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Post by tiberius on Dec 7, 2017 16:00:48 GMT
I think they could use a tactica...hint hint
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Post by tiberius on Dec 12, 2017 14:44:03 GMT
Warwitch Deneghra - Slaughter Fleet Raiders
This theme gives warjacks in the list gang fighter, which is +2 to hit and damage if the warjack is in melee with a target that is in melee with a friendly faction warrior model. I mean you don't even need Deneghra's debuffs with those kinds of bonuses, as its pretty much the same as crippling grasp. But to be honest, its simpler to set up the debuffs as you don't have to maneuver together more than one model and the debuffs can affect an entire unit vs just the one model. Reach warjacks can best take advantage of the theme bonus however and there is no reason not to do both.
Warwitch Deneghra - Kraken - Deathripper - Nightwretch Aiakos, Scourge of Meredius - Stalker x 2 General Gerlak Slaughterborn Black Ogrun Boarding Party Bloodgorgers The Devils Shadow Mutineers
The Kraken is great with a debuff caster or anyone with knockdown tech. No one debuffs better than Deneghra. The Kraken is probably one of the best warjacks to trigger gang fighter as well. Follow behind your screen of blood gorgers and reach through them with your 4" reach, getting your +2 to hit and damage plus anything you threw out for debuffs to help the bloodgorgers.
If you did it right, you can charge the bloodgorgers into a crippling grasped unit, and move through them with berserk and overtake, moving deeper into your opponents troops really tying them up, then move in the kraken to reach around and remove any real threats to itself or deneghra. You can also move up the Devils Shadow Mutineers and let Zira use her black penny shots to remove anything on the softer side jamming your stuff or take out anything that the Kraken cannot reach.
Aiakos and his pair of stalkers can flank and be a really hard to remove (as they will be able to close with speed, stealth and decently high defense) and can easily get into the back of your opponents force, giving them a threat that they have to deal with or Aiakos and a pair of stalkers will be assassinating the caster without too much trouble. The stalkers can trigger gang fighter off of Aiakos, and they all have the leap ability for a 5" placement after normal movement, which is increased from Aiakos's spell, escort. In a pinch you can do this on Deneghra's feat turn, or even use a heat butt power attack from one of the stalkers and buy extra attacks or just set up for the other one. But with all the buffs and debuffs available, you shouldn't need a knockdown except for the most high DEF skewed casters.
Overall, this list brings some support in the form of Aiakos, its own warjack buffs, a speed increase in the form of a 2" deployment zone extension. Lots of things that Deneghra appreciates for a slower moving main force as its unlikely that the bloodgorgers will get the alpha strike unless you use your feat defensively, which I do not recommend. I am looking forward to the rest of the releases for this theme to see how they really fill this out.
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Post by tiberius on Dec 14, 2017 14:26:38 GMT
So that leaves just Wraithwitch Deneghra, who I am waiting for the final rules to hit Warroom, and Scaverous. I will start doing what Cryptix has not gotten to yet with Scaverous either later today or tomorrow and he can jump in with anything he wants to add.
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Post by tiberius on Dec 15, 2017 13:48:24 GMT
Lord Exhumator Scaverous - Ghost Fleet
Lord Exhumator Scaverous's fluff has him as the guy that Cryx sends into crypts and graves to steal knowledge and secrets from the dead and his abilities really reflect someone that has kept a lot of good magic power for himself. He has an iron lich stat line which means above average with a SPD of 6, MAT 6, DEF 14 and ARM 17 and has a FOCUS stat of 7. He has a single melee attack with his 2" reach scythe named Avernus at P+S 14 and can thresher with it as a *Attack.
He has a really good innate ability called knowledge of the damned that makes him and his army very powerful and hard to deal with, but also makes him very reliant on souls. When a model in his control range makes an attack or damage roll, this model can spend a soul token to cause that model to reroll that roll. Each roll can only be re-rolled once from this ability. Rerolls are great. Calandra and Morvahna have been doing it for years and are both very effective though neither one of them require souls to do the job. Against a living force or troop heavy force with lots of souls, Scaverous can well dominate with this ability. You miss a key attack or whiff on a key damage roll? Reroll it. Your opponent hits a high defense model or hits a crit effect you don't want to happen? Make them reroll it. There are lots of applications and they are all annoying for your opponent.
Scaverous is one of those casters who can do a lot of things really well, support his army, get his hands dirty, spell assassinate, tank like a champ, but he can only do 1-2 of those things well per round. In MKII, he was a great caster, but his options every round and deciding on the best avenue to take him would make your head explode.
His spell list is solid. We have 4 upkeep spells, so right away, upkeep removal makes him sad and he appreciates any help in the upkeep department. Deathward is a great buff, especially for a warjack. It gives +2 ARM to a target friendly faction model or unit and if it is a warjack, when it is damaged, you may pick the column that takes the damage. Great for protecting warjack's arms or spreading out the damage such that it takes a lot more than it should to cripple one.
His next upkeep spell is also his AOE attack spell, Feast of Worms. This is an expensive 4 cost spell with a 4" AOE and a POW 12 RNG 10. While in the AOE, enemy models suffer -2 ARM. And a new ability for MKIII, when a living enemy model is destroyed in the AOE, the spell caster gains the destroyed models soul token regardless of proximity of other models. The AOE is the upkeep and you can pay to keep it in play, on a colossal that you have locked in place with a warwitch siren for example.
His next upkeep helps with accuracy. Icy Grip is a 2 cost, range 8 spell that target warrior model/unit without immunity to cold suffers -2 DEF and cannot run or make power attacks or special attacks. Great for a DEF debuff which is what I primarily use it for, but you can also prevent units/models from using magic abilities or prevent an ogrun bokur from slamming. It is limited to warrior models.
His last upkeep, and what brings his theme together is soul harvester. When target friendly faction model/unit destroys a living enemy model with a melee attack, the spell caster gains the destroyed model's soul token regardless of the proximity of other models. Scaverous really wants those souls.
Scaverous's single target nuke spell is excarnate. Its a 3 Cost, RNG 10, POW 13 spell that if you box living enemy warrior model, remove it from play, add a grunt to a friendly faction small based undead unit in the spell caster's control range. It must be placed in formation and completely within 3" of the caster. The grunt has to forfeit its combat action the turn it comes into play, which means it can still move.
Scaverous's last spell and the spell that defines any warcaster that has it, is Telekinesis. Its basically a 2" threat extension spell but has so many more uses than that. You can move a guy forward 2" or target an enemy model and move them 2" and turn their backs toward you (as you choose facing when you place). You can remove something from combat as 2" is enough to usually get out of melee, usually. You can use it to play a strong control game of moving enemy models out of zones or into terrain so that they have to deal with getting out. It allows you to get a guy into a zone that couldn't quite get there to contest. The uses go on and I am sure people can come up with others. Extremely powerful and versatile spell. It only costs 2 and has a range of 8.
Scaverous feat gives him a really good spell assassination opportunity or a great control turn or a great attrition turn. Black Gate says that while in Scaverous's control range, friendly faction models gain boosted magic attack rolls (including himself). When Scaverous casts a spell, reduce the cost by 1. When an enemy casts a spell while in his control range, increase their cost by 1. Lasts for 1 round. Any one of those would probably make a decent feat and he has all three effects. This makes it really tempting to load out your list with solos and units with magic ability (like cephilyx overlords in black industries theme, darrah wrath, iron lich overseer, war witch sirens, the withershadow combine, etc) to give them boosted attack magic rolls for a turn. The overlord sprays themselves are really good, and boosted almost guarantees they are cutting through a ton of infantry. The trollkin fire eaters are great for a reason, and boosted sprays are a big part of that.
So what does Scaverous want? Arc nodes! He wants at least two, like the deneghra's and the witch coven. Our casty casters need their arc nodes. He also wants a good unit or warjack to collect souls with soul harvester upkeep. He needs to get that soul train going or you will miss out on a good portion of his power. Anything that can help him feed warjacks, upkeep spells or cast spells is welcome. Telekinesis can be spell slaved or necromancied so deathjack, withershadow comine or even a skarlock thrall are all very welcome.
He wants something that can take advantage of the control powers he can wield. He can pick up an enemy model and turn it around. If its a warjack with a shield, now you can ignore the shield without chain weapon and get +2 to hit from back strikes. Croe's Cutthroats come to mind as a great addition since they have back stab, which will allow them to wreck heavies at range if they can shoot it in the back. Probably Cryx's best caster for them.
Lord Exhumator Scaverous - Ripjaw x 2 - Erebus Captain Rengrave Pistol Wraith x 2 Agrimony, Crone of the Dying Strands Ragman Blackbanes Ghost Raiders Revenant Crew (min) + 2 riflemen Revenant Crew (min) Croe's Cutthroats Revenant Cannon Crew
So what does ghost fleet do for Scaverous? Not a whole lot that the other themes don't do better. Ghost fleet can play a really good attrition game. They lack a lot of punch and need some sort of ARM debuff, appreciate DEF debuffs for their ranged heavy solos and units. Scaverous has those things, to an extent. You can debuff warrior models with icy grip and debuff anything in the AOE of feast of worms, but if you cast those, you are not doing telekinesis too much and you only get one feat turn. So Scaverous needs some help.
Ragman brings deathfield. While within 3" of this model, friendly models gain darkshroud. Giving dark shroud to ganging pirates gives them quite an extra punch when dealing with better armor. The black bane ghost raiders really appreciate this and can help out with order of activation issues because they can charge through Ragman to get into position when he moves up first and activates his field. POW 12 is a lot better than POW 10 on a charge. One thing to remember, the dark shroud only lasts for 1 turn, so when the continuous fire effect resolves, the -2 ARM does not effect the damage roll.
Erebus is Scaverous's character jack, that is a really suped up slayer with an extra point of DEF and ARM, has immunity to cold and auto freezing fists (for some reason, but I am not complaining as that is awesome). The bond with scaverous allows scaverous to collect souls that Erebus triggers from living models it kills. Proximity to other models does apply. Erebus also has overtake, so if it kills something, it can move 1" and this is for any basic melee attack during its combat action. Its defensive ability is Poltergiest. If something misses Erebus's 14 DEF, they are pushed D3 inches away. This could save you from an unlucky charging warjack or beast or weapon master unit, but it is easy to circumvent per the push rules. If your opponent sticks another model behind the charging one, they will not get pushed out of melee if they place them right. Terrain obstructions work the same way. Overall, with the freezing fists, he fixes any accuracy issues that the list has if he can get to a key target, can really mitigate threats by making them shake off stationary or lose their entire activation if they cant.
I broke my rule by building a list with a model I don't own yet, but I am going to be ordering this next week and am really looking forward to using it. Agrimony, Crone of the Dying Strands, an incorporeal revenant solo with apparition. She has a magic ability 7 that can remove tough from enemy models and make rough terrain for them to deal with, cast bone shaker as an attack spell, great with Scaverous feat, and can give out magic weapons to people that need it. She also has tactician - Revenants which allows them to draw line of sight and move through each other when doing stuff. Great for such a crowded field and a poor player at placement like me.
Croe's Cutthroats are a cool and flavorful unit of brigands. They do cost 16 points for a 10 man unit, have advanced deploy, stealth, pathfinder, and this really neat flavorful thing when Croe dies, it wasn't really him, someone else gets promoted and it turns out they were really Croe. I don't know if that works with RFP. I am always a bit unclear on how that works. In MKII, it was cool, it seems to be the same now, correct me if I am wrong. They all have reposition 5" as well to let them be a harassing unit. Combined with telekinesis, they can really shine with all the back strike damage (extra dice to hit and damage against back attacks) with RNG 10 POW 10 crossbows. They also have melee weapons to which backstab applies. Crow has a special ranged weapon called Hiss, where a model hit by that weapon cannot cast spells for one round.
So what is the game plan here? Obviously this is a good drop against infantry spam or anything but armor/box spam. I would play an attrition/scenario game with this list and let my incorporeal solos snipe out key models and wait for an assassination opportunity if one arises. I would hold the feat turn for when you really can hit the enemy hard casting 7 + souls telekinesis and allowing croe's cutthroats, pistol wraiths, rengrave, your cannon, to annihilate whatever it was you spun around and moved closer. This theme will be very match up dependent for Scaverous as it needs souls more than most as he will have to do a lot of the heavy lifting and helping. Probably not his best theme.
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Post by Gamingdevil on Dec 15, 2017 15:09:28 GMT
Croe's Cutthroats are a cool and flavorful unit of brigands. They do cost 16 points for a 10 man unit, have advanced deploy, stealth, pathfinder, and this really neat flavorful thing when Croe dies, it wasn't really him, someone else gets promoted and it turns out they were really Croe. I don't know if that works with RFP. I am always a bit unclear on how that works. In MKII, it was cool, it seems to be the same now, correct me if I am wrong. They all have reposition 5" as well to let them be a harassing unit. Combined with telekinesis, they can really shine with all the back strike damage (extra dice to hit and damage against back attacks) with RNG 10 POW 10 crossbows. They also have melee weapons to which backstab applies. Crow has a special ranged weapon called Hiss, where a model hit by that weapon cannot cast spells for one round. Croe sticks around because he is really just the Leader model, so benefits from field promotion. He used to be an officer and then had this convoluted rule, called Nine Lives, that allowed him to replace another model when he died. They then changed it to just follow the base rules for Leaders. This means if Croe is RFP'ed, he's really gone and can't be promoted, just like a Leader model.
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Post by tiberius on Dec 15, 2017 17:50:06 GMT
Lord Exhumator Scaverous - Infernal Machines
So there is talk that infernal machines doesn't do anything that another theme does better...and that may be true, but in the context of Scaverous, he really likes the theme. He can help the thralls with their abysmal MAT scores and they provide a lot of spell casting and warjack running support. There are a lot of spell casting solos available for Scaverous's feat turn if you want to go that route as well.
Lord Exhumator Scaverous - The withershadow Combine - Deathjack - Erebus - Deathripper x 2 Iron Lich Overseer - Seether Warwitch Siren Bile Thralls + Skarlock Commander Mechanithralls + 2 Brutes
Deathjack was almost made for Scaverous (no offense Erebus). It can use telekinesis on itself to move 2", then can use it again on a target to move it 2" closer and backwards (assuming it was now in range), and can still have 3 initials and a bought attack or a charge into the target after blowing 4 focus doing Telekinesis shenanigans. Or you can have something like the withershadow spell slave the deathjack up, saving it some focus, and scaverous do all the telekinesis casting while you just give the deathjack a really good threat range (+2" on each side so +4 total). Deathjack also makes an excellent target for Deathward giving it 21 ARM and you choose the column that gets damaged. Also, on feat turn, necromancy spells like excarnate are boosted (as you cannot necromancy upkeep spells, it cannot cast feast of worms). Its a fast, heavy resilient beater that scaverous cranks up to 11. I cannot think of a situation where I would rather have any other jack in scaverous's battlegroup.
The theme gives warjacks hyperaggressive. That means when they take damage, they can move closer to the source of the damage. I still think that is a terrible ability for Cryx jacks as they are far too fragile to benefit and have it be a good idea to get them closer to your opponent while they are still activating. That is, except for your deathward target who may be able to weather the storm a bit better. Even Erebus can be fairly resilient with Deathward at ARM 20 and DEF 14 and poltergeist, getting the occasional move forward from any damage it takes and you can be sure its in column 2 (not 1) or column 6 (not 5) or one of the others. This is one of the very few casters I could see getting much use out of the ability.
The Iron Lich Overseer is great support in that Scaverous doesn't need or want anything in his battlegroup that isn't casting his spells or arcing his spells or feeding him souls. Putting a nice beater like the seether on the Overseer takes a lot of burden off of Scaverous and the Overseer can run them very well with the Crush command and drive: darkshroud. That is a +4 damage swing on an already offensive warjack. On top of that, the Iron Lich Overseer has a nice long range attack spell that he can boost with Scaverous's feat. Dark fire is RNG 10, POW 12 and he gets the soul regardless of proximity to other models. Okay, Scaverous really wants the soul, but its still useful as a POW 12 scapel. It is also a competent melee combatant in its own right and fairly hard to remove with MAT 6, DEF 14, ARM 16 and 8 damage boxes. It has a 2" reach melee weapon with P+S 12. Best of all, its free in theme.
The withershadow combine are Scaverous's best friends. Free upkeep, a free reroll not involving souls, magic weapons, a free casting of telekinesis. What's not to like? They are the warcaster attachment of choice for him. They can get work done on his feat turn as well as they all can cast dark fire like the Iron Lich Overseer. It must be the spell they teach in iron lich school.
A unit of Mechanithralls gain ambush in the theme. So I brought one but didn't really go for the recursion build in this list. Scaverous can play that game, and infernal machines can definitely build to that, but this was a more all comers heavy hitting strike force list. Just because you can ambush doesn't always mean you should. If your opponent has lots of ranged attacks, you may want to keep the brute thralls back as shield guards for scaverous who will be vulnerable to that. Though the Deathjack and arc nodes will be in range to do their thing probably turn 2. Still, through telekinesis, Scaverous can help the thralls hit with their MAT 5 by turning around targets of value for them. Or they can just tie up groups use your two attacks to luck into a hit. Or even use icy grip to help them hit. Lots of options! All with the same result. The mechanithralls are probably the group getting soul harvester unless you are using the seether for that. The deathjack should not because it can remove from play with snacking.
The bile thralls advance deploy with the skarlock commander and it also has darkfire for a feat turn accurate POW 12 shot at something. If you are feeling really frisky, he has battle wizard and gets a free casting of one of his spells when he kills something in melee. My only sad feeling is that soul harvester only works on melee attacks because soul harvester with purges would be awesome. The bile thralls, if they can close and telekinesis can help with that, can remove any high DEF skew you are facing and if they cant quite kill them, the auto corrosion may eventually get it done.
Overall, one of scaverous's favorite themes. It works well with him and provides him with a ton of support.
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Post by Gamingdevil on Dec 18, 2017 15:16:55 GMT
The Telekinesis trick with Deathjack doesn't work as well as you imply that it does. It can for sure cast it on itself and then charge/walk, but if it can cast it at its target, then that target is already within 8", which means it was already within charge/walk distance. Hell, if you get within 8" after a TK, then it was already within 10" and you could've just charged in the first place.
The only times to use TK shenanigans is to get a (charging) threat extension and you really don't want something else to cast it, like Scaverous or a Spell Slave, if for some reason you can't charge, and/or to get a better angle. The only time to use it on another target, after you charge is probably after DJ has managed to kill everything in range and just wants another victim to nudge closer, or if you wanted to use his charge as a threat extender for the TK itself, like a pseudo-arcnode.
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Post by tiberius on Dec 18, 2017 15:27:15 GMT
You are correct, that occurred to me after I wrote that up and I did discuss the high cost of casting it twice from deathjack, 4 focus at least. But yes, if you are already close enough to cast it at a target, with the exception of turning around a shield jack or something, then you may as well just charge. Those other corner case uses not with standing.
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Post by tiberius on Dec 18, 2017 23:00:38 GMT
Lord Exhumator Scaverous - Dark Host
Dark host is full of self sufficient, hard hitting, elite infantry that deliver themselves and wreck almost anything in their path. They don't really need Scaverous but he does bring a few things they appreciate. A psuedo-threat range enhancer and a MAT fixer. Banes are typically slower at SPD 5 and have an average MAT of 6 (with some exceptions). Scaverous brings icy grip to help with hitting high DEF infantry and brings telekinesis for everything else.
Lord Exhumator Scaverous - Skarlock Thrall - Erebus - Nightwretch x 2 Bane Lord Tartarus Darrah Wrathe Ogrun Bokur Soul Trapper Machine Wraith Bane Knights Bane Riders Bane Warriors + CA
The banes may be able to give themselves stealth from their theme provided prowl ability with proper use of terrain and the 2 4-inch dense fog clouds that the theme gives you to play, but Scaverous is pretty wide open without any type of pathfinder or ranged defense. Hence a shield guard is a good idea. When I play Scaverous, I dont like to tank, he has stuff he wants to do with his stack of focus every turn, which means he is left vulnerable and that means he needs some sort of body guard. The Ogrun Bokur provides a semi-resiliant (for its cost) body guard with shield guard, can slam, hits like a heavy warjack when it is within the client bonus area, and is very accurate near its client as well.
Scaverous really needs souls to get the most of his abilities. And more focus is always better with respect to spell slinging. The soul trapper following behind a unit of banes can collect alot of souls for scaverous and send them to him assuming Scaverous is close enough to get them. If not, it could run into some order of operations issues but assuming your opponent has better things to kill like two full units of bane infantry and a full unit of bane riders in their face, it will most likely survive to pass some souls. Two is better and I could get another easily by downgrading a nightwretch to a deathripper. They collect up to 3 souls from up to 10" away and can pass them up to 5" away. Proximity does matter for collection.
Darrah Wrathe brings a nice toolkit that helps this theme alot. His Deathride ability makes the normally slow bane infantry +1" of movement during their normal movement. That turns the banes up to an average cryx speed of 6 for charges or normal advancing. In addition to some spot telekinesis, that makes you have some non-linear threat extension that is hard to plan for or guard against with an entirely ghostly army. Darrah also has mortal feat that reduces damage dealt by living models by 2. This does not affect constructs or undead. This can help the riders or bane knights take a hit better or scaverous himself becomes really annoying to hurt. Even a heavy warjack under this and deathward becomes quite survivable. Darrah's hellfire spell is compatible with Scaverous's feat which gives it a boosted to hit. Under battle wizard, and with cavalry rules, Darrah is an accurate melee combatant, can kill a softer target fairly easily and trigger battle wizard to get one of his abilities for free.
The skarlock thrall is what is available to Scaverous as spell casting support. He brings a free casting of excarnate or telekinesis, neither of which are bad. You dont get the extras with excarnate when you spell slave it. Aside from that, this theme does nothing at all for Scaverous.
The game plan here is typical for most dark host lists as you expect the banes to do most of the heavy lifting with alot of support from the caster and the rest of the list. I expect to do some debuffs and telekinesis with Scaverous and an occasional excarnate to keep bane numbers up. The Bane warrior CA can bring some of their own number back as well as a mini-feat, assuming you are not facing remove from play tech. This list should attrition well.
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Post by Gamingdevil on Dec 19, 2017 8:10:24 GMT
tiberius, the theme definitely does something for Scaverous: give him a cloud wall to hide behind. As you say, you generally wants to spend all his focus, so much like the Coven, he really likes this theme for the protection it gives him.
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Post by tiberius on Dec 19, 2017 11:40:54 GMT
That was definitely poor wording on my part (as usual, haha). What I meant was it provided Scaverous with no other spell casting support apart from the Skarlock (no deathjack, withershadow, warwitches, etc) but it does have Darrah so there is that. The clouds will come down to placement and other terrain available for how protective they really are, but you can hide behind them, definitely.
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Post by tiberius on Dec 19, 2017 13:44:50 GMT
Lord Exhumator Scaverous - Black Industries
This theme provides Scaverous with free arc nodes, access to the best warcaster support we have in Cryx, extended deployment zones and Carapace for all of our heavy warjacks. All in all, the bonuses for this theme are very good for a warcaster like Scaverous.
Lord Exhumator Scaverous - The Withershadow Combine - Deathjack - Erebus - Nightwretch x 2 - Corruptor Iron Lich Overseer - Seether Warwitch Siren x 2 Gorman Di Wulfe Cephalyx Overlords
So the thing that jumped out at me with this build right away is my lack of models. I am really used to filling the board up with cheap disposable models and how I built this list was the exact opposite. You will be relying on Deathward, terrain, and carapace to deliver your very fast warjacks to the enemy as fast as you can. The Deathjack is a great target for deathward giving him a total of +6 ARM vs ranged and free strikes. It is really difficult for any ranged weapon to hurt something that is ARM 25, and even if it does, you choose the column that it goes on.
The withershadow combine gives you a free casting of telekinesis, a free upkeep of deathward, a free re-roll for any model, and access to magical weapons, though this list probably doesn't need that last one very much with all the access to magic ability units and solos in the list.
I included a Corruptor as a ranged presence for the list and it adds some utility with the ability to create an arc node from a target enemy undead or living model. Burster is also a powerful ability that centers a 5" AOE on your target that you box (again undead or living) and everything in the AOE takes a POW 10 corrosion damage roll (unboostable). This jack is versatile with a decent ranged weapon and this theme fixes its biggest weakness (aside from its high cost of 16 pts), its survivability at range. +4 ARM goes a long way to making this warjack a lot more desirable.
On the other hand you could trade in the corruptor for more board presence with a unit of drudges. They would provide you with some much needed board control and presence as they can take up a sizable foot print and are not trivial to remove from zones with moderate ARM and tough.
The Iron Lich Overseer and Seether combo bring some premium armor cracking getting a typical +4 damage swing from the Crush command and dark shroud. The seether hits pretty hard without those, but with them and access to additional focus from war witch sirens, it can really hit above its weight class. Carapace protects it, as well as the stealth ability from the Iron Lich Overseer.
On feat turn, this list brings 5 boosted to hit magical spray attacks from the cephalyx overlords and the war witch sirens. That should be sufficient to clear a large portion of any opposition infantry.
Overall, this list brings everything that Scaverous wants to take with him into battle. The hardest decision to make is which flavor of good support do you want?
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Post by Gamingdevil on Dec 19, 2017 14:01:37 GMT
If you want ranged presence as well as some board presence, have you considered Croe's Cutthroats instead of the Corruptor?
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Post by tiberius on Dec 19, 2017 14:29:41 GMT
Good call, same price. For some reason they slipped my mind and that doesn't make much sense since they are Scaverous's boys!
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Grimolf
Junior Strategist
Posts: 246
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Post by Grimolf on Dec 19, 2017 17:40:21 GMT
I’ll second the value of Croe’s getting backstrike with Scaverous thanks to TK.
Another thing to consider with Scaverous, based on my experience, is which unit you’d like to target with Soul Harvester. I really want a good unit to go collect souls for him. Unfortunately, it’s “friendly faction,” so Croe’s don’t work here. I like fast units that can zip ahead and grab some souls early, so in IM I like Soul Hunters (although this strips souls from them), in DH I like Bane Riders, in SotBC I like Satyxis Raiders, and in SF I’d try Bloodgorgers (Overtake and two attacks seems like it might work nicely). As much as I like BI I can’t find a great unit to go get those souls for him. Soul Harvester requires a melee attack, so Cephalyx Overlords aren’t helpful, you only get three Iron Mongers, and Cephalyx Drudges are slow and not that accurate (let me know if I’m being unfair here). It’s not a deal breaker necessarily, but the lack of quality units for Soul Harvester makes me dislike BI with Scaverous a little.
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