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Warmachine Convergence of Cyriss Review: Units

July 30, 2013 by holojacob 1 Comment

Convergence_of_Cyriss_Cover_lores
IN SHORT: The new Convergence of Cyriss rulebook is here, and with it Privateer Press delivers a whole faction of big, mean robots! Oh, yeah!
On a presentation level, Privateer Press continues to set the bar high with a gorgeous full-color spread. Convergence models have a clean robotic look that is both very unique but also feels perfectly at home in the wider Warmachine universe. The rulebook comes fully loaded with 5 warcasters, 11 warjacks (including a Colossal!), 7 units, 1 universal unit attachment, 7 solos, and a battle engine.
Wow! Privateer Press has been busy.
Today, let’s take a look at the Convergence of Cyriss units.

LIGHT INFANTRY

CLOCKWORK ANGELS: These mechanical ladies prefer to engage at range, and they have plenty of abilities to help them do that. With SPD 7, Advanced Deployment, and Flight, Clockwork Angels are fast. Reform gives them a 3” move after they’re done attacking, which helps them hold the distance open. They also have Blade Shield, which gives them +2 DEF to ranged reprisals.
Offensively, their primary weapon is the Binomial Beam. It has 10” range and POW 10. Nothing special, but the Clockwork Angels can use Combined Ranged Attack. When all 3 of them (they only come in units of 3) combine, that attack becomes RAT 8 and POW 13. Very nice!
Like most Convergence infantry, they are clockwork vessels. Basically, they’re not living models, but they do generate soul tokens. They also have magical weapons, which is something Convergence doesn’t have a lot of.
All in all, a nice ranged harassing unit at only 3 points.
OBSTRUCTORS: Basic, cheap, dependable Shield Wall unit. They come with Combined Melee attack and a Chain Weapon with Reach, so they can also act as an anti-Shield-Wall unit. Nothing too fancy, but solid nonetheless.
OPTIFEX DIRECTIVE: Coming in units of 3 and costing 2 points, the Optifex Directive brings 3 useful abilities to the table that support Construct models in the army (of which there are plenty). They can add Pathfinder to the model for a turn, make its weapons magical for a turn, or perform a Repair [8] action. All of these actions require them to be right up against their targets, though, so keeping them safe could be tough. However, having so much access to Repair in a Convergence army is worth bringing them by itself.
REDUCTORS: With stat lines similar to the Obstructors, Reductors give up their shields for shotguns! Each of them comes with a 6” spray attack at POW 13. Even better, they have the Clear! rule. Their ranged attacks automatically miss friendly models. Combine this with how spray attacks ignore shooting into melee penalties, and the Reductors are at home shooting into melee to support other Convergence models.
RAT 5 isn’t anything special, but they’re cheap and Convergence has plenty of ways to increase accuracy.

HEAVY INFANTRY

ERADICATORS: If you’re looking for heavy infantry that can mulch high DEF targets, the Eradicators can deliver.  Each comes with two P+S 12 attacks with MAT 7 and a 2” Side Step move when they hit. Not bad, but what really makes them scary is their Variable [melee] rule.
You see, Eradicator weapons have two modes. They can either add +2 to attack rolls, boosting their MAT to an incredible 9, or acting as bucklers, boosting their ARM to 17.
With two MAT 9 attacks, there isn’t much they can’t hit, and with the high ARM on the approach, they stand a good chance of reaching their targets.
RECIPROCATORS: Now here’s a Shield Wall! With base ARM 16 and 8 hit boxes, Reciprocators are tough to put down. Put them behind a Shield Wall, and they’re ARM 20. Even better, they can switch between Set Defense and Empowered Attack. Set Defense takes their DEF up to 14 against charge attacks and the like. Empowered Attack boosts their P+S to a beefy 14. They take hits like a champ and dish it out hard. What’s not to like?
PERFORATORS: High ARM models beware. It’s a whole unit of heavy infantry equiped with Armor Piercing javelins. How cool is that? By itself, the Protean Javelin doesn’t look like much. 6” of range and POW 6. Pretty measly, right? Well, for starters, it’s Armor Piercing, so anything not on a small base has its ARM cut in half. After that, the Perforators can either add Snipe for extra range or Empowered Attack for extra damage.
They also come with a P+S 12 melee attack. And thanks to the Assault rule, they can use both weapons on the charge. Nice!

UNIT ATTACHMENT

TRANSVERSE ENUMERATOR: And finally, here is the universal unit attachment. This guy can be attached to any Convergence unit. Any of them. Even the Directrix’s unit!
So what does he bring for 2 points? Well, he’s got Repair [9]. Not a bad start. He brings Tactics: Ranked Attacks so that friendlies can ignore models in the unit when determining line of sight. That’s definitely useful, especially with Shield Wall units. CMD 9 can boost the low CMD 7 of many Cyriss units, letting the units spread out for more tactical options. He even comes with a flame thrower.
But the real gem is Realignment, the Enumerator’s mini-feat. Once per game, models in his unit can reroll failed attack rolls and skill checks. This is what makes the Enumerator very worth taking. He takes any Convergence unit and makes it better.

SUMMARY

Convergence has no shortage of solid infantry and comes stocked with plenty of ways to support them. Honestly, the whole codex looks solid and fun to play.
The Convergence of Cyriss is an exciting new faction with gorgeous models and solid rules. As more of their models get released and people get used to their new abilities, I look forward to seeing their full might displayed on the tabletop.
Should be exciting!
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Convergence, Cyriss, Fantasy, Privateer Press, Review, Steampunk, Tabletop Games

Warmachine Convergence of Cyriss Review: Warjacks

July 29, 2013 by holojacob Leave a Comment

Convergence_of_Cyriss_Cover_lores
IN SHORT: The new Convergence of Cyriss rulebook is here, and with it Privateer Press delivers a whole faction of big, mean robots! Oh, yeah!
On a presentation level, Privateer Press continues to set the bar high with a gorgeous full-color spread. Convergence models have a clean robotic look that is both very unique but also feels perfectly at home in the wider Warmachine universe. The rulebook comes fully loaded with 5 warcasters, 11 warjacks (including a Colossal!), 7 units, 1 universal unit attachment, 7 solos, and a battle engine.
Wow! Privateer Press has been busy.
Today, let’s take a look at the Convergence of Cyriss warjacks.
VECTORS: All Convergence warjacks are considered vectors, which brings a few interesting wrinkles with it. First, they take their controlling warcaster’s MAT and RAT stats as their own. Second, they don’t have a cortex, making them immune to abilities that prey on cortexes, such as the Cryx Machine Wraith.
Finally, there’s Focus Induction. When a vector spends a focus point, it can allocate a focus point to another vector within 6” that’s in the same battlegroup. You can literally have the same focus point get used by every vector in the whole battlegroup. Not too bad.

LIGHT WARJACKS

COROLLARY: Meet the Convergence warcaster’s best friend. The Corollary accumulates free focus when near its controlling warcaster, extends said warcaster’s control range, can store up focus for later, and can power up nearby warjacks. And it does it all for 3 points. For a support piece, its 18 hit boxes are nothing to sneeze at either.
So, yeah. Get used to this guy. You’ll be seeing a lot of him.
DIFFUSER: Here’s a 3-point light warjack that I can see fitting in a lot of lists. Its main call to fame is the Homing Ripspike. Hit an enemy model with this and friend models can charge it for free. They also get +2” on the charge, so it helps both warjacks and infantry out.
Now, that’s great, but the Diffuser has to hit its target first, and some of the Convergence warcasters have really low RAT. So, should they leave the Diffuser at home? Well … not necessarily. You see, the Homing Ripspike has Luck. It rerolls misses.
With boosted range attacks from Focus Induction and rerolls from Luck, a bad RAT score means a lot less than you might think. The Diffuser is an excellent supporting light warjack.
GALVANIZER: For 3 points, you get a decent POW melee attack and the ability to Repair with a solid skill check of 9. The Repair skill is pretty awesome in Convergence, especially since some of their warcasters are Repairable, and the Galvanizer can attempt a repair even if it’s on its last hit box. Nice!
MITIGATOR: Here’s a 4-point warjack with a quirky gun called the Razor Bola. It’s an AOE 3 with Puncture and Quake. Anything hit automatically takes a point of damage. Not bad for clearing infantry behind a shield wall. And if the target is directly hit, everyone hit is knocked down. Pretty cool, huh?
The catch? The Razor Bola’s range is only 7”.

HEAVY WARJACKS

ASSIMILATOR: Packing the ridiculously named Dissevering Microswarm, the Assimilator means business. This gun can perform the Ground Pounder special attack. Place its 4” AOE anywhere completely within its 11” range and make one ranged attack roll (oh, and boost this roll while you’re at it, just to be safe). This attack ignores concealment, elevation, Stealth, doesn’t scatter, and doesn’t need LOS. Whew! That’s quite a list! Anything hit suffers a POW 12 damage roll.
With the ability to ignore so many special rules, the Assimilator will find a welcoming home in many lists. It even comes with a solid melee attack. It’s only P+S 14, but it has Weapon Master to compensate.
CIPHER: Versatility is the Cipher’s middle name. Its Servipod Mortar is a two-shot 4” AOE with three useful modes. It can perform POW 6 blast damage, can create craters of rough terrain, or inflict enemies with -2 DEF. And when it’s done shelling the enemy, it can close in with its two P+S 18 Piston Spikes. It’s also built solid with Steady, ARM 19, and 32 hit boxes: traits it shares with the Inverter and the Monitor.
With so much flexibility built into a single model, I can easily see the Cipher becoming Convergence’s go-to heavy warjack. Even with low RAT from some warcasters, its multiple, flexible AOE blasts can still get the job done.
CONSERVATOR: This heavy warjack wants to get in close and personal, and goes great with supporting infantry. Not only can it protect vulnerable models by taking ranged hits with Shield Guard, it also benefits from infantry casualties with Hand of Vengeance. If a Convergence warrior model falls within 5” of the Conservator, it gets +2 attack and damage rolls for that round. This can take it as high as MAT 9 with Axiom or even MAT 10 with the Directrix on feat turn.
The Assimilator/Conservator/Modulator chassis is somewhat squishy with only ARM 18 and 28 hit boxes, so the Conservator comes with two bucklers to lift its ARM to a very respectable 20 and Pathfinder to help it get to grips with the enemy.
INVERTER: With only SPD 4, the Inverter is going to take its time getting to the enemy, but when it does, watch out! Its Macropummeler is P+S 20 and inflicts knockdown! Yes, you read that right. P+S 20 on an 8-point warjack.
To balance this absurd power, the Macropummeler can only be used once a round, so the Inverter must rely on its Meteor Hammer for all other attacks. In this case, a still impressive P+S 17 Chain Weapon with Reach.
The Inverter, ladies and gentlemen. Slow, but really hard hitting.
MODULATOR: This heavy warjack is dirt cheap at 6 points and has some interesting anti-infantry abilities. It comes with two Emitter Surges, POW 10 guns with 11” range. Whenever they hit a target, draw a line between the target’s center and the Modulator’s center. Anything in that line gets an automatic POW 10 electrical zap.
Defensively, it has Plasma Nimbus. Any infantry that engage it has to contend with more automatic POW 10 electrical zaps whenever they land a melee hit.
If the Modulator can get off a good shot, it can fry a whole mess of infantry. But still, lining up an Emitter Surge shot for maximum effect can be tricky and can leave the Modulator vulnerable to counter attack. Unfortunately, it is poorly equipped to go head-to-head with other heavy warjacks or even heavy infantry.
MONITOR: This heavy warjack feels like a sniper to me. Its gun, the Ellipsaw Flinger (I love these names!), has 13” range and POW 13. Pretty good for a Convergence warjack. But better yet is True Sight! It ignores concealment, Camouflage, and Stealth. Combined with the Ellipsaw Flinger’s Critical Brutal Damage, the Monitor can deliver some impressive pain at range.
And for when things get crowded, it can pound away with its Spring-Spike Fist, which can make Sustained Attacks. So once it hits, it can keep on auto-hitting until it’s out of focus. All in all, a pretty well-balanced warjack. There are a lot of annoying soft targets running around with Stealth, and the Monitor can make short work of them.

COLOSSAL

PRIME AXIOM: And now here’s the big boy! So what is there to say about the Convergence’s colossal? Well, for starters, it’s one fine colossal!
Let’s start with the fundamentals. SPD 5, ARM 20, and 58 hit boxes. Solid. It gets two P+S 20 melee attacks with Open Fist and Sustained Attack. Now, Sustained Attack on something that hard hitting is really nice. Also, it’s a vector, naturally, so it benefits from Focus Induction and will take on the MAT and RAT of its warcaster, for better or for worse.
For guns, it has a really nice spread. Its Accelespiker can fire twice with Auto Fire [3] for a total of 6 shots. Not bad for a range 13” POW 11 gun. But the real stars are the Tow Cables!
These two beauties come with 11” range, Drag, and Puncture! Combined with the Prime Axiom’s SPD 5, it can pull in models up to 16” away and wallop it repeatedly with P+S 20 melee attacks. Ouch!
Oh, and it also spits out a servitor solo every turn. Just in case it wasn’t awesome enough. Never mind that most Convergence warcasters come with plenty of support for this beast.
Syntherion can boost all of its ranged attacks, among plenty of other tricks. The Directrix can give it MAT 8 RAT 8 for a turn. Lucant can give it +2 melee attack and damage (along with everything within 3”), and he can hide effectively behind its huge base.
Even Axis can use it by boosting all of its melee attack rolls. Boosted MAT 7 sweep attacks anyone? Bulldoze on a huge base? His Rat 2 is going to be a liability, but the Axiom can still boost to hit and drag in enemy heavies for a pounding. Heck, even Aurora can use it for some Drag and Refuge shenanigans on feat turn, though she’s better suited for warjacks that can use Apparition and Admonition.
All in all, the Prime Axiom is a great colossal.

SUMMARY

For a faction fresh out of the gate, Convergence has some really impressive warjacks that mesh well with the army as a whole.
The Convergence of Cyriss is an exciting new faction with gorgeous models and solid rules. As more of their models get released and people get used to their new abilities, I look forward to seeing their full might displayed on the tabletop.
Should be exciting!
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Convergence, Cyriss, Fantasy, Privateer Press, Review, Steampunk, Tabletop Games

Warmachine Convergence of Cyriss Review: Warcasters

July 28, 2013 by holojacob Leave a Comment

Convergence_of_Cyriss_Cover_lores
IN SHORT: The new Convergence of Cyriss rulebook is here, and with it Privateer Press delivers a whole faction of big, mean robots! Oh, yeah!
On a presentation level, Privateer Press continues to set the bar high with a gorgeous full-color spread. Convergence models have a clean robotic look that is both very unique but also feels perfectly at home in the wider Warmachine universe. The rulebook comes fully loaded with 5 warcasters, 11 warjacks (including a Colossal!), 7 units, 1 universal unit attachment, 7 solos, and a battle engine.
Wow! Privateer Press has been busy.
Today, let’s take a look at the Convergence of Cyriss warcasters.
AURORA, NUMEN OF AEROGENESIS: One look at Aurora’s rules tells you to take Clockwork Angels. She’s practically one herself with similar weapons and a big pair of robotic wings. Not only does she give them Combined Melee Attack, but she can Flank with them, getting +2 MAT and an additional damage die in melee when there’s a Clockwork Angel helping out. And when she does get stuck in, she can use Flashing Blade to smack every enemy model in range of her melee attack (which does have Reach).
She also provides plenty of support to any friendly infantry, not just Clockwork Angels. Transference is an upkeep spell that lets infantry around her spend her Focus on melee attack or damage rolls. True Path gives infantry +2” movement and Pathfinder. So she gives infantry extra bite and extra speed. Not too bad.
Aurora definitely feels like an infantry focused warcaster, but she comes with some interesting toys for warjacks too. As with all Convergence warcasters, she gives her MAT and RAT stats to her warjacks. MAT 6, RAT 4 are decent numbers to start with. With Field Marshal [Apparition], everything in her battlegroup gets a free 2” move in the Control Phase, including her! On top of that, she can slap Admonition on herself or a warjack to get out of the way when an enemy model gets too close.
And then there’s her feat, Eleventh Hour. This gives all Convergence models in her control area Refuge. As long as they hit something, they get to make a full advance after their combat action is done. This gives Aurora’s army some really nice tactical flexibility. The obvious benefit is hitting the enemy then moving clear of retaliation, but it can be used in the other direction too. Convergence models can head deeper into the enemy lines to engage and disrupt juicy solos to the rear. Clockwork Angels, with Flight and a 3” Reform move on top of the Refuge move (that ignores free strikes, by the way), are perfect for getting deep into the opponent’s army and disrupting the heck out of it.
Did I mention Aurora goes well with Clockwork Angels?
AXIS, THE HARMONIC ENFORCER: This guy is about fighting up close and personal. He has a ton of ways to shove enemy screening models around so that his army can strike at the squishy center. His weapons have Beat Back for a 1” push every hit. His spell Battering Ram pushes enemy models 3” away. And his spell Unstoppable Force gives his entire battlegroup the 2” push that comes with Bulldoze.
He also brings the love for melee warjacks. They get his solid MAT 7 (along with RAT 2, so choose accordingly) as well as Counter Charge, which can hinder the enemy further. Because, seriously, who wants to come into range of a whole battlegroup of MAT 7 warjacks that get free charges? Never mind that one of those warjacks will have Iron Aggression and the boosted melee attack rolls that come with it. Throw in Razor Wall on top of this for a wall template that is instant death to light infantry, and Axis has plenty of ways to force the enemy to engage on his terms.
His feat, Circumpotence, further hinders the enemy and enhances his own. Enemy models get -2 SPD and STR while his army gets +2 SPD and STR for an extra burst of speed and hitting power at just the right moment.
Axis himself is primed to take advantage of his own feat. With the aforementioned MAT 7, two P+S 14 (before the feat) and Double Strike, he can hit an enemy fourteen times in a single turn! Can you say enemy warcaster/warlock pancake?
Yeah, I like this guy. I like this guy a lot.
IRON MOTHER DIRECTRIX & EXPONENT SERVITORS: Oh, man! Be careful when going up against this lady with warjacks! First things first, she has Backlash. Once she’s inflicted an enemy warjack with it, every time that warjack is damaged its controller takes a point of damage. Since Convergence has cheap access to models with Puncture (the attack automatically does 1 point of damage), this damage can add up quickly while milking the enemy warjack for all its worth. Against Warmachine armies, the Directrix definitely wants some Elimination Servitors.
Okay, so Backlash with lots of Puncture is bad. What’s worse? Throwing Domination into the mix. With this spell, the Directrix can take over an enemy non-character warjack, move it, and attack with it (for example, bringing it closer to her army and turning it around for the back strike bonus).
With Field Marshall [Arc Node], every warjack is a possible source for her spells, so she’s not going to have problems slinging Backlash and Domination from a safe distance. Even the two servitors in her unit can act as Arc Nodes. She can even create replacement servitors (i.e. Arc Nodes) in the Control Phase.
So, yeah, she’s bad news for enemies with warjacks. Other than that, she seems to have a stronger focus on ranged combat than other Convergence warcasters. She comes with a really nice 4” AOE attack with POW 15. Her servitors can set enemies up with bonus damage. She can give her battlegroup +2” RNG with the Fire Group spell. And she can give a model or unit some nice move-shoot-move with Tactical Supremacy, giving them a 3” move at the end of their activations.
And then there’s her feat, Mathematical Perfection. Her MAT 5 and RAT 5 get replaced with her FOCUS 8 stat. And yeah, so do all her warjacks. That’s a whole battlegroup of MAT 8, RAT 8. Yikes!
FATHER LUCANT, DIVINITY ARCHITECT: Lucant and his army look like a force that will not go down easily. He comes with plenty of tools to outlast his opponent and avoid assassination, even with his large base.
Let’s start with his spell list. Deceleration gives friendlies in his control area +2 DEF and +2 ARM against ranged attacks. Purification stands ready to clear the board of unwanted continuous effects, animi, and upkeep spells. And Watcher is a neat spell that helps keep Lucant safe. When an enemy moves within 6” of Lucant, a warjack in his battlegroup gets to move and attack, either at range or with melee and with boosted attack and damage rolls. Depending on the warjack attack used, this can end up doing things like knocking down the offending model or dragging it away to get swatted by the Convergence colossal, the Prime Axiom.
Lucant has plenty of other abilities that keep him safe. He’s Repairable, and Convergence has lots of ways to repair models. Unless the assassination puts him down completely, he can repair and be back in the fight. With 21 hit boxes, ARM 17, and 7 Focus, he is not a soft target. Also, he’s Steady, so that DEF 14 isn’t getting negated by knocking him down.
His feat, Clockwork Reinforcement, emphasizes this further. Convergence models get +4 ARM and Repair skill checks pass automatically. Combined with Field Marshall [Shield Guard] his feat really shines. Even when enemy attacks are effective, Shield Guard can allow the hits to be absorbed by heavy warjacks with enhanced ARM values. Yeah, just try chewing through his army on feat turn.
His MAT 6 and RAT 3 will cause his battlegroup to lean towards a melee focus, which is fine because his Positive Charge spell fits that template nicely. Affected warjacks get +2 melee attack and damage rolls. Even better, friendly models within 3” also get the bonus. He can even spam it to multiple warjacks, since it only costs 2 Focus and isn’t an upkeep spell.
Overall, Lucant’s rules seem to encourage a combined arms approach. I picture him with a mix of heavy warjacks and heavy infantry to benefit the most from his feat, spells, and plenty of support models with Repair.
All in all, he looks like a tough customer that’s pretty fun to play.
FORGE MASTER SYNTHERION: Here’s a guy who’s all about the warjacks. He loves warjacks and warjacks love him. First, he has MAT 6 and RAT 5, good attack stats for his battlegroup. Next, he comes with Field Marshal [Auto-Repair], which removes d3 damage points from every model in his battlegroup during the control phase, including him! He’s also Resourceful, so he upkeeps spells on his battlegroup for free.
And what do these spell do? Well, there’s Hot Shot, which gives boosted ranged damage rolls to a model in his battlegroup. Yikes, just picture that on the Prime Axiom! Just in case you’re wondering, that’s 6 shots at 13” with boosted POW 11.
Okay, so he does ranged warjacks well, but how about melee? Yeah, he does that too with Synergy. This spell gives an accumulative +1 bonus to melee attack and damage rolls to members of a battlegroup for each other battlegroup model that hit with a melee attack. Given that Convergence has a 3 point melee warjack (to potentially take in large numbers), this bonus can get pretty ridiculous.
On top of that, he comes with a powerful debuff spell that reduces an enemy model’s or unit’s SPD and DEF by 2 and gives charging Constructs an extra 2″! And I haven’t even gotten to his feat, yet, which lets his battlegroup charge without spending focus and let’s them use both their ranged and melee weapons to full effect.
As if that wasn’t enough, there’s also Reconstruct. When a warjack with this spell is disabled, it immediately repairs 1 damage point in each system and gets placed within 3” of its current location. So, his warjacks can stick around even longer. With ARM 18, 20 damage boxes, Auto-Repair, and Repairable, Syntherion is sticking around for a while too.

SUMMARY

I have to say that these warcasters look fun to play with and challenging to play against.
The Convergence of Cyriss is an exciting new faction with gorgeous models and solid rules. As more of their models get released and people get used to their new abilities, I look forward to seeing their full might displayed on the tabletop.
Should be exciting!
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Convergence, Cyriss, Fantasy, Privateer Press, Review, Steampunk, Tabletop Games

Warmachine Tactics – Cryx: Skarlock Thrall

June 28, 2013 by holojacob Leave a Comment

warmachine cryx skarlock thrall
Solos in Warmachine may not have the raw power and durability of warjacks or the sheer numbers enjoyed by infantry. But don’t discount them. For so few points, no models can tip the balance of a game quite like solos can. Today, I’m taking a look at the Skarlock Thrall.
IN SHORT: Who doesn’t like a free spell a turn? The Skarlock is a Cryx warcaster’s best friend.
STRENGTHS: Two words. Spell Slave! With this ability, the Skarlock can cast one of its warcaster’s spells for free, while in that warcaster’s control area. And for only 2 points? Seriously, that is just so cool.
Now, there are a few exceptions to worry about. The Skarlock can only cast spells of COST 3 or less and cannot cast spells with target SELF or CTRL. Even with these limitations, there are so many applications for Spell Slave, it’s ridiculous.
The savings in Focus alone are phenomenal. The Skarlock is great for assisting Cryx warcasters with support spells. From a timely application of Ghost Walk to applying or re-applying buffs like Scything Touch and support spells Occultation, the Skarlock is a huge boon to Focus efficiency. It’s just great to have along.
WEAKNESSES: With DEF 14, ARM 12, and only 5 hit boxes, the Skarlock is squishy. Keep it safe, because if your opponent can take a shot at it, it’s likely dead. This makes it very risky to use the Skarlock for offensive spells, which force it into range of reprisal. It’s best to keep the Skarlock back in a support role until it’s needed. That said, don’t be afraid to sacrifice a Skarlock to get that extra debuff applied. Often, the right debuff in the right place is well worth a dead Skarlock.
Also, it … umm … It can’t cast every spell? It’s not a 1 point solo? You can’t take two?
Seriously, I’m stretching on this one.
SYNERGIES: Almost any warcaster can take advantage of the Skarlock. It’s basically an auto-include in most lists, so it’s easier to cover the exceptions rather than the synergies.
The Skarlock is a warcaster attachment, so it cannot be included with Mortenebra or Asphyxious the Hellbringer, who both have their own character Skarlocks. Of the remaining warcasters, Goreshade the Bastard is probably the one that will miss a Skarlock the least, since the only spells available to the Skarlock are offensive. Though do not discount even this. Goreshade can often be hurting for Focus, and an extra Hex Blast at the right time can be game-changing, given its ability to strip enemy upkeep spells.
JUST FOR FUN: Let’s look at Iron Lich Asphyxious’s spell Scything Touch. This is a rare buff spell in Cryx that grants +2 STR and Critical Corrosion to a unit or model.
Start the round by upkeeping Scything Touch on Unit 1, activate Unit 1 and get the most out of the buff. Next, activate the Skarlock and cast Scything Touch on Unit 2. Activate Unit 2 and do some damage. Now activate Asphyxious and cast this spell on Unit 3. Activate Unit 3 and tear it up.
That’s three units benefiting from +2 STR in a single round for only 3 Focus and a Skarlock. Not too bad.
And remember, this tactic can also be used on debuffs against enemy units. Who wouldn’t like to smash three warjacks in a row, each afflicted with Parasite’s -3 ARM penality?
SUMMARY: The Skarlock has a place in almost every Cryx list. If in doubt, take one. Seriously, just take it. You won’t regret it.
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Cryx, Fantasy, Privateer Press, Skarlock Thrall, Steampunk, Tabletop Games

Warmachine Tactics – Cryx: Pistol Wraith

June 26, 2013 by holojacob Leave a Comment

warmachine cryx pistol wraiths
Solos in Warmachine may not have the raw power and durability of warjacks or the sheer numbers enjoyed by infantry. But don’t discount them. For so few points, no models can tip the balance of a game quite like solos can. Today, I’m taking a look at the Pistol Wraith.
IN SHORT: These ghostly duelists are experts at reaching their targets, striking first, and striking hard. But watch out! They are glass cannons.
STRENGTHS: First, the Pistol Wraith lives up to its name. It shoots well, which is something of a novelty in Cryx. With RAT 7, the Pistol Wraith’s twin POW 12 pistols are accurate and can do some decent damage. Good speed on the solo and range on the weapons also lends the Pistol Wraith a high threat range of 16”.
But what’s better than POW 12? Boosted POW 12! Thanks to its Body Count rule, the Pistol Wraith can collect souls of living enemy models it kills. Those souls can then be used to boost attack or damage rolls, making the Pistol Wraith one deadly customer.
But there’s more! If the Pistol Wraith connects on the same target with both pistols, it fires a third non-damaging Chain Attack at that target. This Death Chill attack forces the target to give up either its movement or its action during its next activation. This gives the Pistol Wraith the ability to hinder targets it has trouble damaging, such as high ARM warrior models, heavy warjacks, and even Colossals!
To keep the Pistol Wraith safe, it has Incorporeal, which grants it immunity to normal attacks until it opens fire.
WEAKNESSES: At 3 points, the Pistol Wraith is a mildly pricey solo. With DEF 14, ARM 12, it’s also vulnerable. This can lead to the Pistol Wraith becoming a one-hit wonder by getting flattened immediately after opening fire the first time.
This problem also makes it difficult to use souls because the Pistol Wraith has to collect them first through attacks. And when it attacks, it loses Incorporeal for a round, leaving it very vulnerable.
Finally, besides our impressive selection of debuffs (which go great with Pistol Wraiths), Cryx has very little support for enhancing ranged attacks.
SYNERGIES: Skarre, Queen of the Broken Coast and Pistol Wraiths go together like chocolate and peanut butter. Not only does Epic Skarre enhance shooting to ridiculous levels with Black Spot, her Fate Weaver feat can be used to protect the Pistol Wraith. First Black Spot a unit, then have a Pistol Wraith or two attack the unit, gobbling up the soul tokens and getting free shots. After this, use Fate Weaver to make the Pistol Wraiths invalid targets. With the Pistol Wraiths gorged on souls and protected from reprisal, they’re ready to do some real damage next round!
And, of course, debuffs make anything better, not just melee attacks. The Pistol Wraith’s ranged attacks can benefit greatly from the wide selection of Cryx debuffs. Why not team up with Warwitch Deneghra for an assassination run. Combining Parasite with her feat, The Withering, on the same target can turn the Pistol Wraith’s RAT 7 POW 12 attacks into effective RAT 9 POW 17, which can be boosted further with souls!
JUST FOR FUN: You know the saying, boosted 12’s win games. Hey, check it out. Pistol Wraiths have two POW 12 attacks that can be boosted. Huh.
Just saying. Might be worth a look.
SUMMARY: Pistol Wraiths are dangerous solos, and with Incorporeal, they can normally get the drop on their target. Just don’t expect them to last long after that first strike if you haven’t planned accordingly. That said, make no mistake. With the right list and a solid battle plan, Pistol Wraiths are absolutely deadly!
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Cryx, Fantasy, Pistol Wraith, Privateer Press, Steampunk, Tabletop Games

Warmachine Tactics – Cryx: Warwitch Siren

June 26, 2013 by holojacob Leave a Comment

warmachine cryx warwitch sirens
Solos in Warmachine may not have the raw power and durability of warjacks or the sheer numbers enjoyed by infantry. But don’t discount them. For so few points, no models can tip the balance of a game quite like solos can. Today, I’m taking a look at the Warwitch Siren.
IN SHORT: Cheap, fast, and supremely versatile, the Warwitch Siren is one of the premier Cryx solos.
STRENGTHS: The name of the game here is versatility. For only 2 points, the Warwitch Siren brings a large toolbox of interesting abilities. Let’s take a look at them.
First, there’s Power Booster. The Warwitch Siren can clear of warjack of the Disrupted effect and, if it doesn’t have any Focus, she gives it one. Warmachine is a game of resource management, namely Focus, and the Warwitch Siren lets the warcaster keep more. Very nice!
Next, the Warwitch Siren can move into base-to-base with a living enemy warrior model and use Seduction. Take control of the enemy model, make a full advance then make one normal melee attack. There is no roll to hit for Seduction. The ability always works, though warcasters and warlocks are immune.
The applications of this power are many and varied. Need to bring an enemy support solo closer to your warjack? Seduce them! Want to break a unit by moving the leader out of formation? Seduce them! Got a powerful melee solo closing in? Seduce them, turn them around, and attack something!
The Warwitch Siren also come with Venom, a low POW 8” magic spray that causes Corrosion. With a magic attack of 7, Venom is deadly against clumped up groups of enemy infantry. Between the initial spray attack and the Corrosion afterwards, the Siren can clear out surprising numbers of enemy infantry all by herself.
As if that wasn’t enough, the Warwitch Siren can inflict Shadow Bind with her P+S 11 Shadow Blade melee attack. This is great for stopping an enemy warjack or warbeast dead in its tracks, especially if the target doesn’t have Reach. Because, guess what? The Siren does! She can freeze models in place, lower their defense by 3, and they can’t even smack her back. This also gives her the defense bonus for being engaged in melee.
On top of all of this, the Warwitch Siren comes with Stealth to protect her at range and Parry to let her ignore free strikes.
All this for 2 points? Very nice indeed!
WEAKNESSES: ARM 13 and DEF 15 are good, but not great. The Warwitch Siren can be difficult to pin down, but when she is, she gets squished. Even with Stealth protecting her, she has to watch out for blast damage. Never mind that there are plenty of ways to bypass Stealth.
And while Shadow Bind on her melee attack is nice, she’s only MAT 5. Even against the generally low DEF of heavy warjacks, she has a reasonable chance to miss.
Finally, she’s a living model, with all the extra vulnerabilities that brings over our undead models.
SYNERGIES: Just about everything in Cryx. Almost every list I make includes one and sometimes two Warwitch Sirens. However, there are some combinations that can stand out.
Scaverous’s feat boosts the attack rolls of magic attacks. Combined with the Siren’s Venom and her solid magic attack, and suddenly that spell is really, really accurate. Go ahead! Melt their faces right off!
Venethrax also gives the Venom spell’s Corrosion effect a nice boost with his Caustic Presence [Corrosion]. Instead of a two in three chance of basic infantry dying, now they just die.
With the number a warjacks Mortenebra normally fields, she really enjoys the extra Focus two Warwitch Sirens can bring to her battlegroup.
Finally, what’s better than one round of Shadow Bind? TWO rounds of Shadow Bind! Try teaming up some Sirens with Wraith Witch Deneghra’s feat to really paralyze your opponent.
JUST FOR FUN: A little combo I like to use is a Warwitch Siren and a Stalker as a two-part flanking force. Both the Siren and the Stalker swing wide on one flank. Both are SPD 7 and both have Stealth. Plus the Siren can Power Boost the Stalker if Focus is tight. With the Stalker’s Extended Control Range, the warcaster is free to load it with Focus when the moment is right. Together, the two can cause a lot of chaos for only 6 points.
SUMMARY: The Warwitch Siren is a fantastic, supremely versatile solo that fits great in almost any Cryx army. The sheer number of abilities she brings to the table gives you plenty of options and makes it almost impossible for your opponent to predict her moves. It’s a rare game where I’m not fielding my trusty Siren in the list.
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Cryx, Fantasy, Privateer Press, Steampunk, Tabletop Games, Warwitch Siren

Warmachine Tactics – Cryx: Machine Wraith

June 26, 2013 by holojacob Leave a Comment

warmachine cryx machine wraiths
Solos in Warmachine may not have the raw power and durability of warjacks or the sheer numbers enjoyed by infantry. But don’t discount them. For so few points, no models can tip the balance of a game quite like solos can. Today, I’m taking a look at the Machine Wraith.
IN SHORT: In Cryx, we steal enemy corpses and enemy souls. But what about whole warjacks? Yeah, we do that too.
STRENGTHS: The Machine Wraith is a 1 point solo that TAKES CONTROL OF ENEMY WARJACKS! Granted, there are a number of conditions that have to be met and qualifiers that need to be added. But still. Seriously. I mean seriously, this is so awesome.
The Machine Wraith needs to get within 1” of the target warjack and execute its Machine Meld special action, so it cannot be used if the Machine Wraith charges. The target warjack must have a functioning cortex, cannot be a character warjack, and cannot be a Colossal since they are immune to control of any kind.
To pull this off, the Machine Wraith is fast at SPD 7 and is Incorporeal! This not only protects the Machine Wraith from normal attacks, it also allows it to pass through other models and terrain on its way to taking control of the enemy.
Opponents have a few options for getting the warjack back. Warcasters can spend Focus and attempt to kick the Machine Wraith out. Basically, the warcaster and the Machine Wraith compare CMD and add a D6. The Machine Wraith has a low CMD 7, by the way. Damaging the warjack will also kick the Machine Wraith out, but in your Maintenance Phase. Either way, your opponent is wasting resources.
And even if the Machine Wraith is kicked out, the biggest benefit is preventing any Focus allocation to the enemy warjack. When the Machine Wraith is inside, the warjack is not a part of any battlegroup! No Focus for you!
As a side bonus, the Machine Wraith can also use its speed to harass enemy solos and infantry, setting itself up for free-strikes while remaining protected by Incorporeal.
WEAKNESSES: Except for Incorporeal, the Machine Wraith is a soft target. DEF 14 isn’t too bad, but ARM 12 on a medium base with one hit box is nothing to be excited about. If your opponent wants the Machine Wraith dead, it’s probably dead. Protecting it with smart use of terrain is critical.
Also, while the Machine Wraith is best used against Warmachine armies, those armies tend to have a wider selection of magical weapons. Even worse, Colossals and character-warjacks give Warmachine players plenty of options that are immune to the Machine Meld ability.
And that comment about not allocating Focus to a warjack under Machine Wraith control swings both way, so you can’t allocate Focus to it either, though this isn’t a big deal. The Machine Wraith is more about denying options to your opponent than opening up new ones for you.
And finally there are Hordes armies that don’t care one bit about Machine Meld. Against them, the Machine Wraith is a simple solo harasser … with low P+S and average MAT. It’s not terrible, but it’s not exciting either.
SYNERGIES: The Machine Wraith needs the enemy warjack to be within 8” in order to steal it … unless another model pulling it in! Try teaming up with Reaper or Malice warjacks and using their Drag attacks to bring the enemy warjack into range. Scaverous’s Telekinesis spell can produce a similar effect, either pulling the warjack in or bumping the Machine Wraith closer. Or both.
Also, fielding the Machine Wraith with other Incorporeal models can saturate your opponent’s ability to deal with them effectively. The Wraith Engine can also help the Machine Wraith get to its target by giving it a small ARM buff via its Unhallowed rule. This also makes the Machine Wraith immune to blast damage.
JUST FOR FUN: Against a Gargantuan or a Colossal there’s nothing a Machine Wraith can do, right? Well, not so fast!
Yes, the Machine Wraith is an Incorporeal model, which means enemies can walk right through it too. Except, Large bases normally come with low speed. Sure, that Colossal can walk right through the Machine Wraith, but it has to clear it too! It can’t stop on top of the Machine Wraith!
Run the Machine Wraith up and engage the Colossal. Now the Machine Wraith has DEF 18 to ranged attacks.  Shooting the Machine Wraith down with magic is going to be tough. And if your opponent moves in another model to take the Machine Wraith out, now THAT model is blocking the Colossal!
SUMMARY: The Machine Wraith is a fairly situational solo that sometimes shines and sometimes is barely mediocre. Still, for only one point, the ability to take an enemy warjack as your own should not be dismissed. In the right place at the right time, Machine Wraiths can single-handedly swing games in your favor.
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Cryx, Fantasy, Machine Wraith, Privateer Press, Steampunk, Tabletop Games

Dungeon Master Brings the Pain

June 16, 2013 by holojacob 6 Comments

life is baby meme
When I’m running a campaign, I have a script in mind. I think most dungeon masters do. For me, everything is moving towards an epic final confrontation. Throughout the encounters, the villain is established and shown to be a powerful, formidable threat. The motivations are laid out. The stakes are revealed. The encounters are set up so the action crescendos in intensity until it reaches its peak at the Final Battle. Everything is laid out with precision and care.
And then players try to pull stuff like this.
Jacob Holo: Okay, what are you trying to do again?
Twinkie: I want to dodge the robot, grab Shrike, but not where he’s drenched in acid, jump up to the next level, and flip us both over the ledge.
Jacob Holo: <sigh> Acrobatics check.
Twinkie: <rolls D20> Okay … uhh, it’s a one.
Jacob Holo: <blank stare>
Twinkie: This is going to hurt, isn’t it?
Sometimes I wish they would just read the script.  Except, yeah … They don’t have my script.
Well, shoot.
That being said, it’s a fun and challenging exercise to guide players towards their goal without letting them feel like they’re being led by the nose. Case in point, Twinkie was supposed to just shoot the robot, which had (what I thought were) conspicuous weak points. Instead, he lathered up with acid, melted his armor, and later asphyxiated on the lunar surface because, you know, no air.
futurama leonard nimoy headFortunately, this is science fiction, so the party was able to rescue him as a Futurama style head-in-a-jar and then get him a new body. I particularly enjoyed coming up with that bit.
So, after much coaxing that (I hoped) didn’t seem like coaxing, the players were ready for the Final Battle. And this is where I deviated from the norm. I had a script, and darn it, it was going to be followed. After all, this was it: the end of our campaign. I wanted it to be memorable and exciting, and the players were not going to get in my way, darn it!
Jacob Holo: Perception check.
Agnis Crane: Thirty-one!
Jacob Holo: You see a vague, ghostly silhouette down the ship corridor. It appears humanoid.
Agnis Crane: I shoot it!
Jacob Holo: Go ahead.
Agnis Crane: <rolls D20> Umm … let’s see here …
Jacob Holo: Yes?
Agnis Crane: Hold on. I’m doing math. Twenty-four?
Jacob Holo: Hit.
Agnis Crane: Yay! Ten points of damage.
Jacob Holo: The optical illusion falters, revealing a crusader. He raises his Gatling gun, and he’s not alone. Three more crusaders decloak and raise their weapons. One of them has a thermal lance.
Agnis Crane: Well, crap.
dragons of jupiter crusader firepower-small
And that was just the start. After that, the foes kept coming, impeding them every step of the way. It was a long, grinding battle as the party fought through obstacle after obstacle, struggling towards their target at the center of the enemy starship.
They chewed through a huge number of gun-spiders, crusaders, and three tank-spiders before I finally wore them down. Those of you who have read my book, The Dragons of Jupiter, will know this is no small feat. In retrospect, I should have given the tank-spiders beefier stats, but oh well. They did their job.
At the very end, three party members had been knocked out. Agnis Crane, with only five hit points left, took out the last tank-spider with a lethal shot. After that, the flow of new enemies stopped. Because, you know, the rules of drama had been satisfied. The party had seized a victory from what could have been a Total Party Kill. Throwing more enemies at them would have served no useful purpose.
Angis revived the team, and they went on to complete their objective. The campaign ended on an emotional high note, with players talking excitedly about what had happened and how close to defeat they had come.
Just as I had intended.
As a dungeon master, I don’t just see myself as the guy running the game and setting up the encounters. I’m a story teller, and if I have to bend the rules to tell a better story, well … yeah, consider those rules bent. There were exactly enough enemies, and their attack rolls were just good enough to make the battle a tense nail biter. No more. No less. The players don’t need to know that, right?
At the end of the day, I had four happy players who enjoyed my campaign and will probably ask for another someday in the future. Now that’s what I call a happy ending.
For a sample of our misadventures, click here.
Drake Squad Mercenaries at Large-small

Filed Under: Games, Roleplaying Tagged With: Drake Squad, Dungeon Master, Dungeons and Dragons, Fantasy, Pathfinder, Roleplay, Science Fiction, Tabletop Games, Writing

Warmachine Tactics – Cryx: Blackbane’s Ghost Raiders

June 15, 2013 by holojacob 2 Comments

warmachine cryx blackbane's ghost raiders
Infantry may not be the stars of Warmachine, but that doesn’t make them any less important.  From screening high priority targets to overwhelming a foe with sheer numbers, infantry plays a critical role, especially in the armies of Cryx.  Today, I’m taking a look at Blackbane’s Ghost Raiders.
IN SHORT: Who doesn’t like zombie pirates? Well, these are GHOST zombie pirates! On FIRE!
STRENGTHS: Blackbane’s Ghost Raiders are Incorporeal! This isn’t a lone solo like the Pistol Wraith, but an entire unit of up to 10 bodies that are immune to non-magical damage and can walk through walls or even enemy troops. Granted, they lose their Incorporeal status for one round when they attack, but this is still a terrifying ability to deal with.
If that wasn’t enough, their attacks set enemy models on fire. Not critical fire, mind you. Continuous Fire! Even if they don’t kill their target, there’s a chance the enemy will just burn to death. Fire is a powerful and dangerous continuous effect that a lot of models do not want to get hit with. Many warcasters are especially vulnerable to continuous fire, because fire does its damage before they replenish their Focus. As an added bonus, their attacks are also magical.
warmachine cryx blackbaneBlackbane, the unit leader, also grants Reanimation to the unit. If they kill a living model, a new Ghost Raider gets added within 3” of the model doing the killing.
Finally, because of these abilities, the Ghost Raiders are a huge free strike threat. Often the best move is to run them forward and engage as many enemy models as possible (though watch out for enemies with magical weapons). Many models simply aren’t equipped to handle Incorporeal units, nor risk a MAT 8 or 9 free strike with P+S 10 and boosted damage.
In response, your opponent may: (A) Move away, risking the free strike and the new Ghost Raider. (B) Move in models capable of dealing with the Ghost Raider, taking them from other parts of the battle. (C)Spend valuable Focus to blast the Ghost Raider with magic. (D) Glare at the Ghost Raider in frustration and do nothing.
Any of these results can be useful, making the Ghost Raiders premier disruption units.
WEAKNESSES: With MAT 6 (except for Blackbane, who has MAT 7) and a single P+S 10 attack, Ghost Raiders can struggle to do damage. This is why using free strikes is my favorite strategy with them, since the +2 MAT and boosted damage roll helps bring them up to respectable levels. They’re also pricey at 9 points for a full unit, which puts them in competition with many other excellent Cryx infantry units that are harder hitting and easier to use for a similar price.
And while Reanimation is a great ability, it goes away as soon as Blackbane is taken out. Smart opponents will target Blackbane first, so watch out and try to protect him.
Finally, magic and magical weapons bypass Incorporeal. Without Incorporeal for protection, the Ghost Raiders are easy targets with only DEF 13 and ARM 12. Magical ranged attacks are especially painful! Incorporeal grants them superb mobility. Use it to keep them safe!
SYNERGIES: The Ghost Raiders can walk through walls and enemy troops. Why not use them with Epic Deneghra’s Marked for Death spell? Not only does Marked for Death drop enemy DEF by 2, it also allows them to be targeted regardless of line of sight. Nice!
The Wraith Engine can provide a welcome boost to the Ghost Raiders while they’re Incorporeal and in its generous command range. Between the Wraith Engine’s clouds and its Unhallowed ability, it can mean the difference between DEF 13 ARM 12 Raiders and DEF 15 ARM 14 Raiders immune to blast damage. Not too bad.
Finally, Captain Rengrave is a solid addition with his Veteran Leader [Revenant] ability, giving a +2 bonus to Revenant model attack rolls if they can see Rengrave. With smart positioning, those free strikes suddenly became a terrifying MAT 10!
JUST FOR FUN: If you’re taking Ghost Raiders, why not load up on Incorporeal models to saturate your opponent’s ability to handle them? Taking Ghost Raiders with Machine Wraiths, Pistol Wraiths, Wraith Engines, Epic Deneghra, and Blood Witches with Blood Hag can overwhelm your opponent’s ability to cope. This can lead to a somewhat unbalanced army list, but also a fun one.
SUMMARY: Normally, Blackbane’s Ghost Raiders aren’t going to deal a ton of damage. What they excel at is charging into the enemy ranks and causing absolute chaos. They’re nowhere near as straightforward to use as most Cryx infantry, but their ability to disrupt the enemy’s plans is a powerful and welcome addition.
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Blackbane, Cryx, Fantasy, Ghost Raiders, Privateer Press, Steampunk, Tabletop Games

Warmachine Tactics – Cryx: Revenant Crew

June 15, 2013 by holojacob Leave a Comment

warmachine cryx revenant crew
Infantry may not be the stars of Warmachine, but that doesn’t make them any less important.  From screening high priority targets to overwhelming a foe with sheer numbers, infantry plays a critical role, especially in the armies of Cryx.  Today, I’m taking a look at the Revenant Crew of the Atramentous
IN SHORT: Zombie pirates! They may not hit hard or shoot straight, but these rotting corpses JUST WON’T DIE!
STRENGTHS: The Revenant Crew won’t frickin’ die! Their ability, Deathbound, restores all lost grunts in the Maintenance Phase within 3” of the leader. All of them! The only catch is if the leader dies. When that happens, all grunts that were killed before the leader are removed from play, so opponents will try to kill some of the Revenant Crew and then off the leader. Even with that exception, Deathbound makes them a real pain to get rid of. Their support solo, Captain Rengrave, can even add new crew with Death Toll [Revenant Crew of the Atramentous] by killing living models. Because, you know, Deathbound isn’t sick enough on its own.
warmachine cryx captain rengraveThe Revenant Crew also benefit from Point Blank and Gang. Point Blank allows them to use their pistols in melee, giving the Revenant Crew two melee attacks per model. Gang gives the +2 to attack and +2 to damage rolls in melee when another crewmember is engaging that target.
On top of that, Captain Rengrave can provide an additional +2 to all attack rolls if the Revenant Crew have line of sight to him. With all of these bonuses in play, their base MAT 5 and RAT 4 can become very respectable MAT 9 and RAT 6! This can, of course, be combined with the huge selection Cryx warcaster debuffs for even greater accuracy.
With multiple attacks per model and plenty of way to get attack roll bonuses, Revenant Crew can surprisingly accurate in melee.
warmachine cryx revenant crew riflemenRevenant Crew also have an excellent unit attachment in the Revenant Crew Rifleman. For 1 point a model, Riflemen bring a Range 14 POW 10 shot with Combined Ranged Attack, and 3 can be added to each Revenant Crew. That may not seem like much with RAT 4, but with all 3 riflemen combining their attacks, this suddenly becomes RAT 7 POW 13. Add in Rengrave, and that’s RAT 9 POW 13! There are a lot of juicy solos and even warcasters that will not enjoy being on the other end of their shots!
And yes, Revenant Crew Riflemen benefit from their own version of Deathbound called Death Ties, which is basically the same, but worded for the unit attachment.
WEAKNESSES: Revenant Crew have poor base stats, both offensive and defensive. DEF 13 ARM 12 doesn’t scare anyone. They’re easy to put down. It’s getting them to stay down that’s the hard part.
They’re also expensive. We’re talking roughly a point per model expensive. That’s Bane Thrall/Knight expensive. They also don’t hit very hard. Even with Gang, they’re melee attacks are only P+S 11 and POW 12 for the pistol shot to the face. Revenant Crew are damage sponges, not damage dealers.
Protecting the leader can be difficult at times, and you want to protect the leader. Their durability comes from a gimmick, which a smart player can bypass completely by killing the leader last. This makes their durability harder to use than, say, a unit that relies on high base stats.
Finally, these pirates do not like remove from play effects, which completely bypass Deathbound. Watch out!
SYNERGIES: Revenant Crew work well as a pure damage sponge, shielding the squishier parts of the Cryx army, but there are two warcasters that stand out above the rest: Terminus and Epic Skarre.
Terminus loves a posse of undead, and he makes them better by giving them Tough while in his command range. What’s worse than a big blob of Revenant Crew? That’s right. Revenant Crew with Tough! Terminus also likes to sacrifice Revenant Crew to incoming fire because, well, they get back up! I personally like to hide the leader behind Terminus while sacrificing other Revenant models around him.
Epic Skarre can use her feat to prevent the Revenant Crew leader from being targeted, which effectively protects the entire unit. Just be aware that her feat prevents models from being target, but they can still be damaged by other means such as slammed models or deviating blast templates.
JUST FOR FUN: Take a max squad of Revenant Crew, add 3 Riflemen, and bring Rengrave along for the ride. Now team them up the Scaverous and a pet Skarlock.
Between Rengrave’s Death Toll and Excarnate attacks from Scaverous and the Skarlock, the Revenant Crew could easily end the game bigger than it started! How’s that for a tar pit unit?
SUMMARY: Seriously, who doesn’t like zombie pirates that simply refuse to die? The Revenant Crew aren’t going to steal the show by themselves. What they will do is soak up a ridiculous amount of damage that would otherwise pound the squishier parts of your army, and that is an addition I welcome in my Cryx armies.
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Captain Rengrave, Cryx, Fantasy, Privateer Press, Revenant Crew, Revenant Crew Riflemen, Steampunk, Tabletop Games

Warmachine Tactics – Cryx: Withershadow Combine

May 31, 2013 by holojacob Leave a Comment

warmachine cryx withershadow combine
Infantry may not be the stars of Warmachine, but that doesn’t make them any less important.  From screening high priority targets to overwhelming a foe with sheer numbers, infantry plays a critical role, especially in the armies of Cryx.  Today, I’m taking a look at our character unit, the Withershadow Combine.
IN SHORT: With solid defensive stats and a slew of special abilities, the Withershadow Combine can tip the balance in Cryx’s favor and even construct whole warjacks during the battle! No, seriously, they can do that!
STRENGTHS: The three Iron Liches of the Withershadow Combine bring a diverse and powerful set of abilities to the tabletop. Let’s step through them.
All three members come with Dismantle. This gives them an extra damage die in melee against warjacks. Combined with a base P+S 13 and their ability to buy new attacks if they have souls, the Withershadow Combine can inflict a tremendous amount of pain on a warjack, which is just awesome because …
The ability Dark Industries allows the Withershadow Combine to build new Cryx warjacks out of enemy warjacks! There are a few conditions to pull this off. All three Iron Liches must be present and be engaging the enemy warjack in melee when one of them destroys it.  After that, replace the enemy warjack with an equivalent-sized Cryx warjack of your choice. Note that the new warjack is autonomous, and so does not start in your warcaster’s battlegroup.
Also, Dark Industries does NOT work on Colossi, so no free Krakens, because that would be silly.
The Withershadow Combine also has strong defensive stats. As long as the leader, Maelovus, is alive, the unit has Stealth. Add in DEF 14, ARM 16, and 5 hit boxes each, and the Combine is fairly resilient by Cryx standards, especially at range.
Each Lich can cast Dark Fire, a decent attack spell that collects the soul of destroyed living models, allowing the Combine to inflict damage at range and stock up on souls for a later attack (such as an attempt to pull off Dark Industries). With a respectable magic attack of 7, they can certainly pull this off. Oh, and they also come with Terror.
In addition to these abilities, the other two Iron Liches have their own special abilities. Admonia allows a warcaster to upkeep one spell for free with her Black Arts ability. She can also clear all enemy upkeep spells within 5” with her Unbinding ability. This also inflicts D3 damage to the controlling model, per upkeep cleared, allowing Admonia to inflict some minor damage to the enemy warcaster or warlock.
Tremulus comes with an awe-inspiring ability: Puppet Master. Target a model or unit, friend or foe, and then chose a CMD, attack, or damage roll to reroll. You can even choose which dice to reroll, greatly increasing the odds of a favorable outcome. Seriously, how many uses are there for this ability? It is incredibly potent ability.
Under normal conditions, I put this ability on the warcaster. Cryx depend heavily on debuff spells. Missing a key debuff attack at a critical moment can be disastrous. But with Puppet Master active, you get a free do-over!
WEAKNESSES: At 5 points, the Withershadow Combine is a bit pricey. They’re almost the cost of three separate solos, though it’s a fair price for what they bring. Stealth can help protect them at range, but there are plenty of ways an enemy can bypass that defense. Plus, if Maelovus goes down, so does Stealth.
That leads to the toughest part of pulling off a successful Dark Industries attack: all three Iron Liches have to be alive. Take out any one of them and your opponent takes out the Dark Industries threat.
And naturally, if there are no warjacks in your opponents army, Dark Industries and Dismantle have no effect. That doesn’t mean the Withershadow Combine is bad against Hordes, just that they’re not quite as versatile.
SYNERGIES: From allowing rerolls of attack spells to upkeeping for free, the Withershadow Combine can help out almost any Cryx warcaster. The one possible exception is Goreshade the Bastard, who lacks upkeep spells. That doesn’t mean the Combine is bad with him, just maybe not an ideal combination.
Warwitch Sirens are great toolkit solos to have around, and their Power Booster can come in handy if the Withershadow Combine pulls off a successful Dark Industries. Remember, the new warjack is not automatically part of the warcaster’s battlegroup, and so cannot be allocated Focus. The Warwitch Siren allows you to bypass this problem by using Power Booster to give the new warjack a Focus token.
Lastly, since Dark Industries requires all three Iron Liches to engage the target warjack in melee, it can be tricky to wear the warjack down AND leave enough room for the Combine. Infantry with Reach, such as Bane Knights, can certainly help deal out damage while keeping space open for the Combine to finish the warjack off.
JUST FOR FUN: Executing Dark Industries on a full strength target is normally not the best idea. Ideally, a warjack should be softened up before the Combine moves in for the kill. But how soft does the target need to be? Let’s assume a charge attack with no extra souls available for additional attacks. Even against a Khador warjack, the Combine will do an average of 21 points of damage.
Obviously, there are a lot of permutations that can affect the outcome. But in general, if a warjack is at roughly half-health, it can be a good opportunity for the Combine to strike. Note that if the target has a defensive upkeep spell, consider having Admonia clear it with Unbinding instead of attacking.
SUMMARY: The Withershadow Combine is a powerful character unit with a diverse set of abilities. While their flashiest abilities are geared towards taking down warjacks, that is nowhere near the extent of their usefulness. From clearing enemy upkeeps, setting up strategic rerolls, and adding some extra Focus efficiency, the Withershadow Combine can find a place in almost any Cryx army.
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Cryx, Fantasy, Privateer Press, Steampunk, Tabletop Games, Withershadow Combine

Warmachine Tactics – Cryx: Satyxis Raiders

May 18, 2013 by holojacob Leave a Comment

warmachine cryx satyxis raiders
Infantry may not be the stars of Warmachine, but that doesn’t make them any less important.  From screening high priority targets to overwhelming a foe with sheer numbers, infantry plays a critical role, especially in the armies of Cryx.  Today, I’m taking a look at the Satyxis Raiders.
IN SHORT: Fast and deadly, Satyxis Raiders will eviscerate enemies hiding behind their shields and fry a warcaster’s brain right through their warjack!
STRENGTHS: Raiders are fast! Smoking fast! With SPD 7 and Advanced Deploy, they can easily be the first line of Cryx infantry to crash into the enemy’s ranks. Reach on their Lacerators gives them a total threat range of 12”, which goes up to 14” with Raider Captain support! Damn!
Raiders are well armed, too. In addition to Reach, their Lacerators come with Chain Weapon, Critical Knockdown, and Feedback. Chain Weapon allows them to ignore Bucklers, Shields, and Shield Wall. Critical Knockdown is a nice bonus if you get lucky, but Feedback is where it’s at.
With Feedback, every time a Raider damages a warjack, its controller suffers 1 point of damage. This is a great tactic for softening up a warcaster for an assassination run or deal the final blow.
Last, but not least, Raiders have Combined Melee for added hitting power and accuracy when they need it. Given that each Raider comes with two attacks, one from the Lacerator and a basic P+S 8 hit from their horns, Raiders can sacrifice non-Lacerator attacks to power-up other Raiders’ Lacerators.
WEAKNESSES: With DEF 14 and ARM 12, Raiders do not take hits well. They have a good chance of hitting first and hitting hard, but that counterattack is going to eat them alive. Add to that their living CMD 8 models, and these girls can break at the worst possible moment.
While fast, Raiders do not have Pathfinder, but their attachment, the Raider Sea Witch, can fix this. In fact, a lot of issues with the Raiders are solved by taking a Raider Sea Witch.
Also, while the Lacerator has great special rules, its hitting power is a mild P+S 9. In order to threaten many warjack targets, Raiders need to use their Combined Melee, get the charge, and/or use Power Swell from their attachment, the Raider Sea Witch.
And speaking of warjacks, Raiders love cutting into warcasters one hit box at a time. Against Hordes armies, the Feedback on their Lacerators is completely useless.
SYNERGIES: Raider. Sea. Witch.
warmachine cryx satyxis raider sea witch
Seriously, this is one awesome unit attachment. For 2 points, the unit gets Pathfinder, Force Barrier (+2 DEF against ranged attack rolls and blast damage immunity), and Power Swell (once per game, get an additional die on melee damage rolls during that activation). For 2 points! Take her. Seriously, just take her. Even the model looks cool.
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warmachine cryx satyxis raider captain
The Raider Captain is another option worth considering. Her main synergy is Desperate Pace [Satyxis Raiders]. The Captain targets a Satyxis Raider unit in command range, and that unit gets +2” movement during its activation that turn! Raiders are fast, and the Raider Captain makes them even faster!
Against a Warmachine opponent, Skarre loves taking a group of Satyxis Raiders to double-up the Feedback damage with her spell, Backlash. This can make each damaging hit against a warjack do 2 points instead of 1. With this, even the mightiest warcaster can fall in a hurry!
Lich Lord Asphyxious can use a similar tactic by sending Raiders in to bang up some warjacks. Then, after your opponent has slaughter them, call them back for Feedback seconds!
Asphyxious the Hellbringer also has a neat combo. Raiders with a Sea Witch are DEF 16 against ranged attacks. Add in Ashen Veil, and they’re DEF 18. Now we’re talking!
JUST FOR FUN: Sometimes, just running the Raiders forward can be enough to really mess with an opponent’s plans, engaging their shooters and giving the meat of your army time to close.
So how far into the map can Raiders get right out of the gate?
That’s 6” for Advanced Deploy, 14” from the run, 2” from Reach, and an extra 2” from Desperate Pace.  All totaled, that’s 24”! Did I mention Raiders are fast?
SUMMARY: Satyxis Raiders are fast, deadly, and versatile. They’re solid against Hordes and incredible against Warmachine. Raiders are an excellent addition to many Cryx forces. Even better, many of their weaknesses are taken care of with the simple addition of a Raider Sea Witch.
Check out the complete list of Warmachine and Hordes articles here.
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Note: Holo Writing is a participant in the Amazon Services LLC Associates Program and, as such, may earn a small commission from any product purchased through an affiliate link on this blog.

Filed Under: Warmachine Tagged With: Cryx, Fantasy, Privateer Press, Satyxis Raider Captain, Satyxis Raider Sea Witch, Satyxis Raiders, Steampunk, Tabletop Games

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