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Tactical Arcanist Corps
Tactical Arcanist Corps – Rhulic Unit
The Tactical Arcanist Corps always work in threes. They undergo training and drilling together until they can meet and even exceed the exacting standards imposed by the Brand of Odom for Rhul’s elite battle mages. They defend those they are contracted to protect with scorching salvos of arcane fire, incinerating those that challenge them.
A player may field up to two Tactical Arcanist Corps units in a Cygnar, Khador, or Mercenary army.
The Tactical Arcanists have standard Dwarven turtle speed, reasonable MAT, irrelevantly low RAT, low DEF and high ARM. In short, they are easy to hit, hard to hurt and not shabby in melee. But it's not the statlines that you buy these guys for.
Weapons and Attacks
– This weapon has decent P+S.
– When you destroy an enemy, you light nearby enemies on fire.
– When they kill something in melee, they can cast a spell!
– They won't burn themselves!
Magic Ability 
Flame Blast (★Attack)
— A standard range fire blast, this spell has the
Smoke Bombs (★Action)
— Same as the good old smoke grenade, but as a spell, they can use it in conjunction with Battle Wizard.
Vortex of Flames (★Action)
— This puts
on this model, so enemies that end movement nearby start to burn, baby, burn.
Thoughts on the Tactical Arcanist Corps
While slow to advance (like every dwarf
), they pack a certain punch when they get into the action. They are quite survivable with their smoke grenades, and can deliver the pain at range with their good magic ability. The mix of Flame Burst and Battle Wizard is heavily geared toward the destruction of massed infantry. Even Shield Wall units can drop in windrows, since they burn like dry bramble to under Continuous Fire. If you can catch a warcaster in there, the Corps has more than paid their cost!
More importantly, they are a fantastic shielding unit. Smoke Bombs can break LoS for themselves and anything behind them, shielding whole sections of your army from ranged attacks. Cygnar players can now put forth silly amounts of smoke should they wish. But it is the Mercs who gained the most. These guys work best near
other Dwarf units
, providing cover with Smoke Bombs until they get into melee. They also add some much-needed anti-incorporeal options to mercenaries—especially when playing a Searforge Commission. Rhulic forces have long lacked magical attacks and weapons. No more.
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Privateer Press, Iron Kingdoms, The Witchfire Trilogy, WARMACHINE, HORDES, Warcaster, Warjack, Cygnar, Khador, Cryx, Menoth, Protectorate of Menoth, Protectorate, Trollblood, Circle Orboros, Legion of Everblight, Skorne, Full Metal Fantasy™, Steam Powered Miniatures Combat, Monstrous Miniatures Combat and all other character names, their distinctive likenesses, and faction symbols are property of
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