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Post by DakRamsin on May 27, 2017 0:18:10 GMT
Hey All!
I started this game with Cryx back towards the end of MKII and was super stoked for the transition to MK III. Long story short, the start of MKIII was not kind to me our the models I owned, and when I did the math on how much I'd have to spend to transition into a more reasonable stable of models I decided to just try a new faction instead, seeing as it was going to be (more or less) the same price anyway.
Now, a year later and with a slew of very tantalizing buffs and new themes on the way, I'm thinking about dusting off my old Cryx and giving them a spin. Thing is, I have absolutely no idea what anything does anymore which is making list building really difficult. I've decided that it's probably best to set aside what I think I know and come at this faction like a new player would, and learn from the ground up.
Tl;dr, If we were to pretend that I'm a brand new player to the faction, what caster would y'all recommend getting familiar with first and what models / units are on the "must buy" list?
Looking forward to serving the Dragon Father once more!
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npe
Junior Strategist
Posts: 221
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Post by npe on May 27, 2017 0:43:50 GMT
Ghost fleet is currently the most successful list. Infernal machines with the coven is also very strong. It really depends on your style. What are you aiming for?
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Post by DakRamsin on May 27, 2017 1:56:24 GMT
Hey npe, thanks for the response! I wanted to steer clear of Ghost Fleet because of its spammy nature. Infernal Machines sounded more fun but I know that traditionally Cryx jacks have been pretty meh so I wasn't sure how good it was.
Why is it good with the Coven?
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npe
Junior Strategist
Posts: 221
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Post by npe on May 27, 2017 3:59:04 GMT
Hey npe, thanks for the response! I wanted to steer clear of Ghost Fleet because of its spammy nature. Infernal Machines sounded more fun but I know that traditionally Cryx jacks have been pretty meh so I wasn't sure how good it was. Why is it good with the Coven? The Coven has ghost walk, occultation and infernal machine (the spell) so you can give most of your army ghost walk, make your jacks get into combat very fast and protect your squishy thralls. The build I saw ran two full soul hunters. Deathjack an arc node and a skarlock or stalkers might be a good jack combo.
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Post by DakRamsin on May 27, 2017 6:49:13 GMT
Two full units of murder ponies? *whistles*
What about something like this?
Cryx Army - 75 / 75 points
[Theme] Infernal Machines
(Helleana 1, Morgaen 1 & Selene 1) The Witch Coven of Garlghast [+26]
- Deathjack [23]
- Inflictor [13]
- Nightwretch [7]
- Seether [13]
Machine Wraith [2]
Bile Thralls (min) [9]
- Skarlock Commander [0(3)]
Mechanithralls (max) [10]
- Brute Thrall (3) [6]
Necrosurgeon & Stitch Thralls [0(4)]
Soulhunters (max) [18]
I'm not sold on the biles, though advance deploy and occultation on a min unit seemed hilarious.
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npe
Junior Strategist
Posts: 221
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Post by npe on May 27, 2017 14:05:33 GMT
Two full units of murder ponies? *whistles* What about something like this? Cryx Army - 75 / 75 points [Theme] Infernal Machines (Helleana 1, Morgaen 1 & Selene 1) The Witch Coven of Garlghast [+26] - Deathjack [23] - Inflictor [13] - Nightwretch [7] - Seether [13] Machine Wraith [2] Bile Thralls (min) [9] - Skarlock Commander [0(3)] Mechanithralls (max) [10] - Brute Thrall (3) [6] Necrosurgeon & Stitch Thralls [0(4)] Soulhunters (max) [18] I'm not sold on the biles, though advance deploy and occultation on a min unit seemed hilarious. Go for it. Ambushing McThralls especially are great. A few other things to try are a free ILO on the Seether for massive damage output and a Skarlock thrall.
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Post by DakRamsin on May 27, 2017 23:28:42 GMT
Yeah, I tried the ILO + Seether package back in September and I was impressed with it's power. It's a little pricey at 18 points but a FREE ILO, now we're talking. : P
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Post by VolatilePoo on May 29, 2017 15:06:01 GMT
I like the list. The only thing that makes me sad is one arc node. Personally facing a list like this would put a giant bullseye on that thing quick. Add another.....add 3.....lol
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Post by DakRamsin on May 30, 2017 6:59:14 GMT
Maybe it's just inexperience talking, but as far as I can tell the only spell I'd want to arc aggressively is Curse of Shadows, which seeeems like something I can do with just the one node. The Stygian Abyss assassination is always there as a back pocket option, but I'd rather not rely on it. I dunno, I wanted the points to go towards models that would do work themselves.
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Deller
Junior Strategist
I’m on a Boat
Posts: 605
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Post by Deller on May 31, 2017 1:36:43 GMT
Maybe it's just inexperience talking, but as far as I can tell the only spell I'd want to arc aggressively is Curse of Shadows, which seeeems like something I can do with just the one node. The Stygian Abyss assassination is always there as a back pocket option, but I'd rather not rely on it. I dunno, I wanted the points to go towards models that would do work themselves. While yes the only spell you generally want to arc aggressively is Curse of Shadows, you're likely going to have to throw away your arc node to do so. The real reason you want two arc nodes is Infernal Machine. Because Coven activate individually and not as a unit you can activate Selene cast IM on a heavy, activate that heavy and charge in, activate Morgaen to cast IM on a second heavy, then send that heavy in. Now while you can just walk each of your Witches up 6" behind the Jacks you want to IM, doing so will put her at a huge risk of getting murdered. It's much easier & safer to keep an arc node 6" away from those jacks, bonus points if you can arc IM onto both jacks through the same node. If you only bring one node you lose the ability to safely cycle Infernal Machine the second you need to apply Curse of Shadows to something. The same can also apply to aggressive uses of Ghost Walk where you're primarily concerned with ignoring free strikes as opposed to terrain.
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Post by Gamingdevil on May 31, 2017 9:47:49 GMT
Maybe it's just inexperience talking, but as far as I can tell the only spell I'd want to arc aggressively is Curse of Shadows, which seeeems like something I can do with just the one node. The Stygian Abyss assassination is always there as a back pocket option, but I'd rather not rely on it. I dunno, I wanted the points to go towards models that would do work themselves. While yes the only spell you generally want to arc aggressively is Curse of Shadows, you're likely going to have to throw away your arc node to do so. The real reason you want two arc nodes is Infernal Machine. Because Coven activate individually and not as a unit you can activate Selene cast IM on a heavy, activate that heavy and charge in, activate Morgaen to cast IM on a second heavy, then send that heavy in. Now while you can just walk each of your Witches up 6" behind the Jacks you want to IM, doing so will put her at a huge risk of getting murdered. It's much easier & safer to keep an arc node 6" away from those jacks, bonus points if you can arc IM onto both jacks through the same node. If you only bring one node you lose the ability to safely cycle Infernal Machine the second you need to apply Curse of Shadows to something. The same can also apply to aggressive uses of Ghost Walk where you're primarily concerned with ignoring free strikes as opposed to terrain. Actually, Egregore is always the point of origin, so he/it would have to be 6" behind the jacks. Also a point for a second arc node would be that you can throw one away for Curse of Shadows and still threaten Stygian Abyss assassination with the second. You can't use the Egregore for that, because you will want to achieve perfect conjunction in most cases.
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Deller
Junior Strategist
I’m on a Boat
Posts: 605
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Post by Deller on May 31, 2017 14:52:41 GMT
While yes the only spell you generally want to arc aggressively is Curse of Shadows, you're likely going to have to throw away your arc node to do so. The real reason you want two arc nodes is Infernal Machine. Because Coven activate individually and not as a unit you can activate Selene cast IM on a heavy, activate that heavy and charge in, activate Morgaen to cast IM on a second heavy, then send that heavy in. Now while you can just walk each of your Witches up 6" behind the Jacks you want to IM, doing so will put her at a huge risk of getting murdered. It's much easier & safer to keep an arc node 6" away from those jacks, bonus points if you can arc IM onto both jacks through the same node. If you only bring one node you lose the ability to safely cycle Infernal Machine the second you need to apply Curse of Shadows to something. The same can also apply to aggressive uses of Ghost Walk where you're primarily concerned with ignoring free strikes as opposed to terrain. Actually, Egregore is always the point of origin, so he/it would have to be 6" behind the jacks. Also a point for a second arc node would be that you can throw one away for Curse of Shadows and still threaten Stygian Abyss assassination with the second. You can't use the Egregore for that, because you will want to achieve perfect conjunction in most cases. You know I was thinking to myself when responding that you don't want to expose Egregore to assassination runs like that, and then I went off and brain farted. I still stand by the point though, I'd rather if my opponent overextends all in on killing my channelers he gets 2 arc nodes and not an arc node + a potential assassination.
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Post by DakRamsin on May 31, 2017 17:43:01 GMT
Hmm, that's a good point. Back to the drawing board!
Edit: Take 2!
Cryx Army - 75 / 75 points
[Theme] Infernal Machines
(Helleana 1, Morgaen 1 & Selene 1) The Witch Coven of Garlghast [+26]
- Deathripper [6]
- Ripjaw [7]
- Seether [13]
- Seether [13]
- Skarlock Thrall [4]
Aiakos, Scourge of the Meredius [4]
- Stalker [8]
- Stalker [8]
Pistol Wraith [0(5)]
Pistol Wraith [0(5)]
Mechanithralls (max) [10]
- Brute Thrall (3) [6]
Necrosurgeon & Stitch Thralls [4]
Soulhunters (max) [18]
I wasn't sure if two free Warwitch Sirens would be better or worse than two Pistol Wraiths. I opted to go with the Pistol Wraiths since the focus efficiency seems pretty good as is but I could be convinced otherwise. I also find it odd that the Hellslinger Phantom can be in this theme but can't be free and doesn't count towards anything.
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