cap7n
Demo Gamer
Posts: 16
|
Post by cap7n on Apr 21, 2017 19:02:26 GMT
Hey everyone. Newer player here (started in mk3) and going into an experienced cryx player this weekend and looking r some advice. Any tricks I should try or look for?
Thanks
|
|
|
Post by welshhoppo on Apr 21, 2017 19:04:30 GMT
Well I'd say the old MkII advice would still work well.
Bring Vlad2 and Greylord Outriders and murder everything.
|
|
|
Post by Rowdy Dragon on Apr 21, 2017 19:42:26 GMT
Really everything of ours murders everything of theirs. Their Jacks are a perfect balance of killable, and most of their infantry dies real easy to blasts, guns or bursts or anything.
|
|
|
Post by borderprince on Apr 21, 2017 21:10:40 GMT
Cryx can vary a lot by caster and theme. If you think your opponent might bring the Ghost Fleet theme, you must prepare for a substantial number of incorporeal models on the table. Graylords and/or Doomreavers are your friends here. Our usual suspects for dealing with infantry (rockets, riflemen, widowmakers, AoEs) won't work.
Bringing models back into play can also be done, although it's less powerful now than it used to be so fewer Cryx players seem to rely on it. Remove from Play effects can be valuable, but Khador doesn't have too many of those.
There are quite a few stealth/unshootable for other reason models (either inherent abilities or caster spells/feats).
Satyxis Raiders can be blast immune and have decent DEF. They are not easy to remove at range for Khador and seem to still be a popular choice when out of theme.
Watch out for Feedback if you're playing jack heavy. They can kill your casters without even getting close. The other low points high-risk model when playing jack heavy is the Machine Wraith. It can possess your jacks, effectively giving a Telekinesis style buff (via backstrike) to Cryx against all jacks. You need magic attacks to deal with them.
Cryx has quite a few methods to reduce ARM (especially Deneghra1, but many other casters too. A min unit of Bane Warriors can also be used to provide Dark Shroud. Effects can often stack), so Khador jacks are not as tough as you might be used to.
Lots of debuff spells combine with cheap and fast arc nodes, so it's important to bring models to deal with that. Any or all of Orin Midwinter, Ruin and Doomreavers are useful. Zerkova cannot be targeted by spells. Watch out for things like magical sprays targeting a model that can be targeted by magic, and hitting an untargetable model too.
Generally not a strong shooting faction (so don't worry about shield guards so much), but Deneghra1 can run a mean shooting list using mercenaries and her spells. Any Ghost Fleet list might have multiple Revenant Riflemen, who can essentially always shoot you if you are in range. They can CRA for POW13, so not that bad, but can pick off important support models and the like if you let them get in range (and as they can be resurrected, it's hard to stop them).
The jacks are usually not something to worry about - low ARM, bad grids. Stalkers are an exception - they can seriously threaten most casters, especially if any debuffs are up. For the colossals and Kharybdis, remember that their 4" melee range is during their activation only. This can be important for free strikes, spreading Dark Shroud around (and Kozlov's feat - as you might be engaged during the jacks activation, but not after it).
|
|
|
Post by Netherby on Apr 21, 2017 23:38:54 GMT
All of Cryx stuff dies pretty easily. BUT they also can kill most things really easily as well.
You can almost always expect some sort of negative armour swing out of them. Getting a negative 5 to your armour isn't unusual. So don't expect jacks to survive contact.
Magical spray attacks are basically the best thing you can have into most Cryx drops. Blasts are actually pretty bad against Cryx, either from naturally high Arm on banes or blast immunity on Satyxis.
Anti-Magic and spell hate is your best defence.
|
|
Growl
Junior Strategist
Posts: 496
|
Post by Growl on Apr 22, 2017 11:00:37 GMT
My limited experience against Cryx is blasts were terrible! Non Magic attacks were a handicap. Outriders and Doomreavers can be very good against them. My latest Sorscha1 list with Doomreaver spam hasn't played against Cryx yet, but in my head, spell Ward and magic, Weapon master attacks coupled with Stationary etc. should be good.
|
|
|
Post by AdeptusB on Apr 23, 2017 20:29:58 GMT
It really ticks me off that Zerkova 1 lost Banishing Ward in MkIII- if she still had it, she would be the perfect caster to take against Deneghra 1. As it is, we have almost nothing to remove enemy upkeep spells. I keep hoping that we will eventually get a character Greylord Solo with Banishing Ward- he'd be worth his weight in gold against Denny1...
|
|
|
Post by Rowdy Dragon on Apr 23, 2017 21:09:45 GMT
It really ticks me off that Zerkova 1 lost Banishing Ward in MkIII- if she still had it, she would be the perfect caster to take against Deneghra 1. As it is, we have almost nothing to remove enemy upkeep spells. I keep hoping that we will eventually get a character Greylord Solo with Banishing Ward- he'd be worth his weight in gold against Denny1... We won't. Im seeing many complaints that Khador is too good, and our weakness to magic (That'ss also a big part of our fluff) is pretty much the last weakness Khador has at all.
|
|
|
Post by borderprince on Apr 24, 2017 5:52:17 GMT
It really ticks me off that Zerkova 1 lost Banishing Ward in MkIII- if she still had it, she would be the perfect caster to take against Deneghra 1. As it is, we have almost nothing to remove enemy upkeep spells. I keep hoping that we will eventually get a character Greylord Solo with Banishing Ward- he'd be worth his weight in gold against Denny1... But unlike quite a few factions, we have options which can't be targeted by those spells: 2 casters (Zerkova 1 & 2), 1 jack (Ruin) and 1 unit (Doomreavers). And Orin to help too. A classic Deneghra spell assassination can be harder to pull off against Khador than many other factions. And unless I've missed something, Zerkova1 can remove enemy upkeeps from a friendly model/unit. Just Hex Blast them. Am I being blind and not seeing an 'enemy' condition on the targeting or effect of the spell? If not, you can remove the upkeep, but it's a risk/reward choice - keep the upkeep or probably kill a friendly infantry model which you target with the spell. Probably worth killing one warrior to keep the rest of the unit going against Deneghra1. It's also nicely fluffy for Zerkova, someone who will happily sacrifice grunts for the greater good. That's all much, much better than some factions which both struggle to remove upkeeps with the change to Eiryss2 and don't have protection against being hit in the first place.
|
|
|
Post by calaman on Apr 24, 2017 8:53:48 GMT
I played now 3 times against Cryx (all on tournaments) and won all of the games. OK, it was before the Ghost Fleet but I had no problem with Satyxis (who were all of the lists). What was a game changer was Irusk1 with Conquest and the MoW-Boat. Satyxis can either chosse the get pathfinder or be blast immune. So I laid out covering fire from Conquest and with Inhospitable Ground, my opponents had either to choose to risk charging through the templates without blast immunity or just run / walk without beeing able to get the MoW. And the Arc Nodes have also not pathfinder. It was close but I won both games on scenario as the rest of my army then dealt with the remaining forces. I think this will not work against the Ghost Fleet but it is a possibility to deal with Satyxis.
|
|
|
Post by borderprince on Apr 24, 2017 10:53:29 GMT
I played now 3 times against Cryx (all on tournaments) and won all of the games. OK, it was before the Ghost Fleet but I had no problem with Satyxis (who were all of the lists). What was a game changer was Irusk1 with Conquest and the MoW-Boat. Satyxis can either chosse the get pathfinder or be blast immune. So I laid out covering fire from Conquest and with Inhospitable Ground, my opponents had either to choose to risk charging through the templates without blast immunity or just run / walk without beeing able to get the MoW. And the Arc Nodes have also not pathfinder. It was close but I won both games on scenario as the rest of my army then dealt with the remaining forces. I think this will not work against the Ghost Fleet but it is a possibility to deal with Satyxis. Good point. But worth bearing in mind that in addition to Saxon Orrick, several Cryx casters have access to pathfinder via Ghost Walk (I think it's Agathia, Deneghras 1 and 3 and the Witch Coven), so it won't always be a perfect solution. A couple of those casters (Deneghra1 and the Coven) are also very strong choices in other ways too. And Ghost Walk isn't even an upkeep! But Conquest's Creeping Barrage is quite nice against the arc nodes. Cryx light jacks are lightly armored, so a lucky roll on the Pow 10 could be a serious risk, especially if the jack has already been damaged. That might encourage the Cryx player to keep nodes further back, or at least away from their preferred location. Should have mentioned it earlier, but Widowmakers and other snipers are also nice against the arc nodes. The jacks don't have stealth inherently, and choosing column gives you a good means of taking out the node, leaving the jack as a fairly weak model.
|
|
cap7n
Demo Gamer
Posts: 16
|
Post by cap7n on Apr 26, 2017 0:01:10 GMT
Wow, first post and so many responses. Thanks everyone.
|
|