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2LiveIs2Die
01-19-2010, 12:19 PM
I am use to playing Skarre1 and Denny, some others, but for events those are my two of choice, after a long debate with my friend, I've decided to take Asphyxious1 and Asphyxious2 to the resurgence, my problem is I tend to love mechanithralls, and lots of them, but at a pitiful mat 5, and no real way to help that due to his lack of debuffing, I feel playing Asphyxious1 I would be better off elsewhere. I don't really know about banes because, yes, they are good, but point for point they have no UA's to help them, and I can't decide how to fill out my list, knowing that at some point I will be moving from Asphyxious1 to Asphyxious2.

My list is;
Asphyxious
*Deathripper
*Deathripper
*Deathripper
*Seether
Bloodgorgers x10

23/35
Need 12 more points for round 1..

The only reason I'm more comfortable with gorgers is the effective mat 8 with gang. Any ideas / reasons they will work?
Thx C:

Jyggdrasil
01-19-2010, 12:23 PM
Any reason you have gone for a solid 3 DRippers instead of mixing it up with some NWretches to give you a ranged option?

2LiveIs2Die
01-19-2010, 12:45 PM
Any reason you have gone for a solid 3 DRippers instead of mixing it up with some NWretches to give you a ranged option?
Because they can output more damage effectively. 2 pow 13's 3d6 is c:
If I go for range I'll switch to defiler. I would spend one more point for good ranged over mediocre.

Gerlak
01-19-2010, 01:06 PM
hmmm....works

draxius
01-19-2010, 01:44 PM
My pick for the rest of this list:

Satyxis Raiders x10
Satyxis Raider Sea Witch
Skarlock

The Skarlock will allow you a free recast/cycle of Scything Touch between your two units or provide an extra damage spell to the mix that doesn't cost you focus. The Raiders can so significant damage with that spell + Power Swell, especially on the charge. As you move to eAsphyxious, you can toggle to free (re)cast of Parasite or Excarnate to augment your inevitable undead units in the higher point games.

On top of that, Feedback is always vicious, and critical knockdown+corrosion with Scything Touch is just insult to injury on a Heavy Jack... and I likes me some insult with my injury. ;)

2LiveIs2Die
01-19-2010, 03:23 PM
My pick for the rest of this list:

Satyxis Raiders x10
Satyxis Raider Sea Witch
Skarlock

The Skarlock will allow you a free recast/cycle of Scything Touch between your two units or provide an extra damage spell to the mix that doesn't cost you focus. The Raiders can so significant damage with that spell + Power Swell, especially on the charge. As you move to eAsphyxious, you can toggle to free (re)cast of Parasite or Excarnate to augment your inevitable undead units in the higher point games.

On top of that, Feedback is always vicious, and critical knockdown+corrosion with Scything Touch is just insult to injury on a Heavy Jack... and I likes me some insult with my injury. ;)
If I do that, I don't see myself going to version 2 for any reason.
Skarlock is useless on the front line, he will cast 1 spell and die, maybe hitting. Where as gaspy 2 is great and all, he needs (from my play experience) high powered troops, litterally, troops that have a high power weapon. Raiders and Gorgers just aren't as awesome with him, and I don't want to fiddle around in round one with a 10 point unit of banes or cav.

If I stay with Gaspy1 I will probably do something along the lines of the following, however if I switch to Gaspy2, which i will probably wait to do until round 3, I would do something completely different.

List One:
Gaspy
*Nightwretch
*Deathripper
*Deathripper
*Seether
-Skarlock
Bloodgorgers x10
Raiders x10
*Sea Witch

Two (Add):
Upgrade to Deathjack
Cankerworm
Pistol Wraith x2
Necrotech

Three (Add):
Seether
Withershadow Combine
Gerlak

In this list i'd be at max for round 1 and 2, and i have 8 points to mess with in round 3. But that's the basis of what I would be going on.

Whereas if I played Gaspy2 at some point, knowing he needs troops that are consistently well off on their own to benefit his feat, I would probably take the gorgers and raiders out for bane thralls and a small unit of biles, or another jack. I don't find one or the other to be bad. But I don't want to build around gaspy one and include models like skarlock, which in later rounds won't be helpful. I would probably run more of a list starting like this:

Gaspy1
*Seether
*Deathripper
*Deathripper
*Nightwretch
Bloodgorgers x10
Bane Thralls x10
Pistol Wraith
Necrotech

Whereas this list might not be as efficient in round 1, in the later rounds I don't have models that I look at and go "wow, i wish this were something else right now"

Kaptain Von
01-19-2010, 11:00 PM
I am use to playing Skarre1 and Denny, some others, but for events those are my two of choice, after a long debate with my friend, I've decided to take Asphyxious1 and Asphyxious2 to the resurgence, my problem is I tend to love mechanithralls, and lots of them, but at a pitiful mat 5, and no real way to help that due to his lack of debuffing, I feel playing Asphyxious1 I would be better off elsewhere.

You'd be surprised. What you have to get used to with Mechanithralls is that you're operating on the "throw enough mud at a wall and it will stick" principle - they're a cheap unit with two attacks, access to a decent Combo Strike, and access to an effective +5 on the damage roll under Asphyxious. They're that cheap that you can take enough for it not to matter that they're just under the MAT6 sweet spot - sevens will still hit DEF12, and that's enough for a lot of line infantry and warjacks. I'm not usually an advocate of the "he who rolls the most dice wins" school of tactics, but with the Mechanithralls it is actually valid.

Or, of course, you could always take a Helldiver or two for cheap, going-to-get-where-it's-going slam fun. Surface a Helldiver behind a target and slam it towards the Mechanithralls, knocking it down, or (better, because it takes less time to set up) slam two targets from the side, sending them inwards, towards your Mechanithralls' threat range, and kill two proverbial birds with thirteen very actual combo strikes. You can use the arc node 'jacks for this too, of course, but the advantage of the Helldiver is burrowing (protection from enemy fire, ability to pass under enemy troops and terrain and set up slams from places a Deathripper might not be able to reach).


ETA: All that said, Bloodgorgers look like a decent bet - medium bases so they block LOS to Asphyxious, two attacks so they benefit greatly from Asphyxious' preferred buffs, and with Gerlak in the list their Toughness doesn't keep them out of combat.

Also, don't be fooled by the number of dice you get to roll with Deathrippers - yes, you'll do more damage, but you have to cover more ground and enter melee to get there, meaning that it's easier to deny you the chance to roll any dice at all. Also comments about channelling and melee attacks working at cross purposes, et cetera, et cetera.

WMPlayer
01-20-2010, 12:36 AM
I also have to support using Mechanithralls with Asphyxious even against infantry. The ability to make two attacks when facing high DEF targets really does end up working out overall. It is not where McThralls shine, but if necessary they can go against other troops.

2LiveIs2Die
01-20-2010, 03:22 AM
I also have to support using Mechanithralls with Asphyxious even against infantry. The ability to make two attacks when facing high DEF targets really does end up working out overall. It is not where McThralls shine, but if necessary they can go against other troops.
Cheap maybe, but to make them survivable, you need a surgeon, seriously. 12/12 isn't going very far. And I don't know why but I can't tear myself apart from 3 brutes. Maybe in round one <3 is fine, but i would want to max it out at some point, and 10 points for a unit that you know will miss given an average defense and rolling isn't much of a good investment. Idk c:

DemonCalibre
01-20-2010, 06:28 AM
McThralls aren't bad, but I don't like he idea of them as your only melee unit. They are very easy to kill, even though they can swing so much to hit hard targets, it's unreliable to kill specific models(I.e. you need that guy dead to open a charge lane)

If your only bringing one infantry unit, I am not sure I would bring McThralls unless I had some means to protect them, or increase the reliability of them hitting.

I like the idea of Gorgers, double power 15s means they can put the whammy on jacks, and they are solid enough against infantry that they are going to always have something to do.

Zaxon
01-20-2010, 08:14 AM
I would suggest min Mechanithralls and max Brute Thralls per unit. The Brutes are MAT 6 and become two P+S 20s under Scything Touch and Parasite, or one P+S 24 Combo strike. A min package only costs 6 points, so you could add two of these units to your above list. They work equally well under eAsphyxious, as the brutes are nice choices for his feat turn.

Kaptain Von
01-20-2010, 09:31 AM
Cheap maybe, but to make them survivable, you need a surgeon, seriously. 12/12 isn't going very far. And I don't know why but I can't tear myself apart from 3 brutes. Maybe in round one <3 is fine, but i would want to max it out at some point, and 10 points for a unit that you know will miss given an average defense and rolling isn't much of a good investment. Idk c:

I like to take at least two with Asphyxious because of that whole medium base thing. Any lines of sight that they can cut down are an advantage for him.

I frequently run them as my only unit, never mind only melee unit. If I could afford Bloodgorger minis and had the patience to correct their AWFUL poses I'd try them out instead - as it is I can only say that they look like a good idea and viable alternative.