Tuesday, June 16, 2015

Reckoning Spoilers: Zerkova2 + Cygnar1 (Ace, Trench Buster)

Round 3 is gonna be Zerkova2 with a smattering of Cygnar! So let's start off with her.




Gone are the days of the ice cream cone - enter the baddest bitch on the block for Khador, complete with faceless muscle men. First, her stat line. She has middling stats across the board, with the only notable strength being 15/15 (when you play Protectorate, those stats feel above average). The back of her card is a bit better. Inspiration [Greylord] really strengthens Outriders and Ternion units, as CMD 9 is a lot worse than auto-passing. Sacred Ward and Self-Sacrifice help those mediocre defensive stats, creating more complications for killing the squishy Obavnik. The Blessed Orgoth Blade means almost next to nothing. If she's gotta shank someone to win you the game, I suggest you contemplate the decisions that made you reach that point and address them in your future games.

So let's get into the part that really matters: her spell list. Banishing Ward, a solid B spell, may as well be a solid A+ in Khador as it frees your other list to take Eiryss2. Dissolution Bolt may as well say FOC 2 RNG 8 POW 12, so just your below average nuke. Hoarfrost is a surprisingly decent nuke, especially when you get to cast it for free of her Feat. Crit stationary also provides some decent desperation runs. Occult Whispers is the true money maker on her card, providing an insane amount of pseudo-focus once the spray 8s start flying. Of course, there are more than Greylords that can benefit from this. Having a boosted Kiss of Lyliss off of Aiyana and Holt w/attached Valachev opens up the things you can realistically target. It also means that firing off a Hoarfrost or Dissolution Bolt isn't an absurd proposition, especially if you take Sylyss for extra focus. Unfortunately, the "next spell cast" clause on Arcane Secrets means that you can't cast Occult Secrets before tossing your Hoarfrost if you want to benefit from the additional die. That isn't to say you can't still do it, but the order of activations and order of spell cast becomes difficult to manage. Sacrificial Lamb is a really weird spell to find in Khador, though I suppose there might be some Khador players itching to run tons of jacks. Nope, not seeing it. Don't fall for the trap. On the other hand, Telgesh Mark should help Zerkova2 players that really want to maximize the most out of their focus. You'll definitely need Sylyss to get the most out of your spellcasts, as you'll likely be casting Occult Whispers and upkeeping Telgash Mark every turn (4 focus, leaving her with 3 for a Hoarfrost, whereas the free upkeep from Sylyss would give her the additional focus to let her boost the damage).

So on to her feat: Arcane Convergence. The potential in this feat is pretty obviously tied to Occult Whispers, though the order of operations are a slight problem. Unless your spray guys were previously in range of their targets (quick hint, your Outriders probably aren't), then activating her first to cast Occult Whispers and feating is going to be a less aggressive play than you'd probably hoped. Rather, the more likely hope is to have the enemy attempt to run and pin your ponies (or perhaps you sacrifice one or two in the front lines as bait for the rest of your sprays next turn), leaving them in range for a feat to clear movement lanes, then activate the ponies and move up to spray down more infantry. Another play line for the feat is to simply run your Outriders 18'' and threat your 8'' sprays to a total of 26'' for boosted (I know it's additional die) Magic Ability 6 POW 12s. The threat of getting that assassination is a strong pressure on some warcasters, and it's a valuable mid game assassination run to keep in your back pocket. Combine that with the likely ability for Zerkova2 to fire off her Hoarfrost and you have an additional boosted Magic Ability 7 boosted POW 13 finishing it up. On the less obvious side, you get some pretty cool interactions with Valachev and Aiyana and Holt. Firing off double Kisses of Lyliss (at different targets of course) and being able to Zephyr twice create before unseen possibilities. With Ternions, the ability to double up on Ice Cages with the consistency of boosted Magic Ability 7's means you now have a really consistent stationary threat. Being able to lock down key solos or unit leaders (stationary unit leaders can't give orders) can really throw your opponent's game plan. Though Arcane Convergence's raw power is obvious in terms of just infantry attrition, I'm definitely excited to see the situational value that comes from the Ternion.

Now let's talk about Fabio and Sven. Their stat lines are slightly improved at +2 ARM over the OG Reavers, though they suffer -1 POW because they put down their swords and picked up axes. The back of their card kept the best of all worlds, with the addition of Counter Charge. Though Counter Charge is pretty decent with MAT 7 POW 12 Weapon Masters, be careful with getting overzealous and moving them out of Self-Sacrifice range of the Obavnik if your opponent still has a ranged assassination threat. While not particularly exciting, the bros are decent roadblocks.

Overall, I think she's a great addition to Khador. She has excitingly complex interactions that push the boundaries of Khador's norms. Best of all, you can say "thanks Obavnik" when you win or lose your games. On a scale of Zerkova1 to Butcher3, I'd give her a Vlad3.



So let's start the Swans off with Caine's character jack: Ace. With the same base statline as a Hunter at the steeper points cost of 7, Ace has a lot of 'splainin to do, especially in a faction that already has tons of decent quality guns. With RAT 7 and True Sight, Ace's ability to hit is on the higher end of the faction (after accounting for a boost). At RNG 14 POW 12 and magical, Ace's Rune Shot Cannon is decent, but not unique or even particularly impressive in Cygnar. His Affinity [Caine] grants three different ammo types: Shadow Fire, Thunderbolt, and Trick Shot. Shadow Fire is good, but easily accessible through Taryn at 5 points cheaper. Thunderbolt is non-unique (Gun Mages), but can create unique opportunities at a 20'' threat (SPD 6 + RNG 14). Trick Shot is the real money maker on the list - essentially a Magic Bullet at POW 10. Solo sniping and Choir killing have never been easier. But is that worth 7 points? Infiltrate, the final rule on his card, gives Ace and its B2B controlling warcaster stealth for one round once per game. While that's helpful in keeping warcasters alive, I'm feel like I'm missing something with Ace. He lost Parry, Armor Piercing, and requires Caine to make use of his Rune Shot abilities. Without Caine, Ace is a glorified Charger. Overall, the overwhelming sense of mediocrity in every ability makes me feel a bit disappointed. Just another mediocre Cygnaran gun with more mediocre tricks. On a scale of Deliverer to a Knight Errant, I'd give him a Temple Flameguard.



Though it pains me to argue against Jason Flanzer, best Warmachine player in the world, I believe the Trench Buster is another mediocre Trencher release. First, let's discuss the problems inherent to 3 point solos. 3 point solos demand an extraordinary amount on a list for two primary reasons; first, the list is constructed out of the larger blocks of points based on units and warjacks/beasts, leaving a low number of points capable of being allocated to generalist solos. In most cases, those solos come in even blocks, filling out the ten-or-so points that normal lists leave open. This means that lists often don't naturally create room for a 3 point solo unless they are essential to the operation of other models in the list, i.e. Journeyman Warcasters and Dartan Vilmon. Generalist combat solos like the Trench Buster largely don't fit into the schema of those archetypes, neither supporting another unit well nor outputting enough damage output to make up for his points block. This will be fleshed out later. Second, 3 point solos cannot compete with the statlines of 4 point light warjacks/beasts. This point is specific towards combat solos that do not serve as support, i.e. Nicia, Trench Buster, and Yuri the Axe. Looking to their statlines and laundry list of abilities on the back of their cards, these solos are often forsaken for other choices. The difference lies in the efficiency of points cost. At 2 points, a solo represents a marginal investment in comparison to a unit or warjack/beast. Compare the output of a utility solo (say, Vassal or Hierophant) to half a unit of basic 4/6 infantry (3 TFG or 3 Zealots), and you'll find that in many cases there's a reasonable argument for the strength of the utility solo over said infantry. Now compare the output of a 2 point combat solo (say, Paladin or Errant Seneschal [even in this case the Seneschal provides support abilities, but bear with me]) to the same 3 TFG or 3 Zealots. In terms of raw output, a Paladin has the combined advantages of higher potential damage against single targets while restricting the types of attacks that can hurt him. On the other hand, the TFG require more attacks to actually kill, while also providing more swings in general. To a large extent, I'd argue those trade offs are largely balanced, making both choices relatively equivalent in the larger strategy of the game.

Unfortunately, the 1 point bump from 2 to 3 points creates a radically different comparison in value. That's because the difference of 1 point from 3 to 4 drastically increases the number of possible models and boxes a purchase creates. For example, the Trench Buster at 3 points is an 8 box, ARM 17 model. That means that a damage roll equaling 25 kills the solo, which is quite achievable by many models in the game (including the aforementioned Paladin). Simply put, the extra point you spent on the model's resiliency (boxes, ARM, tough, etc) is largely irrelevant in game terms. Now let's bump up the points cost to 4 and see what Cygnar has access to: a Charger or a min unit of Sword Knights. For one more point (or a third of the cost of the Trench Buster's value), you can get a Charger with +14 boxes. Similarly, the min unit of Sword Knights reduces the amount of boxes by -2, but creates 6 bodies that will (in most cases) require more attacks to destroy than the Trench Buster. Then you have to assess the Trencher Buster's actual combat efficacy. With a POW 13, POW 11, and a ranged POW 14 off of Assault, the Trench Buster's actual combat output isn't too shabby. But in comparison to the six swings of the Sword Knights or even the output of a focus-fueled Charger, the latter seem to hold more value than the former. Even when you have Flank [Trencher] (which now includes another 6+ points of models [or another Trencher Solo at +3]), the overall damage fails to be unique in comparison to higher damage infantry. Though I know the analogies aren't perfectly congruous or equivalent, I believe the point still stands: 3 point combat solos usually don't return their points in comparison to more expensive options.

If you buy that the damage output of the Trench Buster doens't make up for its points cost (or the potential points cost of having to bring more Trenchers for Flank), then the only area that can save it is in utility (Impervious Wall ala Vilmon, a Journeyman Warcaster's Focus efficiency and spell list, etc.). To that, the Trench Buster has two relevant rules: Girded and Smoke on the Cinder Bomb. The first truly provides value: not suffering blast damage is pretty relevant to the squishier side of the Cygnaran caster line up (Caine, Kara, Sturgis, Haley[ish]). It's also valuable when dealing with Cygnar's squishier infantry, such as Gun Mages and Trenchers that haven't Dug In or Smoke Walled (what?). Yet even being B2B for Girded also has a high opportunity cost, such as Fire, Electro Leap, slams, throws, and even Influence. Overall, Girded is a situationally beneficial rule. Smoke on the Cinder Bomb can be a blessing and a curse. A blessing in attempting to complete a cloud wall at the cost of a friendly model or Storm Pod. A curse in that it alters your order of activations when trying to shoot an enemy target to death (giving concealment to something you want to kill at a range generally isn't a good idea - though Cygnar does have many ranged options that ignore concealment).

But the real issue is that both the Trench Buster's damage output and utility are largely situational. The inability to know for certain what the role of a 3 point solo in every game is something that I'd personally be uncomfortable with during list design. When you buy Vilmon, you know for sure that he's providing your Paladins of the Wall Impervious Wall. When you buy a Knight Exemplar Seneschal, you know for sure that he will contest a zone for at least one turn. When you buy a Journeyman Warcaster, you know that he or she will consistently provide 3 extra focus to a 'jack every turn. It is that consistency in utility that dictates the cost and value of those models. When you look at a Trench Buster, Nicia, or even Yuri the Axe, you lose that certainty of value because they have to kill something to earn it back. That, in my mind, is automatically worse than a model that provides consistent value with lower over potential. So overall, on a scale of a Trencher Master Gunner to a Stormblade Captain, I'd give the Trench Buster a Gun Mage Captain Adept.

Seriously, I'd rather take Finn in most Trencher lists than a Trench Buster. That's saying something.

That was a long ramble. Next time we'll cover the REAL Swan releases: Hurricane and Haley3. Peace.

Wednesday, June 10, 2015

Reckoning Spoilers: Khador

Round two! Red threat this time.



So let's start with the bad news. The Mad Dog is essentially a Berserker 2.0 - and the Berserker was a pile of garbage. Usually, sprucing up a pile of garbage with a little pink ribbon and some perfume doesn't do anything but make the pile of garbage more expensive. In the Mad Dog's case, that pile of garbage got cheaper and remained a pile of garbage. So let's look at the base stats. SPD 4: garbage. MAT 5: garbage. DEF 11: garbage. Two non-reach POW 14s: garbage. STR 11: relatively poor (we'll discuss this later). ARM 18 and 31 boxes: meh. At a points cost of 5, you're allowed to have some below average stats. Unfortunately the Mad Dog is not a C student - he's a straight up flunker. But he's a flunker that tries REALLY hard.

Aggressive's free runs and charges is a fantastic rule. Crusher is also a fantastic rule - except this thing's got garbage stats. Boosted MAT 5's hit 15's on average, sure, but STR 11 is pretty low these days. Iron Zealed or Shield Walled Iron Fangs are the standard of competitive infantry these days, and even my Temple Flameguard are ARM 17 under Iron Zeal. Needing 8's or 7's to crack armor against infantry is nothing to write home about. Combine this with the low SPD 4 and the lack of immunity to free strikes and you're looking at a pretty fat 5 point dude that still struggles to kill the infantry he was designed to kill. Furthermore, think of all of the small-based infantry in the game that this guy wants to trample. There are very few that are slow enough or low damaging enough to allow the Mad Dog to consistently engage in optimal tramples. If anything, even the faster infantry that would get in range of him have probably finished their jobs, as this guy is definitely not fast enough to be your front line.

So now let's talk about the two rules that make this guy go from tryhard flunker to a true failure. Unstable is the epitome of bad as far as a warjack goes. I already abhor random elements in any of my lists, and this random element restrains this jack's output further than anything of his any other stats. Combine this with Jury-Rigged [SPD], and you have a jack that risks blowing up even when he tries to go from a terrible SPD to a mediocre one. So we've established that the jack is already poor at his intended role, and now we've established that he punishes his owner with a random negative effect whenever he tries to get better at it. Truly just garbage.

What makes his design even worse is that his only attempt at viability is through spamming. At 5 points, there is a tier list(s?) that makes him 4 points: Karchev's Iron Curtain. At 4 points, maybe you can justify the ARM and boxes. But then again, you can just take 6 point Juggernauts that have 3 extra boxes, 2 extra ARM, +1 MAT, and +4/+1 POW. So on a scale of a Mechanithrall to a Bane Rider, I'd give him a Scrapthrall.



So if the Mad Dog is a Berserker gone wrong (still wrong?), then the Rager is the essence of a Berserker gone right. The Rager keeps the basic stats of the Mad Dog, but gains a couple of important rules for the measly cost of 1 point. These two rules are Shield and Shield Guard. The increase from ARM 18 to ARM 20 is extremely significant, increasing the Rager's average amount of hits till death a much larger number than the Mad Dog. Taking that into account, the Rager's Shield Guard becomes that much stronger.

As the first faction model (with the Bokur being the only other model available to Khador) with Shield Guard, Rager will single-handedly change the face of Khadoran list building. The ability to place an extremely durable Shield Guard next to the fairly robust defensive stats of the Khadoran warcaster lineup will push your opponents away from ranged assassination. It also serves as a decent means of protecting important solos from damage, ranging from Andrei to even protecting Uhlans/Drakhuns. On a similar note, most Khadoran lists try to spend very little points in jacks, and this guy definitely replaces the solo Juggernauts taken simply to fill in the free points. The Rager is a decently exciting release that I expect will see much use. On a scale of a Ogrun Bokur to Lucant's Corollary, I give the Rager an Aspis.



Though a lot of people are calling this Privateer Press' apology to Khador, I've always had a deep and affectionate love for my Conquest. I even painted him with a little freehand Black Dragon icon, named him Ares, and still own him despite having sold my Khador collection three times. But I digress. Regardless of whether or not Victor was an apology, he's an extremely important addition to the Khadoran armory. Having the same base stats as Conquest at 1 point cheaper, Victor remains one of the most durable colossals in the game. POW 22 Fists will never be bad, and it's hard to argue with ARM 20 and 64 boxes.

But the main strength that differentiates Victor from any of her fellow warjacks is the Siege Mortar. Coming in at a massive RNG 20, humongous AoE 5, an on-the-high-end of respectable POW 15, and the always decent benefit of Arcing Fire, it receives these stats at the cost of two negatives: Inaccurate and Minimum Range [6]. With an already poor RAT 4, Inaccurate reducing Victor to RAT 0 is a blow, but not a nail in the coffin. It restricts Victor's POW 15 damage to other Colossals and low DEF heavies, though the AoE 5 POW 8 still allows it to be fairly versatile. It's also important to remember Khador's access to Stationary, allowing for fairly long range POW 15 bombardments. Thumbs up in my book of jank assassination opportunities.

On the other hand, Minimum Range [6] is a much larger problem. The first colossals all shared one similarity in common: ranged weapons that could wipe away infantry in front of them. For example, Judicator's high POW 9 Rocket Pods and high RAT 7 Flamethrowers would protect itself from being surrounded. Similarly, Conquest's potential five AoE's would save it from both its relatively low MAT and against high DEF infantry.  But Victor lacks this. With Minimum Range [6] and non-AoE secondary weapons, cheap infantry pins become a very viable option. Common strategies with Conquest are to place it as aggressively as possible, counting on its high ARM and boxes to deter any attempts at one turning it (of course, if you know they have a high average attempt at one turning it, you wouldn't do that). Victor lacks that option. It remains a late game, back line piece. To say that makes it a much weaker piece would be hyperbole, but it's important to remember that distinction between the two colossals. Victor serves a very different purpose from its first generation brethren.

In a faction that's known for being straightforward, any utility pieces make a huge difference in list creation - it generally increases the amount of playable units and strengths already competitive choices. Victor fulfills that role. The three different ammo types on the Siege Mortar provide different kinds of utility, two of which are unique to Victor within faction. Crater (rough terrain control) is one that Khador has had access to in the Gun Carriage's cannons and Irusk2. Being able to plant a fat 5'' AoE on top of a heavy warjack can really slow your opponent's advance to a crawl. Next up is the biggest one: Flare. Anyone that's played a Reckoner or Convergence can understand the raw power of being able to give an army wide +2 to hit buff against a few targets. Just think of MAT 8 Iron Fangs. Magic Ability 8 Outriders. RAT 7 Winterguard and RAT 9 Widowmakers. MAT 10 Uhlans on the charge. MAT 8 warjacks in Khador. The possibilities should have you Khadoran players salivating (other factions' players can continue along thinking that those stats are normal). Even self-buffing Victor's 2d3 Autocannon shots to RAT 6 is damn decent. With the relatively few to-hit buffs Khador has, I expect to see Victor create new opportunities for list building options and play lines (especially assassinations). Last but not least, the AoE 5 Fire is a personal favorite. Lobbing fiery shells into your opponent's back line from 20'' away is something I've grown accustomed to from Judicator and Redeemers. Not only does it gain you random value over the course of a game, but it also affords you the ability to threaten Iron Zealed and Shield Walled infantry. Of course, there's also the fantastic option of just trying to set your opponent's caster on fire.Take the fire portion with a grain of salt - I'm particularly fond of fire.

Overall, Victor's awesome. I might buy two and just run them with Harkevich with support. Victor opens a lot of doors for Khador, and I like the idea of a more supportive colossal. For those of you wondering why I didn't talk about the Autocannons, that's because they're basic as bread and butter. Fire them at Angels and laugh at the inherent anti-Legion tech. Fuck Legion. Yeah, I said it. On a scale of Drizzy to Based God, I'd give Victor a Yung Yeezy.

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So I'm not going to talk about Zerkova2 because there's already a decent wall of text above. Her review will probably come along with Cygnar, as most of that article will be Haley3 and me laughing at the other releases they got - the perfect opportunity to slip in a decently long review of Zerkova2 and all (some) of her possibilities. As always, if you made it this far, thanks and comment on what you think below. Peace.

Friday, June 5, 2015

Reckoning Spoiler Critique: Cryx

With the spoiler gates open and the info streaming out, it's time to play critic. Today, we're gonna focus on Cryx.

So let's ignore how long it's been since I've posted something here and just jump on in!

  
Sepulcher follows the standard statline of the Kraken (including boxes) at 1 point cheaper, so it'll take some Dark Shroud and one of the many damage buffs (or ARM debuffs) Cryx casters have to bring it to true colossal levels of melee threat. As for its "tech," an extremely robust necrosurgeon isn't too bad, though the 5'' collection range on Body Snatcher is an order-of-activations issue if you're keeping the McThralls close by. The potential of creating Brute Thralls is currently unquantifiable in my head, as the ability for the Sepulcher to place them aggressively will be a game state situation more than anything else. Finally, the main focus of the Sepulcher is definitely in its firepower. With an AoE 5, Arcing Fire, Critical Paralysis unicorn stub, the Desolator creates a whole slew of ranged assassination potential that makes me nauseous. This is a faction with access to Puppet Strings. Privateer Press please. That, compounded with the obscenely strong Spiker guns, represent a truly dangerous ranged threat to nearly anything on the table. Some quick napkin math will show you what it does to a Angelius. Assume three focus and Puppet Strings to have a reasonable chance of garnering a crit on the Desolator. First, boost to hit Desolator, hitting with a crit. POW 13 + 2d6 = 3. Each Spiker then hits on a 3+, so assume all hit. Spending the two remaining focus for the extra ROF on each Spiker, you then get POW 13 + 2 (burst fire) + 2d6 = 5 x 4 shots = 20 average damage. 23 points of damage at range 11, and that's assuming the only buff you've given the Sepulcher is Puppet Strings. Everything else on the Sepulcher is just gravy after that. A great addition to Denny123 (debuffs galore), Skarre2 (Black Spot), and Goreshade3 (feat Siphon Bolt assassinations). On a scale of Conquest to Stormwall, I'd give it a Judicator.


Coming in at the standard turkey cost of 4 points, the Shrike is the Razorwing Griffon of Warmachine. I'm not sure how many Cryx players have ever felt they need more non-AoE infantry removal, so I'm gonna place this into the "playable but questionably so" territory of models. Though I will point out that at MAT 7, it performs it's job reasonably well - though the POW 11 might not be enough in the age of Iron Zeal Iron Fangs. A relatively uninteresting addition to Cryx IMO. On a scale of an Argus to a Gorax, I'd give it a Razor Worm.



With the straightforward purpose of being a front line soul collector, this 1 point cutie wish it had five boxes. That's not to say it's bad in its current form, but I see this solo being a fill in for lists with an extra point. Basically, build a cryx list. Does it have an extra point? Yes. Do you even McThrall? Yes? Scarlock Commander. No? Do you have anything that collects souls? No? You're playing Cryx, remember? Yes? This guy. You just took a ride on my stream of consciousness. But I digress. Fantastic (sometimes) as a filler, mediocre as a support solo, I probably would've given it ghost shield. This would've been fantastic for a Testament3 unit where you would have 5-9 of these dudes in a CMD 10 unit with him. On a scale of a Accretion Servitors to a Vassal Mechanik, I'd give it a Feralgeist.



Barruuuuum, baruuuuum, the ents march to war. I'm not entirely sure what shovels is supposed to be. He feels like an aggressive heavy, as Soul Drive, Counter Charge, and double POW 17's seem to indicate. With POW 17 and feedback on the Talons, the plethora of damage buffs in faction makes him one of the most potent non-colossal cryxian warjacks. Yet on the other hand, he has Dig In and Drag Below, making him a mobile, high DEF melee platform that wants to skirt the edges of zones, serving as a hard-to-remove contesting piece. Perhaps the most questionable part of his entire rules set is Special Issue [Terminus]. If anyone can draw connections between the two, let me know, because I'm baffled as to how this guy is Terminus' jack. Anyways, on a scale of Scourge of Heresy to the Avatar of Menoth, I'd give him a Fire of Salvation.



So let's get down to business. To destroy the Huns. Or not.

So let's start with her base stats. As as SPD 9 cavalry battle engine with flight, her ability to maneuver around the battlefield in order to dominate, fight, or just cast spells is one of the best in the game. The only way it could've been better is if she were on a large base - but the rule of cool for skeleton dragon things is 3good5me. At MAT 6 and a reach POW 13, her melee potential needs help in order to get anywhere. On the same note, her RAT 4 Spray 8 POW 10 with cont. corrosion also needs help. Her 15/16 statline leaves a lot to be desired, as she has no other real defensive mechanic on her card other than cull soul (if you can call that defensive). This is a caster that definitely waits on baited breath for the Inflictor's inevitable arrival. If we weren't playing Cryx, I'd discuss the CMD.

Her feat is elegantly simple: here's seven soul tokens. Soul Mastery multiplies each soul by 3 focus, whether it be in battlegroup allocation or spell casting. If you ever needed a 28 focus turn to help your self-esteem problems, Denny3's your girl. But on a more serious line, the most likely application of her feat is creating a turn where your army gains Battle. Assassination potential abounds with Scourge and 9 focus to a slew of Cryxian ranged jacks (*cough* Sepulcher). Another interesting part of Hell Gate is that the souls are converted into focus next turn via Cull Soul, affording you two back to back turns of enhanced focus output if you don't need all of it in one turn. It makes my heart happy to see powerful feats have different playlines, lines that require careful thought in order to maximize your resources to the fullest. Soul Weaver seems pretty circumstantial, and I very much doubt that it'll be essential to her play. It's definitely nice to have, but I wouldn't build a list around it.

Now for her spell list. Ghost Walk is always nice to have, allowing you to save Saxon for another list. Grave Wind will likely always be on her, though placing it on Nightmare could be pretty interesting if they don't have any upkeep removal and you have an Inflictor (or two). Mortality is the obvious money maker of her spell list, and I'm happy to see it on another caster other than Hunter's Grim. It's important to emphasize the Mortality isn't an upkeep, allowing her to debuff numerous units. Scourge allows for a lot of assassination plays, and I'm always fond of have those options on the table.

In comparison to other Cryxian casters (especially her other iterations), Denny3 definitely doesn't have the same feeling of raw, overwhelming power. What she brings is a more controlled and careful game, one of ranged control and attrition. Potential lists in my mind usually have a Sepulcher, Inflictor, Nyss, and McThrall packages for screening and melee threat. Granted, I'm not a Cryx player, but the playstyle seems to function much in the same line as Protectorate gun lines: you carefully peel the layers of your opponent's army while maintaining your lines better than they can, followed by a burst of power via your feat in order to bury them completely. Though she appeals to me, I'm doubtful she'll dethrone the more popular staples of Cryxian play. Overall, on a scale of Venethrax to Denny2, I'd give her a Skarre2.






BUT WE AIN'T DONE YET. I actually really like this tier list. Soulhunters are obviously powerful with Mortality, and they were one of my favorite cav units in the game already. Here's a sample list that I'd play:

Denny3 (+4)
- Sepulcher (18)
- Leviathan (9)
- Nightwretch (4)
Soulhunters [max] (9)
Soulhunters [max] (9)
Withershadow Combine (5)
= 54

Thanks for reading. As always, let me know what y'all think in the comments. Peace out, nerds.