Saturday, May 9, 2015

Father Lucant: Papa don't take no mess

"Papa didn't cuss / He didn't raise a whole lotta fuss" 

With the welcomed addition of a new daughter into the family, pi baby no less :P, I won't be able to stop by my local game shop in the near future, so I'll post about the Papa Lucant. QUEUE JAMES BROWN!!!






Father Lucant was the Warcaster that I decided to play when I committed to Convergence of Cyriss. His story, play style and model were all fantastic and as we all know, Father knows best. Lucant is the reason the Convergence is the way they are. He perfected the way to transfer the mortal soul into the Clockwork Vessels that the faction is known for. He was the first to do so with his own soul to survive the destruction of the Foundry of Enumeration. His play style all shows how he is about surviving and and protecting his troops. Let's dive into them.

Spell list
  • Deceleration
    • This spell grants a decent boost to the DEF and Arm against ranged attacks to all friendly models that are in his control area. This is a non upkeep spell with a moderate cost but a lot of spells are not upkeep spells for a reason. with the increase to DEF and ARM, you can run a more melee oriented army are you don't have to worry about out shooting your opponent but it does not make your army impervious to shots as magic ranged attacks and models with blessed weapons just bypass this spell completely. Overall it is still a great spell worth casting every turn you are not engaged in combat.
  • Positive Charge
    • it is a low cost, short range spell that target a friendly Vector. it give the affected model a decent boost to the attack and damage rolls of melee attacks. This spell has a very cool secondary affect. friendly models that are within a few inches of the Vector effected by Positive Charge also get the same boost. This spell is a clear indicator that Lucant is a more melee brick style Warcaster and likes his army to play out that way. 
  • Dissolution Bolt
    • Low cost and with medium range, this spell is an OFFENSIVE spell that does good damage for a spell. when it hits, it stops the model ability to channel spells. This is spell is to put a hamper on pesky arc nodes that your opponent might be fielding to disrupt your army's advance or cheeky assassination attempts on Father Lucant. this is a very situation spell to be honest and will most of the time not be used but good to have.
  • Watcher
    • a moderate cost UPKEEP spell that allows you to make a full advance and a single attack on an enemy model that ends it's activation within 6 inches of Father Lucant. This is Lucant only UPKEEP spell and is really useful in the later stages of the game and both forces will be up close and personal with each other. This is an amazing spell to use when you have an Inverter Vector in your battlegroup as this allows you to use the Macropummeler to stop the enemy model that is gunning for Lucant
  • Purification
    • A moderate cost spell expires animi, continuous effects and upkeep spell. this spell can completely shutdown some warcasters and warlocks. Kreoss1, Abyslonia1 and Deneghra2 come to mind. This spell is powerful and is the reason why Father Lucant is taken into the tournament scene as he is the only Warcaster in the Convergence with this spell. Remember, this spell will also cause Watcher to expire, which means it's usually best to not upkeep Watcher when you are going to use Purification.

Overall his spell list allows him to run a melee-centric army with a nice mix of Vectors and Troops but there is something I'm forgetting... OH RIGHT, his feat.

Feat
  • Clockwork Reinforcement
    • For one turn, models in Father Lucant's control area gain a large bonus to ARM and all repair skill checks automatically pass. whoa, this is allows Father Lucant's army to take the brunt of an opponent's alpha strike very well, which allows for a battle of attrition to swing in your favor is used properly. this means, on a feat turn with Deceleration cast, your army will be at +6 against ranged attacks. which is going to be really hard for opposing shooting army to handle that turn. this has to be used at the right time as you want to minimize the amount of damage your army takes during your opponent's alpha strike. this is a really great feat.

Father Lucant

Now, let's talk about the father himself. He is a Clockwork Vessel with Def 14 and ARM that is one point more than our light vectors, which makes him hard for non elite troops to hit or damage him. Lucant is on a large 50mm base, Making it rather difficult to screen him with anything that isn't a Heavy Vector, Colossal or Battle Engine. this would be a bad thing for most Warcaster but he has some tools to keep him alive long then other large base Warcasters.

  • Field Marshal [Shield Guard]
    • What a great ability for a large base Warcaster to have. This allows you to use light Vector, heavy Vectors and even the Prime Axiom to take the shot that was meant for Father Lucant. this almost complete removes the need to screening in the early game, as you will usually only see one shot directed toward Lucant in the first round or two. This however, does not mean that he is invulnerable to shooting, as Shield Guard can only be used once per round.

Lucant is also a construct, which allows him to be repaired in a faction that has an abundance of repair models. Pathfinder is another ability he has, which will allow him to go where he needs to be without worrying about terrain. Father Lucant has some amazing tools to keep himself alive deep into the late rounds of the game but do not get me wrong, the old man can pull his own weight in melee combat as well.

His only weapon, Apogee, is a high POW weapon. Combine that his is astounding STR of 9, he is usually roll straight dice for damage on most light Warjacks in the game. Remember, he also has Positive Charge that can be cast on a Vector near him, which puts Apogee's P+S at a breathtaking 18. This is absolutely shocking when you consider that Lucant, in the lore, is 240 years old. He can strap Heavy Warjacks on his own in a single turn if he needs to. Now if Father Lucant is ever in the situation that he has to go toe-to-toe with an enemy heavy Warjack AND still doesn't destroy it, Apogee has two ability on it that will help, Reach and Stall. Reach allow father to be in melee range of models that do not have reach and denies that charge from them. Stall... STALL! When Father Lucant hits an enemy Warjack with Apogee, the Warjack's DEF becomes 7 and can not run or charge. yeah, Papa don't take no mess from enemy warjacks.

As you can see, Father Lucant is really the ideal father. Protect his army to get up the table and able slap the taste out of any model that tries to do harm to his family. Overall I love Lucant's rules and model, although, pinning is a thing you have to learn when putting this model together. I hoped you got some good information from this post. Now that I think about it, I mentioned the Inverter as a good model to use Watcher on and the Prime Axiom in his Field Marshal details... hmm, I'll have to make a posts about these Vectors next it seems. Until next time.



Images originating from the Privateer Press website are © 2001—2015 Privateer Press, Inc. All Rights Reserved. WARMACHINE ®, HORDES, and their logos are trademarks of Privateer Press, Inc. Images and trademarks used without permission. 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 Privateer Press, Inc. and © 2000-2015 Privateer Press. Some text and images presented here are the property of Privateer Press, Inc. This website is unofficial and is not endorsed by Privateer Press.