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Showing posts with label Withershadow. Show all posts
Showing posts with label Withershadow. Show all posts

Friday, October 7, 2011

Spotlight: The Withershadow Combine

I've been avoiding this spotlight for quite some time, because it will be exceptionally difficult to write, and will probably end up being a tedious wall of text anyway, but I'll do my best to spice it up with a few pictures and quotes. In case you're unsure about the mentioned abilities, there's a fine writeup to be found here.


The Withershadow Combine is a five point unit, with so many abilities and possible applications, that they usually end up underperforming. It's a sad truth, but the combine suffers from multiple assignment disorder, which downgrades them to: one of the best units in the game.
Cloaked in darkness, this group of iron liches have stalked western Immoren and ripped its arcane secrets out of the shadows for over five centuries. This trio acts as one of the more subtle and precise instruments in Cryx's arsenal.
Usually I save the point of a spotlight until last, but I think I need to begin with it this time. The main reason The Withershadow Combine will underperform, is because most players are afraid of losing them. The combine isn't like other units, and if even one of them dies, you lose access to a vast amount of utility and threat. That's a big problem, because the combine will always underperform when kept safe. To illustrate the point, I've done a little search on the Privateer Press forums, and "borrowed" a few quotes.
The main problem I have with them is my irrational fear of them dying early on. They are DEF 14 and ARM 16 with Stealth....yet I play them like they are a Skarlock who would die to a stiff breeze.
- GaspysInhaler
Only thing that i don't like about them is that they are so valuable to me that i just don't risk losing them as any other part of my army.
- RessurectionN
Playing it safe is not always a bad thing, but it does subtract from the potential they bring. I've found myself doing it as well, but since I began forcing them to the front, I've seen an increase in performance. They sometimes die, and occasionally I lose Admonia at a critical time, but the benefits fully outweigh the potential consequences.
Strength lies not in defense but in attack.
- Marquis de Acerba
I advocate offense with the combine, simply because they need to be there to fully exploit their abilities. The first fifty games I took care of them, shielded them, kept them back, and managed to pull of Dark Industries a couple of times. They discouraged enemy upkeep spells, threw out the occasional Puppet Master, took care of my own upkeep spell, and I was pretty happy with that. Then one day I was facing a Winterguard Deathstar, and thought "why is my combine back here, when I need them up there to get rid of that Iron Flesh?", and the offensive WSC was born.
The only thing necessary for the triumph of an opponent, is for the combine to do nothing.
- Edmund "Lamoron" Burke
The next few weeks were a period of adjustment, but suddenly it all fell into place. Accepting that Dark Industries isn't something that needs to happen, will increase the combines performance to a steady average, instead of being five points worth of passive abilities in eighty percent of your games, and you'll still get to make the occasional Seether.
The combination of professionalism and technology may also result in narrow-minded specialization more suited to a debating society than to an organization whose task it is to cope with, and indeed live in, the dangerous and uncertain environment of war.
- Martin van Crevald
Since accepting that the combine is more than simple support, I've taken down three casters in ten games (two kills with Dark Fire, and one with Maelovus in melee). I've inflicted nine damage to a caster with nothing but unbinding, and taken apart every type of deathstar I've faced. I've had more souls on them in ten games, than in the fifty games before, and they still grant me the free upkeep, and throw me a Puppet Master when needed.
  • Dark Fire: MA 7, RNG 10, POW 12
Cryx is starved for ranged attacks, and you've got three accurate ones hiding behind the lines. In addition to being available ranged attacks, they harvest the souls you need to really kick it up a notch. If you've got a soul on each member, the combine can put out three boosted ranged attacks, and that's enough to seriously threaten a caster. In most of my games they kill two or three models with Dark Fire, and one of them tends to be a solo (since I obviously target them with my POW 12 attacks).
  • Unbinding: All enemy upkeeps within five inches of Admonia expire, and the controlling models take 1d3 damage per upkeep spell removed.
Awesome ability, but only eleven inches of effective range. There are no dice involved in removing the enemy upkeeps, and it's all of them. Why settle for discouraging enemy offensive upkeeps on your models, when you can get in his business and dispel all his friendly upkeeps as well. There are casters out there with three upkeep spells running, and removing them all wrecks his focus economy, and slaps him for 3d3 as a little bonus. I've rolled nine damage once, and the game was basically over right there.
  • Dismantle: An additional die of damage against Warjacks.
Ripping apart a Heavy Warjack is nice. It would be even nicer if we could make a Seether out of it, but taking out a heavy is reward enough. With a soul or two, and a couple of debuffs, even a single combine member can severely damage a Warjack, and two will probably take it out.
  • Soul taker: When a living enemy model is destroyed within two inches, these guys gather up the souls. Each member can hold up to three souls.
While this a rare thing to see, the odds go up significantly when running the combine in offense mode. The combine are quite survivable, and a couple of poor rolls from your opponent will see them swamped in models (happened to me the in game before I wrote this spotlight). A Bile Thrall with the right angles, a nearby spray, or simply an available sweeper unit, can power up the combine to ridiculous levels, and lay waste to multiple heavies in a single turn.

The combine on offense is by far superior to the combine in defense, but there are occasions where you need to keep Admonia safe. If you run a caster like Venethrax or Terminus the free upkeep is to important to lose, and if you're faced up against something with very troublesome offensive upkeep spells, it might be wise to keep her safe to avoid losing to a Crippling Grasp. That doesn't mean the other two have to stick around with her in the back though, and those two models might as well do some good up front.

I'd encourage you to try it a couple of times, but I'd be lying if I told you it's an easy transition to make. It takes a few games to put the unease to rest, and acknowledge the combine as being expendable, but I feel it's an effort worth making.

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.

Friday, April 22, 2011

Decided to go ahead tomorrow.

I'll bring an eGaspy list, but the target for tomorrow is to field Terminus in every game in order to get the experience I need. I feel very uncomfortable with the list though, as I can't field nearly enough Bane Thralls (since I don't own them... just put in a pre-order for the new sculpts though). The list will be a miniature version of the Gunslinger/Stealth army, and then I'll have to hope for the best (please no beast heavy Saeryn lists...).

Terminus
- Leviathan
Bane Thralls (Leader & 9 Grunts)
Bile Thralls (Leader & 5 Grunts)
Withershadow Combine
Darragh Wrathe
Bane Lord Tartarus
Madelyn Corbeau
Skarlock Thrall

In other news I got my first ever parking ticket today... then I had a heated argument with my wife to be, and then a cat ran in front of the car so I had to slam the breaks (still a wee bit sore from the seatbelt, though not as much as the missus). I'm really hoping tomorrow will be a day of relaxing and rolling dice, so I'll care very little for winning and just have a nice day. That also means I should probably go to sleep now...

Things to test tomorrow:
  • Puppet Master works on the Leviathan, and Tremulus usually has nothing to do until Terminus goes in for the kill anyway. Tomorrow Tremulus is going to throw Puppet Master on the Leviathan every round, and see what it can do.
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