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.
Showing posts with label lock and load. Show all posts
Showing posts with label lock and load. Show all posts
Thursday, June 7, 2012
Cryx's Kraken - Initial Thoughts
Labels:
colossals,
cryx,
eGaspy,
egoreshade,
eSkarre,
first impression,
lock and load,
mortenebra,
venethrax
Tuesday, May 15, 2012
Saeryn: Tier Thoughts
I've been toying around with Everblight tier lists for Lock 'n' Load's Blood, Sweat, and Tiers. (I am, alas, on the waiting list...).
I've had great fun with eVayl's, but on a whim I gave Saeryn's tier a go. I've found it...interesting.
The Tier
T1: Advance Deploy your Spell Martyrs (if any), following restrictions:
Only flying beasts/Nephilim, no characters
Only units with flight
Shepherds/Sorceress on hellion/Spell Martyers
T2: Bring a Sorceress on a Hellion, gain +1 to starting roll
T3: Bring 2+ heavies with Flight, gain +2" DZ
T4: Bring 3+ Nephilim Warbeasts, gain a free Nephilim
How Deep?
This is the big question. Honestly, T2 and T3 work together nicely; as the Hellion grants you some fury efficiency with flying heavies (read: Angeliusss...however the hell you spell it for plural) and your heavies are naturally swift.
Once you get to T4, well...then it gets interesting. You CAN do T4 at 35pts, but it's pretty limited. At 35, I have:
FALLEN ANGELS!
Saeryn [-5]
-Angelius [9]
-Angelius [9]
-Nephilim Soldier [5]
-Nephilim Protector [5]
-Nephilim Bolt Thrower [6]
-Nephilim Bolt Thrower [0]
Nyss Sorceress on Hellion [4]
Shepherd [1]
Shepherd [1]
Cons
This list has a glaring weakness - the shepherds. If you can't hide them or shield guard them, you're in for a world of hurt. Comically, 2/3 of your beasts CAN frenzy on your caster, an oddity for a Legion list.
In all seriousness, fury management IS an issue; you have 7 FURY on Saeryn and can generate a whopping 20 fury in a turn, and can cool off one Angel and change with a safety Fury or two on Saeryn.
Early on, this isn't a huge issue, as you're running everyone turn one (after getting out upkeeps and dumping fury). When shooting, you've got Shepherds to cool off troopers, and maybe you can keep an Angel or two in melee. Lose a Shepherd, or need to push? You're going to take threshold checks. On the bright side, at least Nephilim have a high threshold, and you'll want to learn about frenzy rules and getting things like the Soldier and/or Protector close to enemies.
You also are a bit low on melee power, outside of Armor Piercing strikes. Armor-heavy enemy lists may make you consider scenario/assassination plans. Similarly, higher-DEF heavies can give the Angels issues with their Legion-standard MAT6.
As a minor note, I like having a Harrier or other lesser to throw out as a Blight Bringer target, but at least you've got a Soldier for that, right?
Pros
This list has a decent ranged game with Bolt Throwers (one of the best ranged attacks in Legion, between the POW, RNG, thunderbolt, and lack of damage type) and the boostable hand-cannons on the Angels. You also have a SPD8 spray-bot that can go hunt support in a pinch. Just note that spells don't really match up with a ride-by attack, alas.
While you ARE rocking a ton of Fury, note that Saeryn's feat favors a hefty battlegroup. Your army will basically be untouchable in melee for a turn. Which is nice.
You also have access to some wonderful movement shenanigans, between Repulsion and Thunderbolt, and you can always get slams off with the Protector and Soldiers. Given the extended deployment zone and widespread flight, you also have an excellent mobility advantage. You might even find a use for Massacre, as it IS extra movement and can give your melee beasties a free charge after the Sorceress bites it.
Playing The Army
Early on, you'll throw up Respawn and possibly Banishing Ward. Saeryn may grab Flight on turn one and charge up, or just meander up. The Bolt Throwers and Angels grab good shooting lanes, the Soldier looks for slam targets or clumped-up infantry. The Protector wanders around with Shepherds nearby, and generally waits to eat a transfer from Saeryn.
You actually have a decent selection of animi, as Saeryn enjoys Flight (hey, no innate pathfinder...) and Safeguard (keep that high DEF; not like ARM14 keeps you alive). Repulsion is solid utility, and even Massacre can be fun for the extra inch of movement, especially if an Angel is going to go on some kind of Overtake stab-fest, or if you just need more fury for attacks/boosts on the beastie.
Some Tests
I've had several games with the list, and managed a few wins. I managed a win against an eFeora list, as support solos that rely on stealth/clouds to survive don't last against Bolt Throwers and Angelius shooting. Add in 1-2 combat heavies, and a Protector to eat transfers and you're fine.
A pSorscha list didn't have enough time to fully activate, and again the shooting managed to KO a few important models (like sharpshooting manhunters, etc) and pull a flight/feat assassination run by dumping two Angels onto Sorscha's doorstep while tying up Beast 09.
A Circle pKaya 3x Warpwolf list thrashed me pretty soundly. I misjudged threat ranges (half an inch difference is way too close for comfort...) and with their accuracy, yeah. I managed to take a chunk out of his army, but losing the Angels and not focusing on scenario cost me.
Overall
I do like this list. It's not what I'd normally take with Saeryn, but between this list and the eVayl triple-angelius list I have, I've learned to love the Angelius. Bolt Throwers are solid, and playing with a free light is a hell of a tier benefit.
If I weren't going to go with a full-up T4 list, I'd probably rock something like:
Saeryn [5]
-Angelius [9]
-Angelius [9]
-Angelius [9]
-Nephilim Bolt Thower [6]
Nyss Sorceress on Hellion [4]
Shepherd [1]
Shepherd [1]
Spell Martyr [1]
You lose three Nephilim for another Angel and a Spell Martyr. You get some hitting power, but I wonder if losing three friggin' lights is worth that.
I've had great fun with eVayl's, but on a whim I gave Saeryn's tier a go. I've found it...interesting.
The Tier
T1: Advance Deploy your Spell Martyrs (if any), following restrictions:
Only flying beasts/Nephilim, no characters
Only units with flight
Shepherds/Sorceress on hellion/Spell Martyers
T2: Bring a Sorceress on a Hellion, gain +1 to starting roll
T3: Bring 2+ heavies with Flight, gain +2" DZ
T4: Bring 3+ Nephilim Warbeasts, gain a free Nephilim
How Deep?
This is the big question. Honestly, T2 and T3 work together nicely; as the Hellion grants you some fury efficiency with flying heavies (read: Angeliusss...however the hell you spell it for plural) and your heavies are naturally swift.
Once you get to T4, well...then it gets interesting. You CAN do T4 at 35pts, but it's pretty limited. At 35, I have:
FALLEN ANGELS!
Saeryn [-5]
-Angelius [9]
-Angelius [9]
-Nephilim Soldier [5]
-Nephilim Protector [5]
-Nephilim Bolt Thrower [6]
-Nephilim Bolt Thrower [0]
Nyss Sorceress on Hellion [4]
Shepherd [1]
Shepherd [1]
Cons
This list has a glaring weakness - the shepherds. If you can't hide them or shield guard them, you're in for a world of hurt. Comically, 2/3 of your beasts CAN frenzy on your caster, an oddity for a Legion list.
In all seriousness, fury management IS an issue; you have 7 FURY on Saeryn and can generate a whopping 20 fury in a turn, and can cool off one Angel and change with a safety Fury or two on Saeryn.
Early on, this isn't a huge issue, as you're running everyone turn one (after getting out upkeeps and dumping fury). When shooting, you've got Shepherds to cool off troopers, and maybe you can keep an Angel or two in melee. Lose a Shepherd, or need to push? You're going to take threshold checks. On the bright side, at least Nephilim have a high threshold, and you'll want to learn about frenzy rules and getting things like the Soldier and/or Protector close to enemies.
You also are a bit low on melee power, outside of Armor Piercing strikes. Armor-heavy enemy lists may make you consider scenario/assassination plans. Similarly, higher-DEF heavies can give the Angels issues with their Legion-standard MAT6.
As a minor note, I like having a Harrier or other lesser to throw out as a Blight Bringer target, but at least you've got a Soldier for that, right?
Pros
This list has a decent ranged game with Bolt Throwers (one of the best ranged attacks in Legion, between the POW, RNG, thunderbolt, and lack of damage type) and the boostable hand-cannons on the Angels. You also have a SPD8 spray-bot that can go hunt support in a pinch. Just note that spells don't really match up with a ride-by attack, alas.
While you ARE rocking a ton of Fury, note that Saeryn's feat favors a hefty battlegroup. Your army will basically be untouchable in melee for a turn. Which is nice.
You also have access to some wonderful movement shenanigans, between Repulsion and Thunderbolt, and you can always get slams off with the Protector and Soldiers. Given the extended deployment zone and widespread flight, you also have an excellent mobility advantage. You might even find a use for Massacre, as it IS extra movement and can give your melee beasties a free charge after the Sorceress bites it.
Playing The Army
Early on, you'll throw up Respawn and possibly Banishing Ward. Saeryn may grab Flight on turn one and charge up, or just meander up. The Bolt Throwers and Angels grab good shooting lanes, the Soldier looks for slam targets or clumped-up infantry. The Protector wanders around with Shepherds nearby, and generally waits to eat a transfer from Saeryn.
You actually have a decent selection of animi, as Saeryn enjoys Flight (hey, no innate pathfinder...) and Safeguard (keep that high DEF; not like ARM14 keeps you alive). Repulsion is solid utility, and even Massacre can be fun for the extra inch of movement, especially if an Angel is going to go on some kind of Overtake stab-fest, or if you just need more fury for attacks/boosts on the beastie.
Some Tests
I've had several games with the list, and managed a few wins. I managed a win against an eFeora list, as support solos that rely on stealth/clouds to survive don't last against Bolt Throwers and Angelius shooting. Add in 1-2 combat heavies, and a Protector to eat transfers and you're fine.
A pSorscha list didn't have enough time to fully activate, and again the shooting managed to KO a few important models (like sharpshooting manhunters, etc) and pull a flight/feat assassination run by dumping two Angels onto Sorscha's doorstep while tying up Beast 09.
A Circle pKaya 3x Warpwolf list thrashed me pretty soundly. I misjudged threat ranges (half an inch difference is way too close for comfort...) and with their accuracy, yeah. I managed to take a chunk out of his army, but losing the Angels and not focusing on scenario cost me.
Overall
I do like this list. It's not what I'd normally take with Saeryn, but between this list and the eVayl triple-angelius list I have, I've learned to love the Angelius. Bolt Throwers are solid, and playing with a free light is a hell of a tier benefit.
If I weren't going to go with a full-up T4 list, I'd probably rock something like:
Saeryn [5]
-Angelius [9]
-Angelius [9]
-Angelius [9]
-Nephilim Bolt Thower [6]
Nyss Sorceress on Hellion [4]
Shepherd [1]
Shepherd [1]
Spell Martyr [1]
You lose three Nephilim for another Angel and a Spell Martyr. You get some hitting power, but I wonder if losing three friggin' lights is worth that.
Sunday, March 18, 2012
Not Dead, Just Technical Difficulties, and Lock 'n' Load-bound
The Off-Topic Part
I'm not dead, but the month-long silence was induced by the death of my new laptop. Turns out that spontaneous hardware failure is inconvenient when it comes to using a computer to, y'know, update a blog. Fortunately, there's this thing called a 'warranty', and ASUS has a decent phone tech support group.
Lock 'n' Load
Yep, I'm going to Lock 'n' Load. Got the ticket, getting travel arrangements settled...and there's the to-do list.
1) Practice Timed Games
Kind of a no-brainer; a casual game has a much different tempo than a timed tourney game.
2) Pick a Bloody Faction (Probably Legion...or maybe Cryx?)
I've got a bit of the faction ADD. Part of the 'practice timed games' schtick involves knowing your pieces and being well-practiced with them. I'm in the middle of repainting my Legion (stripped the metal carni-chassis as they kept falling over...) and Cryx (for the hell of it?).
The other consideration with picking a bloody faction is packing; I'm kinda flying out from the other side of the country and so space is an issue. Legion gets a nod as I can run beast-heavy, whereas Cryx tends to need more infantry (outside of, say, Morty).
Of course, this also involves figuring out which events I'm entering, but what the hell.
3) Paint That Faction
...kind of a no-brainer, but I'm going to bring a painted army to Lock 'n' Load. Come on.
4) Take Pictures
...well, duh. Assuming I have a functional laptop at that point, there might even be batreps.
Wrapup
I intend to get back to fairly regular posts, but laptop and real-life issues kinda interefered. Who woulda thunk it?
Up Next
Rambling speculation on Legion
Finishing up the 'minions' posts
Rambling speculation on Cryx
Rambling about Colossals? [pending receipt of the next NQ]
I'm not dead, but the month-long silence was induced by the death of my new laptop. Turns out that spontaneous hardware failure is inconvenient when it comes to using a computer to, y'know, update a blog. Fortunately, there's this thing called a 'warranty', and ASUS has a decent phone tech support group.
Lock 'n' Load
Yep, I'm going to Lock 'n' Load. Got the ticket, getting travel arrangements settled...and there's the to-do list.
1) Practice Timed Games
Kind of a no-brainer; a casual game has a much different tempo than a timed tourney game.
2) Pick a Bloody Faction (Probably Legion...or maybe Cryx?)
I've got a bit of the faction ADD. Part of the 'practice timed games' schtick involves knowing your pieces and being well-practiced with them. I'm in the middle of repainting my Legion (stripped the metal carni-chassis as they kept falling over...) and Cryx (for the hell of it?).
The other consideration with picking a bloody faction is packing; I'm kinda flying out from the other side of the country and so space is an issue. Legion gets a nod as I can run beast-heavy, whereas Cryx tends to need more infantry (outside of, say, Morty).
Of course, this also involves figuring out which events I'm entering, but what the hell.
3) Paint That Faction
...kind of a no-brainer, but I'm going to bring a painted army to Lock 'n' Load. Come on.
4) Take Pictures
...well, duh. Assuming I have a functional laptop at that point, there might even be batreps.
Wrapup
I intend to get back to fairly regular posts, but laptop and real-life issues kinda interefered. Who woulda thunk it?
Up Next
Rambling speculation on Legion
Finishing up the 'minions' posts
Rambling speculation on Cryx
Rambling about Colossals? [pending receipt of the next NQ]
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