Our next theme force up is for the Convergence of Cyriss. Clockwork Legions is a theme based around the infantry units of the Convergence.

Those of you who have played the previous editions will notice the return of Field Allowance: 4 Enigma Foundries, allowing a strong recursion game in this theme force; it’s primarily what this list is constructed around.

Armies built with the Clockwork Legions theme force can include any and all of the warcasters available to Convergence, though some utilize the benefits better than others. I personally prefer this theme force with Lucant, Aurora, or Axis. It also has the option for all of the different Vectors (as Convergence warjacks are known) available, all priest model/units, and any construct units or solos with the Soul Vessel rule.





This theme force is deceptively fast for an army of mostly SPD 5 models because all the Shield Wall units gain Advance Move. Couple that with the Vengeance special rule applying to all the medium-based units, and this army can get up the table quite rapidly, especially against ranged opponents.

This theme force also has some very interesting and diverse builds. With Aurora, I like taking 30 Obstructors, 20 Reductors, two units of Clockwork Angels, and an Enigma Foundry, maxing out my free points to pull in three more Foundries. You can take free solos or command attachments for every 20 points of units in your list. That said…you’ll find quite the opposite list below!





Father Lucant, The Divinity Architect [+28] Corollary [6] Diffuser [6] Diffuser [6] Galvanizer [5] Galvanizer [5] Galvanizer [5]

Enigma Foundry [4]

Enigma Foundry [0]

Enigma Foundry [0]

Enigma Foundry [0]

Reciprocators (max) [18]

Reciprocators (max) [18]

Eradicators (max) [15]

Clockwork Angels [5]

Clockwork Angels [5]

Clockwork Angels [5]

I’ve built this Lucant list to show off all the benefits in this theme force. Advance Move gets your Reciprocators up the board quickly, allowing them to apply or respond to scenario presence. Because you have so many warjacks with Lucant, you can usually run the Reciprocators into enemy guns on turn one and simply Shield Guard the higher power ranged attacks that would prey upon the Reciprocators not benefitting from Shield Wall. Any shots that do sneak past can simply be repaired or replaced via the Enigma Foundries. The Eradicators are also resilient against ranged attacks with their Shields Up special rule, making them a cool ARM 20 against ranged attacks, thanks to Deceleration from Lucant.

The Clockwork Angels in this list serve as your skirmishing and contesting units. Being able to poke with them and clear charge lanes or harass light infantry with their ranged attacks or even being able to threaten a charge makes them the perfect choice to hold down the front lines while the rest of your army positions itself to start scoring control points or engage the enemy.

Lucant’s battle group may look odd to a lot of people, but it’s very specific in its cause. Galvanizers can not only pitch in a little bit of melee damage when needed but are also Shield Guards, thanks to Lucant’s Field Marshal. With their Repair skill, they can keep all of these medium-based infantry in tip-top shape if they survive attacks or after the Enigma Foundries start returning models to units. The Diffusers, while only being RAT 3 with Lucant, are more accurate than most give them credit for, thanks to their special rule Luck. With the re-roll provided, they can reliably land their Homing Ripspike, allowing all of your units to threaten a very solid distance of 11˝ or 12˝ (and even farther for the Clockwork Angels!). If you’re up against a particularly hard-to-hit or high armor model, any of your ’jacks can easily run into position to have Positive Charge cast on it, giving this army some very impressive MAT or P+S scores for any situation you may need to answer.

I like to hold Lucant’s feat until the turn I charge in, giving all of my models +4 ARM. If you are going to make a particularly devastating charge, however, it can be always used earlier. Reciprocators can surprise an opponent with an early feat, clocking in at an impressive DEF 14 ARM 24, thanks to Set Defense, Shield Wall, and Clockwork Reinforcement (Lucant’s feat). Many heavy warjacks will have a hard time taking down more than one Reciprocator under all of these stacked buffs.





Orion, currently in CID, also really flourishes in this theme force! Considering his ranged capabilities and a very strong feat for Reductors and Perforators, I’ll be excited to see what the players come up with in using him.

Until next time, I’ll see you all on the CID forums!