Sunday, February 9, 2014

The Cryx Matchup

This is my modest contribution to this thread on the PP boards regarding the Minion matchups for Cryx. Arlaharen and the rest of the Gator folk have already written a good deal of useful tips and tactics in dealing with Cryx (with more hopefully coming), and I thought I should add my own since I like to think about stuff and readers might benefit from my perspective.

In general, I think a well-played Cryx list is still one of the worst matchups for Gators due to mass undead, increasing amounts of tough BS, cheap infantry that hit like sledgehammers and lots of movement debuffs and control.

Importance of melee positioning and "staggering"


Cryx is the best melee faction in the game, all things considered. There is a reason people ALWAYS have Cryx in mind when preparing tournament lists, because if they don't, they will probably lose to Cryx and their "infantry-that-kills-anything spam" skew.
Cryx generally sucks balls at the ranged game (with exceptions like pDenny pirate gunline lists that prove both the rule and that pDenny is the ultimate turd polisher), and their spell assassination is nowhere as good as it used to be in Mk1 (despite being decent, it's not really a core game plan amongst most of their casters anymore). To make up for this, in a straight out melee scrap, Cryx will generally have the upper hand. They will hit more often, harder and for cheaper than other factions for less points and keep doing it until you are dead. How fluffy.

This is why they get hosed by Cygnar, Retribution and PoM, who can play a very good ranged game and can blow them up before Cryx makes it across the field to fight on their terms. It's also why Gators, as a largely melee subfaction, don't do great vs Cryx in principle since you have to beat the masters at their own game, so to speak. Therefore, it is very important if you want to come out victorious against Cryx to at least have good positioning when it comes to melee engagement, whether you are getting the alpha strike or receiving it. Good staggered positioning leads to good piece-trades, which is one of the fundamental concepts of Warmachine.

Let me elaborate on this slightly: Have you ever had a single Doom Reaver run up in front of your bunched-up, flanking Gatorman unit, at max CMD range from his unit leader, and not have any solos or ranged attacks nearby to deal with it? As a result, that Gator unit's entire activation is spent dealing with this one Reaver. They can't really run past him to kill his comrades as they will take free strikes, they can't move away as they will take free strikes. You can probably block some free strikes using 2 Gators to block LoS, but even then you are not in a good spot. That unit will probably in turn get charged by 5 other Doom Reavers, and the Khador player has now traded 1 Doom Reaver for 5 Gatormans. Good trade, wouldn't you say?

Often a good player will put a couple of models a few inches in front of the rest of his unit just to add as an ablative wall to absorb charges, trading those few models for what you charge in there. You can't really get to the back models either, because as a largely melee faction, you might not have the ranged attacks to deal with the 3 guys in front to clear a charge, or reach the guys in the back at all. Whatever is put up front will be traded for whatever you wish to kill it with. This is what I mean by the "staggering" of melee positions. It's like the "waves" of an army, where you have the anvil (tough or expendable units) go in front, followed by the hammer to clean up (hard-hitters who are usually squishier). Except it's all one unit, and all placement skill.

Well, good Cryx players will be really good at the staggering game since that is one of their core tactics. Oh, and Cryx have Ghostly, Curse of Shadows and Ghost Walk, so can cheat the stagger game better than most, making them even better than you in a melee scrap. They can also do stuff like turn your living dudes into their dead dudes and go through your dudes to get at the backfield stuff. Ain't life grand? Fortunately Gators have some such cheating of their own.

It's difficult to write a descriptive tactica about staggering and piece-trading. They are skills and perceptive abilities you will develop as you play the game and a pattern you will see repeated over many games.  The best way to actively develop this is whenever you move a model, try to think one or two turns ahead - if I move this Gator forward, what will threaten him, and what do I have to threaten things who threaten/kill him? And so on, and so on. It's like a dance... OF DEATH.

Importance of attrition + Dealing with Cryx feat turns (armor)


Cryx is also really good at attrition. They can bring their guys back to "life" with things like Necrosurgeons, Death Toll, Goreshade2's Elite Cadre for Banes, etc. They are mostly fearless (except Satyxis!) and have quite a bit of tough. Their crappy 1/2 point models can destroy your 2 pt models on expected dice values with the standard Cryx buffs/debuffs. If you let the fight go on long enough, they will eventually outlast you simply by virtue of having more attacks than you, turn after turn.

They also tend to have OP feats that destroy your will to live along with your army. This can range from really powerful debuffs and denial (ie. Deneghras, Coven, Skarre2) to big burst damage/activity potential (ie. Skarre1, Lich1+2, Scaverous, Mortenebra). Either way, you're going to have a pretty shitty turn. A lot of the time this is no different than the average Warmahordes game and you just grind through and move on. But when it comes to a feat like Denny2's or Lich2's that are really strong against the melee oriented, elite infantry style of Gatormans, then you better have a plan for it or you're going to lose the game right then.

The average 50pt Cryx list. Notice the small number of warjacks
and many small-based models. Source.


Which warlock should I use?

Why Rask isn't great

Rask is a baller. If his testicles weren't internal, he could use them as a seat. He is a little OP, but still has his non-favourable matchups. The typical Cryx list is one of these.
  • He has little attrition potential. He can protect himself pretty damn well, and has Admonition for a warbeast, but outside his feat he doesn't do all that much to make his guys harder to kill or stand their ground. Gators are naturally good at attrition, but Cryx are better and Rask doesn't give us the attrition edge we need to hang in the fight.
  • Fury is usually not needed to kill Cryx ARM. POW 13 charges are enough to handle even Mortenebra ARM lists - only Deathjack and Krakens might prove to be an issue (and not a crippling one).
  • Inhospitable Ground is not as ballbusting against the pathfinder/ghostly stuff you see in Cryx lists as it is against a lot of other hard-hitting melee units.
  • Shooting upkeeps off your own stuff is kinda cool though.

Why Calaban looks good, but is bad

Calaban is practically a Cryx caster, except way shittier.
  • He can potentially shred infantry with his feat BUT that relies on him using Bone Shakers on Cryx models. As you may know, Cryx models generally have crappy stats and aren't so sweet at killing each other without any of their mental buffs. You would probably get more out of the feat putting Spiny Growths on everything.
  • His spells don't really do anything. Carnivore works only against living so does blah (and living DEF in Cryx is not really high enough to worry about for a Gatorman). Parasite does blah since ARM is not a problem. Occultation does blah since they don't have guns, although it could theoretically protect you from an offensive debuff (if only Cryx didn't have cheap SPD 7 arc nodes). The meat node ability on his gun is not only crap, it doesn't even trigger on Undead stuff (thus is very blah).
  • His attrition potential is possibly even worse than Rask's, outside his ability to put Spiny Growth on all the things as a result of his feat.
  • Generally sucks horse dick.

Why Barnabas is decent

Barnabas is a respectable Cryx matchup. He can attrition reasonably well with Iron Flesh and his feat, Warpath allows you to get beasts into good positions, and he himself is a tough croc able to put some work in. Swamp Pits can also make ye olde Deathjack crap itself.
  • His feat helps in slowing down infantry as well as knocking down those Satyxis and DEF 13 warjacks. It's also nice to make all Gator melee attacks pretty much auto-kill since you can't reroll to hit vs Undead and 5s are not as certain as they appear.
  • Iron Flesh Posse can be problematic for many Cryx lists to deal with, at 16/18. Just pray the Withershadow and their lol-tastic dispel bot isn't around.
  • Swamp Pits as noted helps take care of Deathjacks, and sometimes block up a certain part of the board to force Cryx players to spend the Skarlock's activation casting Ghost Walk (woe unto the Cryx player).
  • However, he lacks the recursion powers or the ability to gain the upper hand in the melee staggering piece-trade game that Maelok does (unless you take a lots of Spitters and Croak Hunters, which is not advisable for almost any other matchup for Barnabas since it lacks any kind of punch).

Why Maelok is best

Maelok is a mighty warlock made of rotting flesh and other evil things. He is so evil, he kills baby crocodiles just because some dude said he couldn't do it. Sure showed him. Maelok is the best matchup we have against Cryx and is as close to a fair one as we get if one builds the list correctly.

  • His list usually comprises of almost all Undead models, thanks to Death Pact and Witch Doctors (which you take for the strong synergy with his feat and his grindy playstyle). This shuts down a lot of Cryx's abilities and makes Cryx players bitch about Undead being OP.
  • He has great recursion potential with Revive. Each Revive is an almost guaranteed 2 dead Cryx models, and an ARM 18 reach model in their face. Bringing 1-2 back a turn adds up FAST as the model count on the table gets lower and lower.
  • He has 3 magical melee attacks! That's kinda cool. I guess. And a spray... at Focus 6. It's not that sweet but it can be cute for taking out incorporeal things that hide behind walls and contest zones.
  • His feat allows you to cheat the staggering stage hard. So hard that it makes Cryx players jealous. It means that for 1 turn, all the Gatormans get all their attacks and you get in their backfield and cause problems. Not only that, but all Undead models get +2 ARM for that round, making them even harder to dislodge. Throw in a few Spiny Growths and Death Pact, and you've got one of the few lists in the game that can absorb a Cryx feat turn without falling on its knees and cursing the gods and heavens for forsaking it.
Bow before his rotting majesty!

Other cool stuff

  • Thrullgs are reasonably sweet because without guns on the other side, they have a good chance of living long enough to do something cool. They have 3xMAT 7 magical melee attacks (only one with Reach despite having 2 long ass arms), cannot be targeted by spells and cause damage to spell casters in their CMD (sweeter vs Circle Druids or Hex Hunters than against Cryx usually, but you never know). He can also hit upkeeps off your dudes, in the rare event that your Gator unit with Curse of Shadows or Crippling Grasp lives longer than a turn. As such, he is best kept back and protected and used as required rather than charging wherever he can.
    Most importantly, he is your ace in the hole vs Terminus because he can strip off Terminus' focus and make him mortal. Well, killable. Again. A smart Terminus player will know this and may be willing to overextend a bit in order to kill the Thrullg, giving you a bit more table positioning. A foolish Terminus player will run in front of him camping focus, proclaim his status as an immortal god and then probably die.
  • Croak Hunters are one of the few ranged attacks you have available. They are great for sniping out lone models blocking charge lanes or contesting zones and such. Remember they also have gang fighter, so even without poison can do good damage on the charge.
  • Ironback Spitters tend to do pretty well vs Cryx in my opinion. Having a good, reliable boostable gun with auto-Corrosion can do some sweet stuff. They suck in melee and will get shredded by charging infantry but that gun will allow it to make its point back in opening doors for the rest of your list.
  • I also quite like the Totem Hunter vs Cryx. He can get hosed by tough, but his very high mobility makes him like a quasi-ranged attack and he can scare a lot of Cryx casters in the mid to late game. He also makes a pretty good trade for Tartarus, or at least force the Cryx player to keep him back.
  • Witch Doctors - they make your stuff Undead. Undead is sweet against Gators, but super sweet against Cryx. They also give you the opportunity to fail tough rolls, which you should absolutely not rely on. Tough on a 5man unit is nowhere near as nutstomping as it is on 3x10man units. They also have Dominate Undead which in a blue moon can do cool stuff like turn models around or have Banes kill Tartarus or whatever, but it is generally not as good as making things Undead since it requires a succession of dice rolls to do anything cool. Sacrificial Strike, on the other hand, can do some serious work late game when you want to put the last few points on an enemy caster, clear a charge lane, or snipe out that annoying Machine Wraith that's been contesting a zone all game.


In conclusion:   Maelok > Barnabas > Rask  > Calaban @ 50pts and above. I think at 35pts Barnabas is probably just as good as Maelok since he doesn't need quite the same 'critical mass' to do his thing well.

Other stuff to watch out for

  • Bane Knights have Vengeance AND ignore rough terrain and free strikes. Vengeance weapon masters will do some serious, serious damage to Posse units. This means that you must absolutely kill as many as possible in one turn as you can. Try to line this slaughter up with your feat turn.
  • Bane Thralls hit ridiculously hard, and pretty accurately when you factor in Tartarus and all that other Cryx stuff. They don't ignore free strikes, nor do they have reach however. You can kind of tie them up with buffed Gators, and often you will have no choice in doing so because they will roll tough 6 times in a row. Try to avoid getting charged as much as you can - knowing your fundamental movement rules and melee ranges pays off here. They are also prone to just running into melee with your Gators, reducing their ARM by 2 so they can die to whatever else Cryx has on the board.
    They also will totally bend you over the table with Goreshade2 if you didn't stock up on Witch Doctors.
  • Tartarus must die. So must Gorman. If you can trade pretty much any single non-warlock model for these (including a Wrastler), it is probably a good trade. This makes me very sad but it is the reality of things.
  • Satyxis are living. YAY. This means you can hit them pretty reliably. Raiders will usually get the charge on you though, so focus on positioning for an effective countercharge AND avoid getting jammed up by them. Cryx can be pretty good at scenario play, I hear.
  • Blood Witches aren't usually something to worry about too much (besides the UA), though they DO have magic weapons... P+S 12 free strikes will probably kill ghost Gatormans.
  • Cryx has some of the best upkeep removal in the Blood Hag and the Withershadow Combine. This can suck for Iron Flesh and Death Pact. It is very satisfying to revive a Gatorman and then charge them with Maelok's feat though (if you hit those straight 7s... 14/16 with Stealth and Undead is totally fair game for support models with long-range nukes).
  • Mechanithralls hit at P+S 15 and each cost 25% of a Gatorman. They are "only" MAT 5 though, so without a buff/debuff they might miss you. But if they hit, you're probably dead. They also have Necrosurgeons. These are a high priority target who just happened to have Sac Pawn so are hard to shoot (you guessed it, Maelok's feat + needing straight 7s to hit support models).
  • Blackbane's Ghost Raiders are pretty terrifying due to our lack of magical weapons. Their DEF of 13 is just high enough to be annoying to FURY/MAT 6 warlocks. Essentially, these more or less go whereever they want and will always get their attacks before you can deal with them. Sucks to be a Minion.
  • Deathjack - Swamp Pits / ignore him / throw him around / cup your nuts and charge him with everything you have left. Or if you're playing Rask, a Posse with Fury should do it.
Basically, heaps of infantry that doesn't have too hard a time at killing your infantry/casters/anything at lower cost.

Terminus

Terminus is stupid to the point where I feel I should make a special section for him. He is basically the epitome of rock/paper/scissors in Warmahordes. Do you have enough damage to kill my DEF 14/ARM 24+ caster? If not, you are not going to have a fun time. There are basically three aspects to him that make him suck for Gators:

1) Gigantic "FU" Tough aura

We have nothing to deal with Tough outside Crit Consume on Barnabas. So if the Cryx player keeps rolling 5s, you're not killing anything no matter what you do or how many lambs you sacrifice. Much fun. Such games design. Wow.

2) ARM camp + Sac Pawn

As you may know, Gators of the past had problems with ARM greater than 19. This is because the highest P+S in the faction is 17 on the Wrastler. As a result, Gators would have almost insta-lost any 1 zone scenario against lists with Gargossals.

In response to this, Gators got Rask. Rask has Fury and the ability to remove upkeeps and camped focus at ranged. Rask is pretty amazing. But even Rask cannot shoot Terminus' focus off because he has a neat ability called Sac Pawn [pretty much anything in my list, bitches!]. This ability more or less means Terminus can camp at ARM 22+ or so and tell your Posse and heavies to suck his dust pipe, even if you play Rask (which you probably shouldn't, for reasons described below).

Thankfully we have Croctors who make things Undead and more or less deny him a feat. This is sweet because it makes Cryx players complain about Undead.

I assure you that the limp-wrist is just for show. This dude
will bitchslap the scales right off your back. Source.

3) Flight + hits like a truck

Not only does he camp ARM like a boss, but he will bitchslap you to death from a long ways away since he is effectively MAT 9, POW 18/16 with Malediction up. Oh, he also a POW14 SP10. You know, for lolz.


I don't have any tips other than "take Thrullgs, keep scenarios in mind and play much better than your opponent".

4 comments:

  1. The Sea Witch doesn't remove Tough. You're thinking of the Satyxis Blood Hag (Blood Witch UA). All the Sea Witch does for her unit is provide Pathfinder, blast immunity, and a turn of weapon master action. I say "all she does"... obviously that's still a lot :)

    Worst match-up I have ever had in any game of Warmachine *ever* was a Mortenebra tier list vs Maelok at 50pts. Holyyyy crap was that a bad game!

    Also, I'm not sure the Ghost Raiders deserve the respect you're handing out. They can cause immense grief, no doubt, but they don't kill Gatormans on the charge at PS10 and I'm not sure you guys are respecting Continuous Fire? They're certainly damn annoying when it comes to scenario though so I guess you end up grinding and, as you say, that's not likely to end advantageously for the Minions in the long game.

    Great article though. I'm a bit staggered that there wasn't more rage-typing throughout. You kind of laid into Tough a bit but I thought Denny2/Lich2 et al might get more hate. Do you feel in the NZ meta (as small as we are) that there's a reasonable representation of the Cryx caster stable or that, like the US, we're dominated by the seemingly frequent and innocuously boring Lich2/Skarre1/Denny2 yawnfest?

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    1. Yeah I meant the Blood Hag for the dispel thing. The Sea Witch is the one that fixes every single weakness of her unit bar a low chance of fleeing.

      I don't get to play Cryx all that often at tournaments here, compared to say... CIRCLE, but when I do it has been 'Cryx' lists. I'm probably not the best person to ask though. I don't think the casters matter too much, it's the infantry-buffing stuff being MUCH more efficient and powerful than jack-buffing stuff, so Cryx players obviously put all their resources in there and most lists end up looking the same (much like Gator lists).

      The respect I have for Blackbanes is probably some of that rage you're looking for :) POW 10 charges can do lots of damage when combined with one of many available debuffs and as you said, scenario play and killing my Bog Trogs and whatever.

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  2. Been reading through your blog and been enjoying and learning from it plenty. Soon to start playing Minions (both Gators and Pigs), coming off of playing Mercs in WM. Thanks for the dedication to the faction.

    Also know of a place I can get some good reading in on Farrow stuff?

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    1. Glad you like the blog.

      Not aware of any extensive write ups on Farrow sorry. Arlaharen from the PP boards wrote this article about Pigs a little while ago: http://www.discountgamesinc.com/blog/warmachine-list-breakdown-3-by-rickard-nilsson/
      If you can convince PP to not make Pigs so terrible, I'd be happy to write about them :P

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