Defender

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Cygnar First Army Storm Knight Heavy Warjack


Model stats and abilities

Model Statistics

Base size = 50 mmSPDMATDEFARM
Health = 30
FA = 4
Cost = 11471119
-
-

Model Advantages and Abilities

Headbutt Power Attack
Headbutt Power Attack
This model can make Headbutt power attacks.


No errata for Headbutt Power Attack (Create)

Slam Power Attack
Slam Power Attack
This model can make slam power attacks.

No errata for Slam Power Attack (Create)

Trample Power Attack
Trample Power Attack
This model can make a trample power attack.

No errata for Trample Power Attack (Create)

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

No errata for Construct (Create)



Weapons

Bombard
 RNG   ROF   AOE   POW   LOCATION 
14 1 3 14/8 L

Arcing Fire
When attacking with this weapon, this model can ignore intervening models.

No errata for Arcing Fire (Create)

Executioner Axe
 RNG   ROF   AOE   POW   LOCATION 
1 - - 17 R
Critical Amputation
A critical hit occurs if the attack directly hits and any two dice in the Attack Roll show the same number. This Critical grants the following weapon qualities or has the following effects: Amputation
On a direct hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
No errata for Amputation (Create)


Warjack Rules

Category:Warjack

Changes and Updates

Release Trivia

Originally released in Warmachine: Prime (2003)

Mk3 to Mk4

Lore

The Cygnaran Armory takes pride in its innovation and technological superiority, traits seen in all the battle-tested warjacks built on the classic Ironclad chassis. The Defender employs its long, heavy barrel cannon for unprecedented long-range and accurate firepower without sacrificing its effectiveness in melee.

Basic Info

Template:Infobox-Model

Template:Warjack

Abilities

Weapons

Heavy Barrel
File:Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
16 1 Template:- 15 Left
Shock Hammer
File:Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 6 17 Right

Theme Forces


Thoughts on Defender

Defender in a nutshell

The Defender is heavy jack, boasting a high-powered gun with near-unparalleled range, and a melee weapon, which is quite dangerous with its cortex damage. This jack almost always ends up compared to the Hunter, Cygnar's other long-range jack: Template:Hunter Defender comparison

Combos & Synergies

  • Heavy Metal - This theme offers extended deployment zone, enabling you to to lob shells up to half of the board from turn 1.
    • Long Gunners - The Defender's shot is the best quality firepower in Cygnar's arsenal barring the colossi. It is a frustrating scenario, if it gets intercepted by a shield guarding Servitor in a Destruction Initiative, or saved by an eligible Sac Pawn / Sucker! infantry. Clear off them with Long Gunners, then let the Heavy Barrel sing.
    • Kraye - The Defender is prone to be jammed by cheap infantry to negate its gun. Between Admonition and Iron Horse it becomes anything but easy. With the boosted mobility the Defender often gets to use its powerful hammer too, beating light beasts and jacks into submission, and frying the cortices of the heavies.
    • Siege1 really likes strong, long range shooting, but a 2 pts upgrade for Triumph is usually a no-brainer choice with him.
    • Sloan - Her battlegroup usually includes one, or even 2 of these. Fire Group makes their threat range extremely long and Guided Fire keeps them very accurate regardless (and you don't even have to risk putting a 2nd focus on them outside of feat turn).
    • Caine3 - Caine likes jacks with more shots to his feat, but sometimes all you need is a POW 18-20 shot to finish off your enemy.
    • Journeyman Warcaster - You don't have to worry about your lousy CTRL range, if you can stay way back from the frontline.
  • Gravediggers - Most of the Trencher lists lack serious armor cracking capabilities. The Defender is an ideal solution for that.
    • Rangers - Whenever you play Gravediggers, bring them - an effective RAT8 ensures that very few target will escape.
  • Sons of the Tempest - If your caster lacks Snipe, or just want to spent it elsewhere, put the Defender under the care of an ATGM Officer. You have the option for a RNG 20" POW 17 shot between Snipe and Take Aim! To really make that count. Add in Falk and Strangewayes' Empower to the mix, and now we're talking about a boostable POW 19 shot.

Drawbacks & Downsides

  • You pay for both its excellent gun, and its close combat prowess, even if you don't use both of them.
    • If you just want shooting the Hunter hits about as hard for 30% off.
    • If you want a brawler, go for the Ironclad
    • If you are willing to give up on its melee prowess for an improved gun and utility, Triumph is only a 2 pts upgrade - either with Siege or in the Gravediggers theme.
    • If you want a mix and are willing to have a shorter range, encouraging you to get closer to the melee the Reliant is one point less and the Avenger one point more.

Tricks & Tips

  • Remember that every swing of the Defender's hammer is more accurate and harder hitting than the main gun - and that three hits means that an enemy warjack is almost unable to fight back. The Defender is a melee heavy that uses its gun to soften the enemy up not the purely ranged heavy people think it is.


Other

Trivia

Other Cygnar models

Template:Index Cygnar

Rules Clarifications

Template:RC Warjack Template:RC Construct Template:RC Cortex Damage