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  1. #41
    Destroyer of Worlds
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    I've used these guys quite a bit so I think it is about time we adressed these overgrown apes:

    Black Ogrun Boarding Party
    These guys are cheap, multiwound models. For cost of 6, they fall in the same line of cheap infantry that Cryx is known for. Suprisingly, their speed is the same as Mcthralls, faster than drudges, but not as fast as the witches. So what good are they? Offensively with only at most 5 guys in the group, they are a little lack luster at taking out masses of troops. But the POW of their weapons is pretty decent, and can easily damage lights and put serious dings in lower ARM heavies. Add to this the fact that the Ogrun have CRA and drag and they add some tricks to the forces of Cryx. Like dragging a jack to be converted by the Withershadow combine or pulling a beast out of a Warlocks control area. Defensive-wise they aren't terrible, but not that great either. They have an average DEF, ok armor and 8 wounds, making them somewhat harder to one-shot (barring weapon master or other DAM buffs). They make for cheap screen for our Medium sized casters, as well as a a great unit when fighting jacks and multiwound models. But against masses of infantry they are somewhat sub par (You'd be better off with witches, drudges or Mcthralls).
    Last edited by Warlordtheft; 12-12-2011 at 05:48 AM.
    Cryx-We've got the green glow, and we recycle every body!

  2. #42
    Conqueror Revamp's Avatar
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    Hey, not a cryx player but noticed you don't have anything for Scaverous or Erebus on here. might wanna get that.

  3. #43
    Destroyer of Worlds jonconcarne's Avatar
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    Quote Originally Posted by Revamp View Post
    Hey, not a cryx player but noticed you don't have anything for Scaverous or Erebus on here. might wanna get that.
    I'll probably get to it eventually, but writing a dissertation comes first. Plus all my games right now are with Mercs
    I need to fix it!
    If you're having Cryx troubles, I feel bad for you, son. I got 99 problems, but a Lich ain't one!
    The world is a mess, and I just need to rule it.

  4. #44
    Destroyer of Worlds
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    Quote Originally Posted by jonconcarne View Post
    I'll probably get to it eventually, but writing a dissertation comes first. Plus all my games right now are with Mercs
    I've used them only once my self (as well as the Cryx Battle Engine). Until I gain some experience (play more than a couple of games with a model) I don't want to post on it.

    Been using the Rev Crew and cannon alot lately so here's a piece on them:

    Revenant Cannon Crew
    The cannon crew is long ranged artillery piece that is somewhat of an oddity for cryx. It is one of our lowest speed units in the game at 4. It costs 1 more than our other artilery piece (the bloat thrall), and cannot move and shoot. So why take this over a bloat thrall? Range is better, RAT is 3 better, and with Rengrave is a RAT8. Also it has ghost shot and ignores terrain, cover, intervening models, and that pesky thing called LOS. For all intents and purposes, the cannon crew is a highly acurate artillery piece in a force with very little in the way of ranged combat. It's AOE is only 3" so it can hit multiple models, just not its primary purpose. Its primary purose is to snipe at high value targets, light warjacks, and maybe (if your opponent clumps his troops) snag a few other guys in the blast. While the pow 14 can damage some of mid range heavies, it cannot do so reliably. One added benefit is that you can replace lost crew members when killing enemy troops.
    Cryx-We've got the green glow, and we recycle every body!

  5. #45
    Destroyer of Worlds
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    Revenant Crew
    The Rev Crew is a light elite dual purpose (sort of) infantry unit. While their base stats are unimpressive, with gang they become significantly more formidable. This unit is better at close combat with two attacks (sword and pistol) than at range (8", and POW 10, and terrible RAT). Armor is low, but the defense is a rock solid 13. The key thing with this unit is its Death Bound ability. Keep the Quartermaster (the unit leader) alive and you keep all of the crew alive (barring remove from play effects). This means with proper placement, your opponent will have to devote significant resources to eliminate this unit. Either killing all, or almost all models. Important saftey tip: Snipe, ghost shot (or similar abilities), and arcnodes can be problematic-as they allow your opponent to easily single out the quartermaster. It is best to field this guy with some means of protecting him (such as and Ogrun Bokur, Gorman, E-gaspy's caustic mist) to help allieviate this vulnerability. In addition to gang, this unit also benefits from Rengrave being in their line of sight--boosting their mat to 7 or 9 with gang-and raising their RAT to a respectable 6.
    UA-Revenant Crew Rifleman-Adding these guys to the unit give your models more reason to shoot rather than charge right in. They have CRA, and are decently ranged, so having 3 in the unit is strongly recommended, so much so that I wouldn't bother fielding just 1 or 2 in a unit. This allows you to get of a more accurate and damaging shot (A pow 13 with all 3). They also are death bound and benefit from Rengrave.
    Last edited by Warlordtheft; 05-04-2012 at 05:32 AM.
    Cryx-We've got the green glow, and we recycle every body!

  6. #46

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    Very nice write up..... thanks for sharing

  7. #47
    Warrior Nexus22's Avatar
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    Satyxis Blood Witches
    Never underestimate the value of the speed and finesse you can squeeze out of this 6 point package (8 with the UA). I spent a good deal of time working with both Satyxis units and the Witches have their uses in some situations. Speed 7 really makes this unit a first strike option and gives them a threat range of 10 1/2 inches on the charge. Unfortunately their DEF/ARM of 13/13 makes them squishy at best, but the Satyxis Blood Hag (see below) can turn them incorporeal after their activation for a round once a game. You can use this to help them survive on their way across the board, or after their initial strike but it won't save them if your opponent has magic weapons so don't run them against Menoth and keep in mind your opponent can now walk right through them. With gang these lighweights get a little boost making them MAT 8, POW 12 and 10 which is enough to chew up other units (Try them with pSkarre and you can take a good bite outta jacks with POW 17 and 15s on her feat turn with gang, plus ARM 18 incase you want to get more than 1 attack out of some of them). If your opponents happen to be living, you get a little bonus when you kill one with the Blood Razor (magic weapon). You can choose to hit another target within 4 inches of the Blood Witch, with a POW equal to the STR of the model detroyed, but this rarely has enough umph to kill anything else when your killing units. I prefer to use the Blood Mist ability to turn the living model you just boxed (pay attention to the wording, boxed means you can use this ability if your opponent manages a tough roll) into a 3" cloud effect that might slow down a shooting army against the rest of your troops who are trying to catch up to your speed 7 Witches. If you happen to have both Satyxis units on the board and are running a Satyxis Raider Captain (see above) with them, your Blood Witches benefit from No Sleeping on the Job which allows them to stand up from knock down if they are in her command range. Let's face it though, as squishy as they are if they took any damage to be knocked down, they are probably already dead.
    -Blood Hag UA This malevolent old biddy is really the rockstar of this unit. The DEF/ARM of this UA is the same 13/13 as the unit with 5 boxes, but with victim stats like those she's only surviving one puny hit if any at all, at least she has stealth. Her Mat is 1 higher at 7 and her POW is the same on both weapons, but her SPD is only 5 so make sure when you deploy them she is at the front so when you run the unit she still has everyone in command range. Her Blood Razor has the same effects against living models as the rest of the unit (as well as gang) with the added choice of dispelling upkeep spells on any model/unit hit (again, pay attention to the wording, all you have to do is hit them). The Hag's mini feat let's her turn the whole unit incorporeal once per game at the end of their activation (which means no charging through stuff to get to the tasty bits behind the lines, but at least it offers a little protection). Her last ability is what you play her for though. Entropic Force removes tough from enemy models in her command range (which is only 9, so she's probably toast once you get her close enough to use the ability) and prevents them from healing. This is really effective against beasts you have beat the aspect out of.

    That was probably a bit much, but hopefully it is helpful if anyone is looking into running them.
    Last edited by Nexus22; 03-19-2013 at 12:13 PM.
    Q: "Are all Cryx players loud mouthed braggerts?"
    A: "Nope, just me baby...just me."

  8. #48
    Combatant dragonfather13's Avatar
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    great write up
    Last edited by dragonfather13; 04-09-2013 at 11:46 AM.

  9. #49

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    Thanks, very usefull info

  10. #50
    Destroyer of Worlds
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    Quote Originally Posted by Nexus22 View Post
    (pay attention to the wording, boxed means you can use this ability if your opponent manages a tough roll)
    No, you can not, order is disabled > boxed > destroyed. Tough triggers on disabled and immediately heals a point, so the model is removed from the sequence and never reaches boxed.

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