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Showing posts with label Croe's Cutthroats. Show all posts
Showing posts with label Croe's Cutthroats. Show all posts

Thursday, November 3, 2011

Spotlight: Croe's Cutthroats

A successful empire needs assassins, and our empire doesn't really have any. It's a sad fact, but when we need someone dead, without revealing our intent, we need outside talent. This is where Croe comes in, bringing his band of merry backstabbing poisoners to the table.

Nil Mortifi Sine Lucre

The Cutthroats bring a ranged game, and while often regarded as complete failures, they work surprisingly well with the right setup. In addition to a list of abilities that spans a mile, the Cutthroats have both stealth and pathfinder, so they fit our faction theme well.


I'll begin with a story about underestimating the Cutthroats. I was on the receiving end of a Molik Karn missile, but before touching down he incurs a free strike from Croe. I pick up my dice, and my opponent get's a quizzical look on his face.

I show him that Croe has reach, and I pick up my dice. My opponent looks slightly bored, since I'm going to die anyway, and a free strike from some random dingbat won't matter. I roll my free strike, strip Molik Karn of his spirit, and win the game.
Croe's Cutthroats: Abilities
As always I'll leave most of the explaining to Battlecollege, but I'll have to take you through some of their abilities, since they're so crucial to the way the Cutthroats play. The list of abilities is exceptionally long, and remembering them all is quite hard.
  • Bushwhack
One of the abilities that keep them alive. This allows you to fire, and then retreat out of charge range. It also allows you to kill models that are engaging you, and then retreat to safety. In combination with stealth, it allows them to remain almost untouchable, though you should be very careful around blasts or things that ignore stealth.
  • Stealth
While essential to their survival, it won't keep them safe unless you Bushwhack. Stealth isn't an excuse to leave that linear obstacle either, because quite a lot of things ignore it. Blast damage will destroy their pathetic armor, so spread out!
Croe's Cutthroats: Support
The Cutthroats are short ranged, and cant hit a barn door from three feet away. Dougal MacNaile is an auto-include with the Cutthroats, since the additional two inch range can allow them to aim, but they really appreciate working with defense debuff casters.
Croe's Cutthroats: Warcasters
There are few casters that really appreciate the Cutthroats, though a couple of the others can run them with a modicum of success.
  • Warwitch Deneghra: I rarely ever get to assassinate with them, since people quit when they do the math. Their caster is knocked down, and each cutthroat will put a 3d6+15 bolt in him/her.
  • Wraith Witch Deneghra: Web of Shadows allows for some interesting rounds, where stealthy assassins annihilate your enemy, while he's easy to hit and unable to retaliate. Marked for Death or Curse of Shadows, will add the last bit of punch to their volley.
  • Lord Exhumator Scaverous: Oh dear god! Telekinesis, Icy Grip, Feast of Worms, and you've got each cutthroat putting a 4d6+12 bolt into something, and you're doing it at RAT 9.
Croe's Cutthroats are slightly less effective against non-living models, but I've never found it problematic. The raw power they grant the casters above, is close to game breaking, and I've killed heavy warbeasts with a minimum unit (and then Bushwhacked backwards to line up for the next kill).

They're viable melee assassins with several casters, though they are downright scary with Lord Exhumator Scaverous, and I've had two of them take Karchev the Terrible down to half health, after which the player surrendered.
Croe's Cutthroats: Damn dirty tricks.
Everything else has been an introduction, but this is where the real meat is to be found. The Cutthroats have a pile of abilities, but the real power of the unit is their leader: Croe. Unlike most other characters he's not an officer, which means you can promote a grunt to "Croe" when he dies. This allows for some really impressive tricks, and knowing them is they key to their success.
  • The Screen: Croe can cover quite a bit of ground with his free strikes, and it often takes people by surprise. None of the grunts have reach, so opponents often miss that little detail, and if you're living he hits like a truck. I usually leave Croe about four or five inches in front of the unit, and when he dies you simply promote a grunt.
  • Hiss: Croe has a fancy gun, and hitting people shuts down their spellcasting for a round. He might have poor RAT, but hitting an enemy caster could very well win you the game. Journeymen Warcasters, Lesser Warlocks, and other spellcasting solos are perfectly viable targets, and it's always fun telling your happy opponent (his solo survived), that he's still screwed. It's not Eiryss, but it's wroth remembering.
  • The annoying ****: This is my favorite trick, and like the screen tactic it works because Croe has reach, while his men lack it. This takes a little more explaining, and probably only works a couple of times against any given opponent, but I love doing it.
The annoying **** happens because the Cutthroats have stealth, and this occasionally leads to opponents advancing close to them with ranged units. The real fun happens, when he shoots Croe, and you promote a grunt, because that model now has reach, and your opponent suddenly finds a couple of his ranged models engaged.

Another version is where you promote a grunt to block his carefully arranged charge lanes with reach, or promote the grunt next to his important solo, so he has to deal with the engaged defense bonus, and risk blowing his own models to hell if he misses (Thanks to Jason for pointing out, that a promoted leader cannot actually make attacks, so remember that models can just walk away from him).
Croe's Cutthroats: Summary
The Cutthroats are assassins and should be treated as such. These guys are ninjas, and not the Hollywood version, but the "death from out of nowhere" type, that will die horribly if forced into a fair fight (so don't fight fair). Hide them behind linear obstacles, screen them with Croe, retreat with Bushwhack, and use whatever tricks your chosen caster has available to: make sure they survive.

These guys like having the first turn, so they can run like the wind, and spend every turn after that falling back with Bushwhack. If you can get away with aiming then do it, but keeping them safe takes priority (unless you can end the game of course).

If you commit them to melee you better have a damn good plan, because they will be brought down hard, and they're awfully expensive. If you find yourself engaged, pop a Ghost Walk on them, see what you can take down with melee attacks, and then retreat with Bushwhack and let something else handle the remaining offenders.

Retreat, Regroup, and Re-engage.

Saturday, July 2, 2011

A little bit of Scaverous on my mind...

I took the Exhumator to a tournament today.

I made him a model last night, and though the picture is crappy phone quality, I think you get the idea. It's a work in progress of course, and the scythe arm looks clunky on the picture but rather elegant in real life. His arms are magnetized so they/he can be posed and transported, and most of the flight stand will be covered in terrain of some sort when I'm done.

Ftaghn?

Now equipped with a model, I noticed that it was two in the morning, and I needed to get up at eight. That left me with little time to crunch the numbers on a list, so I mostly just threw together what I'd been considering for the last couple of weeks, and hoped for the best. Though I seem to be suffering from a strange disorder that makes me ill at tournaments, I did manage a third place and got a shiny new coin.

Lord Exhumator
- Nightwretch
- Nightwretch
- Skarlock Thrall
Bane Knights (Leader and 9 Grunts)
Bloodgorgers (Leader and 9 Grunts)
Croe's Cutthroats (Croe and 9 Grunts)
The Withershadow Combine
Bane Lord Tartarus
General Gerlak Slaughterborn
Necrotech & 1 Scrap Thrall
Ragman
Warwitch Siren

Round 1: Exhumator Vs. pIrusk
I was very unsure about the army, so I mostly just trundled ahead and tried my best not to be destroyed by shooting. The game turned, when a Telekinesis got Admonia within range of his Winterguard Deathstar, and managed to unbind Iron Flesh. Scaverous put Icy Grip on them, and Tartarus cursed them and Threshered up two new Bane Knights, and then the Knights charged. With most of his unit destroyed by Bane Knights, I turned my attention to his jacks. Scaverous had applied a Feast on his Juggernaut, and the Ragman had made it close enough to the lines, that charging with my Bloodgorgers became a possibility.

Feast, Dark Shroud, and Gang had the Gorgers rolling at PS 17, and three of them took down the slightly damaged Juggernaut (I had two more ready to hit, though outside Ragman range), while the rest were munching on random Manhunters or the remains of the WG. That round totally broke his back, and after the following round he gave up. I didn't feel the fight was completely lost for him, but it was his choice and I respect that. I also didn't feel like I was using the list to it's full potential, but I did learn a lot of things.

Round 2: Mortenebra Vs. eVlad
I should have gone with Scaverous, but I couldn't resist a shot at the top five list of bad match-ups. I decided I'd go for it, and prove my non-tier list could rock eVlad, but alas I was sadly mistaken. The game itself was incredibly uneventful, and I was squashed like a bug. I had one shot at Vlad, with a reasonable chance of success, but it didn't pan out and Mortenebra got hit by Fenris.

Round 3: Exhumator Vs. Karchev
I had to take a seat for a couple of minutes, because the room began behaving in strange ways. You know that feeling just before you pass out, or if you're really really drunk and the world just doesn't want to stay were it's supposed to... well I had a solid five minutes of that. Then it passed, and we got down to it.

I never faced Karchev before, and I get him with just the caster I needed to mess him up beyond belief. I learned a lot from my first game of the day, and the poor guy never stood a chance. Bloodgorgers messed up his jacks with the help of Ragman & Feast, while Bane Knights tore through his support on the right flank, and Croe's were making sure he couldn't just swing around to face them.

I got a Nightwretch through, and Karchev was hit in the back by the two Croe's Cutthroats that were in charge range after he was turned around. Watching two grunts carve about half of Karchevs hitpoints was fun, and charging him with my shiny new WSC brand Seether (Again with Feast & Ragman) took out some more vital systems. He pondered his options for a while, and the gave up, as he couldn't escape Croe's, and had no chance at taking down the Exhumator behind the wall of angry Bloodgorgers.


Post-game Thoughts: I'll go through this more thoroughly in the coming days, but these are my initial thoughts on the army composition, and Lord Exhumator Scaverous.

I had way to much infantry. I know it's awesome, but moving 45 models around is tough when you're under a time limit. That means something must go, and I think it's going to be my Bane Knights. I ordered the Exhumator to use the models and units I otherwise wouldn't, and one of my melee units has to go. The Exhumator also needs protection, and a wall of steady trolls is just what the doctor ordered. With the points left over by the Knights and Tartarus, I can put in Gorman di Wulfe, which should allow the Gorgers to munch some jacks. I also think I might bring a Ogrun Bokur, as I was hit by pEiryss in my first game, and had it happened a round earlier I would have been in big trouble. I'll try a few more games without one, as I might be able to keep him safe and save those points.

The Ragman is awesome in this list. It's just crazy how hard Bloodgorgers can swing, when they've got backup. I'm using some of the points from the Bane Knights to put in Gorman, and then I can have three Bloodgorgers take down a Khador heavy. Feast + Dark Shroud + Rust + Gang + Charge, equals 15.5 damage per Bloodgorger, and if the feast took just a couple of points of it, then two of them could take down a Juggernaut on average dice.

The Withershadow Combine also likes that combination. Getting at a jack, and rolling 13 average damage each, will make some fine Seethers. I don't think I can avoid bringing Malice, as that combination is simply to good. With a few points left over, I'm thinking I could use another Warwitch Siren.

Finally I think I might bring in Saxon Orrik. Having Pathfinder available to the Bloodgorgers, Withershadow Combine, or Slaughterborn, could prove valuable. I know I've got Ghost Walk available, but that's a lot of Focus I could use elsewhere, and there are plenty of units that will work just as well with just Pathfinder. Saxon can also help out with the odd warbeast, or shoot some key models if needed.

Lord Exhumator
- Nightwretch*
- Nightwretch*
- Malice
- Skarlock Thrall*
Bloodgorgers (Leader and 9 Grunts)
Croe's Cutthroats (Croe and 9 Grunts)*
The Withershadow Combine*
General Gerlak Slaughterborn*
Gorman di Wulfe, Rogue Alchemist*
Ragman
Saxon Orrik*
Warwitch Siren*
Warwitch Siren*

* means painted, which is actually a selling point for me. With the whole marriage, honeymoon, apartment, and countless other things to do, I'm not going to have much time for painting. The Bloodgorgers are actually 6/10 done as well, and Malice just needs a touch up, so that means 4 Bloodgorgers, Exhumator, and Ragman to paint. That's a huge amount of time saved.

Thursday, June 16, 2011

Croe's Cutthroats received...

I've received my Croe's Cutthroats. It's a unit I've been wanting to pick up since I got in to the game, but it's just such a poorly thought out unit. They have such poor range, and their best ability requires something a ranged unit will rarely have, which is back strike bonus. They also have pathetic stats, need help hitting the broad side of a barn, and run away if someone so much as looks at them.


Now it's no secret that I loathe Scaverous, but he does bring one thing to the table, and that's the opportunity to field these guys and do well with them. I've decided that this will be my reason not to hate him, which I need since he should be in the mail shortly. I don't know if I'll ever actually field Scaverous, but it was a nice excuse to begin the Witch Coven project I've been playing around with.

The Witch Coven has Occultation, which would make Cephalyx Overlords actually playable. Curse of Shadow & Stalkers should prove interesting, and Croe's can be included to fit the stealth theme. Bane Thralls with unit attachment and Tartarus can provide a great blockade, and a couple of Arc Nodes sprinkled on, would make the list playable

The Witch Coven of Garlghast
- Deathripper
- Deathripper
- Deathripper
- Stalker
- Stalker
Skarlock Thrall
Bane Thralls (Leader and 5 Grunts)
- Bane Thrall Officer & Standard
Cephalyx Overlords
Croe's Cutthroats (Croe and 9 Grunts)
The Withershadow Combine
Bane Lord Tartarus
 
Everything painted as dark and brooding as I can manage. Should be fun, but will probably destroy my win-statistics.
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