Warcasters are the stars of Warmachine, and Cryx has no shortage of powerful and fun-to-play warcasters. So let’s start with Deneghra, the warwitch in the Cryx Battlegroup box set and the most likely caster a new player will use.
IN SHORT: Warwitch Deneghra is the best debuff caster in the whole game of Warmachine. Watch out, though! This Goth chick may be nimble, but she isn’t well armored.
STRENGTHS: Deneghra has no less than 4 ways to reduce enemy stats, 2 spells (Crippling Grasp and Parasite), her feat (The Withering), and her melee attack. In conjunction with other debuffs (such as Bane Thrall Dark Shrouds) her debuffing can reach ridiculous levels. Let’s step through them.
Crippling Grasp is an absolute terror of a spell, reducing SPD, STR, DEF, and ARMof a single model or even whole units. It also prevents running, charging, special attacks, and power attacks. Yikes! Use an arc node to plant this on a big threat, and watch it crawl towards you a few inches at a time for the rest of the game.
The Parasite spell strips 3 ARM from an enemy model or unit and adds 1 ARM to Deneghra. Both are nice. Use this spell to increase your army’s damage output on any target you choose.
Deneghra’s feat, The Withering, is one of my favorites in the game. Every enemy in Deneghra’s control area suffers a supped up version of Crippling Grasp! It can also be stacked with Crippling Grasp for even greater effect! This can be deployed offensively, to add massive damage to your attacks, or defensively, to stop an enemy’s advance and toughen up your own forces. It’s just sick! And versatile!
Deneghra’s spear Sliver inflicts Shadow Bind, reducing an enemy’s DEF by 3 and basically locking them in place. Letting the enemy get that close to Deneghra is not a good thing, but sometimes it can’t be helped. Her low MAT score can make hitting difficult, making her spells much more reliable ways to debilitate her enemies.
On top of all that, Deneghra ignores free strikes (thanks to Parry) and is protected by Stealth. Her other spells can allow friendly units to walk through walls (Ghost Walk), take over enemy models (Influence), knock them on their asses (Scourge), and melt their faces off (Venom).
Sounds unbeatable, right?
Well …
WEAKNESSES: Deneghra is not a tough combatant. Her DEF is good, but her ARM is very low. Stealth can help protect her at range, but always watch out for blasts, sprays, and enemy models that can neutralize Stealth.
Deneghra also relies heavily on her spell list, particularly Crippling Grasp and Parasite. While both are great, they first have to hit the target, and that will often mean boosting. Even then, sometimes you will just roll bad and miss. Plan accordingly.
Also, Deneghra’s debuffs do not hinder shooting very much. Her feat does reduce the RAT scores of enemy models, but that’s it. Gun lines are going to be a problem because they still hit just as hard, if a little cross-eyed. Plan your approaches accordingly. Smart use of terrain and her Ghost Walk spell can go a long way.
SYNERGIES: Everything.
No, seriously. Everything in the Cryx book can be used with her. She can make any model hit harder and more readily, so feel free to experiment. That’s what makes her such a fantastic starting caster. However, I will offer the following advice.
Arc nodes are a must. They extend Deneghra’s threat range with her spells and keep her safe. Take two. Try to keep at least one safe for the late game.
Speaking of spells, the more Deneghra can fire off, the better. That means fewer jacks and more models that enhance Focus efficiency. Models like Warwitch Sirens and a Skarlock Thrall are excellent additions, as are focus efficient jacks like the Seether.
Finally, a little bit of math. If you reduce an opponent’s ARM by 2 and hit him with one big attack, that’s 2 points of extra damage. Hit him with 10 smaller attacks, and you’ve done 20 extra points of damage. The moral of the story?
Take plenty of infantry, and feel free to choose your favorite flavor. It’s supposed to be a game, after all, right?
JUST FOR FUN: Target a Khador heavy warjack. Let’s say, a Juggernaut (ARM 20). Debuff it with The Withering, Crippling Grasp, Gorman Di Wulfe’s Rust attack, and a Bane Thrall’s Dark Shroud. Now hit it with the Ripjaw’s Armor Piercing attack. What’s the target’s effective ARM value? It’s a measly 1!
SUMMARY: Warwitch Deneghra is a fantastic caster. She’s easy to learn and fun to play. Her greatest strength is her wide range of synergies, which allow for a wide variety of effective play lists.
I hope you enjoyed the article. Stay tuned for more Cryx tactics!
Check out the complete list of Warmachine and Hordes articles here.
Fantasy
Warmachine Tactics – Cryx: Getting Your Undead Groove On!
So you’ve decided, it’s time to start collecting a Cryx army. But where to begin?
Have no fear! I’m here to help.
NOTICE! These guides are intended for beginner to intermediate players.
STEP ONE! Buy the Cryx Battlegroup. This gives you Warwitch Deneghra, 2 Deathrippers, 1 Defiler, and 1 Slayer. All are excellent models. I’ll go through each briefly.
WARWITCH DENEGHRA: Privateer Press chose her for the Battlegroup for a reason. She is a caster that will work well in very diverse army lists, giving you a solid foundation to expand your collection. Basically, it doesn’t matter which models you take with her. She will make them better. Deneghra isn’t just the best debuff caster in Cryx, she’s the best debuff caster IN THE WHOLE GAME!
2 DEATHRIPPERS: Cheap, 4 point arc nodes. Do not underestimate the humble Deathripper. As with any arc node, these will help keep your caster safe, but the Deathrippers also have some impressive bite. With ridiculous speed and good hitting power, charging a Deathripper or two into combat at the right moment can definitely turn the tide in your favor.
DEFILER: A somewhat pricey arc node with a nice gun. While not a faction specialty, this will help you get use to the shooting rule. Find a clump of infantry, hit them with a debuff spell, and spray away. Watch the enemy wilt under a torrent of acid. Nice!
SLAYER: A cheap, heavy warjack (or helljack, if you prefer our faction term). This guy is a straight forward beat stick. The Slayer can dish out a ton of pain. Just don’t expect him to take many hits. Learn him, use him, love him. If in doubt, put the Slayer in your list. It’s always nice to have a cheap heavy warjack ready to pound face.
With the initial purchase of the Battlegroup of out the way, I recommend a few small games to get the feel for Warmachine’s rules and the flow of the game. The Battlegroup gives you a nice cross section of the Cryx style, including debuffing, melee, ubiquitous arc nodes, and a taste of decent shooting.
From here, it’s time to get a UNIT, a SOLO, and a warcaster ATTACHMENT. I recommend a minimum unit of 6 Bane Thralls, a Warwitch Siren, and a Skarlock Thrall. Let’s take them one at a time.
6 BANE THRALLS: Well-priced death machines. Bane Thralls are absolute terrors to face. They have Stealth, which makes it harder for enemies to shoot them down. They’re Weapon Masters, which gives them an additional die when rolling for damage. And they have Dark Shroud! What is Dark Shroud, you ask? Any enemy model in a Bane Thrall’s melee range has its armor reduced by 2! They’re walking debuffs! How awesome is that? Used smartly, Bane Thralls can make anything else in the Cryx arsenal hit harder. For this reason alone, they are my favorite unit.
WARWITCH SIREN: A versatile, 2-point solo, the Warwitch is a fine addition to any Cryx army. Where the Bane Thralls are all about raw power, the Warwitch gives you access to a host of powerful abilities. This gal can give a Cryx warjack some extra juice, stop an enemy warjack dead in its tracks, melt the faces off an entire formation of enemy infantry, and take over a living enemy model. Not bad for 2 points! The Warwitch finds a place in the majority of lists I play.
SKARLOCK THRALL: And last, but certainly not least, the Skarlock gives Cryx warcasters basically a free spell a turn. A free friggin’ spell (up to 3 Focus in cost)! Warmachine is a game of resource management, namely the Focus your caster generates, and the Skarlock brings some excellent efficiency to the table. I use the Skarlock in almost every Cryx list I play.
Here’s a sample 15-point list, which is the point level I recommend when starting out a new faction or learning the game from scratch.
Warwitch Deneghra (+5 warjack points)
Slayer Helljack – 6
Defiler Bonejack – 5
(6) Bane Thralls – 5
Warwitch Siren – 2
Skarlock Thrall – 2
With these models, you will have a healthy cross-section of the abilities Cryx brings to the table. Is this the be-all end-all of 15-point army lists? No, but it’s not meant to be. What this list does is give you is a taste of the Cryx play style and of Warmachine as a whole. It has a powerful caster, a heavy jack, a light jack, a unit of infantry, a solo, and a warcaster attachment. And it is wholly made from models that are cheap to obtain (i.e. the Battlegroup) or are models I use again, and again, and again.
I hope you found this article helpful. Please look forward to more Cryx Tactics!
Check out the complete list of Warmachine and Hordes articles here.
Warmachine Tactics – Cryx: Are the Undead Right for Me?
So are you thinking about jumping into the rough and tumble game of Warmachine? Have the undead legions of Cryx caught your eye? Do you like the idea of zombie pirates, Goth chicks, and necro-mechanical horrors all in the same army? Not sure where to start?
Maybe you already play Warmachine or Hordes and you’re sick of Cryx crippling your army and raising your casualties to fight against you? Want to taste what it’s like on the other side of the table? Turnabout is fair play, right?
Well, search no further! I’m here to help.
NOTICE! These guides are intended for beginner to intermediate players.
So what can you expect when playing Cryx?
SPEED: Cryx is a fast faction. A Cryx player can often choose when and where the engagement takes place. The ability to strike first and strike hardest should never be underestimated, and in this regard Cryx is only surpassed by one faction, the Legion of Everblight.
DEBUFF MAGIC: Cryx is second to none in the ability to cripple an opponent with magic. Cryx warcasters can strip armor, cripple defenses, sap strength, reduce aim, slow movement, shut down special abilities, deny free attacks, and even pass right through the enemy as if they weren’t there.
MELEE: Cryx is all about getting in close and personal. While the faction does have some decent shooting, the real business end of our game is done man-to-zombie.
ARC NODES: Cryx has access to a diverse selection of cheap arc nodes, the best in the game! This allows our warcasters to project their range of influence far beyond other armies, crippling foes that thought they were out of range while keeping our warcasters safe from harm.
RECYCLING: Cryx is the best faction for taking enemy casualties (already a bad thing) and making it even worse. Everything from creating new soldiers to unleashing additional spells is powered by the faction’s insatiable hunger for soul and corpse tokens dropped by living models. For Cryx, the battle field is also a buffet.
So what are the DOWNSIDES to playing Cryx?
DURABILITY: Cryx models tend to have decent defense and poor armor. In a fair fight, Cryx loses. But that’s why you don’t fight fair. Fortunately, many units have unconventional abilities that make them tougher than their plain stats would have you believe. It may be easy to put a Cryx model down. Getting it to stay down? Well, that’s a different story.
SHOOTING: If a classic gun-line is what you like to play, give Cryx a pass. Cryx has access to some decent guns, but that’s not where the faction shines.
WARJACKS: Don’t get me wrong. Cryx has excellent warjacks, and you will be using them. But as a faction, Cryx focuses more on infantry swarms than on lots of big, mean robots.
CHEAP: Expect to buy more models than other players when fielding a Cryx army. The difference isn’t too huge, but a Cryx army will probably cost a little more money than the offerings of other factions.
Still with me? Still ready to give Cryx a try? All right, then!
Check out the complete list of Warmachine and Hordes articles here.
Final Fantasy XIII: Please Give This Plot a Pulse!
SPOILER WARNING!
This article contains PLOT SPOILERS for Final Fantasy XIII.
You have been warned!
Final Fantasy XIII is something of a mixed bag. On one hand, it has a fast-paced and innovative combat system that keeps me coming back for more. Coupled with its tough difficulty curve, the game provides a generous challenge to even veteran players. And have I mentioned it is a drop-dead gorgeous game?
Oh, yes it is.
On the other hand, there’s the plot and the characters and, well, just about everything else. Now, for as much as I may complain about this game, I’ve played through it repeatedly, so it’s not all bad, not by any stretch of the imagination. But, the weak characterizations, cringe-inducing dialogue, and general limpness of the plot drag it down from what could have been a truly stellar entry into this august series.
And honestly, it didn’t have to be this way. The background Square Enix weaves is full of rich opportunities for epic conflicts and powerful storytelling. The tale of Cocoon and Pulse is interesting and engaging as the layers of lies are slowly lifted, one by one. But at no point does the writing really capitalize on this.
Allow me to illustrate with an example.
Throughout the story, the player keeps hearing about the terrors that reside on the world Pulse, which Cocoon hovers over. It’s a Bad, Bad Place that you don’t want to go to and its armies may invade at any moment. It’s the Cocoon equivalent of the boogey man.
And it’s ALL A LIE!
When the player finally reaches Pulse, he or she finds majestic plains teeming with overgrown life, the very opposite of Cocoon’s overt mechanization. It’s a serene place in some ways, but it’s also unnerving. All along, I expected to find cities and armies or at least something in the way of civilization on Pulse, but in the end, there’s NOTHING!
The world of Pulse is totally, utterly devoid of human life.
It is a chilling moment, given even more punch by the fact two ladies from Pulse are traveling with the player’s merry band, Fang and Vanille. The entire world they once called home is gone. The terrifying boogey man of Cocoon is nothing but empty plains and desolate ruins.
“So, uhh, ladies? Got anything to say about this?”
Fang and Vanille have no reaction.
No, serious. They don’t react at all. The game even takes the player straight through their hometown! It’s a decrepit rust bucket filled with crystalline zombies that might have been people Fang and Vanille knew!
And they have nothing to say about this?
Wow. Simply wow.
This is what I mean by missed opportunities. For once in the 60 hour slog that is this game, I was starting to feel connected. But instead of seizing on this emotion, the game subjected me to more angst from Hope.
Sigh.
But, for all my complaining about Final Fantasy XIII, its plot could have been much worse.
It could have been as bad as XIII-2.