Showing posts with label colossals. Show all posts
Showing posts with label colossals. Show all posts

Wednesday, October 3, 2012

Reflections on the Kraken, volume 1

I finally painted, based, and assembled THE KRAKEN.  It's a sweet model, and before I get into the meat of the post I'd suggest that the purpose-made foam from Battlefoam is NOT a bad idea, considering that the gun and tentacles are kind of jutting out from the main body.

I've gotten a few games with the Kraken under Skarre2 at 50 points.  At 35, I feel you're making a Colossal the centerpiece, and at 50 you can bring enough support and/or a backup heavy hitter, because there's really no hiding these guys.

Why Skarre2?
If you were just to glance over the spell list and errata for her feat, you might think "Wait, you mean I can't protect it with my feat, or move it with Perdition or Admonition?  Wait, what?"

Ok, that's a fair reaction.  However, you're missing out on the fact that Skarre2 still has two things the Kraken really wants: an ARM buff (Death Ward) and an accuracy buff (Black Spot) that is hilarious with that 4" melee range against a unit.  Additionally, if the enemy is using heavy beasts/jacks as their hitters, they've concentrated their power in a few easy feat targets.  I'm accustomed to using Skarre2's feat as a "NYAH! YOU CANNOT TARGET MEE!" deal, but tagging enemy models is not without merit.

The List
Skarre2
-Kraken
-Harrower
-Nightwretch
10 Satyxis Raiders
-Sea Witch
Withershadow Combine
Skarlock
Necrotech/Scrap Thrall
Raider Captain
Warwitch Siren


I believe that's what it is; it's been a few days and I've reorganized my cards (plus 'real life' intervened and whatnot...).  The logic of the list is thus:

Harrower
A backup hitter is never a bad thing.  In a pinch, I throw it in front of the Kraken as a reach barrier that threatens free strikes, and while people are focusing on the giant tentacle monster of death, they might not be as worried about the soul-threshering beastie of nastiness.  Plus, Ghost Shot combined with the Kraken's long-ranged gun gives me some shooting options.  I can also Admonition or Perdition this happy little thing, and black spot + thresher is funny, especially if there's a jack nearby so I can wander up, thresher for a bunch of dead guys and souls, then turn around and pummel the jack with soul-fueled smacking action.

Nightwretch
I could probably go Deathripper if I wanted, but the node is out there for a timely Black Spot or Perdition.  I feel kind of light with just one node, but this guy starts out with Admonition and can always get the feat for additional protection.  In a pinch, the gun can mesh well with a Black Spot that's already in place, as a RAT7 POW14 is pretty fun to dole out to single-wound infantry.

Raiders + UA + Captain
This module is for jamming up infantry.  I can stop heavy hitters with the feat, but no one really wants to deal with a bunch of high-DEF, knockdown-immune blast-immune reach women.  Additionally, Backlash and Feedback on the whips is a potent combo against anyone that has jacks.  If I can't score the backlash/feedback assassination, I can make the enemy worry about the shooting from the Harrower and Kraken.

Also, the Captain makes Skarre herself immune to knockdown, which means they've got to deal with her DEF16.

Withershadow Combine
They're a solid utility unit, what can I say?  Skarre2 is potentially rocking three upkeeps a turn, and while she CAN cut herself to upkeep them, I can also just get one for free.  If there's a crucial shot, puppet strings, and if the enemy has something like an ARM buff (...because I don't have a good way to buff damage output beyond corpse tokens on the Kraken) I can undo that.  Plus, it's more shooting.

Warwitch Siren
She's solid, what can I say?  If I need to KO infantry, she might not get a second Venom off of black spot, but an effective magic ability of 9 along with ignoring concealment/cover is nothing to scoff at.  She also helps out with focus efficiency (duh) and can contribute to the fun with a timely Shadowbind on a heavy, which makes her one of the few things that can stop a colossal.  I mean, the big jack is going to flatten her for her temerity, but sometimes halting that opposing heavy hitter is worth it.

Necrotech/Scrap Thrall
Why not bring repair with a colossal?  If I take some early-game plinking, I can likely hammer the dents out.  Anything I can do to get more boxes on a stupid-durable ARM21 monstrosity seems like a good idea.  And scrap thralls amuse me.

Skarlock Thrall
Why not get more focus efficiency?  Most of the time this guy is just re-casting Death Ward on the Kraken, though he gives me an option for getting an Admonition back out, or even tossing Perdition out on lower-DEF infantry. 

In Battle
Some highlights of this list and the colossal include -

Death-warded kraken surviving a charge from Stormblades.  Black Spot + tentacles = hilarity and a LOT fewer Stormblades.  Then it beat the hell out of the accompanying Stormclad; rolling 2d6+2 for damage is sweet against a heavy.

Against a Hyperion under Vyros1, a long-distance charge from mini-feating Raiders (only about half got there) and Backlash meant Vyros lost about half his life, and suddenly the odd Killshot! from a Kraken punching out things is a LOT more frightening, especially with Seas of Fate and/or Puppet Strings. 

The Harrower's presence meant that heavy hitters had more than one target to go after, and of course black spot + reach + thresher is always funny.  He cleaned up a unit of Storm knights, then proceeded to unload soul tokens into a nearby Lancer, which was a bad time for the Lancer.  It was also feat turn.

Further Thoughts
I like the ARM buff and Death Ward's ability to let me pick the column.  Sadly, it doesn't let me pick the grid so the enemy still has some flexibility in knocking out systems (...ok, mostly an arm).  However, ARM21 is still much nicer than ARM19 when you're going to absorb that many hits.

Offhand, I'm tempted to gravitate towards casters that can buff my ability to hit with the Kraken's MAT6, and possibly run another heavy hitter.  Asphyxious3 and the Witch Coven come to mind as likely candidates, hampered only by the fact I need to assemble them (...and Vociferon).

I'm not sure I want to try this thing in 35, as the average caster's jack points plus an arc node is going to be around 16-17 points of the army already, which means an infantry unit and a minimum of support. 

Tuesday, July 10, 2012

So There's a Colossal/Gargantuan Across The Table From You...

I'm sure there are plenty of people doing the OMGWTFBBQLOL!!!1!!21! dance at the thought of having to face a 120mm-based monstrosity.

Some people are probably crying "BROKEN!"

Some people are saying "BRING IT ON! I KEEL EET!"

And some are saying "Whatevs, I'll work around it"

Teh Borken?!
Personally, I'm not convinced they're broken.  Not at this point.  Frankly, they're expensive (both in $$ and points) so that limits availability. 

They are durable, that's for sure.  Figure on ~ARM19 and about 54 boxes as a yardstick.  Figure on SPD5 and reach.  Other than the 50+ boxes, this is kind of like a nasty heavy with a pretty reasonable 10" threat range.  This threat range (which is only extended by SPD/movement buffs applied during activation) isn't new.  Thus far, the Kraken has the top threat range at 12" (SPD5, 4" melee range during activation).

Honestly, the one really novel thing that Colossals/Gargantuans bring is a concentration of power.  These things hit monstrously hard and can absorb a beating.  Personal opinion - Warmachine's focus mechanic gets a little more mileage out of these than Hordes fury, as 3 focus on something that hits at PS20 (or, y'know, hits a half-dozen infantry at PS15 and closethlines a jack or two in the bargain) can go a ways.  On the flip side, while Colossals are doubtlessly trailed by mechanics, Gargantuans can still heal readily.

Honestly, they're just big, expensive jacks with some neat tricks and an immunity to a number of normal stopping effects (knockdown, stationary, disruption...)

BRING IT ON! I KEEL EET!
Ah, the page 5 approach...there's a certain elegant simplicity to this.  People will doubtless point to the ARM19 base and 50+ boxes you'll see on a gargantuan. 

On the flip side, these things are doing good to hit DEF10, and they're pretty much NEVER gonna get a DEF buff outside of a spell.  What you really ought to worry about on a colossal is an ARM buff, as these things are going to takea number of hits to kill, and the more hits you tank the more you benefit from an ARM buff, y'know?

That aside, you kill regular heavies with massed weaponmasters and/or hard-hitting heavies.  Given the DEF value on these things, hitting isn't hard unless your dice decide to yahtzee on one's.  The most you might have to worry about is finding a way to knock off any ARM buffs on the things.  The biggest difference is that you'll have to worry about making sure the thing actually gets DEAD; there WILL be repair nearby and a single focus can fuel a sweep attack and potentially ruin a fair number of those pissed-off weaponmasters.  Similarly, PS20ish fists will ruin jacks they can hit, but most of these things are MAT6 base.

So, honestly, can your list deal with some heavies?  If so, this thing costs about as much as 2-2.5 heavies, and takes about as much abuse.  Bring a way to drop ARM buffs, then commit as many heavy hitters to it as you can to make sure it dies, because if it survives it WILL make you pay for your temerity (or bad dice).  It's big, it's not going to hide.  It's almost daring you to kill it.

Soft style - avoid the thing
This is also a bit of page 5, because avoiding the enemy heavy hitter is potentially another way of saying "I think I'll kill the juicy center of the army", or, y'know, you can maybe try scenario.  Maybe, because colossals/gargantuans DO have staying power (as, y'know, previously mentioned).

The biggest asset of a colossal/gargantuan is it's a huge concentration of power.  There's a lotta ARM, a lotta boxes/circles, and some high-powered attacks on one package.  They can dish out and take a huge amount of abuse.  HOWEVER, it's also just one model.  It will probably get deployed centrally, and at the end of the day there's only so much room one can cover.  If you have multiple threats (IE: not colossals) then you can potentially threaten the caster even if it's hiding behind the big guy.

Alternatively, anyone with Phantom Hunter might just be able to shoot THROUGH the colossal.

As another note, anyone that can cut the SPD on a colossal or otherwise inhibit its movement (IE: Locker animus, Gorgon, a bunch of medium bases it can't trample through / good placement to avoid giving it a trample landing zone) is in a potentially good spot - you don't HAVE to kill the Colossal to win.

You just have to kill the caster.

That being said, if it's a scenario about holding raw territory, a colossal is even nastier than a heavy for holding territory as it can take up a lot of real estate, AND you don't have the option of slamming/throwing it out of the way.

Wrapup
Yes, they're new.  Yes, you may have to adjust your playstyle.  No, they're not broken - their main defense is being able to absorb a lot of abuse while being able to dish it out again, and strategically they can take and hold real estate just about better than anything else in the game.

If you know how to kill heavies, you know how to kill colossals.

If you know how to work around heavies, you have an idea about how to work around colossals.

It's not rocket science.  Back when I started this game (and when I inculcate new people) I tell them that novelty kills in this game.  The first time you see something new and don't fully appreciate what it can do, there's every chance it will smoke you.  That's part of the learning curve.  Take a deep breath, look back at what happened, and move from there.

Thursday, June 7, 2012

Cryx's Kraken - Initial Thoughts

So, I laid hands on the Colossals book and the Kraken up at Lock 'n' Load, and I gotta say I'm looking forward to painting and fielding the thing.  After I finish up the Extreme Carnivean and Throne and futz around with them for a bit, I'm gonna dive back into the Cryx.

I'm going to devote at least two posts to the Kraken; first off I'm going to evaluate it on its own here and see what it can do, and scratch the surface of what it can do with some casters.  After some practice and/or more thinking, I'll start discussing it in the context of an actual list.

Kraken Basics
First off, it's a colossal. (Yarrgh! I be Captain Obvious!)  This has a few implications.  First off, you deploy this thing first off; it MUST be pre-deployed.  Second, the enemy can't control or disrupt it, or move it.  The only time it's going anywhere is during its activation.  Also, pathfinder.  Which is fun.

Third, it's bloody big and durable and hard to hide.  Like battle engines, it's never gonna hide behind anything or get ANY defensive buffs, and being in melee is no refuge from combined ranged attacks. It's also got 54 boxes on ARM19, so it can absorb some abuse.

Kraken on the Offense
Shooting
This thing brings a pair of guns - the Hellblaster and the Flayer. Both guns can fire through the entire front arc. They're tied to an average RAT5, and the Flayer is spec'ed out as an anti-infantry gun whereas the Hellblaster is a sizeable high-powered blast weapon.  The Flayer's good for d3+1 POW12s out to 12 inches, and Rapid Fire means it can spray those from one end to the other of its range.  The Hellblaster is a POW14, RNG16 AOE4 gun that can go up to POW17 with a full load of corpse tokens (and due to the wording of Doom Driver, the blast damage can get up to an effective POW10).

Also of note is the new rule 'Killshot', which allows you to make a single ranged attack ignoring ROF if you take out something in melee.  Note that colossals can make their ranged attacks while in melee.

Melee
This thing starts with a pair of PS18 'Harvesters', which are Chain Weapons with Chain Strike on 'em, so you can reach out and punch enemies out to 4" away.  With SPD5, you have a base charge range of 12", and you end up 4" away from the target without engaging it at the end of your activation (at least, in theory and in a vacuum).

This model has Collector and Meat-Fueled, which are some of its 'flavor' rules.  If it KO's a living model in melee, corpse token.  +1STR for corpse tokens, to a max of 3.  ALSO, you can remove corpse tokens to give it focus at a cost of one per focus.  It lets you trade off hitting power for self-sufficiency.

Also, note colossals have a few extra power attacks, like the no-move slam and perhaps more amusingly, the 'sweep', which tags everything in 2" of one melee weapon.  Hilarity can ensue, as a good sweep will KO infantry, help with meat-fueled, AND activate killshot.

What Would the Kraken Like?
I can think offhand of two things the Kraken would like:
1) help hitting
2) help not dying

As we're Cryx, we have access to DEF debuffs.  The 'not dying' is very often up to the player to provide by not doing dumb stuff, and also by bringing Necrotechs for repair.  There's nothing quite as obnoxious as the enemy dog-piling the thing and failing to kill it, only for a pair of necrotechs to bring it back up turn after turn.

What Casters Can Offer What Benefits?
Asphyxious1
ARM debuff, damage buff...not bad, but a to-hit buff would be nice.

Asphyxious2
Much the same as Gaspy1, but with more desire for infantry.  'eh'.

Asphyxious3
Hey, we have a to-hit buff and a damage buff.  This guy could make it work.

pDeneghra
Debuff queen to the rescue.  Also, a good feat turn with Scourge and parasite?  Yeah, the Kraken can basically auto-hit with 2-4 POW12s and a POW14+, while the enemy's at -5 ARM.  That will probably do the trick.

eDeneghra
You have a DEF and/or ARM debuff, and a feat for more DEF debuff/positioning fun.  Sadly, Pursuit doesn't work on the Colossal.

pGoreshade
You have a DEF debuff against the living via the Deathwalker, and you can grant it Dark Shroud via Shadowmancer.  Sadly, Soul Gate is unlikely to be much use hwere, and you probably won't cast Mage Blight either.

eGoreshade
You get an ARM debuff, and in a pinch Curse of Shadows can help you disengage.  Perhaps more amusing is Phantom Hunter; now you can't HIDE from the big damn guns.  There's potential here, one supposes.

Mortenebra
She can provide boosted attack rolls vs the living AND +2ARM.  Bring in focus-efficient lights to take advantage of the free slams/charges, and add a unit or two...there's potential here, I think.  And Morty's Repair[10] is solid as well, and in a pinch you can burn through her focus via Interface.

pSkarre
Dark Guidance and the feat are neat, but I think pSkarre still gets more mileage out of melee troopers.  Not saying she couldn't run the Kraken, but I don't think it's optimal, and you're kinda hoping for good Ritual Sacrifice roles to make the most out of it.

eSkarre
At first glance, there are a handful of things that just don't work with the Colossal - Admonition and Perdition are out-of-activation movement that it can't use, and it cannot be directly protected by the feat.  On the OTHER hand, Black Spot can let you rack up a HIDEOUS number of attacks and help them hit, while Seas of Fate helps you make the most out of the focus invested in the Kraken.  Finally, Death Ward gets it up to ARM21 and can help preserve important systems.

Terminus
He can hide behind it and give it Berserk.  Downside is it's expensive, but can make good use of focus Terminus gives it, and let's face it - you have this thing called 'Sacrifical Pawn' AND a CD-sized base to hide behind.  Do you need to camp focus if you'll never get shot?  Plus, berserk on a 4" melee range is hilarious.

Lich Lord Venethrax
Um.  Yeah.  Moving along...all Venethrax likes is hiding behind it, I guess.

Witch Coven
Going up to MAT8 SPD7 is nothing short of hilarious.  Veil of mists can help with traffic control, curse of shadows can debuff ARM, and Nightfall can even protect this thing.  The Coven can also generally feed it AND cycle Infernal Machine with their 9 focus.  There's potential here.

Scaverous
ARM buff?  Check.  ARM debuff?  Check.  DEF debuff?  Check.  You have just about everything you'd want to support the Kraken, it's just a matter of using it at the right time and fueling the colossal.

Overall
On paper, I like the Kraken.  I've played against a couple of colossals and don't find them broken; they're not THAT tough and melee heavies can still sort them out.  Keep repair support near them, and keep away units of weaponmaster infantry.

I plan on trying the Kraken with eSkarre first up, and going from there.  I'm pretty sure the Dennys will be fine, and so will Scaverous.  The Goreshades seem marginal, and Venethrax and Gaspy are just kinda 'eh' for me.