Fresh To War: Uboxing the Warmachine New Releases for May 2017

Privateer Press has a new batch of fightin’ bastards to liven up the ranks of numerous factions! This month’s offerings hail from not one, not two, but four warring coalitions from the Warmachine line. All solos too. As always I’ve linked each new selection to their corresponding page on the Miniture Market webpage, my personal favorite shopping spot for all things Warmachine & Hordes. So pull up a stool, because your old pal Uncle Grumps is going to bend your ear for a moment or two and give you his thoughts on these combatants. – Melvs

What’s up, Jerks?  Your friendly neighborhood Uncle Grumps is back with another quick look at some new releases from Privateer Press.  We have a varied selection of solos to scope out so let’s get started!

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First up, we have the Deliverer Arms Master:  

32122 Deliverer Arms Master

From Privateer Press’s website:

“Few deliverers survive long enough to gain true mastery of the weapons they wield, but those who do can earn the distinguished title of arms master, directing their charges in combat from the back lines. Tasked with the upkeep and repair of Skyhammer rockets and Sunburst artillery, they also train the faithful in the use of these devastating weapons.”

The Deliverer Arms Master has a similar stat line to the Deliverer Skyhammer unit.  His MAT, RAT, DEF, and ARM are 1 point higher and his CMD is 2 higher.  He also has the Tough ability.  The Master is armed with a short range, POW 12 fire bomb that causes the Fire continuous effect on a crit.  He also has a POW 7 sword, but if you’re using this something has most likely gone terribly wrong.  The Arms Master has two special ability actions.  The first is Combat Coordination [Deliverer] which allows a Deliverer model in the Master’s command range to re-roll one attack or damage roll.  The other is High-Angle Fire which gives a friendly Faction model’s ranged, AoE weapons Arcing Fire.  (Arcing Fire allows a model to ignore intervening models further than an inch away when attacking.)  The Arms Master also has the Veteran Leader [Deliverer] ability which grants +1 to attack for other Deliverer models in this command range.  

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The Deliverer Arms Master greatly increases the effectiveness of several of the Protectorate of Menoth’s ranged options.  The most obvious is the Deliverer Skyhammer unit.  Combat Coordination allows the primary attacker in a Combined Ranged Attack to re-roll his attack or damage as necessary.  Additionally, the +1 to attack rolls helps offset the -4 penalty from Inaccurate.  Keep in mind that these abilities can also be applied to the Deliverer Suburst Crew unit.  Veteran High-Angle Fire can help your models with AoE ranged attacks reach vulnerable parts of your opponent’s army.  Keep in mind that High Angle Fire will work on any friendly Faction model.  The Judicator, Revelator, and Vanquisher could all greatly benefit from Arcing Fire.  The Deliverer Arms Master is a solid support solo and an auto-include for anyone who wants to get the most out of Deliverers.  

Next up is the Winter Guard Artillery Kapitan:

33123_Winter Guard Artillery Kapitan_WEB

From Privateer Press’ website:

“The artillery kapitans of the Winter Guard understand the true strength of Khadoran artillery. Under their command, crews lay down fearsome barrages just ahead of their advancing troops, decimating enemy lines while creating a chaotic environment that Khadoran forces can turn to their advantage. Often friendly troops are caught in these blasts, but a kapitan knows such losses are a necessary price of victory.”

The Winter Guard Artillery Kapitan has the same stat line at the members of the Winter Guard Infantry with the exception of 1 additional point of STR, MAT, RAT, and CMD.  He is armed with the traditional Winter Guard Blunderbuss and Axe.  He also has the tough ability.  The Artillery Kapitan has access to three special action abilities.  The first is Artillerist which gives a friendly Faction model in his command range +2 RAT on its next ranged AoE attack.  The model affected is also able re-roll the direction or distance if the attack doesn’t directly hit and deviates.  The Close Fire action gives a friendly Faction weapon crew unit the Clear! Ability.  Clear! causes ranged attacks from the affected model to automatically miss friendly models.  (And before you ask, yes the exclamation point is absolutely necessary when discussing Clear!)  Finally we have Fire & Displace which gives a friendly Faction weapon crew Reposition [2″].  

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The Winter Guard Artillery Kapitan brings an interesting mix of abilities to the table.  Fire & Displace greatly increases the mobility of both the Winter Guard Mortar Crew and the Winter Guard Field Gun.  Reposition [2”] can help these units line up a shot for next turn or keep some distance between them and the enemy.  Artillerist is an extremely powerful ability that can help any of Khador’s ranged options.  Putting Artillerist on a Victor will partially eliminate the Inaccurate penalty of the Siege Mortar, and if you do miss, the re-roll on the deviation will help ensure that the 5” AoE lands where you need it.  The Conquest, Destroyer, and Mortar Crew all benefit from Artillerist in similar ways.  The Winter Guard Artillery Kapitan is a powerful support solo that will give you plenty of bang for your buck.  (I couldn’t resist)

The next solo that we’ll be looking at is the Venator Dakar:

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From Privateer Press’ website:

“With exaltation a remote hope at best, the ruthless warriors of the Venator caste take to the field for survival and victory instead. Relentless and cunning, Venator dakars are stern leaders with exacting standards. Under the watchful eye of a dakar, other Venators march quickly and take precise aim, proving they are every bit as skilled in dealing death as the more respected warriors of the skorne.”

The Venator Dakar has a similar stat block as a Venator Reiver with the only differences being his higher RAT and CMD.  The Dakar is armed with the standard Reiver and Sword but the Weapon Master ability on his Reiver means he can dish out more damage than a standard Venator.  The Dakar has two special action abilities.  The first is Combat Coordination [Venator].  The ability works just like the Deliverer Arms Master’s Combat Coordination but it affects Venators instead of Deliverers.  The second special action is Desperate Pace [Faction Weapon Crew].  This ability grants +2” of movement to a friendly Faction weapon crew in the Dakar’s command range.  The Venator Dakar also has the Veteran Leader [Venator] ability which gives friendly Venator models in the Dakar’s command range +1 to attack rolls.  

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Just like our previous two entries, the Venator Dakar is a ranged support solo.  Combat Coordination can help you Venator Reivers land an important combined ranged attack.  It’s also handy for increasing the accuracy or damage of the Venator Catapult Crew and the Venator Flayer Cannon Crew.  The Venator weapon crews also greatly benefit from Desperate Pace.  An extra 2” of movement may not seem like much but the added threat range can take your opponent by surprise.  Veteran Leader provides a +1 to hit for every Venator within nine inches of the Dakar.  This includes the two weapon crews, the Reivers, and the Venator Slingers.  I highly recommend bringing a Venator Dakar if you want to get the most out of the Skorne’s Venator units.  

Last, but not least, we have the Hellslinger Phantom

34136_Hellslinger Phantom

From Privateer Press’ website:

“A malevolent specter born of Cryxian magic, the Hellslinger Phantom bears a striking resemblance to the Cygnaran warcaster Allister Caine, and rumors suggest it was made from a sliver of his very soul. The Hellslinger Phantom mimics Caine’s style on the battlefield, firing runeshots akin to the ones employed by gun mages. First spotted in a remote town in northern Cygnar, the phantom slaughtered a large number of innocent civilians, and now every day it roams free, the body count grows.”

It looks like Caine has been moonlighting as a pistol wraith.  Speaking of pistol wraiths, the Hellsinger Phantom has the same stat line as a standard wraith but with +1 RAT, DEF, and ARM.  The Phantom also shares the pistol wraiths’ Undead, Incorporeal, and Gunfighter abilities in addition to Soul Taker: Body Count which allows the Hellsinger to claim enemy souls and Strength of Death which allows it to spend soul tokens to boast attack and damage rolls.  The Hellsinger Phantom also has the ability Swift Hunter which lets it move 2” after destroying an enemy model with a ranged attack.  The Phantom is armed with two Wraithstorm Pistols.  These mid-ranged, POW 12 guns have three different attack types to choose from when making an attack: Critical Grievous Wounds which causes models that are hit to lose tough and the ability to be healed on a crit, Ghost Shot which ignores line of sight, concealment & cover, and Incendiary which changes the damage type to fire sets models hit ablaze.  On top of all this, the Pistols also have Reload [1].  This allows the Phantom to make 1 additional ranged with each pistol per soul token spent.  

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The Hellsinger Phantom excels at hunting down enemy infantry.  The Phantom’s first order of business should be to gather souls to make the most of Reload and Strength of Death.   Just be careful after attacking.  The Phantom loses Incorporeal after making an attack leaving it open to retaliation.  Swift Hunter can help keep you safe by allowing you to re-position after destroying an enemy.  This combination of powerful abilities makes the Hellsinger Phantom one mean combat solo.  

Well folks, Old Man Melvin is tapping his foot and glaring at his pocket-watch* which means it’s time for me to wrap things up.  ‘Til next time!

– Uncle Grumps

*Melvin does not own a Pocket Watch but now wants one.

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