Posts Tagged ‘Goreshade3’

Well, another Lock and Load has come and gone, and with that, we have an official release for Warmachine & Hordes MK3.  As you can probably imagine, this is my favourite time for any game!  When there’s something new and fresh, so that we can test and experiment to our cold undead hearts contents!  By now, I’m sure everyone has had a chance to see some of the rules revamps and today, I’m going to talk about 2 of our most changed casters briefly.

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First, the family picture. 

As you guys know, I’m a sucker for fluff pairings and trios, and a while back, I made a post regarding how I like to pair up my casters.  This is one of my trios that I call “Secret Agendas”.  It was a strong trio before, albeit a boring one outside of Goreshade3.  Scaverous and Venethrax in MK2 were quite powerful, but were certainly not the most exciting casters to bring onto the table.  This has all changed with MK3.  Moving over into the new edition, this trio is actually rather substantially more powerful than it was before, which has me greatly excited, as it was one of my favourite trios to play from a fluff perspective!  First, we’re going to go through what changed about these casters and how they will affect the army.

Winter is Coming

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Goreshade3 traded Ghostly for Immunity: Cold, and while Immunity: Cold is far more situational and circumstantial in usage than Ghostly, is something that can come in quite handy from time to time (I’m looking at you Sorscha).  While I think I would still prefer Ghostly, it did feel somewhat out of place on Goreshade3, whereas Immunity: Cold is something that he should have always had.  This is a buff that he gained on Goreshade2 and Goreshade3.

Spell Vortex also got a minor buff, as it now no longer requires it to be a living enemy model, but rather, just an enemy model that casts the spell for Spell Vortex to trigger.  Goreshade3 gained Reposition[3], much like how all cavalry gained Reposition, while Voass, his feat and his stats stayed the same.

Goreshade3’s spell list saw some changes, not in terms of what spells he has access to, but more importantly, how the spells function.  Infernal Machine retained the +2SPD buff, but now grants Murderous instead of +2MAT.  Murderous grants an additional die to attack rolls against warrior models.  In the majority of situations, this is a straight up buff.  The only time this is worse is when using it to go after warbeasts or warjacks, and hitting warjacks and warbeasts in melee is not something our jacks have typically been known to have problems with.  The Harrower and Kraken/Sepulcher were prime targets for Infernal Machine in MK2 and in MK3, this is no different.

The second big change on his spell list is the change to Scything Touch, which now grants Dark Shroud instead of +2 to melee damage rolls, and affects model rather than model/unit.  This means that you will no longer be able to stack Scything Touch with Dark Shroud to offer a 4 point damage swing against ARM, which means that dedicated armour crackers are going to be more important to bring with him now.

The biggest change to his spell list has a direct impact on his assassination game, though it may or may not be as big a change, given that people won’t be camping as much for the most part I feel.  Siphon Bolt was changed to cost 3 instead of 2, and has gained a point of POW.  Given that the primary purpose of the spell was to strip focus or fury, and less of a purely offensive nuke, this is a significant decrease in overall power to Siphon Bolt, as you will only be casting half as many siphon bolts as you previously were able to.  However, like I mentioned, this entirely depends on how much people camp going forward with the edition changes.  While this is a direct nerf to his assassination game, he’s got quite a potent attrition game, and that is something that isn’t to be overlooked, given that we had about a year to get used to recursion mechanics that require forfeiting action, and a lot of other factions hadn’t gotten used to them yet.

Incidentally, with the change to spell slave, not being able to cast upkeeps and siphon bolt specifying that the “spellcaster” gains the focus, the skarlock has actually lost his place in Goreshade3’s lists, which opens up place for the Combine or Corbeau.  I’m actually going to go on a limb now and say that in the majority of cases, I’m going to want Corbeau with him over the other 2 potential caster attachments.  The overall nerf to spell slave hit us quite hard and as a result, a lot of our casters who have lots of upkeeps are going to be forgoing the Skarlock now.  The Combine is quite strong still, but once again, the nerf to spell slave, and the inability of spell slaves to cycle upkeeps, or cast Mockery of Life means that you’re wasting a rule on the card.  This puts me firmly of the opinion that Corbeau is 100% the best caster attachment for Goreshade3 now with her ability to strip Stealth for our various ranged options and make Goreshade3 safe against opposing warrior models.  The interesting thing about this is that if you can remove or neutralize your opponent’s battlegroup, Corbeau can make it so that your opponent will have a great deal of trouble targeting Goreshade with anything they have due to Parlay specifying “warrior models”.  If you want to make it even more of a nightmare for your opponent, add Wrongeye and Snapjaw to the mix and watch your opponent struggle to remove the trio between Starcrossed, Parlay and Stealth.

Overall, I’m quite happy with Goreshade3 still, and will be playing a lot of him.  Even though his role has changed to primarily an attrition based caster, he is still incredibly flexible and will be dominating a lot of tables still.  He is still going to be my number 2 caster right behind Deneghra2, but today’s topic isn’t Deneghra2, as there will be a lot of Deneghra2 content coming down the pipe.

At the Gates of Castle Black

Continuing with Game of Thrones themed subject headings, we move on to the second caster in the family, and the one who received few changes, but the changes make a huge difference to his effectiveness.

Lord Exhumator Scaverous has always been one of the most underplayed casters in our faction.  In MK2, he brought a solid debuff game, and a really potent assassination threat, but other casters like Deneghra1 and Deneghra2 simply outclassed him.  Now, Scaverous has his own identity as one of our strongest abusers of the soul gathering mechanic, and all it too was for him to gain a new passive ability and to take one of the spells from Lich Lord Venethrax (who will be the last caster we talk about today), while everything else remained unchanged.

Knowledge of the Damned is his new passive ability that he gained. It’s an incredibly simply ability that allows Scaverous to spend a soul token to force a model to reroll an attack or damage roll.  This can be a friendly model, or an enemy model.  This is an incredibly powerful ability that also now encourages you to get into the mix with Avernus to gather up some souls, as you can force your opponent to reroll their successful attack or damage rolls against Scaverous with the souls that you gain with Avernus. This is a great ability that you can use for protecting your other heavies as well, and can seriously mess with your opponents ability to be effective on the battlefield.  Once you start gathering up souls, Scaverous and his army can be incredibly hard to move.  But what about those times you don’t want to risk Scaverous?  What about those times when you need to get the Soul Train started before you can risk his big slayer-framed body?

There are 4 reliable means of getting those souls.  Remember Erebus?  The jack that everyone probably forgot existed?  This is number 1.  Erebus gained the universal warjack buffs which makes him a particularly attractive option with Scaverous, due to having 1″ reach which is a significant buff due to the presence of Overtake, as well as the free focus.  Additionally, Erebus is naturally tougher than the majority of the Slayer chassis at DEF14 ARM18, and has Poltergeist, which is a particularly useful ability when combined with Knowledge of the Damned.  A fully loaded heavy is no longer something that your opponent can reasonably put into Erebus if you have souls on Scaverous and can do something to stop from getting base to base with Erebus.  Erebus furthermore gained the ability Freeze on his fists, which allows him to stationary anything he hits that isn’t immune to cold, and Erebus himself gained Immunity: Cold.  This works particularly well with one of my personal favourite Cryx models, which isn’t actually a Cryx model (but in my mind, is a Cryx model).  One of the buffs that Wrongeye gained was Starcrossed, and if there’s something that sounds like a ridiculous amount of fun, it’s having souls on Scaverous to force an opponent to reroll while they’re under the effects of Starcrossed for maximum levels of frustration.  Combine that with Poltergeist on Erebus and you’ve got a very effective zone holding model.  Stick Death Ward on Erebus, and you have a DEF14 ARM20 model where your opponent can’t reasonably move him from the table.

The second effective means of getting the Soul Train started are Soul Trappers in conjunction with soul gathering models such as Malice, Harrowers, and Soulhunters.  This still requires solid board positioning and good setup of the Soul Trappers the turn before you want to use them, but remains an effective means of soul gathering, especially since Harrowers and Malice now collect from 5″ out, which makes the positioning and order of activations significantly easier to plan out now.

The third means of getting the Soul Train starting is the spell that Scaverous picked up from Venethrax, Soul Harvester.  This spell turns a model or unit into a soul collecting unit, and allows all of the souls to end up in Scaverous’ possession. This is a significant boost to his effectiveness, and works incredibly well with Knowledge of the Damned.  Remember that any souls left over at the start of the turn convert to focus so any leftover souls that you don’t end up using aren’t completely for naught, as you will be able to utilize them next turn to power up his incredibly potent spell list.  Granted, Scaverous has traded away Ghost Walk in order to attain Soul Harvester, but it’s not all that difficult to get Saxon Orrik into the list to provide pathfinder if needed.  This will likely be the most common way for Scaverous to attain souls as it is also the safest way for him to do so.  The gift from Venethrax, combined with his Knowledge of the Damned is something that grants Scaverous incredible game, however, that will once again be opponent dependent, so there is a possibility that he can be very strong, or be incredibly weak depending on how your meta shapes up.

The last means that he has of getting the soul train started is Feast of Worms.  While it works similarly to how it worked before, they added an additional effect where Scaverous collects souls from models that are underneath the template.

At the moment, my Scaverous lists are all starting here:

Lord Exhumator Scaverous (*27pts)
* Withershadow Combine (9pts)
* Erebus (16pts)
* Deathripper (6pts)
* Deathripper (6pts)
Soul Trapper (1pts)
Soul Trapper (1pts)
Wrongeye & Snapjaw (17pts)

This gives you a starting point of 29/75 points, and packs the core models that I want with Scaverous.

Wrath of the Dragonfather

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This is by far the most changed caster in the entire faction, and quite possibly the most changed model in the entire faction.  Venethrax has changed from a slow campy caster who gorged on souls to become an invincible super solo, and has turned into a fantastic control caster.  So, given that he mostly changed entirely, what did Venethrax actually keep?

The first thing that Venethrax actually kept was Lamentation.  An incredibly potent upkeep that doubles the cost of spells, as well as upkeeping spells, this is one of the best ways of hampering a lot of caster oriented strategies.  Lamentation has stayed the same and no longer fights with Dragon Slayer for which upkeep to put on Venethrax, as Dragon Slayer no longer exists.  He kept Dismember, which still gives him an incredibly significant damage output against warbeasts of all varieties, especially since he’s still MAT8 and SPD6 with a 2″ melee range for good personal threat.  He still has Blood Rain, which is a fairly average nuke and still has Cull Soul as per all the Lich Lords.

This is where the similarities end.

First off, Venethrax gained a point of ARM and gained an additional point of STR to compensate for losing Dragon Slayer.  I much prefer this as it removes the need to gorge and cycle between Lamentation, Soul Harvester and Dragon Slayer. This also makes him less hampered by upkeep removal and the changes to overboosted powerfields means he can actually afford to cast and stay safe while doing so.

Venethrax’s old clunky feat is now gone.  Instead, Wyrmbane now has Eruption of Ash, which is the same rule that Thagrosh has on Rapture.  Instead of having to feat to make hazards now, Venethrax just has to get in there and kill a pair of infantry models to make the clouds instead, which allows him to do it every turn, albeit in a far less broad application.  This means that Venethrax is able to keep himself extremely safe from single wound infantry.  His new feat is far simpler in application and simply doesn’t allow allocating or leeching in his control area.  This is a great way for Venethrax to protect his army against opposing jacks and beasts, while getting up there to put Eruption of Ash templates to protect against opposing infantry.  It’s a strong denial tool that goes great with his new spell list.

Venethrax’s spell list is the most altered part of his game.  The only spells that he kept from his previous incarnation were Lamentation and Blood RainLamentation fits into his strong denial game by really stifling opposing casters unless they back out of the Lamentation bubble.  Since Venethrax will be midfield or further forward, this means that opposing casters will need to back up quite far, and potentially risk kill box in order to do so.

Venethrax gained another excellent control spell in Deadweight.  While everyone may be going nuts over him gaining Terminal Velocity, I personally feel that Deadweight is the strongest spell that he gained.  Deadweight is a deceptively simple spell.  Use it as a nuke to snipe out an opposing warrior model, then make another model within 2″ forfeit its movement or action next turn.  Another awesome thing about it is that because it isn’t an upkeep spell, you can cast it through a spell slave and control even more things than you were able to before.  Another advantage to Deadweight is that you can’t shake it, which means that you’re getting value through it no matter what, as the spell is effectively a 2-for-1 at all times.  One thing that you need to be wary of when you’re trying to abuse Deadweight as a control spell is the presence of Tough, as Tough can seriously hamper your control game in that regard if your opponent gets lucky.  Thankfully, Venethrax has a means of mitigating that.

Venethrax gained a debuff in Mortality.  Once again, Mortality isn’t an upkeep which means that you can cast it through Deathjack or a Spell Slave, and applies -2DEF/-2ARM and removes Tough from the model/unit that you hit with Mortality.  This is how you can get around tough to fully abuse Deadweight, which will be quite strong with all of the big battlegroups that everyone will be excited to play early on.  However, even if you aren’t using it to abuse Deadweight, Mortality is a fantastic debuff that allows you to really get work done, significantly increasing the damage output of your army with it. The importance of Venethrax’s spells leads me to strongly always consider the Withershadow Combine and Deathjack with him.  Don’t forget that Mortality now affects repair as well, as healing and repairing are both means of “removing damage”, which Mortality stops.  This is another great control mechanism as it allows you to stifle an opposing heavy hitter that is damaged, by preventing it from repairing any systems or aspects that are knocked out.

The last spell that Venethrax gained is Terminal Velocity, which he outright stole from Mortenebra (who no longer has Terminal Velocity).  This is one of the 2 battlegroup abilities that Venethrax gained, which allows him to efficiently run his battlegroups.  His strong spell list means that I won’t be spamming heavies with him, but at the same time, I definitely want at least 2 or 3 combat jacks to take advantage of his battlegroup support abilities.  Terminal Velocity is fantastic.  It is excellent on any of our jacks that can effectively go into groups of infantry and run through them.  Harrowers, Krakens, and Sepulchers are great examples of jacks that can do this with their 2″ and 4″ melee ranges, and the ability to Thresher or Sweep, while jacks such as the Inflictor are good because of the added likelihood of triggering Critical: Poison.

In the vein of battlegroup support abilities, Venethrax also gained Field Marshall: Countercharge.  The thing about Countercharge is that you don’t need a lot of jacks to take advantage of this.  2 or 3 strong heavies is rather adequate for it.  My feeling at the moment on Venethrax’s jacks is that building for Terminal Velocity and Countercharge is a trap, and you need to leverage his full spell list to really maximize his effectiveness.  That being said, this is where a lot of my lists with Venethrax are starting:

Lich Lord Venethrax (*26pts)
* Withershadow Combine (9pts)
* Deathjack (23pts)
* Harrower (16pts)
* Inflictor (13pts)
* Deathripper (6pts)

This leaves you with 34 points left for the rest of your army, which gives you about half of your army points left to massage in some units and support.  This gives you 2 additional spellcasting outlets, while not stretching his focus so thin that he is unable to power his battlegroup.  The 34 points allows you to add in 1 to 2 units, and maybe 1 to 2 support models to fill out any gaps that you may have for the match ups that you want to cover.

We’ll be testing more,  but these are just some initial impressions that I have on these 3 casters.  MK3 has made it a very exciting time for testing and this is something that I’m greatly looking forward to for the next few months!

’til next time!

 

As you can probably imagine, the Season 3 ADR announcement was quite the shake up!  We got lucky in the sense that Cryx got a fantastic lineup for ADR starting in January, and one that I feel will definitely shake up list building and selection.  My immediate reaction to the ADR announcement was that my 2 list pairing had been decided!  Goreshade3 and Deneghra3 both being on the ADR was quite unexpected and a rather pleasant surprise, as I was already planning on running that pairing next year anyways.  When you factor in ADR with 2 of our more flexible casters, that’s quite excellent for list construction and match up fixing, not to mention that both are flexible enough that they can take on the majority of lists in the game.

However, that’s not all that made it onto our ADR that’s exciting, as we got 2 other very strong casters on our ADR in Mortenebra and Skarre2.  While our ADR lineup isn’t as exciting as Cygnar (who got both Haley1,Caine2, and also Stryker2), or Legion (Vayl1, Lylyth2, and Absylonnia2), we still didn’t end up at the bottom of the ADR lottery this year (which may very well be Circle this time around).

The first thing that I noticed is that all 4 of our ADR casters have strong assassination games.  This is excellent as it means that if you need to get out of a game quickly, you have a fairly reliable means of doing it when you play with our ADR casters.  If we utilize the transformative sideboard methodology, we can modify from a very potent assassination list into a much stronger, and much more traditional attrition list.  While I don’t have adequate experience with Mortenebra to comment on her with ADR, I can comment on the other 3.

My thoughts on ADR is that in one of the 4 list variations, you should always have at least one build that runs the Mechanithrall boat.  This isn’t just because I love Mechanithralls and think that they are the third best unit in the faction next to Blood Witches and Bane Riders, but because I think that there are a large number of lists that cannot legitimately handle 30 Mechanithralls with a full recursion boat, while still being able to deal with everything else you can throw at them.  However, the Mechanithrall boat provides an interesting conundrum when you are factoring in ADR, and I’ll explain why with a sample list:

Faction: Cryx
Casters: 1/1
Points: 50/50
Denghra, the Soul Weaver (*4pts)
* Nightwretch (4pts)
* Nightwretch (4pts)
* Nightmare (10pts)
* Skarlock Thrall (2pts)
Mechanithralls (Leader and 9 Grunts) (5pts)
* Skarlock Commander (1pts)
Mechanithralls (Leader and 9 Grunts) (5pts)
* Skarlock Commander (1pts)
Mechanithralls (Leader and 5 Grunts) (3pts)
Necrosurgeon & 3 Stitch Thralls (2pts)
Necrosurgeon & 3 Stitch Thralls (2pts)
Machine Wraith (1pts)
2 Soul Trapper (1pts)
Warwitch Siren (2pts)
Warwitch Siren (2pts)
Wrong Eye & Snapjaw (9pts)

Specialists:
Bane Riders (Leader and 4 Grunts) (11pts)
Satyxis Blood Witches (Leader and 9 Grunts) (6pts)
* Satyxis Blood Hag (2pts)
Machine Wraith (1pts)

or

Bane Riders (Leader and 4 Grunts) (11pts)
The Devil’s Shadow Mutineers (Mar, Morland & Zira) (4pts)
The Withershadow Combine (5pts)

or

Bane Riders (Leader and 4 Grunts) (11pts)
The Withershadow Combine (5pts)
Machine Wraith (1pts)
Ogrun Bokur (3pts)

or

Bane Riders (Leader and 4 Grunts) (11pts)
The Withershadow Combine (5pts)
Orin Midwinter, Rogue Inquisitor (2pts)
Saxon Orrik (2pts)

This list is an example of a list that Deneghra3 can run, that Deneghra2 simply doesn’t just straight up do better with, while still maintaining the strength of Cryx both as a faction, and tailoring to the individual strengths of the caster on both the main list, and on the ADR.  While at first glance, this may look exactly like the Deneghra3 list I’ve been running, you’ll notice that there are a few more 1 and 2 point solos than what I am normally able to fit in.  Furthermore, you’ll notice that the Mechanithrall boat in this list isn’t actually 30 Mechanithralls, but actually 26 Mechanithralls and 2 Skarlock Commanders.  In the normal version of this list, I do indeed run 30 Mechanithralls and 2 Skarlock Commanders, with 2 Necrosurgeons.  However, here’s where we consider the implication of ADR and what it brings.

A full Mechanithrall boat with 2 Skarlock Commanders is 21 points.  In ADR, you must swap whole cards.  As a result, having them be 21 points is impractical due to the fact that you are going to want to swap out the entire Mechanithrall package, not just a small part of it.  If you swap out the entire Mechanithrall package, it means that you will be playing 1 point down.  This does not maximize the usefulness of ADR.  With these considerations in mind, I ended up making a few changes to the main list so that the swaps would be seamless, fluid and also make a lot of sense for covering different match ups. I chose to min one of the units to bring it down to 19 points, and then I downgraded a Defiler back down to a Nightwretch in order to squeeze in a Machine Wraith.  Using the extra 2 points that I gained, I added a second Warwitch Siren to provide additional infantry clearing and utility, as well as a solid scoring solo.  If you don’t want the second Warwitch Siren, you can also put in Saxon Orrik who is also fantastic in this list as another means of pathfinder for the Mechanithralls and Gators.

Match up depending, these are the modules that are likely to get swapped out and the points cost for those modules:

  • Mechanithrall boat (2 maximum sized units of Mechanithralls with Skarlock Commanders, 1 minimum sized unit of Mechanithralls, 2 Necrosurgeons): 19 points.
  • Nightmare: 10 points.
  • Wrongeye & Snapjaw: 9 points.
  • Minimum sized unit of Mechanithralls, and/or 1 Warwitch Siren or Machine Wraith: 3 points/5 points/4 points.

The single Machine Wraith is there to help fix the points for any ADR swaps, given that the Bane Riders are 11 points, and are the unit most likely to come in off the bench in virtually every situation.  The second Warwitch Siren is also a very easy piece to swap out, as the main list is very generalist in ensuring that it can handle a large number of threats.  To me, this is one of the most important things about ADR, not just having things to switch out, but having a plan as to what gets swapped out in each situation and having it be extremely modular is the best way to take advantage of the flexibility that you’ll gain from ADR.  As a result, you’ll notice that I have gone out of my way to create modules in the 1, 2 and 3 point range that can help act as a bump for points alongside the big modules when trying to side them out.  Regardless of which specialist setup you choose to use, the main list provides all of the options for allowing you to swap in the pieces that you need, when you need them.

If you look at the modules that get swapped in, the points cost of those modules is equivalent to a module that gets swapped out, with some help from one of the 1, 2 and 3 point modules.  The reality is that there is almost no situation where I don’t want the Bane Riders, however, having more knowledge of your opponent’s list before deciding what comes out for them is very powerful.  Furthermore, if after list selection, you identify that your opponent simply has no answer to a Mechanithrall swarm, you may have just won at list selection provided you can keep Deneghra safe.  However, if after list selection, you identify that the only way for your opponent to win is to side in all of their low powered, high volume guns, and then you decide to drop the Mechanithrall boat for durability in the form of Bane Riders, you put your self at a huge advantage.  This is the value in having a sideboard that is fully transformable.  By forcing your opponent to play list chicken after list selection, it puts you in the driver’s seat and up before the game has even started.

I have provided 4 different versions of the ADR to show that it is very possible to gear the ADR towards any number of specific match ups, depending on what your other list covers, but every single one of these ADR options is extremely viable for the list.  It is important to note that these are not the only ADR setups for this list that are viable.  You can use Nyss, Harrowers, Helldivers, Barathrum, and any number of additional options that can really give you an edge in the match ups that you want to play into.  While I haven’t nailed down the exact ADR setup just yet, I have a few extremely viable setups to test. What I’m currently leaning towards are either:

Bane Riders (Leader and 4 Grunts) (11pts)
Satyxis Blood Witches (Leader and 9 Grunts) (6pts)
* Satyxis Blood Hag (2pts)
Machine Wraith (1pts)

or

Bane Riders (Leader and 4 Grunts) (11pts)
The Devil’s Shadow Mutineers (Mar, Morland & Zira) (4pts)
The Withershadow Combine (5pts)

The second option ends up slightly ahead to me for a variety of reasons.  The first is that Cloud City isn’t quite as important with Deneghra3 due to the fact that there’s no way to hide her anyways, and this list doesn’t possess a lot of high value targets that don’t come built in with their own defensive measures (stealth or recursion).  With the option to swap in the Devil’s Shadow Mutineers and Withershadow Combine, we are creating a ranged presence that helps support the melee prowess of the list.  Entropic Force from the Blood Hag isn’t quite as important due to the presence of Mortality and Admonia provides the necessary upkeep hate that you may want.

What I want to emphasize is the importance of creating your ADR in modules that you can easily swap in and out, as well as having modules in your list that can be swapped out and are the exact points you need for the swap.  Plan out what you will swap, under which circumstances so you’re not humming and hawing for 20 minutes after list selection.

The importance of having a plan for your ADR became very apparent to me when I first tried to create an ADR for my Goreshade3 list that will be the primary list with Deneghra3 as the pair to it.  Now, I haven’t changed the main list for my Goreshade3 list, as I adore it so much.  As a recap, here is my Goreshade3 list:

Faction: Cryx
Casters: 1/1
Points: 50/50
Goreshade, Lord of Ruin (*5pts)
* Deathripper (4pts)
* Helldiver (3pts)
* Helldiver (3pts)
* Skarlock Thrall (2pts)
Bane Riders (Leader and 4 Grunts) (11pts)
Blackbane’s Ghost Raiders (Leader and 9 Grunts) (9pts)
Satyxis Raiders (Leader and 9 Grunts) (8pts)
* Satyxis Raider Sea Witch (2pts)
Aiakos, Scourge of Meredius (3pts)
* Stalker (4pts)
Madelyn Corbeau, Ordic Courtesan (2pts)
Satyxis Raider Captain (2pts)
Warwitch Siren (2pts)

This list assassinates.  It goes in hard to put your opponent in a tough situation, and angles to kill their caster the moment the opposing caster steps outside the kill box.  So the question then becomes what do we do with the ADR for this list.  In this case, because this list has a very extreme focus on assassination, the key is to have an ADR that changes the threats enough that it completely changes what your opponent can safely bring into it, and giving you different utilities to handle what your opponent may try to stop your assassination with.

What is the bane of cavalry units?  High value shooting and Tough.  However, there is a very simple answer to this question: Blood Witches.  You can use Cloud City to provide protection for the Bane Riders, and Entropic Force turns off Tough.  If that is what your opponent is relying on, then you bring in the Blood Witches.  Another thing that Goreshade3 doesn’t particularly like is high DEF due to the fact that he doesn’t have a reliable hit buff for anything not in his battlegroup outside of his feat and Voass.  Thankfully, we have one of the best answers in the game to that in Bile Thralls.  Alternatively, if you don’t want to use Bile Thralls, a Harrower is a perfectly serviceable answer, as it is rather lethal under Goreshade3 and gives you another big threat your opponent needs to worry about.  At the moment, my personal solution would be the Harrower, as the Harrower plays well against both medium based and small based infantry, while the Bile Thralls are suited more for dealing with the high DEF infantry that aren’t as commonly seen.  With that in mind, here are the 2 ADR setups I would consider for this list:

Bile Thralls (Leader and 5 Grunts) (5pts)
Satyxis Blood Witches (Leader and 9 Grunts) (6pts)
* Satyxis Blood Hag (2pts)
Darragh Wrathe (4pts)
Machine Wraith (1pts)
Machine Wraith (1pts)
Machine Wraith (1pts)

or

Harrower (10pts)
Satyxis Blood Witches (Leader and 9 Grunts) (6pts)
* Satyxis Blood Hag (2pts)
Warwitch Siren (2pts) or Gorman DiWulfe, Rogue Alchemist (2pts)

These setups provide flexibility in terms of what you will be able to handle, as well as give you ways to stop the most common methods for your opponent to stop your assassinations.  These switches also allow for you to play a game that is more focused on attrition, instead of purely assassination.  While it doesn’t attrition as well as Deneghra3, the threat of assassination is far stronger, which will really limit your opponent’s options as the game progresses.

ADR is definitely a subject that we’ll be approaching more as we get closer to next season, but for now, I wanted to show you guys what I’ve been cooking up for it, and some of my personal thoughts on how to approach ADR list construction.

Until next time!

 

I would be remiss if I didn’t start by saying this, but happy holidays!  Regardless of what you celebrate, hopefully Lord Toruk was good to you this year, and that you had some wonderful times with friends and family!

Today, we’re going to be talking about something that I’ve wanted to write something about for a while now, but haven’t ever felt like I had the proper framing for it.  With a personal goal this year to be in the Warmachine Weekend Invitational tournament and Iron Gauntlet top 4 (huge goals, I know, but if you don’t shoot for the stars, you’ll never reach the sun).  Now, while I’m not sure how realistic of a goal it actually is, any chance to play against top caliber players from around the world is really what I’m after, and to also give the best game I can.

That being said, I’ve decided that I am going to save mental and physical tournament prep for an entire other article due to that being such a huge topic that I could talk for ages about, and today, we’re going to discuss list theory when preparing for a tournament.

So first off, I’m going to unveil my lists:

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)

System: Warmachine
Faction: Cryx
Casters: 1/1
Points: 50/50
Wraith Witch Deneghra (*6pts)
* Deathripper (4pts)
* Nightwretch (4pts)
* Skarlock Thrall (2pts)
Bane Riders (Leader and 4 Grunts) (11pts)
Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts) (10pts)
Satyxis Blood Witches (Leader and 9 Grunts) (6pts)
* Satyxis Blood Hag (2pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Orin Midwinter, Rogue Inquisitor (2pts)
Warwitch Siren (2pts)
Warwitch Siren (2pts)
Wrong Eye & Snapjaw (9pts)

System: Warmachine
Faction: Cryx
Casters: 1/1
Points: 50/50
Goreshade, Lord of Ruin (*5pts)
* Deathripper (4pts)
* Helldiver (3pts)
* Helldiver (3pts)
* Skarlock Thrall (2pts)
Bane Riders (Leader and 4 Grunts) (11pts)
Blackbane’s Ghost Raiders (Leader and 9 Grunts) (9pts)
Satyxis Raiders (Leader and 9 Grunts) (8pts)
* Satyxis Raider Sea Witch (2pts)
Aiakos, Scourge of Meredius (3pts)
* Stalker (4pts)
Madelyn Corbeau, Ordic Courtesan (2pts)
Satyxis Raider Captain (2pts)
Warwitch Siren (2pts)

Alright, so there are some familiar faces here as far as my lists go.  I was originally going to play Asphyxious2, but let’s be realistic for a second…did you really think I wouldn’t play Asphyxious3?  I love Asphyixous2, he’s an absolute powerhouse of a caster, but personally, I much prefer Asphyxious3 in terms of how he plays and how great of an army-wide toolbox he brings to the table.

So, here are the reasons I settled on these 3 lists:

  1. They are my favourite casters to play – This was a big one for me.  Skarre1 is often regarded one of our top 5 casters, and I would say that she fights for that spot with Goreshade3 (Skarre1 brings more raw power to the table, Goreshade3 brings flexibility).  However, I abhor playing Skarre1.  I don’t find her dynamic or interesting enough a caster for me personally, and while I’m sure that’s just the way I build and play her, I simply don’t find her interesting to play for me.  While this may not seem like it fits into a tactical discussion, there is something to be said about not only playing casters you enjoy playing (it is a game after all, and if you aren’t having fun..you’re probably doing something wrong!), but also the ones that you’re the most comfortable with due to the ability to think more about tactical decisions rather than the mechanical process of playing that specific caster and list.  I will be talking more about this particular point in a future article when I’m talking about mental and physical preparation for a tournament.  Nonetheless, I really wanted to take my 3 favourite casters and figured out lists that would work well and compliment each other.
  2. Flexibility – I’ve chosen to go with 3 of the most flexible casters in our faction, both in terms of what they bring to the table in regards to answers, but also, they each ask a very different question of the opponent.  This is incredibly important to me as I hate losing a game on list chicken.  I wanted to ensure that no matter what I picked into a match up, I wouldn’t be stuck in a 20/80 situation (Haley1 is the exception, because I don’t think there is another match up quite as bad as Cryx vs. Haley1).  I wanted to make sure that in each match up, I had 2 good drops depending on what the opponent was bringing, which would make my list decision less of an obvious one, and thus make it easy for the opponent to choose a list to drop into these 3.
  3. Match up Coverage – These 3 lists have a very wide breadth of answers to a what opponents may bring as their Cryx drops, while asking equally hard questions to the opponent.  Each list answers questions in a different manner, while asking a very different question at the same time.  Being able to cover all of the big match ups, while forcing opponents to pick between their solutions is a very strong state to be in, as it puts you in control during list chicken.

So with those reasons in mind, here’s an in-depth look at each list.

Winter’s Chill

I’m going to start with the list that you may be most curious about first.

System: Warmachine
Faction: Cryx
Casters: 1/1
Points: 50/50
Goreshade, Lord of Ruin (*5pts)
* Deathripper (4pts)
* Helldiver (3pts)
* Helldiver (3pts)
* Skarlock Thrall (2pts)
Bane Riders (Leader and 4 Grunts) (11pts)
Blackbane’s Ghost Raiders (Leader and 9 Grunts) (9pts)
Satyxis Raiders (Leader and 9 Grunts) (8pts)
* Satyxis Raider Sea Witch (2pts)
Aiakos, Scourge of Meredius (3pts)
* Stalker (4pts)
Madelyn Corbeau, Ordic Courtesan (2pts)
Satyxis Raider Captain (2pts)
Warwitch Siren (2pts)

I’ve spoken at length before about Deneghra2 and Asphyxious3, so those builds are going to look very familiar for you guys.  However, this is the first time I’ve actually unveiled this Shade3 list, so I’m going to go through it in quite some detail.  At first glance, you’ll probably notice that this list has a monstrous assassination game.  Between Shade, Corbeau, Aiakos, the Stalker and 2 Helldivers, there is very little real estate where a caster can safely hide.  Not to mention, the Helldivers put a clock on an opponent where they have to win the game within a set amount of time or they will be losing their caster.  This is particularly potent in Kill Box scenarios, where the opposing caster simply has to get involved or at the very least, stay in a position where they are going to be in danger of dying at a moment’s notice, or risk losing on scenario.  This is only amplified by the presence of Corbeau, and Aiakos, who make Shade’s assassination run a very live thing that your opponent has to be concerned about due to how non-linear it is.

The Helldivers, Aiakos and Stalker are also excellent precision removal tools, with their ability to almost always make it to their intended target without fail.  They provide excellent support and are fantastic for killing things such as shifting stones, choir, vassals, and other key support pieces that would otherwise be almost impossible to get to.  This allows the assassination pieces to serve a secondary role when not performing or setting up an assassination run.  Aggressive positioning of these pieces will dictate where your opponent’s caster will be, especially since you have Goreshade himself threatening the opposing caster from all the way downfield.

Due to the fact that Darragh Wrathe is taken by Asphyxious3, I opted to forgo Soul Hunters in favour of Satyxis Raiders who bring speed, high DEF and the ability the to crack armour for a turn, alongside the Bane Riders who are probably the best catch-all unit we have now.  The Raiders and Riders both require significantly different answers, but the speed at which they can engage the opponent doesn’t necessarily give them a chance to react properly to it, or re-deploy their forces accordingly.  Those 2 units have a base threat range of 14″, not counting a Corbeau move on an individual model, which allows you to fully control the line of engagement in the majority of match ups.  Furthermore, the things that are used to deal with Satyxis Raiders are not the same things that can handle Bane Riders, and vice versa, which gives you a significant advantage during deployment, as your opponent deploys to counter the riders and then the Satyxis Raiders come in on those counters, while the Riders take the turn to redeploy themselves into a more favourable match up.  If you are going second, you can simply set those favourable match ups from the start, and the high speed of the list can potentially throw off a lot of people’s opening gambits if they want to ensure that they don’t simply get jammed up by the list.

The strength of this list lies in the fact that it accentuates Goreshade’s strengths, which is a very strong assassination threat, backed up by an incredibly flexible and dynamic plan that can adjust to whatever situation may arise on the table.  I have chosen to skew even harder towards assassination as a means to close out the game due to the fact that it is incredibly difficult to protect your caster from the combination of Goreshade3, 2 Helldivers, Aiakos and a Stalker.  Once you factor in Corbeau, the angles and vectors become almost impossible to protect against.

I have chosen to skew this way due to the amount of Kill Box scenarios that are in the SR2015 packet.  Keeping any caster within 16″ of Goreshade3 is a dubious proposition at best, due to the variety of ways he has to simply kill a caster dead.  When you add in the fact that Kill Box essentially forces that situation, your opponent will often find creative ways of keeping their caster alive.  By adding in the 2 Helldivers, Aiakos and the Stalker, you are putting a clock on your opponents caster, which forces them to play a riskier game.  The speed of this list allows you to control the line of engagement, and forcing your opponent to play that riskier game means that they will be forced into your threat ranges, and most often deeper into your threat ranges than they would like to be.  The goal is to constantly pressure the assassination while playing the rest of the game, and if your opponent makes a single mistake in caster position, you have multiple extremely reliable assassination runs at your disposal.  Furthermore, every combat element in the list is a minimum of SPD7 (Aiakos is effectively an 11 due to Leap when engaging, Helldivers are effectively 10 due to how burrow works), with the only things that are slower being the Skarlock and Corbeau.  The strength of the assassination run also makes this an excellent take all-comers list as well, being able to be dropped into most match up with a good chance of success.

I feel like in any 3-list setup, having a list that is heavily assassination focused is a big deal, as there are going to be occasions where you’re at a loss of what to do, and instead of focusing too hard on which one of your lists can play for a better long game or scenario game against your opponent, you simply put your strongest assassination list down and ask your opponent if they can stop you from getting their caster.  This list asks that question, and it asks it in a hard way, while still having the flexibility to play a strong scenario game if your opponent can bunker up their caster in an impenetrable fortress (albeit however difficult that is against this list or if they scalpel out some of the assassination pieces).  This was the second list I had decided on, as soon as I had settled on my 3 casters being Deneghra2, Goreshade3 and an Asphyxious of some variety.  As Goreshade3 is one of the least character dependent casters in our stable, I felt that he was a natural fit for this trio (especially since Asphyxious of any variety is just an absolute character hog).

Let’s move on now to my girl…

Shadow’s Fall

One day, my bad music puns are going to start getting old.  For now, subject headings being bad music puns are still perfectly fine!

That being said, there should have been absolutely no surprise that Deneghra2 is one of my casters.  I’ve said it time and time again, but she is my girl and how seriously I take a tournament is often determined by how many times I drop Deneghra2 in my match ups.  She has, in my opinion, the most potent toolbox of all our casters, the most versatile game plan and the most flexible list design.  Just as a refresher, here is the list:

System: Warmachine
Faction: Cryx
Casters: 1/1
Points: 50/50
Wraith Witch Deneghra (*6pts)
* Deathripper (4pts)
* Nightwretch (4pts)
* Skarlock Thrall (2pts)
Bane Riders (Leader and 4 Grunts) (11pts)
Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts) (10pts)
Satyxis Blood Witches (Leader and 9 Grunts) (6pts)
* Satyxis Blood Hag (2pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Orin Midwinter, Rogue Inquisitor (2pts)
Warwitch Siren (2pts)
Warwitch Siren (2pts)
Wrong Eye & Snapjaw (9pts)

There are a few things here that should not be a surprise to you guys.  Riders, Blood WItches and Nyss make up the core of the majority of my Deneghra2 builds, being capable of handling the most diverse amount of threats that your opponent can drop onto the table.  Gorman is forever anchored to Deneghra2 for me (my record is 4 black oils now in a single game with the pair of them) and Orin Midwinter is clutch.  This is a build that I’ve run many times with tremendous success and is probably my favourite all around build with Deneghra2.  On her Incorporeal turns, Orin allows Deneghra to stay extremely safe, and also gives a hard middle finger to outriders and a strikingly large amount of wrecking ball warcasters.  This build can play against opposing control casters due to the potency of her counter feat and Wrongeye and Snapjaw are in the build because this is a solid Cygnar drop, and both Caine2 and Siege love seeing Deathjack on the other side of the table.  With this version of the build not needing Deathjack, that frees up Deathjack for Asphyxious3, which was a huge determining factor in which Lich I opted for.  The nodes can really be any 4 point node, and I opted for one of each mostly for kicks.  That being said, there’s a very good chance that the nodes will become Nightwretches just because I do love gun nodes with Deneghra2.  However, there is a flexibility advantage in having one of each node, though it does mean you have to be more careful about which node you use as the suicide node in each match up.

The toolbox nature of this list makes it a great answer to a lot of opposing lists, while still asking some extremely hard questions to the opponent.  Much like the Goreshade3 list, the majority of this list is SPD7 or higher, with the Dynamic Gator Duo being a really strong anchor for the list.  This plays a really brutal scenario game with the threat projection of the list threatening a really strong assassination.  While the assassination isn’t quite as potent as Goreshade3’s assassination, Deneghra2’s assassination game is still among the best with all the ways you can manipulate opposing models.  The scenario threat that she brings to the table offers a really strong contrast to the extreme assassination threat that Goreshade3 brings to the table and gives you a leg up in list chicken.  Deneghra2 can effectively scare away quite a lot of other lists due to the fact that there are some builds that straight up cannot be dropped into her at all, and that allows your opponent’s list choices to be more predictable.  This is a list that I feel comfortable dropping into everything, and as I’ve mentioned above, playing something that you’re comfortable with is equally important, if not more so, than the raw power of your list.

This is a list design space I’ve been thinking about a lot recently and so the logic here is that you bring one extremely strong scenario list, and one extremely strong assassination list to decide your match ups with, then you bring a third list to serve as an attrition/scenario list.  Enter the list that you should all know by now…

Hellraiser

Ok, so, going back to my childhood for a movie title for this section name…..

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 is pretty near and dear to me.  It’s one of the few builds for me that I don’t see needs a lot of adjustments, but is flexible enough to modify in order to account for personal play style, this list tanks like a champ and plays a strong attrition/scenario game.  It requires a drastically different response than Deneghra2 or Goreshade3, as the list opts to play for more of a longer grind of a game.  Asphyxious tanks the world while supporting his army, allowing it to really get some work done.  There’s not much else for me to say about this list that I haven’t said before, but it brings a hard to kill caster into the mix, that plays a solid attrition game with scenario push.  Some factions really do not like seeing Asphyxious3 across the table from them, and this helps skew those matches in your favour during list chicken and into the game itself.

This completes the trifecta of lists that I was referring to earlier, one very strong assassination list, one very strong scenario list, and a solid attrition list to back it all up.  All 3 of these casters bring a good mix of questions and answers, and the lists do all of them differently.  Deneghra2 brings her usual slew of movement tricks and denial options, Asphyxious3 brings army wide buffs and Goreshade3 brings a very precision oriented attack that can systematically take apart an opposing list.  Furthermore, because each list asks a different question, and they don’t asks the same questions as your typical Skarre1 list, you can’t just windmill slam a predictable Cryx drop into these lists and assume that you are going to have all the correct answers.  That is one of the reasons why the Bane Riders have ended up in every single list.  Bane Riders require boostable guns to efficiently remove from the table.  Most Cryx drops simply do not have the quantity of boostable high value shots, due to the fact that the Skarre1 40 dude spam lists simply adore seeing high value shots across the table rather than volume of firepower.  However, volume firepower isn’t ideal against Bane Riders as they will shrug off low power guns with impunity.  The amount of volume low POW guns that need to be directed into Bane Riders to remove them from the table is simply astronomical, and if the opponent is directing all of those guns to remove Bane Riders, they aren’t using them on other targets, which would be more ideal for those low volume guns.  However, if they don’t remove the riders from the table, the will get jammed up forever as Bane Riders do require a fairly heavy investment from your opponent to remove.

Cryx has gotten significantly more diversified over the past while, and that trend looks like it’s only going to continue. Hopefully, the Inflictor will be released soon, which will allow us to start changing up our battlegroups and list builds. I feel like the Inflictor may even put several casters who are currently not seen, right onto the map.  While I was hoping the Inflictor was going to be out in time for May, I’m not holding my breath at the moment and will just revel in its glory when it’s finally released.  For now though, these are the lists that I’m going to be playing, unless I come to another breakthrough in list design that covers something that these lists don’t cover already.  Hopefully this gives you guys some insight into what I look for when I’m creating a 3-list trio and what I look to cover and catch!

Until next time!

 

Alright, so we’re going to try something a little different today (not my bad puns and jokes though, those keep on going, and going, and going….).  Here’s a little piece that Lazarus0909 put together from our conversations about Goreshade3!  Enjoy!

———-

Overview

 

So, I know there has been a lot of hype around Cryx’s newest caster, Goreshade3 (3Shade) and even a few questions about why forum discussion on him from some of our regulars has been comparatively light vs. say, some of the other Vengeance release casters in their respective faction communities. Well fear not forumites, for a surprising amount of work and discussion has definitely gone on behind the scenes.

Today then, I thought I’d share some of the discussions MidnightCarnival and I have had regarding our newest caster. This won’t quite be a “spotlight” or “tactica” (as I know MidnightCarnival has already done something along those lines and I’m not quite ready to devote the time to putting one together), but rather something interesting I figured was worth sharing with our community. A lot of this is somewhat rough and informal as I’ve condensed our lengthy conversations into something a bit more readable, but I think this will definitely get some of the wheels churning and I can only hope this input has helped somebody along the way.

 

I’ve tried to divide this then into smaller sections, covering everything from character restrictions and list construction to general playstyle and gameplay on the table. I’ll also reserve some space to add to this as the discussion progresses, so expect to see more here as our thoughts develop further.

 

So without further delay (and because I have over 5000+ words of content here to share!), lets begin shall we.

 

Then vs. Now


Lazarus – I was a little…reserved, at first, maybe. Apprehensive? But now, nope, not even a little. It’s been an interesting ride for sure, but I’m glad some of my initial suspicions about his playstyle seem to have been proven correct (http://privateerpressforums.com/showthread.php?187517-3Goreshade-actual-assassination-potential/page2), with a lot of the same staples forming the basis of many of his lists. While the list in that thread was definitely more skewy, I think it demonstrates both some of the massive potential he has as well as the sheer variety you can use in dropping him.

 

MC – I feel like from initial reveal to now, my opinion on him has changed insofar as his assassination game is certainly more appealing. I thought of him as more of an attrition caster at first, but now, I see him as an assassin first and foremost.

 

Characters?

 

Lazarus – Character restrictions present an interesting dilemma, because while he is very flexible, certain characters unlock a lot of his potential. If I had to narrow down a list, I would say:

Combine = Maybe, they are very solid but that’s nothing new. Depends on the lists?

Darragh = Definitely, very important for the cav setups (esp Soulhunters), camping and overall army durability.

Madelyn = Really solid for assassination play, lists with Biles etc.

Blackbanes = Near mandatory IMO for the feat.

Saxon = If running non-cavalry (melee infantry) builds.

Tartarus = If running foot banes, about as good as most lists. (likewise Gerlak/Rengrave/Pirate solos with their units)

Gorman = Always solid but you can probably do without if need be.

Aiakos = Likewise, he has solid BG support through IM and points are usually too tight.

Character jacks = Sure, you’ll build around them, but you’re unlikely to want them in more than one list anyway.

 

MC – No combine for shade. Darragh, Madelyn and blackbanes essential. Yeah, I’m debating on tartarus of course, he’s always the elephant

 

Lazarus – In terms of pairing, he works with most IF you built 3Shade with none of the chars then yeah. That might be really difficult though. He’s certainly more flexible than my other “Big 4” options in the list 1 slot, but not as much as say, Denny or Skarre in terms of char hunger. So he usually fits into my “list 1” slot where Terminus, Venethrax, Scaverous, 3Gaspy etc. reside.
MC – And 13″ of threat isn’t quite enough. I think darragh is going to be mandatory with him. His DEF stat is so bad that you have to rely on ARM and the extra 2 is going to be extremely important. With 3Lich, I can, at the very least rely on DEF17 against heavies. So even if i’m at ARM24 or 22 with him, he still has better than 50% of living through most assassination runs. But for shade, he needs to be able to have the option for 26

 

Lazarus –Agreed. 26 is a big difference.

General Gameplay and survivability?

MC – Through some of my games, I learned a few things about Mockery and his list build, and also about his own positioning! As I suspected, he is very much a frontline caster, he wants to be up for spell vortex as much as possible

 

Lazarus – Yeah that makes a lot of sense. Do you think then he can afford to go without Occultation on himself to be able to put it on Biles, or do you really end up not having that choice?

 

MC – It 100% depends on whether the opponent has any high value shooting, for example, against Menoth, I would leave occultation on him and force them to purify so that you don’t get destroyed by reckoners. Same case against Cygnar where occultation on Biles doesn’t matter because gunmages eat them alive.

 

Lazarus – Yeah that was my worry with him. That while Occultation on Biles is super useful (or on Bane Riders) he might play so far upfield that it’s suicide going without. Bit like 3Gaspy and Ashen Veil heh..

 

MC – Yeah, in a way, I feel like their defensive tech must go on them. I actually have serious concerns about Goreshade’s survivability.

 

Lazarus –Likewise. Large base, little camp if he plans on using Mockery. So you either camp or revive but not both. At least he can camp mind. Like 3Gaspy, I think the trick is going to be trying to then maintain the camp as high as possible while getting use out of your spell list. So let’s say you get free upkeep (Combine) recast another (Skarlock) and recast another (Vortex). You can technically keep all your upkeeps and full camp. So therein lies the issue really – are you safe enough to use Mockery if you aren’t camping? And if you aren’t camping, you probably don’t want to be in Vortex range because that’s very far forward. Hmm…

 

MC – I actually find Mockery spam, while annoying, not a reliable game plan. It’s really good at tilting opponents though, and extremely good on the Riders.

 

Lazarus – Yeah agreed. I think I’d mostly confine using it to my Riders/Cavalry or situationally if I get a free one or for the feat. But otherwise just focus on upkeeps/camping. Aside from Vortex, do you find you have to play him far forward? Is it the assassination pressure too? And being able to Mockery better? (Just checking. I assume so myself, but wanted confirmation?)

 

MC – You absolutely have to play him forward. It’s not even optional I find. The assassination pressure is far too important to lose out on. Because his real threat is being able to charge an opposing caster. I played a 3 way game at 25pts that basically illustrated this painfully clearly to me. Now granted, it really wasn’t a 3 way game, more like 2v1 which is pretty normal for me, but I basically sat in the back and only ever cast mockery and the danger to the opponent just wasn’t there.

 

Lazarus – Thats what I thought. He’s so good at assassination you don’t want to go without.

 

MC – Also, spell vortex….wow.

 

Lazarus – Yeah I can imagine! Its one of the reasons I like Riders with him, because you get to Revive one free every turn. Otherwise being able to hotswap an upkeep for free is just gold in the right situation.

 

MC – Oh man, with him, you can vanguard with a single rider. It’s actually really vicious.

 

Lazarus – Yeah I love the idea of Mockery here. I think its a really solid play and the best way to really use it.

 

MC – Yeah, I don’t mind losing any riders now, so long as the entire unit doesn’t explode

 

Lazarus – Which is amazingly hard to do for most lists in a single turn, assuming proper play, spreading out, protection etc..

 

MC – Yeah And when I can throw one rider forward to let the rider eat it…

 

Cavalry?

 

Lazarus – Do you think Cavalry are def the way to go? See I think they’re not only valuable units that sync well with possible Stealth and ST for damage, but Mockery on them is simply great, and they position really well. With the general shift to armor and massive infantry cracking potential, I’m trying to actually only build 1-2 lists with foot banes in them these days (the meta is making them tricky to work with) so he usually ends up there.

 

MC – I like double cav a lot with him. Soulhunters help clear infantry jams out of the way for the riders to power through

 

Lazarus – Plus the feat! I mean I’m not as crazy about them for feat targets as a lot of people seem to be (I think many people are overestimating how easy it is to get large bases in B2B with opposing casters!) but if the opportunity arises and you have them anyway…

 

MC – Exactly

 

Lazarus – But I think a lot of people stop there and think “For the feat, duh, done” and need to be thinking about how they fit with the rest of the list, spells, gameplay etc. They can do a lot of work clearing infantry, blocking lanes, even taking down harder targets with the right support.

 

MC – Yeah they’re so strong with scything touch. I really love double cav with him, I think that’s a really legit build. Especially since it’s capable of hitting anything really, which his list can struggle with otherwise.

 

Lazarus – And Cav inherently have a lot of movement or ability to get through models, which he desperately wants. No inherent pathfinder dispensing makes it quite desireable for a list tight on points.

 

Shooting?

 

Lazarus – One thing I’m also very interested in is a shooting setup. Now obviously Cryx has few faction options here. But with Occultation being friendly, the feat not caring either way and the potential to put a lot of hurt downrange, it could really work. Particularly if you can engineer proper LOS. I’m less mad say, on the Ghost Cannons/Bloats that people have bandied around as ideas, but things like Nyss I feel could work?

 

MC – Nyss are good, I’m leaning towards more guns right now. Double harrower, double pistol wraiths

 

Lazarus – Yeah it’s actually hard to get that balance. You already want a solid melee piece for IM (Harrower obviously is awesome here, though I had some other ideas there), plenty of melee for ST and ideally Cavalry for Mockery. But shooting is just ideal to clear a path. If you can scalpel out the right models, it makes for a really powerful combo, especially when playing him for assassination.

 

Battlegroup

 

MC – I’m going to see if I can get to the store and speed build another harrower.

 

Lazarus – Yay! I can’t wait to see the results of that test. I truly believe 1 Harrower with him is pretty much mandatory, and 2 is definitely a solid choice

 

MC – Yeah, I’m always sad that people don’t play more harrowers

 

Lazarus – Yeah. I think it’s the cost. In fact in general I find people aren’t really playing Cryx non-character jacks (hence my quest this year) but the Harrower does have so much going for it…

 

MC – Yeah, and I feel like people tend to fall into the trap of “well, this doesn’t do anything different from infantry” when they really do. The double crab bunker is also amazing

 

Lazarus – They really really do. I think people are too focused offensively on what infantry can do. But there are a lot of difficulties delivering them, and most people should be prepared to tackle infantry spa vs. Cryx. I’m finding the jacks (especially in conjunction with Riders) is creating a wonderful skew that invalidates a lot of the mass POW 10/12 attacks people bring vs. my Cryx, generally fitting in more with the trends around a stronger ARM/brick meta. Anyway – you settled on your battlegroup for 3shade then at least? Harrower and Ripjaw?

 

MC –Harrower and ripjaw. Or if I’m going extreme jam, ripjaw and helldiver, I really feel like those are the strongest ones.

 

Lazarus – Yeah I love so many of the models. There’s a few infantry that I think could use a resculpt, but even then most grew on me over time.

 

MC – The only other battlegroup I would run is Deathripper/Kraken.

 

Lazarus – Yeah that sounds about right. He really puts the 3Gaspy Kraken to shame by comparison. And let’s him drop Occultation on himself which is nice, because the Kraken can shield him more on the approach and leave the spell free for something else like Biles.

 

MC – Oh, by far, infernal machine is straight up gross. And since I think I’m going to be pairing him with either shade2 or deneghra2, if shade2, then I won’t take the kraken with shade3, if deneghra2, then the kraken becomes more in the equation.

 

Lazarus – Agreed on all counts. It plays very well to a more attrition oriented gameplan I think as well.

I would love to see that in a more brick style Cryx list, which judging by signals I’m getting through various channels, is quickly becoming more the norm to fit in with the new higher ARM meta. But that’s a discussion for another time!

 

Assassination

 

Lazarus – So he’s a weird scenario hybrid. Like 3Goreshade I guess?

 

MC – Yeah, seems like a reasonable position to put him.

 

Lazarus – The assassination threat is so extreme, so while you’re waiting around trying to pull it off and your opponent is busy avoiding it, you win on scenario.

 

MC – Kinda like how Aurora plays, you threaten her assassination while using her in a scenario oriented game.

 

Lazarus Yeah. That’s my plan for Goreshade3, as I think it’s the best way to keep them safe and contributing.

 

MC – His assassination game is RIDICULOUS. Like, I’m having such a hard time not killing opponents with him, haha.

 

Lazarus – I thought as much. Was quite amazed actually that people weren’t down with it. Like every assassination there are casters that are immune to it, but it’s still something to fear.

 

Vs. Terminus

 

MC – See, Terminus vs. Goreshade3, now there’s a very real discussion to be had there.

 

Lazarus – Agreed. And 3Gaspy too

 

MC– Someone just said that they can’t be compared because Terminus isn’t as easy to stop

 

Lazarus – What???

 

MC – I know, I lol’d. Like, actually lol’d. Auto-stationary and not needing to roll to hit is a huge deal. Forcing a caster like caine2 to keep heightened reflexes on himself at all times to avoid just dying is also a very real thing. Which means that he won’t be shooting goreshade since he won’t have true sight up

 

 

Lazarus – Right. Both can melee assassinate, the point is, Terminus can rarely do a proper spell assassination unless he’s swimming in focus. Obviously they don’t compare completely and I think he has more in common playstyle-wise with 3Gaspy.

 

MC – Exactly. Goreshade has a MUCH more varied game and is capable of a reliable spell assassination in addition to an extremely potent melee assassination

 

Lazarus – So yeah, Terminus has Flight and more ARM. Goreshade has an army that does much more and a feat to help him do it. In the end he might not have as much brute force, but he has way more flexibility

 

MC – Exactly. And at the end of the day, goreshade is equally deliverable to the opposing caster as Terminus is. It isn’t as brain dead as just flying over everything, but if you understand cavalry rules and how they work, it’s not really that hard either. Tall in the saddle is a very huge difference

 

Lazarus – More importantly, Shade3 has many more ways of winning that have nothing to do with slaying their caster.

 

MC – I just had an epiphany……..Goreshade3 is a more support heavy Terminus

 

Lazarus – Yeah I think 3Shade really is. He’s a weird hybrid between several of our casters haha. Def got a bit of 3Gaspy in him, a bit of Scavs, hell even a bit of Venny.

 

List Construction & Staples

 

MC

Goreshade, Lord of Ruin (*5pts)

* Harrower (10pts)

* Harrower (10pts)

* Ripjaw (5pts)

* Skarlock Thrall (2pts)

Bane Riders (Leader and 4 Grunts) (11pts)

Bile Thralls (Leader and 5 Grunts) (5pts)

Blackbane’s Ghost Raiders (Blackbane and 9 Grunts) (9pts)

Machine Wraith (1pts)

Warwitch Siren (2pts)

 

This is my no-pistol-wraith variation. I realized that I crutch REALLY hard on pistol wraiths, so i’ve been consciously not including them in lists

 

Lazarus – Yeah I definitely crutch hard on them too. With the jack experiments I’ve been running there simply hasn’t been room lately mind, so that’s worked out nicely haha. Why the Ripjaw choice? And MW is for the feat yes? Think I’d rather have a 2pt solo?

 

MC – Melee assassination threat. I think having a Helldiver is going to be very good with him as well for casters like Sorscha or Vayl who are immune to cold, but not immune to knockdown. Infernal machine on a helldiver is a really really fast death bot too

 

Lazarus – Helldivers seem really sweet with 3Shade. You can deliver them really well and they’re perfect for accessing feat models.

 

MC – After a little more thought and analyzing the data from last week, I feel like I have a better grasp of Goreshade3 now and his overall gameplan. He is very much an assassination caster who uses attrition as a means to that end. I think he’s a caster who wants to do the deed himself with Voass. To that end, he needs every movement trick in the book, and I think Corbeau and Wrathe are going to be mandatory with him for the 17″ melee assassination threat.

 

Lazarus – Yeah I like him as an assassination setup, but he definitely brings a lot of attrition/support while waiting around to do his job. I see him sitting in the midfield, throwing/keeping upkeeps around and leveraging opportunistic revives until the opportunity presented itself. Then pop feat, boom. If it never pans out, you probably won on scenario, because the threat range is really high and doesn’t have to be that linear either. More interesting then will be if he subs nicely for Terminus. And if he’ll be looking to bring in Biles. I might bring them with Occultation, grab Inflictors on him and almost play him (positioning + personal durability wise anyway!) like… evyros. Shield Guard and minor camp might let him have Stealth elsewhere. But no testing of that just yet myself…

 

MC I think he can definitely replace Terminus. Ghostly means that a lot of those free strikes that rely on knockdown will never make be able to stop him.

 

Lazarus – He hits hard enough too, with ST on him before hand. Easy enough to cycle if you get the vortex off. The only issue is no moving through models. You can impact one row (with near auto hit potential if utilized around the feat) but it has a lot of room to go wrong. The other main reason I want Biles basically…

 

MC – Yeah, I think the Biles are going to be almost an auto-include with him because of that lane clearing, although, a Harrower could do it really well too!

 

Lazarus – It also gives a lot of control options. You don’t end up wasting the feat on higher DEF infantry, so you can save it for particularly opportunistic moments, like heavies that Biles can’t touch, duh casters and anything that needs extra focus to remove.

 

MC – Exactly. I think list building with him is probably going to be extremely tight points-wise as a result.

Pistol wraiths I’m thinking are more of an opportunistic thing with him rather than a sure thing

 

Lazarus – Especially if you’re building double Harrower and a node into the initial setup. It eats a lot of points. I’m starting basic testing with just the one. I do like the double setup, and it gives greater redundancy and coverage. But the issue is obviously cost.

 

MC – The other issue with double harrower is that you really do need bane Thralls with that setup for armour cracking, as harrowers really aren’t the greatest armour crackers, even with scything touch

 

Lazarus – I went without PWs the other day under Venny, ugh it was miserable vs. Saeryn. Skew and anecdotal I know, but dangerous heavies you can’t rely on killing are so very irritating. Now granted, Venny will be trying to toe-to-toe with them more, and indeed I played poorly in the actual game. But I do appreciate the control. And emergency feat models are definitely a “hey, why not” thing too. So it made me think that I might really want them with him too… But 3Shade is definitely one of our character heavy casters then, ala Terminus, 3Gaspy etc. After you get Blackbanes, Riders, Combine, Darragh, Skarlock, Node…that’s already a massive 35 points already.

 

MC – Which then tightens up the points even more! Corbeau is now part of my auto-includes with him.

 

Lazarus – Ugh, hes a tough cookie for sure.

 

MC – I think pistol wraiths are for the single harrower setup. What I’m finding difficult for shade3 is fitting in all the models that I really want in his list! He’s very much like deneghra2 in the sense that they’re both so incredibly versatile to the point where I can feasibly see 7 or 8 different viable list builds to be used as either a first or second list in a tournament

 

Lazarus – Tis why Mastershake had a great post on Issyria in the Ret forums when she dropped, basically saying “Yes everything is good, however let’s at least cut down to staples and go from there”. So I’ve tried to do the same with 3Shade?. And I think those are Node, IM Target* (this can be the node also, but doesn’t have to be), Blackbanes, Darragh, Madelyn, Skarlock. I also REALLY like Riders on him, and Soulhunters you can make a super good case for, plus you’re taking Darragh anyway, so I’d find it hard not to have one of them.

 

MC– And lately I’ve started fitting helldivers into the list… this variant I think is absolutely nasty:

Goreshade, Lord of Ruin (*5pts)

* Ripjaw (5pts)

* Helldiver (3pts)

* Skarlock Thrall (2pts)

Bane Riders (Leader and 4 Grunts) (11pts)

Blackbane’s Ghost Raiders (Blackbane and 9 Grunts) (9pts)

Satyxis Blood Witches(Leader and 9 Grunts) (6pts)

* Satyxis Blood Hag (2pts)

Soulhunters (Leader and 9 Grunts) (9pts)

Darragh Wrathe (4pts)

Madelyn Corbeau, Ordic Courtesan (2pts)

Warwitch Siren (2pts)

 

Deployment will deploy exactly like how my Deneghra2 list deploys right now, with the 2 block units in the middle beside Goreshade, Riders and Soulhunters up the flanks, with support and jacks near Goreshade. Occultation is pretty much always on Goreshade. The skarlock’s primary role is to be an infernal machine bot moving it between the helldiver and the arc node. Scything Touch cycling will happen after the helldiver is a little over halfway up the board and no longer really needs infernal machine. Witches and ghost raiders allow for the really really brutal double incorporeal midline.

 

Lazarus – If I had to pin down a list, hmm…

3Shade +5

– Harrower 10

– Node 4

Max Riders 11

Darragh 4

Max Blackbanes 9

Skarlock 2

Total = 35.

Jump to 50 I’m still undecided between:

– Second combat unit (likely Banes, Satyxis or Soulhunters) + solos

– 2nd heavy, like 2nd Harrower/Nightmare + solos

– More support, so Biles and Combine + solos. This is my fav pick at the moment.

(solos being Madelyn and Siren in all cases)

 

MC – I also have a super fast shade list is….well, it’s so tight on points….

 

Lazarus How super fast? Soulhunters, Riders, Raiders and Blackbanes? Hehe

 

MC – Soulhunters, riders, raiders, blackbane’s, yep. Only jack is a ripjaw. Darragh, madelyn, skarlock are the support models. Oh, and a machine wraith

 

Lazarus – Yeah its very similar to my first thoughts on him. I’m glad that actually turned out to be fairly spot on!

 

MC – I think I also prefer Goreshade3 without Bane Thralls oddly, which…I feel weird about, but his list really doesn’t have problems with contesting zones because of Blackbane’s. Scything Touched Raiders, Soulhunters and Bane Riders do enough heavy hitting to make the Thralls not necessary I feel for him. I feel like the banes get left behind with him whereas running a purely speed oriented list seems so much stronger with him, especially since you can dig so deep with a list of Raiders, Soulhunters, Riders and blackbanes.

 

Lazarus – I think that makes a lot of sense. If his list is very fast and aggressive then I can see Banes being problematic.

 

MC – Yeah, and scything touch makes the list hit SO hard. Believe it or not, I actually feel that madelyn is even MORE important than Darragh for him. Right now, I’ve been having so many problems with him in terms of how quickly he fills up points in his list. E.g.:

Goreshade, Lord of Ruin (*5pts)

* Harrower (10pts)

* Ripjaw (5pts)

* Skarlock Thrall (2pts)

Bane Riders (Leader and 4 Grunts) (11pts)

Bile Thralls (Leader and 5 Grunts) (5pts)

Blackbane’s Ghost Raiders (Blackbane and 9 Grunts) (9pts)

Madelyn Corbeau (2pts)

Warwitch Siren (2pts)

 

This leaves 9pts free. Soulhunters are always really good and at that point, I really would need to find the points for Darragh. And I want Darragh for the non-linear threat range that he brings with death ride.

 

Lazarus – Yeah I can totally see how he eats way too many points. Nevermind trying the double Harrower build. Which I worry is too costly to actually fit and still get the elements you want. I mean in the list above already you want WSC + Darragh.

 

MC – Yeah and that takes up 9 points. Though I’m trying to see if he can function without the wsc effectively.

 

Lazarus – Agreed. I think Soulhunters are probs really solid, but you do want Darragh then as you said.

 

MC – I don’t mind darragh in there, but then, it’s like…..what do I cut for him? At that point, the only sensible cut are the biles, but I feel that I really want the biles, which then leaves the cuts to madelyn and the siren, and while I think I could lose the siren, I don’t think the loss of madelyn is acceptable. And while I could always downgrade the ripjaw to a deathripper, that still only leaves 3 points, which is still 1 short.

 

Lazarus – Agreed on all counts. Madelyn I feel is too essential for what he does, so you’re deliberately gimping yourself in not taking her. Then (in that list) I wouldn’t do Soulhunters actually. Without Darragh they’ll be a bit eh for what he wants to do. Instead you could go for Bloodwitches which is somewhat excessive on the anti-infantry front. What I think he might really want is anti ARM. PWs maybe? Lets you lockdown heavies and further pressure the scenario, backup feat models if you want and so on. If you go Combine by cutting the Siren that’s 11. Otherwise use the last 3 points on MWs. Or do you think its worth spending the 9 just on Darragh plus whatever. Is Darragh also important for the durability of 3Shade and Riders?

 

MC – Yeah… I managed to get in another game with him yesterday to some good results, but once again, it was ANOTHER small points game so I didn’t get to really field a list I was happy with….

I actually don’t feel like Goreshade3 is playable in a small points game.

 

Lazarus – I’d agree. Few of our camping/character heavy chars are.

 

MC – I played against a caine2 tier3 list with goreshade, a ripjaw, skarlock, darragh, corbeau, max riders and 20 mechanithralls with 2 surgeons.

 

Lazarus – How are the McThralls working with him?

 

MC – Meh, he does jack all for them. They just kinda get in the way and occasionally kill something. I mean, rolling hard 9’s to kill rangers sucks something fierce, and I did kill 3 of the 6 rangers, but it did take like 7 mechanithralls to do it, each making 2 attacks.

 

Lazarus – Yeah that’s what I figured. McThralls really don’t appeal to me largely for that reason unless running the casters with solid hit buffs (pSkarre + Denny).

 

Tier

 

MC – I’ve actually been pondering his theme force. My biggest problem with his theme force is no blackbane’s and no machine wraiths. And I would only go up to tier 2 for the +1 to go first. But I think that may be a big enough knock against it that stops me from playing it in tier. But I still have the 2 units of riders just in case I ever do want to.

 

Lazarus – The theme force I think is iffy because no Incorporeal for the spell assassination. Really it’s all about the riders then.

 

MC – The only reason to play shade3 tier is to get the second unit of riders. Because of the +1 to go first is really nasty with that. But…losing darragh wrathe and madelyn is a no go for me

 

Lazarus – Agreed. I like riders with him, so im not sure what people are quite hating on there? Occultation and ST are both great on them, Mockery is obviously pretty fantastic and they screen the other elements you want anyway.

 

MC – After more thinking, in fact, straight up…losing Madelyn is a no go. I can live without Darragh. Plus, with the riders, you aren’t forced to take Tartarus. And anytime I can free up Tartarus…I do it

 

Lazarus – Yeah. In fact losing mercs kills a lot of our tiers, losing banes ruins some of the others, and losing access to biles straight up murders a few as well (esp as they aren’t in most of the Occultation casters tier lists!).

 

MC – Agreed. Its quite possibly the best thing about Riders (well and being a second super solid way to deal with high DEF)

 

Conclusion

 

So yes, we’ve had a few discussions about 3Shade as you can see here! I know it’s a very casual format, but hopefully this will bring some useful insight to somebody… and no doubt we’ll do more of this sort of thing if people appreciate the overview.

Comments welcome.

 

 

With the official release of Goreshade, Lord of Ruin (hereafter referred to as Goreshade3).  I’m going to start off by mentioning something that I feel is relevant given all of the talk about him as of late:

Goreshade, Lord of Ruin is not Sorscha1.  Every time someone compares Goreshade3 to Sorscha1, Toruk kills another Iosan baby.

There it is…I said it.  With that being said, we can’t properly analyze him by looking at a caster from another faction, as Khador has very different tools to work with than what we have as Cryx.  So rather than looking at him with the context of what another faction can do with a caster who has blatantly stronger tools but is a different caster altogether, we have to look at what he can do by himself within Cryx.  Comparing Goreshade3 to Sorscha1 is like comparing apples to a jet engine, if I may borrow the analogy for a second, and does not give us the critical thought that we’ll need to get the most out of this caster.

Another point that I feel that I have to bring up is that we need to not approach him like we would approach Deneghra2.  As similar as the pair of them feel (aggressive control casters), they do have functionally different tools, and as a result, a different game plan.  In the back of my mind, I would love for Goreshade3 to be as powerful as Deneghra2, but the fact of the matter is that Deneghra2 fights for top spot in our faction alongside Asphyxious2 for the mantle of our best caster and there really isn’t another caster in our stable who I feel can match those 2 in power (as deep as our stable of casters are, there has to be a king and queen, and that firmly belongs to Asphyxious2 and Deneghra2).

So, that being said, I’m going to do this analysis with these 2 fairly relevant points in mind, and we’re going to be looking at how to maximize Goreshade3, as well as what roles he can potentially fill in a 2 and 3 list format event, and whether or not he’d be viable as a hardcore caster.

On a completely unrelated side note to anything tactical related, Goreshade is my third favourite character in the fluff behind my girl Deneghra and Asphyxious.  Having mastered Voass, it will be interesting to see where the story goes with him and the impact that he will have on Ios.

IMG_20140921_182548

Table of Contents

  1. Spells
  2. Cavalry Rules, Abilities, and Movement Tricks
  3. Feat
  4. Threats
  5. List Building
  6. Putting it Together
  7. Closing Thoughts


Conquering the Frozen Wastes

We’ll start by looking at the tools that Goreshade3 has at his disposal on his spell list.  He has 2 brand new unique spells, as well as 3 good oldies that have come back to play.  He retains a lot of the thematic elements that his previous incarnations have had, albeit with slightly different applications.  It is also important to note that much like the shift to Asphyxious3 from the previous Asphyxious incarnations, Goreshade3’s transformation has turned him fully into a buff caster instead of a debuff caster.  This gives him more game with the ever increasing amount of spell-hate that is seeing play and helps provide a niche for him that otherwise would be missing.

  • Occultation – No version of Goreshade would be complete without a means of granting stealth.  Occultation is an extremely powerful spell that is fairly solid at keeping key pieces from getting shot down.  It is great having it on Goreshade to keep him safe from guns, excellent on Bane Knights to keep them from being shot down as easily, and simply marvelous on Bile Thralls.  Who gets Occultation will vary from game to game and from situation to situation.  This is a spell that will always be up and will rarely change targets during the game.  However, you need to always be cognitive of situations that arise where hot swapping Occultation to another target is the correct decision for that juncture of the game.
    In the majority of situations, I would say that having Occultation on Goreshade is most likely the correct call, if you plan on playing him as a super-solo that has an amazing support spell list like I will be doing.
  • Infernal Machine – Also keeping in theme with Goreshade’s previous incarnations, he has a spell that buffs a model in his battle group in some way or another.  Goreshade1 had Shadowmancer and Soul Gate.  Goreshade2 had access to Phantom Hunter.  Goreshade3 goes the other direction and has Infernal Machine.  This is an amazing spell and something that you will most likely be finding at least 1 or 2 good targets for in his lists.  +2 MAT really tunes up a fair number of our jacks, and terror is a rule that will occasionally win you the game.
    That being said, there are several jacks that really shine under infernal machine.  The Harrower is right up at the top of the list for me with anything that helps him hit, as he really becomes an unholy terror that is capable of running himself after initially getting a focus to get him to charge.  Having a gun with Ghost Shot also helps out tremendously as you will be able to get quite a few unsuspecting solos that way.  The Harrower also has the added advantage of being able to serve as a solid linebreaker that can crash through huge swathes of models.  At MAT8 P+S16, there isn’t much that can blunt a Harrower crashing into their lines, and even the fabled medium based infantry that I’ve seen so many people tote as being the “unbreakable walls” will collapse to an Infernal Machine’d Harrower crashing into them.  The space that the Harrower opens up allows for a hard hitting wave of weaponmasters to get to the things that the wall was trying to protect.  Reach and Thresher under Infernal Machine is what really makes him shine, and barring the most extreme of circumstances, this is likely my top jack recommendation for Goreshade3 as an Infernal Machine target.
    The other primary jack recommendation for Infernal Machine is the Kraken.  This thing also becomes an unholy terror (pun intended), much like the Harrower, because it is capable of creating its own resources, using the increased MAT to ensure that it hits what it needs to hit.  It has a stronger gun than the Harrower and is more flexible at the cost of being quite the points sink.  However, Infernal Machine turns the Kraken into an absolute monster provided that you are able to deliver him, and Goreshade3 is certainly one of those casters that has the tools to deliver the Kraken.  There is also an amusing interaction with the Kraken and Infernal Machine where on the Kraken’s activation, it will cause Terror from 4″ away due to its 4″ melee range during its activation.  However, once the turn ends, its melee range drops back down to 2″ and you will be forcing them to make yet another Terror check upon moving back into the Kraken’s melee range again.
    Another thing to consider is the running threat on an arc node under Infernal Machine. Infernal Machine brings an arc node up to a whopping SPD9, allowing you to threaten Siphon Bolts from up to 26″ away. The extreme threat range of the arc node allows you to force your opponent to play carefully around it, especially if they are a squishy warlock, allowing you to boost to hit 3 times with it to leech away 3 fury, and setup a Ghost Shot or Kraken ranged assassination. Don’t forget that you can also use this to scalpel out key support models (Choir, Vassals, Forsaken, Shepherds, or Willbreakers just to name a few) that your opponent thought was safe in the back of their army.  The ridiculous threat range also allows you to get back arc on models quite easily for Siphon Bolting down key solos and potentially Warcasters or Warlocks.  A good option to not overlook in this case is the Ripjaw.  The Ripjaw benefits in a big way from both the SPD buff, as well as the hit buff, allowing some decent alphas or potentially allowing you to get back arc for Vice Lock with the additional SPD.
    Both the Kraken and the Harrower benefit tremendously from the SPD buff from Infernal Machine, with both of them having Pathfinder and Steady.  While I would see the Harrower as a really solid anti-infantry option, the Kraken definitely feels like the better option for breaking down heavies here, while having ranged presence for dealing with opposing infantry.  Which one you take in this case depends on the role that you want it to fill as well as how many points you’re willing to devote into your heavy hitting Infernal Machine target.
    When we get to list construction, we’ll see how we can pair this up with other Cryx suspects to provide a really heavy lane clearing element.  We’ll also take a look at some other good jack options there as well in combination with some other spells on his card.
  • Scything Touch – Goreshade has traded Curse of Shadows for Scything Touch.  While they functionally do similar things in that they provide a 2 point damage buff, Scything Touch will only apply in melee which means that you need to be taking things that will benefit from it (the tradeoff is that buffs are easier to apply than debuffs).  One thing to consider as well is that Scything Touch on Goreshade will kill a significant number of opposing models if they are unable to stop Goreshade from running rampant through their lines.  Combined with Ghostly and the Cavalry charge bonus, this makes Goreshade functionally a MAT9 P+S17 that causes stationary on hit.  If you can get Goreshade to the opposing caster, you can make a pretty safe assumption that they are most likely dead.  This will also kill a significant number of opposing heavies in the process.
    As always, Banes of any variety with Scything Touch will do seri0us damage to anything they touch.  However, that being said, other great candidates for Scything Touch are Soulhunters, which are fantastic with Darragh Wrathe, Scything Touch and potentially Occultation if needed.  They can dig extremely deep and with 3 attacks each, they are easily the unit that best utilizes Scything Touch.  Other things that are great targets for Scything Touch are jacks that have a high volume of initial attacks such as Deathjack and the Harrower, provided that you don’t need Infernal Machine for the SPD buff or to hit what you want to hit.  While a straight ARM debuff will always have greater applications than a static buff to melee damage, there are situations where you are unable to get an ARM debuff onto your target of choice and as such, a buff would be easier to apply to the unit that you want to send in to get functionally the same effect.
  • Siphon Bolt – This is where we start getting into the spells that are unique to Goreshade3.  Siphon Bolt is a 2 cost, POW12 nuke that steals a focus or fury from any target it hits, and turns it into a focus on himself.  One thing to consider is that the leeching effect occurs on hit, and not on damage, which makes it a fantastic assassination setup tool.  For this reason, I would strongly recommend including a single arc node just to be able to get Siphon Bolts out in order to ensure that the threat of the ranged assassination run is on the table, or even if you use it to just snipe out key solos or UAs, it’s still a POW12 magical nuke.  Against a stationary target, you can throw up to 6 Siphon Bolts, effectively stripping up to 6 camp from a caster or warlock (provided they have that many in the first place), which should help setup nicely for an assassination run.
    Don’t forget that the siphoning effect works on any model that has focus or fury, not just warcasters and warlocks.  This is particularly relevant when you have models such as Forsaken, Kriel Stones, Sentry Stones and Journeyman Warcasters.  These are all great targets for Siphon Bolt and is another reason why I would strongly recommend having an arc node in his list.  With the new Journeyman Warcasters in Vengeance and the Warmachine: Tactics Kickstarter, Siphon Bolt is a tremendous asset that Goreshade3 has at his disposal.
    I’d like to take a moment to mention that this is arguably the most powerful magic missile style spell in the game.  The secondary effect is simply one of the most powerful assassination effects available on a card, and when you factor in the assassination abilities that Goreshade has at his disposal, this is simply icing on the cake.
  • Mockery of Life – You had to realize that I would save the best for last.  This is the money spell on his spell card as well as being his signature spell.  Goreshade has always had a very necromantic feel to him and each version of his card has always had at least one form of Bane revival or creation.  His prime version had the feat which created a unit of Bane Thralls, while his epic form had the elite cadre.  In his third iteration, Goreshade has taken leaps and bounds in his necromantic abilities, extending them beyond the scope of just Bane Thralls.
    Mockery of Life is a 2 cost revive that only works on undead, and requires the model returned to forfeit its action the turn it is returned.  An important thing to note is that the spell returns models, rather than creates new ones.  This means that if a model has not been destroyed, but rather, removed from play or the unit has not taken any casualties, you cannot bring them back with Mockery.  The low cost of this spell allows you to bring back up to 4 models a turn (cast it 3 times, and have Spell Vortex trigger to cast it once for free), while still having 1 focus left to upkeep Occultation on Goreshade to keep him safe.  If you take the Withershadow Combine and a Skarlock as well, this allows you to functionally upkeep every single one of his spells, while returning up to 4 models a turn (one free upkeep from the Withershadow Combine, and an upkeep recast from the Skarlock).
    This is the spell that gives him a fantastic attrition game, and when you’re not cycling upkeeps, this is going to be the go-to spell the majority of the time.  Bringing back Blackbanes or Soulhunters will allow them to get into really awkward places, either as feat targets, or just to gum up a lane that your opponent thought they otherwise would have had (incorporeal models make excellent lane blockers if you allow one or 2 models to pass through and then make a free strike, which effectively pins the rest of the unit behind the now corporeal models.  Mockery of Life has fantastic synergy with Blackbane’s (once you add to the unit, you can now return them to the unit), Tartarus (similar to Blackbane’s, once you add to a unit, you can return to them), Bane Knights (the longer a unit stays on the table, the more vengeance moves and attacks you can get from the unit), and Bile Thralls (preserving the life span of a unit of Bile Thralls just means that you’re more likely to get a purge off).  Furthermore, if you purge all over your own models with Bile Thralls, you can just use Mockery of Life to replace the ones that you have killed off, further increasing and improving the quality of your attrition game.
    They have managed to crank Goreshade’s attrition game up to a whole new level with just this spell alone and its existence means that Goreshade’s lists will consist primarily of undead models (or at least 1 or 2 really solid undead units that have excellent synergy with Mockery of Life).
    While some people may be enamored by the Mechanithrall recursion that this spell combined with a Necrosurgeon can do, one must be cognitive of the fact that the more good targets you have for Mockery of Life, the fewer models you will have to fuel the Necrosurgeons unless you plan on running 20-30 Mechanithralls.  With that in mind, there is certainly something to be said for running 30 Mechanithralls, 9 Brute Thralls and 2 Necrosurgeons with him.  Unfortunately, the Mechanithralls will primarily be serving only as a jam due to Goreshade’s inability to help them hit on anything other than feat turn, which severely cuts into their usefulness.
    You can use Mockery of Life to position lane blockers, get a target dug in deeper for the feat, engage a ranged model that you may not otherwise be able to get to, and just in general, increase the effectiveness of your attrition game, bring a unit back from under half strength so that it is capable of scoring, and so on and so forth.
    You can also use Mockery of Life to significantly increase the distance of undead models the first turn of the game to put a lot of pressure on opponents.  For example, you can run a trio of Bile Thralls 10″ up from right beside Shade.  Position the Bile Thralls so that Shade can hit one with an impact attack when charging the other.  Impact through one Bile Thrall and kill the second with a charge attack, and then Mockery both Bile Thralls back to life, one 3″ in front of the leader and another 3″ beyond the Bile Thrall that you just created with Mockery.  This puts a tremendous amount of pressure on an opponent as any movement they make puts them at risk of a turn 2 Bile Purge all over their infantry line. You can do this with Soulhunters or other undead models as well to get an increased board position on the first turn, and you can even get Biles even further up by abusing field promotion and killing off a third Bile Thrall with impact attacks.
    There are so many applications of Mockery of Life and being able to fully capitalize on it is going to be paramount to good play with him.  However, as amazing as this spell is, I feel the need to stress this point here:

    Do not spam Mockery of Life every turn as his only spell.
    Doing this means that you are not taking advantage of the rest of his amazing spells and that you aren’t getting the most out of him.  If Goreshade isn’t near the front threatening the opposing caster every turn, then you aren’t putting enough pressure on the opponent and if you are going empty on focus every turn only to revive 3 or 4 models without increasing your actual damage output, then you are falling further behind in a lot of cases.  If Goreshade is near the front trying to threaten the opposing caster and he is always empty on focus, he will die.  Do not underestimate opponents abilities to get at stealth casters.

With that all being said, your turns are either going to consist of cycling upkeeps, Siphon Bolting out key targets or casting Mockery of Death to replenish your lines.  Focus efficiency is going to be a big deal with Goreshade3 in order to allow him to do what he wants on a turn by turn basis, as well as potentially being in situations where you’ll want to camp to ensure that he doesn’t just get sniped out and killed.  Thankfully, he has several key abilities that all help him accomplish these goals.

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Mastering the Frozen Throne

I would highly recommend anyone who isn’t familiar with the Cavalry rules to re-read them and understand them fully because much of Goreshade3’s game play will revolve very heavily around them.  Goreshade3 really does have an almost unfair collection of special rules combined on him:  Cavalry, Ghostly, Reach, Auto-Stationary on hit.  Just this combination allows him to do things such as ride-by-attack by moving through an obstruction, applying stationary to a key target, moving back through the obstruction to stay safe on the other side of it and then letting his army pummel the now stationary model.  It also means that there is almost no way of avoiding his assassination run, as there are very few things that can get in his way.  Not to mention, due to ghostly, it is almost impossible to lock him down in melee, as he’ll simply ghostly away from whatever is threatening him, potentially through an obstruction if need be.

If he can draw a beat on an opposing caster around an obstruction and can clear a lane to get to them (which you really shouldn’t have too much trouble doing with his tools), he will have a MAT9 auto-stationary charge attack at P+S17 with Scything Touch up, followed by an additional 6-7 attacks depending 0n whether or not you boost your charge attack or rely on puppet strings for the hit.  He threats from 13″ away without any assistance which is a pretty significant threat, akin to Terminus.  If you factor in Madelyn Corbeau, very little is safe.  This is also capable of doing a good number on most heavies (if not outright scrapping them) and this is where Goreshade will be doing most of his melee work when he isn’t slinging spells.

This also allows Goreshade3 to stay fairly safe while playing his game, as he is going to be able to find cover more often than not, and does not have to waste movement going around obstructions in order to use them as cover.  This puts him up to a solid DEF18 against ranged if you need Occultation up on another target (such as Bile Thralls).  With regards to his defensive stats, Goreshade’s defensive stats aren’t the best at DEF14 ARM17 baseline with 17 boxes and any dedicated assassination attempt is most likely going to get him.  As such, use of Ghostly and Ride-by-Attacks is going to be critical in order to ensure that you can stay safe while still being able to play his game effectively.

If his super-solo-like combat abilities aren’t enough, he has another new ability on his card that is rather potent:

Spell Vortex – This ability says that if a living enemy model casts a spell while in Goreshade’s Control, Goreshade may cast one spell for free during his activation.  This is the ability that almost all but ensures that you will get at least one free spell cycling or a free Mockery of Life on each turn of the game unless their caster wants to remain effectively out of the game.  Obviously, this doesn’t apply in certain cases such as Maelok, being against Cryx, or just having their caster be so far away that they aren’t in his control area.  However, I feel like this spell will be your best way to cycle Scything Touch and Infernal Machine between models/units as you will most likely be getting the cycle for free after the upkeep.  If you have 2 solid targets for Scything Touch or Infernal Machine, this ability will keep you being able to cycle it for free to multiple targets each turn.  This significantly increases the damage output of his army while still keeping him extremely focus efficient to play with more of his tools, or to camp a few more to stay alive on a turn by turn basis.

This ability has another interesting interaction with Purification.  If you have all 3 of his upkeeps out, then after they purify off your upkeeps, you have the Skarlock recast one and cast the other one for free with Spell Vortex, bringing you up net resources on your opponent, and giving you back 2 of your upkeeps without you having to spend any focus to do so.  This interaction provides a very interesting answer to purification-based shooting and is certainly something that I feel you can build around with Goreshade3.

Did I mention that Goreshade3 can be terrifying?  Yeah, don’t forget about those command checks, as they are certainly capable of winning the game for you.

All of these abilities culminate into his feat, which at first glance is a seemingly less powerful version of several other feats (notably Sorscha1, Kreoss1 and Deneghra2).  However, the feat has solid applications which will cause your opponent all sorts of positioning nightmares, and that in and of itself is worth its weight.

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Winter’s Grasp

Goreshade3’s feat is one of the most unique feats in the game in terms of how it functions.  You target any number of friendly faction warrior models, centre 3″ AoEs on them and then destroy the warrior models.  Any enemy models underneath the AoEs are stationary.  This is one of the few pulse feats that can have an effect outside a caster’s control area, as you can affect up to 16″ out from the front of Goreshade’s base, depending on the base size of the model that you are centering the AoEs on (14″ control area up to the back of the base of the model you’re destroying + 1.5″ for the size of half of the 3″ AoE + half the base size of the model that you’re targeting).  Also, because you are only destroying the models that you targeted, they can then be brought back with Mockery of Life after being used as feat fodder.

The assassination uses of this feat are obvious, and while it certainly is one of the strongest assassination feats, don’t forget that you can use it very effectively for both attrition and scenario play.  You can stationary the front line of the opposing army, trapping the models behind it and effectively pinning their army in place behind their own models.  You can use the free turn to setup Bile Thralls for huge purges on the following turn, allow pistol wraiths to shoot completely free from retaliation (and to get their soul train rolling) and setup charges that you may otherwise not have been able to get.

Another great use of this feat is to use it to charge and obliterate a front line, blow up the models that you charged with and now you have space to charge through with a second wave.  While this doesn’t get you to stationary any models, it does allow you some extremely powerful alpha strikes being able to take out 2 whole waves of an enemy line before they can retaliate.  Certainly not something I would always do, but as always, something that you should be aware of and should consider if the extra hard hitting alpha is enough to seal the deal.  If you want to try something even more brutal, sandpaper off their front line, feat to clear your models out of the way, come in with Soulhunters on their 3rd lines and dig in deeper with their light cavalry move to potentially tie up their support models, and then hit their second line hard with Bane Riders.  This is a brutally hard hitting combination that can end a game when done properly and if you can catch a few other key models in the feat (run a machine wraith through), then you should be able to seal the game after that.

Due to the fact that, unlike most feats, this is a feat that needs to be delivered, it is imperative that you have something in your list that can deliver the feat.  To that end, cheap models like scrap thralls and mechanithralls, fast models like Satyxis, or models with Incorporeal such as Blackbane’s Ghost Raiders, are prime feat targets.  My personal favourite targets for the feat at the moment are Blackbane’s Ghost Raiders.  More testing in time will tell if these are indeed the optimal feat targets, but one huge reason that I like Blackbane’s as the primary feat target is due to the combination of being Incorporeal with the ability to multiply.  Simply put, whenever I use Blackbane’s Ghost Raiders, I very rarely, if ever, make charge attacks with them.  More often, I will simply run them into an opposing infantry unit and ask them if they want to take free strikes from the ghost pirates.  At MAT8 with continuous fire and boosted POW10’s (potentially POW12 with Scything Touch on them if you so choose), you are very likely to kill a fair number of infantry models, thus creating more Blackbane’s that are now eligible for taking free strikes.  The now corporeal ghost pirate now acts as a lane blocker, which can then mess up an opposing plan if you pick and choose which pirates take free strikes and which ones don’t.  If you botch on the damage roll, the model is still on fire, which is certainly the death of most infantry models in the game.  Once you’ve created the ghost pirate with Death Toll, you can now bring them back with Mockery of Life, which allows you the potential of having a huge blowout feat turn with the ghost pirates running through everything to deliver the feat exactly where you want it.  Another benefit of being incorporeal is that you can run the ghost pirates into an opposing infantry jam and then purge all over them, killing all of the opposing infantry models while the raiders remain unscathed by the purge.

While I think Blackbane’s are certainly the best feat targets, don’t be afraid to use something like a Machine wraith or Pistol Wraith as a feat target if need be.  While you can’t use Mockery of Life to bring them back from beyond the grave, if you can stationary a critical portion of the opposing army to jam them out of a zone or ensure that a problematic model is removed, it is well worth the trade off in a lot of cases.  Satyxis Raiders can also be solid feat targets due to how hard they can be to remove, however, that is an expensive feat target that you can’t revive and for those reasons, I would probably stick with Blackbane’s as the primary feat delivery system.

Given the nature of his feat, it is also an incredibly potent scenario tool.  If you stationary the entire opposing front line, and jam up their army behind it, that allows you one full round to score unhindered, much in the way that I would often use Deneghra2 or Sorcha1’s feat.  While not as directly potent as those 2 feats for scenario play, 2 or 3 Ghost Raiders running into an awkward position and a careful feat to pin the critical elements and the contesting elements in place can certainly win you the game.

If you still have the feat going into the late-game, then that gives you a credible assassination threat from any model that you have on the table.  One model that I feel isn’t being given enough credit with Goreshade3 to this end is the Harrower.  The Harrower is a simply terrifying jack with him (not just because Infernal Machine makes it so) for both its melee and ranged capabilities. If an opposing Haley2 thinks that they can simply hide behind Stormwall and be perfectly safe, they are sorely mistaken.  You allocate 1 to each Harrower (unless you’ve managed to get the soul train rolling with them) while upkeeping Infernal Machine on one Harrower.  Sirens can power boost to make this easier and even more focus efficient for the guaranteed kill.  Run an arc node within 8″ of their caster, run a Blackbane’s next to their caster, feat with Goreshade on the Ghost Raider to stationary their caster and proceed to throw off a few Siphon Bolts to reduce their camp or eliminate their transfers and then land 2 Ghost Shots (which don’t need LOS) from the Harrower and boosting damage for the kill.  You can have a Skarlock cycle Infernal Machine so that the 2 Harrowers can come from 17″ away for the kill.

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While board state and game state will very clearly define which targets you use as feat fodder, here is a list I’ve compiled of some of the most interesting ones:

  1. Blackbane’s Ghost Raiders – Like I mentioned, I feel that these are the best feat targets.  Incorporeal means that very little will stop you from getting into whatever position you want, and the built-in addition/recursion mechanics make them horrible to deal with.  The other facet of the Blackbanes is that they provide an incredibly skewed unit insofar as that if your opponent has no answer to them, Blackbane’s can actually run rampant on them after you’ve used them as feat fodder (I’ve heard of games where people have ended up with over 20 Ghost Raiders by the end of the game, which is entirely viable, especially if you give up an arc node to snipe out Aiyana and Holt).
  2. Mechanithralls – Cheap, expendable, and they come back.  Mechanithralls are solid feat targets because of their low point cost and their ability to still impact the board when they aren’t being used as feat fodder.  This is extremely important to the overall game plan that Goresahde3 brings to the table, because you don’t want to simply bring an expensive fodder unit that can’t get work done as you still need models to kill what you freeze.  Mechanithralls work wonderfully as well against models that are stationary, both being able to crack armour, as well as  being able to kill multiple models in one turn once you fix their hitting issues.
    While Goreshade3 doesn’t bring a constant hit buff to make the Mechanithralls more effective on non-feat turns, Scything Touch makes them hit extremely hard against opposing heavies, as well as bringing a very solid tar pit that your opponent will have to dedicate resources to chewing through.  They are also cheap and plentiful enough that you can also simply play the averages and try to dice out the opponent with volume of attacks.
  3. Satyxis Blood Witches – The only thing that I dislike about using these girls as feat targets is that I often don’t want to be blowing up my own Blood Witches.  That being said, they have a turn of Incorporeal to jam into the opposing lines, daring the opponent to either walk away and take free strikes, before you push deeper into them and feat to freeze their second wave in place.  The incredible utility that the Blood Witches bring is the reason why I would be hesitant to use them for feat targets, as well as them becoming quite scary once Scything Touch is on them.  While they don’t recur, they are cheap enough that once they’ve served their purposes and are now extra bodies in front of the Hag, they are not a horrible choice of targets to feat on.  Not to mention, once again, they are cheap enough that if you do use them to feat on, you aren’t losing huge chunks of points.
  4. Satyxis Raiders – Oddly enough, I dislike using Satyxis Raiders for the feat.  The reason is that I want my opponent to slog through the 12pt package instead of just giving it to them for free.  That being said, Raiders are blisteringly fast and if you really want to get up there to freeze them in place, this is certainly capable of doing it.
  5. Scrap Thralls – Extremely cheap and expendable, they also create a secondary explosion effect that can potentially kill some models in the process.  However, they are slow and can potentially clear out swathes of your own infantry if you position them poorly.  If you’re willing to gamble, and are looking to take something purely as feat fodder with no other in-game applications, this is as cheap as you’re going to get at 0.33pts per model.
  6. Revenant Crew – Want to see something funny that’s bound to make your opponent hate you if they have no way of sniping out the Quartermaster?  Pop your feat targeting your Revenant Crew, and then on your next turn, they all come back (you freeze the models that can deal with the Quartermaster of course).  This puts your expensive undead pirate unit back on the board which can now jam further into the opposing lines after you kill everything the undead pirates gave their lives to freeze.
    While this sounds good on paper, the Quartermaster is still incredibly easy to snipe out for the majority of armies and the Revenant Crew have no functional purpose in the army aside from being feat fodder.  Goreshade3 does not fix enough of their actual problems which makes them sub-par as 20 Mechanithralls with 2 Necrosurgeons is virtually always a better option since they are capable of actual combat.  Unlike Blackbane’s, the Revenant Crew don’t have incorporeal protecting the linchpin of the unit.  They are certainly something that you can consider as feat fodder, but bear in mind that I feel that all of the aforementioned models and units will do it better.

Once again, just to reiterate, do not be afraid to feat on models such as Pistol Wraiths, Machine Wraiths, Bane Thralls, and Bane Riders.  While they are more expensive and not as optimal feat targets due to their value in the army, there are times when you can give them up to stationary an incredibly important part of the opposing army which can lead to a victory or insurmountable advantage in your favour.

As with the majority of Cryx feats, the longer you hold his feat, the better off you are.  If you go into the late game with the feat still available, you can often seal the deal with a solid assassination run.  This is the key with Goreshade3’s feat and if you can hold it going into the late game, then all you need to do is keep Goreshade safe while he comes in on the opposing caster to end the game.

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Melting the Ice

As with any caster, it is important to figure out what your target priorities are on the table.  Before we get into the nuts and bolts of building a list with him, here are a list of things that I feel you need to keep in mind as far as what to have answers for.  I’ll go in order of what I feel are the most important to take note of:

  1. Eiryss – The wonderful, soulless elven hooker that so many of us hate.  For a caster with so many upkeeps, she is always going to be problematic.  That being said, Goreshade3 thankfully has many ways of mitigating upkeep removal through Spell Vortex and the Skarlock.  However, for a caster who doesn’t have access to Purification, she is potentially the only model in the opposing army who can remove Occultation, which still makes her priority target number 1.  Furthermore, because she is a model that can remove upkeeps without triggering Spell Vortex, that makes her an even more important target to remove as she can potentially hurt Goreshade’s focus efficiency.
  2. Arcane Tempest Gun Mages – True Sight sucks.  For a caster who relies on keeping Occultation up on a key target to prevent it from being shot off the table, Arcane Tempest Gun Mages who have ranged magic guns that can spike damage rolls high enough to kill even Bane Riders, as well as being able to spike Goreshade to death with some lucky rolls, can be extremely problematic.  They are extremely accurate and are arguably the best models for handling Blackbane’s Ghost Raiders or stealth Bile Thralls.  This makes them an important target to deal with as soon as possible.  This is one situation where I would be willing to give up a few really fast models to feat and use the turn to setup a charge or a Bile Purge into them to eliminate them.  These are definitely priority target number 2.
  3. Lady Aiyana & Master Holt – You may wonder why this is actually target priority number 3 instead of 1 or 2.  The reason for this is because the incorporeal build spam is not the only way to build him.  While it may be my personal preference to do it this way, there is certainly something to be said about running the mostly living Cryx build with the full Satyxis boat and the Mechanithrall recursion engine.  If this is your preferred build, then Aiyana and Holt are not quite as important to deal with, as well as the fact that with the ridiculous threat range on Siphon Bolt through an Infernal Machined arc node, Aiyana and Holt are fairly difficult to protect.  Much like Eiryss, in either case, I would be happy to trade an arc node for them.

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Bringing winter’s might to bear

Now that we’re done taking a look at what Goreshade3 can do and threat priorities, let’s get into some list building and how we put it all together.  I’m going to break this down into a few different iterations of the list that I’ve been looking at and discuss strengths and weaknesses of each specific build.  However, before we go into specific list builds, I want to discuss character restrictions and how Goreshade3 will be affected by them.

The elephant in the room for Goreshade3, much like every other version of Goreshade, is his bromance with Bane Lord Tartarus.  Out of all the characters available to us, I feel that this is the biggest one as it greatly dictates list build more than any other character does.  Previously, I had thought that Tartarus was absolutely essential with Goreshade3, but as I’ve been getting more table time with him, I have changed my view on this by quite a lot.  The reason for this is that Goreshade3 doesn’t need to have foot Banes in his list.  I’ve been leaning a lot towards a much faster list build with him and as such, if you are not using foot Banes, then Tartarus can be saved for another list.  This makes Goreshade3 an excellent companion list for a great deal of our casters, as he doesn’t take the one character that can make or break certain casters, such as Asphyxious2.

If you are not going the Bane Thrall heavy route, then Tartarus becomes less important and in that case, then Darragh Wrathe becomes a significantly more important character for everything he does.  Death Ride increases the threat range of everything in the list (most importantly of Goreshade himself), and Beyond Death puts his ARM up to a respectable 26.  It allows you to change facing for charges, a tough to kill solo, another magical zot spell that can force even more command checks…what’s there to say about Darragh Wrathe that hasn’t already been said?  He’s an absolute monster and there will never be a bad reason to include Darragh Wrathe in a list with Goreshade3.  If you decide to go with Soulhunters with Goreshade3, then Darragh Wrathe should absolutely be included with them.

The Withershadow Combine is another hugely contested character for us, being arguably the absolute most important character in Cryx.  The free upkeep is huge for a caster who loves cycling upkeeps, and Puppet Strings means that you don’t miss critical attack rolls, which much like other casters who like to get in the game (Deneghra2, Asphyxious3, Venethrax, and Terminus, just to name a few), is incredibly important.  The dispel is fantastic now that Goreshade3 has traded away Hex Blast for Spell Vortex, and having 2-3 potential Dark Fires to snipe out models that are in the way is an unbeatable value for the unit.  The question now becomes whether or not the Withershadow Combine is more valuable on him than one of the other casters who need them, and I feel like in a lot of cases, the answer is that it depends on what you want your other list to do.  You will never regret putting the Combine into any list and putting it here to ensure that you don’t miss those critical attack rolls for the auto-stationary is always going to be a good choice..

The characters that I feel he will want more than any others is Blackbane’s Ghost Raiders and Madelyn Corbeau.  I’ll be explaining in greater detail down below about why, but the fact that these are not hotly contested characters means that it will not be difficult to ensure that Goreshade3 has the ghostly pirate and his crew of undead scoundrels, as well as Immoren’s favourite prostitute.

With all that about characters prefaced, let’s get into some list building.

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There are several styles of builds that are going to work with Goreshade, Lord of Ruin, and every one of them has its own merit, advantages and disadvantages. Here is the gameplan that we are going to be working with:

Deliver Goreshade to the opposing enemy caster through Siphon Bolt or Voass.  Use his potent attrition game to open up lanes and grind down the pieces that will get in your way to do so. 

Assassination is Goreshade3’s strongest element and you are going to want to make sure that every list you build with him always has a strong assassination option. You may be familiar with this game plan, which is also similar to Terminus’ game plan of delivering your caster to their caster to end the game.  However, there are several reasons why I feel Goreshade3 is actually a better assassin than Terminus.

  1. Auto-stationary – Goreshade has 2 ways of applying stationary to an opposing caster.  Stationary is better than Malediction, as guaranteed hits are always a better bet than having to roll dice of any kind to hit (sometimes, you have an 80% chance to hit and you roll that 4, it happens).  Both initial attacks will be MAT9 and once you hit with Goreshade once, all the rest of your attacks auto-hit.
  2. Siphon Bolt – Unlike Terminus, Goreshade has a way around focus and fury camping, whereas Terminus is relying on brute force to get the job done.  In fact, if you do the math, Goreshade actually is coming out ahead the more focus or fury is on the opposing caster when he starts siphoning off all of their camp (due to volume and potential for dice spikes).  Anyone who understands the math behind Siphon Bolt is going to be spending more than they probably should, which means that you only make it more viable for the rest of your army to assassinate.  Siphon Bolt also gives Goreshade a reliable ranged assassination that comes from downtown, which Terminus often doesn’t bring.
  3. Ghostly – This is the main thing that makes Goreshade3 deadlier than Terminus.  Immunity to free strikes and the ability to move through obstructions can really force your opponent into some really poor situations as far as positioning their caster to remain safe goes.  It means that you are immune to all of the knockdown or shadowbind effects on weapons that may try to stop you from getting at their caster (you still need to be aware of countercharge and counterslam, but those are less prevalent right now).  This is pretty much the thing that ensures that the moment you create a lane, their caster is dead to rights.

These are the things that I feel allow Goreshade to be a superior assassin to Terminus and while the loss of flight is certainly noticeable, I feel that the advantages gained are far better than what was lost.   However, the game plan between the pair of them isn’t entirely the same.  While in both cases, you want to deliver your caster to their caster, the Terminus game plan is to kill off all the models in the opposing army that can kill Terminus on full camp and then camp your way to a win.  Goreshade3 wants to be spending his focus and as such, you won’t be using him as your primary tank. To this effect, here are the models that you are going to want with him:

  1. Blackbane’s Ghost Raiders – Are you surprised that my number 1 model with him isn’t actually an arc node, Skarlock and Warwitch Siren?  Don’t worry, they’re next.  Blackbane’s Ghost Raiders are the most important models for Goreshade3 for a variety of reasons.  First of all, they provide the most effective feat delivery system available.  Being small based means that they can fit into some incredibly awkward places that your opponent may not otherwise think that you could get to.  Incorporeal means that very little will stop them from getting where they need to get and you can get effectively more models into range of the 3″ AOE that is centered on the Blackbane than with a medium based model.
    However, that isn’t the only thing they are good for.  As explained above, they are incredibly synergistic with Mockery of Life, being that they bring their own mechanic for increasing their unit size beyond their base size.  Additionally, they are a solid anti-infantry jamming unit, which is something that I find people often forget about Blackbane’s.  My Ghost Raiders are often sent running into opposing enemy infantry that can’t damage them, and when the infantry unit tries to walk away, they take free strikes.  If the free strikes don’t kill, they are on fire and are likely to die the following turn.  If the free strike kills, another ghost pirate shows up.
    Furthermore, if the opponent chooses to ignore the ghost raiders, then you basically get not only an incredible feat delivery, you can use the ghost pirates to kill off the important support models that you may not otherwise have the ability to get at.  This is always the first unit I reach for with Goreshade3 and will continue to be a staple for me in his lists.  If you prefer more bodies, you can always go with a Mechanithrall boat instead, but the Ghost Raiders can often get into trickier and more awkward positions for your opponent to deal with at the cost of the straight power that Mechanithralls bring.
    If for some reason you absolutely do not want to bring Blackbane’s Ghost Raiders, then I would strongly advocate for a pair or even trio of Machine Wraiths to ensure that you have really good feat targets.
  2. Arc node, Warwitch Siren, Skarlock – I probably don’t need to go too in-depth about why the Siren and Skarlock make the cut alongside the arc node, but I will say that I would always take an arc node with him for the threat of the Siphon Bolt assassination.  Infernal Machine is not remotely fair on a SPD7 arc node and it allows you to engineer the assassination run from way downtown.  The extra speed also allows you to get at some of the really juicy support solos that are often in the opposing back field that you may want to snipe out.  I don’t particularly feel that 2 nodes is necessary with him, however, I feel that one should absolutely always be in the list.  If you always have the threat of assassination on the table, your opponent must be aware of it and has to play around that which can control how your opponent has to play (and Goreshade3’s assassination run is arguably one of the most reliable in Cryx).  The arc node also allows you to send Harrowers out past Infernal Machine range and still be able to cycle Infernal Machine between them, while Goreshade is off doing something else on the other side of the board.
    My personal favourite arc node for him is the RipjawVice Lock is excellent with the additional speed provided from Infernal Machine, allowing you to get into some awkward positions to Vice Lock without having to worry about retaliation if you can get behind with a Vice Lock.  The Armour Piercing attack is just icing on the cake with Scything Touch, allowing the Ripjaw to put significant damage in a single attack on a heavy, making it quite focus efficient, which is something that Goreshade likes.  Barring that, I would opt for a Deathripper or Defiler.  A MAT9 Deathripper can headbutt fairly effectively and Defilers bring a lot of answers to things such as Shifting Stones that may be difficult to get at otherwise.
    One thing I’ve noticed many people mention is that an arc node may not be necessary due to the sheer amount of speed that Goreshade3 brings.  However, one of the most important things about the arc node being in his list is how much it dictates your opponents board positioning.  Remember, a model’s value isn’t only determined by how much it kills, sometimes, what it allows your opponent to do (or not do as the case may be) safely is a game changer in and of itself.
  3. Madelyn Corbeau – Everyone’s favourite prostitute (or would she be considered an escort?) makes an appearance in my final spot of auto-includes.  Through and through, Goreshade3 is an assassin.  He has a very potent attrition game, but he is first and foremost an assassin.  Goreshade wants to get in there and do the deed himself, and Madelyn Corbeau extends his already impressive threat range to a whopping 16″ (17″ if you factor in Death Ride and 18″ with a Push).  I’ve been slowly thinking that this may indeed be the most important piece for Goreshade3 as it creates an incredibly non-linear threat from Goreshade himself to take advantage of the combination of Ghostly and Ride-by-Attack.  She will also be able to move the ubiquitous Bile Thralls that will inevitably be showing up in his lists due to his inability to help models hit aside from his feat and Voass (and to a lesser extent Infernal Machine).  She also allows you to do some interesting tricks such as effectively increasing your ride-by-attack range by 3″, which allows you to do some very nasty tricks with Voass while being able to keep Goreshade safe, backing up a jammed Bane Rider to allow for impact attacks to clear them off, and the list goes on.  Madelyn Corbeau simply opens up so many opportunities that you woud otherwise not have without her, and is 2 points that I will always take the effort to find space for.

The above are the absolute auto-includes in my opinion and beyond that, there is a lot of flexibility in his list build.  That flexibility is what makes list building with him such a challenge, as he is capable of supporting a wide variety of builds, much like Asphyxious3 and the Deneghras.  You can go battlegroup heavy, infantry heavy, balanced ranged and melee and every single one of those builds will be viable. So, how do we nail down what we really want for him?

Before we go into list construction, I’d like to briefly talk about his second greatest strength, and the one which I feel brings him into our top 5 stable of casters, his flexibility.  I’ve mentioned it before, but Goreshade3 is an incredibly flexible caster.  He has an almost unrivaled assassination game, he has a very solid attrition game, he’s incredibly hard to kill and his mobility is top notch (borderline unfair if you ask me). He has one of the best battlegroup support spells in Infernal Machine (not everyone can have Terminal Velocity), an easy to apply damage buff that can be cycled by a Skarlock, several incredible assassination tools that keep opposing casters very honest all game long with minimal army support, as well as an attrition based spell that can keep his army in the game long after it should really be allowed to.  This flexibility means that you can adapt to any situation that arises throughout the game and allows you to stay in the game regardless of what’s across the table from you.

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Machines of Cold Iron

Let’s start by going over battlegroup options and what they bring to the table.

  1. Helldiver – Didn’t think I would start with this one did you?  This is one of my absolute favourite jacks to run with Goreshade3 right now.  In testing, it was worked brilliantly, serving as a means to control where the opponent is safe to move, allowing you to setup the assassination with Goreshade easier.  Infernal Machine’d Helldivers are scarily fast and are able to keep up with an otherwise fast army that would otherwise leave them behind.
    One massive advantage that the Helldiver provides to Goreshade3 is that if decide to use the feat for attrition, the assassination is still alive and well on the table.  Not to mention that the Helldiver can slam down models that would otherwise be blocking off the arc node for the Siphon Bolt assassination run.  Combined with arc node, this puts your opponents caster into a very tricky position with regards to where they can safely position, and that allows you to position Goreshade into a position where no matter where their caster goes, they can’t avoid the inevitable assassination run.
    For a simply amazing 3pts, this is arguably one of the best jacks available to us, and for Goreshade3, this is no exception.  I have nothing bad to say about the Helldiver with Goreshade3 and I would end up with one in every list if most of my lists for him weren’t so tight on points.
  2. Harrower – My favourite line-breaker and greatly helps facilitate the Siphon Bolt assassination plan.  The amount of options that the Harrower brings to Goreshade is incredible.  Thresher with Infernal Machine bumping his MAT up to a respectable value of 8, Scything Touch to allow it t0 crack armour (apply Dark Shroud for even more armour cracking goodness), Infernal Machine also fixes his SPD problem, bringing it up to a whopping 7 with Reach.  Ghost Shot is incredible with Goreshade as it means that there is no way to hide from the Harrower’s gun.  The Harrower is also one of the most focus efficient heavies once it starts the soul train rolling and is usually capable of fueling itself after it gets an initial investment.  That being said, the Harrower is not without its problems.
    Unassisted, it is fairly pillow-fisted for a heavy, which, there may be times when you simply need Scything Touch on 2 other targets that turn.  The other obvious issue is the fact that it is still a Cryx heavy, and while the crab chassis is significantly better than the Slayer chassis, it is still fairly soft for a heavy.  The Harrower’s final issue lies in the fact that without souls, it loses a significant portion of its effectiveness and while this is still a minor issue, it isn’t something that can be overlooked.  Still, despite these shortcomings, I still greatly enjoy the Harrower with Goreshade3 and have even fielded double Harrower with success as well.  I feel that in many cases, the shortcomings are made up for by the benefits, and you can also make the steady bunker with 2 Harrower’s for Goreshade if you ever want to put Occultation on something other than Goreshade.
  3. Kraken – I’ve been using the Kraken more as of late and I have to admit that the Kraken is quite a bit better with Goreshade than I originally gave it credit for.  My initial concerns for it were that it was far too much of a points investment, even with Infernal Machine tuning it all the way up to an 11.  The Kraken itself isn’t the most durable of colossals and often takes the same investment to destroy as most other factions heavies.  For a colossal which clearly wants to be in melee, I saw this as a significant disadvantage to taking the Kraken over any of our options and while I feel that this is still something of concern for the Kraken, I was certainly wrong about it with Goreshade3 on that thought.
    What changed my opinion on the Kraken was a game against another local Cryx player, in which he played Deneghra1 against Goreshade3 with double cav (my standard includes) and the Kraken.  In this game, I didn’t use the Kraken as a melee beater due to the fact that I was deathly afraid of losing a 19pt investment to 4 mechanithralls, but kept it back and relied primarily on its gun, while only charging in to take out an opposing heavy hitter and forcing Deneghra to feat it off the table and allowed me to take out the rest of his army.
    I feel like the most effective use of the Kraken is, first and foremost, a gun platform.  Infernal Machine brings the unicorn horn up to a whopping threat range of 23″, and the small guns up to 19″.  The additional SPD also allows you to move the Kraken up to take shots and then back up to get some more shots out of threat of most heavies, to get some additional damage in before finally choosing to commit the Kraken into the opposing army.  When you do eventually commit the Kraken with either Infernal Machine or Scything Touch, the iterative damage that you had put on earlier should be sufficient to one round the remainder of a colossal or heavy (the damage output of the Kraken isn’t particularly stellar on its own).
  4. Reaper – Being able to control the opponent’s movement is huge in any list with an assassination focus.  More to the point with Goreshade3, being able to manipulate the opponent’s pieces into better position for the feat can seriously hamper an opponent and where they are able to safely land their caster.  My current mode of testing involves using the Reaper attached to Aiakos for added focus efficiency, an additional source of drag, as well as an incredibly potent assassination piece if the Reaper goes down.  Against the majority of warlocks, delivering Aiakos is game over, especially when you remove hitting from the equation due to the feat.  However, that being said, the Reaper is still fantastic as part of Goreshade’s battlegroup with Infernal Machine, as it has a significantly improved threat range on its harpoon.  MAT9 is not likely to need to boost to hit, ensuring that you can get maximum number of attacks out of the Reaper after it has dragged its target in.  If you prefer additional drag reliability over hitting power, you can always opt for Malice over the Reaper, at the cost of losing sustained attack and reach.
  5. Stalker – Small, fast, deadly.  Those are the 3 words that describe this particular favourite jack of mine.  The stalker will spend the majority of the time operating independently and helping with the inevitability plan of the assassination run.  Stalkers are fantastic for helping control board position and while I rarely use them as the actual assassination piece, they are so strong at controlling the opposing caster’s positioning that I’m never sad to have them around.  That being said, I actually prefer bolting the Stalker onto Aiakos, as this allows the pair to setup a pincer on the opponent’s caster.  With Shade up the middle, Aiakos on one side and a Stalker on the other flank, your opponent doesn’t have many places to run.
  6. Leviathan – Unlike the Reaper, this is a jack that I’m not particularly interested in outside of Aiakos.  Infernal Machine really doesn’t turn the Leviathan on, as it is a gun platform, and not a melee platform (it performs in melee under Deneghra1 because…well, it’s Deneghra1).  Furthermore, the Leviathan is extremely focus hungry and Goreshade has far too much to do with his focus (whether it be cycling spells, mockery for attrition or camping to stay alive).  All of that being said, this is a stellar ranged platform when run under Aiakos, and 2 boosted shots onto a stationary caster after siphon bolts is particularly deadly in a large number of circumstances.  While I feel that Kraken is a superior option due to its flexibility over the Leviathan, if you’re strapped for points, you can certainly run this module with Goreshade3 effectively.  However, the lack of an ARM debuff on Goreshade3 outside of Dark Shroud from his list makes this not as attractive an option over any number of our casters with an ARM debuff for this same module.
  7. Deathjack – Oddly, I’m not as big a fan of Deathjack with Goreshade3.  That being said, there is absolutely value in the big guy, as there isn’t a single one of our casters who won’t benefit from having the Deathjack in their list.  He fixes order of activations even more, and a SPD boost is exactly what Deathjack wants to ensure that he gets the charge on his key targets.  Furthermore, Deathjack is not only incredibly focus efficient, but also is a net focus gain for Goreshade3, especially if you can get the Siphon Bolt onto a caster.  Between Deathjack’s siphon bolt and the Skarlock’s siphon bolt, you can effective have 9 focus before anything, and if they trigger spell vortex, you could potentially have an effective 10 focus to spend.  I love Deathjack, but I feel that he is better served in another list, as the synergy isn’t quite there for the pairing that I like in any of my lists that include Deathjack.
    However, that being said, there are some extremely amazing uses of Deathjack for Shade3.  The primary thing is that Deathjack is the hardest hitting jack in the entire Cryx arsenal, as well as the most durable.  This definitely counts when you can also protect Deathjack from ranged by giving him Stealth on the way in if you aren’t worried about Shade being shot to death, before you swap either Infernal Machine or Scything Touch onto Deathjack to finish off whatever target you need to deliver him to.  This gives Shade3 an incredibly potent tool to deliver into an opposing Gargossal as a fully loaded Deathjack will one round pretty much any Gargossal with impunity.  A soul bloated Harrower with Scything Touch can achieve the same kind of hitting power as Deathjack unsupported, but Deathjack is far easier to setup as it doesn’t require those souls to get the train going, plus provides an additional spell cycling source to help Goreshade3’s focus efficiency.
    One additional nice thing about Deathjack is that due to his ability to cast Scything Touch on himself, it helps fix order of activation issues for those times when you really need Scything Touch on Deathjack to fix the math into your favour, but have a complex order of activation that requires Goreshade to activate later in the turn as opposed to early on.  Once again, this plays into the flexibility that Goreshade loves to have in his list.
    So, after I’ve gushed about Deathjack with Goreshade3, why do I not actually like having Deathjack in Goreshade’s list?  I simply don’t believe that Shade gets as much from Deathjack, as other casters do. For example, Asphyxious3, Deneghra2 and Skarre2 all have better Deathjacks than Goreshade3, as those Deathjacks perform functions in those lists that isn’t just to be a hard hitting heavy.  It all comes down to purpose, and while I absolutely adore Deathjack with almost all of our casters, I don’t feel that Goreshade really gets the full 12 points of value out of Deathjack to the same degree that you can out of the aforementioned casters.  While this isn’t necessarily a knock against Deathjack, strongly consider the value of Deathjack in Goreshade’s list as opposed to your other list before you decide on where he goes (and whether or not you really need him in the list).

The jack build that you opt to go with is incredibly flexible and can easily fit a huge variety of roles for Goreshade3.  If you go with 2 of the focus efficient options, you can safely run 2 heavies with him (if you notice, all of his strong jack options are mostly focus efficient), if you want to go with a hard skew in that direction.  Either a Kraken or double Harrower would be my personal choice in that regard, due to the fact that you get a significant amount of ranged power to really make the assassination extremely reliable, even if Shade falls a few points short of doing the deed himself.  The Kraken gives you 4″ reach on a chain weapon, a huge platform to hide Shade behind, as well as several reliable guns each turn, while the double Harrower route gives you the amazing double Ghost Shot assassination run, and a really potent infantry threshing pair.  The Kraken is more effective against heavies, the 2 Harrowers plow through infantry in droves when you start cycling Infernal Machine between them.  Both utilize souls and corpses, which Shade otherwise doesn’t need, so there’s literally no competition for souls if that is a thing that you worry about (although, I admit that I never worry about that due to the fact that short of Terminus, I never feel like there’s ever any real direct Skornergy between soul collecting models in Cryx anyways).

One special thing of note is that outside of his battlegroup, Shade3 does not bring any direct hit buffs to the table.  Infernal Machine is only good for his battlegroup, and as such, you really want to make sure that you have something that can take advantage of it.  This is why the Harrower and Kraken are my favourite heavy hitters for him.  We often don’t have issues with armour cracking, and as a result, I often like to bring a heavy that is effective at dealing with infantry to the table, while letting our infantry take care of opposing heavies.  This is often the exact opposite matchup that most of our opponents want to see, as they want to bring their infantry into our infantry and their heavies into our heavies, while doing everything they can to keep our casters out of the game. Furthermore, being a buff caster as opposed to a debuff caster gives him an edge in the anti-spell matchups that people seem to be favouring more as their anti-Cryx options.

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Unleash the Horde

Goreshade3 is in a unique position in that he is capable of supporting all of our infantry and unit options well.  His feat (albeit a one time thing you don’t want to rely on, as his feat is far more powerful if you hold it for a game breaking turn or to constantly threaten assassination) helps people hit, he has a damage buff in Scything Touch (which is arguably best used on Bane Riders as Scything Touch affects damage rolls and not STR or weapon POW, which means that the damage bonus applies to impact attacks as well), Occultation is fantastic for model delivery, and Mockery of Life helps replenish his lines so that his units can’t be completely cleared off the table.

The flexibility that Goreshade3 brings to the table comes at a price though, Goreshade3 is not a turd polisher like Deneghra1 or Skarre1, he is a jack-of-all-trades who adapts to different situations as they arise on the table top.  He does everything well, but excels at nothing and as a result, you need to always be ready to adapt and change your game plan on the fly.  While you want to keep the central game plan in mind of always putting immense assassination pressure on the opposing caster, and using that pressure to pull ahead on scenario and attrition, don’t be afraid to give an inch to take a mile.  He does just enough to push our elite troops over the top, which allows for an extremely versatile set of build options, so let’s go over what Goreshade3 does for his troops:

  1. Bane Riders – Ever since the Bane Rider’s release, they have ended up in every single one of my lists, and with Goreshade3, that is no different. Their ability to Curse alongside Scything Touch gives them effectively +2/+2 on all of their attacks, including their impact attacks.  This gives them effective MAT8 POW14 impact attacks, and a MAT10 POW17 charge attack.  These are pretty significant numbers as you can do quite a fair bit of damage from simply crashing into opposing models.  This allows you to reliably impact into opposing elite infantry and stand a very good chance of removing them from the table.  Don’t underestimate the additional impact attack on a lower ARM heavy as well, as those extra few points of damage can really add to their overall output and take out systems that you previously would not have taken out.  They also smash through shield wall bricks effectively, allowing you to use Goreshade’s Bane Riders as solid line breakers (make sure you are impacting both shield wall models as well for the additional points of damage).
    The Rider’s possess an extremely high threat range (14″) which rivals that of Desperate Paced Satyxis Raiders , and more consistent damage output than Bane Knights.  They can also keep up with Goreshade, allowing the Riders to act as Goreshade’s personal retinue while he weaves through enemy lines.  The naturally brick-like stats of the Riders mean that you can form a solid defensive line for Goreshade as well if need be, with Mockery of Life all but ensuring that the Riders will last all game, threatening the opposing caster.  The big thing to realize with the Riders is that you don’t want to send them in unassisted against high ARM heavies, thinking that 3 of them can scrap a heavy like 3 Bane Thralls.  They are not built or designed to be hammers, rather, they are like high powered precision lasers.
    The tactical flexibility that they bring to the table is exactly what Goreshade3 appreciates in his lists and is why I always reach for the Bane RIders first as far as units go.  While they aren’t quite as turned up to 13 like Asphyxious3’s Bane Riders, they are the perfect catch-all unit for Goreshade3 that supplements his assassination focused game plan.  The long threat range and high accuracy of the Rider’s charge attacks further limit movement and positioning options for opposing casters, while still being able to respond to any threat that comes down on the other side of the table.  The fact that in a pinch, Riders are also fully self-sufficient means that even if you can’t devote the resources to providing the Riders with either Occultation or Scything Touch, they are still going to be extremely effective at doing what they need to get done.
    Riders make excellent Mockery of Life targets as the opponent often has a finite amount of resources in their Cryx drops that can deal with the Riders, and when you expose that weakness by ensuring that they are around all game, you can often put your opponent in a checkmate position.  Speaking of great Mockery of Life targets…
  2. Soulhunters – These guys are arguably the best Mockery of Life targets.  While I discussed the value of units with built-in recursive or additive abilities, Soulhunters bring another valuable ability to the table, which is their ability to heal.  SInce Mockery of Life returns models with 1 wound, Bane Riders after they are brought back with Mockery of Life are deceptively frail.  While Soulhunters aren’t naturally the hardest targets, their ability to heal ensures that small arms fire and non-charge attacks going later into the game aren’t as much of a threat to them after they’ve been brought back with Mockery of Life. The DEF14 of the Soulhunters is a significant jump from 12, while Stealth on either one of the Cavalry units is simply a fantastic way of keeping them alive.
    They are extremely fast, at a blistering SPD8, which bumps them to a natural threat range of 13″ once you factor in reach, with a light cavalry movement at the end, allowing them to dig even deeper into enemy lines, or to disengage from enemy lines if they’re acting as a harassing force.  The Light Cavalry Movement ensures that you can use Soulhunters to quickly strip 1 or 2 bait models off the opposing front lines, allowing you to not have to commit your forces to taking out those bait models.  This is an incredibly potent strategy when it comes to controlling unit on unit engagements, as it often allows you to avoid losing too much, while being able to deliver a much harder counter punch.
    Something that I often do with slower Bane or Mechanithrall units is I will offer up 3 to my opponent’s incoming melee unit.  The opponent is then faced with a choice of those 3 models causing significant damage if left alone, or they are required to commit into my threat ranges (especially since Bane Thralls have Tough and Mechanithralls have recursion mechanics which makes simply killing those 3 models ineffective, or insignificant) to deal with them, where the counter-punch will obliterate whatever they bring into those 3 models.  Obviously, this is a strategy that your opponent can use against you as well, especially if you are running a slower force that they out threat.  However, Soulhunters are the perfect response for this, as they can take the 3 models off the front and end up 7″ away from where those models were previously, which often time is out of threat range of the rest of the unit that was offered up as bait.  While you may not have gained a ton of ground, at the very least, you haven’t lost anything and are now asking your opponent if they would prefer moving into your threat range instead.  If your opponent decides to put more into threat range, you can push deeper into their lines instead, ensuring that they are going to be weaker on the counter punch.
    The one caveat that I’m going to mention with the Soulhunters is that taking Soulhunters is always precluded by taking Darragh Wrathe.  This is not a bad thing, but if you have a list that requires Wrathe more, then Soulhunters are often off the table due to the importance of the Incorporeal allowing them to dig into where they are needed most.  Losing the flexibility of that Incorporeal is often a deal breaker for me and if Wrathe is in another list, then I won’t usually take Soulhunters.  However, if Wrathe is available, then Soulhunters are one of the top units on the list that I reach for with Goreshade3.  Another reason the Incorporeal is such an important element to taking Soulhunters with Goreshade3 is due to the fact that you can use the Soulhunters as additional feat targets in a pinch.  Being able to end up 17″ from their starting position means that you can get a really deep feat projection if need be, and losing that as an option greatly cuts into the versatility of the Soulhunters.
    The one downside of the Soulhunters is that while they are fantastic anti-infantry choices (3 attacks, 1 of which has reach, MAT8 on the charge attack and then being able to boost subsequent attack rolls), even with Scything Touch on them, they aren’t going to be cracking armour without additional dark shroud support.  They do have 3 attacks, which you would think would make them perfect targets for Scything Touch, but Scything Touch is more insurance to ensure that the light to medium infantry that they like to prey on are going to die, rather than allowing you to use Soulhunters as line breakers or armour crackers.
  3. Blackbane’s Ghost Raiders – I love these guys.  Aside from being brutally easy to paint with some creative use of heavy washes and drybrushing, the Ghost Pirates are an excellent combat and utility unit with Goreshade3.  The recent incorporeal ruling makes incorporeal a much stronger rule for jamming with, especially since you can pick and choose what models you let through and what you want to stop.  For example, you can jam a full unit with a unit of Blackbane’s Ghost Raiders.  Many people often leave unit leaders near the back of the unit out of habit and as a result, you can jam a Ghost Raider directly into the unit Leader.  If the opponent declares a charge to get through the Ghost Raiders at a juicier target behind them, you can choose to allow several grunts to pass through and out of command range.  When the unit leader opts to charge through the Ghost Raider, you take the free strike.  If you miss the free strike, the ghost raider is now corporeal and the game state rewinds to the last legal game state, which was when the leader declared his charge, but in front of the ghost raider.  At this point, if he is not in range of his target, his activation ends due to a failed charge and the grunts that are out of formation cannot attack.
    I will say, when it comes to using the Ghost Raiders effectively, I oftentimes never make charge attacks with the Ghost Raiders.  They are my lane blockers and free strikers, setting things on fire, being effective enough to kill light to medium infantry fairly effectively.  Continuous Fire allows you to kill shield wall bricks even if you don’t kill them on the initial attack (or free strike), because the fire is likely to do the last few points of damage before the unit gets to shield wall again.  The Raiders are extremely fast, coming in at a whopping SPD7, they require specific answers to deal with, and are the best feat delivery system available.  This combination of reasons is one of the reasons why I end up reaching for Blackbane’s very early on in the unit selection process.  Furthermore, Blackbane’s can create additional models, which means that they are a great Mockery of Life targets as well.  Even though Blackbane’s will rarely make attacks (or get their points back as some people like to say), they are still a simply fantastic unit with Goreshade3 that do everything you need them to do.
    I do want to briefly mention that units make their points back by doing things other than killing.  If I’m bringing 9 points to be annoying, get in the way and eventually deliver the feat, I consider any kills that they make to be a bonus.  If they successfully jam up the opposing troops, create movement and positioning issues for opposing troops, and deliver the feat in a meaningful way, even if they only killed 3 opposing infantry models all game, they have accomplished what they were in the list for.
  4. Satyxis Blood Witches – What can I say about Blood Witches that I haven’t said countless times already?  The dispel and anti-tough here, alongside the clouds, RFP and magic weapons brings an incredible amount of utility to Goreshade3.  The anti-tough allows you to all but guarantee that your assassination run will get there and won’t be stopped by a random tough roll.  Dispel is amazing and always good to have.  Furthermore, the Witches start doing a surprising amount of damage once Scything Touch is applied, and they have the benefit of being naturally accurate, so that they don’t need the feat to help them hit.  Since Goreshade lost Hex Blast in his third incarnation (likely due to potential abuse for the interaction between Spell Vortex and Hex Blast if that was ever a thing), upkeep removal that isn’t character dependent is extremely useful to have, as the Withershadow Combine can’t be in every list and the Blood Witches just bring the strongest all around toolkit, for the job.  Furthermore, you can also create Cloud City with the Blood Witches so that you have an even stronger bunker to hide Goreshade and whatever other important pieces you are trying to deliver to the opposing lines.
    The witches are very capable of stopping an entire line for 2 solid turns with Goreshade3.  You start by pressing into the opposing lines with the mini-feat up.  If they don’t have easy access to magic weapons, you force them to either take free strikes (which will all but kill anything that you’ll be jamming into) or they can stand there for a turn.  Next turn, you feat using the Blood Witches as feat fuel to pin their entire front line in place again, which gives you a huge edge in the scenario game.  While this isn’t a strategy that’s unique to the Blood Witches, the Witches also have the advantage of being able to create Cloud City as an alternative jam after you’ve mini-feated and killed off their front line.  Their mini-feat is also one of the tougher mini-feats to handle in the game, especially since they have the ability to kill, and then go incorporeal after they have done their dirty work, which is something that is quite unique to the Blood Witches as opposed to Blackbane’s Ghost Raiders or Soulhunters.
    As with all Cryx casters, you simply can’t go wrong taking Blood Witches and Goreshade3 is no exception to this.
  5. Satyxis Raiders – I always have mixed feelings about Satyxis Raiders.  When Raiders are used as a jam unit, I hate them.  I really detest watching Satyxis Raiders jam into the enemy line, and they get taken off the table with no retaliation or threat of a counter attack.  A lot of newer players who use Satyxis Raiders will send them screaming up the table as a jam unit, and the Raiders often go so far up the board that the opponent is able to trivially remove the Raiders without any retaliation.  Giving up Raiders for free is extremely bad and a lot of newer players make that huge mistake with them when they are learning how to use them.  They are a 12 point package, which means that you absolutely have to get work out of them.  When they are used to project threat and control the line of engagement, they are extremely good.  With Scything Touch and the mini-feat, they hit as hard as Bane Knights for a single turn, which means careful application of the Satyxis Raiders allows for them to bring a large degree of flexibility to the table as a combat unit.  With 2 attacks and CMA, you can get some extremely accurate and hard hitting attacks, or a higher volume of lower POW, sightly less accurate attacks.  By combining the horns of one girl with the Lacerator of another, you can take advantage of the higher POW of the Lacerator, while still getting the advantage of CMA.
    Due to the fact that Goreshade3 is such a monstrous assassin, the speed of the Satyxis Raiders is a big deal for his game.  SPD7 with Reach and Desperate Pace gives you a threat range of 14″, which is a strong projection of threat towards the opposing caster.  While Raiders don’t often make it to the opposing caster as they are one of the initial waves, with a list that is speed-centric, there’s a fairly good chance that you may make it with one or 2 raiders on the assassination turn.  If you get there with the mini-feat still intact, 2 raiders can very easily put the finishing blow onto a caster.  They are also excellent at clearing lanes, for your assassination run, which makes them another very solid include.
    As always, you should be using the advanced deploy to setup your favourable match ups, rather than treating it as a 6″ increased deployment zone for the Raiders.  I find the Raiders for Goreshade3 tend to end up being more problem solvers, as well as speedy 1 turn weaponmasters that can keep up with other fast elements of his lists, as Bane Thralls and Knights tend to fall behind the other speedy elements that are commonly seen with Goreshade3.  However, remember that you cannot use Mockery of Life to replenish the ranks of the Satyxis Raiders, which means that you won’t just be giving them up for free just to bring them back.  Soulhunters and Bane Riders my top choices due to the fact that they have excellent synergy with the entirety of his spell list, whereas the Raiders are the problem solvers for Goreshade3. An interesting synergy with Occultation and Satyxis Raiders means that if the opponent has highly accurate shooting that can’t see stealth, you can use Occultation on the Satyxis Raiders to ensure that they always get there, due to force barrier making them immune to blast damage.  These girls don’t make a lot of my Goreshade3 lists due to the reliance on CMA to hit accurately, but they are very effective at pinning an opponent down so that your second wave of Riders can come in and do the heavy lifting.
  6. Bane Thralls – Ahh, the premiere armour cracking unit in the game. There’s not much to say about Bane Thralls that hasn’t been said a million times before all over the place.  They are the strongest armour cracking unit in the game when combined with the buffs and debuffs that our caster provide for them, Scything Touch brings them up to a whopping effective POW15 Weaponmaster, which scraps heavies and colossals pretty handily.  Dark Shroud is fantastic when used in conjunction with Mockery of Life, allowing you to put down an ARM debuff exactly where you need it, and after Tartarus adds to the unit, Mockery of Life is able to bring those models back to life as well with a permanently increased size Bane unit.
    There isn’t a single caster in our stable of casters who can’t benefit from bringing even a minimum sized unit of Bane Thralls, and Goreshade3 fields them fantastically with Scything Touch cranking their armour cracking up to 3 Banes being able to scrap a heavy on average dice rolls.  What Goreshade doesn’t do is help the Banes hit, which increases the need for Tartarus, provided that he is available for the list.  The Banes are also slow and have an extremely predictable threat range, as well as Goreshade not providing a way for them to get Pathfinder, which then increases the need for Saxon Orrik.  Tough and Dead Rise go a long way towards ensuring that they’ll get there eventually, but if you are running a much faster build, then there is always a concern that the Banes will get left behind.
    DIsadvantages being said, the Bane Thralls are an absolutely fantastic unit, acting as a great unit to place down in front of a Kraken with some Bile Thralls backing them up as well to help unjam the Kraken.  If you are running a slower and more methodical based build, then the Bane Thralls make an excellent second wave hammer.  However, just be aware of the characters that they tend to eat up and how that will impact your other list.
  7. Bane Knights – Occultation really goes a long way to keeping Bane Knights alive.  Stealth works exceptionally well when you factor in Reach, Vengeance, Weaponmaster and Ghostly, especially with regards to getting effective vengeance triggers.  The thing that I love about Bane Knights is that they don’t require much support outside of Tartarus for the threat range increase.  What I dislike is that they pull Occultation off of Shade.  That being said, Bane Knights are an amazing unit that perform excellently with Goreshade3.  The only character they really want is Tartarus which extends their threat range and brings that ever important hit buff to assist with their MAT6 .  Without Vengeance and just Curse, they have a threat range of 12″.  With Vengeance, that increases to a fantastic 15″ threat range.
    The issue with that is because people are familiar with the massive threat of Bane Knights and how they work, most people will not attack Bane Knights at ranged unless they can take a significant portion of the unit off the table, if not going so far as to take the entire unit off the table.  That being said, the Bane Knights aren’t quite as self-sufficient in the delivery department, without character support, but I very often find that I want something to ensure that they aren’t going to get shot off the table before being able to bring their formidable hitting power to bear.
    While the Bane Knights don’t hit as hard as Bane Thralls, they actually are quite good at getting to their target when you factor in terrain.  Bane Knights do have victim stats so you do have to watch for that, but if you can bring careful application of force with them, they are an excellent tool for Goreshade3.
    My personal preference for taking Bane Knights is to take 20 of them so that your opponent can’t just remove them with guns without any retaliation, as that many Bane Knights is far harder to deal with, especially when the 2 units are interlaced together.
  8. Bile Thralls – Enter a non-melee combat unit!  These guys are awesome with shade3.  Shade doesn’t bring any accuracy fixers and bile thralls don’t care about DEF.  Occultation bumps up their survivability and having them around means that the opponent has to be extremely careful about getting melee units up into your face.  Goreshade3 also has the gambit of bringing 2 Bile Thralls up past the midway mark of the board on turn 1 with a combination of Mockery of Life, Impact Attacks and his own charge.  These guys are excellent with Shade3 and I really like them when taking a Kraken with Goreshade3 as the Kraken means that Goreshade isn’t going to rely so much on stealth to keep him alive, and the bile thralls can help unjam the Kraken.  Furthermore, when you combine that with a Blackbane jam, you can effectively purge all over an opposing unit, while your Blackbane’s are effectively immune to being purged on.
  9. Withershadow Combine – This is one of those take it or leave it characters with Goreshade3.  While the Combine is always good and you will never be sad for taking them, this is the most hotly contested character for us and as a result, you need to weigh extremely carefully whether or not you’re seriously taking a hit on your other list by taking the Combine with Shade3 instead.  The big thing to realize is that while everything the combine does is absolutely fantastic for Goreshade3, it is one of the things that you don’t necessarily need with him.  That said, Goreshade3 loves the free upkeep, Puppet Strings is amazing for his assassination run and they are a hard hitting unit that can deal solid damage to warjacks that like to wander up close.  However, once again, as mentioned, due to the fact that Goreshade3 doesn’t critically need the combine, they are one of the luxury units that you can consider if they are available in the pairing.

Obviously, these aren’t the only units you can take, Mechanithralls are always a solid unit, but Shade doesn’t do anything for them outside of feat turn.  He literally does run every single unit well, which is one of the things I love about him, his feat fixes accuracy, scything touch fixes hitting power, occultation is for survival…he just doesn’t crank any unit up to 11.  That’s the big thing to realize about Shade3 is that while he very handily brings units up to 10’s, he won’t bring them to 11, so keeping a versatile and flexible plan, as well as ensuring that your list can handle a wide variety of situations and match ups is extremely important, while still being able to execute a primary game plan.

Moving on now to the next part of his list components are solos.

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His Frozen Edict

As you can probably guess by now, Goreshade3 doesn’t require a lot of characters.  In fact, he’s probably the least character reliant caster next to Deneghra2 and Deneghra1.  That doesn’t mean he doesn’t love having a few support characters though!

  1. Madelyn Corbeau – The hooker is back.  She’s such an amazing solo for Goreshade3 and one of the ones that I consider essential due to her interaction not just with Goreshade, but also with the other models that he likes to bring.  Intrigue is such a powerful ability for a caster who is as much of a wrecking ball as Goreshade3, it also allows you to perform the ride-by stationary, while having an additional 3″ to escape with.  She increases his threat range to a whopping 16″ non-linear with cavalry rules, and that provides a really difficult to dodge threat.  If you factor in Darragh Wrathe, that’s 17″ of non-linear threat that is almost impossible to avoid due to the combination of Ghostly, Reach and Cavalry rules.  She’s 2 points of absolutely amazing with Goreshade3 and I find it very hard to separate the two of them.
  2. Darragh Wrathe – This is one that I’ve made lists successfully both with and without, but that being said, he is absolutely fantastic with Goreshade3.  Goreshade3 plays a very heavy threat projection game and when you can extend the threat range of your army, that’s a fairly significant boost.  Death Ride also fixes any potentially bad charge angles that you may have had because of previous turn positioning, or moving your own models out of the way if you’ve gotten in your own way.  Not to mention that he takes the high ARM pieces that are hard to kill and bumps them up into the range of really difficult to kill.  Bringing Bane Riders up to ARM20, or the Kraken up to ARM21 is not insignificant.  In fact, those numbers are extremely significant for those 2 respectively.  Between Darragh Wrathe and Madelyn Corbeau, the assassination ability of Goreshade3’s list is oftentimes impossible to stop from getting to the opposing caster due to the angles and threat ranges that they help provide for him.  If need be on the assassination run, he’s got Hellfire as well that can add to the caster kill attempt, and a POW14 magic zot isn’t anything to scoff at, especially one that has an effective range of 17″.
  3. Aiakos, Scourge of the Meredius – The next assassination enabler that comes to mind.  All of the assassination solos add vectors to Shade3’s already scary and flexible assassination run.  However, Aiakos serves a secondary function of being a focus and Escort battery for a combat jack of some variety.  While this doesn’t give you Infernal Machine on a combat jack, what it does give you the ability to stack Escort with Scything Touch to increase damage output and speed simultaneously, at the cost of accuracy.  The vectors that Aiakos provides is particularly nasty as Corbeau ups his threat to a blistering 14.5″ non-linear threat, with the last 5″ being a place effect for a crazy amount of versatility and flexibility on the assassination run.  Against opposing small based casters, you can even drag them in, which may set them up for an even stronger assassination run from another model.
    Aiakos is an excellent super solo with Shade3 for all of the utility he provides, but he also makes an excellent battlegroup commander to help alleviate Goreshade of his focus allocating duties.  The Leviathan and Harrower are 2 excellent jacks for Aiakos’ battlegroup.  While Aiakos helps with the speed issue that the crabjacks face with Escort, he also powers their guns with focus, which frees up Goreshade to be able to cycle spells, lob siphon bolts and camp as necessary.  This allows you to reliably bring a Leviathan with him that you can consistently give 3 focus to for the gun, or a Harrower who is simply ridiculous with Grievous Wounds to clear out infantry blocks, while still being able to Ghost Shot assassinate opposing casters.  Similarly to the crabjacks, Aiakos can also be seen powering a Kraken.  Personally, I am very hesitant to bolt a 19 point model onto a 3 point solo that can be sniped out (never underestimate an opponent with the desire to kill a piece dead, regardless of how many defensive abilities it has).  That being said, the ability to always get 3 focus onto the Kraken is excellent.  Personally, I would rather leave the Kraken on Goreshade, but there is absolutely something to be said for always having 3 focus with it regardless of what else you need to do that turn.  The only heavy on the Slayer chassis that I would consider with Aiakos is the Reaper.  The Reaper is an absolutely fantastic heavy that can further help with the ability to setup drag assassinations.  Escort bumps it up to a threat projection of 16″ which is a significant distance to be able to reliably drag from.  Like every jack on the Slayer chassis, the Reaper has issues with durability, but if you’re confident in shade’s ability to survive at ranged, you are always able to put Occultation on the Reaper to ensure that it stays intact throughout the game.  If you can get to the late game with Aiakos and a Reaper fully intact, after the lines have ground down, there is very little that is safe from that assassination.
    Heavies aren’t the only thing though that I would consider with Aiakos and Goreshade3.  There are a few excellent light warjacks that Aiakos can do extremely well with.  The first bonejack that comes to mind for Aiakos is the Stalker.  The Stalker is a simply fantastic piece due to extended control area.  This is only part of it, but this plays a very major role in the effectiveness of the Stalker with Aiakos.  The ability to function at 16″ away from Aiakos is very important in ensuring that Aiakos doesn’t just die, thus rendering the Stalker ineffective.  It also allows you to, not only run the Stalker 16″ in front of Aiakos, it also allows you to create a hard flanking situation with the Stalker off on one side of the board 16″ laterally away from Aiakos, which can often put opponents in a tough position, or likewise, in the situation where you need a really strong solo hunter, the Stalker can range out quite far from Aiakos and go hunting for problematic support pieces.  WIth Escort, you bring the Stalker’s effective threat range up to 12.5″ which makes it rather difficult to avoid.  The fact that the Stalker brings Arcane Assassin means that there is no need for Aiakos to cast Grievous Wounds, which frees up his focus quite a bit on turns where you want the Stalker to have it, but also want to allocate focus to it while upkeeping Escort.  This effectively turns Grievous Wounds into a self-buff for Aiakos, which is still amazing, as it makes him quite the assassin, especially with the vectors that having Goreshade3 allows for, which makes the pair a simply lethal combination when you combine them with Madeline Corbeau, Goreshade, and Helldivers which I will illustrate in my current Goreshade3 list below.
    Another excellent bonejack for Aiakos is Cankerworm.  This may seem like a rather odd choice for Aiakos as Cankerworm is oftentimes only seen being run under Asphyxious.  However, there are several reasons why this is a valid choice for taking this module under Goreshade3.  The biggest reason is that the Cankerworm is a solid armour cracker for a caster who doesn’t bring a huge amount of armour fixers.  Stealth and Escort allow you to deliver Cankerworm and his solid defensive stats and grid mean that you aren’t going to necessarily lose Cankerworm to the retaliation from whatever heavy you decided to poke.  Factor in Grievous wounds and if you manage to get the spirit on a warbeast, they aren’t likely going to be doing anything in retaliation to Cankerworm.  Get the Cortex on a warjack and it isn’t likely to do any reasonable damage to Cankerworm on the retaliation.  The big thing to note is that you cannot use Cankerworm here in the same sense that Asphyxious can use Cankerworm, which is either as a pseudo-ranged attack or a model that can dig extremely deep into the opposing lines and cause problems for the opponent.  You are likely to get Cankerworm stuck in and then Cankerworm will probably be fighting his one target rather than being able to bounce around and be annoying and causing all sorts of issues for the opponents backline, like he is with Asphyxious3.
    The third notable bonejack for Aiakos is the Defiler.  This is weird because it’s more of an anti-circle piece than anything else, as escort bumps up the threat range on the Defiler’s spray to something rather significant and the fact that you can freely give it 3 focus to boost those sprays is a rather big deal.  It is excellent for hunting things such as Shifting Stones, Sentry Stones and Druids of Orborous, however it lacks the ability to stay safe with Stealth such as the case is with the Stalker and Cankerworm.  That being said, there are some brilliant ways to utilize the Defiler on Aiakos with Goreshade3 that are not to be underestimated.
    There’s a wide plethora of options for jacks under Aiakos for Goreshade3.  Helldivers have been discussed and while that’s not an option that I’ve tried out personally, I can definitely see the appeal to it.  Ripjaws are fantastic as another armour piercing piece with additional utility in the form of Vice Lock (one of the more undervalued rules that we have access to), Scavengers have the ability to fly over while hunting solos and going for assassination runs, but are slightly harder to deliver without access to ghostly, and they don’t have the innate Stealth that often keeps Stalkers intact on the way in.  I would highly encourage that you try out different jack modules, as they all serve a different role for Goreshade3 with their own upsides and drawbacks.  I’ve highlighted the ones that I feel are most notable, but do konw that Goreshade3 is incredibly strapped for points and as such, I place priority on the more points efficient options as a result.
  4. Skarlock Thrall – As with all of our casters, the Skarlock is one of the most important 2 points you can bring.  It completely alleviates Goreshade of his spell cycling duties, provides an additional Siphon Bolt if needed, and also allows you to cycle a third spell if need be.  The important thing to note is that the Skarlock is able to cast all of Goreshade’s buffs.  The only spell on Goreshade’s card that the Skarlock is unable to cast is Mockery of Life.  In some cases, you can use the Skarlock as a “free upkeep” if you don’t need to spell cycle that turn.  This is one of the auto-includes due to the fact that it also fixes any order of activation issues that you may encounter on a critical turn, as well as fix the majority of focus issues that may arise from Goreshade.
  5. Warwitch Siren – These girls are amazing and with Goreshade, it’s no different.  They stop him from needing to power his node, the Shadowbind oftentimes provides all the control you need to shut down a heavy for a crucial turn and the sprays are excellent for picking off key pieces.  Stealth and excellent defensive stats also allow them to make a run for flags and zones to grab scenario points with.  Warwitch Sirens are one of the best 2 point solos in the game and if I had to find 2 points to cut, I would be very hard pressed to cut the siren for any reason.  In particular, if you’re taking Harrowers under Goreshade3, I would very highly recommend getting a siren so that you don’t even have to power the Harrower’s initial focus investment.  After the Harrower starts collecting souls, it is an extremely self-sufficient heavy and the Siren makes for an excellent companion to get it started.
  6. First Mate Hawk – This is a really interesting piece.  Acrobatics is a fantastic rule that allows you to get her almost anywhere you want.  She is an excellent solo hunter, being able to charge through body blocking models to get to the pieces that you want to scalpel out, and is a weaponmaster to boot for finishing off casters.  She has a high MAT and is a relatively inexpensive piece to get into a list for the flexibility and power that she brings to the table, especially since her vectors are also extremely unpredictable and even harder to stop.  Furthermore, you can use her as a piece that can run through models that have magic weapons that Blackbane’s may otherwise not be able to get through, if you need yet another feat target that can help cover all of your bases.

Beyond the solos here, Goreshade’s tool box allows you to take pretty much any solo under him and be able to succeed with it.  Depending on what units you want to bring, Bane Lord Tartarus can be an excellent piece to have, Gorman is always a superstar, Ragman is fantastic if you’re taking the Kraken, and so on.  Take support solos for the major pieces and modules that you’re running and know that Goreshade3 will provide just enough additional support to help bring those modules up to a 10.

Now that we’ve covered all the individual elements of Goreshade3’s lists, let’s start putting everything together for this extremely flexible caster.

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Enter the Godslayer

As I’ve mentioned before, I feel a need to re-emphasize this point here: Goreshade3 has an absolutely terrifying assassination run.  The flexibility of it allows you to do it from both ranged and melee equally effectively and as a result, an opposing caster is never safe regardless of where they are on the board.  The constant threat of caster death also puts your opponent into a situation where they either have to kill Goreshade (a more unlikely proposition) or try to win out on scenario before the game has gotten ground down to the point where assassination is inevitable.  Over the past little while, Kraken builds with Goreshade3 have gotten extremely popular and as a result, it is the first thing that opponents look for when dealing with Goreshade3.  As a result, here is my current Goreshade3 list that I’m running:

System: Warmachine
Faction: Cryx
Casters: 1/1
Points: 50/50
Goreshade, Lord of Ruin (*5pts)
* Deathripper (4pts)
* Helldiver (3pts)
* Helldiver (3pts)
* Skarlock Thrall (2pts)
Bane Riders (Leader and 4 Grunts) (11pts)
Blackbane’s Ghost Raiders (Leader and 9 Grunts) (9pts)
Satyxis Raiders (Leader and 9 Grunts) (8pts)
* Satyxis Raider Sea Witch (2pts)
Aiakos, Scourge of Meredius (3pts)
* Stalker (4pts)
Madelyn Corbeau, Ordic Courtesan (2pts)
Satyxis Raider Captain (2pts)
Warwitch Siren (2pts)

I love this list.  It is an extreme melee assassination skew based off of producing as many vectors and angles as possible, while still packing all of the tools to win out on scenario while putting pressure on the opposing caster.  This list was designed to work in a 3-list setting, taking minimal characters that other casters would want while still creating an extremely potent assassination threat on the opposing caster.    As a result, this is also one of my Iron Gauntlet lists given the changes to the Masters packet in 2015.  The pair of Helldivers put a turn clock on the opposing caster, while the high speed of the army allows you to play hard for scenario.  The Stalker and Aiakos continue to put pressure on opposing casters while being able to go solo hunting, and Goreshade brings his personal assassination threat to make it so that there is no safe place for an opposing caster to go.

The 3 combat units serve very specific purposes and there is a specific reason for each one of them.  First off, each of the units requires a different answer to deal with.  Blackbane’s require magic weapons, Satyxis Raider require highly accurate weapons, and the Bane Riders require boostable weapons.  Both the Satyxis Raiders and Bane Riders threat 14″, and Blackbane’s provide a jam unit that also delivers his feat.  The incorporeal ruling change turns the Ghost Raiders into a truly monstrous unit that can seriously hamper an opponent who has not put some thought into how they are going to deal with them effectively, without just giving up too much to the Ghost Raiders in the process.  All 3 of the units also circumvent terrain in different ways, making the list far less susceptible to being placed in a rough spot due to bad terrain setup, when it’s a drop that you want for a specific match up or scenario.

The fact that all 3 units are SPD7 allow for some very reactive positioning that can also be used to create some bad match ups for many opponents who are going to be relying on bringing the correct tool into the correct unit to deal with them.  This allows you to create mismatches on the board, which will then allow you to expose weaknesses in the opposing defenses, which then allows you to open up paths to their caster more easily.  You can also use the high speed to create a rough flanking situation or a refused flank situation for more centrally based scenarios, as well as threaten their caster from angles that they would otherwise not have expected.

As you can probably tell, this list is not designed to play for the long game.  You setup to win hard and fast through either assassination, or forcing your opponent into such a bad position that you can win on scenario due to them having to take weird setups to protect their caster, or forcing them to over-commit early on.  The combination of Raiders and Riders mean that you have enough armour cracking to take on the majority of lists, and all 3 of the units are potent against opposing infantry, whether they be medium based or small based.

The jacks bring a really potent set of utility options as well.  Helldivers are fantastic, not just for helping with the assassination plan, but also for killing problematic solos and support models that may be an issue.  They also give you the ability to have an assassination threat available for casters who are immune to cold, and immune to all of Goreshade’s stationary tricks.  You can use them to kill Shifting Stones, remove landing zones for problematic solos and in general just be a huge thorn in the opponent’s side.  Not only that, but Helldiver’s are fantastic at getting behind bricks and just generally putting the opponent into bad spots where their caster is one misstep away from dying.

This list is just packed full of caster kill tricks and with half the scenarios having kill box, I like to keep this list in my back pocket because an opposing caster is at risk of death simply from stepping outside the kill box.  You can also push a lot of lists out of scenarios completely, which then forces them to make plays that they may not necessarily want to make in order to not auto-lose on scenario.  The Helldiver clock is often 3 turns in any scenario with Killbox, so if your opponent hasn’t found a way to win yet, you are often in a good position to assassinate their caster one way or the other.  In games where your opponent has a caster who is immune to cold, you can use Goreshade’s feat to setup a devastating attrition advantage while the Helldivers continue their steady and relentless advance.

Some variants in this build that are also viable is the addition of the Withershadow Combine and First Mate Hawk, replacing the Stalker and a Helldiver.  This adds one extremely nasty assassination angle in First Mate Hawk, brings a bit more ranged presence in the Combine as well as all of the added utility that the Combine brings to the list.  The trade off is that you lose a really strong assassination angle in the Helldiver and Stalker, for a ton of utility.  I wouldn’t necessarily call it a direct improvement to the list, but more of a lateral improvement that is designed to handle different elements, while having a trade off of assassination vectors for additional utility.  This is quite different from my previous incarnations of Goreshade3, but it brings a really potent tool to the table during list chicken, and especially for those rounds where you’re just wanting to go to lunch between rounds at a tournament, as games rarely go past turn 3 with this list.

One thing to note is that this list was constructed without access to Darragh Wrathe in mind.  Access to Wrathe changes quite a lot, as it opens up Soulhunters, as well as adding a significant amount of durability to Goreshade3’s lists.  This allows for a much stronger attrition game with slightly less of an assassination focus.  As a result, lists that are developed with Wrathe often bring a much better long game, at only a marginal loss in assassination ability.  However, that being said, the value of an assassination that has the degree of difficulty to avoid that this one brings is what makes this list so potent during list chicken, as there are some lists that you can straight knock out due to their inability to build a strong enough bunker for their caster.

Another advantage that this list brings is that it doesn’t steal many characters that you would want in other lists.  You still have Darragh Wrathe, Tartarus, Withershadow Combine, Saxon Orrik, Orin Midwinter, Gorman DiWulfe and a huge plethora of other amazing support characters still available for other lists.  Wrongeye and Snapjaw are still available, as are Deathjack and Nightmare if you need the combat heavies in other lists as well.  The only 2 characters here that you would contemplating needing in other lists would be Aiakos and Madelyn Corbeau, and those are easy enough drops from other lists that I don’t feel is necessarily a huge hindrance given what you are likely to pair this list with.

The other important thing is that the various modules that this list presents are so cheap, but require something that hits far above their value to deal with them.  Dealing with the challenges and threats this list presents require a lot of stealth ignoring shots and boostable guns.  Purification is a non-factor unless the opponent is going for an assassination run on Goreshade that requires purifying off Occultation followed by an Eiryss bolt.  If Kromac is far forward enough to Bestial and catch Shade, he’s already in Shade’s assassination run given the often low model count of Kromac’s armies.  There simply is no catch all answer to this list due to the diversity of the threats that are coming across the table, and while it lacks the guns that many of the more popular Goreshade3 builds have come to bring to the table, there are enough vectors that you can get by without the guns and still bring a significant amount of force to bear on the opposing caster.

This is currently the only purely melee version of Goreshade3 I’m willing to run.  Due to how uniquely Goreshade supports his army, it is often very difficult to make purely melee builds work that you would be hard pressed to argue isn’t done better by another caster (Asphyxious3, Skarre1, and Asphyxious2 just to name a few), that being said, there are several melee builds that work marvelously with him and this is one of them.  However, we’re now going to look at some builds that bring more of a ranged presence to the table:

System: Warmachine
Faction: Cryx
Casters: 1/1
Points: 50/50
Goreshade, Lord of Ruin (*5pts)
* Deathripper (4pts)
* Harrower (10pts)
* Harrower (10pts)
* Skarlock Thrall (2pts)
Bane Riders (Leader and 4 Grunts) (11pts)
Bile Thralls (Leader and 5 Grunts) (5pts)
Blackbane’s Ghost Raiders (Leader and 9 Grunts) (9pts)
Madelyn Corbeau, Ordic Courtesan (2pts)
Warwitch Siren (2pts)

Double Harrower is a scary list.  Once again, it brings a very different kind of threat as other Goreshade3 lists, being able to handle both infantry and armour.  You bring the threat of the double Ghost Shot assassination, Harrowers with Infernal Machine will happily eat most infantry, Bile Thralls can umjam the Harrowers and Bane Riders if need be, Corbeau is there for all the utility she brings, and the Skarlock and Siren are there for focus efficiency.  I wanted to get a second Siren into the list, and it is certainly doable.  However, the trade off of what you lose is fairly significant.

The one thing that this list lacks is armour cracking.  While a fully loaded Harrower with Scything Touch is capable of cracking armour, it needs souls, a full focus load and perhaps some early damage on the heavy.  Thankfully, this list does have ways of putting that early damage on there with the Harrowers themselves.   The other thing that this list doesn’t want to see are shield guards.  To that end, Bradigus is an absolutely terrible match up to run this list into.  Whereas the first list doesn’t mind seeing Bradigus at all, this list has issues with it given the need for souls is far more apparent in this iteration.  However, the 2 Harrowers do give you a better match up into Convergence and their Enigma Foundries, so of course, there is definitely a trade off there to be made.  However, the strength of the Ghost Shot assassination run is very live with this build and it has slightly better game against builds with colossals in the sense that while you will never kill the colossal, you can certainly kill their caster who is hiding behind the colossal.

A good switch that you could make would be to the cut the Riders and Biles for Soulhunters, Wrathe, an additional siren and upgrading the node to a Defiler.  This retains your anti-infantry, while giving you a stronger assassination from the Soulhunters, as well as helping increase the durability of your Harrowers with Wrathe.  It runs an additional support element, but thankfully, it’s an incredibly potent support element.  It is more of an assassination focused list at that point, with the incorporeal from the Soulhunters helping them get wherever they want.  This version has such a strong soul denial game, but can also be denied heavily by anything that doesn’t present souls.

Personally, the Harrower is one of my favourite jacks in the game.  It has a fantastic tool kit in that it’s capable of being good at both range and melee, and is just at that point where it’s close to being pushed over the cusp of solid, into extremely good.  The Harrower is just an incredibly flexible killing machine, and Infernal Machine does wonders to fix the only downsides to it.  The double Harrower also wrecks the meat mountain style lists that are popping up.  Most of them are quite easy to hit, which allows you to switch over to Scything Touch rather than Infernal Machine, with a soul collecting, threshing POW18 with reach to help rip through the medium bricks.  If you don’t like the all-on aspect of 2 Harrowers, you can certainly replace one of the Harrowers and cut 2 points elsewhere to include a Leviathan and Aiakos, which has seen success as well.

Next up, we’re going to discuss the ever popular double cavalry builds, a build that I’m sure most of us thought about when Goreshade3 was first released.

System: Warmachine
Faction: Cryx
Casters: 1/1
Points: 50/50
Goreshade, Lord of Ruin (*5pts)
* Defiler (5pts)
* Harrower (10pts)
* Skarlock Thrall (2pts)
Bane Riders (Leader and 4 Grunts) (11pts)
Blackbane’s Ghost Raiders (Leader and 9 Grunts) (9pts)
Soulhunters (Leader and 4 Grunts) (9pts)
Darragh Wrathe (4pts)
Machine Wraith (1pts)
Madelyn Corbeau, Ordic Courtesan (2pts)
Warwitch Siren (2pts)

There are many variations of this build, but this one includes many of the elements that we have discussed up top.  In some versions of this opt to not take a heavy in favour of Wrongeye and Snapjaw, you can certainly put a Kraken in as the heavy of choice if you so desire, Aiakos running a Leviathan is another popular version as well.  If you don’t want any combat heavies at all, you can drop the Harrower and Machine Wraith and opt for 2 Pistol Wraiths, and either a minimum unit of Bile Thralls or the Withershadow Combine for a great deal more board control, utility and some more ranged presence.  These are all great options in this kind of build and you really will need to play around with the options to see what really meshes with you for the double cavalry builds.  I’ve had success running Satyxis of both variants with the double cavalry option, as you are putting 40 extremely fast infantry models on the table that your opponent has to have an answer for.

This is a very solid style of build as it capitalizes on the speed and additional durability that plays very well into opposing anti-Cryx lists.  The scenario plays and assassination lanes that you can open up are extremely deadly and while the list is not particularly suited for an attrition style of play due to the low model count, Mockery of Life allows you to stay in the game against attrition focused lists, until you are able to seal up the game.  Do not go for the long attrition game, as you simply do not have the body count to be able to pull it off against dedicated attrition lists.  Mockery of Life will keep you in the game, and may be the reason you win the game, but you will be using Mockery of Life to ensure that you have key pieces where they need to be, when you need them there, as opposed to using it to win an attrition war.

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Aftermath of war

All in all, Goreshade3 is an incredibly flexible caster who is capable of supporting a large variety of models and strategies.  His greatest strength is his assassination run, as he is the most potent and arguably most reliable of our assassins.  Goreshade3 is capable of acting as an assassination enabler, as well as being a personally dangerous assassin.  You’ll be changing around the strategies you use on a turn by turn basis, as he has an incredibly mutable game plan.  Do you need to focus on attrition?  He can do that.  Do you need to play for scenario?  He can clear a zone or objective extremely quickly and reliably.  Do you need to kill their caster?  All you have to do is pull the trigger.  Which one of these options you do on a turn by turn basis will determine the success you have with him and his flexibility is one of the reasons why (alongside the fact that the model is my favourite sculpt in the entire Warmachine/Hordes line) he has become my second favourite caster to play in the game.

Goreshade3 is a jack-of-all-trades-master-of-none and you can always bring him, and be able to reasonably expect to do well with him.  I like pairing him with Deneghra2, but really, due to his non-reliance on characters and his list building and match up flexibility, you can bring him to any tournament and he will serve you well.

It’s that time of year again….we’re starting to get teasers for what will be coming out in Vengeance and beyond!  I’ve been formulating thoughts on what our new releases are going to be as well as doing some wish-listing, as much as everyone else has been.  With that being said, I’m going to start with a caster that we knew we were getting, but without so much as a lick of information on him, this is perfect for rampant WILD speculation.

Goreshade, Lord of Ruin – We knew we were getting a Warcaster on a horse, the question was always going to be who would figure out how to ride a horse first.  After Lock and Load, when we finally got the concept art for Bane Cavalry, it made the most sense for Goreshade to be our first mounted Warcaster.  I can safely say that I am excited for Goreshade3.  I like horses and any time I can have more horses in a list, that makes me happy.  I’m going to wishlist a few things that I would like to see on Goreshade3.

First thing that I would really love to see on Goreshade, Lord of Ruin is Shadow Pack.  I feel that Shadow Pack would be perfectly fair and balanced on him, as it would finally allow for a different style of play that we have been sorely missing in Cryx.  Shadowmancer simply wasn’t a good enough spell due to having to recast it every single turn, which would leave Goreshade1 unable to do anything else (including fuel his jacks).  With Shadow Pack, he would be able to actually run jacks effectively, which would finally give us the ability to run more of our heavies (especially Slayers) because they might actually have a chance to make it up the board without getting their arms or cortex shot off (and otherwise being a general waste of points).  How we balance Shadow Pack is just to make sure that he won’t have spells worth arcing so that we don’t have the issue of stealth arc nodes being a little too much.

Continuing on with the jack theme, Mobility is the other spell that I really want to see Goreshade3 have.  These 2 spells would set Goreshade3 up perfectly to be an efficient jack caster and would finally allow us to change up our list building instead of just our usual infantry spams.  This would fit into a theme of a speedy battlegroup that would be able to keep up with Goreshade while he leads the charge.

I’m now going to ask for a spell that we have never had.  The reasoning here is simple.  In his first iteration, Goreshade had mage blight, which allowed him to turn off all spell casting and feats.  In his second incarnation, he lost the ability to turn them off, and instead, was able to punish people from casting through arcane consumption and get rid of upkeeps through Hex Blast.  I’ll give you a second to see if you can follow where I’m going with this…

Got it yet?  I’ll give you another second…

Yes, that’s right, I want Purification.  However, lets change it up a bit so that it has more flavour because it doesn’t seem very Cryxian to want to “purify” anything.  So here’s a change to it that would fit more into theme:

Desecration – COST3, RNG CMD.  All upkeep spells, animi and continuous effects in Goreshade’s command expire.  Models suffer d3 damage points for each of those spells they controlled.

This seems overtly stronger than Purification.  However, the big thing here is that it is only command range instead of control area, which goes a long way towards balancing the effect of it.  This gives it an interesting flair that keeps it Cryxian in nature without going overboard.

However, this last one really is just me stretching.  What I really do want him to get is Shadow Pack and Mobility so that we can finally get an interesting spin on how we can choose to play and start making use of models that never get table time.

Another interesting idea is that instead of getting the jack support, he gets a spell like Road To War, or a spell that can target a unit to grant them desperate pace for a round at the cost of killing a model in the unit after the unit has finished its activation.  However, that one may just get a lynch mob out.  However, that would be something different as well because we have never had a caster who really can speed up anything in mass, while we have always had ways to help us hit and do damage.  If Goreshade3 is a caster who can finally start to give us that, then that would be an interesting new way for us to play and that is something that I am really looking to find with new releases.

The other thing I would love to see with him is an elite cadre of some sort for Bane Cavalry.  It feels like that would be a very Goreshade thing to do, having his own elite honour guard following him around.

What do you guys think?  Am I asking for too much or would these actually be reasonable to ask for?  Let me know in the comments below!

Until next time!