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Hexeris1
Apr 12, 2017 11:36:46 GMT
via mobile
Post by fragpalm on Apr 12, 2017 11:36:46 GMT
Hexeris1 seems like a good generalist, but I haven't seen much said about him. I've only put him on the table a couple times since the errata, and he seemed interesting.
One problem I did have with him was his feat flopping on tough units. The knockdown apparently prevents the trooper from making his attack, thereby breaking that wonderful chain of killings that should take place. Another issue with the feat was trying to chain attacks on troops that have trouble killing each other, in this case Defender's Warded Nyss under Star-Crossed.
Despite the time-consuming and often awkward feat, I think there's something to the rest of his abilities. Arcing Parasite is amazing, especially coupled with Reivers. Death March is a fantastic mat fixer, for said Nyss and other irritating jammers.
Here's a sample list I came up with:
Hexeris1 Agonizer Gladiator Mammoth Razor Worm
Reivers + UA (max) Karax (max) Handlers (min)
But not unlike Morghoul2, many models seem to work with Hexeris1.
Has anyone had any luck with him? If so, what army composition were you using? What purpose does Hexy1 serve? Infantry clearing feat? Armour cracking?
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Post by debilitate on Apr 12, 2017 18:56:12 GMT
His spell list is awesome. His feat sucks most of the time.
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Post by sardonicartery on Apr 12, 2017 21:12:51 GMT
Save karax you're at Winds of Death.
Been meaning to get to him. I think it's best to mostly ignore the feat then go from there.
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Post by bennep on Apr 13, 2017 6:19:54 GMT
Any list I make (especially when ignoring feat) I'm thinking: 'this would be equally or maybe even better with Morghoul2'. I find it really hard to choose him when Morghoul2's so good now - Mortality, some good defensive tech in stealth & steady and blind feat.
Going to try Hexeris1 in a local slow-play Steamroller-league kind of thing. Thinking of making a WoD gunline with slingers, reivers, double archidon, razor wurm, cannoneer & sentinel and see if that works.
Not sure what I'll pair it with, I'll keep you apprised of my success and/or failures
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Hexeris1
Apr 13, 2017 11:32:32 GMT
via mobile
Post by fragpalm on Apr 13, 2017 11:32:32 GMT
I had the exact same thought about Morghoul2 being a better candidate for the type of things Hexy1 wants to do. And though Parasite is pretty darn strong, I think Mortality might be a tad better in most cases. Even Morghoul2's feat accomplishes similar things to Hexy's (eliminating infantry), but also opens up unbelievable opportunities against high def beasts and assassinations on casters.
I've played Morg2 a few times post-errata and found his defensive tech sublime. Cancelling his stealth still leaves you with a really hard to tag warlock, and with either Sprint of Fatewalker in the list, he doesn't seem to sit still. For that Morg2 also outclasses Hexy1.
I think I drifted onto Hexy1 when attempting to find a pairing for Makeda1 that wasn't too similar in army composition. The allure of a Hexy1 feat actually going well was also a big draw, since he could be the caster that solves Sentinels and Ghost Fleet as well as Winterguard and other dangerous infantry, but that might always be a dream that never comes true.
I think I may take a look at Morghoul2 again, but bringing a Glad + Molik combo in a second list feels stale and predictable.
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zich
Junior Strategist
Posts: 690
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Post by zich on Apr 13, 2017 12:24:26 GMT
Well if that is your concern, maybe you could try out something like this: conflictchamber.com/#b91b3Z6U6U4v4x6S4C6N6v5V67bESkorne Army - 75 / 75 points (Morghoul 2) Lord Assassin Morghoul [+29] - Archidon [10] - Archidon [10] - Basilisk Drake [8] - Basilisk Krea [7] - Cyclops Raider [9] - Cyclops Shaman [8] - Aptimus Marketh [5] Extoller Soulward [3] Paingiver Beast Handlers (max) [7] Praetorian Ferox (max) [20] Siege Animantarax [17] No Molik, plenty utility with the Shaman and the Soulward. High Mobility with Ferox, Animantarax and Archidons. I want to try it out myelf but that would mean having to actually finish painting the Animantarax.
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Hexeris1
Apr 13, 2017 15:15:53 GMT
via mobile
Post by GrumpyBear on Apr 13, 2017 15:15:53 GMT
Because of how good Mortality is, I would always take Molik with M2 so I could gain the safety of a 5" repo after Mortality.
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zich
Junior Strategist
Posts: 690
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Post by zich on Apr 13, 2017 23:59:13 GMT
While that is viable I don't think it's mandatory. The Shaman can give him 12" range if you really need it and Sprint from the Archidon is a more efficient but more situational Fate Walker.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Apr 15, 2017 2:29:00 GMT
I really do believe the deciding factor is what faction you are going against and what your opponent is running. Morg2 is great for assassinations, especially with bloodrunners, but that means he's not very useful until you can clear lanes for him to charge in and lay into the opponent's most important pieces heavily. On the other hand, Hexeris1 can "obliterate" the enemy forces even early on and even soften up the armor heavy factions like Khador, Skorne (unfortunately), Menoth, and Legion. I mean, who wouldn't love to take out a hellmouth first turn by obliterating it after arcing off an Archidon? Yes, you can 1 turn kill a hellmouth with Hexeris1.
Run the archidon his 14 inches ahead. Activate Cyclops Shaman and give Hexeris craft talisman. Activate Hexeris, move him 6 inches. Cast Soul Slave on Archidon (craft talisman gives soul slave's reach an additional 2 inches), cast Obliteration through the Archidon which will be measured from the front of the base, giving it an easy 24 inch threat range on a 4ft board that is lacking 17 inches due to deployment zones. People generally position hellmouths as far out of the deployment zone as possible, meaning 12 inches out. Hellmouths have 10 def, Hex1 is shooting at MA 7. Hellmouths have an armor of 18 plus impervious flesh, obliteration is POW 15 and Hexy still has 1 more Fury to boost damage, giving him an average damage output of 15 + 6-7 (6 to be safe) making the average damage output 3 with a maximum of 9 while the hellmouth can only withstand 8 pts of damage. It also does an 8 blast damage roll with a 5 inch AoE to everything around it... Never underestimate Hexeris1 x.x;
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Post by bennep on Apr 19, 2017 13:04:02 GMT
Here's a batrep for your perusal. Local slow play Steamroller 2016 (last one before the CID 2017). Just a copy/past job from the FB post with my batrep
(note, he's not my dad. Grumpy Dad is just his nickname received from his deadpan serious face in all situations, making others believe this is a very grumpy man. He's not)
Kovnik Kommander Dad (Grumpy) vs Dominar Bennep Round 1: FIGHT!
Scenario: Recon
Lists: *Assault Kommander Strakhov + buddy sidekicks (Strakhov2) in theme 'Legions of Steel' Containing: 20 Iron Fang pikes, 20 Black Dragon pikes, all of them + attachement, Kovnik Markov (the one on the horse), marauder, juggernaut
*Lord Tyrant Hexeris (Hexeris1) in theme 'Winds of Death' (ew, good thing I didn't play Rasheth in this theme. Adding 'Plague Wind' to that...) Contaning: cannoneer, krea, 2x archidon, razor wurm, venator slingers, venator reivers + attachement, extoller soulward, willbreaker, venator catapult, venator reiver cannon, Optimus Pr-Marketh
Terrain: lots, not all of it very exciting. Both have a forest on the left, a wall and a trench in the zone, some hills on the side and water on Christophe's side. A rock to my right.
Christophe goes first, deploying his zounds dudes in a line across the table. 'jacks somewhere in the middle as is Strakhov, his sidekicks and Markov.
I've got an annoying forest on my left, I decide to deploy the archidons there. Reivers + cannon on the right, catapult + cannoneer in the middle, Hexeris + support as well. Slingers on the left AD and razor wurm slightly on the right.
R1a: He runs full bore at me. With an advance move from the theme and Quicken on the middle unit he's already threatening a few inches beyond the middle zone. *gulp*
R1b: I move up cautiously, killing a Quickened IFP with a cannoneer shot. Catapult fires ineffectually. the rest moves up trying to stay outside of charging threat (with Quicken it's difficult to stay outside of run + 2" melee engage threat). Soul slave on the wurm, death march on the slingers.
R2a: He charges his Quickened IFP at me, putting a hurting on the wurm (missing 2 attacks, not killing the it) and an archidon I toed into the zone (leaving it on 7 boxes. They then reposition & shield wall with Defensive Formation in annoying positions. The rest of his force runs/advanced/shieldwalls/Iron Zeals up the board. Strakhov feats, leaving only a few outside his CTRL. The 'jacks are in the middle of the zone at the moment.
R2b: Warning: long turn. I hum and haww for a bit, then decide to go for SexyHexy first. Warning: herpaderps incoming. I feat and kill a dude, who kills a dude, who doesn't (stopped by tough check). I then put Parasite up on that unit for some reason (after I make attacks). The reiver cannon on the right kills a dude who kills a dude who kills a dude who doesn't. He then does a point to the CA on that side, then misses, then toughs a dude. The wurm kills a dude, who kills a dude, who kills a dude, who kills a dude, who klls a dude, who toughs a dude. This unjams my archidon and slingers.
The slingers on the left can't crack the Black Dragon's armour, so they just sling some acid bath at them, corroding about 5-6 I believe (including 3 of the Quickened back unit of Black Dragons on a hard 9)
The cannoneer lobs a shot at an assault sidekick and kills him. The catapult also lobs something, but the IFP just shrug it off. The reiver kill a dude, who kills a dude, who kills a dude, who kills a dude, who toughs. they then reform back.
One archidon flaps over the objective and claws a dude, who stabs a dude who doesn't die. It then kills the standard bear(er), who waddles and dies. The other archidon charges the IFP officer, flaps his wings menacingly and ultimately can't sprint away (danger Will robinson!)
Willbreaker toughs the slingers. Marketh kills a dude who does nothing and extoller gives an IFP the stink-eye. ^ this also took me down to about 19-ish minutes (them feat turns).
R3a: About 5-6 die to corossion across the board. Strakhov charges into the back arc of an archidon and does some damage (not a lot though). The Kommado sidekick swats at the other bird, Oleg repos 5" in a backwards fashion right after the right unit of IFP get Last Standed. The aforementioned IFP charge the archidons and put them down with authority. Juggernaut and Markov kill the objective and the wurm. Marauder does a thing (can't remember what exactly) but he moves up next to the juggernaut.
Black dragons on the left kill some slingers. BDs in the middle kill the last contesting slinger and posture obnoxiously. Strakhov goes to 3.
R3b: I put Parasite on the Marauder (he's unengaged and still relatively fresh), then sunder spirit a dude and move back. My reivers and cannon kill the marauder (don't look so surprised - it's not unlikely, they're dice -3 on 2-man CRA with reroll missed attacks and the cannon is dice-2).
The cannoneer and krea get enraged. Cannoneer charges the juggernaut. Christophe looks for a countercharge position, but due to the position of the BDs he can't get a lane. Cannoneer rolls well short of killing the juggernaut, luckily the krea is able to finish it off on a couple of boosted damage rolls.
Slingers aim and corrode 7-8 black dragons. Support mills about. I think Marketh sunder spirits a dude.
R4a: All but 1 corrosions go out (d'awww). Christophe shoots the cannoneer for some damage, last stands the middle BDs. He then charges the cannoneer and krea into the ground with authority (think he had like 4-5 left being able to make attacks) netting Grumpy Dad's first scenario win on Recon (like, ever).
VICTORY TO THE KHADORAN EMPIRE!
Dominer Bennep vs Grumpy Dad 0-5CP, 53-58 AP Grumpy Dad wins on scenario.
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didder
Junior Strategist
Posts: 166
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Post by didder on Apr 19, 2017 15:35:48 GMT
I think, Bennep, that Winds of Death has a problem with not having a front line. A pair of brutes might have served you pretty well that game. With parasite they could even kill something for once. It's always hard figuring out where you stand with your list when it loses to such extreme skews.
Strakhov and 40 IFP sounds nasty. Didn't know Khador picked up Last Stand. Wonder if Zaal and 40 Karax has any merit, though he can't do Quicken, and IFP hit an awful lot harder to begin with. I guess we'd have more room for heavies since Karax are so cheap and don't much need their UA.
Painting 30 more Karax. Uh, maybe not.
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