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Post by PG_FavoriteChoirBoy on May 5, 2005 13:54:52 GMT -5
Zealots are a good way to drop Khador infantry. Deliverers are actually pretty good at squishing Widowmakers and the sort, and at making the enemy at least keep their heads down. I think the problem you're having is because you dont have any Heavy Warjacks. Knights are good and all, but it doesnt take a lot to stop them. Id suggest dropping one of your Revengers and trying to find some room to work in the Guardian. If you infuse that bad boy, he really dishes out the hurt. Or, if you're willing to sacrifice the extra arc node, use the Reckoner. The gun is pretty solid, and he hits nice and hard. The Assault is pretty nasty, too.
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Post by Orthosofthecold on Jun 22, 2005 0:59:19 GMT -5
Since Origins is looming ever closer I decided it would be a good time to get this thread (and her sister) started back up.
Im gonna have to agree with fox on the zealots, field them with that damned monolith bearer and i challenge anybody to build an army that wont have a hell of a time beating them.
Im trying to come up with a Khador staple but its really hard to do because of all the different things you can do with them. As anybody who has played me before knows I swear by Iron Fangs but throw them in an armor heavy slower khador list and they become all but useless.
Basically if youre facing khador take a good look at your opponents army, DO NOT go into the fight thinking "well its khador and theyre slow as hell so ill have time to set up and see where he is going" because that is definitely not always the case, and I myself have wiped the floor with players who couldnt handle my army being in their face on the first or second turn.
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Post by PG_FavoriteChoirBoy on Jun 22, 2005 9:49:48 GMT -5
I dont think theres EVER a situation where a unit of IFPs, with or without the attachment, come even close to useless. However, I've seen many situations where the IFPs get too far ahead of the rest of the army, and pay dearly for it. They run in and mess up one unit (maybe 2), and then the opponents army basically swallows them. Granted, its no easy task, but it happens fairly frequently.
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TeenyLilSuperGuy
Fodder
"Yeah well...Dracula called, and he's comin' over tonight!!!!" - The one and only Master Shake
Posts: 14
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Post by TeenyLilSuperGuy on Nov 3, 2005 9:35:24 GMT -5
It seems that everyone has put in but an actuall Cryx player, so I feel its my duty to represent the dark legeons.
Now, I cant really say much on facing Menoth, cause no Menoth player has actually decided to face me. Not because they are scared or anything, they just arnt there when the fights go down. Oh well. But I feel somewhat confident when it comes to Cryx versus Cygnar or Khador.
I came into this game under good ol' Bryan Connor, and I can tell you all hands down I FRICKIN HATE NEMO! Hate him. To no end. Bryan went on a Nemo kick and I was ranting every game we played. No one esle really gave me too much trouble, but Nemo.... Ugh. Didnt seem to matter what I did. Fried almost every jack I had in every game we faced off. I would be like "HA HA! Here comes my stalker!" and Bryan would be like, "Nope, it only moves one." As far as acutal Cygnar units, anything with combine melee or combining armor bonuses really grind on me. Bryan doenst feild longgunners, so I cant voice an opinion on them.
Khador I just dont like. I dont have anything, to my knowledge, that can effectivly bring those mountains that they call jacks down. Infinantry, not a problem. Manuver my bile thralls into place, or a little Bloaty barage and they are weak enough to enguage in close combat, but those jacks... Every time they have bent me over their knee and said "No! Bad boy!"
Now, what has worked really well for me is my castors (when I dont do something stupid like Shadowwings into charging range of Iorusk) and my Pistol wraith. Denegra has a hefty asronal of spells that pack a punch across both troops and jacks. The lich has done wonders for me in close combat. Hold seven focus, wack away, pop goes the weasle and seven more wacks. Nothing lives after that unless it has the divine grace of god. My necrosurgeon seems to hold up rather well too. On a mechanithrall unit, the whole damn thing just doesnt want to die. Its got sticking power, but I havent got full combat effectiveness from them. My pistol wraith seems to be the key player on my game board though. Mows down anyone I've faced like the Grim Reaper. With incorporial and a good amount of running I can get him deep behind enemy lines and take full advantage of the back arc.
So the overview:
Cygnar: Watch out for Nemo. Arc lightning is death for jacks. Spread them wide to minimalize the dammage. Dont get your troops bunched eather. Cryx have the speed and the point costs to effectivly swarm your enemies. Keep your lanes open and try not to get bogged down. Cygnar have the offense to take you out from a distance, so move in close fast, but dont commit if you cant slow up the caster, or you will loose alot of troops and jacks alike to a good spell.
Khador: Key phrase: Arc Node. Its pretty much your only hope. Khador troops boast some hefty armor, but its not unbeatable. The jacks are brutal. Pound them as much as possible from a distance to ensure the survival of anything in close combat with a Khador jack.
Menoth and Merc: Sorry boys, no pointers. I havent had the misfortune of facing off against these armies, but Im sure that they both will have a chance to send me crying home to mama in due time.
Anything new that I missed: I came in on the change over from Prime to Escalation, and dont have much experience on the new rules, so any Cryx players SPEAK UP!! I could use some pointers on how to avoid getting pounded into the dirt, stepped on, run over and then blown up for good measure.
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Post by PG_FavoriteChoirBoy on Nov 3, 2005 9:47:26 GMT -5
If you want to play against my Menoth army, all ya gotta do is ask ^_^
I dont get to play against Cryx much, but I gotta say, keep a careful eye on your infantry. Menoth armies can bring a lot of templates to the table, and that spells splodey death for the squishy Cryx ground pounders. Theres a lot of spell denial that can go on too, so dont always count on being able to melt the enemy caster, especially Kreoss (with a devout), and Severius. I guess your best bet would be to aim half your stuff for their caster, and use the other half to slow down the incoming units as best you can.
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TeenyLilSuperGuy
Fodder
"Yeah well...Dracula called, and he's comin' over tonight!!!!" - The one and only Master Shake
Posts: 14
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Post by TeenyLilSuperGuy on Nov 3, 2005 9:58:04 GMT -5
Thats why I want to get a Cryx vs. Menoth battle under my belt. I hear that fighting Menoth is like greasing up and trying to climb a two story brick wall as far as stopping power is concerned. And that the whole Russian "scorched-earth" policy that they seem to implore sounds like a real bith, especialy to my army, since Cryx are run and gunners.
I wont lie, I tend to Rambo a bit more than is good for my army, but sometimes it works, cause my opponant is like "wtf is he doing?" In any case, I'd say yeah, POW 12 on the fire is not good for me. Not good at all. Sucky corrosion is all I get. And it always goes out first roll.
I dunno though. Point wise I could go heavy on infantry, but I tend to run a pretty jack heavy army, even for Cryx. Menoth sounds like a pretty anti-infantry army, but I wouldnt know.
Maybe a staggered line of Biles poping across your troops, punch a hole in the line and run some heavy hitters through to hammer the caster? Have to try it some time to see if it works.
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Post by PG_FavoriteChoirBoy on Nov 3, 2005 10:04:01 GMT -5
Scorched Earth is more than just a policy. Its a way of life!
Once a Menoth army gets going, its very tough to stop. Ramboing with your caster isnt always a bad idea, as, with the exception of Feora, most of our casters arent all that tough. Biles are pretty scary for..well..everyone really, but they're particularly scary for Zealots and Knights. A Menoth army typically has things that build off of each other, and if you can interupt the process, it knocks us down a peg and makes it somewhat easier to deal with us.
keep an eye out for Deliverers. Theyve got a longer reach than just about anything in your army, and the AOEs will drop a couple troops a turn, even if theyre staggered. I personally like to run a minimum unit, but other people run more, or Redeemers.
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Post by PB_Zephyr on Nov 3, 2005 14:29:56 GMT -5
Perhaps you could try some bait and switch tactics. Cryx has the man er... thing power so that a good deal can be sacrificed and still not be too much of a problem for you. Maybe you could send a squad of mechanithralls of a bone jack or two out on the flank. If your opponent goes for them, try to keep them busy out there and use that opportunity to strike at the weakened core force. If your opponent ignores them that gives you a good firebase of spells and or possible soulgate targets to set up a charge. This is something I've always wanted to try I just don't have enough low cost units.
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TeenyLilSuperGuy
Fodder
"Yeah well...Dracula called, and he's comin' over tonight!!!!" - The one and only Master Shake
Posts: 14
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Post by TeenyLilSuperGuy on Nov 3, 2005 20:08:03 GMT -5
Yeah there is that, but so far I dont think I have the ability to get any high armor, cheap costing unit that could act as a distraction up there. My mechanithralls could do it, but for them to have sticking power, they need the necrosurgeon, but she slows them down an inch a turn.
Unfortunately, I havent feild tested my Revenant Crew. They might do the job, but I dont know for sure. Atleast they run at the same rate. A Staker would get there fast, but its impracticle to feild more than one.
What i think would work best is two pistol wraiths, running one on each side, split the army three ways, cause the pistol wraiths aren't something to be taken lightly. Even working poorly they are a force to be reconned with.
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Post by grotesquefreak9 on Nov 4, 2005 16:30:13 GMT -5
don't split your army up at all, whenever there is a obstacle in the middle of the table i try to split up my forces and flank my enemy, but half of my forces die before the others get there. Also pistol wraiths are amazing, but because of their speed i am always tempted to get them into combat as fast as i can, but once they shoot, they die, so try to keep them near other troops, then shoot the enemy's leaders and charge my troops into combat with the now leaderless unit. And the necrosurgeon moves a fast as mechanithralls. Don't worry about armor, cryx's strength is their stealth, high defence, and ability to come back/ turn into focus.
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TeenyLilSuperGuy
Fodder
"Yeah well...Dracula called, and he's comin' over tonight!!!!" - The one and only Master Shake
Posts: 14
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Post by TeenyLilSuperGuy on Nov 4, 2005 23:10:11 GMT -5
So should I take alot of troops or jacks with stealth, 50-50 it, or have a few stealth run in and then swarm with the main army?
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Post by Zexsudel on Nov 5, 2005 1:32:34 GMT -5
I think your jack/troop range is based more on taste and caster. I mean with like Terminus I would take troops hands down. With Aspy I would take like 3-4 arc nodes maybe 1 or 2 helljacks and then the rest in infanty. The thing is cryx infanty (like all) doesnt live long really, so you want something to slug it out with being able to pop was it take 1 point of dmg
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Post by grotesquefreak9 on Nov 5, 2005 23:52:05 GMT -5
i second what zexudel said, the spells of your caster determine how your army should be composed. but your who your opponent is should influence the decision too. With stealth you don't have to worry about squishy troops dying before they get into combat. Jacks are great, but they're big targets and easy to hit. I would suggest taking banes, revenant crew, and stalkers with denny, the coven or goreshade. If not every model in your army has stealth keep unstealthed models away from stealthed ones. If you have all stealth be careful to get your troops just outside of your enemy's movement range, so you can charge them next turn without being charged yourself. Once in position it is easy to tear through anything, but be careful if your opponent has several lines of troops spaced outbehind each other. Because after annhilating the first line you will get butchered. You can get a jack to trample holes in a group of troops and then bring in troops to engage as many enemies as possible before the enemy can attack. and watch out for troops whose ranged attacks count as magic as they make pistol wraihs dissapear
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Post by hewhoneversleeps on Nov 16, 2005 8:45:21 GMT -5
As my second army is coming into its own, that being Cryx, I feel I should weight in on this conversation.
I played a 750 point game versus Schwankie last week trying out Epic Ass-sphinctor and the Deathjack. I also included a full unit of banes, the Seether, Boomhowler, a pistol wraith, a machine wraith, skarlock, and a Bokur. Schwankie was running his Karchev list with Alexia.
Needless to say my opinion on the Seether is iffy. It's still quite fun to see it go beyond Gaspy's command range and run straight into a pair of Kodiaks and the Behemoth. But I would have rather seen it wait a turn before doing so.
The single most effective unit I've found in the Cryx arsenal has to be the machine wraith. The little bugger got hold of a Kodiak and held on for two turns before being pushed out by Karchev. This effectively stopped his advance, and gave me time to move many things into position.
That being said. The least effective unit I had was in fact Gaspy. I didn't really use him all to much. It's not that I don't like his stats or spells. It's because I never saw a need for them. He mostly sat in the background dishing out a single focus to keep the Deathjack happy and letting the Skarlock throw around Excarnate.
The game ended in a draw because Flights was closing. But the very next turn The Deathjack had an opening to Karchev and with all of my banes dead, Epic Gaspy's feat could have end the man-jack's life.
In the end. I am want to say that Cryx doesn't need arc nodes to beat Khador. Mostly it requires careful movement and someway to stall their advance. As Schwankie put it before, Khador is very quick when they need to be and if you aren't expecting it you can be pummeled to a dust heap.
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