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Showing posts with label Warwitch Siren. Show all posts
Showing posts with label Warwitch Siren. Show all posts

Tuesday, September 6, 2011

Spotlight: Warwitch Siren

WARNING: INFORMATION IS OUTDATED DUE TO THE AUGUST 2015 ERRATA 

Do we really need a spotlight on the Warwitch Siren?

I think we do, because even if our beloved Warwitch Siren has become one of the most common models in Cryx, I see a lot of people playing them well below their potential. I'm a bit sorry to say, but this actually includes me, so this article has several pieces of advice I've stolen from other players along the way, and I'm working hard on making the most of this incredible solo.


The Warwitch Siren could probably claim the throne as "best two point solo" in the game, and even when using her below her potential, she will cause opponents so many headaches, that she can basically win a game on her own.
  • Stealth: Not only does her defense rank up there with many Warcasters, but she laughs at most ranged attacks in the game, and her armor isn't to shabby either.
  • Power Booster: In a faction of Focus starved casters, having an extra Focus handy is something you simply cannot value high enough.
  • Seduction: Every man in the Iron Kingdoms will abandon their wives, and women will go lesbian.
  • Venom: You thought the first couple of abilities were enough, but we also get this little pearl. A magical spray attack, mounted on a speed seven model with immunity to free strikes.
  • Parry: From running away, to lining up sprays or seducing a model behind the lines, this ability makes her a goddess on the battlefield.
  • Shadow Blade: A magical reach weapon, that applies Shadow Bind on hits. I just can't understand how that weapon made it into the hands of a two point solo, but I'll take it!
So we have a nigh untouchable model, with an answer to almost anything, and a ton of utility to boot, so why on earth is she just two points? I could say that she can't do it all at once, and I could say that her MAT 5 limits her offensive abilities, but truthfully I just don't know. With that out of the way, we get to the interesting part: Using the Warwitch Siren.

Turn one is often spent running. This is because you loose a lot of choice, if you decide to exploit the Power Booster in the first round, since it leaves you behind the army, and horribly out of position. If you decide to use the Power Booster, you will need to accept, that the Warwitch will play little or no part in the game beyond that. Assuming you did run into position, you receive a mind blowing amount of options in turn two.
  • Lock down: A Warwitch Siren can run 14" and has reach. She has Parry as well, so she will run where she wants, and when she wants. This means that she can lock down an entire unit on her own, and her Shadow Blade features one of the best free strikes in the game. Even if a model survives her free strike, she will stop that model in it's tracks, as long as she hits. The model will stop just inside her reach, be at -3 defense, and still be engaged. This use of a Warwitch will usually get her killed, but sometimes her defense pulls through, and if you choose her target carefully, you increase the odds of this result by miles. When choosing a target, remember her pathetic MAT 5, because even with free strike bonus, you will miss models with high defense.
  • Power Booster: It's just an awesome ability, and gives you the option of pulling that extra spell/boost in a round, while still running a jack/node into position. Since it's a spell, you can sometimes lock a few models down while Power Boosting, but make sure you don't advance out of range, because Power Booster is usually more important.
  • Seduction: When the opportunity presents itself, this ability can win games. Seduction means the ability, to move a model, without even touching your dice. This ability is so powerful, that I loathe the times I forget about it, because so many other abilities are more obvious. There's no dice involved, so you can be sure it works, and that's a rare thing in a game of dice. You can do anything with this ability, from having Dartan Vilmon hit the Harbinger in the face, to moving models out of control zones. You can have high defense models present rear arcs to your Bane Thralls, or simply remove that annoying model threatening a free strike on your Warcaster.
  • Offense: A magical spray with magical ability 7, causing corrosion. There's nothing I don't like about this ability, and being placed on a fast platform, that can go where she likes due to Parry, just makes it better. It really shines against low defense, high armor, single wound models, that will simply melt on the following round due to corrosion, even IF they're all but immune to the actual damage from the attack. This is probably her most used ability, but I've begun considering the implications of using it to much, as it always results in her death.
  • Defense: Non-reach models cry when hit by her Shadow Blade, as they're stuck for a round and with the exception of magical ability, they're useless. They can't move, they're engaged, they can't retaliate, and unless saved by another model/unit, they'll be stuck for as long as the Warwitch Siren keeps hitting. As I said before, this ability allows a Warwitch Siren to lock down entire units, but it also makes her an exceptional defensive model. Park this lady in front of an army, and your enemy MUST deal with her, before being able to get anything past her. Usually most heavies will ignore a PS 11 free strike, but if they're hit by this one, they'll stop instantly, and be parked with -3 defense, in front of an entire army.
The sheer amount of options become mind boggling, and the power behind each one is undeniable, so why do I constantly feel that this model could do more? I think it's because most people commit her too early, so they loose her options very quickly.

The Warwitch Siren isn't exactly fragile, but any dedicated effort will take her down. She usually won't go down to the odd shot, or stray blast, but if you don't keep her safe, an opponent will nail her. Remember that having stealth, is no excuse to stand in front of the linear obstacle, instead of behind it.

This usually means, that like the Pistol Wraith, a Warwitch Siren get's one round to justify her existence. In my games she usually ends up doing lock downs or defense, and I've had a few games where I've lost nothing but her, and one or two random models to stray blasts. She plays her part incredibly well, but I'm always baffled when she survives, and usually end up doing something inconsequential, or stupid, as a result.

You have an incredible tool at your disposal, so make sure you're using it right, before throwing it away to spray some random grunts. The Warwitch Siren can turn games around on her own, so don't waste her life on inconsequential actions, because choosing the right action can win you the game.
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    Monday, July 18, 2011

    No game today...

    Due to a bad case of the munchies, I was fifteen minutes late, and there were no opponents left. It was alright though, since I was feeling very uncomfortable about my list anyway, and I got to watch some great players duke it out instead.

    I've gone up against, and beaten, both of them before, but every time I watch one of them play, I learn something new. I know the rules about as well as they do, and I know my units and statistics better than they do, but they constantly pull moves I didn't expect. They seem to have a much easier time combining abilities, and making their armies use every available action to it's full potential

    I hope it's just a matter of experience, but in the meantime I'm mentally cataloging every dirty trick they pull for future use. The main source of dirty tricks actually inspired my Mortenebra Light Jack list which has done so well, when he performed backwards slams with Helldivers, and taught me that keeping my caster safe is always priority number one (by killing Mortenebra before I got toll a single dice).

    So what did I learn today by watching...
    • Krielstone bearers don't like being seduced by Warwitch Sirens, and moved out of Self Sacrifice range.
    • With so many things causing Terror/Abomination, something will eventually fail if you keep remembering to make him roll those dice. I'm writing "Terror" on the back of every model that has it from now on.
    • Malice may use possession out of activation, which makes free strikes from her a royal pain in the arse.
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    Tuesday, June 7, 2011

    Epiphany!

    An epiphany is the sudden realization of the essence or meaning of something. The term is used in either a philosophical or literal sense to signify that the claimant has "found the last piece of the puzzle and now sees the whole picture," or has new information or experience. Usually an epiphany is followed by the equally sudden realization of ones own stupidity, when one realizes how long it took to spot such an obvious solution to a problem.


    I've been racking my brain trying to figure out what I could add to my Mortenebra list, to help me clear a drop zone for the Scavengers. So far my opponents have all opened up their caster at some point, but relying on the opposition making mistakes is a sure way to loose the important games, so I've been building lists, crunching numbers on mercenaries, and until now the solution eluded me.

    The wall of Warjacks/Warbeasts isn't really a problem, as so many points tied up in one place means I can pick the rest of the army apart, or simply slam them out of the way if I need a drop zone. The issue I've been having is clearing out massed infantry, shielded by a wall of heavies, in a castle formation. I've thought about Bloat Thralls with Arcing fire, Mercenaries, Warwitch Sirens, Cephalyx Overlords, and pretty much every unit/model I could imagine, and of course I've had the answer in my list the whole time: The frigging Mortifier.

    It's on the Harrower, and I've got two of them in every Mortenebra list. I've been so focused on the Harrowers as melee monsters, that I've totally ignored the ability to clear out a drop zone for the Scavengers. Mortenebras Recalibration feat is not restricted to melee attacks, so landing at least one of the blasts should be quite easy against most targets, and I've got the points available to add a couple of Warwitch Sirens to ensure available Focus for a boost.

    So now I'm left with solving the issue with true brick casters, surrounded by highly armored multiple-wound models, but I guess the answer will come to me at some point. Either way, another piece of the puzzle is in place, and Mortenebra is one step closer to world domination.
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