Wild here back again with another article on Convergence of Cyriss. This time around is the dual focus of both the Clockwork Angels and the Angel Warcaster, Aurora. The second release set of Convergence at the end of July saw both the first unit of Convergence release as well as the first non-construct Warcaster of the faction. It’s also appropriate for them given how Aurora is not only an angel herself, although still fully alive in flesh, but also is the most synergistic with troops. So this time around lets go over the two, focusing first on Aurora.

Aurora is the fastest and most agile, and also the most fragile of the Warcasters. With a statline coming from Legion of Everblight’s own Warlocks averages, she carries with her both a gun and a decent staff, though she isn’t as good of a shot as Syntherion is by one point. Her range with her gun is excellent for a skirmish model, and her POW matches her range, both with melee and range. Even her threat range, not accounting for apparition or True Path, is also the same number. They really focused their design with her offensive stats around the number 12. What makes her tick though is her Field Marshal ability, Apparition. Allowing her warjacks and herself to be completely placed within 2″ of their current location before even activating is quite powerful, extending and influencing how much ground they all can cover. Her melee prowess though is quite impressive, especially when she goes after others who already have Clockwork Angels already engaging them. Gaining a +2 to hit and an additional die for damage, she can take on a number of enemy warcasters very well, and with flight, she’ll get there. As for the Clockwork Angels, they get some nice improvements to their teams of three with gaining Combined Melee Attack when part of Aurora’s list. Her synergy with Angels quite high, being their creator, and her spell list adds on to it more.

The first spell is Admonition, and at first glance you’ll want to immediately cast it on yourself for defense, but her other upkeep takes priority. Instead its better served on a solo or warjack who can avoid melee and strike back right after with Apparition to get into a better angle. The next spell is not impressive, and probably should be avoided unless you fight the Nephilim Soldiers of Legion. Bladed Gale is a Spray 8 POW 13 spell that is tied for her most expensive spell to cast, and again is overshadowed by her support spells. Flashing Blade however is another story. Cheap and efficient, instead of buying a singular attack, just use this spell to attack every enemy model in your melee range simultaneously. And it can be done to free up Aurora so she can charge another enemy model or escape without risk of having a free strike due to the order of movement and actions. Her last two spells, Transference and True Path, are her real defining spells.

Transference, her other upkeep, allows friendly warrior models to spend her focus to boost attack and damage rolls respectively. With a focus of 7 and 1 to upkeep, thats 6 left to use with other models. You won’t always have access to that 6, but when you need that critical hit from troops to land, it’ll be quite needed. True Path is her other spell, granting an army wide +2″ to movement and Pathfinder to all her warrior models. Combined with other models such as the Diffuser, you can easily get an impressive range out of her Angels at a threat of 14.5″. Even the SPD 5 units will get in very close, all of them exceeding 10″ threat. This is all topped off with her feat, granting Refuge at the time they are in her control range when she uses it. The entire army can move up, hit, and then move back and reposition themselves with their SPD value + an additional 2″. Her Clockwork Angels will also get a huge bonus as well, which I will discuss at the end of their section.

That said, the Angels themselves are just as fast as Aurora, with a DEF to match against ranged. However they are flimsy as hell, and will die to all but the weakest blasts. Their RAT though is better than Aurora’s but retain the same MAT. They have all the usual rules of being a Construct in a Convergence army, and have the same rule of flight as Aurora. They do have the additional rule of Combined Ranged Attack, allowing the unit of 3 to act as skirmishers under other warcasters. Their bonus of Combined Melee Attack allows them to get in closer better with Aurora. Their biggest rule addition is Reform, allowing the unit to move 3″. Their weapons like Aurora all have the same value, but its 10 instead of 12 for all three values. The blade does have brutal charge, bumping them up +2 to damage on the charge.

Now then, there is a brutal interaction with Aurora’s feat, the Angels, True Path, and Reform. Under all of these triggers, the following would happen to a unit of 3: Angels charge at 7+3+2 for 12.5″ total, with an add-on of 2 more if a Diffuser was involved. Each one individually swings and hits. As each model finishes their combat action, Refuge triggers, moving them 9″ up thanks to True Path, and then as the last model’s Refuge is completed, Reform then triggers to move the unit up 3″ as a whole. The entire unit will have moved a maximum of 26″ across the board with 9″ being immune to free strikes, flying over everything. Lots of board control with Aurora, and catching your opponent flat footed.

Overall, she’s a strong troop caster, and it shows especially with her Angels, though they are frail. An army of them will lend themselves to be taken out by blasts easily, and shouldn’t be the core of the army generally. Aurora herself is pretty strong, but cannot carry the fight herself. She is the most frail of the 5, and the only small base. She’s easy to screen, but if the opponent gets a bead on her she will fall the quickest. Aside from at most two to three Warjacks, one of them being the Corollary, her army lists will have more troops than anyone else in Convergence. She is a lot of fun, and adds to being a fast army in a faction that on average is no higher than SPD 5 on average.