge issue for Kraye.
    • With Prowl, they are a great target for countermeasure, which can be upkept for free thanks to the theme benefit.
  • Lieutenant Bastian Falk - Fulfills his normal role of buffing the damage of the other gun mages and magical damage sources.

Template:Header

Kraye likes these models/units which are available in various themes:

  • Field Mechaniks - You're probably using most of your points on Warjacks with Kraye, so with whatever points you happen to have left over, they're a good option.
    • They repair Warjacks.
    • They're DEF14.
    • They score those Circular Zones in Steamroller that your warjacks and solos can't do anything with.
    • They can now take the Morrowan Battle Priest for an ultra-cheap shield guard.
  • The Squire - With lots of Warjacks to control, this little fella is very useful.
  • Captain Arlan Strangewayes - The extra Focus is always welcome, as is the ability to Repair.
  • Journeyman Warcaster - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus. A ranged Light like a Sentinel or a Charger doesn't get much benefit from Iron Horse and so is a good choice for Junior.
  • Journeyman Lieutenant Allister Caine - Personal output is a great help with infantry, while Ace can fulfil a similar role. This pair can also help with feat spreading, bringing a taste of Gun Mages to Heavy Metal.

Template:Header

Kraye runs into issues with mercenary support solos as they often can't keep up with his warjacks. Generally he tends towards ranged units who can be turned friendly faction either by the partisan rule or Murdoch, in order to help him apply his feat.

  • Order of Illumination Vigilants and Glyn Cormier - Can be taken in all themes and are excellent feat enablers thanks to True Sight. The Vigilants also make for tremendous Counter Measure targets thanks to stealth.
  • Lady Aiyana & Master Holt - Only worthwhile in Gravediggers with Murdoch. Holt is a good feat enabler and Aiyana is a walking damage buff for your troops or is able to hand out magic weapons.
  • Hermit of Hengehold - A nice damage buffer with master of ruin. Just remember to reposition your jacks out of his aura or they will recieve -2 ARM as well.
  • Grand Master Gabriel Throne - A fellow cavalry model and thus he can keep up with Krayes intended pace. He brings useful battle plans, one of which is a damage buff.

Battlegroup

It is worth saying that most of Cygnar's Warjacks go from good to amazing with Kraye, although the Colossals gain little from Iron Horse. Particular highlights include:

  • Minuteman - The most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away. Or, stay there with a countermeasure spell, and make gunlines cry. Able to move up to 16" every turn, it can be virtually anywhere on the table by the end of turn two and still be in control range.
  • Centurion - A tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
    • At speed 4 it normally can only run 8" but with Repo 5 you can Imprint, then trample 7 and still Repo for a total of 12".
    • Centurion can charge an enemy model with 1" melee range (and himself stay 1.99" away), attack a bunch, then repositioning 5" back. Lastly, use Polarity Field to prevent your opponent from charging and from getting within melee range of the Centurion (if they have movement 5" or less).
    • It's also an excellent target for Admonition. Between Polarity Field and the 3", it becomes incredibly hard to apply melee attacks to it.
    • Admonition also gives a certain level of safety against Telekinesis 'casters if they turn the Centurion around to charge it in the rear. Use Admonition to walk away and face the right direction again.
  • Reliant - It has a critical knockdown hammer which works nicely with the boosted charge attack rolls from Iron Horse.
  • Ironclad and Hammersmith - Cygnar's 'budget heavies' become beasts with Kraye if you can afford the focus to fuel them. Boosted attacks increase the chances you trigger their special abilities.
  • Stormclad - Along with any Storm Knight models it can be really effective. On feat turn it can have the same threat range as Storm Lances. Accumulator [Storm Knight] reduces Kraye's focus burden, but without Storm Knights in your list (aka Theme - Storm Division) you may be better off with a cheaper warjack. With Savio Montero Acosta gaining the Storm Knight tag you can have an Accumulator buddy in any list, though it does cost you your merc solo slot.

Some of Cygnar's ranged warjacks are worth considering for their ability to spread Kraye's feat. If you've got 'jack marshals or Junior Warcasters, you should consider using them to run these 'jacks so Kraye can save his focus for his spells and his melee heavies.

  • Charger - Range 12 gun tends to leave this jack in charge range but Repo 5 allows it to back out of range of most things. For the cost of 1 focus from Kraye it can consistently take out two solos a turn.
  • Sentinel - Use it for Shield Guard and infantry clearing. It is also useful for painting targets on feat turn.
  • Cyclone - Puts out an unparalleled number of shots for the feat and can help prevent jamming with Covering Fire.
  • Hunter - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle to retaliate against it, especially if it can move back through terrain to get out of sight completely. Otherwise, it's happy under jack marshals as it rarely needs more than one focus per turn to be effective.

Other

Trivia

Video Battle Reports

Other Cygnar models

Template:Index Cygnar

Rules Clarifications

Template:RC Magical Damage Template:RC Brutal Charge

Template:RC Warcaster Template:RC Cavalry Template:RC Pathfinder Template:RC Parry Template:RC Iron Horse Template:RC Reposition Template:RC Steady

Template:RC Beacon Template:RC Flare

Template:RC Admonition Template:RC Countermeasure Template:RC Horsepower Template:RC Jumpstart Template:RC Lock the Target

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                                          • LEGACY **************

Template:Cygbox Template:4P

In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat - Light 'Em Up

While in Kraye's Template:CTRL range, the ranged and melee weapons of friendly Faction models gain Beacon and Flare. Light 'Em Up lasts for one turn.

Template:Beacon-alt
Template:Flare-alt

Abilities

Weapons

Radcliffe Carbine
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 2 Template:- 11
Bitter End
File:Sword icon.jpg  RNG   POW   P+S 
2 7 13
Mount
File:Mount icon.jpg  RNG   POW 
0.5 10

Spells

{{Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target }}[[Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target ]]


Theme Forces


Thoughts on Captain Jeremiah Kraye

Captain Jeremiah Kraye in a nutshell

Kraye is second to none in the faction when it comes to battlegroup mobility. His unique Iron Horse rule grants you 3 benefits which could be worth a separate Field Marshal rule all by themselves. His spell list also perfectly supports his highly mobile playstyle.

Iron Horse

Becoming a cavalry model means that warjacks can a) have the option to make impact attacks when they charge and b) get auto-boosted to-hit rolls on their charge attacks. This polishes even the worst warjacks in the faction - and now that most of them are cheaper, Kraye can run some diverse mobile gun lines and highly dangerous melee heavies.

Spell thoughts

  • Admonition - A life-saver or threat range extender. Good for extrication of an expensive jack who might be jammed or is about to be denied a safe reposition. Place effects won't trigger it, but fortunately Lock the Target denies placing altogether. See Tricks for further application.
  • Countermeasure - One of the most infuriating spells around. Especially on an advance deploying and hard to kill unit/solo. Use it on a Minuteman and watch him ruin the enemy's gunline. The enemy might move away, but this will still force him to give up his aiming bonus.
  • Horsepower - This will be your #1 spell to cast on feat turn, yielding a potential +5" for your charge range on a target marked with Beacon.
  • Jumpstart - Occasionally invaluable against certain builds that can dish out knockdown or stationary (e.g., Sorcha1). The spell includes a free facing change - use this if your enemy managed to get behind you. It can also mitigate the damage from a Knockdown + Disruption combination in a Cygnar vs. Cygnar fight.
  • Lock the Target - This is a weak zap with an excellent control feature. Condemning your opponent's expensive solo to walk-and shoot/strike attacks is very useful. Especially if you can pull it off on a gargantuan or colossal.

Feat thoughts

His feat is for all of your army, not just your battlegroup. The two special rules work really well with each other. If the enemy denies charges, you can still shoot them effectively. If you can charge, well, punch them into oblivion. Fast units like Storm Lances can have a respectable 15" charge threat range. With the spell Horsepower, a Hammersmith can charge things up to 13" away and a Stormclad threatens 15" (all the other heavy warjacks threat 14"). Try to bring enough shooting to apply the feat benefits where you need them and enough heavy hitters to take advantage of the charge bonus.

Drawbacks & Downsides

  • Large base makes him an easy target, ripe for assassination. Eiryss1 can be a huge problem, though his Steady ability and a Shield Guard model can make attempts on his life all the more difficult.
  • Smart enemies will not let reposition on warjacks happen too often.
  • An over-emphasis on your battlegroup will put you into disadvantage in scenarios, where units and solos need to grab objectives.
    • In the 2019 Steamroller, some of the scenarios include zones that are very close or touching the side edge. This can limit where you can place contesting models from his battlegroup as his control zone will only just reach into those zones if he's on the centre-line of the table.
      • Warjacks with extended control such as the Minuteman or Hunter go some way to mitigating this, but since they're among Cygnar's flimsiest warjacks, be careful you don't just throw them away.
  • Doesn't offer much support for models outside of his battlegroup plus also lacks ARM, DEF and damage buffs.
  • Many of your mobility tricks are tied to charges - and there are quite a few tools out there to stop charges from connecting (LOS blocking, speedbumps, feats, etc.)

Tricks & Tips

  • Admonition can be triggered by enemy admonition, or by changing facing too.
  • As for Countermeasures, enemies can still target you from outside the spell's range. However, from within the control range, they cannot line up a friendly model as a target for your spray attacks and shoot the protected models.
  • Remember, Countermeasures doesn't shut down spells. Be on the lookout for weapons with Dispel.
  • Trample + reposition is a perfect speed booster in the 1st turn. An Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game.
  • Your feat works on Kraye's attacks too. Use him to apply Beacon and Flare to high-priority targets.

List Building Advice

Strategy

Though Kraye's main strengths (Iron Horse, threat range extending spells and his feat) center around his battlegroup, his low FOCUS stat means that it's generally better to build a smaller battlegroup of high-quality/focus-efficient 'jacks. This is then supported by a few units that can help spread the feat effects, capture zones, and unjam warjacks so they can charge in.

His army is centred around his battlegroup of course (giving all of it Iron Horse). You tend to see a small number of support solos and sometimes a cheap unit for scenario play.

Thanks to the excellent mobility of his battlegroup, Kraye can win through scenario points as well as with assassination against an overly bold opponent. Kraye wants to alpha strike because he doesn't have the tools to support your army in protracted fights. Against certain opponents, you can use a hit-and-run strategy that makes use of the 5" reposition on the 'jacks to whittle down the foe.

Rule #1

Cavalry rules - Both his and his warjacks' charge attacks are boosted, giving you a higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.

Rule #2

Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and Reposition 5" to his entire battlegroup gives him immense movement shenanigans. You can play a great ranged hit & run game or send heavies flying across the board thanks to Horsepower that then reposition away 5". Add in Admonition and his army can be impossible to pin down. You can even try charging something with Kraye and even if you don't kill it, you can reposition safely after your activation.

Rule #3

Under the effects of Iron Horse an Avenger / Centurion / Hammersmith chassis warjack can reposition further than it walks, so running with them is sub-optimal. Since you power up and get a focus anyway, spend that focus to trample or slam and then reposition afterwards. Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A Cyclone can lay down Covering Fire and reposition. You can also just advance, shoot and move 5" away. Kraye can also do this with his nifty double shot ranged weapon. Warjacks that knock people down, make warjacks stationary or slam people away will allow you to reposition away unscathed and possibly set you up for another charge.

Leverage Pathfinder on his warjacks as much as possible. Normally, terrain is largely a no-go area for most warjacks, but not with Kraye. This sets up all sorts of new strategies - hit and fade with ranged warjacks to deny retaliation or simply charge a huge-based model straight through difficult terrain. Even with non-LoS blocking terrain, you can position your warjack on one side and eliminate the threat of being charged.

Theme thoughts

Kraye's preference of a strong battlegroup supported by a small contingent of infantry means that there are good reasons to take him in every theme he's allowed in.

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  • Thunderhead - An excellent although expensive option, it has a respectable shoot-and-scoot game as well as critical Disruption on it's fists. Horsepower and Light 'em Up solve a lot of Thunderhead's problems.
    • A big speed boost makes him a serious melee threat.
    • A boosted charge attack has the potential to trigger Critical Cortex Damage.
    • Reposition [5"] and Pathfinder can be utterly devastating if you can use the Energy Pulse (with Fire for Effect from Caine0) to annihilate infantry from within terrain and move back to safety.
  • Ol' Rowdy is an excellent 'jack for Kraye. His focus efficiency helps when off feat turn, while Admonition can ensure Rowdy gets to countercharge either by leaving the engaging enemy models melee range to charge something else, or walking back 3" and then charging the engaging model iself. It will be hit first by a POW 11 impact attack, then a POW 18 charge atatck (fully boosted thanks to Iron Horse). After wards Ol' Rowdy will have to take the enemy charge on the chin, prombting him to Retaliatory Strike with another POW 18. Thus, you should be able to at least cripple some systems of the attacker, or set off a Critical Knockdown. Countercharge can also help cover the 'jacks after they've repositioned out after the alpha strike which can discourage a counter attack from your opponent. The boosted attack rolls on the countercharge attack can also increase the chances of a critical knockdown! MAT 8 can also make impact attacks a viable way of clearing jamming infantry, reducing the risk of a failed charge.
  • Thorn is a highly mobile and decently durable arc node. If you're attracted by the idea of using Lock the Target on something important, Thorn is a good choice for an arc node to enable it.
  • All of Kraye's staple solos (Squire, Strangeways, Caine0 and Journeyman) belong here too (see below).

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  • Trencher Infantry - Obnoxious to kill and very handy for Countermeasure. They're just a great unit that doesn't necessarily need support from the caster to get the job done.
  • Trencher Commandos - Have the double-bind with Countermeasure - either they are stealthed or countermeasured. Enemies can still target them with templates and AoEs - your thin ARM will hardly help on that, but against lists without such tools they will be downright annoying.
    • This is also an excellent unit to kill single-wound infantry models jamming your warjacks. With anatomical precision, quick work and then Repo 3", they can get in, take out key pieces and get out of the way.
  • Rangers - Perfect candidates for your feat's shooty part to apply accurate Beacon/Flare shots from afar for the rest of your army. Also perfect unit for Countermeasure as you need to be within 5" to mark a target.
  • Trencher Express Team - Can help an alpha strike 'stick'. For example, your heavies run in, poke the enemy warbeasts/warjacks a bit and reposition out. Then the express team applies Grievous Wounds to them so they can't heal or repair.
  • This is the only theme that doesn't allow the Squire or Captain Arlan Strangewayes, making his focus issues even more serious.
  • Your only Mechanik choice here is the Trencher Combat Engineers, which have a relatively low average repair per-turn, but do have guns to help with the feat and to kill light infantry.
  • Jonas Murdoch makes Aiyana and Holt faction friendly so you can use their damage buff as well as their magic weapon buff, which is very much appreciated as Kraye has neither of those himself. Holt is also great at spreading the feat.

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In Storm Division Kraye has access to 3 character jacks he really likes, however the guns here are relatively short ranged outside of the Storm Strider and the Stormtower.

  • Dynamo - Iron Horse enables it to make impact attacks which can set of Chain Reaction. Reposition is always great on a ranged model.
  • Brickhouse - Boosted attack rolls make critical smite more likely to happen and with reposition you can then position him to apply Force Lock in the most irritating possible place you can find.
  • Thunderhead can also be here though sadly there's no access to Caine0.
  • Storm Lances - Very powerful and one of the few units able to keep up with Kraye's mobile battlegroup. They can threaten 15" on feat turn and are an excellent choice if you're expecting a mirror match.
  • Stormclad - The prevalence of Storm Knights in this theme can help activate accumulator, making it a more attractive choice in this theme.
  • Storm Smith Storm Tower - Can be taken as requisition choices and can apply the feat from far away.
  • Storm Strider - Same as Storm Town but also buff the accuracy of electric ranged attacks even further.
  • Sir Dreyfus the Storm Knight - Able to not only keep up but also cheap enough and accurate enough in a back arc to be a good first choice for applying the feat.

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Kraye loves the high-RAT shooting provided by the gun mages for his feat. Magical weapons also helps against Menoth's pesky choir and their Hymn of Passage!

  • Gun Mage Captain Adept - universal, nimble, accurate solo. Great for applying the feat to pesky Stealth targets or getting some moderate damage in with a Snipe, Brutal Damage shot.
    • That gives you 5 RAT 8, True Sight models that apply the feat to nearly anything from 20" away.
  • Arcane Tempest Gun Mages - Provide a good amount of high-rat toolbox shots to apply the feat and take out light infantry.
    • They're also great at unjamming your warjacks, either from range (up to 14"!) or in melee with Pistoleer from the theme benefit.
    • The Thunderbolt shot type can also be used, again either in range or in melee, to send these jamming models flying, potentially enabling a charge.
    • The Arcane Tempest Gun Mage Officer can marshall a Cyclone, providing another 2d3 Magical shots for the feat, with your choice of Thunderbolt, Snipe (16" range!) or Crit Brutal Damage.
  • Black 13th Strike Force - True Sight can help deal with stealthy infantry, often a huge issue for Kraye.
    • With Prowl, they are a great target for countermeasure, which can be upkept for free thanks to the theme benefit.
  • Lieutenant Bastian Falk - Fulfills his normal role of buffing the damage of the other gun mages and magical damage sources.

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Kraye likes these models/units which are available in various themes:

  • Field Mechaniks - You're probably using most of your points on Warjacks with Kraye, so with whatever points you happen to have left over, they're a good option.
    • They repair Warjacks.
    • They're DEF14.
    • They score those Circular Zones in Steamroller that your warjacks and solos can't do anything with.
    • They can now take the Morrowan Battle Priest for an ultra-cheap shield guard.
  • The Squire - With lots of Warjacks to control, this little fella is very useful.
  • Captain Arlan Strangewayes - The extra Focus is always welcome, as is the ability to Repair.
  • Journeyman Warcaster - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus. A ranged Light like a Sentinel or a Charger doesn't get much benefit from Iron Horse and so is a good choice for Junior.
  • Journeyman Lieutenant Allister Caine - Personal output is a great help with infantry, while Ace can fulfil a similar role. This pair can also help with feat spreading, bringing a taste of Gun Mages to Heavy Metal.

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Kraye runs into issues with mercenary support solos as they often can't keep up with his warjacks. Generally he tends towards ranged units who can be turned friendly faction either by the partisan rule or Murdoch, in order to help him apply his feat.

  • Order of Illumination Vigilants and Glyn Cormier - Can be taken in all themes and are excellent feat enablers thanks to True Sight. The Vigilants also make for tremendous Counter Measure targets thanks to stealth.
  • Lady Aiyana & Master Holt - Only worthwhile in Gravediggers with Murdoch. Holt is a good feat enabler and Aiyana is a walking damage buff for your troops or is able to hand out magic weapons.
  • Hermit of Hengehold - A nice damage buffer with master of ruin. Just remember to reposition your jacks out of his aura or they will recieve -2 ARM as well.
  • Grand Master Gabriel Throne - A fellow cavalry model and thus he can keep up with Krayes intended pace. He brings useful battle plans, one of which is a damage buff.

Battlegroup

It is worth saying that most of Cygnar's Warjacks go from good to amazing with Kraye, although the Colossals gain little from Iron Horse. Particular highlights include:

  • Minuteman - The most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away. Or, stay there with a countermeasure spell, and make gunlines cry. Able to move up to 16" every turn, it can be virtually anywhere on the table by the end of turn two and still be in control range.
  • Centurion - A tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
    • At speed 4 it normally can only run 8" but with Repo 5 you can Imprint, then trample 7 and still Repo for a total of 12".
    • Centurion can charge an enemy model with 1" melee range (and himself stay 1.99" away), attack a bunch, then repositioning 5" back. Lastly, use Polarity Field to prevent your opponent from charging and from getting within melee range of the Centurion (if they have movement 5" or less).
    • It's also an excellent target for Admonition. Between Polarity Field and the 3", it becomes incredibly hard to apply melee attacks to it.
    • Admonition also gives a certain level of safety against Telekinesis 'casters if they turn the Centurion around to charge it in the rear. Use Admonition to walk away and face the right direction again.
  • Reliant - It has a critical knockdown hammer which works nicely with the boosted charge attack rolls from Iron Horse.
  • Ironclad and Hammersmith - Cygnar's 'budget heavies' become beasts with Kraye if you can afford the focus to fuel them. Boosted attacks increase the chances you trigger their special abilities.
  • Stormclad - Along with any Storm Knight models it can be really effective. On feat turn it can have the same threat range as Storm Lances. Accumulator [Storm Knight] reduces Kraye's focus burden, but without Storm Knights in your list (aka Theme - Storm Division) you may be better off with a cheaper warjack. With Savio Montero Acosta gaining the Storm Knight tag you can have an Accumulator buddy in any list, though it does cost you your merc solo slot.

Some of Cygnar's ranged warjacks are worth considering for their ability to spread Kraye's feat. If you've got 'jack marshals or Junior Warcasters, you should consider using them to run these 'jacks so Kraye can save his focus for his spells and his melee heavies.

  • Charger - Range 12 gun tends to leave this jack in charge range but Repo 5 allows it to back out of range of most things. For the cost of 1 focus from Kraye it can consistently take out two solos a turn.
  • Sentinel - Use it for Shield Guard and infantry clearing. It is also useful for painting targets on feat turn.
  • Cyclone - Puts out an unparalleled number of shots for the feat and can help prevent jamming with Covering Fire.
  • Hunter - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle to retaliate against it, especially if it can move back through terrain to get out of sight completely. Otherwise, it's happy under jack marshals as it rarely needs more than one focus per turn to be effective.

Other

Trivia

Video Battle Reports

Other Cygnar models

Template:Index Cygnar

Rules Clarifications

Template:RC Magical Damage Template:RC Brutal Charge

Template:RC Warcaster Template:RC Cavalry Template:RC Pathfinder Template:RC Parry Template:RC Iron Horse Template:RC Reposition Template:RC Steady

Template:RC Beacon Template:RC Flare

Template:RC Admonition Template:RC Countermeasure Template:RC Horsepower Template:RC Jumpstart Template:RC Lock the Target

         This is a template for "Model Advantage". It makes this table
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Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


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Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                                          • LEGACY **************

Template:Cygbox Template:4P

In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat - Light 'Em Up

While in Kraye's Template:CTRL range, the ranged and melee weapons of friendly Faction models gain Beacon and Flare. Light 'Em Up lasts for one turn.

Template:Beacon-alt
Template:Flare-alt

Abilities

Weapons

Radcliffe Carbine
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 2 Template:- 11
Bitter End
File:Sword icon.jpg  RNG   POW   P+S 
2 7 13
Mount
File:Mount icon.jpg  RNG   POW 
0.5 10

Spells

{{Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target }}[[Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target ]]


Theme Forces


Thoughts on Captain Jeremiah Kraye

Captain Jeremiah Kraye in a nutshell

Kraye is second to none in the faction when it comes to battlegroup mobility. His unique Iron Horse rule grants you 3 benefits which could be worth a separate Field Marshal rule all by themselves. His spell list also perfectly supports his highly mobile playstyle.

Iron Horse

Becoming a cavalry model means that warjacks can a) have the option to make impact attacks when they charge and b) get auto-boosted to-hit rolls on their charge attacks. This polishes even the worst warjacks in the faction - and now that most of them are cheaper, Kraye can run some diverse mobile gun lines and highly dangerous melee heavies.

Spell thoughts

  • Admonition - A life-saver or threat range extender. Good for extrication of an expensive jack who might be jammed or is about to be denied a safe reposition. Place effects won't trigger it, but fortunately Lock the Target denies placing altogether. See Tricks for further application.
  • Countermeasure - One of the most infuriating spells around. Especially on an advance deploying and hard to kill unit/solo. Use it on a Minuteman and watch him ruin the enemy's gunline. The enemy might move away, but this will still force him to give up his aiming bonus.
  • Horsepower - This will be your #1 spell to cast on feat turn, yielding a potential +5" for your charge range on a target marked with Beacon.
  • Jumpstart - Occasionally invaluable against certain builds that can dish out knockdown or stationary (e.g., Sorcha1). The spell includes a free facing change - use this if your enemy managed to get behind you. It can also mitigate the damage from a Knockdown + Disruption combination in a Cygnar vs. Cygnar fight.
  • Lock the Target - This is a weak zap with an excellent control feature. Condemning your opponent's expensive solo to walk-and shoot/strike attacks is very useful. Especially if you can pull it off on a gargantuan or colossal.

Feat thoughts

His feat is for all of your army, not just your battlegroup. The two special rules work really well with each other. If the enemy denies charges, you can still shoot them effectively. If you can charge, well, punch them into oblivion. Fast units like Storm Lances can have a respectable 15" charge threat range. With the spell Horsepower, a Hammersmith can charge things up to 13" away and a Stormclad threatens 15" (all the other heavy warjacks threat 14"). Try to bring enough shooting to apply the feat benefits where you need them and enough heavy hitters to take advantage of the charge bonus.

Drawbacks & Downsides

  • Large base makes him an easy target, ripe for assassination. Eiryss1 can be a huge problem, though his Steady ability and a Shield Guard model can make attempts on his life all the more difficult.
  • Smart enemies will not let reposition on warjacks happen too often.
  • An over-emphasis on your battlegroup will put you into disadvantage in scenarios, where units and solos need to grab objectives.
    • In the 2019 Steamroller, some of the scenarios include zones that are very close or touching the side edge. This can limit where you can place contesting models from his battlegroup as his control zone will only just reach into those zones if he's on the centre-line of the table.
      • Warjacks with extended control such as the Minuteman or Hunter go some way to mitigating this, but since they're among Cygnar's flimsiest warjacks, be careful you don't just throw them away.
  • Doesn't offer much support for models outside of his battlegroup plus also lacks ARM, DEF and damage buffs.
  • Many of your mobility tricks are tied to charges - and there are quite a few tools out there to stop charges from connecting (LOS blocking, speedbumps, feats, etc.)

Tricks & Tips

  • Admonition can be triggered by enemy admonition, or by changing facing too.
  • As for Countermeasures, enemies can still target you from outside the spell's range. However, from within the control range, they cannot line up a friendly model as a target for your spray attacks and shoot the protected models.
  • Remember, Countermeasures doesn't shut down spells. Be on the lookout for weapons with Dispel.
  • Trample + reposition is a perfect speed booster in the 1st turn. An Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game.
  • Your feat works on Kraye's attacks too. Use him to apply Beacon and Flare to high-priority targets.

List Building Advice

Strategy

Though Kraye's main strengths (Iron Horse, threat range extending spells and his feat) center around his battlegroup, his low FOCUS stat means that it's generally better to build a smaller battlegroup of high-quality/focus-efficient 'jacks. This is then supported by a few units that can help spread the feat effects, capture zones, and unjam warjacks so they can charge in.

His army is centred around his battlegroup of course (giving all of it Iron Horse). You tend to see a small number of support solos and sometimes a cheap unit for scenario play.

Thanks to the excellent mobility of his battlegroup, Kraye can win through scenario points as well as with assassination against an overly bold opponent. Kraye wants to alpha strike because he doesn't have the tools to support your army in protracted fights. Against certain opponents, you can use a hit-and-run strategy that makes use of the 5" reposition on the 'jacks to whittle down the foe.

Rule #1

Cavalry rules - Both his and his warjacks' charge attacks are boosted, giving you a higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.

Rule #2

Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and Reposition 5" to his entire battlegroup gives him immense movement shenanigans. You can play a great ranged hit & run game or send heavies flying across the board thanks to Horsepower that then reposition away 5". Add in Admonition and his army can be impossible to pin down. You can even try charging something with Kraye and even if you don't kill it, you can reposition safely after your activation.

Rule #3

Under the effects of Iron Horse an Avenger / Centurion / Hammersmith chassis warjack can reposition further than it walks, so running with them is sub-optimal. Since you power up and get a focus anyway, spend that focus to trample or slam and then reposition afterwards. Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A Cyclone can lay down Covering Fire and reposition. You can also just advance, shoot and move 5" away. Kraye can also do this with his nifty double shot ranged weapon. Warjacks that knock people down, make warjacks stationary or slam people away will allow you to reposition away unscathed and possibly set you up for another charge.

Leverage Pathfinder on his warjacks as much as possible. Normally, terrain is largely a no-go area for most warjacks, but not with Kraye. This sets up all sorts of new strategies - hit and fade with ranged warjacks to deny retaliation or simply charge a huge-based model straight through difficult terrain. Even with non-LoS blocking terrain, you can position your warjack on one side and eliminate the threat of being charged.

Theme thoughts

Kraye's preference of a strong battlegroup supported by a small contingent of infantry means that there are good reasons to take him in every theme he's allowed in.

Template:Header

  • Thunderhead - An excellent although expensive option, it has a respectable shoot-and-scoot game as well as critical Disruption on it's fists. Horsepower and Light 'em Up solve a lot of Thunderhead's problems.
    • A big speed boost makes him a serious melee threat.
    • A boosted charge attack has the potential to trigger Critical Cortex Damage.
    • Reposition [5"] and Pathfinder can be utterly devastating if you can use the Energy Pulse (with Fire for Effect from Caine0) to annihilate infantry from within terrain and move back to safety.
  • Ol' Rowdy is an excellent 'jack for Kraye. His focus efficiency helps when off feat turn, while Admonition can ensure Rowdy gets to countercharge either by leaving the engaging enemy models melee range to charge something else, or walking back 3" and then charging the engaging model iself. It will be hit first by a POW 11 impact attack, then a POW 18 charge atatck (fully boosted thanks to Iron Horse). After wards Ol' Rowdy will have to take the enemy charge on the chin, prombting him to Retaliatory Strike with another POW 18. Thus, you should be able to at least cripple some systems of the attacker, or set off a Critical Knockdown. Countercharge can also help cover the 'jacks after they've repositioned out after the alpha strike which can discourage a counter attack from your opponent. The boosted attack rolls on the countercharge attack can also increase the chances of a critical knockdown! MAT 8 can also make impact attacks a viable way of clearing jamming infantry, reducing the risk of a failed charge.
  • Thorn is a highly mobile and decently durable arc node. If you're attracted by the idea of using Lock the Target on something important, Thorn is a good choice for an arc node to enable it.
  • All of Kraye's staple solos (Squire, Strangeways, Caine0 and Journeyman) belong here too (see below).

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  • Trencher Infantry - Obnoxious to kill and very handy for Countermeasure. They're just a great unit that doesn't necessarily need support from the caster to get the job done.
  • Trencher Commandos - Have the double-bind with Countermeasure - either they are stealthed or countermeasured. Enemies can still target them with templates and AoEs - your thin ARM will hardly help on that, but against lists without such tools they will be downright annoying.
    • This is also an excellent unit to kill single-wound infantry models jamming your warjacks. With anatomical precision, quick work and then Repo 3", they can get in, take out key pieces and get out of the way.
  • Rangers - Perfect candidates for your feat's shooty part to apply accurate Beacon/Flare shots from afar for the rest of your army. Also perfect unit for Countermeasure as you need to be within 5" to mark a target.
  • Trencher Express Team - Can help an alpha strike 'stick'. For example, your heavies run in, poke the enemy warbeasts/warjacks a bit and reposition out. Then the express team applies Grievous Wounds to them so they can't heal or repair.
  • This is the only theme that doesn't allow the Squire or Captain Arlan Strangewayes, making his focus issues even more serious.
  • Your only Mechanik choice here is the Trencher Combat Engineers, which have a relatively low average repair per-turn, but do have guns to help with the feat and to kill light infantry.
  • Jonas Murdoch makes Aiyana and Holt faction friendly so you can use their damage buff as well as their magic weapon buff, which is very much appreciated as Kraye has neither of those himself. Holt is also great at spreading the feat.

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In Storm Division Kraye has access to 3 character jacks he really likes, however the guns here are relatively short ranged outside of the Storm Strider and the Stormtower.

  • Dynamo - Iron Horse enables it to make impact attacks which can set of Chain Reaction. Reposition is always great on a ranged model.
  • Brickhouse - Boosted attack rolls make critical smite more likely to happen and with reposition you can then position him to apply Force Lock in the most irritating possible place you can find.
  • Thunderhead can also be here though sadly there's no access to Caine0.
  • Storm Lances - Very powerful and one of the few units able to keep up with Kraye's mobile battlegroup. They can threaten 15" on feat turn and are an excellent choice if you're expecting a mirror match.
  • Stormclad - The prevalence of Storm Knights in this theme can help activate accumulator, making it a more attractive choice in this theme.
  • Storm Smith Storm Tower - Can be taken as requisition choices and can apply the feat from far away.
  • Storm Strider - Same as Storm Town but also buff the accuracy of electric ranged attacks even further.
  • Sir Dreyfus the Storm Knight - Able to not only keep up but also cheap enough and accurate enough in a back arc to be a good first choice for applying the feat.

Template:Header

Kraye loves the high-RAT shooting provided by the gun mages for his feat. Magical weapons also helps against Menoth's pesky choir and their Hymn of Passage!

  • Gun Mage Captain Adept - universal, nimble, accurate solo. Great for applying the feat to pesky Stealth targets or getting some moderate damage in with a Snipe, Brutal Damage shot.
    • That gives you 5 RAT 8, True Sight models that apply the feat to nearly anything from 20" away.
  • Arcane Tempest Gun Mages - Provide a good amount of high-rat toolbox shots to apply the feat and take out light infantry.
    • They're also great at unjamming your warjacks, either from range (up to 14"!) or in melee with Pistoleer from the theme benefit.
    • The Thunderbolt shot type can also be used, again either in range or in melee, to send these jamming models flying, potentially enabling a charge.
    • The Arcane Tempest Gun Mage Officer can marshall a Cyclone, providing another 2d3 Magical shots for the feat, with your choice of Thunderbolt, Snipe (16" range!) or Crit Brutal Damage.
  • Black 13th Strike Force - True Sight can help deal with stealthy infantry, often a huge issue for Kraye.
    • With Prowl, they are a great target for countermeasure, which can be upkept for free thanks to the theme benefit.
  • Lieutenant Bastian Falk - Fulfills his normal role of buffing the damage of the other gun mages and magical damage sources.

Template:Header

Kraye likes these models/units which are available in various themes:

  • Field Mechaniks - You're probably using most of your points on Warjacks with Kraye, so with whatever points you happen to have left over, they're a good option.
    • They repair Warjacks.
    • They're DEF14.
    • They score those Circular Zones in Steamroller that your warjacks and solos can't do anything with.
    • They can now take the Morrowan Battle Priest for an ultra-cheap shield guard.
  • The Squire - With lots of Warjacks to control, this little fella is very useful.
  • Captain Arlan Strangewayes - The extra Focus is always welcome, as is the ability to Repair.
  • Journeyman Warcaster - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus. A ranged Light like a Sentinel or a Charger doesn't get much benefit from Iron Horse and so is a good choice for Junior.
  • Journeyman Lieutenant Allister Caine - Personal output is a great help with infantry, while Ace can fulfil a similar role. This pair can also help with feat spreading, bringing a taste of Gun Mages to Heavy Metal.

Template:Header

Kraye runs into issues with mercenary support solos as they often can't keep up with his warjacks. Generally he tends towards ranged units who can be turned friendly faction either by the partisan rule or Murdoch, in order to help him apply his feat.

  • Order of Illumination Vigilants and Glyn Cormier - Can be taken in all themes and are excellent feat enablers thanks to True Sight. The Vigilants also make for tremendous Counter Measure targets thanks to stealth.
  • Lady Aiyana & Master Holt - Only worthwhile in Gravediggers with Murdoch. Holt is a good feat enabler and Aiyana is a walking damage buff for your troops or is able to hand out magic weapons.
  • Hermit of Hengehold - A nice damage buffer with master of ruin. Just remember to reposition your jacks out of his aura or they will recieve -2 ARM as well.
  • Grand Master Gabriel Throne - A fellow cavalry model and thus he can keep up with Krayes intended pace. He brings useful battle plans, one of which is a damage buff.

Battlegroup

It is worth saying that most of Cygnar's Warjacks go from good to amazing with Kraye, although the Colossals gain little from Iron Horse. Particular highlights include:

  • Minuteman - The most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away. Or, stay there with a countermeasure spell, and make gunlines cry. Able to move up to 16" every turn, it can be virtually anywhere on the table by the end of turn two and still be in control range.
  • Centurion - A tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
    • At speed 4 it normally can only run 8" but with Repo 5 you can Imprint, then trample 7 and still Repo for a total of 12".
    • Centurion can charge an enemy model with 1" melee range (and himself stay 1.99" away), attack a bunch, then repositioning 5" back. Lastly, use Polarity Field to prevent your opponent from charging and from getting within melee range of the Centurion (if they have movement 5" or less).
    • It's also an excellent target for Admonition. Between Polarity Field and the 3", it becomes incredibly hard to apply melee attacks to it.
    • Admonition also gives a certain level of safety against Telekinesis 'casters if they turn the Centurion around to charge it in the rear. Use Admonition to walk away and face the right direction again.
  • Reliant - It has a critical knockdown hammer which works nicely with the boosted charge attack rolls from Iron Horse.
  • Ironclad and Hammersmith - Cygnar's 'budget heavies' become beasts with Kraye if you can afford the focus to fuel them. Boosted attacks increase the chances you trigger their special abilities.
  • Stormclad - Along with any Storm Knight models it can be really effective. On feat turn it can have the same threat range as Storm Lances. Accumulator [Storm Knight] reduces Kraye's focus burden, but without Storm Knights in your list (aka Theme - Storm Division) you may be better off with a cheaper warjack. With Savio Montero Acosta gaining the Storm Knight tag you can have an Accumulator buddy in any list, though it does cost you your merc solo slot.

Some of Cygnar's ranged warjacks are worth considering for their ability to spread Kraye's feat. If you've got 'jack marshals or Junior Warcasters, you should consider using them to run these 'jacks so Kraye can save his focus for his spells and his melee heavies.

  • Charger - Range 12 gun tends to leave this jack in charge range but Repo 5 allows it to back out of range of most things. For the cost of 1 focus from Kraye it can consistently take out two solos a turn.
  • Sentinel - Use it for Shield Guard and infantry clearing. It is also useful for painting targets on feat turn.
  • Cyclone - Puts out an unparalleled number of shots for the feat and can help prevent jamming with Covering Fire.
  • Hunter - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle to retaliate against it, especially if it can move back through terrain to get out of sight completely. Otherwise, it's happy under jack marshals as it rarely needs more than one focus per turn to be effective.

Other

Trivia

Video Battle Reports

Other Cygnar models

Template:Index Cygnar

Rules Clarifications

Template:RC Magical Damage Template:RC Brutal Charge

Template:RC Warcaster Template:RC Cavalry Template:RC Pathfinder Template:RC Parry Template:RC Iron Horse Template:RC Reposition Template:RC Steady

Template:RC Beacon Template:RC Flare

Template:RC Admonition Template:RC Countermeasure Template:RC Horsepower Template:RC Jumpstart Template:RC Lock the Target

         This is a template for "Model Advantage". It makes this table
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  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
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Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


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Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                                          • LEGACY **************

Template:Cygbox Template:4P

In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat - Light 'Em Up

While in Kraye's Template:CTRL range, the ranged and melee weapons of friendly Faction models gain Beacon and Flare. Light 'Em Up lasts for one turn.

Template:Beacon-alt
Template:Flare-alt

Abilities

Weapons

Radcliffe Carbine
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 2 Template:- 11
Bitter End
File:Sword icon.jpg  RNG   POW   P+S 
2 7 13
Mount
File:Mount icon.jpg  RNG   POW 
0.5 10

Spells

{{Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target }}[[Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target ]]


Theme Forces


Thoughts on Captain Jeremiah Kraye

Captain Jeremiah Kraye in a nutshell

Kraye is second to none in the faction when it comes to battlegroup mobility. His unique Iron Horse rule grants you 3 benefits which could be worth a separate Field Marshal rule all by themselves. His spell list also perfectly supports his highly mobile playstyle.

Iron Horse

Becoming a cavalry model means that warjacks can a) have the option to make impact attacks when they charge and b) get auto-boosted to-hit rolls on their charge attacks. This polishes even the worst warjacks in the faction - and now that most of them are cheaper, Kraye can run some diverse mobile gun lines and highly dangerous melee heavies.

Spell thoughts

  • Admonition - A life-saver or threat range extender. Good for extrication of an expensive jack who might be jammed or is about to be denied a safe reposition. Place effects won't trigger it, but fortunately Lock the Target denies placing altogether. See Tricks for further application.
  • Countermeasure - One of the most infuriating spells around. Especially on an advance deploying and hard to kill unit/solo. Use it on a Minuteman and watch him ruin the enemy's gunline. The enemy might move away, but this will still force him to give up his aiming bonus.
  • Horsepower - This will be your #1 spell to cast on feat turn, yielding a potential +5" for your charge range on a target marked with Beacon.
  • Jumpstart - Occasionally invaluable against certain builds that can dish out knockdown or stationary (e.g., Sorcha1). The spell includes a free facing change - use this if your enemy managed to get behind you. It can also mitigate the damage from a Knockdown + Disruption combination in a Cygnar vs. Cygnar fight.
  • Lock the Target - This is a weak zap with an excellent control feature. Condemning your opponent's expensive solo to walk-and shoot/strike attacks is very useful. Especially if you can pull it off on a gargantuan or colossal.

Feat thoughts

His feat is for all of your army, not just your battlegroup. The two special rules work really well with each other. If the enemy denies charges, you can still shoot them effectively. If you can charge, well, punch them into oblivion. Fast units like Storm Lances can have a respectable 15" charge threat range. With the spell Horsepower, a Hammersmith can charge things up to 13" away and a Stormclad threatens 15" (all the other heavy warjacks threat 14"). Try to bring enough shooting to apply the feat benefits where you need them and enough heavy hitters to take advantage of the charge bonus.

Drawbacks & Downsides

  • Large base makes him an easy target, ripe for assassination. Eiryss1 can be a huge problem, though his Steady ability and a Shield Guard model can make attempts on his life all the more difficult.
  • Smart enemies will not let reposition on warjacks happen too often.
  • An over-emphasis on your battlegroup will put you into disadvantage in scenarios, where units and solos need to grab objectives.
    • In the 2019 Steamroller, some of the scenarios include zones that are very close or touching the side edge. This can limit where you can place contesting models from his battlegroup as his control zone will only just reach into those zones if he's on the centre-line of the table.
      • Warjacks with extended control such as the Minuteman or Hunter go some way to mitigating this, but since they're among Cygnar's flimsiest warjacks, be careful you don't just throw them away.
  • Doesn't offer much support for models outside of his battlegroup plus also lacks ARM, DEF and damage buffs.
  • Many of your mobility tricks are tied to charges - and there are quite a few tools out there to stop charges from connecting (LOS blocking, speedbumps, feats, etc.)

Tricks & Tips

  • Admonition can be triggered by enemy admonition, or by changing facing too.
  • As for Countermeasures, enemies can still target you from outside the spell's range. However, from within the control range, they cannot line up a friendly model as a target for your spray attacks and shoot the protected models.
  • Remember, Countermeasures doesn't shut down spells. Be on the lookout for weapons with Dispel.
  • Trample + reposition is a perfect speed booster in the 1st turn. An Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game.
  • Your feat works on Kraye's attacks too. Use him to apply Beacon and Flare to high-priority targets.

List Building Advice

Strategy

Though Kraye's main strengths (Iron Horse, threat range extending spells and his feat) center around his battlegroup, his low FOCUS stat means that it's generally better to build a smaller battlegroup of high-quality/focus-efficient 'jacks. This is then supported by a few units that can help spread the feat effects, capture zones, and unjam warjacks so they can charge in.

His army is centred around his battlegroup of course (giving all of it Iron Horse). You tend to see a small number of support solos and sometimes a cheap unit for scenario play.

Thanks to the excellent mobility of his battlegroup, Kraye can win through scenario points as well as with assassination against an overly bold opponent. Kraye wants to alpha strike because he doesn't have the tools to support your army in protracted fights. Against certain opponents, you can use a hit-and-run strategy that makes use of the 5" reposition on the 'jacks to whittle down the foe.

Rule #1

Cavalry rules - Both his and his warjacks' charge attacks are boosted, giving you a higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.

Rule #2

Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and Reposition 5" to his entire battlegroup gives him immense movement shenanigans. You can play a great ranged hit & run game or send heavies flying across the board thanks to Horsepower that then reposition away 5". Add in Admonition and his army can be impossible to pin down. You can even try charging something with Kraye and even if you don't kill it, you can reposition safely after your activation.

Rule #3

Under the effects of Iron Horse an Avenger / Centurion / Hammersmith chassis warjack can reposition further than it walks, so running with them is sub-optimal. Since you power up and get a focus anyway, spend that focus to trample or slam and then reposition afterwards. Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A Cyclone can lay down Covering Fire and reposition. You can also just advance, shoot and move 5" away. Kraye can also do this with his nifty double shot ranged weapon. Warjacks that knock people down, make warjacks stationary or slam people away will allow you to reposition away unscathed and possibly set you up for another charge.

Leverage Pathfinder on his warjacks as much as possible. Normally, terrain is largely a no-go area for most warjacks, but not with Kraye. This sets up all sorts of new strategies - hit and fade with ranged warjacks to deny retaliation or simply charge a huge-based model straight through difficult terrain. Even with non-LoS blocking terrain, you can position your warjack on one side and eliminate the threat of being charged.

Theme thoughts

Kraye's preference of a strong battlegroup supported by a small contingent of infantry means that there are good reasons to take him in every theme he's allowed in.

Template:Header

  • Thunderhead - An excellent although expensive option, it has a respectable shoot-and-scoot game as well as critical Disruption on it's fists. Horsepower and Light 'em Up solve a lot of Thunderhead's problems.
    • A big speed boost makes him a serious melee threat.
    • A boosted charge attack has the potential to trigger Critical Cortex Damage.
    • Reposition [5"] and Pathfinder can be utterly devastating if you can use the Energy Pulse (with Fire for Effect from Caine0) to annihilate infantry from within terrain and move back to safety.
  • Ol' Rowdy is an excellent 'jack for Kraye. His focus efficiency helps when off feat turn, while Admonition can ensure Rowdy gets to countercharge either by leaving the engaging enemy models melee range to charge something else, or walking back 3" and then charging the engaging model iself. It will be hit first by a POW 11 impact attack, then a POW 18 charge atatck (fully boosted thanks to Iron Horse). After wards Ol' Rowdy will have to take the enemy charge on the chin, prombting him to Retaliatory Strike with another POW 18. Thus, you should be able to at least cripple some systems of the attacker, or set off a Critical Knockdown. Countercharge can also help cover the 'jacks after they've repositioned out after the alpha strike which can discourage a counter attack from your opponent. The boosted attack rolls on the countercharge attack can also increase the chances of a critical knockdown! MAT 8 can also make impact attacks a viable way of clearing jamming infantry, reducing the risk of a failed charge.
  • Thorn is a highly mobile and decently durable arc node. If you're attracted by the idea of using Lock the Target on something important, Thorn is a good choice for an arc node to enable it.
  • All of Kraye's staple solos (Squire, Strangeways, Caine0 and Journeyman) belong here too (see below).

Template:Header

  • Trencher Infantry - Obnoxious to kill and very handy for Countermeasure. They're just a great unit that doesn't necessarily need support from the caster to get the job done.
  • Trencher Commandos - Have the double-bind with Countermeasure - either they are stealthed or countermeasured. Enemies can still target them with templates and AoEs - your thin ARM will hardly help on that, but against lists without such tools they will be downright annoying.
    • This is also an excellent unit to kill single-wound infantry models jamming your warjacks. With anatomical precision, quick work and then Repo 3", they can get in, take out key pieces and get out of the way.
  • Rangers - Perfect candidates for your feat's shooty part to apply accurate Beacon/Flare shots from afar for the rest of your army. Also perfect unit for Countermeasure as you need to be within 5" to mark a target.
  • Trencher Express Team - Can help an alpha strike 'stick'. For example, your heavies run in, poke the enemy warbeasts/warjacks a bit and reposition out. Then the express team applies Grievous Wounds to them so they can't heal or repair.
  • This is the only theme that doesn't allow the Squire or Captain Arlan Strangewayes, making his focus issues even more serious.
  • Your only Mechanik choice here is the Trencher Combat Engineers, which have a relatively low average repair per-turn, but do have guns to help with the feat and to kill light infantry.
  • Jonas Murdoch makes Aiyana and Holt faction friendly so you can use their damage buff as well as their magic weapon buff, which is very much appreciated as Kraye has neither of those himself. Holt is also great at spreading the feat.

Template:Header

In Storm Division Kraye has access to 3 character jacks he really likes, however the guns here are relatively short ranged outside of the Storm Strider and the Stormtower.

  • Dynamo - Iron Horse enables it to make impact attacks which can set of Chain Reaction. Reposition is always great on a ranged model.
  • Brickhouse - Boosted attack rolls make critical smite more likely to happen and with reposition you can then position him to apply Force Lock in the most irritating possible place you can find.
  • Thunderhead can also be here though sadly there's no access to Caine0.
  • Storm Lances - Very powerful and one of the few units able to keep up with Kraye's mobile battlegroup. They can threaten 15" on feat turn and are an excellent choice if you're expecting a mirror match.
  • Stormclad - The prevalence of Storm Knights in this theme can help activate accumulator, making it a more attractive choice in this theme.
  • Storm Smith Storm Tower - Can be taken as requisition choices and can apply the feat from far away.
  • Storm Strider - Same as Storm Town but also buff the accuracy of electric ranged attacks even further.
  • Sir Dreyfus the Storm Knight - Able to not only keep up but also cheap enough and accurate enough in a back arc to be a good first choice for applying the feat.

Template:Header

Kraye loves the high-RAT shooting provided by the gun mages for his feat. Magical weapons also helps against Menoth's pesky choir and their Hymn of Passage!

  • Gun Mage Captain Adept - universal, nimble, accurate solo. Great for applying the feat to pesky Stealth targets or getting some moderate damage in with a Snipe, Brutal Damage shot.
    • That gives you 5 RAT 8, True Sight models that apply the feat to nearly anything from 20" away.
  • Arcane Tempest Gun Mages - Provide a good amount of high-rat toolbox shots to apply the feat and take out light infantry.
    • They're also great at unjamming your warjacks, either from range (up to 14"!) or in melee with Pistoleer from the theme benefit.
    • The Thunderbolt shot type can also be used, again either in range or in melee, to send these jamming models flying, potentially enabling a charge.
    • The Arcane Tempest Gun Mage Officer can marshall a Cyclone, providing another 2d3 Magical shots for the feat, with your choice of Thunderbolt, Snipe (16" range!) or Crit Brutal Damage.
  • Black 13th Strike Force - True Sight can help deal with stealthy infantry, often a huge issue for Kraye.
    • With Prowl, they are a great target for countermeasure, which can be upkept for free thanks to the theme benefit.
  • Lieutenant Bastian Falk - Fulfills his normal role of buffing the damage of the other gun mages and magical damage sources.

Template:Header

Kraye likes these models/units which are available in various themes:

  • Field Mechaniks - You're probably using most of your points on Warjacks with Kraye, so with whatever points you happen to have left over, they're a good option.
    • They repair Warjacks.
    • They're DEF14.
    • They score those Circular Zones in Steamroller that your warjacks and solos can't do anything with.
    • They can now take the Morrowan Battle Priest for an ultra-cheap shield guard.
  • The Squire - With lots of Warjacks to control, this little fella is very useful.
  • Captain Arlan Strangewayes - The extra Focus is always welcome, as is the ability to Repair.
  • Journeyman Warcaster - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus. A ranged Light like a Sentinel or a Charger doesn't get much benefit from Iron Horse and so is a good choice for Junior.
  • Journeyman Lieutenant Allister Caine - Personal output is a great help with infantry, while Ace can fulfil a similar role. This pair can also help with feat spreading, bringing a taste of Gun Mages to Heavy Metal.

Template:Header

Kraye runs into issues with mercenary support solos as they often can't keep up with his warjacks. Generally he tends towards ranged units who can be turned friendly faction either by the partisan rule or Murdoch, in order to help him apply his feat.

  • Order of Illumination Vigilants and Glyn Cormier - Can be taken in all themes and are excellent feat enablers thanks to True Sight. The Vigilants also make for tremendous Counter Measure targets thanks to stealth.
  • Lady Aiyana & Master Holt - Only worthwhile in Gravediggers with Murdoch. Holt is a good feat enabler and Aiyana is a walking damage buff for your troops or is able to hand out magic weapons.
  • Hermit of Hengehold - A nice damage buffer with master of ruin. Just remember to reposition your jacks out of his aura or they will recieve -2 ARM as well.
  • Grand Master Gabriel Throne - A fellow cavalry model and thus he can keep up with Krayes intended pace. He brings useful battle plans, one of which is a damage buff.

Battlegroup

It is worth saying that most of Cygnar's Warjacks go from good to amazing with Kraye, although the Colossals gain little from Iron Horse. Particular highlights include:

  • Minuteman - The most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away. Or, stay there with a countermeasure spell, and make gunlines cry. Able to move up to 16" every turn, it can be virtually anywhere on the table by the end of turn two and still be in control range.
  • Centurion - A tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
    • At speed 4 it normally can only run 8" but with Repo 5 you can Imprint, then trample 7 and still Repo for a total of 12".
    • Centurion can charge an enemy model with 1" melee range (and himself stay 1.99" away), attack a bunch, then repositioning 5" back. Lastly, use Polarity Field to prevent your opponent from charging and from getting within melee range of the Centurion (if they have movement 5" or less).
    • It's also an excellent target for Admonition. Between Polarity Field and the 3", it becomes incredibly hard to apply melee attacks to it.
    • Admonition also gives a certain level of safety against Telekinesis 'casters if they turn the Centurion around to charge it in the rear. Use Admonition to walk away and face the right direction again.
  • Reliant - It has a critical knockdown hammer which works nicely with the boosted charge attack rolls from Iron Horse.
  • Ironclad and Hammersmith - Cygnar's 'budget heavies' become beasts with Kraye if you can afford the focus to fuel them. Boosted attacks increase the chances you trigger their special abilities.
  • Stormclad - Along with any Storm Knight models it can be really effective. On feat turn it can have the same threat range as Storm Lances. Accumulator [Storm Knight] reduces Kraye's focus burden, but without Storm Knights in your list (aka Theme - Storm Division) you may be better off with a cheaper warjack. With Savio Montero Acosta gaining the Storm Knight tag you can have an Accumulator buddy in any list, though it does cost you your merc solo slot.

Some of Cygnar's ranged warjacks are worth considering for their ability to spread Kraye's feat. If you've got 'jack marshals or Junior Warcasters, you should consider using them to run these 'jacks so Kraye can save his focus for his spells and his melee heavies.

  • Charger - Range 12 gun tends to leave this jack in charge range but Repo 5 allows it to back out of range of most things. For the cost of 1 focus from Kraye it can consistently take out two solos a turn.
  • Sentinel - Use it for Shield Guard and infantry clearing. It is also useful for painting targets on feat turn.
  • Cyclone - Puts out an unparalleled number of shots for the feat and can help prevent jamming with Covering Fire.
  • Hunter - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle to retaliate against it, especially if it can move back through terrain to get out of sight completely. Otherwise, it's happy under jack marshals as it rarely needs more than one focus per turn to be effective.

Other

Trivia

Video Battle Reports

Other Cygnar models

Template:Index Cygnar

Rules Clarifications

Template:RC Magical Damage Template:RC Brutal Charge

Template:RC Warcaster Template:RC Cavalry Template:RC Pathfinder Template:RC Parry Template:RC Iron Horse Template:RC Reposition Template:RC Steady

Template:RC Beacon Template:RC Flare

Template:RC Admonition Template:RC Countermeasure Template:RC Horsepower Template:RC Jumpstart Template:RC Lock the Target

Corrosion}}
         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
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         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                                          • LEGACY **************

Template:Cygbox Template:4P

In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat - Light 'Em Up

While in Kraye's Template:CTRL range, the ranged and melee weapons of friendly Faction models gain Beacon and Flare. Light 'Em Up lasts for one turn.

Template:Beacon-alt
Template:Flare-alt

Abilities

Weapons

Radcliffe Carbine
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 2 Template:- 11
Bitter End
File:Sword icon.jpg  RNG   POW   P+S 
2 7 13
Mount
File:Mount icon.jpg  RNG   POW 
0.5 10

Spells

{{Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target }}[[Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target ]]


Theme Forces


Thoughts on Captain Jeremiah Kraye

Captain Jeremiah Kraye in a nutshell

Kraye is second to none in the faction when it comes to battlegroup mobility. His unique Iron Horse rule grants you 3 benefits which could be worth a separate Field Marshal rule all by themselves. His spell list also perfectly supports his highly mobile playstyle.

Iron Horse

Becoming a cavalry model means that warjacks can a) have the option to make impact attacks when they charge and b) get auto-boosted to-hit rolls on their charge attacks. This polishes even the worst warjacks in the faction - and now that most of them are cheaper, Kraye can run some diverse mobile gun lines and highly dangerous melee heavies.

Spell thoughts

  • Admonition - A life-saver or threat range extender. Good for extrication of an expensive jack who might be jammed or is about to be denied a safe reposition. Place effects won't trigger it, but fortunately Lock the Target denies placing altogether. See Tricks for further application.
  • Countermeasure - One of the most infuriating spells around. Especially on an advance deploying and hard to kill unit/solo. Use it on a Minuteman and watch him ruin the enemy's gunline. The enemy might move away, but this will still force him to give up his aiming bonus.
  • Horsepower - This will be your #1 spell to cast on feat turn, yielding a potential +5" for your charge range on a target marked with Beacon.
  • Jumpstart - Occasionally invaluable against certain builds that can dish out knockdown or stationary (e.g., Sorcha1). The spell includes a free facing change - use this if your enemy managed to get behind you. It can also mitigate the damage from a Knockdown + Disruption combination in a Cygnar vs. Cygnar fight.
  • Lock the Target - This is a weak zap with an excellent control feature. Condemning your opponent's expensive solo to walk-and shoot/strike attacks is very useful. Especially if you can pull it off on a gargantuan or colossal.

Feat thoughts

His feat is for all of your army, not just your battlegroup. The two special rules work really well with each other. If the enemy denies charges, you can still shoot them effectively. If you can charge, well, punch them into oblivion. Fast units like Storm Lances can have a respectable 15" charge threat range. With the spell Horsepower, a Hammersmith can charge things up to 13" away and a Stormclad threatens 15" (all the other heavy warjacks threat 14"). Try to bring enough shooting to apply the feat benefits where you need them and enough heavy hitters to take advantage of the charge bonus.

Drawbacks & Downsides

  • Large base makes him an easy target, ripe for assassination. Eiryss1 can be a huge problem, though his Steady ability and a Shield Guard model can make attempts on his life all the more difficult.
  • Smart enemies will not let reposition on warjacks happen too often.
  • An over-emphasis on your battlegroup will put you into disadvantage in scenarios, where units and solos need to grab objectives.
    • In the 2019 Steamroller, some of the scenarios include zones that are very close or touching the side edge. This can limit where you can place contesting models from his battlegroup as his control zone will only just reach into those zones if he's on the centre-line of the table.
      • Warjacks with extended control such as the Minuteman or Hunter go some way to mitigating this, but since they're among Cygnar's flimsiest warjacks, be careful you don't just throw them away.
  • Doesn't offer much support for models outside of his battlegroup plus also lacks ARM, DEF and damage buffs.
  • Many of your mobility tricks are tied to charges - and there are quite a few tools out there to stop charges from connecting (LOS blocking, speedbumps, feats, etc.)

Tricks & Tips

  • Admonition can be triggered by enemy admonition, or by changing facing too.
  • As for Countermeasures, enemies can still target you from outside the spell's range. However, from within the control range, they cannot line up a friendly model as a target for your spray attacks and shoot the protected models.
  • Remember, Countermeasures doesn't shut down spells. Be on the lookout for weapons with Dispel.
  • Trample + reposition is a perfect speed booster in the 1st turn. An Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game.
  • Your feat works on Kraye's attacks too. Use him to apply Beacon and Flare to high-priority targets.

List Building Advice

Strategy

Though Kraye's main strengths (Iron Horse, threat range extending spells and his feat) center around his battlegroup, his low FOCUS stat means that it's generally better to build a smaller battlegroup of high-quality/focus-efficient 'jacks. This is then supported by a few units that can help spread the feat effects, capture zones, and unjam warjacks so they can charge in.

His army is centred around his battlegroup of course (giving all of it Iron Horse). You tend to see a small number of support solos and sometimes a cheap unit for scenario play.

Thanks to the excellent mobility of his battlegroup, Kraye can win through scenario points as well as with assassination against an overly bold opponent. Kraye wants to alpha strike because he doesn't have the tools to support your army in protracted fights. Against certain opponents, you can use a hit-and-run strategy that makes use of the 5" reposition on the 'jacks to whittle down the foe.

Rule #1

Cavalry rules - Both his and his warjacks' charge attacks are boosted, giving you a higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.

Rule #2

Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and Reposition 5" to his entire battlegroup gives him immense movement shenanigans. You can play a great ranged hit & run game or send heavies flying across the board thanks to Horsepower that then reposition away 5". Add in Admonition and his army can be impossible to pin down. You can even try charging something with Kraye and even if you don't kill it, you can reposition safely after your activation.

Rule #3

Under the effects of Iron Horse an Avenger / Centurion / Hammersmith chassis warjack can reposition further than it walks, so running with them is sub-optimal. Since you power up and get a focus anyway, spend that focus to trample or slam and then reposition afterwards. Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A Cyclone can lay down Covering Fire and reposition. You can also just advance, shoot and move 5" away. Kraye can also do this with his nifty double shot ranged weapon. Warjacks that knock people down, make warjacks stationary or slam people away will allow you to reposition away unscathed and possibly set you up for another charge.

Leverage Pathfinder on his warjacks as much as possible. Normally, terrain is largely a no-go area for most warjacks, but not with Kraye. This sets up all sorts of new strategies - hit and fade with ranged warjacks to deny retaliation or simply charge a huge-based model straight through difficult terrain. Even with non-LoS blocking terrain, you can position your warjack on one side and eliminate the threat of being charged.

Theme thoughts

Kraye's preference of a strong battlegroup supported by a small contingent of infantry means that there are good reasons to take him in every theme he's allowed in.

Template:Header

  • Thunderhead - An excellent although expensive option, it has a respectable shoot-and-scoot game as well as critical Disruption on it's fists. Horsepower and Light 'em Up solve a lot of Thunderhead's problems.
    • A big speed boost makes him a serious melee threat.
    • A boosted charge attack has the potential to trigger Critical Cortex Damage.
    • Reposition [5"] and Pathfinder can be utterly devastating if you can use the Energy Pulse (with Fire for Effect from Caine0) to annihilate infantry from within terrain and move back to safety.
  • Ol' Rowdy is an excellent 'jack for Kraye. His focus efficiency helps when off feat turn, while Admonition can ensure Rowdy gets to countercharge either by leaving the engaging enemy models melee range to charge something else, or walking back 3" and then charging the engaging model iself. It will be hit first by a POW 11 impact attack, then a POW 18 charge atatck (fully boosted thanks to Iron Horse). After wards Ol' Rowdy will have to take the enemy charge on the chin, prombting him to Retaliatory Strike with another POW 18. Thus, you should be able to at least cripple some systems of the attacker, or set off a Critical Knockdown. Countercharge can also help cover the 'jacks after they've repositioned out after the alpha strike which can discourage a counter attack from your opponent. The boosted attack rolls on the countercharge attack can also increase the chances of a critical knockdown! MAT 8 can also make impact attacks a viable way of clearing jamming infantry, reducing the risk of a failed charge.
  • Thorn is a highly mobile and decently durable arc node. If you're attracted by the idea of using Lock the Target on something important, Thorn is a good choice for an arc node to enable it.
  • All of Kraye's staple solos (Squire, Strangeways, Caine0 and Journeyman) belong here too (see below).

Template:Header

  • Trencher Infantry - Obnoxious to kill and very handy for Countermeasure. They're just a great unit that doesn't necessarily need support from the caster to get the job done.
  • Trencher Commandos - Have the double-bind with Countermeasure - either they are stealthed or countermeasured. Enemies can still target them with templates and AoEs - your thin ARM will hardly help on that, but against lists without such tools they will be downright annoying.
    • This is also an excellent unit to kill single-wound infantry models jamming your warjacks. With anatomical precision, quick work and then Repo 3", they can get in, take out key pieces and get out of the way.
  • Rangers - Perfect candidates for your feat's shooty part to apply accurate Beacon/Flare shots from afar for the rest of your army. Also perfect unit for Countermeasure as you need to be within 5" to mark a target.
  • Trencher Express Team - Can help an alpha strike 'stick'. For example, your heavies run in, poke the enemy warbeasts/warjacks a bit and reposition out. Then the express team applies Grievous Wounds to them so they can't heal or repair.
  • This is the only theme that doesn't allow the Squire or Captain Arlan Strangewayes, making his focus issues even more serious.
  • Your only Mechanik choice here is the Trencher Combat Engineers, which have a relatively low average repair per-turn, but do have guns to help with the feat and to kill light infantry.
  • Jonas Murdoch makes Aiyana and Holt faction friendly so you can use their damage buff as well as their magic weapon buff, which is very much appreciated as Kraye has neither of those himself. Holt is also great at spreading the feat.

Template:Header

In Storm Division Kraye has access to 3 character jacks he really likes, however the guns here are relatively short ranged outside of the Storm Strider and the Stormtower.

  • Dynamo - Iron Horse enables it to make impact attacks which can set of Chain Reaction. Reposition is always great on a ranged model.
  • Brickhouse - Boosted attack rolls make critical smite more likely to happen and with reposition you can then position him to apply Force Lock in the most irritating possible place you can find.
  • Thunderhead can also be here though sadly there's no access to Caine0.
  • Storm Lances - Very powerful and one of the few units able to keep up with Kraye's mobile battlegroup. They can threaten 15" on feat turn and are an excellent choice if you're expecting a mirror match.
  • Stormclad - The prevalence of Storm Knights in this theme can help activate accumulator, making it a more attractive choice in this theme.
  • Storm Smith Storm Tower - Can be taken as requisition choices and can apply the feat from far away.
  • Storm Strider - Same as Storm Town but also buff the accuracy of electric ranged attacks even further.
  • Sir Dreyfus the Storm Knight - Able to not only keep up but also cheap enough and accurate enough in a back arc to be a good first choice for applying the feat.

Template:Header

Kraye loves the high-RAT shooting provided by the gun mages for his feat. Magical weapons also helps against Menoth's pesky choir and their Hymn of Passage!

  • Gun Mage Captain Adept - universal, nimble, accurate solo. Great for applying the feat to pesky Stealth targets or getting some moderate damage in with a Snipe, Brutal Damage shot.
    • That gives you 5 RAT 8, True Sight models that apply the feat to nearly anything from 20" away.
  • Arcane Tempest Gun Mages - Provide a good amount of high-rat toolbox shots to apply the feat and take out light infantry.
    • They're also great at unjamming your warjacks, either from range (up to 14"!) or in melee with Pistoleer from the theme benefit.
    • The Thunderbolt shot type can also be used, again either in range or in melee, to send these jamming models flying, potentially enabling a charge.
    • The Arcane Tempest Gun Mage Officer can marshall a Cyclone, providing another 2d3 Magical shots for the feat, with your choice of Thunderbolt, Snipe (16" range!) or Crit Brutal Damage.
  • Black 13th Strike Force - True Sight can help deal with stealthy infantry, often a huge issue for Kraye.
    • With Prowl, they are a great target for countermeasure, which can be upkept for free thanks to the theme benefit.
  • Lieutenant Bastian Falk - Fulfills his normal role of buffing the damage of the other gun mages and magical damage sources.

Template:Header

Kraye likes these models/units which are available in various themes:

  • Field Mechaniks - You're probably using most of your points on Warjacks with Kraye, so with whatever points you happen to have left over, they're a good option.
    • They repair Warjacks.
    • They're DEF14.
    • They score those Circular Zones in Steamroller that your warjacks and solos can't do anything with.
    • They can now take the Morrowan Battle Priest for an ultra-cheap shield guard.
  • The Squire - With lots of Warjacks to control, this little fella is very useful.
  • Captain Arlan Strangewayes - The extra Focus is always welcome, as is the ability to Repair.
  • Journeyman Warcaster - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus. A ranged Light like a Sentinel or a Charger doesn't get much benefit from Iron Horse and so is a good choice for Junior.
  • Journeyman Lieutenant Allister Caine - Personal output is a great help with infantry, while Ace can fulfil a similar role. This pair can also help with feat spreading, bringing a taste of Gun Mages to Heavy Metal.

Template:Header

Kraye runs into issues with mercenary support solos as they often can't keep up with his warjacks. Generally he tends towards ranged units who can be turned friendly faction either by the partisan rule or Murdoch, in order to help him apply his feat.

  • Order of Illumination Vigilants and Glyn Cormier - Can be taken in all themes and are excellent feat enablers thanks to True Sight. The Vigilants also make for tremendous Counter Measure targets thanks to stealth.
  • Lady Aiyana & Master Holt - Only worthwhile in Gravediggers with Murdoch. Holt is a good feat enabler and Aiyana is a walking damage buff for your troops or is able to hand out magic weapons.
  • Hermit of Hengehold - A nice damage buffer with master of ruin. Just remember to reposition your jacks out of his aura or they will recieve -2 ARM as well.
  • Grand Master Gabriel Throne - A fellow cavalry model and thus he can keep up with Krayes intended pace. He brings useful battle plans, one of which is a damage buff.

Battlegroup

It is worth saying that most of Cygnar's Warjacks go from good to amazing with Kraye, although the Colossals gain little from Iron Horse. Particular highlights include:

  • Minuteman - The most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away. Or, stay there with a countermeasure spell, and make gunlines cry. Able to move up to 16" every turn, it can be virtually anywhere on the table by the end of turn two and still be in control range.
  • Centurion - A tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
    • At speed 4 it normally can only run 8" but with Repo 5 you can Imprint, then trample 7 and still Repo for a total of 12".
    • Centurion can charge an enemy model with 1" melee range (and himself stay 1.99" away), attack a bunch, then repositioning 5" back. Lastly, use Polarity Field to prevent your opponent from charging and from getting within melee range of the Centurion (if they have movement 5" or less).
    • It's also an excellent target for Admonition. Between Polarity Field and the 3", it becomes incredibly hard to apply melee attacks to it.
    • Admonition also gives a certain level of safety against Telekinesis 'casters if they turn the Centurion around to charge it in the rear. Use Admonition to walk away and face the right direction again.
  • Reliant - It has a critical knockdown hammer which works nicely with the boosted charge attack rolls from Iron Horse.
  • Ironclad and Hammersmith - Cygnar's 'budget heavies' become beasts with Kraye if you can afford the focus to fuel them. Boosted attacks increase the chances you trigger their special abilities.
  • Stormclad - Along with any Storm Knight models it can be really effective. On feat turn it can have the same threat range as Storm Lances. Accumulator [Storm Knight] reduces Kraye's focus burden, but without Storm Knights in your list (aka Theme - Storm Division) you may be better off with a cheaper warjack. With Savio Montero Acosta gaining the Storm Knight tag you can have an Accumulator buddy in any list, though it does cost you your merc solo slot.

Some of Cygnar's ranged warjacks are worth considering for their ability to spread Kraye's feat. If you've got 'jack marshals or Junior Warcasters, you should consider using them to run these 'jacks so Kraye can save his focus for his spells and his melee heavies.

  • Charger - Range 12 gun tends to leave this jack in charge range but Repo 5 allows it to back out of range of most things. For the cost of 1 focus from Kraye it can consistently take out two solos a turn.
  • Sentinel - Use it for Shield Guard and infantry clearing. It is also useful for painting targets on feat turn.
  • Cyclone - Puts out an unparalleled number of shots for the feat and can help prevent jamming with Covering Fire.
  • Hunter - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle to retaliate against it, especially if it can move back through terrain to get out of sight completely. Otherwise, it's happy under jack marshals as it rarely needs more than one focus per turn to be effective.

Other

Trivia

Video Battle Reports

Other Cygnar models

Template:Index Cygnar

Rules Clarifications

Template:RC Magical Damage Template:RC Brutal Charge

Template:RC Warcaster Template:RC Cavalry Template:RC Pathfinder Template:RC Parry Template:RC Iron Horse Template:RC Reposition Template:RC Steady

Template:RC Beacon Template:RC Flare

Template:RC Admonition Template:RC Countermeasure Template:RC Horsepower Template:RC Jumpstart Template:RC Lock the Target

         This is a template for "Model Advantage". It makes this table
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blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
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Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
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Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                                          • LEGACY **************

Template:Cygbox Template:4P

In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat - Light 'Em Up

While in Kraye's Template:CTRL range, the ranged and melee weapons of friendly Faction models gain Beacon and Flare. Light 'Em Up lasts for one turn.

Template:Beacon-alt
Template:Flare-alt

Abilities

Weapons

Radcliffe Carbine
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 2 Template:- 11
Bitter End
File:Sword icon.jpg  RNG   POW   P+S 
2 7 13
Mount
File:Mount icon.jpg  RNG   POW 
0.5 10

Spells

{{Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target }}[[Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target ]]


Theme Forces


Thoughts on Captain Jeremiah Kraye

Captain Jeremiah Kraye in a nutshell

Kraye is second to none in the faction when it comes to battlegroup mobility. His unique Iron Horse rule grants you 3 benefits which could be worth a separate Field Marshal rule all by themselves. His spell list also perfectly supports his highly mobile playstyle.

Iron Horse

Becoming a cavalry model means that warjacks can a) have the option to make impact attacks when they charge and b) get auto-boosted to-hit rolls on their charge attacks. This polishes even the worst warjacks in the faction - and now that most of them are cheaper, Kraye can run some diverse mobile gun lines and highly dangerous melee heavies.

Spell thoughts

  • Admonition - A life-saver or threat range extender. Good for extrication of an expensive jack who might be jammed or is about to be denied a safe reposition. Place effects won't trigger it, but fortunately Lock the Target denies placing altogether. See Tricks for further application.
  • Countermeasure - One of the most infuriating spells around. Especially on an advance deploying and hard to kill unit/solo. Use it on a Minuteman and watch him ruin the enemy's gunline. The enemy might move away, but this will still force him to give up his aiming bonus.
  • Horsepower - This will be your #1 spell to cast on feat turn, yielding a potential +5" for your charge range on a target marked with Beacon.
  • Jumpstart - Occasionally invaluable against certain builds that can dish out knockdown or stationary (e.g., Sorcha1). The spell includes a free facing change - use this if your enemy managed to get behind you. It can also mitigate the damage from a Knockdown + Disruption combination in a Cygnar vs. Cygnar fight.
  • Lock the Target - This is a weak zap with an excellent control feature. Condemning your opponent's expensive solo to walk-and shoot/strike attacks is very useful. Especially if you can pull it off on a gargantuan or colossal.

Feat thoughts

His feat is for all of your army, not just your battlegroup. The two special rules work really well with each other. If the enemy denies charges, you can still shoot them effectively. If you can charge, well, punch them into oblivion. Fast units like Storm Lances can have a respectable 15" charge threat range. With the spell Horsepower, a Hammersmith can charge things up to 13" away and a Stormclad threatens 15" (all the other heavy warjacks threat 14"). Try to bring enough shooting to apply the feat benefits where you need them and enough heavy hitters to take advantage of the charge bonus.

Drawbacks & Downsides

  • Large base makes him an easy target, ripe for assassination. Eiryss1 can be a huge problem, though his Steady ability and a Shield Guard model can make attempts on his life all the more difficult.
  • Smart enemies will not let reposition on warjacks happen too often.
  • An over-emphasis on your battlegroup will put you into disadvantage in scenarios, where units and solos need to grab objectives.
    • In the 2019 Steamroller, some of the scenarios include zones that are very close or touching the side edge. This can limit where you can place contesting models from his battlegroup as his control zone will only just reach into those zones if he's on the centre-line of the table.
      • Warjacks with extended control such as the Minuteman or Hunter go some way to mitigating this, but since they're among Cygnar's flimsiest warjacks, be careful you don't just throw them away.
  • Doesn't offer much support for models outside of his battlegroup plus also lacks ARM, DEF and damage buffs.
  • Many of your mobility tricks are tied to charges - and there are quite a few tools out there to stop charges from connecting (LOS blocking, speedbumps, feats, etc.)

Tricks & Tips

  • Admonition can be triggered by enemy admonition, or by changing facing too.
  • As for Countermeasures, enemies can still target you from outside the spell's range. However, from within the control range, they cannot line up a friendly model as a target for your spray attacks and shoot the protected models.
  • Remember, Countermeasures doesn't shut down spells. Be on the lookout for weapons with Dispel.
  • Trample + reposition is a perfect speed booster in the 1st turn. An Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game.
  • Your feat works on Kraye's attacks too. Use him to apply Beacon and Flare to high-priority targets.

List Building Advice

Strategy

Though Kraye's main strengths (Iron Horse, threat range extending spells and his feat) center around his battlegroup, his low FOCUS stat means that it's generally better to build a smaller battlegroup of high-quality/focus-efficient 'jacks. This is then supported by a few units that can help spread the feat effects, capture zones, and unjam warjacks so they can charge in.

His army is centred around his battlegroup of course (giving all of it Iron Horse). You tend to see a small number of support solos and sometimes a cheap unit for scenario play.

Thanks to the excellent mobility of his battlegroup, Kraye can win through scenario points as well as with assassination against an overly bold opponent. Kraye wants to alpha strike because he doesn't have the tools to support your army in protracted fights. Against certain opponents, you can use a hit-and-run strategy that makes use of the 5" reposition on the 'jacks to whittle down the foe.

Rule #1

Cavalry rules - Both his and his warjacks' charge attacks are boosted, giving you a higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.

Rule #2

Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and Reposition 5" to his entire battlegroup gives him immense movement shenanigans. You can play a great ranged hit & run game or send heavies flying across the board thanks to Horsepower that then reposition away 5". Add in Admonition and his army can be impossible to pin down. You can even try charging something with Kraye and even if you don't kill it, you can reposition safely after your activation.

Rule #3

Under the effects of Iron Horse an Avenger / Centurion / Hammersmith chassis warjack can reposition further than it walks, so running with them is sub-optimal. Since you power up and get a focus anyway, spend that focus to trample or slam and then reposition afterwards. Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A Cyclone can lay down Covering Fire and reposition. You can also just advance, shoot and move 5" away. Kraye can also do this with his nifty double shot ranged weapon. Warjacks that knock people down, make warjacks stationary or slam people away will allow you to reposition away unscathed and possibly set you up for another charge.

Leverage Pathfinder on his warjacks as much as possible. Normally, terrain is largely a no-go area for most warjacks, but not with Kraye. This sets up all sorts of new strategies - hit and fade with ranged warjacks to deny retaliation or simply charge a huge-based model straight through difficult terrain. Even with non-LoS blocking terrain, you can position your warjack on one side and eliminate the threat of being charged.

Theme thoughts

Kraye's preference of a strong battlegroup supported by a small contingent of infantry means that there are good reasons to take him in every theme he's allowed in.

Template:Header

  • Thunderhead - An excellent although expensive option, it has a respectable shoot-and-scoot game as well as critical Disruption on it's fists. Horsepower and Light 'em Up solve a lot of Thunderhead's problems.
    • A big speed boost makes him a serious melee threat.
    • A boosted charge attack has the potential to trigger Critical Cortex Damage.
    • Reposition [5"] and Pathfinder can be utterly devastating if you can use the Energy Pulse (with Fire for Effect from Caine0) to annihilate infantry from within terrain and move back to safety.
  • Ol' Rowdy is an excellent 'jack for Kraye. His focus efficiency helps when off feat turn, while Admonition can ensure Rowdy gets to countercharge either by leaving the engaging enemy models melee range to charge something else, or walking back 3" and then charging the engaging model iself. It will be hit first by a POW 11 impact attack, then a POW 18 charge atatck (fully boosted thanks to Iron Horse). After wards Ol' Rowdy will have to take the enemy charge on the chin, prombting him to Retaliatory Strike with another POW 18. Thus, you should be able to at least cripple some systems of the attacker, or set off a Critical Knockdown. Countercharge can also help cover the 'jacks after they've repositioned out after the alpha strike which can discourage a counter attack from your opponent. The boosted attack rolls on the countercharge attack can also increase the chances of a critical knockdown! MAT 8 can also make impact attacks a viable way of clearing jamming infantry, reducing the risk of a failed charge.
  • Thorn is a highly mobile and decently durable arc node. If you're attracted by the idea of using Lock the Target on something important, Thorn is a good choice for an arc node to enable it.
  • All of Kraye's staple solos (Squire, Strangeways, Caine0 and Journeyman) belong here too (see below).

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  • Trencher Infantry - Obnoxious to kill and very handy for Countermeasure. They're just a great unit that doesn't necessarily need support from the caster to get the job done.
  • Trencher Commandos - Have the double-bind with Countermeasure - either they are stealthed or countermeasured. Enemies can still target them with templates and AoEs - your thin ARM will hardly help on that, but against lists without such tools they will be downright annoying.
    • This is also an excellent unit to kill single-wound infantry models jamming your warjacks. With anatomical precision, quick work and then Repo 3", they can get in, take out key pieces and get out of the way.
  • Rangers - Perfect candidates for your feat's shooty part to apply accurate Beacon/Flare shots from afar for the rest of your army. Also perfect unit for Countermeasure as you need to be within 5" to mark a target.
  • Trencher Express Team - Can help an alpha strike 'stick'. For example, your heavies run in, poke the enemy warbeasts/warjacks a bit and reposition out. Then the express team applies Grievous Wounds to them so they can't heal or repair.
  • This is the only theme that doesn't allow the Squire or Captain Arlan Strangewayes, making his focus issues even more serious.
  • Your only Mechanik choice here is the Trencher Combat Engineers, which have a relatively low average repair per-turn, but do have guns to help with the feat and to kill light infantry.
  • Jonas Murdoch makes Aiyana and Holt faction friendly so you can use their damage buff as well as their magic weapon buff, which is very much appreciated as Kraye has neither of those himself. Holt is also great at spreading the feat.

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In Storm Division Kraye has access to 3 character jacks he really likes, however the guns here are relatively short ranged outside of the Storm Strider and the Stormtower.

  • Dynamo - Iron Horse enables it to make impact attacks which can set of Chain Reaction. Reposition is always great on a ranged model.
  • Brickhouse - Boosted attack rolls make critical smite more likely to happen and with reposition you can then position him to apply Force Lock in the most irritating possible place you can find.
  • Thunderhead can also be here though sadly there's no access to Caine0.
  • Storm Lances - Very powerful and one of the few units able to keep up with Kraye's mobile battlegroup. They can threaten 15" on feat turn and are an excellent choice if you're expecting a mirror match.
  • Stormclad - The prevalence of Storm Knights in this theme can help activate accumulator, making it a more attractive choice in this theme.
  • Storm Smith Storm Tower - Can be taken as requisition choices and can apply the feat from far away.
  • Storm Strider - Same as Storm Town but also buff the accuracy of electric ranged attacks even further.
  • Sir Dreyfus the Storm Knight - Able to not only keep up but also cheap enough and accurate enough in a back arc to be a good first choice for applying the feat.

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Kraye loves the high-RAT shooting provided by the gun mages for his feat. Magical weapons also helps against Menoth's pesky choir and their Hymn of Passage!

  • Gun Mage Captain Adept - universal, nimble, accurate solo. Great for applying the feat to pesky Stealth targets or getting some moderate damage in with a Snipe, Brutal Damage shot.
    • That gives you 5 RAT 8, True Sight models that apply the feat to nearly anything from 20" away.
  • Arcane Tempest Gun Mages - Provide a good amount of high-rat toolbox shots to apply the feat and take out light infantry.
    • They're also great at unjamming your warjacks, either from range (up to 14"!) or in melee with Pistoleer from the theme benefit.
    • The Thunderbolt shot type can also be used, again either in range or in melee, to send these jamming models flying, potentially enabling a charge.
    • The Arcane Tempest Gun Mage Officer can marshall a Cyclone, providing another 2d3 Magical shots for the feat, with your choice of Thunderbolt, Snipe (16" range!) or Crit Brutal Damage.
  • Black 13th Strike Force - True Sight can help deal with stealthy infantry, often a huge issue for Kraye.
    • With Prowl, they are a great target for countermeasure, which can be upkept for free thanks to the theme benefit.
  • Lieutenant Bastian Falk - Fulfills his normal role of buffing the damage of the other gun mages and magical damage sources.

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Kraye likes these models/units which are available in various themes:

  • Field Mechaniks - You're probably using most of your points on Warjacks with Kraye, so with whatever points you happen to have left over, they're a good option.
    • They repair Warjacks.
    • They're DEF14.
    • They score those Circular Zones in Steamroller that your warjacks and solos can't do anything with.
    • They can now take the Morrowan Battle Priest for an ultra-cheap shield guard.
  • The Squire - With lots of Warjacks to control, this little fella is very useful.
  • Captain Arlan Strangewayes - The extra Focus is always welcome, as is the ability to Repair.
  • Journeyman Warcaster - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus. A ranged Light like a Sentinel or a Charger doesn't get much benefit from Iron Horse and so is a good choice for Junior.
  • Journeyman Lieutenant Allister Caine - Personal output is a great help with infantry, while Ace can fulfil a similar role. This pair can also help with feat spreading, bringing a taste of Gun Mages to Heavy Metal.

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Kraye runs into issues with mercenary support solos as they often can't keep up with his warjacks. Generally he tends towards ranged units who can be turned friendly faction either by the partisan rule or Murdoch, in order to help him apply his feat.

  • Order of Illumination Vigilants and Glyn Cormier - Can be taken in all themes and are excellent feat enablers thanks to True Sight. The Vigilants also make for tremendous Counter Measure targets thanks to stealth.
  • Lady Aiyana & Master Holt - Only worthwhile in Gravediggers with Murdoch. Holt is a good feat enabler and Aiyana is a walking damage buff for your troops or is able to hand out magic weapons.
  • Hermit of Hengehold - A nice damage buffer with master of ruin. Just remember to reposition your jacks out of his aura or they will recieve -2 ARM as well.
  • Grand Master Gabriel Throne - A fellow cavalry model and thus he can keep up with Krayes intended pace. He brings useful battle plans, one of which is a damage buff.

Battlegroup

It is worth saying that most of Cygnar's Warjacks go from good to amazing with Kraye, although the Colossals gain little from Iron Horse. Particular highlights include:

  • Minuteman - The most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away. Or, stay there with a countermeasure spell, and make gunlines cry. Able to move up to 16" every turn, it can be virtually anywhere on the table by the end of turn two and still be in control range.
  • Centurion - A tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
    • At speed 4 it normally can only run 8" but with Repo 5 you can Imprint, then trample 7 and still Repo for a total of 12".
    • Centurion can charge an enemy model with 1" melee range (and himself stay 1.99" away), attack a bunch, then repositioning 5" back. Lastly, use Polarity Field to prevent your opponent from charging and from getting within melee range of the Centurion (if they have movement 5" or less).
    • It's also an excellent target for Admonition. Between Polarity Field and the 3", it becomes incredibly hard to apply melee attacks to it.
    • Admonition also gives a certain level of safety against Telekinesis 'casters if they turn the Centurion around to charge it in the rear. Use Admonition to walk away and face the right direction again.
  • Reliant - It has a critical knockdown hammer which works nicely with the boosted charge attack rolls from Iron Horse.
  • Ironclad and Hammersmith - Cygnar's 'budget heavies' become beasts with Kraye if you can afford the focus to fuel them. Boosted attacks increase the chances you trigger their special abilities.
  • Stormclad - Along with any Storm Knight models it can be really effective. On feat turn it can have the same threat range as Storm Lances. Accumulator [Storm Knight] reduces Kraye's focus burden, but without Storm Knights in your list (aka Theme - Storm Division) you may be better off with a cheaper warjack. With Savio Montero Acosta gaining the Storm Knight tag you can have an Accumulator buddy in any list, though it does cost you your merc solo slot.

Some of Cygnar's ranged warjacks are worth considering for their ability to spread Kraye's feat. If you've got 'jack marshals or Junior Warcasters, you should consider using them to run these 'jacks so Kraye can save his focus for his spells and his melee heavies.

  • Charger - Range 12 gun tends to leave this jack in charge range but Repo 5 allows it to back out of range of most things. For the cost of 1 focus from Kraye it can consistently take out two solos a turn.
  • Sentinel - Use it for Shield Guard and infantry clearing. It is also useful for painting targets on feat turn.
  • Cyclone - Puts out an unparalleled number of shots for the feat and can help prevent jamming with Covering Fire.
  • Hunter - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle to retaliate against it, especially if it can move back through terrain to get out of sight completely. Otherwise, it's happy under jack marshals as it rarely needs more than one focus per turn to be effective.

Other

Trivia

Video Battle Reports

Other Cygnar models

Template:Index Cygnar

Rules Clarifications

Template:RC Magical Damage Template:RC Brutal Charge

Template:RC Warcaster Template:RC Cavalry Template:RC Pathfinder Template:RC Parry Template:RC Iron Horse Template:RC Reposition Template:RC Steady

Template:RC Beacon Template:RC Flare

Template:RC Admonition Template:RC Countermeasure Template:RC Horsepower Template:RC Jumpstart Template:RC Lock the Target

Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

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Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

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Lore

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                                          • LEGACY **************

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In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.

Basic Info

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Warcaster abilities:


Feat - Light 'Em Up

While in Kraye's Template:CTRL range, the ranged and melee weapons of friendly Faction models gain Beacon and Flare. Light 'Em Up lasts for one turn.

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Abilities

Weapons

Radcliffe Carbine
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 2 Template:- 11
Bitter End
File:Sword icon.jpg  RNG   POW   P+S 
2 7 13
Mount
File:Mount icon.jpg  RNG   POW 
0.5 10

Spells

{{Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target }}[[Category: Template:AdmonitionTemplate:CountermeasureTemplate:HorsepowerTemplate:JumpstartTemplate:Lock the Target ]]


Theme Forces


Thoughts on Captain Jeremiah Kraye

Captain Jeremiah Kraye in a nutshell

Kraye is second to none in the faction when it comes to battlegroup mobility. His unique Iron Horse rule grants you 3 benefits which could be worth a separate Field Marshal rule all by themselves. His spell list also perfectly supports his highly mobile playstyle.

Iron Horse

Becoming a cavalry model means that warjacks can a) have the option to make impact attacks when they charge and b) get auto-boosted to-hit rolls on their charge attacks. This polishes even the worst warjacks in the faction - and now that most of them are cheaper, Kraye can run some diverse mobile gun lines and highly dangerous melee heavies.

Spell thoughts

  • Admonition - A life-saver or threat range extender. Good for extrication of an expensive jack who might be jammed or is about to be denied a safe reposition. Place effects won't trigger it, but fortunately Lock the Target denies placing altogether. See Tricks for further application.
  • Countermeasure - One of the most infuriating spells around. Especially on an advance deploying and hard to kill unit/solo. Use it on a Minuteman and watch him ruin the enemy's gunline. The enemy might move away, but this will still force him to give up his aiming bonus.
  • Horsepower - This will be your #1 spell to cast on feat turn, yielding a potential +5" for your charge range on a target marked with Beacon.
  • Jumpstart - Occasionally invaluable against certain builds that can dish out knockdown or stationary (e.g., Sorcha1). The spell includes a free facing change - use this if your enemy managed to get behind you. It can also mitigate the damage from a Knockdown + Disruption combination in a Cygnar vs. Cygnar fight.
  • Lock the Target - This is a weak zap with an excellent control feature. Condemning your opponent's expensive solo to walk-and shoot/strike attacks is very useful. Especially if you can pull it off on a gargantuan or colossal.

Feat thoughts

His feat is for all of your army, not just your battlegroup. The two special rules work really well with each other. If the enemy denies charges, you can still shoot them effectively. If you can charge, well, punch them into oblivion. Fast units like Storm Lances can have a respectable 15" charge threat range. With the spell Horsepower, a Hammersmith can charge things up to 13" away and a Stormclad threatens 15" (all the other heavy warjacks threat 14"). Try to bring enough shooting to apply the feat benefits where you need them and enough heavy hitters to take advantage of the charge bonus.

Drawbacks & Downsides

  • Large base makes him an easy target, ripe for assassination. Eiryss1 can be a huge problem, though his Steady ability and a Shield Guard model can make attempts on his life all the more difficult.
  • Smart enemies will not let reposition on warjacks happen too often.
  • An over-emphasis on your battlegroup will put you into disadvantage in scenarios, where units and solos need to grab objectives.
    • In the 2019 Steamroller, some of the scenarios include zones that are very close or touching the side edge. This can limit where you can place contesting models from his battlegroup as his control zone will only just reach into those zones if he's on the centre-line of the table.
      • Warjacks with extended control such as the Minuteman or Hunter go some way to mitigating this, but since they're among Cygnar's flimsiest warjacks, be careful you don't just throw them away.
  • Doesn't offer much support for models outside of his battlegroup plus also lacks ARM, DEF and damage buffs.
  • Many of your mobility tricks are tied to charges - and there are quite a few tools out there to stop charges from connecting (LOS blocking, speedbumps, feats, etc.)

Tricks & Tips

  • Admonition can be triggered by enemy admonition, or by changing facing too.
  • As for Countermeasures, enemies can still target you from outside the spell's range. However, from within the control range, they cannot line up a friendly model as a target for your spray attacks and shoot the protected models.
  • Remember, Countermeasures doesn't shut down spells. Be on the lookout for weapons with Dispel.
  • Trample + reposition is a perfect speed booster in the 1st turn. An Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game.
  • Your feat works on Kraye's attacks too. Use him to apply Beacon and Flare to high-priority targets.

List Building Advice

Strategy

Though Kraye's main strengths (Iron Horse, threat range extending spells and his feat) center around his battlegroup, his low FOCUS stat means that it's generally better to build a smaller battlegroup of high-quality/focus-efficient 'jacks. This is then supported by a few units that can help spread the feat effects, capture zones, and unjam warjacks so they can charge in.

His army is centred around his battlegroup of course (giving all of it Iron Horse). You tend to see a small number of support solos and sometimes a cheap unit for scenario play.

Thanks to the excellent mobility of his battlegroup, Kraye can win through scenario points as well as with assassination against an overly bold opponent. Kraye wants to alpha strike because he doesn't have the tools to support your army in protracted fights. Against certain opponents, you can use a hit-and-run strategy that makes use of the 5" reposition on the 'jacks to whittle down the foe.

Rule #1

Cavalry rules - Both his and his warjacks' charge attacks are boosted, giving you a higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.

Rule #2

Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and Reposition 5" to his entire battlegroup gives him immense movement shenanigans. You can play a great ranged hit & run game or send heavies flying across the board thanks to Horsepower that then reposition away 5". Add in Admonition and his army can be impossible to pin down. You can even try charging something with Kraye and even if you don't kill it, you can reposition safely after your activation.

Rule #3

Under the effects of Iron Horse an Avenger / Centurion / Hammersmith chassis warjack can reposition further than it walks, so running with them is sub-optimal. Since you power up and get a focus anyway, spend that focus to trample or slam and then reposition afterwards. Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A Cyclone can lay down Covering Fire and reposition. You can also just advance, shoot and move 5" away. Kraye can also do this with his nifty double shot ranged weapon. Warjacks that knock people down, make warjacks stationary or slam people away will allow you to reposition away unscathed and possibly set you up for another charge.

Leverage Pathfinder on his warjacks as much as possible. Normally, terrain is largely a no-go area for most warjacks, but not with Kraye. This sets up all sorts of new strategies - hit and fade with ranged warjacks to deny retaliation or simply charge a huge-based model straight through difficult terrain. Even with non-LoS blocking terrain, you can position your warjack on one side and eliminate the threat of being charged.

Theme thoughts

Kraye's preference of a strong battlegroup supported by a small contingent of infantry means that there are good reasons to take him in every theme he's allowed in.

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  • Thunderhead - An excellent although expensive option, it has a respectable shoot-and-scoot game as well as critical Disruption on it's fists. Horsepower and Light 'em Up solve a lot of Thunderhead's problems.
    • A big speed boost makes him a serious melee threat.
    • A boosted charge attack has the potential to trigger Critical Cortex Damage.
    • Reposition [5"] and Pathfinder can be utterly devastating if you can use the Energy Pulse (with Fire for Effect from Caine0) to annihilate infantry from within terrain and move back to safety.
  • Ol' Rowdy is an excellent 'jack for Kraye. His focus efficiency helps when off feat turn, while Admonition can ensure Rowdy gets to countercharge either by leaving the engaging enemy models melee range to charge something else, or walking back 3" and then charging the engaging model iself. It will be hit first by a POW 11 impact attack, then a POW 18 charge atatck (fully boosted thanks to Iron Horse). After wards Ol' Rowdy will have to take the enemy charge on the chin, prombting him to Retaliatory Strike with another POW 18. Thus, you should be able to at least cripple some systems of the attacker, or set off a Critical Knockdown. Countercharge can also help cover the 'jacks after they've repositioned out after the alpha strike which can discourage a counter attack from your opponent. The boosted attack rolls on the countercharge attack can also increase the chances of a critical knockdown! MAT 8 can also make impact attacks a viable way of clearing jamming infantry, reducing the risk of a failed charge.
  • Thorn is a highly mobile and decently durable arc node. If you're attracted by the idea of using Lock the Target on something important, Thorn is a good choice for an arc node to enable it.
  • All of Kraye's staple solos (Squire, Strangeways, Caine0 and Journeyman) belong here too (see below).

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  • Trencher Infantry - Obnoxious to kill and very handy for Countermeasure. They're just a great unit that doesn't necessarily need support from the caster to get the job done.
  • Trencher Commandos - Have the double-bind with Countermeasure - either they are stealthed or countermeasured. Enemies can still target them with templates and AoEs - your thin ARM will hardly help on that, but against lists without such tools they will be downright annoying.
    • This is also an excellent unit to kill single-wound infantry models jamming your warjacks. With anatomical precision, quick work and then Repo 3", they can get in, take out key pieces and get out of the way.
  • Rangers - Perfect candidates for your feat's shooty part to apply accurate Beacon/Flare shots from afar for the rest of your army. Also perfect unit for Countermeasure as you need to be within 5" to mark a target.
  • Trencher Express Team - Can help an alpha strike 'stick'. For example, your heavies run in, poke the enemy warbeasts/warjacks a bit and reposition out. Then the express team applies Grievous Wounds to them so they can't heal or repair.
  • This is the only theme that doesn't allow the Squire or Captain Arlan Strangewayes, making his focus issues even more serious.
  • Your only Mechanik choice here is the Trencher Combat Engineers, which have a relatively low average repair per-turn, but do have guns to help with the feat and to kill light infantry.
  • Jonas Murdoch makes Aiyana and Holt faction friendly so you can use their damage buff as well as their magic weapon buff, which is very much appreciated as Kraye has neither of those himself. Holt is also great at spreading the feat.

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In Storm Division Kraye has access to 3 character jacks he really likes, however the guns here are relatively short ranged outside of the Storm Strider and the Stormtower.

  • Dynamo - Iron Horse enables it to make impact attacks which can set of Chain Reaction. Reposition is always great on a ranged model.
  • Brickhouse - Boosted attack rolls make critical smite more likely to happen and with reposition you can then position him to apply Force Lock in the most irritating possible place you can find.
  • Thunderhead can also be here though sadly there's no access to Caine0.
  • Storm Lances - Very powerful and one of the few units able to keep up with Kraye's mobile battlegroup. They can threaten 15" on feat turn and are an excellent choice if you're expecting a mirror match.
  • Stormclad - The prevalence of Storm Knights in this theme can help activate accumulator, making it a more attractive choice in this theme.
  • Storm Smith Storm Tower - Can be taken as requisition choices and can apply the feat from far away.
  • Storm Strider - Same as Storm Town but also buff the accuracy of electric ranged attacks even further.
  • Sir Dreyfus the Storm Knight - Able to not only keep up but also cheap enough and accurate enough in a back arc to be a good first choice for applying the feat.

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Kraye loves the high-RAT shooting provided by the gun mages for his feat. Magical weapons also helps against Menoth's pesky choir and their Hymn of Passage!

  • Gun Mage Captain Adept - universal, nimble, accurate solo. Great for applying the feat to pesky Stealth targets or getting some moderate damage in with a Snipe, Brutal Damage shot.
    • That gives you 5 RAT 8, True Sight models that apply the feat to nearly anything from 20" away.
  • Arcane Tempest Gun Mages - Provide a good amount of high-rat toolbox shots to apply the feat and take out light infantry.
    • They're also great at unjamming your warjacks, either from range (up to 14"!) or in melee with Pistoleer from the theme benefit.
    • The Thunderbolt shot type can also be used, again either in range or in melee, to send these jamming models flying, potentially enabling a charge.
    • The Arcane Tempest Gun Mage Officer can marshall a Cyclone, providing another 2d3 Magical shots for the feat, with your choice of Thunderbolt, Snipe (16" range!) or Crit Brutal Damage.
  • Black 13th Strike Force - True Sight can help deal with stealthy infantry, often a huge issue for Kraye.
    • With Prowl, they are a great target for countermeasure, which can be upkept for free thanks to the theme benefit.
  • Lieutenant Bastian Falk - Fulfills his normal role of buffing the damage of the other gun mages and magical damage sources.

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Kraye likes these models/units which are available in various themes:

  • Field Mechaniks - You're probably using most of your points on Warjacks with Kraye, so with whatever points you happen to have left over, they're a good option.
    • They repair Warjacks.
    • They're DEF14.
    • They score those Circular Zones in Steamroller that your warjacks and solos can't do anything with.
    • They can now take the Morrowan Battle Priest for an ultra-cheap shield guard.
  • The Squire - With lots of Warjacks to control, this little fella is very useful.
  • Captain Arlan Strangewayes - The extra Focus is always welcome, as is the ability to Repair.
  • Journeyman Warcaster - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus. A ranged Light like a Sentinel or a Charger doesn't get much benefit from Iron Horse and so is a good choice for Junior.
  • Journeyman Lieutenant Allister Caine - Personal output is a great help with infantry, while Ace can fulfil a similar role. This pair can also help with feat spreading, bringing a taste of Gun Mages to Heavy Metal.

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Kraye runs into issues with mercenary support solos as they often can't keep up with his warjacks. Generally he tends towards ranged units who can be turned friendly faction either by the partisan rule or Murdoch, in order to help him apply his feat.

  • Order of Illumination Vigilants and Glyn Cormier - Can be taken in all themes and are excellent feat enablers thanks to True Sight. The Vigilants also make for tremendous Counter Measure targets thanks to stealth.
  • Lady Aiyana & Master Holt - Only worthwhile in Gravediggers with Murdoch. Holt is a good feat enabler and Aiyana is a walking damage buff for your troops or is able to hand out magic weapons.
  • Hermit of Hengehold - A nice damage buffer with master of ruin. Just remember to reposition your jacks out of his aura or they will recieve -2 ARM as well.
  • Grand Master Gabriel Throne - A fellow cavalry model and thus he can keep up with Krayes intended pace. He brings useful battle plans, one of which is a damage buff.

Battlegroup

It is worth saying that most of Cygnar's Warjacks go from good to amazing with Kraye, although the Colossals gain little from Iron Horse. Particular highlights include:

  • Minuteman - The most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away. Or, stay there with a countermeasure spell, and make gunlines cry. Able to move up to 16" every turn, it can be virtually anywhere on the table by the end of turn two and still be in control range.
  • Centurion - A tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
    • At speed 4 it normally can only run 8" but with Repo 5 you can Imprint, then trample 7 and still Repo for a total of 12".
    • Centurion can charge an enemy model with 1" melee range (and himself stay 1.99" away), attack a bunch, then repositioning 5" back. Lastly, use Polarity Field to prevent your opponent from charging and from getting within melee range of the Centurion (if they have movement 5" or less).
    • It's also an excellent target for Admonition. Between Polarity Field and the 3", it becomes incredibly hard to apply melee attacks to it.
    • Admonition also gives a certain level of safety against Telekinesis 'casters if they turn the Centurion around to charge it in the rear. Use Admonition to walk away and face the right direction again.
  • Reliant - It has a critical knockdown hammer which works nicely with the boosted charge attack rolls from Iron Horse.
  • Ironclad and Hammersmith - Cygnar's 'budget heavies' become beasts with Kraye if you can afford the focus to fuel them. Boosted attacks increase the chances you trigger their special abilities.
  • Stormclad - Along with any Storm Knight models it can be really effective. On feat turn it can have the same threat range as Storm Lances. Accumulator [Storm Knight] reduces Kraye's focus burden, but without Storm Knights in your list (aka Theme - Storm Division) you may be better off with a cheaper warjack. With Savio Montero Acosta gaining the Storm Knight tag you can have an Accumulator buddy in any list, though it does cost you your merc solo slot.

Some of Cygnar's ranged warjacks are worth considering for their ability to spread Kraye's feat. If you've got 'jack marshals or Junior Warcasters, you should consider using them to run these 'jacks so Kraye can save his focus for his spells and his melee heavies.

  • Charger - Range 12 gun tends to leave this jack in charge range but Repo 5 allows it to back out of range of most things. For the cost of 1 focus from Kraye it can consistently take out two solos a turn.
  • Sentinel - Use it for Shield Guard and infantry clearing. It is also useful for painting targets on feat turn.
  • Cyclone - Puts out an unparalleled number of shots for the feat and can help prevent jamming with Covering Fire.
  • Hunter - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle to retaliate against it, especially if it can move back through terrain to get out of sight completely. Otherwise, it's happy under jack marshals as it rarely needs more than one focus per turn to be effective.

Other

Trivia

Video Battle Reports

Other Cygnar models

Template:Index Cygnar

Rules Clarifications

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