Hook City!

So there’s a new competitive Cryx podcast, Chasing the Dragonfather (link here), that’s focused around what in Cryx works, cool interactions and how Cryx isn’t such a burning dumpster fire. One of the things that they covered was Gaspy2 combo-ing with Reapers to project threat and rack up an attrition advantage (clouds + drag). I liked it enough to fiddle my own list together based around that interaction.

Hook City
Lich Lord Asphyxious – WJ: +28
–    Reaper – PC: 13 (Battlegroup Points Used: 13)
–    Reaper – PC: 13 (Battlegroup Points Used: 13)
–    Cankerworm – PC: 9 (Battlegroup Points Used: 2)
–    Nightwretch – PC: 7
Gorman Di Wulfe, Rogue Alchemist – PC: 4
Warwitch Siren – PC: 4
Scrap Thrall – 3 Scrap Thrall: 2
Soul Trapper – PC: 1
Bane Warriors – Leader & 5 Grunts: 10
35 / 35 Army

Gaspy2 brings two main things to the table, a rolling cloud wall and Parasite. I’m not tremendously concerned about any other text on his card (it’d be cool if Excarnate could return Scrap Thralls but it doesn’t).

The Banes and Gorman stack with Parasite for a potential 7 ARM swing (which is big). Banes are also Weapon Masters that can clean up/off anything that the Reapers fail to finish off.

The Nightwretch is the token Arc Node (with a POW14 thud gun), Cankerworm is just a good model to have around (really hard to kill, occasionally you’ll get to mount a colossal gun on its tail, good times to be had!).

The Warwitch is around to ease the focus burden on Gaspy2 and the Soul Trapper is around just because I couldn’t buy another 3 Scrap Thralls.

The Scrap Thralls are kicking around as utility pieces. They can make a big hit against a hard target that the Reapers have drug in, can contest/control flanking objectives and threaten infantry (run 10” and jam, creates a “damned if you do, damned if you don’t” moment). This does give rise to an interesting question, why pay 2 points for Scrap Thralls instead of 2 points for a Necrotech who can make a bunch of Scrap Thralls? The Necrotech relies on having jacks die to produce Scrap Thralls. I’m fairly certain that my jacks aren’t going to be dying and I’m not sure how often enemy jacks are going to be dying. I’d like to run this list a few times but until the theme force drops that has the benefit “Necrotechs start the game with a scrap token” or I have a better idea how often I actually get to drag in and kill enemy jacks, I’m going to start with the Scrap Thralls instead of the Necrotech (I suspect that the Necrotech will end up being the proper choice in the end).

Lastly, the Reapers. These guys are the main point of the list. They walk 6 inches, shoot and drag in a heavy, and kill it. Gaspy2 then drops a line of clouds in front of the Reapers, protecting them from any retailation.

Overall, I think that this is a fun list that has some good potential. Currently it won’t fair tremendously well into infantry blobs, nothing in the list has enough output to clean up 30 or 40 bodies quickly (more scrap thralls?). Pushing the list to 50 points, I’d look into beefing up its ability to handle infantry.


Pop n Drop!

I’m thinking about heading to NoVA Open this year (contingent on a number of factors and probably not going to happen, but I’m staying positive), and if I do I need to start practicing now. I’m starting with the basics, back to my start in Warmachine. I’m starting with one of my favorite casters, Kreoss1.

Pop-n-Drop 2017
High Exemplar Kreoss – WJ: +29
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Crusader – PC: 10 (Battlegroup Points Used: 7)
Gorman Di Wulfe, Rogue Alchemist – PC: 4
Allegiant of the Order of the Fist – PC: 3
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Temple Flameguard – Leader & 9 Grunts: 11
Choir of Menoth – Leader & 3 Grunts: 4
35 / 35

Nothing like a classic! For the uninitiated, this list is based around aggressively winning the attrition to leave the opponent without an army to play the game. It has one “big turn” where Kreoss1 POPs his feat and then the rest of the army DROPs all the enemies (hence the name). There are roughly 3 pods at work within this list, the anti-armor pod, the anti-infantry pod and the scenario pod.

Anti-Armor Pod
This pod consists of Redeemers, Gorman, and the Choir. Gorman and the Choir represent a potential 4 ARM swing while each Redeemer can put 3 boosted POW12’s into heavy targets.

Anti-Infantry Pod
The only official presence here are the Sunbursts. While POW15 can threaten hard targets, the continuous fire and large AoE is much scarier to throw at clusters of infantry. I wish these had a bit more game or mechanics, something area-denial or scather template-y but they do work almost every turn without any support.

Scenario Pod
This is the domain of the lonesome Punch Monk and the TFG. The TFG pull double duty, screening the army from fast vanguard assaults and enemy screening units while also acting as a jamming force (14” run to engage range, 15/15 with Defender’s Ward, it’s not bad). The Punch Monk is purely for camping flags and zones. DEF18 unassisted (pushed to 20 with Defender’s Ward after enough of the TFG have died), he’s something that the opponent can’t ignore but is also tremendously difficult to remove from the table. He’ll buy me at least a turn of scenario to give the rest of the list time to kill the opponent.

I’ve already put this list on the table and it was…gross. My opponent was aware of what Kreoss1’s only game plan and she disrespected the threat. I loaded the Redeemers, walked Kreoss into feat range of almost the entirety of her army (I missed the warcaster + 2 models) and destroyed roughly 80% of her army (her warcaster, a heavy and a light were the only models left on her side of the table). While 35 point games are not really representative of 75pt games, the follow up I had (TFG ran to engage everything that was remaining alive) felt sufficient to fight another 20-30 points without any changes.

There are two 50 points versions of this list that I’m planning on taking to my next game night, one serious and one more tongue-in-cheek.

Pop n Drop 2017 v2
High Exemplar Kreoss – WJ: +29
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Crusader – PC: 10 (Battlegroup Points Used: 7)
Gorman Di Wulfe, Rogue Alchemist – PC: 4
Allegiant of the Order of the Fist – PC: 3
Kell Bailoch – PC: 5
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Temple Flameguard – Leader & 9 Grunts: 11
Choir of Menoth – Leader & 3 Grunts: 4
Daughters of the Flame – Leader & 5 Grunts: 10
50 / 50 Army

With only 15 more points to play with, I settled on adding a unit of Daughters and Kell Bailoch. The Daughters bring several useful tools to this list. They don’t need buffs to survive while the armies close. They’re fast. They can threaten and kill high armor infantry (which is one of the issues this list has, blast damage resistance or immunity). One of the special aspects about Kreoss1 is that non-faction models still benefit from his feat. Kell is a fantastic sniper model that I’ve had success with in the past. He can soften or neuter entire heavies all by his lonesome and threatens 6 damage at 14”.

I had a couple other thoughts for how to spend the 15 points. One consideration was upgrade the Crusader under Kreoss to a Redeemer and spend the 14 points on something else but I’m not comfortable running without a heavy in the list yet. Another thought was to run a junior with a light or two (be it Durant1 with another Redeemer or Gastone with Buccaneers). Each of these serve to either upgrade firepower of the list or enable the firepower currently in the list. I settled with the Daughters + Kell because it addresses something the list doesn’t handle well.

The troll version of this list is just stuffing it full of Redeemers.

Pop n Drop v2.b
High Exemplar Kreoss
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Redeemer – PC: 11 (Battlegroup Points Used: 11)
–    Redeemer – PC: 11 (Battlegroup Points Used: 7)
Gorman Di Wulfe, Rogue Alchemist – PC: 4
Initiate Tristan Durant – PC: 4
–    Redeemer – PC: 11
–    Redeemer – PC: 11
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Deliverer Sunburst Crew – Gunner & 2 Grunts: 5
Choir of Menoth – Leader & 5 Grunts: 6
50 / 50 Army

This list has…issues and I probably won’t be putting it on the table.

Hopefully I’ll have enough free time to actually make it to game night and get a game or two with the new version!

Indestructible Skorne

(I strongly urge you listen to this track while reading this post!)

So the Skorne errata is out and I’m criminally excited! I may have spent my entertainment budget for the next month and a half on Skorne models this evening but I have no regrets! Skorne is no longer a slightly unoptimized, un-synergistic and unfun faction ladies and gents! So a while back now, I discussed a couple of Skorne lists (Ghost Sniper Skorne and Skorne Beast Bullets) and I’m happy to report that the theory behind those lists is largely unchanged. But this post is about a new breed of Skorne, the type of Skorne that leverage stone statues and ancestral power to bludgeon their enemies into submission,  #Statue_Power2017, I give you Indestructible Makeda!

Indestructible Makeda

50 / 50 Army

Archdomina Makeda – WB: +29
– Basilisk Krea – PC: 7 (Battlegroup Points Used: 7)
– Cyclops Savage – PC: 7 (Battlegroup Points Used: 7)
– Cyclops Savage – PC: 7 (Battlegroup Points Used: 7)
– Archidon – PC: 10 (Battlegroup Points Used: 8)

Ancestral Guardian – PC: 5
Ancestral Guardian – PC: 5

Hakaar the Destroyer – PC: 7

Immortals – Leader & 9 Grunts: 15
Praetorian Karax – Leader & 9 Grunts: 11
Paingiver Beast Handlers – Leader & 3 Grunts: 5

So I suppose I should explain a little about this list. The main goal of this list is to run the Immortals down my opponent’s throat until they beg for mercy. Immortals are SPD 4, Quicken brings that to SPD 6 and the Ancestral Guardian pushes it to 8. Combined with reach, the immortals threaten a tremendous 13″ on the charge! 10 P+S 13, MAT 7 models is going to leave a fairly hefty dent in anything they run into.

The Guardian and Hakaar’s presence is fairly self explanatory, they’re fairly terrifying solos by themselves and will vaccum up the souls for a vicious second wave charge.

The Karax are in the list for three reasons, first to provide a screen/catchers mitt for the Immortals. Second, to jam/run-to-engage anything dangerous that might threaten the Immortal boat. Third, as a source of souls for Hakaar and the Guardians.

This just leaves the beasts. The Krea is a beautiful anti-shooting piece that’ll be critical for games where I need to brick up and “crawl” across the table (Karax are a SPD 8, DEF 16, ARM 21 wall) and parked on a flag otherwise. The Cyclops are cheap shield guards that also can threaten heavies (P+S15 with 4 attacks after the Beast Handlers isn’t shabby). They’re in the list to provide a third wave of charging or to handle flanks. The lone Archidon is coming along to be my “problem solver”. With a tremendous control range, this flappy T-Rex can scalpel out important pieces (artillery, support, etc) or I can buff it up and spend it in to chew on a heavy.

The last point of debate, why Makeda1? Why not Zaal1/2 or Xerxis1? Why not Makeda2? Honestly, I don’t know. Gut instinct maybe? I have a feeling that Jack Hammer is going to be key to solving heavy targets. The combination of Carnage and Quicken does a lot to support the list. To briefly discuss the other possibilities.

Xerxis1 – He wouldn’t be a bad choice, but I can’t help but recoil at the thought of running a Fury 5 caster. Xerxis1 would probably be my second choice to run this list, he can duplicate the high speed brick and fixes the issue of armor cracking quite nicely (feat + damage order). Also Tactician is one of the strongest rules in the game. He’d need a different beast selection (30 points gets something like Krea, Brute, Sentry).

Zaal1/2 – I have zero experience with how useful Soul Manipulation is. Zaal1 is probably stronger than Zaal2 (2’s spell list is…uninspiring) and Zaal1 can turn 1 Fury into 4 souls (3 Guardians and Hakaar). Zaal1 has some potential, but except for the soul shennanigans everything he does is better done by Xerxis or Makeda.

Makeda2 – Really she does about the same job as Makeda1, Stay Death covers the feat, Dash and Deflection cover Quicken and her feat covers Carnage. Overall I feel that both Makeda1 and Makeda2 have similar roles just achieved with different tools. I personally how Makeda1 achieves the list.

Treefolk’s Plate (if it isn’t full then I’m probably bored)

This isn’t anything major to look at, just a list of pending projects I have floating around in my brain. Some of them may actually get completed, some may die. It’s a list.

Characters – Those cute little combo builds that I post every now and again. I often think of fun combos and forget to write them up.
-Nonlethal Unchained Wall Rogue
-Unchained Summoner Still Broken
-Bard Cleric (the archetype, not the multiclass)
-Spawn, The Wall v3

Eberron, yes! – The continuing story of the Eberron campaign I’m currently playing in
-Status Update

Sullivan’s Folly – I’m already prepping for my turn at the head of the Eberron group. This is one of my adventures.

Star Wars:Pathfinder Edition – I’m writing a Star Wars edition for pathfinder because there isn’t a good d20 option on the market.
-Classes (Trooper, Bounty Hunter, Scoundrel, Technician, Jedi Knight, Jedi Guardian, Jedi Counselor, Sith Warrior, Sith Assassin, Sith Witch)
Base Rule Adjustment
-Attack Options
-Force Resource System
-Tech Powers
-Force Powers
-Droid Classes
-Light Sabers
-Ranged Weapons
-Melee Weapons

Superdungeon – Remember when I said I was going to post a dungeon crawl a week? Haw. I’m working on this behemoth instead.
-Maps (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Mechanics (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Fluff (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Story (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Creatures (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Writing/Transcribing (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Editing Review (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Annoucements (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-Spoilers (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)
-PDFs (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th)

Iron Gods, Hardmode – Iron Gods is a weak, limp-wristed excuse for an adventure path. These are my notes for kicking it up to make it challenging and something to remember!
-Book 1
-Book 2
-Book 3
-Book 4
-Book 5
-Book 6

Models and Terrain – I used to play Warhammer 40,000 and these days I play a little Warmachine. I’ve got a bit of talent for making terrain and painting models. If I can get my camera to play nice, I’ll post pictures of what I’ve done.
-Stuff I’ve Painted/Made
-WIP stuff
-Summary/Index Post

Anyways, this is just a massive list of what may or may not be arriving in the future months of posting. More for increasing my sanity then anything else. I also did some clean up and reorganizing of a few old posts that should make things a bit more sensible (like replacing my lovely “Charater” tag with “Character”).