I see this questions show up a lot on forms and in person so I figured I give my 2 cents on the units and what there roles are in a army.
From my xp most opponent lists bring shooting of some kind weather its for softening up the targets while they come into range or generally there
main strategy of winning you find it a lot.
That being said Banes
offer a uniqe nitch in the Cryx unit arsenal as they can handle heavy
armor targets which you will un doubtfully run agents weather its jacks or
Iron fang pike men or even Templar nights. Lets face it we need to
crack armor and that's what the banes do.
With that in mind your
right we have two Bane units to pick from the "Bane Knights" and the
"Bane Thralls" this is how I look at them personally:
========================
BANE THRALLS
========================
The Cost?
A
full on Bane thrall unit will the necessary tools to survive is going
to cost your around 15 pnts that's Full unit of Bane thralls (10) + UA +
The BLT tax
What do you get in this package?
* POW 13 (dark shroud)
* threat range 10"
* 4d6 dice on charge models
* stealth to handle shooting
* ARM 15 to survive blast damage most the time
* tough
* free stand up on maintenance phase
* remove stationary for free
I
have put kador jacks to bed with 4-5 of these guys on the charge and
that's easily a 10pnt model scraped if I can get two groups on the
charge I can scrap 20+ pnts in one round if there kador jacks. Talk
about a return on your investment right?
Now what do they lack?
They
can't handle rough terrain sadly and it gets tricky keeping them
together with your officer in a safe place. Its easy to want to jump
your officer and FB into the fray speciously sense there sporting
weapons but DON'T. Its not worth the loss of tough and dead rising
believe me. There biggest problem is not being able to ignore rough
terrain sense there are a lot of player that will take advantage of said
things.
There slow... With a natural SPD 5 your not ghosting
through thick building and still getting a chance to attack this has
caught me off guard many a times when I tried to reach a juicy target on
the other side of a wall and found my self lacking the 1" I needed to
do what I wanted to do. They are fast on the charge with BLT but that
means you NEED to manuver BLT to get them to what you want.
DARK SHROUD!!!
Is
dark shroud worth it? Well is +2 damage on any other model in your army
worth it? This is not a spell btw so you can park a BT in melee range
of a juicy target that is immune to spells and still get the benefit
some times that 2 damage is all you need to win the game or tip the
scales in your favor so I think it is fantastic As they say any little helps.
They
need BLT to work past smashing heavy ARM targets. If your soaking so
many pnts into a package deal then they need to be able to handle
infantry as well which means you need to become good at maneuvering BLT
on the field as well as them. This takes practices and time to learn. Also
you will be tempted to bring BLT into the fight but only do this if you
can shield him with new Bane Thralls after to go to town.
========================
BANE Knights
========================
The Cost?
A
full on Bane Knights unit will the necessary tools to survive is going
to cost your around 14 pnts that's Full unit of Bane Knights + the BLT
tax
What do you get in this package?
* POW 11
* threat range 12"
* 4d6 dice on charge models
* Vengeance to close the distance on shooting + double the carnage when all ready in melee
* ARM 16 to survive blast damage most the time
* Ghostly to ignore free strike + go through terrain / obstetrical
Still
have the power that thralls bring but with lacking Dark Shroud be ready
to commit more to the effort of taking down a arm 20+ model. But the
nice thing with reach you can fit a lot more of them around a target
Now what do they lack?
They
are easy to shoot up across the board. When your pushing only ARM 16
and crap DEF of 12 so guess what your going to be hit. If there toting
anything at POW 11+ there going to kill you on average dice rolls most
the time.
Like there Bane thrall cousins there still slow... The
kick back through is with Vengeance you get a free +3" if any of them
get taken out which makes the rest of the unit seem "Faster" the nice
thing is even in the thick of things you benefit from this. Its one of
those models that your damned if you don't and damned if you do
Ooooo Ghostly! how dose that affect there game play?
As
I said Banethralls fail at being able to be vary mobile thanks to not
being able to handle rough terrain or Obstetrical in there way. This
make them highly predictable to control on the board. But where they
lack the Bane knights ex sell. There easy to shoot but they can come
from any ware and with Ghostly + Vengeance + reach weapon together you
can "Side step" things in front of them and kill things behind them like
a juicy UA or important solo.
Why should I care about Vengeance?
Vengeance
is the chance to get up the field, re organize your ranks, and sweep
through ranks to better targets thanks to having ghostly also. A known
tactic is to put one out on its own in front of the other ones to tempt
players into trying and killing it. If a player did not read about
"vengeance" then there going to kill it and suddenly scream out hax when
all your stuff moves closer at the begin of your next turn I love this so much!
They still need BLT look above for the reason why...
So which sould I take? BANE THRALLS or BANE KNIGHTS?!
The answer is simple. You should take the unit that best compliments your caster. I try and run it this way my friend:
Dose my caster have access to ghostly? If yes, then I take the Bane thralls hands down. If no, I take the bane Knights.
It
is as simple as that with some few exceptions thanks to caster tactics
and that's this with eLich thanks to causing mist and reach lets you
park your Bane Knight right out of the edge and lolz as there unit in
the mist will die if they stay in the mist or get a free strike and die
if they try to leave the mist. Plus with his feat anything with a super
long threat range is awesome.
Another caster I bring them with a
lot is with Venethrax thanks to there ability to effectively get two
hits in with vengeance helps with corpse harvesting for Venethrax spell
"Soul Harvest". Pluss he falls into my rule above of not having a way of
giving out Ghostly to his units.
I know you can argu just take
Saxon Oric to give out pathfinder to the Bane Thralls but I could also
put those 2pnts into a solo that can spray / shadow bind / power boost
aka war which sooooo ya no thanks.
Sunday, September 25, 2011
Bane Thralls OR Bane Knights? Which it better?
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Friday, September 16, 2011
Cryx Mercenary and Minions Contracts guid
Hired Guns
& Paying Blades
Cryx Mercenary and Minions Contracts
What is this guide
about?
This is a guide I have put
together after being tiered of running into the same questions 1-2 times a week
on the Cryx forms “So what are good Mercenary/Minions for Cryx?” And as you
read through the posts I see lots of people ask “Hey what is Saxon Oric I don’t
see it in my Cryx cards / Forces of wars book??” So let’s dive in weather you
are new to the game or a vet maybe you will find something new. If you have
more information you like to add to this guid PLEASE email me on my blog or
send me a PM. This is constantly evolving and I like to make it a one stop shop
for these kinds of questions.
Not everything in this guide is
100 play tested by me I have either researched it and/or play tested it. I may
of even gotten tips by other players which if I do I will site the reference.
Please, Please, AND PLEASE play tests any model you are recommended on VASSAL
before spending money on the model. Your time and your cash is paresis so don’t
waist it. I don’t want to be flooded with hate mail of “You said blah blah
rocks with blah blah I want my money back.”
Guide Key:
Minion model, Mercenary model
Snapjaw & Wrong Eye
Price = 9pnts
Wrong Eye at a glance
Snapjaw is only pushing a speed 5 meaning you’re not
going to be moving fast up the board. Sense you’re not pushing a 6 or 7 means
you’re not getting up the board fast and with no pathfinder you’re going to get
bogged down in rough terrain. His only advantage sadly is only fear less which
is kind of silly when not many things have abomination / terror and his CMD is
9… When the average roll of 2d6 is 7 who cares when your CMD is 9. His fury
stat of 4 is nice though letting you suck all of your Snapjaws fury and allows
you to run hot all night/day long =)
Sadly his def is at the 12 threshold so hes going to get
hit by anyone but his ARM are just above the damage threshold being 17 so AOE
damage won’t hurt on blast and ppl need to be pushing above P/S 10 to finally
matter.
His weapons are nothing impressive having two is nice and
one is reach (Swamp Hook) but past that I would say it’s at best there to help
kill off pesky low ARM targets your just stuck boosting at Mat 6 is not going
to hit most solos / high def targets.
The Good
Snapjaw has two great spells to note at one being
Influence and the other one is Voodoo Doll but remember your FOC is 4 so it’s
going to be hard to hit anything with them. In the end don’t rely on them as a
tool box spells without some set up. I love Voodoo Doll to make a beast useless
thanks to removing a aspect lets you rly mess around with the field.
You got Amphibious so now you can move in water be it
deep or shallow with no problem. I love going into deep water and just sitting
there so that I don’t block LOS. You also can not be target by range attacks be
it normal or magic means thanks. So find a puddle and sit in it.
Bite attack lets you heal your own model which helps with
survivability but hey if your in melee be warned ppl will be gunning for you
sense if they remove you then they remove the problem of your beast.
The Bad
His low DEF means
your going to get hit with RAT 5 enjoy being a easy kill. Sense Snap jaw likes
to run hot your not going to be holding much to transfer damage also sadly.
Being a lesser warlock you still are stuck with a vary small CTL range meaning
your going to be in the tough spots being in near the front line. You got only
8 HP, easy to hit, and last only a
moderate arm of 17…. If someone wants to kill you they will do it without a
problem.
The Bottom Line
So after going over the pros and cons of this model the
bottom line is that he’s still relatively resilient and if your smart about
placement then you can affectively screen the guy with models or sit him 8”
back. But don’t get to cocky or if you NEED to bring him in melee harm range
don’t run Snapjaw hot at least keep one fury on the guy to transfer damage you
don’t have a lot to play with. If they don’t one shot you then you can pick up with
Bite and self healing then get out of there! Over all a great model with some
decent tool box spells but his low speed is rly the spot he suffers the most to
be honest sense his DEF is only 12…
Snapjaw at a
glance
He pretty much sits at the same SPD of Wrong Eye which is
nice to be honest. Also he pushing the same DEF as his master but at least he’s
got a ARM 18 putting him at the Crabjack lvl. His HP pool is pushing a High
Body count of 14 at a total of 27 HP means your doing pretty good but not in the
lvl of a Kador jack of 30+. He can take a beating but he will die like anything
ells. A fury of 4 is amazing as it lets you pretty much crash anything you want
=)
His weapons are a tail with reach, critical knock down,
and pushing P/S 14 which is awesome! And his other weapon is Bite at p/s 17
which is your money damage attack but no reach so it’s not the threat range you
have with the other weapons choice.
The Good
Animus of Submerge is where the money is at man! For only
the low low cost of 2 focus you can make your model not block LOS, not be
target by range, and not target by magic attacks! I love this part of him if
you have not figure that out =) Now Blood thirst is amazing sense you can now
charge living models with +2” of movement meaning you will get the alpha strike
most the time on living targets. He is sporting also Amphibious and Man-eater
lets you charge living warrior models with out being forced.
The bond is really nice sense every time Snapjaw boxes a
model you get to heal him or Wrong Eye which is how you’re going to keep him
and your caster alive. By all means this is what makes the pair survive so well
to be honest.
The Bad
Were Snapjaw really lack is his movement just like his
counterpart sadly. It’s not hard to see your not getting up the field fast as
both of them lack pathfinder and for this matter obstacles like forest can
really force your hands on where your going. This will put you at a
disadvantage and make you predictable. And when your predictable you all ready
got one foot in the grave my friend. The reach is nice for threat range but it
sucks that its on the lower end weapon in the P/S department : (
Tactics Tips
Wrong eye and Snapjaw have a slow movement witch means
your army flank or center now has a slow movement. But you also now have a
model pair that wont be easy to pick off with all the shooting on the board
thanks to Submerge. I love having a heavy hitter sit on my flank that the other
guy cant reach or shoot. That is there true power to be honest you get to engage
on your terms which means now you have a heavy hitter that will wreck anything
it can touch. And tell me how many casters you face that are “alive” =) now you
see the picture my friend.
There a pair that will also not drain on your mana. Like
most Cryx casters we hate giving up are focus and for this matter we like
things that are self contained. Well it does not get more self contained when
you need a heavy then a minor warlock. Not only are you not tapping your
casters pool your also got a pair that can hold a flank on their own thanks to
not being stuck in your casters control range. This is why I prefer wrong eye
and snap jaw vs say a Seether. There the same points but you don’t get the same
board control options or tool box spells. If your meta is Hords heavy they are
going to learn to HATE your Wrong eye and Snapjaw rather fast!
Up next is Rorsh and Brine
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