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I’ve recently started playing WARMACHINE and I’m having a little trouble dealing with my friend’s ever so slightly annoying Warcaster, Denegra, and her arc node ‘jacks.
We’ve both bought a box set each – obviously he’s playing Cryx and I’ve got Khador. He’s really good at reading rulebooks and visualising tactics, (and I’m not), and we play on a 4’ by 4’ board with a fairly even spread of terrain (usually around six or seven pieces). Since we’re both new to the game, we’ve been playing Warcaster Death rather than any scenarios an up until recently our games were fairly close with only slightly higher dice rolls being needed to decide a different outcome.
That changed last night, when he decided to try out the crippling grasp and parasitic worm spells, picking off and completely nerfing both my ‘jacks within two turns, before rushing one or two Bonejacks in and finishing off my warcaster. All respect to him, sound use of tactics and all that, but I couldn’t do anything in response since his ‘caster was out of range and I was left with just one effective unit (my warcaster). Now he’s used those spells with great effect, they’ll appear in every game we play and I’m screwed…
So anyone got any suggestions on how I can deal with this? Please don’t suggest “change your army”, since I started playing this on the basis that I like the minis and the background to Khador and I don’t want to be buying shedloads of other minis and not using the ones I’ve got.
I'm curious to hear what your general strategy is that will probably also help with ideas. I don't play them as much but I do know Khador has some of the best Ranged AOE guns in the game, including one in the battle box.
Cryx warjacks are hard to hit but when they are hit its gonna hurt. Bombarding his jacks with the( i believe its the) Juggurnaut's cannon will take a few down. to hit the light warjacks you'll have to boost hit rolls. The pow of a direct hit will do some damage unless you have a bad roll. (is it pow 12 or pow 14? if its pow 12 then it only -2 on your dice rolls, pow 14 will mean your dice roll is gonna do nothing but damage. ) the range is pretty good to so don't be a afraid to pound him from a distance and use your other jack to charge and clean up anything that gets too close.
I can't give too much advice for Sorcha as I don't know her spells very well.
40k: Witch Hunters, starting Dark Eldar
Warmahordes: Cryx; Circle
Sorry, some kind strategy description might have helped. For what it’s worth, I wasn’t entirely with it while I was playing and I haven’t fully digested the rules yet. I’m also not a great tactician or strategist either…
So, for what its worth, strategy is; move the Destroyer (with his cannon) forward to get in range, run the Juggernaut (CC monster) toward the enemy line keeping Sorcha behind it ready to jump out, cast spells and mop up what the Juggernaut leaves, all the while aiming for my opponent’s ‘caster.
Problem was despite shooting at the Bonejacks with the Destroyer, enough managed to remain mobile and with intact arc nodes, to give Denegra line of sight and range to cast Crippling Grasp (-2 to all stats except MAT and RAT) on the Destroyer (which promptly got charged by the Slayer), then on the Juggernaut in the next round. This was then followed by Parasitic Worm, further reducing the Juggernaut’s DEF and ARM. In short, I was left with a ‘jack that couldn’t charge and a lone warcaster, who had an intact army to get through to kill Denegra…
I’ll admit my damage rolls could have been much better (I boosted the hit rolls) and in all honesty I should probably have used Sorcha’s offensive spells and her pistol combined with windrush to aid the Destroyer in getting rid of one or two of the Bonejacks, but hindsight is a wonderful thing. I could also have run the Juggernaut forward before it got crippled, though I reckon that would just have resulted in it being crippled earlier.
Hopefully that’ll’ve given a clearer picture of what happened – please keep the helpful advice coming!
Khador BattleBox shouldn't struggle too often against Cryx BattleBox in a Caster-Kill game. Sorscha's a decent caster sniper. As a point of order, an UpKeep spell can only be in play on one target at a time. He can't have Crippling Grasp on both of your 'jacks at the same time. It's not 100% clear from your post if that's the case.
The Destroyer should do OK at picking off Arc nodes. Dene's spells only have 8" range, a good deal less than your gun. I'd almost stand still for the aiming bonus and pick them off as they come to me! Boost hit & Boost DMG should = disabled arc node every turn.
Your 'jacks should really be in a position to support each other. If the Slayer charged and disabled the Destroyer (Seems like some lucky rolling, but possible) where was the Jugger to come over and shuck open that Slayer next turn? A Jugger shouldn't need much lucky rolling to kick the snot out of a Slayer. Sorscha herself can also put a pretty big hurt on the relatively flimsy Slayer; remember she has Reach.
Anyway, bottom line for this game is all you have to do is get within 14" of Dene. Walk up, Windrush, feat, autohit, boost damage, additional attack, autohit, boost damage, win. That's all there is to killing casters with Sorscha. If you can get within 14" without eating a Scourge and getting knocked down, you win. Sorscha can be really nasty like that in battlebox games.
Remember that Sorscha is well about one of the most mobile Warcasters in the game, thanks to her spell Wind Rush. It is imperative that this spell is ALWAYS up, and I cannot stress it enough. I play Khador, so I know. With it, her threat range becomes enormous and you should really let him know why Sorscha is one of the most feared 'casters in the game.
Sorscha is generally a focus-hugger as well. Like most Khador 'casters she like to take all focus for herself as often as possible because her spells are generally quite expensive.
For the first two turns or so, I would keep most of the focus on Sorscha so she can cast Fog of War and Wind rush. Give 1 focus to the Destroyer so he can boost his attack rolls with the Bombard as well. Running is not very important since the Cryxians will eventually come to you.
Boundless charge is excellent for that extra boost of movement for a warjack and a suprise charge.
Khador probably has the best setup for Warcaster assassination in battlebox games, because of Sorscha (along with Cryx). Tempest is used to knock screening 'jacks down so you can freeze the 'caster (remember that you don't need to hit with Tempest to get the knockdown effect) with her Feat. Wind Rush + Icy Gaze is extremely dangerous. Heck, Icy Gaze is downright dirty in all games. Remember that Icy gaze have been somewhat nerfed as of Prime: Remix though.
Oh yeah, remember that a model cannot have more than one friendly and enemy upkeep on it, and that a Warcaster can only have one of each upkeeps in game at the same time (so Denny cannot have two Crippling Grasp in game, neither can the same 'jack be affected by both Crippling Grasp and Parasite at the same time).
Thanks for all that advice! I know its only one game I'm talking about, but I was getting a bit depressed over those spells. Like mentioned earlier, we're both fairly new to the game and haven't fully digested the rules yet (I know I haven't) so the bit about only being able to have one Crippling Grasp upkept on one jack and one Parasite upkept on the other must have slipped through the net.
I think there were some lucky rolls on his behalf and some really poor ones on mine, but at the end of the day, yes InquisitorAffe, he did have both Crippling Grasp AND Parasite cast on the Destroyer at the same time as well as Crippling Grasp on the Juggernaut - our bad for not fully reading the rules and my bad for not fully reading the rules before asking the initial question...
Also thanks for the tactical advice regarding Sorscha (and that's the third different spelling of her name I've used in this thread, really need to learn the names...). I expect you'd hold off having her out there on her own until the Cryxxian menace is well within her grasp? Say turn two or three? I can see her getting isolated and not doing much other than making a great target otherwise...
If you see an opening for you to move up and land some serious damage (hopefully kill) the enemy Warcaster, then take it! You can Wind Rush before charging, so technicly you can Rush up, use Icy Gaze to freeze the enemy 'caster, charge 9 inches (plus reach) and end them (4 P+S 13 + 3D6 is enough to end most things when you hit automaticly)! This gives Sorscha an effective threat range of 17", which is just sweet.