Masters and what to bring

Posted: January 9, 2014 by midnightcarnivalwmh in Cryx
Tags: , , , , , , , ,

Alright, so, I’m going to be going to a masters event later on this year that I’m already registered for, and it will be the Southern Ontario Masters.  That being said, I started doing my list preparation and have already decided on one list.  As I settle on lists and start coming up with my 3 lists, I’m going to be letting you guys follow along with the train of thought and list building process for this event.  Without further ado, I’m going to start with my first list, a caster who should be very familiar with me by now:

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 list should look extremely familiar to anyone who has been following along since the beginning of last year.  It is extremely similar to the Asphyxious3 list that I have been playing consistently with a change that was made for a meta-game decision.  The Bane Knights and Machine Wraith were removed for a full unit of Bane Riders (which will be out in April).  The rest of the list, you may recognize from my previous Asphyxious3 incarnation which I have piloting extremely successfully.

The decision to go with the Riders was based on the role that they serve in the list.  They serve the same role as the Bane Knights did in the previous incarnation, except they are harder to kill and force your opponent to commit quality shooting to get to them.  If even 2 Riders stay alive, you can very well kill their caster fairly easily.  Once again, this forces them to direct their big guns at something other than Asphyxious, and also away from Deathjack, who can now more reliably make it into the late-game, as they are now forced to split their ranged attacks between 7 hard targets.  It allows you to get through covering fires, and POW19 cavalry charges are going to do significant amount of damage to anything they can get a bead on (you may very well kill a caster with your charge attacks if you can get 2 of them onto the opposing caster).  The riders make a vastly better flanking force because of their speed and mobility and can dig much deeper than the knights, while still doing just as much damage, if not more.  Their naturally higher MAT allows them to be able to kill things like Warpwolves and Angelii more reliably, which is important since you don’t want to be casting carnage all that much in those matchups (breaking camp can very easily get you killed if you aren’t careful).  If you still doubt the power of this list, try it.  In it’s selected match ups, it manhandles them pretty hard, and is actually pretty solid against “anti-cryx” lists.

This addition and changes makes for an incredibly tanky list that can take its with the best of them.  Beyond Death makes the Riders ARM20 against living things, which is a significant boost and puts them in the realm of difficult to deal with.  With 5 boxes, most living models will need to dedicate worthwhile attacks in order to get to them.  What I mean by worthwhile attacks are boostable guns or melee attacks, or weaponmaster charges.  In a pinch, you can cycle Ashen Veil onto the Riders to bump them up to DEF14/ARM20, which makes them an incredibly resilient melee threat.  Non-weapon master infantry stand virtually no chance at killing them, and even after a charge, a MAT8 POW15 (with their own built in curse and Scything touch) is quite capable of tearing holes in most lines.

The rest of the support in this list is fairly standard for me, and is exactly what I love having in my Asphyxious3 list.  Bane Thralls allow me that all important 4 point ARM swing, while having an extremely durable and capable mainline anchor.  The added durability of the Riders over the Knights compliments the feat immensely, forcing the opponent to boost in order to kill the Riders, thus fueling the feat even more.  The list handles extremely well against small arms fire and high volume low POW attacks.  The Riders bring a lot to this build and provide another self-sufficient unit that can run out to the flank and operate independently of the caster.

One of the parts about this list that I have not mentioned previously is that every module in this list is self-sufficient and can operate independently of Asphyxious, while still being able to be supported by Asphyxious to really crank up their offensive output.  This versatility allows you to play either the tanking frontline game with Asphyxious or the midfield support caster, depending on what role you need him to fulfill in any given situation.  I’m quite comfortable with this change, and will be looking at 2 lists that can support this list by helping cover the Cygnar matchup.

Next time, I’ll be going over my second list (Spoiler Alert: It’ll be a Deneghra of some kind)!

Until next time!


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