Showing posts with label cryx. Show all posts
Showing posts with label cryx. Show all posts

Sunday, October 28, 2012

Impressions - The Helldiver

The other week, I had occasion to run a pair of the cheapest (read: least expensive...) warjacks in the game: Cryx's very own Helldiver.

Man, are these guys fun.  They're so fun I figured I ought to blog about them (...it's also cleaner than taking a cue from a dog and relieving oneself in a fit of excitement without regard for current location).  I'll also explain just why there's a bloody dorsal fin there.

Pros
Cheap
Like other models, this isn't something explicitly called out on the card (I mean, Steelhead Halberdiers have this ability as well).  However, it's a whopping 3 points for a Helldiver.  As such, I'd recommend fielding them in pairs, but I'll get into a bit more on that later.

Durable(ish)
These things have three systems: the head, the movement, and the cortex.  The damage grid looks an awful lot like a bone chicken's, but you have to pretty much half-kill  the thing to disable a system.  With DEF14, anyone that gets a shot at it is probably thinking about boosting, but ARM15 is so-so at best.  Most of the durability comes from the DEF, the system layout, and then of course how you deliver the boggarts.

Deliverable
HERE is the major perk for these guys - they only have one explicit ability, a special action called 'Burrow.'  On the first turn, you'll contemplate running if you have the focus and the other guy doesn't have anything that could shoot/damage these guys.  Otherwise, they walk up 5 inches and burrow.  When they burrow, you drop a marker in base contact with their front arc.  The marker's about the size of a penny.

The next turn, you place the Helldiver anywhere within 3" (note this is WITHIN, not 'COMPLETELY WITHIN') of the burrow marker.  The only way to stop this thing from coming up is crowding the burrow marker and leaving it nowhere to set the base.  This is...not...easy.

And here's the biggest strength - it's damned near impossible to stop these guys.  Yeah, they can't burrow into rock or man-made stuff, but it's advancing close to 10" a turn and you can't shoot it.

Angle of Attack
Note that they pop up ANYWHERE within 3" of the burrow marker.  If you need to grab an angle, this is how you do it.

Cons
Damage Output
You get one PS13 chomp on MAT6 with this thing.  That's it.  You're not going to do a lot of harm without outside help.

Uses
Basically, you've got a little dude that can go just about anywhere with relative impunity.  He's not too hot on holding territory but they can do it in a pinch.  Note also that once the Helldiver does something other than advance and burrow, the enemy might experience a reaction much akin to watching a Khador clam-jack open: HOLY CRAP IT'S VULNERABLE KILL IT!

The Slam-Bot
Throw it 1-2 focus and slam.  Resurfacing after a burrow gives you a ton of freedom in grabbing just the right angle and making sure you've got the requisite 3" to pull off the actual slam.  If you're slamming a large-based model, you might want a second focus for the boost, since you kinda take the -2 to hit since it's bigger than you.

Note that the slam-bot can of course play into assassinations by providing convenient knockdowns and/or opening LOS.  Or, you can just make the enemy spend time/resources in forcing jacks/beasts to stand back up.

The Solo Hunter
MAT6 PS13 is probably enough to handle a solo.  They get nowhere to hide.

The Assassin
If you're going to use the Helldiver as an assassination threat, I'd consider a pair.  One may not be enough to get the job done, and it's a lot harder to hide from a pair of these if one starts the game on either flank.  The major perk of using these guys as an assassination vector lies in

You will need to overcome the Helldiver's accuracy and damage issues, but we're Cryx! We can debuff armor and DEF, and of course someone can obligingly slam something into our high-DEF target to make it not so high-DEF.

Casters of Note
Basically, anyone can use these guys as slam-bots.  They need no focus until you want to crank out the slam, and they can always solo-hunt.  However, some casters can really make these guys, um...do whatever squee-like behavior a Helldiver does.  I dunno.

Skarre1
Her feat and Dark Guidance is the perfect storm for these guys - the ideal turn is something like this:
1) Helldivers pop up, draw LOS on enemy caster
2) Thanks to Ritual Sacrifice, Helldivers get focus-loaded
3) Skarre pops feat.  Helldivers go up to PS18
4) Skarre casts Dark Guidance.  Helldivers are PS18 with 6+3d6 to hit
5) Hilarity Ensues

Even outside of feat turn, Dark Guidance is a huge help for these guys, especially if the enemy doesn't camp.

Warwitch Deneghra
On paper, Denny1 has the knockdown and debuffs to make these guys work, but in practice she's probably more comfortable using stuff that doesn't require as much focus to work, since Scourge is half her focus (assuming we can get a Siren to power boost the arc node and a skarlock for the potential ghostwalk).

Mortenebra
She loves her some slam-bots.  They're cheap, and they LOVE terminal velocity.  Hell, a pair of these guys alone slamming living targets make that spell efficient - you're looking at a two-focus slam/boost done twice for three focus right there.  I'm pretty sure Lamoron has a hilarious bonejack swarm army  using a couple of these guys.

She gets the utmost accuracy out of these guys, honestly. (...ok, against living models, that is)

Scaverous
Feat turn TK + Feast of Worms runs you four focus, leaving ~3 to play with for these guys.  As an added bonus, they don't ask for handouts prior to doing stuff, and are cheap and can contribute to board control with the Scav.

Sample List
Skarre1
-Helldiver
-Helldiver
10 Satyxis Raiders
-Sea Witch
10 Bane Knights
Bane Lord Tartarus
Satyxis Raider Captain
Skarlock Thrall
3 Scrap Thralls
Ogrun Bokur (Skarre as the client, obviously...)
..,.invariably some other stuff, I think maybe I had the Withershadow Combine in there but I could be wrong.

Basic logic is to use Raiders as a first-wave jam if necessary, move the Banes into position.  Helldivers are here to move up on the side; Skarre can solve their accuracy and/or hitting power issues and probably fuel them as well, given Ritual Sacrifice and a Skarlock.

Overall
There are doubtless other uses for these guys, but I feel that the above casters can really make them shine.  Otherwise, this is the kind of jack that doesn't necessarily get a ton of table time, so you might also enjoy the 'OMG, what is THAT thing?' advantage.

Also, there's a delightful little psychological advantage.  You might make the other guy feel like they're on a clock, because there's a fair chance that the Helldivers WILL reach his back line, and the only way to stop them is deny them a lane of attack or a zone to dig up in.  Otherwise, they're kinda gonna get there.  For 3-6 points, you can get some decent utility that doesn't cost focus until you're ready to use it.

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. 

Sunday, July 8, 2012

The Terminus Returneth - Cryx Retakes the Table

In honor of all the Cryx painting I've done in the past month, I elected to drag the bad boys out for a run on the table.  To be honest, one of the casters that drew me to Cryx was good ol' Lich Lord Terminus, and I'd just finished up my crabjack repaints (1 Harrower, 1 Leviathan, 1 magnetized plastic chassis) and said 'what the 'ell'.

Cryx
So, I hit up my buddy, and packed the following:
Lich Lord Terminus
-Leviathan
-Leviathan
10 Bane Thralls
-Officer/Standard Bearer
6 Bile Thralls
Withershadow Combine
Bloat Thrall
Tartarus
Skarlock
Darragh Wrathe
Necrotech/Scrap Thrall
Saxon Orrick

Trollbloods
My buddy brings:
Jarl Skuld
-Mulg
-Mountain King
10 Fennblades
5 Champions
-Skaldi Bonehammer
Champion Hero

Scenario - Mosh Pit., Trollbloods get turn one.

A Quick Overview
He slaps the King and Mulg in the middle; Fennblades go on one flank, the Champs go on the other.  Oh, joy, they're all gonna be real fast and pathfindery and STUFF, and the two beasts he has are, well, beastly.  That's ok, I'm Cryx, I've had plenty of sleep, and I'm pretty sure all the alcohol is out of my system by now. (Not that onlookers knew, but what the hell.)

I line up in the middle, Leviathans flanking Terminus, with some Banes in front, Tartarus opposite the Champs, Biles and Withershadow behind, and the Bloat opposite the Fennblades.

He starts out with Weald Secrets on the Fennblades (who promptly run screaming through terrain) and Quicken on the Champs (...because +2SPD isn't gonna make me a sad lil' zombie-panda), and jogs up the middle with the battlegroup.

My initial movement is pretty simple; Terminus hands out a focus to the Leviathans, pops Malediction, and charges up.  The Blob moves on up, Leviathans getting into firing position while Saxon somehow points the undead through a forest.  Biles take up defensive positions, and the Bloat takes up a firing position away from my lines.

On turn two, his champs sweep forward.  Mountain King moves up and tries to spray Tartarus, he's short by about an inch and I'm sweating a lot less.  Fennblades charge/run; I lose a couple Banes, and one Fennblade engages the Bloat Thrall.  Mulg tactical-supremacy's after a run, and Jarl moves up.

On my turn two, I figure it's time to start killing stuff.  Terminus loads the Leviathans up, and the Skarlock Maledicts him.  Terminus then advances, and proceeds to stab a couple Fennblades to death.  I'm gonna need souls, because Mulg is pretty close, and if I don't make an aggressive move he'll own the Mosh Pit and I'll lose. 

The Leviathans burn six focus between them and account for...ONE...kill.  Tartarus manages not to kill a champ on his advance, but reduces all the ones he touches to one box.  Banes charge up and wreck some infantry and champs.  By the time the killing stops, Terminus is sitting on 7 souls.  Darragh Wrathe looks up, sees Mulg a bit close, and decides this is a good time for some 'Beyond Death'.

Terminus is sitting at ARM25, effectively ARM27 against melee.

Jarl decides that it's time for MULG TO DA FACE!, but first, tries to clear some banes (HA! I ARE CAPABLE OF MAKIN' MA TOUCH CHECKS! Sort of...) and then tries to bounce some magic bullets into Wrathe.  His inability to hit with pistols is a bit of a downer, and then Mulg goes in.  Mulg maxes out his fury and puts Terminus down to 5 health.  The Mountain King is one inch away from making melee with Terminus.  I'm down to about 3-4 banes by now, and Tartarus got a case of the Death from champions.  Hardly a shock.

I've several champions still alive, a couple fennblades alive, and...oh yeah, a Mulg and a Mountain King in Terminus' face.  On the bright side, Terminus is sitting on 13 focus.  I do a quick measure, and find that Skuld is within 11" of Terminus.  HOWEVER, getting there involves a free strike from Mulg and the Mountain King.  And a random fennblade.  I activate the Banes, and they manage to crush Mulg's mind.  Saxon guides a Bile Thrall through the woods and he purges, killing a couple more champions that were on 1 health each.

I look at Mulg, I look at the Mountain king, and then a little voice in my head whispers to me:

PAGE 5! GO FOR THE THROAT!

I say 'hell with it' and throw Terminus at Skuld.  1d6+2 isn't enough for Mulg to hit Terminus.  The Mountain king connects, but fails to break Terminus' camp...and Skuld burned his fury trying to get rid of Wrathe. (in fairness, had Wrathe died I would have lost).

Terminus proceeds to rip Skuld in half with a single blow.

End Result
Cryx Win via Assassination

Casualties -
~7 Bane Thralls (who cares)
2 Bile Thralls (who cares)
Bloat Thrall (we can build another out of all the dead trolls)
Numerous woodland creatures from a Bile Thrall Purge
7 Fennblades
Skaldi Bonehammer
3 Champions
Jarl Skuld

Closing Thoughts
I think ignoring gigantic monstrosities like battle engines, colossals, and gargantuans is a reasonable tactic.  Gargantuans can be healed readily, and most people will dump another couple points to put a mechanic behind a colossal.  As such, you're going to have to commit a chunk of forces to kill one, so either go big or don't commit.  Half-arsing it is stupid.

Terminus is fun.  I like the list (could probably tighten it up a bit) and like Leviathans, even when the dice COMICALLY FAIL on them.  A lot.  Like, several times over.  God, I needed friggin' 5s.

The list involves a lot more traffic control than my Legion.  Then again, what DOESN'T run more models than beast-heavy Legion?

Tough is annoying as hell on feat turn.  I could've easily gotten another 3-4 souls, and been in much less danger.

MVP goes to Darragh Wrathe, because Beyond Death saved my friggin' bacon in this game. 

Sunday, June 24, 2012

Cryx Rebirth

As the post title gives away, I'm taking a break from my Legion to go back to my roots: Cryx.

At current, I've got the following back up and in tabletop condition:

Ready To Rock
10 Bane Thralls, UA, Tartarus
10 Satyxis Raiders, UA, Captain
10 Blackbane's Ghost Raiders
2ea of the light Arc Nodes (1 Defiler, though)
Slayer
Venethrax
both Skarres
2 Bloat Thralls
2 Pistol Wraiths

Coming Up
Terminus
Cankerworm
Nightmare
Deathjack
Crabjacks
Bile Thralls (min)
2 Helldivers
3 Scavengers
AND MUCH MORE!

Things To Look Forward To
1) Rocking Terminus dual-Leviathan style like Gangbusters
2) Rocking eSkarre, period.
3) Getting some pGaspy + Wraith Engine on
4) Kraken + whatever

And Some Words
This is actually a heap of re-work for me in some degree, as I've decided to revert to a green glow (never COULD get the red to look like I wanted it...) and upgrade to the plastic nodes (...because, let's be honest, the old metal ones looked kinda dinky).

On the flip side, once I get a functional camera, I'll have to throw pictures up.

I'm also just waiting to get my Terminus conversion up and painted.  Bigger wings, reposed, and on an elevated base?  Aw, yeah.  I've got the Crabjacks up and coming to go with him.  I always have liked them, especially the Leviathan.

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.

Sunday, July 31, 2011

Thoughts on the Wraith Engine

I've seen the Wraith Engine get some less-than-positive press on the forums.  Then again, this is the internet: it's not hard to find someone saying something.

I painted mine up this month (along with a heap of other stuff) and ended up testing out the following 50pt list:

pAsphyxious
-Deathripper
-Deathripper
-Cankerworm
-Reaper
Wraith Engine
10 Nyss Hunters
6x Boomhowlers
Withershadow Combine
2 Bloat Thralls
Warwitch Siren

The Opposition
Old Witch
-Scrapjack
-Beast 09
-War Dog
Battle Carriage
10 Winterguard
-Officer & Standard
Kovnik Joe
Widowmaker Marksman & Widowmakers
Yuri
Mechaniks
2 Mortars
Field Gun

End Result
Cryxian victory via assassination; Reaper endures Old Witch's feat, hits her thanks to the Combine's Puppetmaster, then finishes her off with a great big ol' piston to the face.

On the Battle Carriage
It deployed in the middle, moved up, and spent two turns shooting before it got a case of the death.  Honestly, it didn't kill much.  HOWEVER, dropping a heap of templates that are rough terrain is horrifically inconvenient.  Between some terain towards the middle, Boomhowler's did not make it nearly far enough up the table.  Similarly, my arc nodes had to take less direct routes to avoid it.  Cankerworm didn't care, and the Nyss...well, were either dying when caught on the AoE or busy not caring about having to go through it.

On the Wraith Engine
I have a softer spot for Battle Engines with guns.  My main engine so far has been the Arcantrik Force Generator, and all it needs to do in order to contribute is wander up, aim, and then start shooting until something neat happens.

The Wraith Engine is a bit different.  The obvious part is that it can't really shoot.  I think the second part is that, yeah, you're GONNA lose the Wraith Engine.  In the best-case scenario, the Engine is in position to harvest souls, gets a couple of them, then moves up and trashes stuff.  After that?  The enemy has something that's ARM18, Reach, PS15 with Dark Shroud in their lines, and that is bound to be inconvenient.  It's also very corporeal, and in need of death.

So, it's probably a one-way trip for the Engine.  How do you get the most out of it?

Situations that the Engine Digs
Probably the most obvious thing: the Engine loves souls.  You want to get some of those in range prior to your rampage.  This is honestly one of the Engine's strengths: beat-stick that doesn't need focus.  Souls, yes.  Focus?  No, you can pull it off without the focus.  You just need something to kill the soul's fleshy containers in the range of Engine.

The second thing: targets.  With PS15, MAT7, reach and Dark Shroud, you're ideally going for lower-DEF, harder targets.  Anything you can do to up the damage output is great from there.

At that point, you're thinking of the Wraith Engine as a fire-and-forget missile.  Fuel it up, chuck it at the enemy.

The Not So Hot Situation
So, what if you don't have access to a lot of souls?  Maybe you're dealing with a lotta jacks.  Maybe there are a lotta undead across the table, or the other guy has a way of holding onto their souls.

What then?  Time to look at the other offerings of the Engine.

If it's Incorporeal, you aren't blocking LOS but you ARE taking up a lot of space.  It's a screen against melee, but not guns.  If you are corporeal, you get that AND you block LOS.

But wait.  All those other engines offer some kind of army support, and Incorporeal models are a bit rare in this army outside of Machine Wraiths and Blackbane's boys.  Your other buff is Dark Shroud + Reach + Base the Size of a CD.  Can you find some sprays in your army, or some AoEs?  Then you can use the Machine Wraith regardless.  Oh, more fun?  You can fire these THROUGH your Wraith if it's Incorporeal.

So, the Wraith can dig Venom (IE: Deneghra/Sirens with good angles), Bloat Thralls, AoE spells, and so on and so forth.

The Machine In This Round
Turn 1: Scything Touch, then Apparition + Incoporeal + Run = 14" up the board.  Old Witch double-taps him with Gallows, and Kell fires.  End result?  Down 9-10 boxes from hot damage rolls.
Turn 2: Nyss, Bloat Thralls fire off rounds.  Two Souls to the Engine.  it activates, charges the  Gun Carriage (which has been gifted with a Parasite).  Despite some abjectly terrible rolls, three swings later it's a bad memory.  Then again, with I was going at dice +2 for damage. (ARM20, -3 for Parasite, -2 for Dark Shroud, and then PS15+2 for Scything Touch...yeah).  This was also based on rolling up a whopping 7 damage on the charge attack.

Enemy turn 3?  Yeah, it totally died.  He'd had some good damage rolls, and frankly it had drawn a TON of fire (I consider 6 focus' worth of spells good fire).

So, Who Actually Likes This Thing?
Frankly, this Engine is in heavy competition for Souls.  You want models that can do one of several things:

1) Help Deliver This Thing
-eSkarre's feat
-eSkarre's Death Ward
-pSkarre's feat (used defensively)
-Scaverous' Death Ward
-Scaverous' Telekinesis
-eDeneghra's feat (sometimes)
-eGoreshade's Occultation
-Witch Coven's Occultation
-Darragh Wrathe's Beyond Death

2) Anyone with Debuffs
Not gonna lie; I've got no urge to list out who all has debuffs.  MAT7 does mean DEF debuffs are pretty nice, so you can focus on just beating the crap out of your target.

3) Sprays/AoEs
-p/eDenegrha's Venom
-p/eSkarre's Blood Rain
-Defiler's spray
-Nightwretch's AoE
-Harrower's AoE
-Bile Thrall Purges (assuming Incorporeal...)
-Cephalyx Overlords
-Revenant Cannon Crew
-Bloat Thralls
-Warwitch Siren's Venom
-new crabjack's AoE

Things Not To Take
Honestly, some folks just like souls too much to really consider taking alongside.  Short list:

Terminus
He likes a big feat turn.  The Engine is a major competitor for souls, so unless it's already loaded up...yeah, just don't take him.  The self-sufficiency is a nice thought, but you're better off with something like Deathjack or a Seether.

Venethrax
He likes Soul Harvester, which means he's fighting the Engine for its food source.  Whoops.

epic Asphyxious
He can harvest souls at a distance, and do more damage.  Honestly, you're more likely to want to harvest the souls for focus than for the Engine.

Soul Hunters
They're swift, and similarly-costed.  They also want souls, and love mowing through living infantry at speed.  It's that 'souls' part that makes the Engine a bit sad.

Overall
I think the Wraith Engine gets some bad press because it takes a bit more thought to bring out the potential.  The second problem is that the enemy needs to have souls for you to feast on, which is not a given.  Still, I think taking it, and then grabbing for a couple of Bloat Thralls and sprays is a good start for using it.

Tuesday, July 26, 2011

Moonlighting with Mercs: Merc 'Modules' and Units, the Cores You'll Build Around

This is, at the moment, the last article I plan on doing for mercs.  I've spent five posts explaining what mercs will work for which factions, and the compatibility of the respective warcasters.

This time out, I'm going to focus on the units (and their support) themselves, and discuss what you get from each of them.  I mean, you need to know who does what, right?

The Steelheads
Work For: Cryx, Cygnar, Menoth, Khador
The Steelheads have a little bit of everything: you want melee troops, you get Halberdiers.  You want guns?  Riflemen.  You want Cavalry?  You got Steelhead Cav, and a cav solo in Stannis Brocker.

The cheapest entry comes with the Halberdiers: They're a 4/6 cost unit for 6-10 guys.  They have low-to-average stats across the boad, with DEF/ARM13, and a piddly-looking MAT5.  Note that they do have Powerful Charge and Set Defense, so they can give and take some love to open an engagement.  Note also they have reach and are dirt cheap.  Combined Melee Attack lets you hit high-DEF targets, or tag-team larger stuff.  Importantly, they're cheap.  If you want just to hold another guy up, 1-2 units of Halberdiers flood the boad with bodies, and if you throw Alexia & the Risen behind it, you're basically dumping 11-17 points on a LOT of delaying tactics.

The Riflemen could use a range booster, but they're hideously accurate with Combined Ranged Attack and Combined Arms.  They are expensive at 6/9, but the accuracy is what saves them.  You are not likely to miss if you team up for your shots.  I would consider these guys behind a unit of Halberdiers, because these guys are pretty terrible in melee.

If you don't need in-faction buffs, the Cavalry can hit hard when combined with Halberdiers.  You get Reach and two swings out of each guy.  While the MAT5 and PS12 look piddly, factor in Flank with Halberdiers, and suddenly you've got MAT7 weaponmasters cranking out two attacks each.  Add in a sidearm and Assault, and you can do some serious damage on a charge to a number of targets.

Finally, there's Stannis Brocker.  IF you're going to take more than one Steelhead unit (and you're not just doubling up on Halberdiers as fodder) then consider him to help you with traffic issues.  He's no slouch in combat on his own, but Tactician (for ignoring each other for LOS and moving through each other) can be a big boon when it comes to getting your sell-swords into position.

Steelheads in Summary
These guys aren't what you're looking for if you MUST have access to faction buffs.  Why?  Either you're taking one unit of Halberdiers as fodder (and, well, come on.  At 6, they're cheap.  At 8, they're comparable to everyone else...) or you're looking at Halberiders + more expensive guys; Rifleman for a regular battle line or Cavalry for a nasty 1-2 hit.

An exception to the above is Reznik's tier in No Quarter, as you can get the Attendent Priests for free.

Also, these guys work for EVERYONE (other than Retribution).  From a money standpoint, these guys offer good bang for the buck.  You're looking at ~20ish points to take Halberdiers and either Rifleman or Cav + Stannis Brocker, which leaves you room for support/battlegroup in a 35pt list.  Not bad at all.

The Sea Dogs
Work For: Cryx, Cygnar, Menoth, Khador

Are pirates your thing, instead of organized mercs?  Then you can get some Sea Dogs.  While the Steelheads are pretty self-contained (self-contained accuracy via CMA/CRA, only Cav really wants other guys for suppot), the Sea Dogs just get nastier as you start adding in solos.

You start with an infantry unit, the Sea Dog Crew.  It's 5/8 for some guys with so-so stats.  They have SPD6 (nice), MAT5/RAT4 with a PS8 Melee weapon and PS10 pistol (laughable), DEF13 (average) and ARM12 (bad joke).  They can help each other out with Gang, for +2 to hit/damage, and they can use the pistol in melee.  Sound comical, right?

Well, you can get more guys with the Sea Dog Rifleman.  They're a point a piece, but instead of the pistol they have a RNG14 Rifle with CRA and Take Up.  You can get a few more bodies.  Not bad, right?  Still going 'So What?'

Now, let's go get Mr. Walls.  He's 2pts and attaches to a Sea Dog Crew unit.  He's got Gang, and slightly better survivability in melee due to Tough and an angry monkey. (No, really.)  He brings two wonderful things to the unit:
1) Tactics: Advance Deploy
2) No Quarter: mini-feat good fo Pathfinder, Terror, and Fearless.

So, Mr. Walls lets you start out further, and get there faster, AND respond to your enemy's deployment.  Now we're starting to see something...

Now let's go grab Lord Rockbottom.  He's got a neat Spray attack and Commander.  However, he also has a fun little ability called 'Paymaster' and he can use it to help a Sea Dog unit in his command range 5x per game.
1) Money Shot: +2 to ranged attack/damage rolls
2) Payday: BOOSTED MELEE ATTACK ROLLS and Overtake
3) Walk It Off: Tough for a round

For two points, Mr. Rockbottom is making our Sea Dogs a bit terrifying...he's solved their melee issue, and can even make them a little more frightening at range, OR he can make them stick around longer.  Too bad you can only use one Incentive per unit per turn.

Now, if you've decided to make your Sea Dogs Tough, you can pay 2pts for Bosun Grogspar, and make them immune to knockdown.  Also, you can take Doc Killingsworth for 4+ tough on your pirates.  First Mate Hawk is a guided-missile Solo that can give Sea Dogs fearless in her CMD9 range.  I suppose you could also take Bloody Bradigan for a weaponmaster with Fearless, Tough, and Critical Knockdown.

So, what's the module cost?
Sea Dog Crew [8]
-Doc Killingsworth [2]
Lord Rockbottom [2]

Minimally, 12pts.  I would probably add Hawk and as a minimum (14 points) and debate whether you wanted to add Grogspar and/or the Doc.  Alternatively, you can take a Press Gang which goes down to 4/6 and gets Tough in exchange for losing the pistols (but keeping AD by having it naturally) and being able to replace their losses.

Alternatively, you could grab the full suite of Solos (10), a full-up unit of Sea Dog Crew with Mr. Walls (10) and a full unit of Press Ganger (6), which is a fun 26pt chunk (though if you're going that far, I'd just consider playing Talion Charter or something...).  I think you're more likely to run about 16pts with a Sea Dog Crew and supporting solos.

Overall on Sea Dogs
These guys can pull off some sick layering of buffs.  This is really one of those situations where you can't evaluate the piddly Sea Dog Crew in a vacuum.  On the flip side, the instant you start losing your solos, you start watching capabilities go goodbye.  Still, it's a characterful module with some sick shenanigans when it all comes together AND you can use it with pretty much everyone.

As an added benefit, you can run a lone unit and make use of the Ranking Officers on the cheap, getting even more buffs out of the deal, unlike the Steelheads.  On the downside, you're looking at a lot of abilities to track, but they're all pretty sick.

The Nyss Hunters
Will Work For: Cryx, Cygnar, Khador, Retribution
If you're going to take just one unit as a core, these are by far some of the most versatile ones you can take.  They're expensive at 10pts for a full-up unit, but look at what you get: Pathfinder, Hunter, Combined Ranged Attack, Weaponmaster melee weapons, DEF15...bottom line?  You pay for what you get, and it's pretty nasty.

They can also use a variety of support, if you've got it.  If you can shield them from blasts (IE: Rahn's Force Field, Murdoch's Dig In) then you can make the enemy deal with DEF15, which isn't easy.  If you can extend their range, you'll get more mileage out of their bows.  The other big thing that comes to mind is a melee accuracy buff; MAT6 can miss at times and is more suited to hunting lumbering heavy warjacks than anything else.

As they're likely to be your main/only unit, you can also readily hand out that Ranking Officer attachment.

Overall
Nyss Hunters can do just about anything you ask them to out of the box.  They only get nastier with support, but real support is saving them from blast damage/auto-hitting stuff.

Ogrun Assault Corps
Work For: Cygnar, Menoth
Based on the 6/9 cost, these guys are competing for your 'only unit' slot.  On the bright side, they're pretty versatile: POW12 AoEs with CRA (so you can actually get some stupidly-nasty blast damage), and POW12 melee hits with CMA.  Add that on top of a DEF12 (average) and ARM15 (not bad) 8 wounds, and you've got a pretty middle-of-the-road multi-role trample roadblock.

Of course, this 'middle of the road' thing they've got makes them prime candidates for support.  On the bright side, they'll take almost anything.  An ARM buff is nice (and both employers can provide it).  Menoth can hit them with Ignite to drive them up to effective PS14 in melee, so you can do fire support and then do damage in hand-to-hand.  Cygnar can improve their ranged capability via Deadeye or Snipe.

Based on the cost, you can again hand them a ranking officer, as they're probably your main/only unit.  They may or may not need it, but the support from an Attendent Priest is pretty swell, and Murdoch's Assault and Dig In can give you more ranged fun AND keep you from blocking LOS.

Overall
These guys are versatile.  They'll make use of just about any buff you can hand them, though they honestly kind of want those buffs because they are VERY middle-of-the-road.

Boomhowler & Co
Works For: Cryx, Cygnar, Khador
Want a troll tarpit?  That's what these guys are.  They're famous for having a 4+ Tough roll, even though Boomhowler techincally has two other Fell Calls that most people forget. (Well, ok, Rage Howler probably gets the least love, but it still has a place if you can buff Boomie's ARM).

On the one hand, you can run these guys sans support just to clog up the enemy's lanes.  That's kind of the default use.  Cygnar can buff ARM (and DEF with Murdoch's Go To Ground), and Khador can buff DEF.

On the flip side, Cryx can readily help their damage output, as these guys top out at a POW12 hit unless you do Combined Melee Attacks.  Come on, it's the faction of Debuffs. 

Overall
These guys are a fine tarpit for their employer, though they'll pull double-duty if you can help their damage output.

Croe's Cutthroats
Work For: Cryx, Khador, Menoth
Like Poison?  That's what these guys do.  Their primary defense is Stealth and hitting first.  As their primary defense is Stealth, Ranking Officers are much easier to pick off (...since the Cutthroats don't block LOS unless you could shoot said Cutthroat) and are thus probably not desirable.

You could try to help their durability, but unless you're buffing DEF with something like Iron Flesh, it's probably not going to help.  It's a shame Defender's Ward requires a ranking officer, because they'd love DEF15, and ARM13 would be nice against blast damage.

The other issue the Cutthroat's have is accuracy.  They're already expensive at 7/10.  I can think of two gys that can help their accuracy issues without a ranking officer:
1) Harkevich has Fortune; re-rolls on RAT5 can threaten most infantry/heavies reasonably well.
2) Scaverous has Telekinesis.

Honestly, Scaverous is the big winner with Croe's.  Why?  Telekinesis can get you the rear arc bonus, which translates to +2 to hit AND +1d6 damage.  It's frankly disgusting.  I'm not saying that Scaverous is the ONLY guy I'd play Croe's with, but he can make them sick.

Of course, pKreoss' feat means that you're missing on snakeyes, so he could use these guys as an assassination vector.  It feels distinctly un-Menoth, but what the hell.

Overall
DEF buffs, blast damage mitigation, and accuracy are what Croe's want.  Of note are Harkevich, Scaverous, and pKreoss, as all of them can help Croe's hit, and the last two can make them serious assassination threats against living casters.

Sam McHorne & the Devil Dogs
Work For: Cygnar & Menoth
Like Jack Marshals that can gank the crap out of knocked-down models?  Hire Sam & Friends for 5/7.  Pronto is good for melee jacks and ranged jacks alike.  You can go cheap with just a Buccaneer (bring your own knockdown!) or you can get a Mule to move up AND get the all-important aiming bonus.

Sam & Friends have average stats, short range, and are just kinda sick if you can knock the target down.  That Slug Gun may only have RNG4, but it's POW14.  CRA is kind of a joke with RNG4, but you can always get an Assault off with Murdoch.

Frankly, these guys benefit most from Knockdown effects.  pKreoss and pStryker can deliver the goods here, and once the Avenger comes out you'll be able to get Knockdown for any Cygnar caster on-demand.

Overall
pKreoss is their buddy in Menoth, and if you really want to enjoy the Knockdown effect, you're probably adding a Buccaneer (KD on demand!) a Freebooter (KILL THE KD THING!) and a Priest (Pathfinder and Defender's Ward eligibility!)  In Cygnar, pStryker for Earthquake, or anyone with Avengers.  Or, you can add a Buccaneer to make them a self-contained 10pt trashin'-things module.  Note that they are a bit niche just because they love to kill stuff on the ground, and you can't always get that lovely Knockdown.

Horgenhold Forge Guard
Work For: Cygnar, Menoth
Want Reach Weaponmasters with solid ARM?  These are the guys.  Defensive Line means they'll laugh off most blast damage.  They need it, because they're a whopping SPD4 and DEF10.  MAT7 is pretty reasonable, and they're POW11 weaponmasters with Critical Smite, so their main concern is actually getting there.

Cygnar has ready access to Arcane Shield, and with that up (and Ranked Attacks and Murdoch) you have a nice front line that can beat the tar out of the enemy when they DO get there.  Cygnar and Menoth both have access to Crusader's Call, good for +2 movement on a charge.  Note you'd need a ranking officer, and you're stuck with either Blaze or the Harbinger for it.  Still, it's a solution their SPD4, right?

Overall
Honestly, I'm most at home using these guys with Ashlynn as she has Quicken, which really solves their SPD4 issue.  Murdoch lets you used their Ranked Attacks in a Cygnar shooting army to just sit back and hit the enemy when they come in, as you can probably convince the other guy to come to you.  Otherwise, you'll need to use judicious spacing of your troops to make sure anyone going after them can only get the first few.

Wrap-Up on Merc Units
The Steelheads and Sea Dogs are the most in-depth choices you've got for merc cores.  The Steelheads are relatively self-sufficient while being able to mesh well (largely with Stannis Brocker, but also the Halberdiers+Cav).  The Sea Dogs excel at layering a truly riduclous amount of buffs on the table.  Either way, these 'cores' are almost plug 'n' play into most faction armies.  I would say the tradeoff is the Sea Dogs require the most to remember, but since it focuses around making a unit into a sick receptable of buffs, it can readily benefit from Ranking Officers.

The Steelheads and Sea Dogs can also readily morph into a merc army, as they have access to all the contracts AND at least one specialist caster.  The Sea Dogs in particular have Phineas Shae's tier list, which is kinda sick.

Past that, there are a fair number of one-unit cores you could build around: the Nyss Hunters are expensive and have a bit of everything (outside of durability).  The Ogrun Assault Corps is sort of the inverse of the Nyss Hunters, as they've got durability in lieu of agility.  The rest of the merc choices get to be pretty niche.

Wednesday, June 15, 2011

Moonlighting with Mercs: Cryx



One reason I've convinced myself to by mercs is that it theoretically lets me experiment with a variety of factions without having to commit too many resources. It's the magic of 'friendly' versus 'friendly faction', which can narrow down your choices.

EDIT: I've added a note on the Withershadow Combine, and added Lord Exhumator Scaverous, which I missed as I did not have Wrath when I wrote this.

A Note on the Withershadow Combine
Generally, the idea with this series is to focus on the mercs the factions can take.  Most other factions have ways of stripping upkeeps, either from themselves or others.  Cryx's character unit is the only in-house way Cryx has of removing enemy upkeeps, and they help your caster by providing one free upkeep.  It's worth a mention, as you don't have access to this via mercs, and at 5 points they're reasonable enough in a 35pt list.

The Casters

Cryx, as they tend to specialize in harming the enemy versus helping themselves, sounds good at first glance. However, Cryx has a somewhat more restricted selection of mercs at their disposal. I will start first by determining which Cryxian casters I would want to try with mercs, then worry about which merc units I'd take.

Iron Lich Asphyxious - His unit buff, scything touch, is good for +2 damage for any friendly units/models. Parasite, of course, matters only in terms of getting the hit off. His feat is purely selfish. As such, this guy is a solid start for mercs; as long as you can hit with them, you can do some damage either in range or melee. Just bring arc nodes and perhaps a helljack.

Lich Lord Asphyxious - He's not nearly as friendly as his prime version. Excarnate is undead-only, and the feat is faction-specific. Frankly, I would skip him for this exercise. At best, mercs would be supplimental, which is not quite the point of this exercise.

Warwitch Deneghra - Let's see. Her one buff is friendly model/unit. She can boost accuracy (via crippling grasp and the feat) or debuff armor (via parasite, crippling graps, or the feat). Bring her a battlegroup, and you can even do pop 'n' drop with some ranged units and Scourge (IE: Steelhead Riflemen, perhaps?) She's a solid candidate for a mostly-merc army. I guess she can buy some plausible deniability, right?

Wraith Witch Deneghra - She keeps Ghost Walk, and still has an ARM debuff and DEF debuff. Still solid, after you pack in some arc nodes.

Goreshade the Bastard - The one spell he's got that worries about troopers specifies friendly only, so you can still Soul Gate something back home. Past that, Goreshade offers nil suppot to troops, and can Stealth his battlegroup. Bring mercs that are self-supporting.

Goreshade the Cursed - You miss out on Sudden Death and the feat, as well as the Elite Cadre. Honestly, I feel like you're missing out on some of the epic 'Shade's abilities if you want to run a merc core.

Master Necrotech Mortenebra - Frankly, she's all about her battlegroup with her spells/abilities/feat. You could probably get mileage out of Boomhowler's or Steelhead Halberdiers as a screen, but I'm really not sure she's suited for the merc-heavy theme.

Pirate Queen Skarre - Between Dark Guidance and Blood Magic specifying Faction models, the pirate queen isn't too big on hired guns. She offers plenty of support to infantry, just not merc infantry.

Skarre, Queen of the Broken Coast - eSkarre is more about the battlegroup, though Black Spot works on mercs...partially. Mercs won't get the extra attack, but -2DEF still helps you with a hit. I'd have to say that eSkarre is in a similar boat as Morty: maybe a little as a screen, and I'd probably skip on merc shooting as I'd want faction models to take full advantage of Black Spot.

Lich Lord Terminus - Between Abomination and Sacrificial Pawn [Undead] I think it's safe to say Terminus is kind of a Cryx-only guy. Just sayin'.

Lich Lord Venethrax - He wants a friendly faction model/unit for Soul Harvester, but past that he's self-centered and offensive. Considering a psychotic Gerlak Slaughterborn could serve as a fine soul harvester, I think Venethrax is a fine candidate for self-supporting mercs.

Witch Coven of Garlghast - Ghost Walk and Occultation are perfectly fine with mercs, though Veil of Mists will only screen them. Add in an armor debuff, and as long as the mercs can hit on their own, you should have some options.

Lord Exhumator Scaverous - He's the new guy on the block, fresh from Wrath (and hence being added in via edit...).  He's reasonably friendly towards mercs, with a couple of debuffs (-2ARM from Feast of Worms, and -2 DEF and hamstringing from Icy Grip) and Ghost Walk.  Telekinesis is hideously versatile; you can drag something a little closer and give everyone a backstrike bonus, or move your own hitters up.  Death Ward would be wonderful on a unit, but you can always use it to help your own battlegroup, either by buffing a melee jack (Erebus reaches a stupid-nasty DEF14 ARM20 with it, which is sick for Cryx) or maing sure an arc node keeps its node functional after some damage.  Excarnate suggests you bring undead, and in fairness you are losing out on it.  The feat would be more of a loss if Cryx had any units with Magic Ability, but a Warwitch Siren or two and/or the Withershadow Combine would be a sufficient addition to help, plus the jerk can throw out a crap-ton of TK on feat turn.
I like him for mercs, even if you lose out a little.

The Mercs

As I mentioned, our favorite undead nation does not actually attract a lot of potential employees. I guess no one likes the retirement plan, but money's money, right? It's worth noting Cryx does not have access to any merc jack marshals, which is probably just as well, considering what a Mule could do on a target suffering from Parasite.

Steelheads - You can get cheap melee bodies, you can get some decent cav that goes with the cheap melee bodies, and you can get some actual ranged attacks for your Nightmare Empire. With combined attacks (or flank on the cav), these guys can be reasonably accurate, especially with some of the defensive debuffs open to Cryx. I started this exercise thinking about running a full unit of Halberdiers, a full unit of Riflemen, and Stannis Brocker.

Cryxian armor debuffs help Steelheads hit harder, which is one of the complaints I tend to hear about mercs. A Halberdier double-team is suddenly MAT7, PS16 under Parasite, and goes up to a silly MAT9, PS15 under Crippling Grasp. The Riflemen are similarly disgusting, with the added bonus of Combined Arms.

Boomhowler & Co also appreciate the debuffs. While they have combined melee attack, the base size makes it difficult to get more than two guys into any given attack, and they don't hit particularly hard. Still, I suppose you can get a tarpit and some lethality, as well as a trample shield, out of these guys.

Croe's Cutthroats LOVE a DEF debuff. With a base MAT6 and RAT5, the poison weapons might actually do some serious damage. Even parasite won't mitigate the otherwise-low POW, but in a larger game I can see them benefitting from a DEF debuff as long as you've got some heavy hitters in your list.

Cylena Raefyll & Nyss Hunters - They'll be happy with Cryx, I think. If you're only looking to invest in one hefty unit, you can get both ranged and melee out of them. Get a DEF debuff to make sure that MAT6 can work in melee, and a DEF debuff will help them nail high-DEF infantry at range without having to do an excessive amount of teamwork. With Pathfinder, they're not as reliant on something like Ghost Walk for mobility.

Orin Midwinter - It's not like Cryx is low on magical attacks. Null Magic can work for you, but it poses an order-of-activation issue for you. I guess if you want to challenge yourself, or run a flanker with some anti-infantry capability, there's always this guy.

Gorman - He's good. Cryx can help him hit better, and/or just make a warjack CRY as it eats -5ARM in a turn.

Sea Dogs - The basic units and their buff solos will work for Cryx. You'll want to bring all their support just because it's a solid package. Compared to the 'Steelhead Package' it's not really got a ranged component (Not fond of artillery, and pistols aren't really that ranged), and it's a bit more solo-heavy to get the full effect. However, I don't believe Cryx has access to a psychotic acrobatic model like First Mate Hawk. If you take the unit-supporting solos and a full-up Sea Dog Crew, you're looking at 16 points, which is a fair chunk of a 35pt list.

Master Gunner Dougal MacNaile - Sadly, artillerist won't help Cryx, so this guy's mostly a wash unless you want to bring Sea Dog Deck Gun Crews.

Ogrun Bokur - Solid utility, and has the distinction of being one of two Rhulic solos that will actually work for the Nightmare Empire. As ever, you'd bring him to backstop bullets that would otherwise be addressed to more valuable targets. He's also got the distinction of being the only Shield Guard available to Cryx.

Overall

Frankly, I like the Deneghras and Iron Lich Asphyxious for merc-centric forces. Sadly, you're limited to merc units/solos, but given how focus-efficient you can get with Cryxian helljacks, I don't find that a major downside. Crippling Grasp is the standout, as you can get effectively +2 to hit and +2 damage against a target. Hell, even lowly Halberdiers going solo can rack up effective MAT9 PS15 swings on feat turn against CG'ed targets. It's just plain wrong.

I currently favor Steelheads for these two, as they're inherently self-supporting, and you can pick between volume of attacks or quality of attacks for the issue.

Just be aware that mercs tend not to be fearless, so the lovely Deathjack and its abomination might not be high on the list.

Thursday, August 19, 2010

Thoughts on playing against eGaspy


You only have to go to page 5 to pick up on the fact that Privateer Press wants you to go for the throat.

Look at it this way: most anti-infantry stuff has something like MAT/RAT 6, DEF 12-13, and ARM 15 tops with a low end of POW 10.

That means they generally need a 6-7 to hit, and a 6+ to kill you, and that's average power. What's that mean? You probably want to shoot first and, y'know, cripple the other guy.

Now, some folks CAN play attrition; Lich Lord Asphxious is one example. He can swell the ranks of his undead troopers by killing yours, AND bring back a chunk of them for one last charge via his feat, which usually kills you or takes out a large chunk of your stuff.

Bottom line? He's happy to trade troopers with you, since he can always get more. Worst case scenario, he trades a unit of Bane Knights (mmm, weapon masters with reach and Vengeance for when the other guy kills some...) for something, then fires them at your caster via his feat.

The Situation
Since I occasionally suffer from a critical lack of reading comprehension skills (...I thought the league point value had changed; we're doing an escalation league with gradually increasing points levels and I thought we were at 45...) the matchup was thus:

Me:
Mortenebra/Deryliss
Deathjack
Harrower
Leviathan
3 Slayers
Necrotech/Scrap Thrall
3 Scrap Thralls
2 Warwitch Sirens

Him:
eGaspy
10 Bane Thralls + UA
10 Bane Knights
2 Deathrippers
Deathjack
Bane Lord Tartarus
Gorman di Wulfe
2 Warwitch Sirens

Scenario: Mosh Pit

End Result: turn 3 Caster Kill for me
Casualties: 4 Bane Knights on his side, 4 Scrap Thralls on mine

What's the Lesson Here?
So, there are 20 Weaponmasters across the table, and he can probably trade most of them for most of my jacks, and then promptly pop his feat and assassinate Morty, since her Tier 4 list does not bring infantry units (so, no easy screening...)

Frankly, I lucked out a bit because he wasn't aware of the power of Overrun (I put the spell on a jack; it kills something and another jack gets a free full advance outside of its normal movement) combined with a Leviathan and Mortenebra's interface.

Basically, Deryliss slaps it on Deathjack, DJ crushes a couple of Banes after the Warwitches and Slayers clear some space. The Leviathan Overruns up, Morty pops her feat and moves into base with it. The Leviathan then uses its access to re-rolls, an aim bonus for RAT 7, and and Morty's 7 focus to blow Gaspy to hell (again) with a pair of fully-boosted POW 14's and one boosted to-hit POW 14 in reserve.

So, what's my point?

For me, this is kind of the 'Aha!' moment, the proof-of-concept that sometimes, assassination really IS the way, and some kind of crazy balls-out aggression really IS the way to go. Frankly, if that had failed, it would've been game. Then again, I'd rather play the odds* early and go for the win than try to fight attrition, since I saw a shot while I still had my ranged assassination guy intact.

Bottom Line
Sometimes, crazy plans, "Where did that come from?!" tricks and catching your opponent off-guard will get you the win. However, I don't think it'll work a second time. On the other hand, it's always good to have that tool in your arsenal.

*On the odds: Leviathan's RAT 7 vs Gaspy's DEF 15 means an 8 to hit on 3d6. The average of 3d6 is 10.5; so I was probably shooting at a 60-70% chance before a re-roll, so I could reasonably assume two hits. He had 1 Focus on him, so that's ARM 17, so it's 3d6-3 damage. That's an average of 8 damage. Given re-rolls, again, it's a fairly reasonable assumption I could take him. It could've backfired, but again, at the time, I didn't see really great options for me in this matchup.

Tuesday, August 3, 2010

A glance at Lich Lord Asphyxious

Also known as 'eGaspy', or 'That Freaking Thing Across the Table' or any number of epitephs. I've recently had the joy of playing against him, and I believe he's reasonably strong despite the fact that his Feat can no longer be used in conjunction with Soul Hunters.

There are two traits about eGaspy that come out to me: first, his ability to stay the hell out of danger, and second, his ability to play a mean game of attrition.

We'll start this look at eGaspy by analyzing his stats, spells, and Feat. Then, I'll launch into what thoughts I do have about his army list.

Stats/Gear
He's reasonably durable with DEF 15 and ARM 16 on top of 18 health boxes. He's only got one weapon, Daemortus. It's a fairly standard-issue caster weapon; P+S 15 with Reach and Magical weapon. Hey, gotta be able to smack those annoying Incorporeal models in the face with something, right? Speed 6 is also pretty decent for casters as well, and 7 focus is typical for Cryx.

Now, if you're coming to eGaspy from the non-epic form, you're going to miss Sustained Attack. You can't just boost the first stab and then buy damage rolls from there. You lost entropy on a stick for a Lich Lord on a stick: Daemortus' special action gives up your melee range & melee attack in order to place a 5" AOE completely within your 14" control area, and you can reap the souls in it (subject to normal restrictions like who's closer, etc.). Combine that with the standard-issue cull soul rule, and you can rack up some focus.

The Defensive Side
DEF 15 is nice, but it's nothing a good MAT/RAT plus a boost can KO. You've got three spells that make you much rougher to get to, though:

Hellbound
3 Focus, Upkeep, and you cannot be charged while it's up. Enemies count 5" within eGaspy as rough terrain. Translation? The enemy needs Pathfinder or Reach to have a chance of just walking up to you and punching you in the face. Or, y'know, they can just SHOOT you. Beware enemies that can do the previous or have ways of dropping Upkeep spells.

Caustic Mist
Or can they? 2 Focus puts a 3" AOE cloud effect into play fully in your control area. You can upkeep a spell and throw out three clouds, which SHOULD generally hide stuff you want to hide. If the enemy enters or ends its activation in the cloud, it eats a point of damage. Single-wound infantry are more or less sad freakin' pandas, but Jacks, Beasts, and heftier units CAN just walk through it and not care, but it cuts out the charge range.

If you can't fully surround a unit with multiple damage boxes, you can drop a cloud on it for a +2 DEF vs. ranged and immunity from non-reach single-wound infantry. It's an option to consider.

Teleport
2 Focus, place yourself completely within 8" of your current location, and end your activation. It's a 'I'm gonna charge this turn' card, or a mobility card, or anything else your feverish mind can conjure up card. Just remember it ends your activation.

The Attrition Side
He's hard to kill, and there's a decent chance he can outlast you if you have plenty of living units. Failing that, his feat means he's actually fine with trading a unit for a unit if he can open up a hole to your caster and fire it off.

Spectral Legion
The feat is fairly simple: bring back up to 10 friendly destroyed not-large-base warriors. They're incorporeal solos that must charge in their activation, and go away at the end of the turn. You can use this to clean up a heap of beat-up stuff, or you can use it as an assassination tool.

If you're going for the kill, you're probably hoping to combine Bane Lord Tartarus' bane curse with a bunch of effective MAT 8 weaponmasters on the charge. The standby is Bane Knights for their Reach, though Bane Thralls may have some merit when it comes to army composition. Past that, since you're all solos, you want to be able to HIT the target without a combined melee attack.

The other part that makes you want to play attrition is that every time the enemy kills a warrior model, they're just loading up your feat. It's a wonderful psychological weapon.

Excarnate
So, you lost that POW 14 hellfire. Ok, it went down to POW 13, and if it takes down a living enemy model, you get an undead model for a nearby unit. This helps to dictate your troop selection.

Caustic Mist
Are you a gunline? If you don't have Eyeless Sight, your melee troops ARE probably gonna get into the contest. You can avoid losses on the way in, and then still afford to lose troops.

Other Spells
Parasite
Typical cryx armor debuff. -3 to a target's armor, +1 ARM for you. It does sort of pay for itself in that you get the upkeep AND the benefit of camping the focus.

Death Knell
This is a spell answer for shield-wall infantry, or anyone else that wants to group hug on the field. It's a 4-inch AOE that's POW10, but adds +1 to the damage roll for each enemy caught in the AOE. Direct hit on four guys in a shield wall? The guy you hit eats a POW 14, and his buddies eat POW 9s. Not shabby, BUT it does cost four focus and likely a fifth for the boost.

If you're rolling with Deathjack then you can use its Necromancy and allocate it a couple focus to get the spell off, but past that it's not going to be a mainstay.

Army Composition
Warjacks
For starters, you have +6 'jack points, which is pretty solid for Cryx. Parasite and Excarnate are prime candidates for arcing. Consider a couple of Arc Nodes, though preferably ones that don't need so much Focus, as you're playing a spell-slinger.

Consider Canerkworm as well. It's 5 points, reasonably durable, and can hit bloody hard with Armor Piercing. A charge off Cankerworm is doing 11+3d6 against half the other guy's armor value, which is going to do a serious number against jacks. For extra hilarity, you can use the Imprint to repair AND steal a nice weapon. The Affinity for Asphyxious is that you get a free full advance at the end of its activation, so long as it ends the activation in Gaspy's control area. Combine this with Parry (immunity to free strikes) and it charges someone, rips a great chunk out, and then darts off pointing and laughing.

If you're going to take heavy jacks, look into the ones that aren't focus hogs. This means Deathjack and Seethers. Honestly, these provide alternative assassination vectors as well, so it's worth considering them for that angle too. Just don't take focus hogs or ones that need to-hit boosts, which more or less kills the ranged jacks we have.

Infantry
Excarnate suggests going for undead infantry. Consider Banes of one form or another. Bane Knights have superior range on the feat charge and you can make up for their lack of stealth by hiding behind Caustic Mist.

On the flip side, Bane Thralls don't NEED the caustic mist, so you can keep more of your force safe from shooting. Additionally, for one more point that a full ten Bane Knights you can get the same number of Bane Thralls, along with the officer and standard bearer. What's more fun than a unit full of Tough, auto-standing-up weapon masters? A unit full of Tough, auto-standing-up weapon masters that GROWS! Between Bane Lord Tartarus and Excarnate, the enemy has to etiher NOT have living units, or pretty much level your Banes in a go.

Past that, Mechanithralls can bulk up your numbers, but MAT 5 isn't so hot on feat turn unless you're using them to try to combo-strike heavy jacks. You don't have any way to buff their MAT, either. Still, it's 5 freakin' points for 10 guys, and you can ALSO bring back the Brute Thralls. They do work nicely with Caustic Mist shields, but I'd prioritize Banes of one sort or another before adding Mechanithralls.

You can always use the Mist to deliver Bile Thralls as well. No one likes the Purge, especially when most of the unit gets through to DO it.

Soul Hunters don't benefit from the Feat, but they're still worth considering at higher point levels as a distraction. Bear in mind, though, that they'll be the center of attention if the rest of the army is stealth/behind a cloud.

The Withershadow Combine gets a nod because of the free upkeep and they're about the only way for Cryx to undo debilatory upkeeps. I'd consider them at higher point levels (IE: 35) because they're great utility, but not THAT offensive.

Solos
Warwitch Sirens are EXCELLENT for getting your Arc Nodes moving. Free focus for a jack? A Spray on top of that? I'll take it! Certainly worth considering for the army. Hell, they're just all-around utility solos. Every Cryx player should own a couple.

Gerlak Slaughterborn is excellent for clearing out infantry, which he can ALSO do on the feat if you need to clear up lanes. He also gets boosted attacks against wounded enemies, so he's effectively ANOTHER MAT 8 weaponmaster.

Oh, since you're bringing Banes, get Bane Lord Tartarus. The ability to occasionally hit that high defense is necessary. Even with Bane Curse, I almost had eSkarre survive a run of Bane Thralls because of her DEF 16. You have to HIT to roll 11+4d6 against thier ARM -2.

I'm not sure a Skarlock is absolutely necessary, since you don't have buffs for it to hand out. I'd not be surprised to see it get off either a single Excarnate or Parasite before the enemy decides it should die. Thing is, those are the ONLY two spells you can cast; Death Knell is too expensive and the rest of your spells are range 'Self' or 'Control.'

Darragh Wrathe is solid if you're bringing Soul Hunters, and even if not he can help advance your army with Death Ride (since you brought mostly Undead, right?) or help your attrition game with Beyond Death (living models with -2 to damage rolls in your area, combined with high-ARM infantry? Think I can make that work...).

Sample 25-point eGaspy Army
Battlegroup
Lich Lord Asphyxious +6 WJ
Deathripper [4]
Deathripper [4]
Cankerworm [5]

Units
10 Bane Thralls [8]
Unit Attachment: Officer & Standard [3]

Solos
Warwitch Siren [2]
Bane Lord Tartarus [4]
3 Scrap Thralls [1]

Logic:
We have a couple of Arc Nodes, we have a hefty infantry unit with support solo, and then we have a Warwitch for focus support and 3 scrap thralls for filler. If we wanted to, we could probably drop down to a minimal unit of Bane Thralls, freeing up 3 points. Since our Deathrippers are 4, we could try to scrounge points for a Seether, but that means dropping our Warwitch Siren. It's a thought, and we could perhaps get away with it at 25. Depends on how many living models are out there waiting to be recycled to the glory of Bane Thrall-dom.

When it comes to assassination, we have a few venues:
1) The feat + heap of dead Banes + BLT
2) Spell Assassination via Arc Node, boosted Excarnates and a good round of harvesting from Daemortus
3) I suppose we could always try to abuse Parasite + Sustained Attack off of the Deathrippers; 3 focus means a boosted to-hit for the charge, an effective PS16+3d6 and a PS16+2d6, which has a decent shot of taking care of a caster.

A Final Note
Note: I don't have a hell of a lot of experience with Lich Lord Asphyxious. This is mostly what I see as his playstyle, and have seen of it. He DOES look versatile and forgiving, and I'd hate to have shooting that can't get through stealth/clouds.

Saturday, July 31, 2010

Thoughts on epic Skarre Army Lists at 33


Now, when it comes to the epic version of Skarre, I'm a believer that she favors a balanced force, but several of her spells and her Feat can be serious benefts for jacks.

Why the angry horned pirate lady likes Jacks
1) Admonition
AKA 'Get outta the way, little arc node!' Admonition is a battlegroup-only spell for 2 that means whenever an enemy ends their movement within 6", Admonition's target can immediately move 3" and is immune to free strikes.

Now, I've used it on lower point levels for my Arc Node, but you can of course use it to keep heavy hitters or even Skarre herself safe from charges. You can get extra movement out of it, and it's not something the enemy can FORCE you to use, either. Basically, I figure you can either keep yourself out of assault, or get yourself closer. Note that it IS up to the enemy to trigger it, though.

2) Perdition
2 focus for a 10" POW 10 shot that allows one warjack in the battlegroup in this model's command range to make a full advance towards the nearest enemy unit. Now, the last part makes it a little tricky to use (since the nearest enemy unit can dictate your movement a bit) but note that 'Towards' =/= 'Directly Towards'; you just have to keep getting closer to the other guy.

I can think of two main uses for this: get a ranged jack closer to the target you want to shoot while you can still get the 'aim' bonus (since you can still forfeit your movement when you activate), OR move a melee hitter closer to their target. Hey, that Deathjack missile just got a free advance...

The nice part? Since you're Epic Skarre and can wait to boost AFTER you see the dice roll, you can minimize the Focus needed for this spell, and given FOCUS 7? You should be good.

3) Feat: Fate Weaver
Take a point of damage to render friendly units immune to being charged/targeted by attacks for a round, or enemy units unable to attack, period. Obviously, you should spend a point on making SURE Skarre is protected by this, so you've got four targets to render immune. If you've got a few jacks on a flank, they can move up with impunity for a turn and gain field position, or do crazy stuff. I'm sure we can all think of some ways to annoy the enemy by making sure they can't target jacks, or watching some of their guys be utterly unable to DO anything cool for a turn.

4) Death Ward
This is number four for a reason; while +2 ARM is nice for heftier infantry (Hey, who loves ARM 18 bane knights? Any takers? No? Oh well...) but on a 'jack, this lets you pick the column you take the damage in. It lets you keep criticle systems alive that much longer.

Raptor, why's there a picture of a Phalanx in this post?
Glad you asked. It's a simple math problem: Black Spot + Leviathan + Focus + Infantry = Infantry-flavored Hash Browns.

It's a bit of a guilty pleasure of mine, but it goes like this: Arc Node runs up. Skarre arcs Black Spot onto an enemy infantry unit. Black Spot gives the enemy warrior/model -2 DEF, and if you kill one you immediately get another attack of the same type, independent of ROF and the like for free.

The -2 DEF is huge for Cryx at range, since most of our guns have a mighty, mighty RAT 5 base. I favor the Leviathan for this approach because the Spiker has ROF 3. I'll throw the Leviathan 2-3 focus if I can get a shot at a Black Spotted unit. Heavy-armor infantry go down to DEF 10-11, and POW 13 can usually get the job done against single-wound infantry. With good rolling (and the ability to boost the initial ROF shots AFTER the dice go down) you can KO 4-6 infantry a turn with this.

Besides, there's nothing like the expression on the other guy's face when he watches this hulking spider-like monstrosity mulch an infantry unit in 1-2 turns.

The Cons
Well, first off, you have to field a Leviathan and an Arc Node to make this work. You'd probably be fielding the Arc Node anyway. The Leviathan IS a bit focus-hungry to get results; either 1 to run or 2-3 for a good round of shooting. That's about the worst I can say, though, since the Leviathan IS a fairly decent platform. Black Spot just makes its ROF 3 go further than normal.

It does mean that any of the other jacks you bring should probably be reasonably self-sufficient in terms of Focus, though. Then again, something like a Seether or Deatjack will go nicely with Perdition.

The List
Admittedly, the escalation league has run at some wonky points levels. At 33, I ran:
Skarre
-Nightwretch
-Leviathan
-Deathjack

10 Satyxis Raiders
-Sea Witch UA

Warwith Siren
Satyxis Captain

First turn is something like 'slap admonition onto DJ or the Night Wretch, hand out focus, run up'. Then, it's address the enemies. I can try to put damage on the caster with Backlash + Raiders, or ram the Raiders down the other guy's throat with a freaking 12" move on the charge if I take the Desparate Pace from the Captain into account.

DJ fits the criteria of being self-sufficient with the focus-hungry Leviathan in tow. The other goal (that I'm admittedly working on) is Perditioning a DJ-missile into range of the enemy caster, though the two times I've used this list it went like this:

1) I goof up, DJ dies to POW 10 weaponmaster-esque ranged attacks from Retribution Mage Hunters. He goofs up, forgets he can't block Ravyn with a fleeing unit, and the Leviathan makes hash out of her in melee. (Guess losing 8 health from Backlash and getting punched by a boosted P+S 17 crab-jack isn't that healthy...)

2) I goof up, overextend myself and fail to get DJ into Perdition range of eAsphyxious. He fires off 10 Bane Thralls at eSkarre; it takes him until number six (when he could fit in maybe one more, given space requirements) to get the 8 he needs with MAT 6 + Bane Curse to make it happen, and promptly wipes her out with one weaponmaster-charge hit. Ouch. Then again, he does Attrition better than I do, so yeah.

I've still got plenty to learn, but I like eSkarre as a caster and find the whole 'can boost after you throw the dice' thing to be a major benefit.

Obligatory Introductory Post


As I've recently become enamored with Warmachine and Hordes, I've decided to start up a Warmachine/Hordes blog instead of turning Spite for the Dice Gods into a confused morass of wargaming posts. Besides, it already has a heap of followers for 40k.

I'd rather save readers (ha! Right now there ARE no followers for this blog! Of course, I haven't really posted CONTENT, either, so yeah...) the trouble of picking through the articles on either system, so in my infinite generosity I've decided to start up a second blog.
So, What Factions?
Right now, I'm rounding out a collection of Cryx for Warmachine, and I've started picking up components for an Everblight army. I intend to pick up enough for a small Retribution force, just because A) the models are freakin' sweet, and B) it's not like I'll need that many of the Friggin' Sweet models to actually run a force. (Oh, Phoenix of Fiery Infantry-Clearing Flatulence...)

Current Cryx casters I'm using/working at:
epic Skarre
Terminus
Mortenebra/Deryliss
Venethrax

Planned Everblight Casters:
pLylyth
Absylonia
Eventually either Thagrosh
Perhaps Saeryn

And with that, I'm going to start generating content.