Why I Left Nemo3 for Siege and Why I Don’t Look Back

I’ve been playing Cygnar for a while now, but for the longest time Nemo3 didn’t interest me. I recognized he was good, but I think it was more a combination of me liking the idea of guns better than lightning, plus our meta already ‘had a Nemo3 player’ and I wanted to be different.

About 4 months ago I finally bought a few more fireflies and started playing Nemo3 competitively, and wow was I impressed. The power and interesting things you could do with lightning attacks and electro-leaps, and how it was cranked up to 11 with Nemo3 feated. In a word, it was awesome, and I did extremely well with it. But there were some issues…

I found that when I lost it was normally because Nemo3 got assassinated, plus I was having a tough time dealing with top Cryx players running Ghost Fleet/Dark Host, and anything with a cloud wall posed an interesting challenge that I could only mitigate so far with electro-leaping off my own models. Wanting to find the answer I looked through all of Cygnar’s warcasters, and eventually found myself surprisingly liking the look of Siege1.

I had played a fair amount of Siege in Mk2, but like most had left him to collect dust when Mk3 came out and Hunters were all the rage. What drew me to Siege now was his tool kit:

  1. First thing was his feat. If I was going to give up Nemo3’s feat I’d want something similar, and Siege’s feat is. With Nemo3 you basically add 3.5 damage to each roll, but with Siege you half the armor on the first damage roll which typically means 6-10 extra damage. Now of course Siege’s extra damage only happens once, whereas Nemo3 does it over and over, so basically Siege is better when you spread out the damage and Nemo3 is better when you are focusing on just a few targets. It should also be noted that for Nemo3 only your friendly models need to be in range, whereas for Siege the enemy models need to be in range, but that takes us to tool kit item #2.


  1. People turn their nose up at this spell because now in Mk3 you have to cast it somewhere without models, meaning it’s harder to place and you can’t ‘sink’ enemy models to open up line of sight, but it’s still amazing. Putting down cover wherever you want can help keep the fireflies alive on the approach, but more importantly keeps Siege alive. And since, unlike trenches, all models in it are completely immune to blast damage, it’s a great place for solos too. With arcane shield, Siege1 is 18/20 against any incoming range and magical attacks, and that basically means he’s practically unkillable at range in the vast majority of situations, especially if he’s camping a bit. This means you need to worry about being assassinated less and can feel safer moving up to catch the enemy in your feat (which is 14 inches because of course you have a squire).


  1. Magical and RFP on a stick? Yes please! Again, people turn their noses up on this spell because it’s an upkeep now, but as long as you plan ahead you can hot swap it between two models and get a lot of work done if it’s on models with multiple attacks like the storm strider, or have the ability to hit multiple models like Siege himself. RFP takes the teeth out of Ghost Fleet to the point that most Cryx players wouldn’t want to drop it, and has several other spots where it’s situationally brilliant. Meanwhile magical attacks lets you threaten Menoth choir and Wind Wall tech, and of course lets you take out incorporeal.


  1. Ground Pounder. I mentioned Siege can hit multiple models, and that through Ground Pounder. Placing an aoe 4 anywhere in range and rolling up pow 14 attacks against everything underneath has the potential for a lot of damage. It also lets you free up engaged models that need more than an electro leap since it ignores the in melee def bonus. And lets also not forget the fact that Siege simply has a pow 14 rocket and can get some serious work done himself.


  1. Mage Sight. If clouds, forest, or stealth were a problem, they aren’t any more. Now this is only for battle group, so it won’t work on the storm striders, but it still allows a lot of the force bypass this usually annoying anti-shooting tech. You can also use it defensively to allow Siege to hide behind a forest and still get work done.


  1. Force Hammer. Nemo3 has this as well, but it’s still good tech to keep in mind. Be it slamming threats away, or slamming something into a high def target to knock it down, or clearing zones, this is always a great piece in your tool box. When I look at assassination, the first thing I look at is if I have a Force Hammer play. With sac pawn and shield guard becoming more common, it’s great to get around all of it by slamming one of your fireflies into the enemy caster, and then shooting your own firefly to do a flurry of pow 12s into the caster to finish it off. And always look for that collateral damage, be it killing a solo, or slamming a jack into an obstruction to do 4D6 damage under feat (feels sooo good…).


So that’s the theory, and here is the list: (Heavy Metal because of course it’s Heavy Metal)

(Brisbane 1) Major Markus “Siege” Brisbane [+28]

– 5 Fireflies [5 x 8 = 40]

– Squire [0(5)]

Captain Arlan Strangewayes [0(4)]

Journeyman Warcaster [0(4)]

– Firefly [8]

Lieutenant Allison Jakes [0(4)]

– 2 Firefles [2 x 8 = 16]

Field Mechaniks (min) [3]

2 Storm Striders [2 x 18 = 36]


I had my doubts about opening my wallet to go up to 8 Fireflies, but they love Siege. They shred infantry (especially under feat), and can get work done with that pow 13 spear if they need to. Generally their role is to kill all the infantry, and be in Ionization position for each other but especially for the storm striders.

At first everything was just theory, but I’ve gone a fair number of games in now and I can say I’m not looking to go back to Nemo3. Sure, there is the odd time an assassination fails and I think “Man, if this was Nemo3 you would be dead!” but more often than not that tool kit just keeps unlocking my opponent’s list, finding ways around it’s defensive tech, keeps Siege alive, and allows me to do what I love most: Taking my opponent’s models off the table, and moisturizing my skin with their delicious tears.