View Full Version : How do you cream the Cryx?
zaque
12-08-2009, 06:38 AM
Good time of day everyone! I was curious about the different tactics everyone uses to murderize the Cryx! I know I get frustrated fighting them sometimes, so let's pool our knowledge together and cure all of Cryx-based headaches.
LAWwaldo
12-08-2009, 11:43 AM
I think your question is too broad. What casters are you fighting? Are they going troop heavy or jack heavy? Is it a stealth list? How many arcnodes are running around? There isn't a simple way to fight any faction until you look at these factors.
lawyerpants
12-08-2009, 12:31 PM
No. no. no. This question is asking how to stop Cryx in general. He wanted it to be broad. We pose a problem and solve. I have justed started Cygnar and cannot comment on how to stop Cryx.
AndyFrazer
12-08-2009, 12:51 PM
Why not try a mixture of these:
Shoot 'em
Disrupt 'em
Get big jacks to hit 'em
Knock 'em down and stomp 'em
Should work... ;)
Killionaire
12-08-2009, 01:32 PM
Stormsmith the arc nodes. As of MK2, you're going to have as many smiths probably as they have Nodes. Then destroy them or keep them disrupted.
Have Gun Mages and Long Gunners open up and gun down all those Biles, Banes and McThralls at range.
Cryx Casters are only medium survivability, relying usually on a mechanism such as stealth to survive. Have Gun Mages take them out, or crush the army. Don't let anything get close to your forces, and trade your melee element carefully. Anything they make a swing against in melee that's not a Jack is dead.
dergliss
12-08-2009, 03:35 PM
You ever played Resident Evil? It's kinda like that. XP
Night_Dragon
12-08-2009, 03:53 PM
Ya gotta shoot 'em in the head!
Alternate humorous response:
"Now this next recipe calls for crème brûlée, unfortunately we're out! We're going to try and get creative with a little crème Cryx that I found in the fridge.
Actual advice? I can't really do much without a warcaster, at least. General advice is watch for arc nodes. Luckily they will have fewer nowadays.
kylegnagy
12-08-2009, 07:35 PM
If you want a general answer, Cryx has a lot of tricky abilities (like stealth) and generally high defense.
Your best bet is to make sure you can deal with stealth and incorporeal, and then do your best to knock them down to negate the high defense. The arc node issue has been addressed, so it would be redundant to talk about it again other than to add that their arc nodes are fragile and we have lots of ranged combat.
In general, cryx is fast, has high defense, and hits hard, but are fragile. This means if you can survive the charge, your counter attack can be extremely effective. Arcane shield or meat shields help in this respect. Rowdy provides a nice counter charge/grudge to hit them back. Just remember, take the beating but survive with fighting capabilities left and you can take them down.
The Cryx heavies are no where near as hearty as our heavies, so consider taking only heavies against cryx. For infantry I suggest taking anything that can shoot, possibly shoot stealth.
Best advise I can give is know your enemy. There are TONS of special abilities and rules for Cryx, so reading their cards is well worth your time.
withershadow
12-08-2009, 07:44 PM
The factions have grown too large (and distinctions in gameplay blurred by MkII) to be able to give generalized statements about the entire faction. I know you're trying to start a separate thread for every faction, but it's simply not feasible at this time. Once the field tests are over and all the rules are in our hands, undoubtedly there will be threads popping up with specific issues. After a while, we can probably start compilation threads that link to the best tactics articles/discussions/whatever.
Fryerdan
12-09-2009, 05:15 AM
I like using stryker's earthquake on them and then mowing them down with chainguns. You can pop a bone turkey pretty easily with several pow 10's.
With cryx you also want to deal with their insane speed which gives them a NASTY threat range. Do this with lasting AOE's like the suppressing fire that chainguns and long gunners get.
Anything that can disrupt them also cripples them quite badly so stryker is a good caster for that as well.
Pretty much boost your RAT as much as possible and plink them to death as they have crappy armor.
whats82
12-09-2009, 07:16 AM
Always bring ATGM with UA. Good vs a lot of things in cryx that other faction have trouble dealing with, such as Blackbane, pistol wraith, bane thrall, machine wraith.. you get the idea.
CT GAMER
12-09-2009, 10:37 AM
Always bring ATGM with UA. Good vs a lot of things in cryx that other faction have trouble dealing with, such as Blackbane, pistol wraith, bane thrall, machine wraith.. you get the idea.
Agreed.
This module gives my regular Cryx opponent ( and all his stealth/incoporeal spamness) Fits...
Sad perhaps that you almost have to put them in if you expect to face Cryx, but then again they are good in general...
Typhael
12-09-2009, 10:41 AM
It's the case of "one faction has lots of guns, thus another faction has evasion abilities that they must use in order to get around the guns, thus the first faction must use particular units to circumvent those evasion abilities..."
It's the power-loop that probably never should have happened. Instead of coming up with fancy units that bypass the evasion ability, they should have just relied on existing unit types that didn't care about said evasion ability (melee, magic, whatever).
That said, the Gun Mages are neat models, and fielding them is always fun. As a Cryx player, I fear a) Long Gunners with their insane ability to hit/damage, and b) the Gun Mages to kill anything the Long Gunners can't kill. Everything else is pretty much managable, but be sure to keep your ranged units away from Bloat Thrall AoEs. Oh, and that Defender is a nasty SoB...
GunMageinTraining
12-09-2009, 10:54 AM
Agreed with ATGMs+UA.
Add in Siege, pHaley (spell absorbing) and PKs (spell immunity)
Stormsmiths to tie up or shock arc nodes, and anything beatsticky to beat down some jacks. Centi works very well in this roll, being both very heavily armored and immune to charges if you want it.
Ghyrrshyld
12-09-2009, 04:31 PM
Agreed with ATGMs+UA.
Add in Siege, pHaley (spell absorbing) and PKs (spell immunity)
Stormsmiths to tie up or shock arc nodes, and anything beatsticky to beat down some jacks. Centi works very well in this roll, being both very heavily armored and immune to charges if you want it.
That's when we switch to Mortenebra, who is an atypical Cryx caster in a lot of regards and slaughter that.
That said, in the new MK II, I think that eDenny and eSkarre in particular are going to be along with eGaspy and Mortenebra the casters that are difficult to match up against.
Eagle dan 4
12-14-2009, 12:32 PM
iv'e been speaking to a few cryx players and it seems that the deathjack has now become a primary jack in their armies. Im aware its a unique so its hard to take down but now we cant disrupt it and make it run for their caster im not sure quite how to deal with it. Our old disruption tactics do not work as it will allways have 2 focus (same as mk1, so any ideas for deathjack kill runs?
TimBuckToo
12-15-2009, 06:31 AM
any ideas for deathjack kill runs?
I realize this is asking for kill runs with Cygnar but you gotta hear this.
Last Friday was round 4 of our CtA event and I played "The Cryx". Of course, he had a Deathjack. It was one of those scenarios were you need to control the center of the board, so of course he ran his DJ toward the center.
I noticed that there was a nice juicy pond just right of center of the board. Earthborn moved in, picked the DJ up and tossed it in the water.
Splash, no more Deathjack by turn 2. God that felt good. Anyway, thats one way to kill it :cool:
GunMageinTraining
12-15-2009, 07:03 AM
That's when we switch to Mortenebra, who is an atypical Cryx caster in a lot of regards and slaughter that.
That said, in the new MK II, I think that eDenny and eSkarre in particular are going to be along with eGaspy and Mortenebra the casters that are difficult to match up against.
Siege kills jacks dead, and ignores stealth.
pHaley slows jacks down alot, plays the disruption game somewhat, and can feat to kill jacks rather easily with troops.
Even with Montenabra disruption screws up jacks good.
ATGM's wont do much, but PKs can mini-feat to pound some jacks into scrap.
Gorbad
12-15-2009, 08:20 AM
iv'e been speaking to a few cryx players and it seems that the deathjack has now become a primary jack in their armies. Im aware its a unique so its hard to take down but now we cant disrupt it and make it run for their caster im not sure quite how to deal with it. Our old disruption tactics do not work as it will allways have 2 focus (same as mk1, so any ideas for deathjack kill runs?
You could never disrupt it and make it run for there caster. At least I've never had a game against Cryx where there was not something handy nearby that it could just snack on instead. And it was always a primary jack in the Cryx arsenal I thought.
In fact, the biggest change is the loss of Necrovent I think, making it easier to kill than before in many cases.
blakeh1
12-15-2009, 11:46 AM
As a Cryx player this is the kind of stuff I hate seeing across the table
Black 13th. Yes they are squishy but they ways of negating Stealth (true sight and Fire beacon) and can severally damage most helljacks, or even outright knock out arc nodes or Stalkers and they have magical weapons so they can hit Incorporeal
Gun Mages with the Officer - because they get True sight to ignore stealth and have magical weapons)
Long Gunners - because they can CRA and do 1-2 POW 20 shots. That dice +3 to even your average Cryx helljack or even dice +1 damage to our most heavily armoured jack or split into 2 CRA groups to kill 1-2 bonejacks or at least probably take out an arc node
Precursor Knights with UA - because they have Spell Ward I can't do anything to debuff them, or allow my troops to move through them and they can handle Incoporeal and it will often force me to have to use a jack to deal with them. Even worse when it is a unit of precursors with a unit of long gunners behind them
Stormsmiths are also very annoying since they can shut down my arc nodes and the arc nodes high DEF is meaningless since they just need to pass a skill check and does not require LOS.
Anything else causing Disruption or with Electro Leap/chain lightning is also very annoying
Jack wise the Thunderhead is another dreaded jack for Cryx infantry
blakeh1
12-15-2009, 11:52 AM
oh and add the Squire, not because he has any offense himself, but because of the extra 2" CTRL area it gives casters like Siege or Caine (with Snipe up)
GunMageinTraining
12-15-2009, 12:34 PM
Smithies require LoS now, just FYI
blakeh1
12-16-2009, 06:36 AM
I didn't think they required LOS. It only states target model in range takes a damage roll. Good news for me though. I'll have to keep that in mind next time I am facing Cygnar
bushi
12-16-2009, 08:39 AM
Stormsmiths require line of sight for the solo attack. The attacks that use two or three stormsmiths do not have a Range requirement at the beginning of their ability. Thus it does not require line of sight.
Solo -- RNG 10: POW 10.
Double -- If another stormsmith is within 20", two POW 10 targets along a line between them. Else nothing
Triple -- If two stormsmiths within 20", three POW 10 targets in the enclosed space created by the edges between stormsmiths.
All of the above damage also happens to cause Disruption.
TsavongLah
12-16-2009, 03:02 PM
Stormsmiths require line of sight for the solo attack. The attacks that use two or three stormsmiths do not have a Range requirement at the beginning of their ability. Thus it does not require line of sight.
Solo -- RNG 10: POW 10.
Double -- If another stormsmith is within 20", two POW 10 targets along a line between them. Else nothing
Triple -- If two stormsmiths within 20", three POW 10 targets in the enclosed space created by the edges between stormsmiths.
All of the above damage also happens to cause Disruption.Would it be appropriate at this juncture to reiterate how ****in' awesome the Firefly is going to be?
Typhael
12-16-2009, 03:16 PM
I was under the impression that it was the "target model" bit that mattered, as you need LoS to be able to target a model.
I might be totally wrong, though. :D
Dino-Czar
12-16-2009, 03:34 PM
If a skill has a range associated with it you must be able to see the target. Surge and Triangulation do not have ranges so do not need an LoS, Single Strike does, so it does.
When a model uses an ability with a RNG, it must target a model in its line of sight.
•Single Strike (★Action) - RNG 10. Target model. This model makes a skill check. If it passes and the target model is in range, the target model suffers a POW 10 electrical damage roll ICON.
•Surge (★Action) - If there is not another friendly Stormsmith Stormcaller within 20˝ of this model when it makes this special action, nothing happens. Otherwise, this model can target up to two models whose bases are intersected by any line drawn between the bases of the two Stormsmith Stormcallers. This model makes a skill check for each model targeted. If it passes, that model suffers a POW 10 electrical damage roll ICON. Models can be targeted only once per Surge special action.
•Triangulation (★Action) - If this model and two other friendly Stormsmith Stormcallers are not all within 20˝ of each other when this model makes this special action, nothing happens. Otherwise, this model can target up to three models whose bases are within the triangular area between all three Stormsmith Stormcallers. This model makes a skill check for each model targeted. If it passes, that model suffers a POW 10 electrical damage roll ICON. Models can be targeted only once per Triangulation special action.
1911gunmage
12-18-2009, 09:46 PM
Bring lots of long range Ammo, accuracy and truesight. the hardest target to crack will be casters and some of the heavy jacks but ussually I see Lots of bone chickens and infantry...
I ussually use Nemo or Caine for a caster...haven't had too many chnaces toi run much other than Caine though....
Hellspawn
12-20-2009, 01:05 PM
I was curious about the different tactics everyone uses to murderize the Cryx! .
You don't. We freakin' rule!:D
phreaker187
12-20-2009, 02:05 PM
You don't. We freakin' rule!:D
lol, that's awesome.
Cygnar matches up very well against Cryx as they lack anything with range other than spells and the occasional pistol wraith. Shoot shoot shoot, then for good measure move back and shoot some more.
Big AOE's like Ground Pounder and Time Bomb give them fits too. Chain Lightning, things like that. Basically anything ranged that can wipe out most of a unit of bane nouns or mech thralls makes them grouchy.
A 1 point Storm Smith dancing around their 4pt node yelling old man explitives doesn't help either.
Typhael
12-20-2009, 10:04 PM
lol, that's awesome.
Cygnar matches up very well against Cryx as they lack anything with range other than spells and the occasional pistol wraith. Shoot shoot shoot, then for good measure move back and shoot some more.
Big AOE's like Ground Pounder and Time Bomb give them fits too. Chain Lightning, things like that. Basically anything ranged that can wipe out most of a unit of bane nouns or mech thralls makes them grouchy.
A 1 point Storm Smith dancing around their 4pt node yelling old man explitives doesn't help either.
Yay balance :D
Blasterbonatti
12-21-2009, 03:19 AM
I'm a Cryx player and the thing that makes me poop myself in Cygnar is the ranged element. Long Gunners, ATGMs, THead are probably top of the list. Stormsmiths are a pain for getting rid of our slippery solos. If you're not winning by the end of turn two though, you're probably boned :D
Jyggdrasil
12-21-2009, 03:29 AM
The ranged elements don't concern me, its the buffs/debuffs that get stacked on top that do the damage. Buffs that let Cygnar shoot even further or penetrate stealth/incorp. Debuffs that slow down my models and/or drop their DEF.
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