Saturday, November 9, 2013

Cygnar: Perils of Allistair Caine pt. 2

Allistair Caine.  Hate him or love him, he's probably got more personal warcaster kills under his belt than any other Cygnar caster out there.  In my previous post I talked about the first game I played against Cyriss and discussed the army lists that were used.  Now it's time to discuss the second game.
Here's what the board looked like at the end of the second game:


This second game was more decisive than the previous.  Caine was able to sneak in and leave Syntherion with only 3 health left using his feat.  Ryan from the Black 13th got the final shot in that killed the opposing caster.  Despite winning I still only managed the caster kill with my very last shot of the turn, and I definitely made some mistakes.
  • Reinholdt wasn't able to give Caine a free shot on my feat turn.  He was just too far away. The little gobber can be fiddly to use.  Reinholdt needs to activate before your warcaster so you can get an extra shot, but also needs to end up in a position where he'll be able to get to your warcaster next turn.  Caine is a fast moving dude and can often outpace the little guy.
  • The warcaster kill was a very close thing.  The last possible shot of my turn rolled exactly the number necessary to kill the opposing warcaster.  I should have activated Caine before the rest of my army so that if the assassination failed I would be able to use the rest of the army to secure his safety.
So in the interests of improving my game, here are some things I (and you!) can do to improve the Caine game.
  1. Be wary of high ARM targets.  Caine's feat is great, but if you're putting shots into 18+ ARM you should think twice.
  2. Move Caine minimally.  This will let Reinholdt keep up with him and help keep Caine himself safe from retaliation.  Use your ability to measure Caine's control area to position yourself exactly where you want to be.
  3. Activate Caine first on the feat turn.  Unless you need an effect from another element of your army use Caine first.  After his activation is over you can evaluate the situation and determine if the rest of your army can finish the job or needs to move to protect him.
  4. Always assume that your opponent can reach you.  Even if the opposing army looks slow you should assume they have some way of improving their charge distance.  Keeping this in mind will mean that you're never surprised by the mobility of your opponent.
I think that's enough things to try to remember for my next game.  What do you think are some rules for Caine to live by?

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