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Cephalyx
May 22, 2018 22:13:25 GMT
via mobile
Post by krunstal on May 22, 2018 22:13:25 GMT
Cephalyx is my faction: hell raises crossed with mind flayers, what is not to like? : D
That being said I haven't played much since MKIII was released so I was hoping to get some feedback on my list. Much of this is theoretical to me so as much info as you can provide would be appreciated.
War Room Army
Mercenary - Zone control infantry
Theme: Operating Theater 2 / 2 Free Cards 75 / 75 Army
Exulon Thexus - WJ: +29 - Wrecker - PC: 14 (Battlegroup Points Used: 14) - Wrecker - PC: 14 (Battlegroup Points Used: 14)
Pistol Wraith - PC: 5 Pistol Wraith - PC: 5 Cephalyx Agitator - PC: 3 Cephalyx Agitator - PC: 3
Cephalyx Mind Slaver & Drudges - Slaver & 9 Drudge Grunts: 12 Cephalyx Mind Slaver & Drudges - Slaver & 9 Drudge Grunts: 12 Cephalyx Mind Bender & Drudges - Mind Bender & 5 Drudge Grunts: 7 Cephalyx Mind Bender & Drudges - Mind Bender & 5 Drudge Grunts: 7 Cephalyx Mind Bender & Drudges - Mind Bender & 9 Drudge Grunts: 11 Cephalyx Dominator - PC: 1 - Thorn Gun Mages - Leader & 2 Grunts: 9 Cephalyx Overlords - Leader & 2 Grunts: 0 Cephalyx Overlords - Leader & 2 Grunts: 0
Couple of questions come to mind: Thorn gun mages, I heard they were good and like the utility they bring, but are they needed now that pistol wraiths are available again? Could I get more mileage out of lynus and edrea or aiyana and holt?
Monstrosities, I like double wrecker for counter threat, but I was wondering if triple warden could be used to slam models out and help with zone control. Is that an option or is their low damage too much of a hindrance to that to work?
Thank you in advance for any and all feedback.
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shoe
Junior Strategist
Posts: 706
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Cephalyx
May 23, 2018 7:18:30 GMT
via mobile
Post by shoe on May 23, 2018 7:18:30 GMT
i dont like cephalyx and cannot help you but u is welcome for the feedback...
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on May 23, 2018 14:09:28 GMT
I'm only able to speak to a specific point about this, but I'll offer my two cents. When it comes to the TGM, you are getting more shots and the ability to push for slightly less than the cost of 2 pistol wraiths and way less survivability.
In my mind, if you think triple warden is good for pushing, then TGM is a great add to give you even more options. If you are more in for assassinating and key piece killing, you are much better off with the wreckers and the pistol wraiths.
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Post by 36cygnar24guy36 on May 23, 2018 14:22:19 GMT
Personally I don't think Thorn Gun Mages are needed, Cephalyx do not lack magical weapons, and the utility of the Thunderbolt and Black Penny are not worth the 10 point investment.
A pair of Machine Wraiths are good I think, incorporeal solos are great for scoring flags and contesting, and Dark Dominion can be utterly ball-breaking if used properly
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Post by krunstal on May 23, 2018 16:48:48 GMT
i dont like cephalyx and cannot help you but u is welcome for the feedback... Lol appreciated! I'm only able to speak to a specific point about this, but I'll offer my two cents. When it comes to the TGM, you are getting more shots and the ability to push for slightly less than the cost of 2 pistol wraiths and way less survivability. In my mind, if you think triple warden is good for pushing, then TGM is a great add to give you even more options. If you are more in for assassinating and key piece killing, you are much better off with the wreckers and the pistol wraiths. That makes sense, I think I'll build two lists. One for punch things hard and one for obnoxious zone control. Thanks! Personally I don't think Thorn Gun Mages are needed, Cephalyx do not lack magical weapons, and the utility of the Thunderbolt and Black Penny are not worth the 10 point investment. A pair of Machine Wraiths are good I think, incorporeal solos are great for scoring flags and contesting, and Dark Dominion can be utterly ball-breaking if used properly That was what I was thinking. As a side thought can dark Dominion effect colossals? I really appreciate all the feedback. I'll adjust my list some and post it again in a bit.
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on May 23, 2018 18:29:41 GMT
i dont like cephalyx and cannot help you but u is welcome for the feedback... Lol appreciated! I'm only able to speak to a specific point about this, but I'll offer my two cents. When it comes to the TGM, you are getting more shots and the ability to push for slightly less than the cost of 2 pistol wraiths and way less survivability. In my mind, if you think triple warden is good for pushing, then TGM is a great add to give you even more options. If you are more in for assassinating and key piece killing, you are much better off with the wreckers and the pistol wraiths. That makes sense, I think I'll build two lists. One for punch things hard and one for obnoxious zone control. Thanks! Personally I don't think Thorn Gun Mages are needed, Cephalyx do not lack magical weapons, and the utility of the Thunderbolt and Black Penny are not worth the 10 point investment. A pair of Machine Wraiths are good I think, incorporeal solos are great for scoring flags and contesting, and Dark Dominion can be utterly ball-breaking if used properly That was what I was thinking. As a side thought can dark Dominion effect colossals? I really appreciate all the feedback. I'll adjust my list some and post it again in a bit. From the wording on Dark Dominion, yes, but only half of it. Colossals can only be moved during their activation, so you wouldn't get the movement part, but you would get the attack part. Other ideas. If you are looking for a ranged presence and want to keep running Thexus, Croe's Cutthroats are always a fun option. TK from Thexus ensures you can always get the backstabbing attacks against important targets.
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Post by smartalek on May 23, 2018 22:50:06 GMT
"Your opponent can never take control of your colossal." -Page 67 of Prime.
I think TGM are really worth it in Thexus, especially when you're playing a lot of drudges. 6 Thunderbolts (per unit) + TK + Thexus feat make it really hard for your opponent to keep non-huge-based models in zones.
Haven't been a fan of Pistol Wraiths, but Machine Wraiths really help out. With Thexus they give you a way to control enemy warjacks in addition to enemy warbeasts (from Rampager).
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on May 23, 2018 23:04:06 GMT
"Your opponent can never take control of your colossal." -Page 67 of Prime. There ya go. By wording of the ability, yes, but the rule book says otherwise.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on May 24, 2018 14:11:10 GMT
I think TGM are really worth it in Thexus, especially when you're playing a lot of drudges. 6 Thunderbolts (per unit) + TK + Thexus feat make it really hard for your opponent to keep non-huge-based models in zones. I love having a unit or two in LR and that doesn't have nearly the same ability to move things around. In this, I can only imagine. Seems like a ton of fun.
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Cephalyx
May 24, 2018 19:11:05 GMT
via mobile
Post by krunstal on May 24, 2018 19:11:05 GMT
"Your opponent can never take control of your colossal." -Page 67 of Prime. I think TGM are really worth it in Thexus, especially when you're playing a lot of drudges. 6 Thunderbolts (per unit) + TK + Thexus feat make it really hard for your opponent to keep non-huge-based models in zones. Haven't been a fan of Pistol Wraiths, but Machine Wraiths really help out. With Thexus they give you a way to control enemy warjacks in addition to enemy warbeasts (from Rampager). Thanks for letting me know. It seemed to good to be true to work that way lol. "Your opponent can never take control of your colossal." -Page 67 of Prime. There ya go. By wording of the ability, yes, but the rule book says otherwise. I appreciate your thoughts on this and follow up after smartalek's response. I think TGM are really worth it in Thexus, especially when you're playing a lot of drudges. 6 Thunderbolts (per unit) + TK + Thexus feat make it really hard for your opponent to keep non-huge-based models in zones. I love having a unit or two in LR and that doesn't have nearly the same ability to move things around. In this, I can only imagine. Seems like a ton of fun. When you say LR which unit are you referring to? Sorry I am not up on all of the abbreviations.
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on May 24, 2018 19:13:11 GMT
I love having a unit or two in LR and that doesn't have nearly the same ability to move things around. In this, I can only imagine. Seems like a ton of fun. When you say LR which unit are you referring to? Sorry I am not up on all of the abbreviations. LR = Llealese Resistance Theme
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Cephalyx
May 24, 2018 19:54:45 GMT
via mobile
Post by krunstal on May 24, 2018 19:54:45 GMT
When you say LR which unit are you referring to? Sorry I am not up on all of the abbreviations. LR = Llealese Resistance Theme Ah thanks for the clarification! Aren't TGM part of Llealese Resistance? Thanks everyone for the great input. I am still working on my zone control list, which will include TGM squads, but here is my updated general use list. War Room Army Mercenary - cephalx for general use Theme: Operating Theater 2 / 2 Free Cards 75 / 75 Army Exulon Thexus - WJ: +29 - Wrecker - PC: 14 (Battlegroup Points Used: 14) - Wrecker - PC: 14 (Battlegroup Points Used: 14) Cephalyx Agitator - PC: 3 Cephalyx Agitator - PC: 3 Pistol Wraith - PC: 5 Pistol Wraith - PC: 5 Machine Wraith - PC: 2 Cephalyx Mind Bender & Drudges - Mind Bender & 9 Drudge Grunts: 11 Cephalyx Mind Bender & Drudges - Mind Bender & 9 Drudge Grunts: 11 Cephalyx Mind Bender & Drudges - Mind Bender & 9 Drudge Grunts: 11 Cephalyx Mind Slaver & Drudges - Slaver & 9 Drudge Grunts: 12 Cephalyx Mind Slaver & Drudges - Slaver & 9 Drudge Grunts: 12 Cephalyx Overlords - Leader & 2 Grunts: 0 Cephalyx Overlords - Leader & 2 Grunts: 0 I am tossing around the idea of reducing 2 of the bender squads back min to get wiggle room for another machine wraith and a dominated squad. As always feed back is appreciated.
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on May 24, 2018 21:23:11 GMT
Yes they are.
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Cephalyx
May 25, 2018 12:20:41 GMT
via mobile
Post by krunstal on May 25, 2018 12:20:41 GMT
I think TGM are really worth it in Thexus, especially when you're playing a lot of drudges. 6 Thunderbolts (per unit) + TK + Thexus feat make it really hard for your opponent to keep non-huge-based models in zones. I love having a unit or two in LR and that doesn't have nearly the same ability to move things around. In this, I can only imagine. Seems like a ton of fun. I totally misread this xintas, I thought you were saying there was another unit in LR that you were recommending for me to take one or two of. I am caught up now, sorry it has been a crazy week for me. thanks Choco,without your feedback I would have totally missed what xintas was saying.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on May 25, 2018 13:01:39 GMT
Sorry for the confusion! I was just saying that I like them in a theme list that doesn't bring any other movement shenanigans; it seems like it would be even more fun to play them in a list that has all the other options to bring as well.
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