Major Prime Victoria Haley

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Template:Cygbox2 This model is playable only in an Unlimited format.


Victoria Haley has risen through the ranks of the Cygnaran Army to become one of the most potent arcanists in recorded history. Her mastery over the flow of time allows her to conjure echoes of herself from the past and future to fight at her side. By her unprecedented powers, Major Prime Victoria Haley bends the fabric of time and shatters the fundamental laws of reality as she outpaces and outfights the foes of Cygnar.

Basic Info

Template:Unit of Warcasters

This unit is made up of Haley Prime, Haley Past, and Haley Future. However, only Haley Prime begins the game in play.
Technically the Echoes aren't warcaster models so it's not really a "unit of warcasters" but ... close enough.

Haley Prime (Present)

Template:Infobox-Model

Feat: Arcane Singularity

The models in this unit currently in this model's Template:Control range gain +2 FOCUS for one turn and immediately gains 2 focus points.

Abilities

Weapons

Hand Cannon
File:Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 Template:- 12
Echo
File:Sword icon.jpg  RNG   POW   P+S 
2 7 13

Spells

{{Category: Template:DominationTemplate:Repudiate


Template:Temporal Distortion spell

}}[[Category: 

Template:Domination Template:Repudiate


Template:Temporal Distortion spell

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[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
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[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
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Haley Past

Template:Infobox-Model

Abilities

Weapons

Telekinetic Strike
File:Sword icon.jpg  RNG   POW   P+S 
2 5 10

Spells

{{Category: Template:Chain BlastTemplate:Force Hammer }}[[Category: Template:Chain BlastTemplate:Force Hammer ]]

Haley Future

Template:Infobox-Model

Abilities

Weapons

Phase Bolt
File:Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 Template:- 13

Spells

{{Category: Template:Ghost WalkTemplate:Revive }}[[Category: Template:Ghost WalkTemplate:Revive ]]

Theme Forces


Thoughts on Haley3

Haley3 in a Nutshell

Haley3 has the tools to enable a player to play any (or all) of the three major styles: attrition, assassination, and control.

  • Attrition is quite possibly Haley3’s strongest role because she can buff the DEF stat and bring multi-wound troops back into play.
  • Assassination is possible through the use of Haley Past whose Raw Talent ability adds one extra damage die to magical spells and her melee attacks. Additionally, Haley Future’s ranged ability allows her to hit opponents with up to three phase bolts.
  • Controlling the game lies (mostly) in the hands of present Haley. She can dominate enemy warjacks, repudiate enemy spells, and aid friendlies with extra movement.

Given that the faction tends towards slightly higher than average DEF, and slightly higher than average MAT/RAT, she polishes most models in the faction to a standard they can perform, and makes already good units excell.

Feat thoughts

Try to only use the feat if you've got all 3 Haleys in play. It increases their control range, the accuracy of their offensive spells, and the quantity of spells they can cast. Her feat does several things that may not be obvious on the surface. First, it buffs the accuracy of Haley Past's spells to a base of 6 (or 8), allowing Haley Past to scalpel key models or set up a devestating slam. The extra focus allows Haley Future to both Revive an important grunt and cast Ghost Walk on the same activation, or put ghostly on most of the list in order to alpha through anything. The feat means Haley Prime can reiterate Chain Blast, Force Hammer, or Revive while still maintaining Temporal Distortion, and it is the only viable turn to reliably cast Domination on a turn that won't end the game.

Spell thoughts

  • Haley Prime
    • Temporal Distortion should be cast every turn, and the Haleys should be spread out to affect as much of your army as possible.
    • Tactical Supremacy can be cast on Trencher Infantry allowing them to place smoke clouds then reposition behind the cloud. Shield Wall units are also classic targets. Hit and run units like Black 13th Strike Force and Order of Illumination Vigilants can also be deceptively powerful.
    • Domination is a very corner-case spell. Unlikely Haley2, Haley Prime does not have a lot of Focus to allow her to switch gears for this spell with the echoes in play. Although it's an option on her feat turn, on any other turn you have to sacrifice casting Temporal Distortion and Tactical Supremacy or take off the echoes - it needs to near enough win you the game to be be worth it.
    • Repudiate is the only offensive spell that can be cast outside of feat turn without undue cost, especially with a squire attachment. This is a key component of Haley's control game.
  • Haley Past
    • Chain Blast is a particularly powerful spell in the hands of Haley Past due to Raw Talent, but often not as useful reiterated by Haley Prime. This is the attack spell that can be easily cast outside of feat turn or be very deadly on feat turn.
    • Force Hammer allows Haley Past to enable all three playstyles. Slams on some models can delay and control the enemy, it can take out key support models, and can enable assasinations via knockdown. This spell is hard to cast outside feat turn unless in Temporal Distortion range. Reiteration of this spell by Haley Prime can often ensure a win.
  • Haley Future
    • Ghost Walk can be used several ways:
      • Disengage a model or unit that wants to shoot (or you want to shoot the model that is engaging it).
      • Sneak Haley Past (or any other model) through enemy lines to assassinate or kill a key target if free strikes from magic weapons would be an issue.
      • Negate anti-Pathfinder rules. Since Ghostly ignores terrain but isn't Pathfinder, you can get around effects such as Baldur1's feat.
    • Revive is expensive at 3 focus, but there are usually one or two turns where Haley Future has nothing else to do with her focus unless its to fuel a battlegroup. Storm Lances and Resolutes are great multiwould targets, but bringing back any grunt helps the attrition game.

Drawbacks & Downsides

  • The projections are short on focus when it isn't feat turn. This often requires them to be in Temporal Distortion range in order to contribute offensively.
  • Getting your Haleys up the board and into effective positions is difficult and requires practice.
    • Putting Past Haley and Future Haley on the board during the first turn is a must, but when they're put on the board they cannot activate and run to an effective position. Thus, until the subsequent turn, your ghost buddies from the past and future are stuck within two inches of your primary warcaster. Going first is usually preferable for this reason.
  • This unit is so complicated and does so many different things that it can often lead to decision paralysis. They are one of the game's most challenging warcasters to play and require a ton of practice to handle effectively.
  • Even when the time echoes aren't in play, Haley Prime is still a unit, so she can be affected by anti-unit stuff like Rebuke.
  • Losing an echo can be a descisive blow, as you lose access to the echo's spells for a full round and are set back on positioning greatly.

Tips & Tricks

  • Incorporeal models can be incredibly difficult to remove from zones, especially when they have DEF 18. which makes them good at contesting zones.
  • Since the projections are trooper models and not warcasters:
    • they can contest scenarios (unlike Present Haley).
    • all of the "non-warcaster, non-warlock model" effects in the game will work on them.
  • Remember that Reiteration does not require the spell to be cast successfully or hit, only that the model casts it through spending focus.

List Building Advice

Strategy

File:Thorn.jpg
Thorn is her pet warjack that she can take in any theme.

The main strategy for Haley 3 is to play the 'long game'. Expect to play a full seven rounds of every game you play with the idea of minimizing your play mistakes and waiting for the opponent to make a mistake you can capitalize on.

Assassination opens up from mid to late game mistakes usually, but is almost always an out for Haley 3. With an arc node or proper charge lanes for Haley 3, getting two Force Hammer casts can sometimes finish the job itself or enable a few other models or Haley Future to finish the work. Protecting key models from multiple slams from multiple angles is difficult. Slamming an easier to hit larger model over a caster is often easy enough for Haley Past while Haley Prime can then slam the caster into something large. Domination might be useful on this attempt for an already knocked down caster, as many jacks hit harder than even a collatorally boosted slam. Haley Future can do a lot of damage to knocked down casters while Haley Past can be a serious melee threat, though at PS10 it can be swingy.

Attrition is where you will find yourself often, eeking out scenario wins on the last round. Making the opponent miss a few more rolls than normal while you hit a few more than normal while having some recursion to help carry you to the end game. The echo's are fantastic contesting pieces as they are usually def 18 and incorporeal while easily being able to use terrain. Removing enemy upkeeps also pushes this agenda.

Control can be accomplished with spells like Repudiate and Domination as well as presenting a defense skew backed up by armor buffs from a Journeyman Warcaster, recursion from Trenchers, Legion of Lost Souls, and Revive. Having two incorporeal models that can boost with powerful attacks helps scalpel key enemy support and deny whole areas or scoring.

Theme Thoughts

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Haley3 has a well known place in Gravediggers because a unit of Trenchers with Tactical Supremacy on them can lay down a cloud wall then back out of it. That plus most of the army being affected by Temporal Distortion presents a tough nut for your opponent to crack while the theme itself is self supporting and needs very little from a caster.

  • The Grenadier can be a highly effective choice.
    • With a lot of Focus around, you can fully fuel more than one warjack.
    • You'll typically want to take at least one unit of Trenchers in her army.
    • If you can apply Temporal Distortion to the majority of the baord, you will trade very favorably with the enemy.
    • Dug in, with Temporal Distortion affecting the Grenadier, it's a DEF20 warjack against ranged and magic attacks.
  • The cloud wall is one of Haley's classic tactics in Gravediggers - just beware, this requires a lot of thought when it comes to placement.
    • You need to leave room for when Trenchers back out of the cloud wall and often leave gaps for models to move through first in the following turn.
      • This is absolutely vital with Grenadiers who want to get reloaded by Trencher Infantry then concealed by the cloud wall they subsequently put in the way.
    • It can be incredibly time-consuming with a caster that already requires a lot of thought. With so many moving parts, you often need a lot of practice with Haley3 in Gravediggers to avoid losing to silly mistakes or running out of time in a tournament setting. Commander Anson Hitch can help some with his tactition ability, but this theme already has a lot of gears turning regardless of caster.
  • A Trencher Blockhouse can double up on the recursion game while offereing some vital protection to blast damage, however having a huge model on the front lines can further complicate positioning.
  • Lack of access to a squire pushes Haley 3 to more of a support role.

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Thanks to the Requisition changes and the changes to Morrowan models in the Oblivion CID, Haley3 has real promise in Heavy Metal. She can bring double Precursors and double Morrowan Archons for a really mean DEF skew, while still being able to get 3 free requistions. This kind of "Flames in the Darkness Lite ©" type of list is sorely lacking in Pathfinder, which Haley Future provides with Ghost Walk.

  • Morrowan Archons - They are the anchor of the list and they hand out two useful buffs. The first is Blinding Radiance, which stacks tremendously with Temporal Distortion. The other is Veteran Leader, which makes Precursor Knights (and possibly Jakes1, too) a bit more accurate.
  • Precursor Knights - With a CA these are the bread and butter unit for this kind of list. They have a good statline, both defensively and offensively, and the combination of Sacred Ward, decent ARM, and extremely high levels of DEF is a real headache to remove for most opponents. They can't run or charge if you give them the order to form a shield wall, but with Tactical Supremacy they can walk then reposition into Shield Wall to cover the same distance as if they charged.
  • Acosta - He's a very happy camper under Temporal Distortion and Blinding Radiance thanks to Riposte. This should help him get to the enemy unharmed, after which he can lay down the pain on the enemy troops.
  • Nearly any warjack in Jakes1 battlegroup that is benefiting from Sidekick, Temporal Distortion, and Blinding Radiance will become a nuisance to hit (melee or ranged).
  • Journeyman Warcaster - He can put Arcane Shield on Precursors, making them very durable under Shield Wall, or even on Haley herself, as she forms a unit with her echoes. Arcane Shield is almost unfair on incorporeal models.
  • Sword Knights - They function similarly to Precursors. All the def buffs are great with Defensive Line and they have their own Veteran Leader Runewood1. In order for them to reach damage levels similar to Precursors under mini feat, you will need melee jacks to set up a flank.
  • Order of Illumination Resolutes benefit from the archons and Temporal Distortion as well, while being great targets for Revive. They lack the speed of Precursor's though and will end up being a second wave.

Template:Header Storm Division has lots of DEF 13 infantry and cavalry, who go up to DEF 15 and have a high native threat range thanks to their dedicated support solos. This is a good fit for her kit.

  • Gwen Keller - She is the lynchpin of any SD list, because she hands out Force Barrier to her fellow Storm Knights, which obviously stack very well with Tempoeral Distortion, making them DEF 17 against shooting.
  • Storm Lances - It can be devastating for your opponent if you can keep bringing them back to life and Ghost Walk allows them to attack and hide freely. Unyielding, Temporal Distorsion and Force Barrier make them super stick to remove.
  • Stormblade Infantry - They are cheap and the hit hard and with all their UAs the bring enough bodies to become a problem with recursion, especially with DEF 17.
  • Jakes1, mentioned above, can also go in this theme.
  • Lack of a damage boost can sometimes be an issue, so consider The Hermit, Ragman, or Gabriel Throne.
  • Stormsmith Storm Tower - Artillery is always a greta recipient for Tactical Supremacy because they are slow. Disruption on the gun lets you very effectively control heavy warjacks by knocking them down with Force Hammer and taking away their ability to shake.
    • Malvin2 can freeze the warjack instead of knocking it down and can be taken without using the merc slot if you run Field Mechaniks.
  • Stormclad - Haley lacks a damage buff, so a natively hard hitting heavy, who generates its own focus is quite attractive to her. It and Thorn also amount to just one point more than her warjack points.

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  • Aiyana and Holt are worth a look as your Mercenary unit choice in Gravediggers for Kiss of Lyliss, as despite all of her tools, Haley3 has no way to increase the damage output of her army.
  • Alexia1 offers some vicious recursion play: Your infantry model dies and Alexia claims the corpse, Alexia turns the corpse token into a Risen, Haley Future then Revives the model that died.
    • Add in a Trencher Blockhouse (if you're in Gravediggers) to really rub it in with its reinforcements (although you can't reinforce and revive the same model).
  • Rhupert Carvolo, Piper of Ord's dirge of mists, stacking with Haley's temporal bubble can make things simply not worth shooting.
  • Do you want to make Haley's unit really aggravating for your opponent? Top off Temporal Distortion and Dirge of Mists with Arcane Shield from the Journeyman Warcaster.
    • DEF20, ARM17 with the option to reduce the damage with Focus...and your opponent has to do it with magical weapons if they want rid of the echoes.
  • Ragman is another way to alleviate Haley's damage-dealing problems.
  • The Hermit of Henge Hold is a potentially interesting pick. He reduces the chances of those random assassinations even more by simply removing a damage roll with Mad Visions. Master of Ruin gives you a damage buff if you really want it. Telemetry makes Past's Chain Blasts decently accurate on a turn-to-turn basis and can even make an unboosted Force Hammer quite likely to hit if combined with Temporal Distortion (Effectively FOCUS 8). Haley Prime's accuracy goes off the charts, but she's most likely to be throwing out offensive spells on feat turn or when Future hasn't been kept in play. Being able to ignore a key damage roll against an echo can help immensely.
  • Grand Master Gabriel Throne is also an interesting choice outside of Heavy Metal. While the pathfinder is redundant, the damage buff is very welcome as is tough. Both of which work on Haley3 as well.
  • Morrowan Archon is already an amazing piece who helps double down on the defense skew and acts as a shield guard for the echos.
  • Dreyfus & Flubbin - They have native flight, so they are a great Ghost Walk target.

Battlegroup

  • Thorn is Haley's character warjack, and available to Haley in any Theme Force. However, Haley Past and Haley Future do not benefit from Haley's Bond, nor can they trigger the Reaction Drive ability, when channeling spells through Thorn. Thorn is a powerful piece, but Haley3 does not necessarily need to bring him.
  • Though Thorn usually fills the roll of Arc-Node for Haley3, don’t forget about the Lancer if you need to save some points. The Hurricane is a good for when you want to sling spells but also bring some serious hitting power.
  • If you’re feeling a little short for focus due to all the fun spells Haley3 and her different iterations can cast, just bring Arlan who can empower a 'jack with one extra focus each turn.
  • If you want her to run a Gravediggers army, consider 2-3 Grenadiers because they can reload without spending focus if a Trencher model is nearby.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Thorn
  2. Warjack: Ironclad
  3. Unit: Trencher Infantry + CA + WA
  4. Unit: Trencher Express Team
  5. Unit: Trencher Commandos + CA + WA
  6. Solo: Grand Master Gabriel Throne
  7. Solo: Patrol Dog

Other

Trivia

  • Released in Warmachine: Reckoning (2015.06)
  • Haley3 is sometimes known as Hal3y, 3Haleys, or Haley Prime. Her echoes are sometimes called "Granny Haley" and "Baby Haley."

Other Cygnar models

Template:Index Cygnar

Video Battle Reports

Rules Clarifications

Template:RC Haley3 & Thorn

Template:FH4
Template:RC Magical Weapon Template:RC Unit of Warcasters Template:RC Reiteration Template:RC Time Walker Template:RC Set Defense Template:RC Domination Template:RC Repudiate Template:RC Tactical Supremacy Template:RC Temporal Distortion spell

Template:FH4
Template:RC Incorporeal Template:RC Raw Talent Template:RC Time Projection Template:RC Chain Blast Template:RC Force Hammer

Template:FH4
Template:RC Reload Template:RC Gunfighter Template:RC Granted Template:RC True Sight Template:RC Ghost Walk Template:RC Revive

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