Negator

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Armed with a deadly pair of slicing blades, the Negator is one of the latest creations to join the vector arsenal of the Convergence of Cyriss. Swift and precise, Negators hunt in packs to bring down their quarry before they are even detected.

Basic Info

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Template:Warjack

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Abilities

Weapons

Avulsor (x2)
File:Sword icon.jpg  RNG   POW   P+S   LOCATION 
0.5 4 10 Left + Right one each

Theme Forces

  • Other Factions
    • There are three Convergence Partisan models that, between them, can take this warjack in a plethora of Mercenary, Cryx, and Cygnar themes.
    • These models are Aurora2, Asphyxious4, and Nemo4.


Thoughts on Negator

Negator in a nutshell

It's a light warjack that flanks with itself. At only POW 13.5 even when flanking it's doubtful that it's that good.

The Negator, a melee light that should be taken in multiples and swarm targets to trigger their Flank [Negator] ability. A single Negator should not be too much of a threat to a heavy, but two or more should pose a serious issue that is capable of taking down their equivalent point cost (not guaranteed to, but capable).

In any other faction the Negator would be a hard sell - as it needs to be run in multiples and does very little without focus to either increase the chance of its crit effect or to actually hurt its target (even with flank) induction makes this jack viable and certain casters Axis, Aurora1, Aurora2 and Syntherion will find a use for 2 or 3 on occasion.

Combos & Synergies

  • Syntherion often takes a couple Galvanizers mainly as a tool to get his Synergy train going. For just one point more, Negators lose the Repair (something all of Syntherion's 'jacks do to themselves naturally anyways) but are easier to deliver to the enemy thanks to a significantly higher speed and Flight letting them get into positions to attack without blocking your heavy-hitters coming in from later in the Synergy chain. On top of this they trade two base POW for a second attack. If its goal is to get to the target and hit it at least once to add to Synergy, then this is quite nice. The biggest trade-off for this is the loss of the Grievous Wounds the Galvanizer applies, so if your opponent has access to repairing then you really want to destroy anything you throw them at before they get the chance to fix it up, but if you are using them to get Synergy going then there's a good chance something with more punch will be coming in to finish whatever they started. Additionally, POW 13 with flank is much more palatable than the base POW 10.
    • 2-3 Negators start to put out some surprisingly good damage themselves once the later ones are getting that Synergy bonus alongside Flank, being MAT 7-10 (5 Base + 2 from Flank + 1-3 from Synergy) and average POW 14-16 (10 Base + 3.5 from Flank + 1-3 from Synergy) with Critical Amputate potentially adding 1-5 damage on top (columns have a max of 6, and you have to deal at least one point to the column to Amputate it). A swarm of them can potentially do some real work with how many potentially amputating attacks they can throw out.
  • Orion on Feat turn gives them an extra attack die against things with no Focus, making it much easier to fish for Critical Amputate. It just so happens that Warjacks tend to end their activations with no remaining focus, and don't like being hit with a flurry of potentially Amputating attacks.
  • Aurora2 just does a lot for flying models.
  • Axis, The Harmonic Enforcer Flying makes counter charge slightly easier, bulldoze and a high base MAT is good.
  • Asphyxious the Sanctified gives them a much needed damage boost - but they eat up a lot of his Focus. If you're playing Negators on your main caster, consider putting one on him as well:
    • Asphyxious generally wants his jack to die so that he can go do his job of being a super-solo.
    • Since the Negator gets Dark Shroud, it becomes a very nice support piece for the Negators in the main battlegroup.
  • Father Lucant, The Divinity Architect likes one or two, since they're fast, cheap jacks that can easily put Positive Charge where you need it.

Drawbacks & Downsides

  • Even with the extended Induction range from a nearby Algorithmic Dispersion Optifex a Negator can only induct up to 9" away, but they can move 10" on the charge without any threat extensions in place or 12" with help from a Diffuser.
  • The first Negator into an enemy won't get the benefit of Flank, making it effectively a support model that only supports other Negators.
  • They are pillow-fisted; even with Flank already working a Negator doesn't even hit as hard as the notoriously pillow-fisted Modulator

Tricks & Tips

  • Flight lets them hang back behind the front lines and then move in over the heads of the troops you had in the way, making them effective counter-strikers.

Other

Trivia

Released 2020.03

Other Convergence models

Template:Index Convergence

Rules Clarifications

Template:RC Vector Template:RC Warjack Template:RC Construct Template:RC Flight Template:RC Flank Template:RC Reposition

Template:RC Amputation