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===Warcasters=== *'''Iron Lich Asphyxious (Gaspy1):''' A solid 'caster all around, Gaspy's original incarnation brings a bit of everything to the table. He's not the best at anything, but he can throw murder magic well enough to be threatening, smash face if he has to, and hand out some nice support to your infantry. His most notable ability is that he can teleport for just a few focus, which lets him duck into melee, smack a few heads, and then blink out without provoking free strikes. This makes him surprisingly durable on top of decently mobile. *'''Lich Lord Asphyxious (Gaspy2):''' Pretty much the God-King of Warmahordes, Gaspy2 was long considered to be, hands-down, indisputably, absolutely the best warcaster in the game. He has since been nerfed from orbit with some of the most brutal power reductions in the game's history. Three times. And he's ''still'' considered one of the best Cryx has to offer (though he's no longer ''the'') best. Still an incredibly popular and successful tournament warcaster. He takes Gaspy1 and cranks all of that up to eleven. He's a monster in melee who can't be killed because he teleports away ''and'' has a spell that makes him immune to charging, he can rip apart infantry with his spells, and his feat, used correctly, will practically guarantee a successful bombing run. Definitely not a 'caster to take for casual play. *'''Asphyxious the Hellbringer (Gaspy3):''' Gaspy's final incarnation is a bit less... ''overbearing'' than his previous. He's still good, and definitely usable, but not as crushingly strong as Lich Lord. He's still durable, but has lost his ability to teleport and traded in his murderous, blasting-focused spell list in for one focused on infantry buffs. He's one of the few true support 'casters in Cryx, though he can still enter combat if needed. Very different and unique, and a lot of fun. **'''Vociferon:''' Not actually a warcaster, but an attachment stuck on to Gaspy3. Functionally a walking soul collector, only not actually good due to some special rules that make him liable to explode rather than just do his job and hand Gaspy some soul tokens. Mostly just sort of... ''there''. *'''War Witch Deneghra (Denny1):''' The former Battlebox warcaster for Cryx, and a <s>fantastic starting choice for any new Cryx player</s> terrible choice for a new Cryx player since her power level is over the top and you may end up too used to her insane defensive (Stealth) and offensive (huge amount of debuffs) tech to the point that it will be a crutch. Also you will turn off other new players when you demolish them with pDenny. Pick pGaspy instead for a starting caster. Nontheless, Denny is an absolute monster on the tabletop, though she's not as capable as some other Cryxian 'casters in melee combat. Rather, she packs a list of debuffs so long it makes the dick yo mama took last night look microscopic in comparison. Fragile, but she can pick apart almost any opposition with ease if played carefully. She's also the best Cryx caster for running Mercs: a list with Nyss Hunters, Boomhowlers, and Master Gunner McNeil all supported by Denny's debuffs is incredibly effective *'''Wraith Witch Deneghra (Denny2);''' Unlike her original version, Denny2 does not have a long list of the best debuffs in the game. Instead, she focuses on being able to move your opponent's models around, or stop them cold. Her feat is an absolute bitch: not only does it provide a brutal defensive debuff to your opponent's models, but it flat-out prevents your opponent from moving for a turn. To repeat - for one turn, YOUR OPPONENT WILL NOT BE ABLE TO MOVE HIS MODELS. AT ALL.(Can now be shaken off) If your opponent has not yet moved his models in close enough to contest zones, well, you have one more turn where they're not contesting zones. If your opponent left his caster in front of his army, confident that nothing you have can reach him - you can move something obviously threatening in range to attack, and he can't send something in to kill it or screen his caster (or move his caster away). If your opponent left his army at that ''perfect'' position that you can't charge him, but have to get in his charge range - well, now you get to move up AND get the alpha strike. One of Cryx's premiere tournament 'casters, and for good reason. Also has one of the best Tier Lists in the game with Body and Soul (Tier 4 bonus allows you to place offensive upkeeps on enemy units WHEN THE GAME STARTS). *'''Bane Witch Agathia:''' The Battlebox Warcaster. She shows off what the Cryx are good at for new players; high focus, good debuffs, giving units Ghostly to move through terrain, a little bit of teleportation, and using the souls of killed opponents to kill their friends. Easy to kill and most likely not to be fielded by players once they learn the game. *'''Goreshade the Bastard (Goreshade1):''' Basically Dracula, if Dracula lifted something fierce, and also was about as straightforward as a sledgehammer to the face. He exists to walk up to the enemy 'caster and pop his feat, which summons a Min unit of Bane Thralls to charge the poor bastard. If you can pull that off, great. If not, you're kind of fucked. **'''Deathwalker:''' Not a 'caster in her own right, but Goreshade1's bottom bitch. She follows him around on the battlefield, being pretty much pointless save for a debuff that she applies to nearby enemies (which generally means she's about to get gutted). She does give Goreshade an extra life when he dies, though. *'''Goreshade the Cursed (Goreshade2):''' Less of an assassin than his original incarnation. Goreshade2 loves infantry, and lots of it - ideally with lots of cheap fodder like Mechanithralls or Scrap Thralls sitting in front of some more expensive, awesome ones like Bane Knights or whatever. His feat lets him exchange living, sucky models for awesome ones that your opponent thought they'd killed (AT FULL HEALTH), which is great. Also carries a host of debuffs and support spells to make your infantry even better. Usually taken with his Tier List as the Tier 2 bonus adds a free unit attachment to a unit of Bane Thralls. Two units of tough Bane Thralls will make minch meat of many opponents, not to mention his Elite Cadre bonus which lets Bane Thralls make more Bane Thralls out of dead enemies. If you love Banes, this is the guy for you. *'''Goreshade, Lord of Ruin (Goreshade3):''' Super mobile and super flexible. Goreshade3 is a nasty piece of work. His feat lets him sacrifice some cheap infantry, like Scrap Thralls, to inflict Stationary on a bunch of enemy models at once, so he absolutely fucks up Kayazy Assassins and other units that depend on high DEF to survive. Again, he's got some serious buffs to hand out to infantry. One of the most versatile Cryx casters and a good choice for a second caster if you're starting Cryx. *'''Master Necrotech Mortenebra:''' Cryx's premiere 'jack 'caster. She loves warjacks somethin' fierce, and has the kit to make them absolute terrors. Her signature spell is Terminal Velocity, which lets all her 'jacks charge for free (and farther than normal) and gives them boosted rolls against living targets. Her main weakness is that she's pretty focus-hungry and needs to play up close to the battle lines, so she's vulnerable to assassination. **'''Deryliss:''' Yet another attachment. Deryliss is a mini-Mortenebra who runs around the table throwing spells from her list. Pretty useful, but not too durable or threatening on his own, so be sure to keep him safe. *'''Lord Exhumator Scaverous:''' A true toolbox. Rather focus-hungry, as he comes with a list of spells that you really want to be casting a lot, but one of the most flexible 'casters Cryx can field. *'''Pirate Queen Skarre (pSkarre):''' ''The'' tournament 'caster. Following the fall of Gaspy2, pSkarre has become the most popular - and most effective - choice for tournament play out of all this faction's warcasters, and that's not just because of her Great Rack, either, even though it's ''so'' great it can be used as a melee weapon and inflicts knockdown. Basically, Skarre is the Cryxian equivalent of a brick to the face. She's simple, but nobody can argue that she's ineffective, and she's hard as all hell to stop. Everything about her is about beating the enemy into a smear on the pavement, and she does it ''exceptionally'' well. Her signature spell, Dark Guidance, gives every friendly unit in her control area a free bonus die (''not a boost'', so you can still boost ''on top of this'') on attack <s>''and'' damage </s> (it's only attack, read it carefully) rolls, and her feat trades a measly five points of her health for a +5 STR ''and'' ARM bonus for all her units. Skarre doesn't hit like a truck. Trucks hit like Skarre. The downside to playing her is that she has no tricks to match the rest of Cryx. The upside is that it doesn't matter, since there's nothing your opponent can do to stop her anyway. *'''Skarre, Queen of the Broken Coast (eSkarre):''' A bit of a mixed bag. eSkarre isn't the wrecking ball that pSkarre was, but she's not awful. She's just a bit schizophrenic. She doesn't have the brute-force spells any more, having traded them in for a more support-oriented list. She can still hold her own in combat, but she isn't the monster that pSkarre was, and she can't just use her spells to chuck lightning at the enemy 'caster's face until he dies. Fun, but not the most competitive. *'''Sturgis the Corrupted (Sturgis2):''' Sturgis1 was a Cygnar 'caster, so don't go looking for him here. Sturgis2, meanwhile, is pretty much just Gaspy1 if Gaspy1 sucked. Really not worth looking at unless you're a big fan of the lore involved. *'''Lich Lord Terminus:''' Departing from the usual Cryx strategy, this guy is a melee powerhouse, though not quite at the Butcher's level (he also has a decent spray ranged weapon, but his RAT is too low to make much use of it), and is surprisingly mobile despite his durability, but is also easy to hit. His spell list focuses on damage spells, and allowing him to kill every living model near him, especially by putting Berserk on himself. He plays more aggressively than other Cryx casters, but is helped by giving himself and just about everything in his wide control radius Tough, as well as his ability to pawn off hits onto his buddies if he's shot at, which makes him all-but immune to ranged attacks if you know what you're doing. His strategy usually involves getting within charge range of the enemy caster and flying in to beat their face (you can tank the free strikes with the amount of focus you should camp). *'''Lich Lord Venethrax:''' Decently strong fighter, not as much as Terminus, but the main reason you'd want to use him is because he packs a bunch of anti-warbeast abilities, so it's best to use him when playing against Hordes armies. He's also the most army independent Cryx caster who does little to support his forces. This is both a good and bad thing as while some units are incredibly self-sufficient, others need debuffs or upkeeps to be effective. *'''Witch Coven of Garlghast:''' One of the weirdest warcasters in any faction - or, rather, ''three'' of the weirdest warcasters in any faction. The Witch Coven is pretty much completely unique and has no equivalent in any other Warmahordes army, which makes it exceptionally fun to play, but also ''very'' hard to pick up. This isn't really helped by the fact that they're just not very good, but if you're playing the Coven, you're playing for flavor anyway, so that shouldn't be a concern. Three individual witches with a floating doom-sphere? Pretty cool. They tend to focus on assassination to the exclusion of everything else; the Coven excels at buffing their own units to allow for brutal and unexpected bombing runs on the enemy 'caster, while being so squishy themselves that they'll generally drop the round they're engaged. When the Coven is in play, the scenario doesn't matter, because one way or the other a 'caster is going to die. **'''Egregore:''' Yet another attachment. Egregore is the floaty doom-ball that accompanies the Witch Coven of Garlghast. It doesn't actually ''do'' anything, as such, except grant Stealth to any friendly models base-to-base with it. Oh, and it also serves as the point of origin for all Coven spells, ''and'' is the place you measure their control area from, so you can't actually just shove it in a corner and hope your opponent doesn't bother. It's the giant flashing weak point that your enemies want to hit for MASSIVE DAMAGE, since the Egregore can't take damage itself and instead distributes any pain it feels to the members of the Coven. One of the main reasons that the Coven is both so awesome flavor-wise and so awful mechanically.
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