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===Units=== *'''Bane Knights:''' An excellent unit, and one that finds its way into almost every Cryx tournament list. Essentially a Bane Thrall variant that trades hitting power for mobility, allowing you to get them where they need to be - and they still hit hard enough to do a hell of a lot of damage when they get there. *'''Bane Thralls:'''Another tournament mainstay. Many players consider Bane Thralls (or Knights, as above) their bread and butter unit, and it's not hard to see why "APPLY MOAR BANEZ" is the battle cry of many an aspiring necromancer. They hit like a ton of fucking bricks, due to Weapon Master combining with their Dark Shroud ability, which reduces the ARM of all enemies they're in melee with. They absolutely must have the UA, though, as it grants a much-needed boost to survivability. Most Cryx players would rather field a minimum unit of Thralls with the UA than a maximum unit without it. You NEED Bane Lord Tartus in your list if you have Bane Thralls (unless playing with pSkarre and her Dark Guidance). On their own they have low-average MAT and low-average speed, thus they will struggle to hit things assuming they actually get there. Curse helps fix their low MAT and increases their threat range. You also might want to include Saxon Orrik since Bane Thralls lack pathfinder to mitigate terrain. *'''Bane Thralls Officer & Standard:''' What did I just fucking tell you to do? Do you require a reminder? You don't need shoes and clothing. You need to make your Stealthy, ARM-eroding Weapon Masters into champions, neckbeard. Seriously. The UA grants Tough and instant stand-up at the start of your turn, which is simply too good to pass up. *'''Bane Riders:''' Banes on horseback. Less awesome than the Knights and the Thralls, but still great, because ''fucking Banes man''. *'''Bile Thralls:''' Would you have a hard time hitting a giant, waddling, bloated sack of acid? Yeah, neither does your average Winter Guard or Trencher. However, you will have the undivided attention of your opponent as soon as you deploy the little puke bags. These guys are absolutely meant to be sacrificed, and will either be your [[DISTRACTION_CARNIFEX|DISTRACTION PINATA]], or potentially clear a nice, people-mush-strewn charge lane. If you field a 'caster with Excarnate, then try and let them get killed normally rather than just Purge, because then you have a chance of getting one exactly where your mortal foe doesn't want one to be (yes, this was errata'd to be less effective). Since you're probably playing Cryx to troll your opponent, you may as well learn to make the most of your Bile Thralls. Closing advice? Go with the minimum unit of six, consider running them Conga line-style towards the enemy, bring pink sawdust, and work on your evil laugh. *'''Black Ogrun Boarding Party:''' Heavy infantry wielding harpoon guns. They provide solid board control and come fairly cheap. If they weren't in Cryx, they'd probably get used all the time, but as it is, we have better options. *'''Bloodgorgers:''' Big, fat cave trolls with war axes. Pretty durable for Cryx, and do solid damage in melee. Like the Black Ogrun, though, we just have better options, especially since these guys are middling at best. *'''Cephalyx Overlords:''' Your equivalent of Khador's Greylord Ternion and similar. Basically a trio of wandering support casters. They work well enough in a Cephalyx-themed army, but that implies that you think a Cephalyx-themed army is worth playing in a faction that has Bane Thralls as an alternative. HINT: it isn't. *'''Cephalyx Mind Slaver and Drudges:''' A tarpit unit that starts off inferior to the Mechanithralls and becomes worse when you realize that shooting the Slaver basically renders it worthless. *'''Mechanithralls:''' Robot zombies, and another tournament mainstay. Mechanithralls show up in more lists than any other Cryx unit save Bane Knights (with which they are tied) and Necrosurgeons. Why? Because they're flat-out the best tarpit in the game. There are so many of these little fucks that their mediocre statlines don't matter - your opponent is going to be spending so much time clearing the fucking bodies away they won't be able to play the damn game. They start out good for their point cost, and only get better as you add their UA and WA. Many players would go so far as to say that there is no list which cannot be improved by adding a unit of Mechanithralls. **'''Brute Thralls:''' Bigger, tankier Mechanithralls, serving as the WA for the unit. Excellent for beefing up a unit of robo-zombies to make it even more ludicrously hard to remove, and adds just enough power that your 'thralls will actually be able to threaten some of the lighter 'jacks. **'''Skarlock Commander:''' The Mechanithrall UA. Optional and situational, but nice all the same - particularly for the increased CMD score, which lets your zombies spread out to avoid AOEs. *'''Necrosurgeon:''' The single most commonly used unit in any Cryx tournament list. If you have any Mechanithralls in your list whatsoever, don't even consider leaving home without one. The Necrosurgeon exists to gather corpse tokens from units that die nearby, which can then be cashed in for free Mechanithralls. This is what makes the Mechanithralls so obscenely good at what they do. **'''Stitch Thralls:''' Necrosurgeon companions. They exist to act as proxy corpse gatherers, and little else. Be sure to keep them safe; they're more expendable than the Necrosurgeon itself, but only barely, since losing even one greatly reduces your income of delicious corpses. *'''Revenant Cannon Crew:''' Cryx's light artillery. Fragile, but with reasonable hitting power, the main reason not to take this is to take something better instead, since Cryx has no shortage of broken-as-shit units and this doesn't even cause a blip on the scale. It is, however, unspeakably awesome, because it's a trio of skeleton pirates firing a ghost cannon. *'''Revenant Crew of the Atramentous:''' [[Awesome|SKELETON PIRATES]]. Pistols! Cutlasses! Immortality (unless the unit leader is killed so don't let that happen)! FUCK YEAH! Unfortunately suffers from the critical weakness of not being Banes. **'''Revenant Crew Rifleman:''' Skeleton pirate with a rifle! Also not Banes! *'''Satyxis Blood Witches:''' Horny pirate demon witches with Racks only slightly less Great than Skarre's own. Quick, stab things with knives. Pretty effective overall, especially if you bring Skarre along for the ride. **'''Satyxis Blood Hag:''' The UA for Blood Witches, and just too good to pass up. She gives the rest of the Witches Incorporeal for added mobility and survivability, and cancels out nearby enemies' Tough and healing in the bargain. *'''Satyxis Raiders:''' More horny demon pirate ladies. What more could Cryx ask for? They're fast and chew through light infantry brutally fast. Everytime they hurt a Jack they cause 1 point of damage to the casterd. Like the Blood Witches, absolutely brutal with Skarre where they do stack with her Backlash spell. **'''Satyxis Raider Sea Witch:''' Another UA that's just too good to pass up. She makes the Raiders pretty much immune to ranged attacks, grants Pathfinder, and if that wasn't enough to make you nut in your pants, comes with a mini-feat that gives the Raiders another die on damage rolls for one turn. *'''Soulhunters:''' Robot zombie centaur grim reapers. <s>Unfortunately kind of shit since they're geared towards taking out infantry, which Cryx already does plenty well with better units.</s> What are you smoking? These things have 3 attacks each, have SPD 8 (THEY CAN RUN 16") and go Incorporeal with Darraghe Wrathe. Not to mention they're light cavalry. Add Scything Touch or a debuff (like Parasite) to target heavy warjack/warbeast and these guys will destroy it. Most Cryx anti-infanty get shot to bits before they reach their destination, but Soulhunters will tear shit up before the enemy can pull the trigger. ====Character Units==== *'''Blackbane's Ghost Raiders:''' WELL WHAT NOW JACK SPARROW WE BE TWO IMMORTALS LOCKED IN COMBAT 'TIL JUDGMENT DAY AND TRUMPET'S SOUND and basically we're a tarpit <s>that isn't as effective as Mechanithralls</s> but is ''infinitely'' cooler because we are pirate ghost skeletons with sweet hats. Actually they're really good since they Incorporeal (ie they can only be damaged by magic attacks before they attack) and so you can jam them into an enemy unit and laugh as they can't do anything about it but try to run away from their swords (that light people on fire). Also the unit grows larger the more enemies they kill. *'''Withershadow Combine:''' A support unit consisting of three Iron Liches. They have a couple of <s>neat</s> amazing special abilities, <s>but they exist for Dark Industries </s>: if they kill an enemy 'jack while all three are in melee range, you get to replace that jack with a ''fully-functional Cryx 'jack under your control''. They have incredibly powerful abilities like Admonia's upkeep removal and Tremulus' puppet master (gives you a free reroll or forces a reroll for your opponent).
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