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Post by Solaire of Astora on Apr 4, 2017 12:40:05 GMT
People seem to like them. And I bet I would to. They kinda remind me of some old school games workshop models in their design, dark elfs, or something along those lines. And I like that look. But I don’t really understand Satyrix as a concept, their role in Cryx. Are they mostly anti-infantry or are their role based around feedback? Do you build an army around them and pick a caster that plays well with their strengths, or are they rather the lack of a better alternative infantry people go for?
I mostly face Khador at this point.
I know that this is a rather diffuse and general topic that might be hard to interact with since a bit vague. But… I don’t know. It seems like I’ve been missing something here. I’d rather understand them before buying them.
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Post by tiberius on Apr 4, 2017 12:50:35 GMT
For me, they are fast, accurate, enemy jammers with a reasonably high defense and even higher defense against ranged attacks. They have the ability to be immune to blast damage too, so unless you are up against a lot of electro leaps or something, they will most likely survive intact to their destination. They also have a long threat range with a high speed and reach. I do not count on or build around the feedback, but its nice when it happens. Same with the critical knock down. Its the anti-range abilities, high speed, defense, and reach that do it for me. Gang helps hit harder and more accurately and are great against most other infantry. On charges, they can hurt most heavies and feedback helps soften up a caster.
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Post by wseraphim on Apr 4, 2017 12:50:44 GMT
16 def VS shooting + ignore blast damage Immune to knockdown ignore shield wall 12'' threat 2 attacks to kill Tough infantry critical knockdown on both attacks gang + parasite make lacerators POW 14
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Post by Gamingdevil on Apr 4, 2017 12:51:43 GMT
It's "Satyxis" Basically, they are our fastest infantry, besides Soulhunters, and they have built-in defenses against ranged attacks (either Stealth or Force Barrier), they also bring a lot of utility (attack types, Blessed/Dispel for Bloodwitches, 2" melee, Feedback for Raiders and crit knockdown for everyone), they also have Gang, which means they're some of the few infantry we have that can actually hit things without help from the caster. All in all this makes for a package that can operate relatively independantly, whereas most of our other choices need help with delivery and/or accuracy or damage. The Satyxis sometimes need some help with damage output, but even by themselves they can hurt something.
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Post by tiberius on Apr 4, 2017 12:52:04 GMT
Oh and when you paint them, it helps if you give them all stripper names. Dusty Canyons gets a lot of work done.
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Nyxu
Overseer
NaCl Elemental
Posts: 119
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Post by Nyxu on Apr 4, 2017 15:49:13 GMT
If dusty isn't your blood witch ca I'll be disappointed.
The other big draw of our satyxis is the presence and threat of feedback. Against khador it's not as likely, but if you debuff a heavy then charge it that's a handful of damage to the caster.
I've killed warcasters without ever actually touching them.
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Post by 36cygnar24guy36 on Apr 4, 2017 15:53:00 GMT
16 def VS shooting + ignore blast damage Immune to knockdown ignore shield wall 12'' threat 2 attacks to kill Tough infantry critical knockdown on both attacks gang + parasite make lacerators POW 14 you forgot the lacerators are magical
in answer to the OP they are just great, they are reliable at mat 8, and with their volume of attacks plus Cryx arm debuffs and gang, they can easily rip heavies apart
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Post by Solaire of Astora on Apr 4, 2017 21:39:58 GMT
This is interesting. So people just use them straight up in a lot of different lists - no need for any real synergy when it comes to specific casters or that they are particularly good with specific units/warjacks solos? Of course synergy is always a goal with everything. But it’s not like a certain must try combo.
Are all of them top tier or is it just the raiders?
Do anyone of you build lists around them, making them the priority in list building?
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Post by josephkerr on Apr 5, 2017 1:38:09 GMT
Cryx, as a debuff faction, has fewer synergies that buff factions. -2 DEF and -2 ARM does just as much for Satyxis and Banes, it matters more WHAT's getting debuffed to determine which is better.
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Post by Gamingdevil on Apr 5, 2017 6:18:44 GMT
This is interesting. So people just use them straight up in a lot of different lists - no need for any real synergy when it comes to specific casters or that they are particularly good with specific units/warjacks solos? Of course synergy is always a goal with everything. But it’s not like a certain must try combo. Are all of them top tier or is it just the raiders? Do anyone of you build lists around them, making them the priority in list building? It's not that I build lists around them, but when I need a reliable unit I generally reach for one of the Satyxis. I tend to play either one, depending on what I want. Some lists can stealth skew or can really benefit from a unit with Blessed weapons, that's when I reach for the Blood Witches, when I need a unit with a big threat range that can tie up multiple models by engaging or when I want to skew defense, for instance with Gaspy 3, I reach for Raiders. Overall, I would rate Raiders slightly higher than Witches, but then again Witches are slightly cheaper and they are pretty fine even without the CA, while I wouldn't use Raiders without it.
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Post by Solaire of Astora on Apr 5, 2017 14:57:48 GMT
Ok, this sounds very good. I have picked up a pack of raiders and a captain. So I will painting them up, giving them some stripper names, and testing them out.
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