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The Mechanical Rider


Frostbeard

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I'm pretty damn excited about this model.

1-50 mil base = three counters if killed.

2-Pass through and Nimble can get you half way across the board first turn.

3-Next turn change cycles to the second one, melee expert and brutal. Melee expert a model with the chain spear to bring it into range and then use flurry. (There is not that many models out there that can have an attack action with a flurry added to it. I like this)

4-All of its cycle seems to fit the progress of the game perfectly. Highly mobile to start, then becomes a monster in combat mid game and then turns into really hard to kill with the hard to kill and armor seems perfect to me.

It obvious weakness is it can be pretty squishy even with the one armor but hell i'm in love. Objectives grabber, monster in combat, 3 scraps ... evil looking mechanical chic on a horse .... yup awesome.

What do you guys think?

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I am equally excited, but concerned about her survivability. She's sitting on Def 4 with Armor 1, so she is just as vulnerable as the Steamborg and just as much of a bullet magnet, without steam cloud. Her biggest strength is her speed, which would go to waste if she stuck around Ramos for Arcing Screen. Turn 3 and onward she can sit in her defensive cycle, but that is just more reason for your opponent to kill her before then.

While using her as a beatstick will work great, she might be better used as an early game objective grabber. If she is deployed away from the rest of the crew, she can run out and light dynamite/destroy evidence/whatever, then turn around and hit the enemy crew in the flank. If your opponent sends something to try to stop her she should be able to kill it, and if he commits enough models to make sure she dies the rest of your crew can take advantage of the opening.

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My only issue with the Mechanical Rider is that mine hasn't shown up in the mail yet. :)

After using the Hooded Rider, I'm stoked for the Mechanical Rider. As cool as the Hooded Rider can be, the Mechanical Rider is much more readily applicable. Nimble + Flurry is an awesome thing, and her other mode bonuses are very nice.

More than anything else, it'll be great to have a somewhat durable model (for it's cost,) that can scream across the board and threaten the enemy/claim objectives.

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The riders, love the models and love the fluff behind. Rules wise I think they are fantastic pieces. The issue is getting the most out of each of the riders requires as it does with most pieces a plan. The mechanical rider is very interesting piece, this is one of the fastest riders in the game thanks to nimble being able to mounted combat push 10" and then move an additional 6" is brilliant. This helps to mitigate its poor defense and low base armor. I think as an early flanked objective hunter that then starts picking off models weakened by the crew it could be very effective. As with most archanists not named corphyee duet you want to keep this model out of danger til your ready to bring pain as a group. All the riders are calvary so please don't treat them like the light bridgade. Give the riders a chance

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I used my Mech Rider a couple days ago, she was awesome, until he got hit in the face by a summoned shikome and died really easily...

In fairness, there isn't much that's going to survive the attention of a summoned Shikome. ;)

Aside: my Marcus warms himself with Shikome coat, made from the many times he's had to club one to death after it appeared and tried to rip his face off.

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In fairness, there isn't much that's going to survive the attention of a summoned Shikome. ;)

Aside: my Marcus warms himself with Shikome coat, made from the many times he's had to club one to death after it appeared and tried to rip his face off.

It took Kirai 3 summoned shikome to eventually kill Kaeris :P

And my Marcus has killed a few too :D

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It took Kirai 3 summoned shikome to eventually kill Kaeris :P

And my Marcus has killed a few too :D

Kaeris is a special case. Flaming Armor and Soulstones go a long way to making one more survivable. ;)

Between her and the Mechanical Rider, Arcanists now have two very solid 8 SS options. Now we just need something(s) to fill out the 5 SS slot a bit more - right now its Hoarcats and LSPAs (and wonderful Silurids with Marcus, but he's cheating.)

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I tend to pay an extra SS and go for the soulstone miner over either of those options, but does leave a decent minon 'gap' in 4-5 (I don't rate gamin, or the 5ss ones), but luckily I play Marcus...

I also see Kaeris as a roughly 13-14ss model as you have to max out your cache if taking her as a minion (1-2), and then a student (4), and then her (8), so I don't see her as an 8ss minion, but then we have bears, cats, blessed etc.

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Mechanical Rider is, imho, the best rider. It's ultra fast, it hits hard, but its a glass cannon.
Still relatively new to the game, but isn't glass cannon the theme of the Arcanists? At least playing with 'Tina, my crew can dish it out, but rarely can we take it. (Of course, the idea is you don't let their melee specialists close, but no plan survives contact with the enemy.)

As for the Mechanical Rider, I do have Ramos, and so will eventually buy it. Besides, the power cycle make for a versatile minion.

Ramos and Rasputina are the reasons I'm playing Arcanists. Ramos had all these great steampunk contraptions in his box, and I thought Rasputina is a great sculpt.

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I tend to pay an extra SS and go for the soulstone miner over either of those options, but does leave a decent minon 'gap' in 4-5 (I don't rate gamin, or the 5ss ones), but luckily I play Marcus...

Getting off-topic, but my biggest gripe right now is that the 5-6 SS bracket for Arcanist is weighted towards the Special Forces models, which is a pain with list construction sometimes.

Gunsmiths, LSPAs, Kaeris, and the Soulstone Miner are all solid options for their costs, but they're all M&SU, which can make it tricky if you want to take multiples without the Henchman (fat chance :P) or if you want to mix with other Special Forces. The latter one is a bigger issue with Marcus, since he can take something from every Special Forces set, but with the Arcane Effigy it's an interesting choice for everyone.

I'm hoping the next book brings more generic minions, because that would be super swag. :)

Back OT: I also like how the Mechanical Rider is packing a ranged attack. It's nothing crazy-good, but its another option, and the trigger could be a good way to "fish up" another model for the rest of your army to eat.

And with Nimble (which you could hold onto for awhile if you wanted to,) you could really stick and move with her ranged attack.

Damn I hope she shows up today.

Edited by Nephalumps
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Still relatively new to the game, but isn't glass cannon the theme of the Arcanists? At least playing with 'Tina, my crew can dish it out, but rarely can we take it. (Of course, the idea is you don't let their melee specialists close, but no plan survives contact with the enemy.)

As for the Mechanical Rider, I do have Ramos, and so will eventually buy it. Besides, the power cycle make for a versatile minion.

Ramos and Rasputina are the reasons I'm playing Arcanists. Ramos had all these great steampunk contraptions in his box, and I thought Rasputina is a great sculpt.

not really, they are kinda tough because they have some armor,

the real glascannons are neverborn, but try to hit them,,

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