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Arcantrik Force Generator
arcantrik force generator
Arcantrik Force Generator - Retribution Battle Engine
The arcantrik force generator is a massive engine of war that houses one of the most devastating and complex weapons in the arsenal of the Retribution of Scyrah. Its teleforce cannon, which fires concentrated bursts of kinetic energy, represents the very pinnacle of Iosan arcane science. Blasts from the force generator shatter anything they touch, reduce the ground to craters and rubble, and fling enemies aside like broken dolls.
Slow SPD, high RAT, laughable DEF and high ARM with 20 damage boxes.
- Very long range with high POW.
- When choosing to make ranged attacks, pick one of the following:
- Gains a bonus to POW and medium AOE, which remains as rough terrain for one round. Exists for battlefield control, with the secondary role of picking off high-DEF, low-ARM targets with that AOE.
- Make 2-4 shots, counting as 1 ROF. Best used against heavy infantry, but can threaten a caster given the chance.
- Useful to set up a hard target like a 'jack so your melee units can get at it, or when you have a nice slam-line.
- Can't be charged or slammed in its front arc.
- If the AFG aims, both it and any myrmidons in B2B get +2" RNG.
- Blocks line of sight, which can be useful. It doesn't have a way to get focus.
- The only defense it has in close combat.
- No need for CMD checks.
Thoughts on Arcantrik Force Generator
The Arcantrik Force Generator provides a variety of battlefield applications that are significantly different from taking a second Myrmidon. Its point cost makes it a prohibitive choice at 35 points, especially given that (as a Huge-based Battle Engine) almost every single enemy on the battlefield can fire at it. It is a valuable asset in higher point games, however. The AFG's main purpose is as an artillery construct but it has some support potential with Range Booster. As a Battle Engine with a huge base, it can easily be used to block fire from very shooty units such as
but also cannot hide in forests or gain cover. Pretty much the only thing that can block line of sight to the AFG is another battle engine. Arcanists will help to keep it alive, which may be necessary if your opponent is trying to whittle its life down over time.
It also has no way of boosting its attacks; it can't gather focus, souls, or anything else. You're only likely to gain boosts or extra attacks under the impetus of a feat. It is also very squishy and relies on Gunfighter to protect itself, not so useful when it can't make additional attacks (outside of Rapid Fire); do not let the enemy anywhere near this thing if you have the choice.
Using the AFG to its full potential requires your army to have a solid firebase, but that doesn't mean it only works with ranged-focused warcasters. A great setup for when you have a melee-focused warcaster is to have two Arcanists hanging around a pair of big guns (such as a
), and then have them form a firebase with the AFG. The Arcanists can knock off any damage the 'jacks take and provide focus to the 'jacks, while the lot of them are blasting away at an absurd range. The best part is that the AFG will draw attention away from your 'jacks, letting them charge forwards as a second line if the AFG bites the dust.
Word of caution when facing foes with Telekinesis: a foe can easily turn the AFG around to bypass Polarity Field. Just keep your distance and kill the arc nodes.
If you choose Rapid Fire, then you do not choose additional types when resolving the individual Rapid Fire attacks.
Feat - Further increases its accuracy, making it possible to hit nearly anything. With
, you can potentially move up to 8" due to
Snipe - Allows you to aim up to 20", which should be pretty much anywhere on the battlefield.
Vortex of Destruction - Allows you to boost damage rolls against targets near Ravyn. With the AFG's high accuracy, this can be a reliable way of destroying targets with low DEF.
Feat - Increases damage, which is especially noticeable when using
Shatter Storm - When combined with
, this can cause significant AOE damage and can easily clear out tightly-packed infantry.
Inviolable Resolve - Pretty much Vyros's only synergy with the AFG. The AFG already has high ARM, and increasing it makes it even more difficult to kill.
Feat - One round of denied shooting helps keep the AFG alive once your opponent starts to focus on killing it.
Banishing Ward - Against certain casters, this will save the AFG from being nullified or killed by various debuffs or powerful, long-ranged spells.
Telekinesis - Adds escape abilities, the option of moving 2" and maintaining the ability to aim, and the possibility of more accuracy if the enemy model's back is turned.
Force Hammer - Shooting at knocked down targets means that you're very rarely going to miss. This is useful when using
(chances are you're going to miss at least once) and
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arcantrik force generator
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