Bringing hell, taking names, one soul at a time

Posted: June 4, 2013 by midnightcarnivalwmh in Cryx
Tags: , , , , , , , , , , ,

Today’s post is going to be about a caster who I’ve played to death since his release several months ago and feel that I have an extremely solid grasp on at this point.  He is an incredibly strong and underrated caster who is often underrated because of the potency of his other 2 versions.  Today, we will be talking about the Hellbringer himself, Asphyxious.

I have heard many people talk negatively about Asphyxious3, due to how good Asphyxious2 is.  However, the fact of the matter is that you can’t compare Asphyxious3 to Asphyxious2 because of how completely different they are, as well as play.

With all that prefaced, let’s begin!

Multiplication of Force:

When talking about Asphyxious3, the thing that immediately pops to mind is force multiplication.  His spell list and abilities make him an excellent support caster who is comparable to pSkarre in terms of army support.  While he doesn’t possess a universally good feat like pSkarre, he is capable of force multiplication on every single turn of the game in a variety of ways and this is one of the reasons why he is such an incredibly potent caster.  The key to his force multiplication technique is that he does it without ever having to cast a debuff on an enemy model.  With the amount of models coming out that have access to upkeep removal and spell hate, this is going to start becoming extremely important.  Lets explore some of the tools that allow him to be such a strong force multiplication caster:

Carnage – This is the spell that makes running banes with him almost a necessity.  He helps their ability to hit, which fixes one of their main problems.  While MAT6 isn’t bad for troops, not being able to boost makes MAT6 somewhat lackluster.  Going up to MAT8 makes Banes incredibly dangerous as now, they can more reliably hit high defense (and when you see my preferred list below, you’ll understand how this all fits into the main plan) in addition to their ability to crack armour.

The best thing about Carnage is that for 3 focus, you affect every enemy model in his control area.  This can effectively act as a army wide buff depending on how many models are caught in his control area, and how aggressively you’re willing to play Asphyxious.  The more models you catch in his control area, the better Carnage force multiplies.  The fact that Carnage is not dependent on an offensive attack roll makes it even more effective in the sense that there is far less variance on the effectiveness of Carnage.  Anytime you can take variance out of a game where there is high variance makes for better strategy and tactics.  A lot of times, I will cast Carnage by charging an enemy model and casting it with the free trigger from Blood Boon.  This turns Carnage from a 3 focus spell into potentially a 1 focus spell.

Not only is carnage an amazing spell for our infantry, it is also makes our jacks far more focus efficient, which in turn allows him to camp more focus, or to cast another one of his amazing spells.  The most important thing to remember about Carnage is that Carnage affects ENEMY models, not friendly models.  This is an important distinction to note for certain pieces like Stalkers, whose extended control range does not allow Carnage to help them hit if the enemy model is out of Asphyxious’ control area.  That being said, don’t forget that Carnage also helps during tramples with Deathjack or Nightmare under Carnage.  At MAT10 for Deathjack and MAT12 for Nightmare if you prey a tar pit unit, you are incredibly likely to smash every non-tough tar pit unit in the game with them, Iron Flesh Kayazy included.  Add in a blood hag and now you’re smashing every single tar pit unit in the game.  Factor in Mobility and there is not much that can stop you from delivering Deathjack or Nightmare.

Speaking of Mobility

Mobility – Another amazing force multiplication spell.  My original hunch with this spell was that it was one of his trap spells.  I have learned through all the games I have played with him that Mobility is far from a trap.  This is the spell that makes Cankerworm an absolute necessity with him.  SPD8 with the ability to scuttle an additional 8″ at the end of his activation when he ends in Asphyxious’ control  area (which you want him to most of the time because of Carnage anyways) is very solid for Cankerworm and makes him am absolute nightmare for the opponent to handle.  Parry, stealth, pathfinder and AD all contribute to making Cankerworm extremely hard to handle in any terrain rich part of the board.  Most heavy targets will not be able to get to Cankerworm after he’s charged 11″ at them and scuttled away 8″ through some terrain.  Because of this, I like to say that Asphyxious3 has -1 jack points and comes with Cankerworm and Vociferon as his attachments.

Mobility also fixes a slew of problems that some of the more potent Cryx jacks have.  The main candidate for these fixes is Deathjack.  He cannot imprint Ghostly like Nightmare can and as much as it is unbelievable given the size of his arms, he does not have reach.  Mobility gives him pathfinder and +2SPD, which gives him 2″ of extra threat and the ability to circumvent terrain, which fixes Deathjack’s 2 big issues.  With Nightmare, Mobility is an excellent delivery system.  I oftentimes recommend not preying your actual target that you want Nightmare to get to, and instead, preying on something that you know will be close to your actual target, or a tar pit unit that you know will be sitting in front of it.  You will get 15″ of threat to your real target and oftentimes kill your prey during the trample or charge to move prey over onto the real target that you meant to hit.

Don’t forget that Mobility also gives Asphyxious pathfinder and +2SPD as well.  He can oftentimes go places that people weren’t expecting because of this.  With mobility up, he has a 13″ threat range (14″ with Death Ride), which has allowed me to deliver Asphyxious to enemy casters or heavies who were thinking that they were safe.  Also, this is the exact same distance as his run, which is why my turn 1 always goes like this:

  1. Cast Mobility with Asphyxious.
  2. Charge Asphyxious forward.
  3. All the warrior models except for Darragh Wrathe run, Saxon gives pathfinder to Banes if need be.
  4. Cankerworm double advances (which is effectively a free run for him).
  5. Deathjack advances and casts Ashen Veil on Asphyxious using his free focus.
  6. Darragh Wrath advances and cast Death Ride, moving the entire army forward and using his light cavalry movement to get an extra 5″ up.

This puts me in a good position for turn 2 and allows me to get as far forward as possible and where I want to be, while still being able to get all of my key spells up and not costing me any tempo (Saxon, Deathjack and Cankerworm all have AD, and Darragh Wrathe is light cav).  The fact of the matter is that Asphyxious wants to be in the thick of the action himself to be able to setup good Carnages and Blood Boons,  and putting him into as good a position as possible to dominate scenarios (which he is a beast at doing).  Mobility helps him get exactly where he needs to get to be able to do that and allows him to help setup his jacks exactly where he needs them to be.

Oftentimes, I find myself casting Mobility even more than Carnage and most times the spell I reach for when I trigger Blood Boon is Carnage.  Ever since I re-evaluated Mobility, and stopped using it to try to buy alpha strikes with my jacks, the spell has been an absolute centrepiece of my Asphyxious3 game, using it to make Cankerworm a repeated jack-seeking-missile, and positioning exactly where I need to get.

Between Mobility and Carnage, Asphyxious has the capabilities of delivering models where they need to get, as well as making them hit more accurately.  He’s also got the capability to make things hit harder with…

Scything Touch – This spell is solid.  Obviously, best used on units or models that can generate a huge number of attacks to take advantage of the fact that it affects every single melee attack damage roll.  My favourite targets for this are Banes to make them shred any kind of armour (a 4 point ARM swing on every turn is nothing to scoff at), Satyxis Blood Witches/Raiders (2 attacks each and they hit fairly hard with it up on the charge), Deathjack (3 initials, 5 focus…yeah, nothing survives that), and Asphyxious.  Between this and running banes, you can set up 4 point ARM swings every turn on high armour targets and guarantee that low armour targets won’t stay alive by flubbed dice rolls.  This spell and dark shroud are how he can just take heavies off the board and make medium infantry of any kind cry.  MOW don’t like being effectively ARM17 while in shield wall against charging bane thralls, and anything with less ARM than MOW will just explode (read: Every other infantry unit in the game).

Ashen Veil – One of the the keys to effectively playing Asphyxious3 is to know when to cycle this spell and what to put it on.  My main target for Ashen Veil is Asphyxious himself due to how aggressively I like to play him.  Concealment puts him to DEF17 against ranged which is excellent for a caster who also is ARM17 naturally, as blast damage won’t be doing much of anything to him even on no camp.  On full camp with Beyond Death up, he goes to effectively DEF17/ARM26 against living models which puts him into the range of extremely difficult to kill.  Between that and his feat up, I have used Asphyxious to take charges from character warbeasts such as Tiberion or Ghetorix and have had him come out of it with plenty of boxes left.  I’ve also had him take charges from casters and warlocks as well like that and live through it without so much as a blink of an eye.

Beyond the self-applications of Ashen Veil, Satyxis Raiders are excellent targets for Ashen Veil, bumping them up to an obnoxious DEF18 against ranged with immunity to blast damage and DEF16 in melee.  This turns them from being an annoying jam unit into a legitimate tar pit against a lot of list builds.  Making Banes DEF14 in melee is quite solid as well, as is giving it to Deathjack to bump him up to DEF15. which makes him an extremely dangerous threat that is now capable of acting as a vanguard if need be.

The game state will determine exactly what you should be putting it on, as the elements that you need to be more durable will constantly change as the game state changes.  Once all of the ranged elements in the opposing force are removed, Ashen Veil will likely go on what you think is going to get charged or the biggest threat on the table at the time on your side.  If there are guns in the list, I will oftentimes leave Ashen Veil on either Asphyxious or Deathjack to ensure that they both get to where they need to go and stay safe while doing so.

Hex Blast – Upkeep removal is something that is extremely potent in dealing with the majority of the national meta.  The big deal here is the ability to remove Arcane Shield and Iron Flesh to make sure your banes can really dig into whatever they need to get at.  Something that really separates Asphyxious from the other Hex Blast casters, such as Goreshade2, is the fact that he comes with an arc node so that you don’t have to spend 4 points on an arc node that is likely to die as soon as you cast it.  However, just be wary of the fact that Vociferon will most likely die after arcing a Hex Blast.  Hex Blast is my go-to spell when I really need to strip an arcane shield without giving away Admonia usually.  I don’t usually cast Hex Blast on a purely offensive basis, due to the fact that Asphyxious also has…

Bone Shaker – Bone Shaker is the most underrated spell in Asphyxious’ arsenal.  Bone Shaker is my spell of choice when I need to go for a spell assassination after a big feat turn due to the fact that it’s 1 less focus spent for only 1 less POW on the spell.  One particular use for Bone Shaker that people often forget is it’s ability to scalpel out key support models that are otherwise unreachable if you can use it to kill an infantry model that is within attack range of the model you’re really after.  You can use this as a way to clear a charge lane to a primary target as well by using it to kill 2 models that are blocking off a path that you’re trying to get through to.

Rites of Shadow:

A caster’s feat is a very defining part of them.  In Asphyxious3’s case, even though he doesn’t have the raw powerhouse feat that many of the other Cryx casters have, his feat is by no means bad.  Against hordes or forces that are fielding a lot of magic or jacks/beasts, the feat truly shines.  He can take a Bethayne feated full hex hunter barrage under feat and end up with no damage on him by the end of it, he can tank some of the scariest character warbeasts with his feat up on full defense mode and come out of it still safe, and with enough focus to now eat the warbeast that just charged him.

The key to using his feat effectively is to be able to identify whether or not you need to do it offensively or defensively.  I will push aggressively into the opposing army and then feat to force them to either fight with zero effectiveness or if they want to fight at max effectiveness, they will end up giving Asphyxious a lot of souls and healing him for a rather substantial amount.  Against some armies, his feat is completely devastating and can shut them down for an entire turn for fear of their caster dying next turn to a soul-bloated Asphyxious charge.  Being able to recognize how many souls you’ll be collecting that turn is one of the most important parts of determining when you need to feat.  You don’t need to gather 30+ souls to decide that it’s worth feating.  Oftentimes, 5-6 extra focus is enough to justify feating since it often pulls enemy heavies out of position, and allows them to be scrapped, while Asphyxious heals up the following turn.  The feat is a combination of both offensive and defensive elements that allow him to be one of the best campers in the game for the turn that feat is up.

However, recognize that the feat is completely reliant on your opponent, which means that you need to be able to force your opponent into a bad decision where any decision they choose is bad.  For example, in Destruction, I like using the feat to push the line of engagement back to their side of the board to setup for a scenario win.  If they push forward into him with their heavies, Asphxious can likely tank the ones that can get to him and scrap them the following turn.  They will not likely get enough infantry into Asphyxious to kill him on full camp, and if they back up, they are giving you the easy scenario win as the line of engagement is now on their half of the board and they are being kept out of the zone by banes.

These are the decisions that you need to force your opponent to make when you feat to get the most out of it.

Game Plan:

Use your army to scalpel out everything that can kill a full camp Asphyxious, kill them, and camp to victory.  Do this while using his spells to support his army to achieve that goal.

I’ve mentioned camping focus several times already.  This is because the only real defensive mechanisms that Asphyxious the Hellbringer has is focus camping and Ashen Veil.  I’ve explained how tough Ashen Veil and full camp on him is to break, especially underneath the feat.  Due to how important focus camping is to him for his survival, focus efficiency is the name of the game with him, as is knowing when not to cast his spells.

I rarely recommend casting Carnage using focus if you can setup a Blood Boon to get Carnage off instead, especially since you save yourself 2 focus generally doing it that way, and with the reroll from the Withershadow Combine you’ve got a good chance of getting it off in most cases that way.  Like I mentioned before, I am a much bigger fan of using Mobility to get an unexpected charge off to trigger Blood Boon to cast Carnage.  Doing it that way, you have spent the same amount of focus, but now also have Mobility up for your jacks.  Alternatively, if you don’t need Mobility up, just charge, boosting the charge attack and then cast Carnage for free.

I generally add elements to his list that allow him to camp up a bit better as well as increase focus efficiency as a result.  I consider the Withershadow Combine almost a necessity with him, along with Darragh Wrathe.  Beyond Death allows you to keep his armour up, even on turns where you need to cast an extra spell or 2, and the Combine gives him the free upkeep and free reroll which is a huge boost to focus efficiency.

Deathjack is a piece in his list that I greatly enjoy that I know a lot of people do not like with him.  However, here are the reasons why I like him with Asphyxious:

  1. Asphyxious is not able to take a Skarlock.  As a result, if you want to do any upkeep cycling, you need to either have Asphyxious do it himself, or have Deathjack do it.  Deathjack allows you to have less order of activation issues because you can cycle Scything Touch to 3 different targets a turn if need be, or even just to cycle Ashen Veil at the end of a turn to another target.
  2. Deathjack is essentially another free upkeep for Asphyxious.  Allowing you not need to spend 1 to upkeep Scything Touch if you don’t have anything else to Scything Touch that turn.
  3. The pieces required to kill a full camp Asphyxious are the same pieces that are required to kill Deathjack.  This allows you to run Deathjack as a second or third wave and use him to bait out the heavy hitters that can kill Asphyxious.  Deathjack is a huge threat that they cannot ignore and if they send in their heavy hitters to deal with Deathjack, then the rest of your list takes out their heavy hitters and they are left with nothing that can kill Asphyxious.
  4. Asphyxious fixes both of Deathjack’s problems (threat range and terrain).
  5. Deathjack with Asphyxious3 is one of the few symbiotic relationships between caster and battlegroup model.  Deathjack does as much for Asphyxious, as Asphyxious does for Deathjack.

Vociferon’s soul collecting is also an excellent way of getting the extra focus needed to setup your turns.  During turns that I Carnage, I try to fill up Vociferon so that I can cast Carnage or Hex Blast using the extra focus on the following turn if need be without dipping into his base focus pool.  I feel that Vociferon is the only arc node needed for Asphyxious3, as he doesn’t have many spells that he generally needs to arc, and careful use of Vociferon means that when you need an arc node, you will have an arc node.  You’ve already paid the points for him, so you need to get full use out of him.

List building:

Here’s where we put it all together…lets take a look at a list that I won the last tournament as a compliment for my pDeneghra gunline:

System: Warmachine
Faction: Cryx
Casters: 1/1
Points: 50/50
Asphyxious the Hellbringer (*4pts)
* Cankerworm (5pts)
* Deathjack (12pts)
Bane Knights (Leader and 9 Grunts) (10pts)
Bane Thralls (Leader and 9 Grunts) (8pts)
* Bane Thrall Officer & Standard (3pts)
The Withershadow Combine (5pts)
Bane Lord Tartarus (4pts)
Darragh Wrathe (4pts)
Machine Wraith (1pts)
Saxon Orrik (2pts)

The purpose of this list is simple.  Scalpel out all the things that can kill Asphyxious, and kill them.  While some people may say that Tartarus isn’t as necessary due to the presence of Carnage, the fact of the matter is that having redundancy built into a list is good.  Tartarus also increases the threat ranges of both the mainline units in this list and can assist in the attrition game, which this list is quite good for.  As with all Cryx lists I build, it is incredibly resilient to shooting, with over half the list having stealth, and the possibility of Ashen Veil on Asphyxious/Deathjack/Bane Knights to drastically increase their survivability from shooting.  Machine Wraiths are amazing and more people need to use them as 1 point fillers.  Between Carnage and Curse from Tartarus, Banes can be effectively MAT10 against anything, which makes them all purpose and quite good at being able to kill everything.  This setup is incredibly solid as far as a take all-comers list.

Obviously, there are many other builds that are quite solid as well.  Much has changed since I first wrote this article and here’s the new build of the above list that I have been running to incredible success:

System: Warmachine
Faction: Cryx
Casters: 1/1
Points: 50/50
Asphyxious the Hellbringer (*4pts)
* Cankerworm (5pts)
* Deathjack (12pts)
Bane Riders (Leader and 4 Grunts) (11pts)
Bane Thralls (Leader and 9 Grunts) (8pts)
* Bane Thrall Officer & Standard (3pts)
The Withershadow Combine (5pts)
Bane Lord Tartarus (4pts)
Darragh Wrathe (4pts)
Saxon Orrik (2pts)

This version of the build trades the Bane Knights for the higher threat range and self-sufficiency of the Bane Riders.  This is now my go-to build for Asphyxious3 as the riders perform the exact role that I wanted from the Bane Knights.  The Riders are incredible end-game pieces with Asphyxious, going up to POW17 with Scything Touch on the charge, POW19 if Dark Shroud is around.  When you’re hitting at either MAT10 or MAT12, this all but guarantees death to whatever they charge.  Furthermore, it allows the list to brick up even more, with the Riders going up to ARM20 under Beyond Death which keeps them safe under most circumstances.  The Riders were exactly the second unit that this list was wanting and the high ARM skew that this list presents is a solid answer to a large number of anti-cryx lists (which typically focus on removal of a large number of low ARM infantry as opposed to removing high ARM targets).  One thing to remember is that with the riders, you do not need to send them in early.  In fact, it is often a bad idea to send them in early; the Bane Thralls are still the work horses of this list build and will be the ones getting the majority of the work done.

The additional speed that the riders bring to the list also makes the list’s threat ranges less predictable.  With Tartarus around, the Bane Riders have a 14″ threat range on their initial charge, and once the lines get dug in, they can curse their own targets to ensure that they get the MAT boost against higher DEF targets, while Tartarus can go off and assist the Bane Thralls.  Don’t forget that due to ghostly, you can yo-yo charge the riders to ensure that you always get the cavalry charge bonus by hanging 1 or 2 back to charge into targets that you’ve dug into, while the ones that are dug in charge another target laterally or simply run out of melee while being immune to free strikes.  The high threat range from the Riders also helps keep opposing casters honest and can even keep some of them out of the game entirely, for fear of caster death.

This version of the list also presents your opponent with a target selection dilemma, as well as another target that will require heavy hitters to take out.  This goes back to the game plan of being able to draw out the opposing heavy hitters and take them off the table, which allows you to camp to victory, as the riders will generally require boosted guns to remove from the table, which is firepower not being directed at Deathjack, Asphyxious, Tartarus or Darragh Wrathe.  Additionally, their large bases allow you to create a very mobile bunker for Asphyxious to hide behind if Eiryss is on the other side of the table, until you are able to snipe her out, without being forced to leave Deathjack and Darragh Wrathe out front of him just to prevent being shot by Eiryss.  Other great things to bunker behind the Riders are Darrath Wrathe and occasionally, Deathjack.

The Bane Riders also make a fantastic flank unit as well for Asphyxious when combined with Cankerworm.  It is an incredibly fast, hard hitting and mobile flank that an opponent must dedicate something worthwhile to dealing with unless they want their entire flank collapsing to a few charges or some hit and run attacks of opportunity.  Combine this with a solid core of Bane Thralls and you can often force your opponent into a major positioning dilemma.

Here’s another list variation that uses the Satyxis boat:

System: Warmachine
Faction: Cryx
Casters: 1/1
Points: 50/50
Asphyxious the Hellbringer (*4pts)
* Cankerworm (5pts)
Bane Thralls (Leader and 9 Grunts) (8pts)
* Bane Thrall Officer & Standard (3pts)
Satyxis Blood Witches (Leader and 9 Grunts) (6pts)
* Satyxis Blood Hag (2pts)
Satyxis Raiders (Leader and 9 Grunts) (8pts)
* Satyxis Raider Sea Witch (2pts)
The Withershadow Combine (5pts)
Bane Lord Tartarus (4pts)
Darragh Wrathe (4pts)
Machine Wraith (1pts)
Satyxis Raider Captain (2pts)
Saxon Orrik (2pts)
Warwitch Siren (2pts)

This uses the popular Ashen Veil+Satyxis Raiders combination.  I’m not as favourable personally towards this build because Satyxis Raiders don’t have ghostly, which means I can’t just charge them past other models to get to the heavy hitters that I want to get them at (which is why I prefer Bane Knights and Riders instead).  This list does much better against infantry due to the presence of Blood Witches and Satyxis Raiders, but I feel that it lacks the raw power and threat that Deathjack and the Bane Knights/Riders provide.  This list has some very good targets for his force multiplication spells, but I feel that it lacks the flexibility of the previous lists, which still has game against Stormwall.

Finally, there is his tier list.  His tier list is actually quite solid, however, I have some issues with it.  Primarily, the lack of Saxon Orrik in a theme force that has access to almost no pathfinder models, as well as the lack of Darragh Wrathe.

Asphyxious3 is an incredibly potent caster who works well with a wide variety of models.  I have had good success using Reaper/Malice with him, Kraken, Harrower, Mechanithralls, I would strongly recommend trying out different variations and playing around with it to see what gels with him for you.  The Satyxis boat backed up with a Mechanithrall backline is another phenomal list with him due to how well he can make it tick.  Asphyxious is good enough to make almost everything good, even though he functions better with the elite troops that we have in faction.

Until next time!

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Comments
  1. theHman says:

    Great write up!
    I’ve been so busy playing my Skorne I’ve completely neglected my Cryx.
    This will end with the release of bane cav though =)

  2. maliciousadvice says:

    Hey there! Absolutely love your articles. They have helped me narrow down my casters to 3gaspy and edenny.
    The only thing i have to say is.. ghostly, it doesnt allow you to pass through models, only terrain and obstacles.. unless it has been errata’d

    • Just to clarify (and thank you for pointing it out), what I mean by charge past isn’t to charge through, but rather, charge past a model’s melee range without passing over its base to get to a target that may be behind it.

  3. Steve says:

    Hi there 😉 as a new WM player working on the undead steampunk pirates, I have to say yours are a very helpful set of articles! (I read this blog and the overseer quite a lot :p)
    Quick question – I do like how gaspy3 works, but my meta is very skewed towards 35 point games, so I was curious as to how you’d build towards that rather than the (apparently more common) 50 points?

    • What I do at 35pts with Asphyxious3 tends to be:

      Asphyxious the Hellbringer (*4pts)
      * Cankerworm (5pts)
      * Deathjack (12pts)
      Bane Thralls (Leader and 9 Grunts) (8pts)
      * Bane Thrall Officer & Standard (3pts)
      The Withershadow Combine (5pts)
      Darragh Wrathe (4pts)
      Saxon Orrik (2pts)

      I tend to leave Tartarus for the second list, or, you can always swap Darragh with Tartarus. However, Beyond Death is incredibly ball busting at 35pts and it is extremely difficult to kill Asphyxious3 at 35pts.

  4. brakheid says:

    Thanks for the nice break down of the third incarnation of Asphyxious! I was wondering how you would play him against Retribution? Their gunlines with the new thane give me headaches (>_<)

    • Retribution is a really different kind of beast because one thing that they excel at is dealing with casters who rely on focus to stay alive. The nice thing here is that Asphyxious is really tanky even without focus camp and any of his defensive buffs against your average retribution army. If we take the caster out of the equation for a second to look at this, the Mage Hunter Strike Force do an average of no damage per hit due to his natural ARM17. They need 9s to hit if they can’t aim due to DEF15, 7’s if they can aim. This means that they aren’t going to be hitting or doing damage without any serious amount of caster support.

      If you factor in Ossyan, they still aren’t going to hit reliably, even though now, they have a very low chance of spiking you to death. If you get slammed by a Banshee, then you should probably worry, but even then I would still advocate for camping focus so that the riflemen and stormfall archers don’t rip Asphyxious to shreds (although they ARE affected by Ashen Veil, so I would still keep that on Asphyxious).

      Your goal in this match up is to get Asphyxious into the opposing caster. Keep pushing hard up the board and utilize your fast elements to keep them pinned down (Bane Riders are the best option here, followed by Satyxis Raiders), while foot banes take up the rear. Deathjack fears for his life in this match and you should really have him hang back until he can get into some juicy infantry through a mobility assisted charge. Once you get engaged, the Retribution gun line is going to have a significantly harder time hitting you and that’s what you should capitalize on as much as you can.

      While pushing their caster and army back, remain cognitive of the scenario and if you get into a position where you can get ahead on scenario, do so, because once you put them into a do or die case of “come into me or lose on scenario”, then you’ve got them.

      This is not as cut and dry as I make it sound here as it is not an easy match up if you’re playing with more Banes. If you do want to play Asphyxious primarily against Retribution, then the Satyxis Boat backed up by Riders is actually the right decision as they can’t handle all of your fast elements before you get dug in. The Riders are the most important because once you get them into the Retribution lines, they have little to no way of removing them without committing a heavy, which is oftentimes a dead heavy.

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