|
Post by tiberius on Oct 19, 2017 14:51:13 GMT
Master Necrotech Mortenebra and Deryliss - Slaughter Fleet Raiders
So this theme will play a lot like the satyxis theme, only without fast jamming units, without lots of knockdown tech, and no quality infantry. What it does have is gang fighter on warjacks. Gang fighter on a kraken just sounds really scary, especially when you have it feeding with interface and have tune up on it.
Master Necrotech Mortenebra - Deryliss - Kraken - Seether - Stalker x2 General Gerlak Slaughterborn Black Ogrun Boarding Party (max) Bloodgorgers (max) Devil Shadow Mutineers
I like having a good ranged presence with my typical game plan with Mortenebra and this theme allows me to take the devil shadow mutineers as a cryx faction friendly unit. Zira is a two gun ranged weapon master with black penny. Combined with a pair of jumping stalkers and the kraken, you have your assassination game plan. Run or charge something at their caster, has to be a warrior model, so getting one of your medium based infantry in there could be challenging, but you have drags with the black ogrun and a lot of tough bodies.
Jump in your two stalkers if possible, either head butting the target down and buying extra attacks or just cut them up with your MAT 9 POW 14, two initial attack with grievous wounds bone jacks. Then light them up with Zira. With Mortenebra's feat up, I am not sure how anything short of Karchev or someone setting on 8 transfers will survive this. Then you have the Kraken guns as backup.
Your bloodgorgers provide a good screen. They are a bit better at it than the drudges from Black Industries as they are medium based and cannot be trampled over. They also block line of sight to Mortenebra if need be.
Gerlak is anti-infantry all by himself. Blighted pacman can chew threw most of a unit on his own if they are poorly placed (missing his 2" reach). The bloodgorgers help with this as well as he gives them berserk and they already had overtake. That is lots of chances, especially under rerolls, to kill screens and annoying things in the way.
Overall, this theme can play Mortenebra's game, it just doesn't do it as well as some of the other themes. Gang fighter on jacks help a lot though and make it really attractive.
|
|
|
Post by tiberius on Oct 20, 2017 11:11:56 GMT
Mortenebra, Numen of Necrogenesis - Ghost Fleet
I really like it when they tie different fluff backgrounds together, for example, with Goreshade and the elves. In this case, Mortenebra used to be a member of the convergence of cyriss, was the person in charge of the soul transfer device. Decided that Cryx had the best know-how for that, captured and iron lich and tortured and dissected the information out of him. Well her peers in CoC decided that was forbidden and too extreme so she was basically drummed out of the band. A title in the CoC is Numen, so here we have Mortenebra reaching back into her roots with a new title and a bigger better body. That's right folks, she is on a large base with a giant centipede body. The model does look awesome. But how does she play? Definitely different than her predecessor. I feel she lost a lot of her focus efficiency though she can take different warcaster attachments now because she apparently melted down Deryliss for spare parts or something.
Her stats are slightly different, the same speed at 6 and same focus stat at 7, her DEF is 14, ARM 17 and has two melee attacks like before with reach, but now they are P+S 14. She lost her ability to repair, but gained an ability called salvage, where basically if a warjack is destroyed while in her melee range, she removes D6 damage, if its large or huge base, add +3 to the amount. And she has Field Marshall for that ability so every warjack in her battlegroup gets it. That is actually a bit better than snacking because its not just the guy who kills the target that gets the benefit, but it is limited to just warjacks being destroyed.
She kept her innate pathfinder and steady and she still uses souls.
Her spell list is pretty solid. Instead of doomspiral, now she has a spell called arcantrik bolt, costs 2, range 10, pow 12 and when it damages a warjack, it becomes stationary. That is her only damaging spell so she lost her AOE, not that I ever really used it.
She gained a nice debuff in the form of Curse of Shadows. This takes the place of losing spectral steel. In this case you target a model or unit, they gain -2 ARM and cannot make free strikes. You can also move through them if you have enough movement to do so. This opens up a lot of options for movement shenanigans, back strikes or just ignoring a screening unit or big model like a colossal. There are a lot of applications from helping to crack armor to facilitating an assassination.
She lost spectral steel as mentioned above, but gained fail safe. This was an answer to every slayer chassis prayer as in addition to +2 ARM, you ignore lost systems. This is an upkeep. Remember all those arms that keep getting shot off of your slayer or reaper or seether on approach? Well now it doesn't matter, as long as you have 1 box left you can get some work done.
Locomotion took the place of overrun. Overrun had a further reach to it allowing the warjack to do a complete advance, locomotion moves +1" per focus spent up to 3 focus. The range is limited to 6". But it no longer has the has to kill an enemy clause to activate. I do like the spell, its just really expensive for the effect and it only effects warjacks in your battlegroup.
Spellpiercer is her other new spell and its a really powerful but situational buff. It gives all your friendly faction models in her control area blessed and magic weapons. This is not an upkeep. This is potentially better than a normal debuff as it lets you ignore any upkeeps or spell effects on your targets adding to DEF or ARM, which against groups like cygnar, trolls or the Protectorate, can be substantial. But if you are in a mirror match, I guess the magic weapon portion is useful?
Her feat is limited to her command range which really hurts it in my opinion, though it may be too powerful had it been control range. With access to stalkers, shrikes and scavengers, giving flanking - other warjacks in your battlegroup - to your battle group seems really good and I have used this to great effect. Your opponent always has to keep their distance when you have that threat around because +2 to hit and extra dice of damage + boosting pretty much ensures assassination. Her command is only 9, while being high for Cryx, is a poor range for a feat. But it is a potent feat when set up correctly. You can remove a few problem hard targets, or go for an assassination.
Ghost fleet with mortenebra. Most of her buffs affect only warjacks, but ghost fleet does appreciate curse of shadows and spell piercer. And making an opponents warjack stationary is also really desireable. Sure its shakeable, but that is one less focus they will have to work with and combined with a pair of pistol wraiths, that is a lot of stationary targets for your opponent to burn focus for.
Mortenebra, Numen of Necrogenesis - Seether - Stalker x 2 - Reaper - Ripjaw Captain Rengrave Hellslinger Phantom Pistol Wraith x 2 Blackbanes Ghost Raiders (max) Revenant cannon crew Revenant Crew (min) + 2 riflemen Revenant crew (min)
In my battle group, as a rule, I like having at least one arc node and a good target for failsafe for Mortenebra. In this case I took the ripjaw for its powerful attack and potential to armor pierce as the arc node. I took the seether as my failsafe target. The seether is naturally high MAT 8 and is focus efficient being able to run or charge for free. Berserk helps it a lot getting extra attacks. With good placement, you wont even eat your own guys most of the time.
The reaper is a backup to the seether, and is also there for some range extension shenanigans. Under feat turn, the reaper is great at setting up the flanking, reel it in, and then charge it with something else, even Mortenebra herself. A pair of P+S 14 weapon master shots before any focus expenditure is pretty good.
Locomotion will help increase threat ranges as necessary or move things around to find a good charge lane. Double stalkers are available to help you live the dream of jumping them into the caster and under feat, get MAT 9 POW 12 weapon master strikes on them. Its a threat that has to be dealt with by your opponent and can really dictate where they move and what they do with their own screens.
As mentioned before, the pair of pistol wraiths in the list are really good and are taken mainly for ranged support and their chain shot which causes stationary. That makes for some good board control and can help set up an assassination. The rest of the list is there to pretty much screen and get in your opponents face and contest.
So overall, I feel that Mortenebra 2 doesn't run jacks as efficiently as her predecessor and her tricks are very expensive to do so you have to really decide what you want her to be doing unless she has a lot of focus support and efficiency from the list. Overall, ghost fleet does not provide that efficiency. But it does provide her with screening and contesting units to the extreme and can play a good attrition game until the assassination lane opens up.
|
|
|
Post by tiberius on Oct 20, 2017 16:17:07 GMT
Mortenebra, Numen of Necrogenesis - Infernal Machines
I personally like Mortenebra 1 better in Infernal Machines because interface with a sepulcher is my all time favorite combo for her. However, Infernal Machines provides tons of focus efficiency and support that Mortenebra 2 really wants. It is a good theme for her overall.
Mortenebra, Numen of Necrogenesis - The Withershadow Combine - Deathjack - Stalker x 2 - Reaper - Ripjaw Warwitch Siren x 2 Soul Trapper Mechanithralls (max) + 2 Brutes Necrosurgeon (free) Bile thralls (min) + Skarlock commander
So right away we have lots of focus efficiency between the withershadow combine, deathjack and the warwitch sirens. The withershadow combine means a free upkeep of fail safe, which I would be putting on the Deathjack. Re-rolls in a list like this are very good too, because outside of her feat, Mortenebra does nothing to help things hit. However, the magic weapon buff that they provide is redundant with Spell Piercer, though that also means you don't need to waste your focus casting it unless you need to get around some massive buffs with the blessed portion.
Deathjack is a monster with her. Up to 5 focus and self healing through snacking, potentially ARM 21 and ignores any lost system. I had once thought he could double dip with locomotion, cast it from Mortenebra for 3, then 3 from Deathjack, but since Deathjack does not have a battlegroup, I do not believe it has any effect. Regardless, the extra threat range and extra staying power she gives it makes it a true force to be reckoned with. Oh, and the theme grants him hyperaggressive, so if he does take damage, you can move him closer to the source of his pain. With failsafe, its the one time I don't mind that that ability exists for our warjacks.
The warwitch sirens are there to pass out focus because Mortenebra has better things to do with her stack most turns. Put out a curse of shadows here, arcantrik bolt there, locomotion the deathjack around...you get the idea. You can fully load up a jack with the two sirens and power up. They have other uses too as their toolkit is always in demand, but in this list, the power booster is most desirable.
The token arcnode, choose to your taste. I love the ripjaw because I love to gamble and when that critical armor piercing comes up, its like I win the lottery, only no money. With 1-2 arcnodes, mortenebra can play further back than her predecessor could as I always wanted to make use of interface. With this, you have a 14" control range which will protect you from most threats if you play it smart. Your large base does make you a target and if you get close, you will be shot at. A shield guard would not be out of the question for any list with her in it if you want to play further up. Her melee output really isn't bad and on feat turn can really get some work done. I only wish Locomotion worked on herself so I could move her around to continue killing things in between attacks. Alas my dreams were shattered.
Mortenebra does lack anti-infantry abilities. That is where the bile thralls come in. They don't miss, and in an 8" spray, you will either kill or auto-corrode everything under the template...all for the cost of one measily dude...which the necrosurgeon can now replentish with corpse tokens. You know, just FYI. So the skarlock commander grants them the ability to spread out more and gives them advance deploy (the biles not the necrosurgeon), so you can really pick your matchups with them.
Overall, Infernal Machines is everything in a theme that Mortenebra wants. Focus efficiency, support, and access to good anti-infantry troops. Her battlegroup can always handle hard targets.
|
|
npe
Junior Strategist
Posts: 221
|
Post by npe on Oct 20, 2017 16:31:59 GMT
Mortenebra, Numen of Necrogenesis - Ghost Fleet I really like it when they tie different fluff backgrounds together, for example, with Goreshade and the elves. In this case, Mortenebra used to be a member of the convergence of cyriss, was the person in charge of the soul transfer device. Decided that Cryx had the best know-how for that, captured and iron lich and tortured and dissected the information out of him. Well her peers in CoC decided that was forbidden and too extreme so she was basically drummed out of the band. A title in the CoC is Numen, so here we have Mortenebra reaching back into her roots with a new title and a bigger better body. That's right folks, she is on a large base with a giant centipede body. The model does look awesome. But how does she play? Definitely different than her predecessor. I feel she lost a lot of her focus efficiency though she can take different warcaster attachments now because she apparently melted down Deryliss for spare parts or something. Her stats are slightly different, the same speed at 6 and same focus stat at 7, her DEF is 14, ARM 17 and has two melee attacks like before with reach, but now they are P+S 14. She lost her ability to repair, but gained an ability called salvage, where basically if a warjack is destroyed while in her melee range, she removes D6 damage, if its large or huge base, add +3 to the amount. And she has Field Marshall for that ability so every warjack in her battlegroup gets it. That is actually a bit better than snacking because its not just the guy who kills the target that gets the benefit, but it is limited to just warjacks being destroyed. She kept her innate pathfinder and steady and she still uses souls. Her spell list is pretty solid. Instead of doomspiral, now she has a spell called arcantrik bolt, costs 2, range 10, pow 12 and when it damages a warjack, it becomes stationary. That is her only damaging spell so she lost her AOE, not that I ever really used it. She gained a nice debuff in the form of Curse of Shadows. This takes the place of losing spectral steel. In this case you target a model or unit, they gain -2 ARM and cannot make free strikes. You can also move through them if you have enough movement to do so. This opens up a lot of options for movement shenanigans, back strikes or just ignoring a screening unit or big model like a colossal. There are a lot of applications from helping to crack armor to facilitating an assassination. She lost spectral steel as mentioned above, but gained fail safe. This was an answer to every slayer chassis prayer as in addition to +2 ARM, you ignore lost systems. This is an upkeep. Remember all those arms that keep getting shot off of your slayer or reaper or seether on approach? Well now it doesn't matter, as long as you have 1 box left you can get some work done. Locomotion took the place of overrun. Overrun had a further reach to it allowing the warjack to do a complete advance, locomotion moves +1" per focus spent up to 3 focus. The range is limited to 6". But it no longer has the has to kill an enemy clause to activate. I do like the spell, its just really expensive for the effect and it only effects warjacks in your battlegroup. Spellpiercer is her other new spell and its a really powerful but situational buff. It gives all your friendly faction models in her control area blessed and magic weapons. This is not an upkeep. This is potentially better than a normal debuff as it lets you ignore any upkeeps or spell effects on your targets adding to DEF or ARM, which against groups like cygnar, trolls or the Protectorate, can be substantial. But if you are in a mirror match, I guess the magic weapon portion is useful? Her feat is limited to her command range which really hurts it in my opinion, though it may be too powerful had it been control range. With access to stalkers, shrikes and scavengers, giving flanking - other warjacks in your battlegroup - to your battle group seems really good and I have used this to great effect. Your opponent always has to keep their distance when you have that threat around because +2 to hit and extra dice of damage + boosting pretty much ensures assassination. Her command is only 9, while being high for Cryx, is a poor range for a feat. But it is a potent feat when set up correctly. You can remove a few problem hard targets, or go for an assassination. Ghost fleet with mortenebra. Most of her buffs affect only warjacks, but ghost fleet does appreciate curse of shadows and spell piercer. And making an opponents warjack stationary is also really desireable. Sure its shakeable, but that is one less focus they will have to work with and combined with a pair of pistol wraiths, that is a lot of stationary targets for your opponent to burn focus for. Mortenebra, Numen of Necrogenesis - Seether - Stalker x 2 - Reaper - Ripjaw Captain Rengrave Hellslinger Phantom Pistol Wraith x 2 Blackbanes Ghost Raiders (max) Revenant cannon crew Revenant Crew (min) + 2 riflemen Revenant crew (min) In my battle group, as a rule, I like having at least one arc node and a good target for failsafe for Mortenebra. In this case I took the ripjaw for its powerful attack and potential to armor pierce as the arc node. I took the seether as my failsafe target. The seether is naturally high MAT 8 and is focus efficient being able to run or charge for free. Berserk helps it a lot getting extra attacks. With good placement, you wont even eat your own guys most of the time. The reaper is a backup to the seether, and is also there for some range extension shenanigans. Under feat turn, the reaper is great at setting up the flanking, reel it in, and then charge it with something else, even Mortenebra herself. A pair of P+S 14 weapon master shots before any focus expenditure is pretty good. Locomotion will help increase threat ranges as necessary or move things around to find a good charge lane. Double stalkers are available to help you live the dream of jumping them into the caster and under feat, get MAT 9 POW 12 weapon master strikes on them. Its a threat that has to be dealt with by your opponent and can really dictate where they move and what they do with their own screens. As mentioned before, the pair of pistol wraiths in the list are really good and are taken mainly for ranged support and their chain shot which causes stationary. That makes for some good board control and can help set up an assassination. The rest of the list is there to pretty much screen and get in your opponents face and contest. So overall, I feel that Mortenebra 2 doesn't run jacks as efficiently as her predecessor and her tricks are very expensive to do so you have to really decide what you want her to be doing unless she has a lot of focus support and efficiency from the list. Overall, ghost fleet does not provide that efficiency. But it does provide her with screening and contesting units to the extreme and can play a good attrition game until the assassination lane opens up. A nice ghost fleet build with morty2 is to go fully ranged and use spell piercer and CoS . You can go with Levis too, but the Kraken provides a nice barricade for Morty2 to hide behind. A big choice is whether to go with two shrikes or not and drop an arc node. From experience Shrikes are the best way to get stuff into flank position for the Kraken when the lines meet. War Room Army Cryx - New Army Theme: The Ghost Fleet 2 / 2 Free Cards 75 / 75 Army Mortenebra, Numen of Necrogenesis - WJ: +27 - Kraken - PC: 36 (Battlegroup Points Used: 27) - Shrike - PC: 6 - Ripjaw - PC: 7 - Deathripper - PC: 6 Captain Rengrave - PC: 0 Hellslinger Phantom - PC: 0 Ragman - PC: 4 Revenant Crew of the Atramentous - Leader & 5 Grunts: 9 - Revenant Crew Rifleman - PC: 2 - Revenant Crew Rifleman - PC: 2 - Revenant Crew Rifleman - PC: 2 Revenant Crew of the Atramentous - Leader & 5 Grunts: 9 - Revenant Crew Rifleman - PC: 2 - Revenant Crew Rifleman - PC: 2 - Revenant Crew Rifleman - PC: 2 Revenant Crew of the Atramentous - Leader & 5 Grunts: 9 - Revenant Crew Rifleman - PC: 2 - Revenant Crew Rifleman - PC: 2 THEME: The Ghost Fleet
|
|
|
Post by tiberius on Oct 20, 2017 17:54:39 GMT
Mortenebra Numen of Necrogenesis - Dark Host
I recently took a similar list to this to a small local tournament and it pulled out wins on each of its matchups. I went 2-1 for the day as gaspy 3 infernal machines didn't pull it out for me. Well the list was fine, it was mostly user error. Dark host is just a powerful theme with access to some very good self sufficient units. With Mortenebra 2 typically being my warmachine drop, I rarely come up against real defense skews, which is the only thing that dark host does not want to see.
Mortenebra Numen of Necrogenesis - Skarlock Thrall - Stalker x 2 - Seether - Reaper - Ripjaw Bane Lord Tartarus (free) Darragh Wrathe Necrotech Machine Wraith Bane Warriors (max) + CA Bane Knights (max)
I think the only difference was dropping the necrotech and the skarlock for another arcnode or a shrike. The skarlock only has one spell it can cast off of Mortenebra's list and that is Arcantrik bolt. Great against warjacks, but unlikely to really be effective unless you can boost damage. They innately cast dark fire which has the same stats as arcantrik bolt only to be used against living models and gives the caster a soul. Its not bad if one of those spells are desirable to you. You are probably further ahead with the Shrike, bringing some anti-infantry and anti-defensive skew tech into your list.
This list can hit really hard between the dark shroud of Tartarus and the bane warriors and the upkeep spell curse of shadows. In fact, a lot of your to hit problems can be cured by that spell by allowing your guys to walk through the targets and hit their back arc. Its not like you have shield wall or something that you are trying to keep your fronts to the enemy.
The machine wraith is a nice addition, incorporeal contester and can move a warjack off of a zone in a pinch. I had a good time turning a khador heavy around and trying to smack the caster, Kozlov maybe? I don't remember. But as a primary war machine drop, it always has a use and your opponent will probably go out of their way to kill it to avoid the disturbance it can cause.
Darragh Wrathe is there to speed up your banes until lines cross, and even then combined with curse of shadows will help the slower banes make it through the enemy lines for those back strikes. This effect is limited to his command range, but a 9" reach isn't bad on a reposition model. He also has battle wizard, can charge in, POW 12 on his impact attacks, reach and POW 13 on the charge with boosted to hit roll, will more than likely kill most infantry. He is MAT 7 naturally so is one of the more accurate things in the list. He also casts hellfire, a POW 14, RNG 10 attack spell that removes from play. He also does Mortal Fear, which reduces living enemy model damage rolls by 2 in his command area. Not bad for an ARM 17 caster like Mortenebra.
Again, the stalkers are there as assassination threats that can also hunt solos or get behind enemy lines quite easily. Their extended control area allows them to really range around where needed.
The seether is your fail safe target and can really crack some armor and at MAT 8 naturally, is a real threat to any key piece you close on.
Overall, Dark Host works well with mortenebra, not because it does much for her, but because she makes the banes better. Using spell piercer, they can ignore enemy buff spells and hit like trucks in their own right.
|
|
|
Post by tiberius on Oct 23, 2017 13:22:59 GMT
Mortenebra Numen of Necrogenesis - Black Industries
So black industries is our warjack theme which encourages a large battlegroup. As I have discussed before, Mortenebra 2 is not able to handle as large a battle group as her predecessor or someone like Venethrax. What she does like is a mixed arms list of both troops and warjacks with focus efficiency support. This theme allows for just that.
Mortenebra Numen of Necrogenesis - Withershadow Combine - Deathjack - Reaper - Ripjaw x 2 (free) - Stalker x 2 - Inflictor Warwitch sirens x 2 Cephalyx Mind Slaver and Drudges Cephalyx Overlords
The withershadow combine, as discussed before, are some of Mortenebra's best friends. The free upkeep, rerolls, free spell, and potentially not have to cast spell pierce is all really helpful.
The deathjack, again is a monster with failsafe and locomotion. It has three initial attacks at P+S 18 x 2 and P+S 15, advance deploys, gets two free focus and can hold up to 5 focus, has snacking for self repair and a decent armor stat and diagram. It is very expensive for one of our warjacks but absolutely worth it with Mortenebra. The extra 2" deployment and carapace ability from the theme really help him too.
The inflictor, another good target for failsafe. An ARM 21 shield guard jack that ignores lost systems sounds really good, and its reach weapon is really good at getting the flanking off from the feat.
The warwitch sirens are there for focus efficiency with power booster. Though they can also help with shadow binding heavy targets to reduce defense and lock them in place unless they shake it off, which requires resource expenditures. They can also handle some infantry with corrosion sprays (magic ability 6, so expect to miss 50% of the time) and their seduction ability which requires no roll, just a base to base action.
The Mind Slaver and Drudges make a good tough screen, albeit a slow one. Mortenebra has no way of speeding them up, but with curse of shadows, can help them deal some damage to an opposing jamming unit or even a heavy warjack. The theme brings an extra 2" of deployment so that does help your army get up the field a bit quicker. The cephalyx overlords have veteran leader drudges so giving them +1 to hit while within 7" of them. They also bring some nice anti-infantry sprays that ignore line of sight.
Overall, this theme brings everything Mortenebra wants in a list and does a lot for it. Good match.
|
|
|
Post by Cryptix on Oct 23, 2017 22:31:45 GMT
Scaverous - The Lord Exhumator Himself
Before I start on the themes, I want to have a short disclaimer on the complexity of Scavvy. He is undoubtedly one of the hardest casters to play in Cryx, but if you can figure him out he will be your best friend. If there are only two things you remember on his card, then they will be Telekinesis and Knowledge of the Damned. Telekinesis is his main spell, which is a simple 2" place for any model with his LOS and 8" of either him or his arc nodes, more likely the latter. This is so powerful I'm going to leave it to battlecollege to explain its uses: battlecollege.org/index.php/Category:Telekinesis.
KotD is the other major part off Scaverous kit, givig him the ability to reroll attack and damage rolls for models in his control area, friend or foe. Nearly all of Scavvies' kit revolves around fueling Knowledge of the Damned with souls, from Soul Harvester to Feast of Worms. Want to infuriate the opponent with Raiders + Wrong Eye + rerolling their successful attacks? Go for it. Want to run a bunch of Ripjaws to trigger crit armor piercing? Do it! Need to save a heavy from that crit stagger? Reroll it. Be aware that there is a catch - any souls used have to have been collected that turn - cull soul will turn any unused souls each turn into focus.
Next post will have the theme I think is best for Scaverous - SotBC.
|
|
|
Post by Gamingdevil on Oct 24, 2017 7:37:36 GMT
Deathjack is a monster with her. Up to 5 focus and self healing through snacking, potentially ARM 21 and ignores any lost system. I had once thought he could double dip with locomotion, cast it from Mortenebra for 3, then 3 from Deathjack, but since Deathjack does not have a battlegroup, I do not believe it has any effect. Deathjack does not own a battle group, but he is in a battle group and it's been ruled that this does indeed work. Note that non-Companion attachments are not normally considered a part of the battle group. They don't miss, and in an 8" spray, you will either kill or auto-corrode everything under the template...all for the cost of one measily dude...which the necrosurgeon can now replentish with corpse tokens. You know, just FYI. So the skarlock commander grants them the ability to spread out more and gives them advance deploy (the biles not the necrosurgeon), so you can really pick your matchups with them. Purge removes the Bile Thrall from play, so no corpse for the Necrosurgeon.
|
|
|
Post by far2casual on Oct 24, 2017 8:53:36 GMT
Those "measily" dudes are 1.5 pt each though. Between those that will die trivially from anything (we're talking about 10/13 dudes with no defensive tech) and the one that has to die just for that spray to happen, you'd better get a lot of dudes under your spray before earning any points back.
|
|
|
Post by tiberius on Oct 24, 2017 10:31:18 GMT
Sorry Gamingdevil, my post wasn't as clear as it was in my head. I meant the necrosurgeons can now return any type of thrall to play using corpses, including bile thralls so you could create a bile thrall instead of a mechanithrall from a mechanithrall corpse, or the dead corpse of an enemy.
And true, they are expensive, but I have always had good luck with them, and if my opponent is dumping his resources killing them, the actual assassination portion of my list is doing something else. But I have rarely had problems getting them where I need them to go and doing their job. It helps my meta doesn't run much in the way of gun lines.
|
|
|
Post by tiberius on Oct 24, 2017 17:26:43 GMT
Mortenebra Numen of Necrogenesis - Scourge of the Broken Coast
This is a theme does not bring a lot of support for Mortenebra who wants to keep the warjacks in her battlegroup but also does not want to bring a ton because she has trouble supporting so many. Luckily the satyxis are quite good without Mortenebra and what Mortenebra does bring to the table is great with satyxis. That is an armor debuff. Curse of Shadows is great with satyxis of all flavors. The raiders and gun slingers have a better chance of getting that feedback damage to activate, the blood witches have an easier time killing harder infantry targets. Really though, aside from the raiders, your battle group should be handling armor. But curse of shadows also allows the units to ignore targets with impunity. Something too hard or just not worth killing? Walk through it.
Mortenebra Numen of Necrogenesis - Seether - Reaper - Ripjaw - Stalker x 2 - Inflictor Satyxis Raider Captain Satyxis Blood Witches + CA Satyxis Gun Slingers Satyxis Raiders + Sea Witch
So that is a pretty big battle group for no support. The key is to allow the Seether to do what it does best and hold one or two jacks in reserve. There is no reason to go all ballz in with the great screening units you have and that really regulates how much focus you need to give out as support. Cast Curse of Shadows, maybe spell piercer, Seether charges for free and maybe eats a couple of guys with berserk. Stalkers flank on the sides. The reaper and inflictor are held back as body guards.
The satyxis should have enough defense against ranged attacks and immunity to blast damage will help them cross to the enemy and they are annoying to remove. They will also hit fairly hard and accurately when they connect. Any damage coming from feedback is a bonus.
The satyxis blood witches ambush. Keep in mind, the theme gives all satyxis pathfinder so they can come in from interesting angles and through terrain you normally would avoid. They are great infantry clearers, but can really harass the support in the back.
The end game is probably trying to position the stalkers or the reaper for a feat assassination. Though this list should be able to do scenario very well with the innate speed, ambushing, and immunity to free strikes tricks. You can also drag things out of zones or into range for your other troops.
Not Mortenebra's favorite theme, but the theme really likes the support she brings.
|
|
|
Post by tiberius on Oct 24, 2017 17:43:08 GMT
Mortenebra, Numen of Necrogenesis - Slaughter Fleet Raiders
This looks like a ton of fun to play trying to live the dream of getting gang fighter and flanking from the feat activating simultaneously for an assassination, or just to remove something like a colossal. That is +2 to hit and damage for your warjacks if they are melee attacking something in melee range of one of your faction friendly warrior models. And the feat gives flanking with other models in the battle group - so another +2 to hit and an additional dice of damage. Something like a seether is now MAT 12, POW 19 + 3D6 before boosting or charging with a single claw attack.
Mortenebra Numen of Necrogenesis - Seether - Reaper - Stalker x 2 - Ripjaw - Inflictor - Shrike General Gerlak Slaughterborn Black Ogrun Boarding Party Blood Gorgers Devil Shadow Mutineers
So as I was discussing above, getting 2 stalkers and a random guy onto an important target is not too difficult, especially with all the jam clearing power this list has between the shrike, the devil shadow mutineers and Gerlak. It would have to be an incredibly hard target for this list to not be able to remove it with gang fighter and curse of shadows, and if necessary... and overkill...the feat.
The seether is the hardest hitting thing in the list and one of the most accurate. Your win condition is probably a warjack to the face, or go for attrition as all your screens are medium based tough guys good at standing around and taking a beating. Most will die, but will probably buy you time to score it up. But at any rate, failsafe on the seether, locomotion it into position, let it charge for free. Set it up with a stalker on the target, or the shrike as it could trample to anywhere without free strikes over any size of base. With the mobile bone jacks, it should be easy to activate your special bonuses.
The reaper and black ogrun can make a really fun drag list. I do wish ogrun could drag large bases, but I understand the rule. Still removing light warjacks or medium based multiwound infantry can be useful, or combined range attack for extra accuracy to forgo dragging, and just kill single wound infantry. The ogrun are cheap and take some dedicated force to remove.
Notice I did not put aiakos into this list. He takes a warjack out of Mortenebra's battlegroup who misses out on all the synergies like the field marshall, locomotion, the feat, etc. As much as she would love another 4 focus to spread around, I keep it with her.
So again, not her favorite list, but looks like a ton of fun just to live the dream of making gang fighter and the flanking feat happen.
|
|
|
Post by tiberius on Oct 25, 2017 13:08:51 GMT
Pirate Queen Skarre - Ghost Fleet
Pirate Queen Skarre, one of Cryx's best turd polishers, can take any melee oriented unit or solo and turn them into an accurate, hard hitting killing machine between her spell list and feat. She is known to have an impressive offensive suite of abilities and absolutely nothing to do with defensive measures.
Her stat line is pretty good with a speed of 7, a MAT of 7, DEF 16 and ARM 15. She only has 6 focus, but that is a deceptive number thanks to one of her spells that adds extra focus to her every turn, and that is something that you or a support model should be casting each and every round.
A lot of her abilities run on her control area, which is limited to only 12" and that means she needs to play close to the front to really give your army the full impact of her abilities. That puts her at great risk to being shot off the table or assassinated unless you bring some shield guards, screening models, or good use of terrain or some other protective measure.
She has three initial melee attacks. Takkaryx is a 1" reach P+S 13 sword with the ability to take one damage to add an extra dice of damage on attack damage rolls. Taking damage for effects is a theme with all the skarres and fits in the blood magic theme of the satyxis. This is her major weapon and if you don't need to knock something down, its typically your main damaging weapon used to try and hurt hard targets.
Bloodwyrm is her 0.5" reach dagger at P+S 9. If you manage to destroy a living enemy model with the weapon, skarre removes 1d3 damage. This can be useful if you are taking out single wound infantry or going for something bigger on feat turn. The self healing helps with all the damage she does to herself.
Skarre also has a great rack (insert joke here). Its a 0.5 inch reach weapon (her horns silly) at P+S 10 and is also her auto-knockdown weapon. This is what I typically charge with into anything worth hitting with her. Especially another caster or key piece. Under feat, there is little that can survive a charge from Skarre herself.
Skarre as a special action on the back of her card, Sacrificial Strike, previously known as the Skarre bomb. Previously this did not require line of sight and did not restrict the damage to base ARM of the removed model. Now it reads: range command, target a model in this model's LOS. If that model is in range, remove one friendly faction trooper model within 1" of this model from play. The target model suffers an unboostable magical damage roll equal to the base ARM of the removed model. Something like a bane knight is a legitimate target for this as its a POW 16 damage roll that you do not need to roll to hit, you just need line of sight and 9" of range.
Skarre's spell list is very offensive in nature. There are no protective buffs, defensive spells of any kind and really only one utility spell. The others are there to either shoot or hurt your opponent or help your stuff hurt your opponent. Her attack spells are Blood rain (3" AOE autocorrosion) and hellfire (POW 14, ignore tough, remove from play single target).
She also has backlash. Targets enemy warjack only. Any time that warjack is damaged, its battlegroup controller suffers 1 damage. This does stack with feedback, which would case 2 damage per time the warjack is damaged (if you were using satyxis raiders in a list).
Dark Guidance is her big buff spell and takes significant resources (4 focus) to cast. While in this spell caster's control range, friendly faction models gain an additional die on their melee attack rolls. So with skarre, no matter how sucky your army's MAT is, you have a good chance of hitting as long as its within 12" of skarre. Once lines are crossed, this is a spell you are casting every round. Which brings us to the next spell to facilitate that.
Ritual Sacrifice is her utility spell. Cost 2 focus, RNG 6, remove friendly warrior model from play and Skarre (specified by name in the spell) gains an additional d6 focus points at the start of her next activation. She can only gain the benefit of this once per round. This will put you on average at 9 focus during her activation allowing you to camp more, cast more, etc)
Skarre's feat is suffer any number of damage points. For each damage point suffered this way, one friendly faction model gains +5 STR and +5 ARM...holy moley for one round. This plus dark guidance means all the key pieces of your army just became murder bots with massive upgrade in damage and accuracy potential. And they will take significant resources to remove in retaliation thanks to the +5 ARM because more than likely you are using this to remove a large portion of your opponents army, assassinate, or remove key hard pieces from zones like a colossal. This feat can be used in defense to protect your guys for a round or make sure you can contest or stay in a zone for another round...but that is a big waste of the feats potential. If possible, it should always be used to cripple your opponents forces. Skarre does not play a defensive game in my opinion and excels at stuff her army down an opponents throat.
So what does Skarre want in a list? She doesn't want or care about feeding warjacks so any support and help she can get with that is appreciated. Also, she doesn't do anything for ranged attacks so she doesn't want or care about those. She wants lots of strong melee options, and they don't even have to be strong because she can make them strong. Skarre needs to play close to the front so you also need a way to protect her. Shield guards like the inflictor or ogrun bokur work well. Models with special protective abilities like Madalyn Corbeau works very well. Or anything that will block line of sight to her.
Pirate Queen Skarre - Harrower - Inflictor - Stalker x 2 - Ripjaw x 2 Captain Rengrave Pistol Wraith x 2 (free) Blackbanes Ghost Raiders Revenant Crew (min) + 2 riflemen Revenant crew (min)
So the harrower is possibly my favorite warjack with Skarre and she fixes all of its problems and it feeds itself with souls, that she does not use herself. She can give it an additional die to hit on each of its reach + thresher attacks and under feat turn it can really hit hard and take a beating.
Stalker's extended control area are very important and useful with skarre's dark guidance spell and feat as they both check control range and extended control area turns that into a 24" range for them. They are very mobile and dangerous light warjacks to begin with an she can make them MAT 7 + 3D6 to hit, POW 17 damage grievous wounds attacks for as much focus as you give them. Oh and that is boostable. They should be dropping heavies or killing a caster on feat turn.
Ripjaws were included because this theme does not include a spell slave like a skarlock thrall, deathjack or withershadow combine. She needs to be in 6" of her ritual sacrifice target, but the arc node helps a lot with that. The ripjaw also has critical armor piercing and under dark guidance, the chances of hitting that go way up. And P+S 15 boosted damage armor piercing attack for 2 attacks per bone jack just seems really dangerous.
As mentioned above, ghost fleet does not bring any support or protection outside of an inflictor or possibly an ogrun bokur that Skarre wants. No spell slave, no focus support. So that makes her job harder casting dark guidance every round and having to cast her own ritual sacrifice every round. That means she is not camping much at all and is very susceptible to being dead.
The pistol wraiths will help with a bit of board control stationary-ing key targets. Rengrave and the crew are great screens and with skarre should be able to clean up any infantry in the way and potentially hurt warjacks under feat turn. Rengrave especially is competent in melee with a P+S 13 attack at MAT 7 and rapid strike and gang fighter. He also provides veteran leader to the any friendly revenant models in his range 9 CMD, has assault on a range 12 POW 12 pistol, and can add to the revenant crew numbers with anything he kills with either weapon. And by anything, I mean living enemy warrior models. He also has call to sacrifice: revenant, meaning if he would die from any enemy attack, you can choose a revenant to die in his place.
Ghost raiders are especially dangerous under skarre. Now accurate, incorporeal and can hit respectably hard, they can move through the enemy models (without magic weapons unless you want to die to free strikes) and rip up anything they get to. You do not have to stay in the 12" control range of skarre after getting hit by the feat, you can charge out of it and still benefit. You will lose the benefits of dark guidance however if you do that.
Overall, Skarre would rather hang in her own fleet than the ghost fleet, but that doesn't mean she cant make them shine. She is one of the premier turd polishers in cryx after all.
|
|
|
Post by Gamingdevil on Oct 25, 2017 14:36:24 GMT
Overall, Skarre would rather hang in her own fleet than the ghost fleet, but that doesn't mean she cant make them shine. She is one of the premier turd polishers in cryx after all. It's worth noting that the extra strength from the feat doesn't work on Point Blank attacks as they don't use strength, so it's almost never worth feating on Pirates.
|
|
|
Post by tiberius on Oct 25, 2017 16:24:04 GMT
Pirate Queen Skarre - Infernal Machines
So infernal machines is a theme that Skarre really likes. It brings a lot to the table for what she wants in a list, spell casting support, warjack support, cheap ritual sacrifice targets and melee oriented options. There are many ways to build the list, but here I went warjack heavy with a lot of warjack support. She could easily do a lot of dude spam with all the mechanithralls and do a recursion engine and just keep pounding super accurate mechanithralls into your opponent. The change to her feat in that she has to take a damage for each target has really changed what she can really support in her lists, so spamming a ton of cheap guys is no longer the best option, though it is an option, in that she probably would rather have a few really good quality targets to do work during the feat turn.
Pirate Queen Skarre - skarlock Thrall - Stalker x 2 - Reaper - Inflictor Aiakos, Scourge of Meredius - Harrower Iron Lich Overseer - Seether Ogrun Bokur Scrap Thralls Mechnithralls (max) + 2 Brutes Necrosurgeon (and stitch thralls)
So my ritual sacrifice is cast by the skarlock every turn usually removing a scrap thrall or a stitch thrall. I prefer using the stitch thralls but that is personal choice. In a pinch, the skarlock can also drop a blood rain or a hellfire on a target at magic ability 6. Blood rain auto-corrodes in a 3" AOE and doesn't need to hit to do that effect, especially effective against grouped up single wound infantry like a shield wall.
I have two body guards for Skarre in the list as the Inflictor and the bokur, both are competent melee fighters in their own right with a reach weapon and decent damage output for their cost, especially if their special conditions are met. The Inflictor has critical poison on its P+S 16 reach weapon. Under dark guidance, you stand a good chance of getting that off against a living target. The Bokur has to remain within 6" of his client to get +2 to hit and damage on its attacks, bringing him to a MAT 8, P+S 17 on its 2" reach spear, and P+S 13 on its shield. The bokur can also slam in a pinch. Remember, the Bokur is not a faction friendly model so cannot benefit from dark guidance or the feat.
The harrower was put under Aiakos because he can make it faster and give it grevious wounds in addition to it benefitting from dark guidance and Skarre's feat. There is no battlegroup clause for any of Skarre's abilities so as long as the jack is nearby (in 12"..24" for a stalker) then it gets the goodies. Aiakos can be a threat in his own right, but in this case is just here as focus support.
The seether/Iron Lich Overseer combo is a well established damage dealing duo. With Crush and Dark Shroud up, the Seether is already hitting at +4 damage. Under the feat and dark guidance, it gets really disgusting. And the overseer can give it stealth on the approach if you can figure out a way to keep up.
Brute thralls make good feat targets, heck, even the lowly mechanithrall can dish it out with twin P+S 15's or a P+S 18 charge. 3-4 of those can wreck an unprotected heavy. Dark guidance solves the mechanithrall's biggest problem, accuracy at MAT 5.
The necrosurgeon is there bringing ritual sacrifice targets and recycle mechanithralls. Keep in mind, it cannot heal skarre any more because its necrosurgery ability has changed to undead only.
Your end game with this type of list is probably attrition and just grinding your opponent down with a really hard hitting alpha strike, take the retaliation on the chin and then hit again. Timing the feat turn is key when you have low model count of quality models vs 3 full units of mechanithralls or something. This list can play scenario pretty well as everything is going to be accurate and if you keep skarre near the middle, her effects should reach any zone or flag to help clear.
Skarre herself is a great assassin as always leading off with her great rack and then pounding the knocked down target with her big sword. P+S 18 + 3D6 on normal hits (not charges) autohitting knocked down target, will kill most targets after 5-6 attacks.
|
|