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Saturday, June 28, 2014

Saturday school: Diffuser light vector tactics

In an earlier post I discussed tactics with Forgemaster Syntherion, a warcaster in the Convergence of Cyriss .  Today, I'll look at the Diffuser light vector and what it brings to each warcaster in the Convergence.

In general, the three lights all share a similar three-legged chassis as well as goofy names (Diffuser, Galvanizer, Mitigator).  They also have all-around vision, which is really useful for positioning and drawing LoS.  They also share average defensive stats and 20 damage grids.  Light vectors aren't the most durable warjacks in their class, but with the abundance of repair that the Convergence has access to they can stick around for awhile.


So, what makes the Diffuser worthwhile?  Alone, it is pretty underwhelming.  However, when used in the clockwork fashion that defines the Convergence, wonderful things can happen.

Diffuser

It's a hard choice to pick a favorite light vector, but if you twisted my arm I'd have to say the Diffuser.  This little machine is outfitted with a wimpy bash attack and a Homing Ripspike, which is about as pleasant as it sounds.  It's got a good enough RNG and POW to threaten most everything except for heavies, but that's not the only thing it's good for.  The first awesome thing about the Homing Ripspike is Luck, which allows missed range attack rolls to be re-rolled.  Even when the Diffuser has an awful RAT from Axis or Lucant, it can still hit pretty reliably.  Even better, when the spike hits (and it will) the target is affected by Beacon.  This allows friendly constructs to charge without spending focus and extends the range they can charge from.  This is something Convergence heavies definitely need!

Warcasters that work with the diffuser

Syntherion: The Diffuser plays really well with Syntherion, as discussed previously.  The Diffuser's Beacon compliments Magnetic Hold, which will give vectors a substantial (4") boost to charge distance.  Plus the Diffuser has both a ranged and melee attack, which allows it to gain the most from feat turn.  Even if the Bash attack is wimpy (single digit P+S) it can still contribute to Synergy.

Axis:  Even with a horrible RAT, the Diffuser can still hit reliably thanks to Luck.  Axis should take 1 (2 if points allow at larger games) to extend his battlegroup's threat ranges.  This is a great compliment the board control Axis is capable of.

Lucant: Lucant's RAT is one up on Axis, which makes the Diffuser that much more effective.  Like any other caster, an increased threat range is good.  The Diffuser also gains Shield Guard in a Lucant list, so it can cover more valuable targets from ranged attacks.

Aurora: Given her massive threat ranges and affinity for Clockwork Angels, Aurora may not play the best with Diffusers, despite being one up on Lucant in terms of RAT.   Still, Field Marshal [Apparition] allows the Diffuser to get into position easily, which will not only benefit the vectors Aurora usually takes (floating heavies) but also the Clockwork Angels.

Directrix: With a RAT on par with Syntherion and a high FOCUS, Directrix makes great use of Diffusers.  Also, the Diffuser functions as an Arc Node, which allows great synergies with Directrix's spells.  She can cast Backlash, Domination, or Shrapnel Swarm through the Diffuser, then have the vector mark the compromised model with Beacon.  This opens up a compromised model or group of models to even more punishment!

Class dismissed!

That's all I have for this edition of CoC tactics, but there is more to come with the other light vectors as well as the Cipher, the workhorse of the Convergence.  Also, my Tau are preogressing fairly nicely, so keep an eye out for some WIPs!


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