It took me a while to warm up to these girls, but when I did I found something truly unique. The Satyxis Raiders offer a nearly limitless supply of tools, while being cheap(ish) and incredibly powerful when used right.
I'll begin by extending a couple of warnings, because this unit requires a lot of finesse, so don't worry if they underperform for a while. In addition the Battlecollege articles are severely lacking (as of December, 2011), and features information that is either useless, outdated, or simply wrong. I'll try and suggest some changes to the author when I get the time, but for now you should simply pretend it doesn't exist.
The Satyxis Raiders have plethora of abilities, and remembering them all can be a challenge. Actually writing about them is a challenge as well, because every ability hinges on another ability, making it very hard to pick a place to begin.
The Sea Witch (SW) is a part of the unit, since you should never field them without her, and I'd very strongly recommend including a Satyxis Raider Captain (SRC) as well, so I've decided to handle them all in a single Spotlight, and hope I can manage to cover everything at once.
This is a disgusting ability, that makes the Satyxis Raiders defense sixteen against shooting, and grants them immunity to blast damage. The Satyxis are faster than almost everyone else, so making them ridiculously hard to hit, and immune to blast damage seems a bit over the top, but I'll take it. The ability is granted, so don't let her die.I'll begin by extending a couple of warnings, because this unit requires a lot of finesse, so don't worry if they underperform for a while. In addition the Battlecollege articles are severely lacking (as of December, 2011), and features information that is either useless, outdated, or simply wrong. I'll try and suggest some changes to the author when I get the time, but for now you should simply pretend it doesn't exist.
Satyxis Raiders, Sea Witch, and Captain
The Satyxis Raiders have plethora of abilities, and remembering them all can be a challenge. Actually writing about them is a challenge as well, because every ability hinges on another ability, making it very hard to pick a place to begin.
The Sea Witch (SW) is a part of the unit, since you should never field them without her, and I'd very strongly recommend including a Satyxis Raider Captain (SRC) as well, so I've decided to handle them all in a single Spotlight, and hope I can manage to cover everything at once.
Satyxis Raiders: Sea WitchThe Sea Witch defines a lot of what the Satyxis Raiders do, so let's take a look at the core abilities she brings to the unit, and talk a bit about keeping her safe.
- Granted: Force Barrier
- Mini-Feat: Power Swell
- Tactics: Pathfinder
- Summary
Satyxis Raiders: Satyxis Raider CaptainI did warn you that the unit was complicated, and the Captain brings another set of core abilities to the table. She's a lot harder to keep safe than the Sea Witch, and her abilities are not as vital, but she's an incredible solo for two points, that I consider an auto-include for several reasons.
- Commander
- No Sleeping on the Job (Satyxis)
- Desperate Pace (*Action)
- Summary
Keeping her alive can be difficult though, since she has no access to Force Barrier, so keeping her in terrain can be useful. She comes with nearly all the abilities of the main unit, which means she can Advance Deploy, has Pathfinder, and she's even a Weapon Master to make up for the lack of Power Swell.
The mistake I see most people make with her, is to apply Desperate Pace in the first round, when it's not actually needed. Most games she would be better of moving to a safe position, so she's available when you really need those extra inches.
Satyxis Raiders: AbilitiesThe Satyxis Raiders need bodies on the ground, so I recommend a full unit. The more stiletto heels you have on the ground, the more powerful power swell becomes, and the less morale checks they'll need to make.
- Advanced Deployment
- Combined Melee Attack
I rarely find myself doing this, because it requires a lot of setup and it takes forever to explain to an opponent (they never believe it's allowed), so I just take my chances with two attacks instead, and it usually works out alright in the end.
- Lacerator: Reach, Critical Knockdown, Feedback, and Chain Weapon
Chain Weapons allow them to dismantle shield walls with ease, and it reduces the armor of a few heavies as well, making it easier to abuse Feedback. Critical Knockdown rarely comes into play, but when it does happen it's a nice little bonus, and it makes them deadly screens (this will also be explained later).
Feedback allows the Raiders to damage a caster by hitting his jacks, and while you rarely get a kill with Feedback damage (I've never managed one), it can put your opponent in a really poor position. A worn down caster won't be taking chances, won't be able to risk free strikes, and if he's low enough he will have to pull his jacks out of the fight to avoid dying to Feedback damage, meaning you've got a lot less of his army to worry about.
The Feedback ability also has great synergy with unbinding from the Withershadow Combine, since unbinding also inflicts damage that circumvents a casters defense and armor, while inflicting low enough damage to make transferring a useless defense. Assuming you can unbind two upkeep spells, and get seven Raiders swinging, you've got 2d3+7 damage going straight to a caster, and that's going to hurt.
- Horns
Satyxis Raiders: TacticsThe Raiders have so many applications in a game, that explaining them all in detail is nigh impossible, but I'll do my best. I'm going to cut some corners here, but I'll try and flesh out the most relevant tactics.
- Pushers
- Screens
- Locks
Even with aim bonus, another unit will be unable to clear out the Raiders with ranged attacks (defense twenty, due to Force Barrier and being engaged), which means that he needs melee sweepers to free them, and I see a lot of tournament armies without viable melee sweepers these days.
- Flankers
In ninety percent of your games that will be a really efficient way to lose a lot of points, but occasionally your opponent forgets to take the sheer speed and Advanced Deployment into consideration, and opportunity arises. This move is often combined with "Locking", when a ranged unit is left to fend for itself on a flank.
- Magnets
Magnets are models/units that draw your opponent into position, and I guarantee you one thing: If you take his objective before he's had a chance to move, he'll come for it. You need a plan that involves more than just trying to hold it, because Satyxis Raiders don't hold objectives well, and their deaths will mean nothing unless you have a plan.
Magnets work best if layered, so resist the urge to put twelve models between him and the objective, because anything you place there will die. Satyxis Raiders are very hard to remove with shooting, so three or four models will do the job, and force him to take you out with melee models, and clogging up his own lanes badly. This also gives you a perfect second round, with power swell and 7-8 dual attack weapon masters charging in.
Satyxis Raiders: WarcasterThere are a lot of casters that will enjoy the Satyxis Raiders, but a few of them stand out and deserve special attention.
- pDeneghra: I shudder at the sheer destructive potential.
- eDeneghra: Can't touch this!
- Mortenebra: Recalibration, I love you.
- pSkarre: Dark Guidance and Blood Magic.
- eSkarre: Black Spot and Backlash.
Satyxis Raiders: SummaryThe Satyxis Raiders are faster than the speed of light, able to adapt to just about anything, and able to surgically remove just about anything in the game. They're dead if they're caught in melee with anything that knows how to fight, but will always hold the initiative, unless you as a player fail them. It's a unit that every caster can appreciate, and with the coming character restrictions I expect to see a lot of them on the tournament tables, so getting to know them can't be a bad idea.
Thank god. That took forever to write, and I can see I need to do some editing, but that will have to wait.
ReplyDeleteGood article, love the girls too. So much potential, one of my favorite cryx units (beating thralls hands down).
ReplyDeletePS 18 with pSkarre? How?
ReplyDeleteArgh, leftover from writing something that included Dark Shroud and Rust Bomb. Editing now :D
ReplyDeleteVery informational article.
ReplyDeleteI appreciate the depth you go to in these articles. All of your spotlight articles make me want to run out and buy the model/s you cover.
This isn't good because I'm still new and learning.
I'd love it if you did an article for new Cryx players. I don't know what angle you could take, but it would be interesting. Maybe something focusing on lists at lower point armies? 15 - 35 and how to play to a lists strength? Or which models to focus on depending on the playstyle you have.
Looking forward to future articles. I'd like to request one on Necrotechs, or Machine Wraiths.
Necrotechs are on my fail list (models I continually fail with), but Machine Wraith should be easy to accommodate, since I'm testing three of them tonight :D
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteHah. Good thing you have interested readers calling you out on this sort of thing.
ReplyDeleteI really need to find the cash to buy a box of raiders and a witch. I've already got the captain.
I think between them, the full mechanithralls and the minimum bile thralls I have I'll be able to field a solid list in the 35-50 point range. I've got plenty of jacks and other solos to fill in.
You also didn't mention that Dark Guidance increases the chances of getting critical knockdown.
ReplyDeleteThanks Jason :D
ReplyDeleteAttentive readers: 2
Lamoron: 0
I've added the Critical Knockdown information.
First off, I just wanted to let you know that this page is not linked to your spotlight list. Second, I was looking for your advice on my pDenny list. At 25pts, my plan is for 2xDeathrippers, Skarlock, 2xWWS, either a max or min unit of Raiders with Captain & Witch, and some ranged attacks. The question is, do i run a min unit and include either Croe's or Nyss without the help of Dougal? If so, which one? Or do I drop the Captain for Dougal? Option two would be to run max Raiders and fill out the last 4 points with ranged solos. In-faction that doesn't leave much besides a single Pistol Wrait, or 2 Bloats. I suppose Gorman or Saxon could work. What are your thoughts?
ReplyDeleteAh thanks, it's linked now. I think I'd switch out a Warwitch Siren, and avoid the problem. Nyss are probably better if you can't bring Dougal, since Croe's lack range if he's not there.
ReplyDeleteThanks, so you're saying to run the min Satyxis, remove a WWS, add in Croe's & Dougal? I would love to keep the Satyxis at max and fit in Nyss, but removing the Siren only puts me at 6 pts remaining.
ReplyDeleteI'd run min unit raiders, or try without the captain and use wave attacks instead.
ReplyDelete