Bethayne, Belphagor, and Beyond [tactica]
Mar 29, 2018 17:33:11 GMT
copperflame, thelat, and 1 more like this
Post by ForEver_Blight on Mar 29, 2018 17:33:11 GMT
First Glance
Bethayne’s stats look to be compromised. She has low to average stats just about everywhere. Most apparent is the measly 20 Warbeast points. She does have Fury 7 which is a fantastic change of pace. But what makes her tick and why does popular opinion rate her at the bottom of the list or in some cases “in need of a complete rework”?
Extension of one self
Belphagor is the reason Bethayne herself looks frail. They share a different kind of “bond”. Not just the game mechanic but an ability found nowhere else in WM/H yet. Flesh Melding. When Base-to-Base at any time during Bethayne’s activation, she can be removed from the table and Belphagor becomes the active caster/model instead. Belphagor does lose his standard activation and fury. But the tradeoff has vast potential.
Now, if Beth and Belphagor are melded during your Maintenance pahse, you can place Bethayne’s model back on the table B2B. She keeps the same damage she had when she left the table. So, any damage Belphagor received stays on him separately. Also, a rule is in there to make sure she doesn’t lose any upkeep spells.
This one mechanic makes Bethayne one of the most active casters I’ve ever played across half a dozen factions. Calaban is the only one who comes close but that’s only because of the crazy fun feat he picked up in the transition to MK3.
Belphagor is a Light warbeast with some high quality defense stats, a great animus, and slightly less than respectable damage output for a “character” beast.
Belphagor 1
SPD 5 | STR 9 | MAT 6 | RAT 4 | DEF 11 | ARM 18 |CMD 5
Spray 6 rof 1 Pow 10 cont. corrosion
2x Claws Pow 12 crit corrosion, open fist. (You can only throw models the same size or smaller)
Despoiler – the ability that turns a simple beast into an always important toolbox. Center a 5” CLOUD effect on the caster. Any enemy model entering or ending its actication in the AoE suffers 1 point of damage. Useful as a denial tool and perfectly placeble clouds for defense.
Abilities/Spells
Bethayne’s ability block is entirely taken up by the Flesh meld rule. Her spells however are quite the interesting tool box not really seen anywhere else in the Legion stable.
Blood thorn [UP] – Simply; hands out continuous corrosion to model/unit weapons. Ranged or melee. Clear use is against any and all single-wound infantry. Load it up, preferably, on a skirmishing unit and spread it as much as possible. A cute interaction it has is against Exemplar Errants. Self-sacrifice will save the model from dying to the initial hit, but the first model is still corroded. If your opponent isn’t paying attention you could get a 2 for one. Also can put a damper on models passing their tough checks as cont. effect damage would hit before standing up. Even if they have [Rise] the model will stand up as the active player’s effects trigger first. But if the corrosion ticks it will force another tough check. If they pass they fall right back down.
Cloak of Ash [UP] – Only shared by Kryssa, this is the only unit based Def buff we have. Fog of War kind of counts as well, but that’s ALL models. Grants concealment and a -2 to hit within 2” for living, non-fire immune, models. Lots of restrictions and you will ALWAYs hate that it does not affect warjacks. But it’s what we get. The -2 within 2” vs melee is the major power aspect. Jam in a model with CoA and then continue to engage with other models. Then, as long as the Cloaked model survives, everything benefits from the -2 effect. A common strategy for me at least.
Disintegration [OFF] cost 3 range 10 Pow 13 – Quite the expensive but equally powerful spell. This is not an upkeep. So it’s power lies in the added effect of -2ARM. Now, please note that this effect is “on hit” so before you roll damage at Pow 13, that arm buff is in effect. So technically it’s a Pow 15. It’s possible to throw this out on two different targets in a round. If you’re okay camping 1 fury. This spell also RFPs models boxed.
Venom [OFF] cost 2 Spray 8 Pow 10 – causes cont. corrosion. Pretty standard spell shared by quite a few casters
Invocation of Blood [SELF] cost 2 – This is the tool that makes everything go wonky. It actually has 2 completely different effects depending on when it is cast and can only be cast once per turn.
1 – If Bethayne is NOT melded with Belphagor, she can make an immediate full advance toward Belphagor
2 – If Bethayne IS melded with Belphagor: Belphagor gains +2 SPD, Def, STR, and ARM.
Part 2 is a MASSIVE stat buff. This puts Belphagor into ridiculous tank stats for a light warbeast. Then considering he is currently acting as the army Warlock he gets the benefit of Transfering damage. Def 13 Arm 20 24HP. Add in a Blightbringer and/or Carnivean for a staggering Arm 22/24. Craelix could add another effective two on living targets. But that’s not exactly efficient. Still stands, terribly hard to kill.
FEAT
Grants all warrior models in her control range Flank[friendly faction warbeast]. So +2 to hit and +1d6 on damage.
Why would you use Bethayne?
For this section I think I will try and keep it more concise in terms Themes. I know I myself love out-of-theme toolbox builds. If that’s requested I can elaborate.
Children of the Dragon
Swordsmen – Def 14 goes up to 16 with Cloak. Disintegration adds a good round by round damage buff. The feat gives them 5d6 on charge damage. Not sure I need to say more.
Raptors – Again, Def 16 possible. Blood thorn can give them a bit more insurance on picking off tough infantry models at range. Flank does apply to the mount attack so their damage output becomes quite surprising. If you can get flank on models between the Raptor and the main target, cavalry charge rules can let you take impact attacks with the flank bonus, before continuing onto to the important target.
Warlords – Standing in a despoiler cloud they sit at Def 18 vs. ranged attacks. Then reference the swordsmen damage output theory and add decapitation. I would never run Bethayne without two warlords. I’ve rolled out the damage on Ol’ Rowdy without Disintegration for a devastating 20 boxes of damage in one swing.
Black frost shard – lets stack some more +2’s for all these feat turn weapon masters. Not a required unit, but if you really need to crack armor; they are cheaper than the Blightbringer.
Craelix and Anyssa – Both just strong super solos. Blood thorn can let them cause just a little bit more havok. Standing in the despoiler cloud can help Craelic’s already high Def.
Archers – If you are still looking for more ways to spread corrosion with blood thorns, here’s yet another unit to do it well. With CRA and the UA rof2 they can also put out very high single target damage. Can also be carted along just to protect Craelix even more. But that’s overkill if you ask me.
Hex Hunters – Prowl and Cloak of ash just work together. Cranting them stealth no matter where they want to be on the map is always a benefit. The feat turns them into run of the mill Pow 10 weapon masters that most factions would die for. Add in battle wizard, pathfinder, and Bayal’s AD and shadow bind. This unit becomes, by far, my favorite with Bethayne.
Spawning vessel – you’re bringing dudes for the feat. Recycle them so you can be sure to get that flank bonus.
Incubi – Either an alternate or a combo with the Spawning vessel idea. Replacing any infantry model that died, use the incubi to make a Pow 14 WM combo strike. Also freebie possible.
Beast mistress – My opinion is “no” but it has merit. Energizer and a run can get any lesser way across the board for that all important flank.
Nephilim Soldier – this for me has become a staple. I actually went out and bought a 2nd one after MK3 had hit just for this caster. The 2 inch reach and flight lets you get the flank bonus out where you want it. Precision strike, in my way of playing, can cut out movement on jacks and gives yet another level of insurance against missing that Warlord charging 5d6 (which is technically what happened against that ol’Rowdy).
Nephilim Bloodseer – Is just best friends with Hexhunters. He can’t cast despoiler and none of the other Nephilim animi are important to him. I believe his is worth it for the Magic 9 Bayal spray and Magic 8 hex bolts.
Nephilim Boltthrower – A good control piece as always. But no major synergies here.
Azrael – expensive boltthrower with the same problem. Just a gun to Bethayne.
Zuriel – Not a bad upgrade to Soldiers. But 2 soldiers can spread out the flank bonus better.
Final thoughts. CotD is probably an 9/10 in terms of just how good it meshes with her kit.
Oracles
Short answer: No…
Long answer: Nooooooooooooooooooooooooooooooooooooooooooooo
Hexhunters are fantastic with her and the BFS doesn’t fall far behind. But her feat cannot affect the Throne and she just does not support beasts well.
3/10. It “could” work but far from anything I would recommend.
Ravens of War
Angelius – puts out more damage in a single hit that Soldiers mentioned above. But no precision strike to make it take out what you want. 2” reach and such high speed does give it quite a lot of potential. You don’t have to run the beast hot either, just put in that one great Armor piercing attack and let the warriors finish it off.
Neraph – Sprint in itself could be a tremendous selling point. With Disintegration the Neraph can hit hard enough to kill average armor then sprint into engagement for the Feat.
Seraph – Not a bad beast but with such a focus on warrior models. Slipstream is less than Ideal. The Neraph’s attractor would probably get better mileage.
Afflictor – yes, this thing does still exist. Carries the Neraph’s great animus for cheaper. Can create incubi to flank its target all by itself. Not a bad alternative to running lesser for flanking.
Archangel – stacking up to a Pow 18 gun shot is possible with the animus and Disintegration. But severly limit the other beasts you can take. I would also argue that, although it has the speed to engage, the base size would make getting warrior models charges near impossible.
Strider deathstalker, scouts, blight blades – all good targets to deliver Cloak of Ash bonus to clumped up models. Their self-sufficient defense tech just makes them easy to apply to the enemy.
Raptors – see above in CotD section.
Hellmouth – Still crazy this thing got added to the theme but brings utility that conflicts with the rest of the models. Everything else will likely outpace the threat bubble of the hellmouth fairly easily. But can still control scenario aspects and the mental acrobatics the threat causes the enemy is worth the points.
Grotesque raiders – Cheap, single unit can AD, gang+flank. They are about the best ratio of bodies/price/damage you can find. Rotwings might be challenging that now though. Time will tell.
Grotesque Banshies – not a melee unit. Booooo.
Primal terrors
To be determined…
Bethayne’s stats look to be compromised. She has low to average stats just about everywhere. Most apparent is the measly 20 Warbeast points. She does have Fury 7 which is a fantastic change of pace. But what makes her tick and why does popular opinion rate her at the bottom of the list or in some cases “in need of a complete rework”?
Extension of one self
Belphagor is the reason Bethayne herself looks frail. They share a different kind of “bond”. Not just the game mechanic but an ability found nowhere else in WM/H yet. Flesh Melding. When Base-to-Base at any time during Bethayne’s activation, she can be removed from the table and Belphagor becomes the active caster/model instead. Belphagor does lose his standard activation and fury. But the tradeoff has vast potential.
Now, if Beth and Belphagor are melded during your Maintenance pahse, you can place Bethayne’s model back on the table B2B. She keeps the same damage she had when she left the table. So, any damage Belphagor received stays on him separately. Also, a rule is in there to make sure she doesn’t lose any upkeep spells.
This one mechanic makes Bethayne one of the most active casters I’ve ever played across half a dozen factions. Calaban is the only one who comes close but that’s only because of the crazy fun feat he picked up in the transition to MK3.
Belphagor is a Light warbeast with some high quality defense stats, a great animus, and slightly less than respectable damage output for a “character” beast.
Belphagor 1
SPD 5 | STR 9 | MAT 6 | RAT 4 | DEF 11 | ARM 18 |CMD 5
Spray 6 rof 1 Pow 10 cont. corrosion
2x Claws Pow 12 crit corrosion, open fist. (You can only throw models the same size or smaller)
Despoiler – the ability that turns a simple beast into an always important toolbox. Center a 5” CLOUD effect on the caster. Any enemy model entering or ending its actication in the AoE suffers 1 point of damage. Useful as a denial tool and perfectly placeble clouds for defense.
Abilities/Spells
Bethayne’s ability block is entirely taken up by the Flesh meld rule. Her spells however are quite the interesting tool box not really seen anywhere else in the Legion stable.
Blood thorn [UP] – Simply; hands out continuous corrosion to model/unit weapons. Ranged or melee. Clear use is against any and all single-wound infantry. Load it up, preferably, on a skirmishing unit and spread it as much as possible. A cute interaction it has is against Exemplar Errants. Self-sacrifice will save the model from dying to the initial hit, but the first model is still corroded. If your opponent isn’t paying attention you could get a 2 for one. Also can put a damper on models passing their tough checks as cont. effect damage would hit before standing up. Even if they have [Rise] the model will stand up as the active player’s effects trigger first. But if the corrosion ticks it will force another tough check. If they pass they fall right back down.
Cloak of Ash [UP] – Only shared by Kryssa, this is the only unit based Def buff we have. Fog of War kind of counts as well, but that’s ALL models. Grants concealment and a -2 to hit within 2” for living, non-fire immune, models. Lots of restrictions and you will ALWAYs hate that it does not affect warjacks. But it’s what we get. The -2 within 2” vs melee is the major power aspect. Jam in a model with CoA and then continue to engage with other models. Then, as long as the Cloaked model survives, everything benefits from the -2 effect. A common strategy for me at least.
Disintegration [OFF] cost 3 range 10 Pow 13 – Quite the expensive but equally powerful spell. This is not an upkeep. So it’s power lies in the added effect of -2ARM. Now, please note that this effect is “on hit” so before you roll damage at Pow 13, that arm buff is in effect. So technically it’s a Pow 15. It’s possible to throw this out on two different targets in a round. If you’re okay camping 1 fury. This spell also RFPs models boxed.
Venom [OFF] cost 2 Spray 8 Pow 10 – causes cont. corrosion. Pretty standard spell shared by quite a few casters
Invocation of Blood [SELF] cost 2 – This is the tool that makes everything go wonky. It actually has 2 completely different effects depending on when it is cast and can only be cast once per turn.
1 – If Bethayne is NOT melded with Belphagor, she can make an immediate full advance toward Belphagor
2 – If Bethayne IS melded with Belphagor: Belphagor gains +2 SPD, Def, STR, and ARM.
Part 2 is a MASSIVE stat buff. This puts Belphagor into ridiculous tank stats for a light warbeast. Then considering he is currently acting as the army Warlock he gets the benefit of Transfering damage. Def 13 Arm 20 24HP. Add in a Blightbringer and/or Carnivean for a staggering Arm 22/24. Craelix could add another effective two on living targets. But that’s not exactly efficient. Still stands, terribly hard to kill.
FEAT
Grants all warrior models in her control range Flank[friendly faction warbeast]. So +2 to hit and +1d6 on damage.
Why would you use Bethayne?
For this section I think I will try and keep it more concise in terms Themes. I know I myself love out-of-theme toolbox builds. If that’s requested I can elaborate.
Children of the Dragon
Swordsmen – Def 14 goes up to 16 with Cloak. Disintegration adds a good round by round damage buff. The feat gives them 5d6 on charge damage. Not sure I need to say more.
Raptors – Again, Def 16 possible. Blood thorn can give them a bit more insurance on picking off tough infantry models at range. Flank does apply to the mount attack so their damage output becomes quite surprising. If you can get flank on models between the Raptor and the main target, cavalry charge rules can let you take impact attacks with the flank bonus, before continuing onto to the important target.
Warlords – Standing in a despoiler cloud they sit at Def 18 vs. ranged attacks. Then reference the swordsmen damage output theory and add decapitation. I would never run Bethayne without two warlords. I’ve rolled out the damage on Ol’ Rowdy without Disintegration for a devastating 20 boxes of damage in one swing.
Black frost shard – lets stack some more +2’s for all these feat turn weapon masters. Not a required unit, but if you really need to crack armor; they are cheaper than the Blightbringer.
Craelix and Anyssa – Both just strong super solos. Blood thorn can let them cause just a little bit more havok. Standing in the despoiler cloud can help Craelic’s already high Def.
Archers – If you are still looking for more ways to spread corrosion with blood thorns, here’s yet another unit to do it well. With CRA and the UA rof2 they can also put out very high single target damage. Can also be carted along just to protect Craelix even more. But that’s overkill if you ask me.
Hex Hunters – Prowl and Cloak of ash just work together. Cranting them stealth no matter where they want to be on the map is always a benefit. The feat turns them into run of the mill Pow 10 weapon masters that most factions would die for. Add in battle wizard, pathfinder, and Bayal’s AD and shadow bind. This unit becomes, by far, my favorite with Bethayne.
Spawning vessel – you’re bringing dudes for the feat. Recycle them so you can be sure to get that flank bonus.
Incubi – Either an alternate or a combo with the Spawning vessel idea. Replacing any infantry model that died, use the incubi to make a Pow 14 WM combo strike. Also freebie possible.
Beast mistress – My opinion is “no” but it has merit. Energizer and a run can get any lesser way across the board for that all important flank.
Nephilim Soldier – this for me has become a staple. I actually went out and bought a 2nd one after MK3 had hit just for this caster. The 2 inch reach and flight lets you get the flank bonus out where you want it. Precision strike, in my way of playing, can cut out movement on jacks and gives yet another level of insurance against missing that Warlord charging 5d6 (which is technically what happened against that ol’Rowdy).
Nephilim Bloodseer – Is just best friends with Hexhunters. He can’t cast despoiler and none of the other Nephilim animi are important to him. I believe his is worth it for the Magic 9 Bayal spray and Magic 8 hex bolts.
Nephilim Boltthrower – A good control piece as always. But no major synergies here.
Azrael – expensive boltthrower with the same problem. Just a gun to Bethayne.
Zuriel – Not a bad upgrade to Soldiers. But 2 soldiers can spread out the flank bonus better.
Final thoughts. CotD is probably an 9/10 in terms of just how good it meshes with her kit.
Oracles
Short answer: No…
Long answer: Nooooooooooooooooooooooooooooooooooooooooooooo
Hexhunters are fantastic with her and the BFS doesn’t fall far behind. But her feat cannot affect the Throne and she just does not support beasts well.
3/10. It “could” work but far from anything I would recommend.
Ravens of War
Angelius – puts out more damage in a single hit that Soldiers mentioned above. But no precision strike to make it take out what you want. 2” reach and such high speed does give it quite a lot of potential. You don’t have to run the beast hot either, just put in that one great Armor piercing attack and let the warriors finish it off.
Neraph – Sprint in itself could be a tremendous selling point. With Disintegration the Neraph can hit hard enough to kill average armor then sprint into engagement for the Feat.
Seraph – Not a bad beast but with such a focus on warrior models. Slipstream is less than Ideal. The Neraph’s attractor would probably get better mileage.
Afflictor – yes, this thing does still exist. Carries the Neraph’s great animus for cheaper. Can create incubi to flank its target all by itself. Not a bad alternative to running lesser for flanking.
Archangel – stacking up to a Pow 18 gun shot is possible with the animus and Disintegration. But severly limit the other beasts you can take. I would also argue that, although it has the speed to engage, the base size would make getting warrior models charges near impossible.
Strider deathstalker, scouts, blight blades – all good targets to deliver Cloak of Ash bonus to clumped up models. Their self-sufficient defense tech just makes them easy to apply to the enemy.
Raptors – see above in CotD section.
Hellmouth – Still crazy this thing got added to the theme but brings utility that conflicts with the rest of the models. Everything else will likely outpace the threat bubble of the hellmouth fairly easily. But can still control scenario aspects and the mental acrobatics the threat causes the enemy is worth the points.
Grotesque raiders – Cheap, single unit can AD, gang+flank. They are about the best ratio of bodies/price/damage you can find. Rotwings might be challenging that now though. Time will tell.
Grotesque Banshies – not a melee unit. Booooo.
Primal terrors
To be determined…