I managed to take out the Goreshade list I’d been considering and get a game in on Sunday. Its been over a month since I last played, so I was a little rusty.

I could go into a battle report, but that’ll not be too exciting. It was a fairly strong game of positioning, and it taught me a lot about the Bastard that makes me want to keep trying him out. This is completely contradictory to the feelings I’ve had with him prior to this outing, where I stumbled to find his place and tried hard to make the best use out of him and his spells.

I can tell you, that is a waste of time. I played him after the field test and prior to the MK II Cryx book coming out, and he’s been a long time developing. I think that there is a very high chance that I use him as my Hordes drop in a ton of matchups, which is where I wanted to go with this list decision.

This whole concept is something I am not going to take credit for. Will Pagani, a long time Warmachine player, started using a list with the same intent a while back. I only remember the core, however, being Warjacks, Darragh Wrathe and the Deathwalker. I added the rest because I can’t find his original list to parrot, and made it my own.

Goreshades Upsides
I have complained for a very long time about how pillow lightly my warjacks tickle. Yes, Cryx is the faction of debuffs, but those debuffs require attack rolls and focus, which takes away from my precious ‘Jacks doing what they need to do. It also necessitates the expenditure of points and very likely focus on an arc node to get the spell to the target. That, my friends, is some steps I would like to eliminate. Cycling Scything Touch comes close, but that is still expenditure of focus, models, and positioning. Getting that damage increase is many times, for the targets that jacks are going to go against, just much harder than I’d like it to be.

Goreshade can solve that. When a critical mass of Warjacks is reached (3+) he can turn the three focus he spends on Shadowmancer, a spell granting Dark Shroud and Stealth, into at least 6 (three castings of scything touch, two castings of Crippling Grasp, ect). Add two Warwitch Sirens into the mix and you’ve got yourself a extremely decent slew of attacks to toss at the enemy. Additionally, even though its a buff to the battlegroup, the ability to put Dark Shroud on targets for others to take advantage of is extremely welcome.

Goreshade also comes with a second spell, Mage Blight, which stops spells and feats within 14″ of him. This is a great out when your not getting shot or taking down hard targets, and can really save you from some of the more ball busting short range feats in the game. Things like Butcher 3, Gorten, Sorcha 1/2, Seige, Kreoss 1 and others effected from the start of the game onward. He also removes the threat of some of the more funky magic ability shenanigans that the game has as well, making sure that Druids, Runeshapers and Battlemages are shut down.

The Darragh Effect
Who boy, this wasn’t something I was expecting. I had almost exclusively used Darragh Wrathe for Death Ride prior to this game, getting my models across the board faster seemed to be the way to go. However, after this most recent game, I can really see the potential of his Beyond Death ability. Giving Bane Riders ARM 20 and the Helljacks a 13/19 defensive profile was extremely good, even though I was running against Warmachine. I’ve fought against the ARM 21 Stormlances enough to know how bothersome they can be, so having my own ARM 20 Bane Riders was a real treat. It even makes me consider running them and Wrathe with Skarre II and Scaverous in order to really push that armor over the top.

Revelations of the Bane Kind
Bane Riders are super-sweet, and they have so many different applications that I can’t even begin to describe how happy I am with them. Ride by Attack combined with immunity to free strikes is just excellent at protecting them as they move up the board. It also allows you an amazing range of movement, enabling you to dig extremely deep into the enemy army without really having to commit to any serious engagements.. Twice I used it to kill models and them move forward, either tying up new models with reach and preventing charges, or getting to a better position for the next turns attack. Preventing charges is on of the better ways to keep the banes alive, and stacking that with the Darragh effect above kept all 5 bane riders alive until the end of the game, even though they had to contend with KE and Daughters.

Tartarus and Bane Knights are extremely effective, everyone knows that. Combined with Bane Riders, however, it becomes an army of super-pathfinder, Immune to free strikes hard hitting models that are paving the way for the Warjacks that Goreshade has in tow. The fact that Goreshade popping his feat followed by Tartarus killing a few models can net you an almost free unit of banes is one of the best icings on a cake I can find.

Overall Impressions
The list needs some tweaking, but overall I am very, very pleased. I’m not sure that the Bane Riders wouldn’t be severed better as Satyxis Raiders, but I am taking a chance to get to know my new riders. The Bane Knights, too, could easily be turned into Raiders. However, with the ‘Jacks Spearheading the army, aided in armor by both the Deathwalker and Darrah Wrathe, the slower, harder hitting Banes come into a very useful place. as either a second wave, or as models to free up the Jacks to get to more juicy targets.

The game was a loss, because I got to agressive on my first game out with Goreshade, popping his feat in the wrong spot and dropping Banes off Just to get killed, only to be Force Hammer/Vanquisher assassinated the following turn. Overall, it was a good game that was won by the player who knew more, better, but I look forward to digging deeper into the Goreshade pool and pulling out some really good games. I really am considering how to fit Nyss into this list…

Comments and suggestions on my lists are welcome!

 

 

 

With Privateer Press’s new Hordes anthology, Exigence, do out tomorrow, there is a great buzz on the forums about the new, leaked information. As happens with every book that they release, someone inevitably gets it early, and they share with the world what they’ve found in the book.

This time, unlike the release of Warmachine: Vengeance, there were a pile of unreleased models in the book, in addition to a ton of models that we knew existed, but didn’t know the stats on.

Trolls: 
Highwaymen – we’d seen the models for this unit.
Highwaymen Solo –  some people speculated this existed based on a model with the Highway men while being painted
Fire Eaters – Surprise spellcaster Unit.
Circle
Brennos – character goat heavy warbeast which we’ve seen the art for.
Character Trio Wolves of Orboros – Surprise Unit
Legion
Blight Wasps – Beast Pack which we’ve seen only the concept art and concept rules.
Strider Brighblades – unit which we’ve seen the actual models for.
Zuriel –  character heavy which we’d seen the art for.
Minions
Maximus – Farrow solo which we’d seen the model and concept art.
Sacral Vault – Battle engine which we’d seen concept art for.
Meat Thresher – Battle Engine that we’d seen the 3d Render of.
Effarit – Surprise light cav solo!

Which leaves my faction, Skorne.
Man, did we get some fun stuff.

Skorne
Praetorian Keltarii – Had seen the models
Scarab Swarm – Warbeast pack we’d seen the concept art and rules for
Melee Heavy Bug Beast – Warbeast that was postulated based on Exigence cover art
Ranged Heavy Bug Beast – Surprise Warbeast!

My friend has all the stats over on his site, so I’ll leave them there.

I do want to go a little bit into my excitement about the Skorne models that are going to be coming out one day.

Skorne, I think, is coming out very strong in this release cycle. With an already abundant stable of Warbeast, Units and Solos, we add to almost every category in excellent ways. One of the things that impresses me about the Privateer line is how much a simple change to a stat line or ability can really change how a model or unit functions in the game. This, combined with their ever increasing ability to make slight changes to expected norms in order to get a model or unit where they want it in design space is interesting to me.

Take the Ardus Beasts:

Ardus Sentinal, Ranged Heavy Warbeast

Ardus Sentinal, Ranged Heavy Warbeast

 

Ardus Soldier, Melee Heavy Warbeast

Ardus Soldier, Melee Heavy Warbeast

not only were they an almost complete surprise, they also have the completely unexpected speed stat of 3. They are, to date, the slowest models in the game. Lumbering, giant warbeasts that are even slower than Khadoran Warjacks and Titans. That slow speed, however, is deceptive. They are in a faction that excels at tossing its beasts at the enemy, and they have innate pathfinder and Advance Deploy. AD is a huge boon, as its essentially a free run before turn 1, and innate pathfinder is something that just can’t be overstated. the ability to plow through wreck markers, spontaneous forests and over walls without needing the Gladiator to be alive, well, and nearby, or having the Warlock expend fury is exceedingly powerful. additionally, the melee warbeast has reach on a 9 point MAT 6 model, which is pretty solid. Skorne doesn’t necessarily lack for reach on its warbeasts (Titan Sentry, Rhinodon, Cyclopes Brute, Cyclopes Shaman, Cyclopes Savage, Molik Karn and Tiberion), Tiberion and Molik Karn are expensive characters, and the rest have mat 5. Mat 6 and pow 15 isn’t the best, but it can easily be pumped up to 17. The final Kicker is pull on the Claws which allow it to pull models that it reaches with its fairly wimpy pow 17 to its giant maw that starts at 18 and is easily bumped to 20. The two claws are, for all intents and purposes, simply threat extenders for the bite that happen to do a pinch of damage. That, however, is simply the melee damage threshold. This beast also has some neat defensive tricks. Its got the same armor, with slightly less HP and DEF, -1 each, as its Titan friends, but also has the new Carapace rule, granting it +4 armor, for a total of 23, against free strikes and Ranged attacks. On top of steady, its going to be a real pain in the ass to remove via shooting.

One trick that this beast has going for it is that, with proper preparation, it can be surprisingly agile. I’ve been a fan of using a Willbreaker + Archidon to toss problem heavies towards my waiting Bronzeback or Gladiator for a long time now. The Archidon is generally hard to remove without commitment, and at the top or even bottom of turn 2, its exceedingly good to be able to tie up those resources. The Aradus has a very similar punch. If given the Bronzeback animus Train Wreck, it gains beat back on all its attacks. Due to how the rules work, beatback can be triggered before the pull rules on the claws(honestly, it wouldn’t matter) so the chain of events with this Safety Strike is as follows.

  • Ardus Soldier, under Train Wreck and Enrage Charges. (Total unaided threat 8″, with the base moving 6″)
  • Hits with Charge Attack, triggering beat back and pull to resolve after the attack is resolved.
  • Beat Back triggers, pushing the target 1″ back, and the Soldier moves 1″ backwards (total Solider forward progress 5″)
  • Pull triggers, pushing the target model 4″ towards the Soldier, which 3″ is deeper into your lines.
  • Repeat for second claw, but the push is only 1″ deeper into the lines. (Total Soldier forward progress 4″, total pull of enemy model 4″)
  • Make initial melee attack with the maw, using beat back to make a 2″ gap between models.
  • Buy 4 more attacks with the claws. This will drag the model an additional 5″ due to the maw attack beat back. All said and done, this moved your Soldier 1″ behind its starting position, and pulled an enemy model up to 9″ into your lines.

To add to all that craziness, none of that movement has to be linear. Each inch is in whatever direction you want. You could pull a model across your front lines, deep into your back lines, or even drop a heavy warbeast off 15″ from its starting position. Honestly, I don’t know many things that will really survive 6 pow 17’s and a pow 20. Armor 20 is taking 31 damage, with a jump in 7 damage for every point of armor lower. I don’t know of much at ARM 19 or 18 that is going to survive 38 and 45 damage respectively. Xerxis with Fury and Last Stand with Zaal bring the damage up by 21 points per armor. Doing 52 damage to arm 20 is no joke, and on the feat turn, both casters can turn it up to 73 damage. But that’s just fancy-pants movement shenanigan mode. Once the Ardus turns into killing mode, that’s when the real fun begins. The Ardus, against ARM 20, registers a whopping 43 damage with .5″ longer threat range than a Bronzeback (47 damage) and only 1″ shorter than Tiberion (41 damage). That Bug bastard is in the same class as some of our best damage dealers, and I am exceedingly stoked to use him.

That’s the model from Exigence that has me the most excited, so if that was a bit much for you, the rest of these will be shorter!

I’ve already talked about Zaadesh, And I’ll have to dedicate an entire post here to Xerxis II, so we’ll save that for later.

There are, however, two other entries, and they are both exciting.

The Ardus Sentinal is an extremely alluring warbeast. AD, Pathfinder and steady give it an early game presence, but the same speed 3 as the Soldier makes it a little less maneuverable. However, its ranged weapon is very solid. Range 10 isn’t the best, but with AD and a walk, it can easily tag 29″ into the board going second, and technically first due to getting to first fire on turn 2. It has an AOE and POW 13 with Arcing Fire, which ensures that it can almost always hit its targets. The big deal, though, is the always on Poison on the gun. Drifting AOE’s are extremely dangerous to troops, killing arm 17 troopers on average, and a direct, boosted shot can spike upwards of 27 damage. With a Raider in tow, this dude might be able to pump serious damage into a caster who isn’t paying attention, and even ones who are might just get wrecked. Xerxis II, of course, is the big “ranged enabler” of the faction, so I expect to see some Sentinels with him.

The final entry for Skorne is the Scarab Swarm. These are one of the two initial Warbeast Packs that are going to be released, and they have some interesting implications. What I really look forward to is running them with Zaadesh. Tag Team will allow them to hit extremely accurate and extremely hard. Tag Team grants +2 to hit and +2 to damage if a model in his battlegroup is in melee range of the same target as another model in his battlegroup. Like the unit members of the Warbeast pack, who grant it to each other. To add to that, The Scarab Swarm has +1 hit and +1 damage for every model in the unit that is in melee with their target.

Each Model in the Scarab Swarm pack, if they were all attacking the same target, would have MAT 10, pow 13. (+2 from Tag Team, +3 from each other member in the unit) They charge with a order, not by being forced, so they could each by a second attack as well. buff them all with enrage, and you’ve got just a supped up, extremely accurate unit. These little bastards are also fairly resiliant, with a supposed 10 damage boxes each, though at arm 12. Boosted 12’s will generaly take them out of the game, but I’m ok with that for their rather small investment in points (5). I am sure I am missing some really crictical thought processes on these little buggers, but I still have a lot of excitement built up towards them. I really look forward to all my exigence releases, especially getting that giant Ardus Soilder on the field!

With Privateer Press’s new Hordes anthology, Exigence, do out tomorrow, there is a great buzz on the forums about the new, leaked information. As happens with every book that they release, someone inevitably gets it early, and they share with the world what they’ve found in the book.

This time, unlike the release of Warmachine: Vengeance, there were a pile of unreleased models in the book, in addition to a ton of models that we knew existed, but didn’t know the stats on.

Trolls: 
Highwaymen – we’d seen the models for this unit.
Highwaymen Solo –  some people speculated this existed based on a model with the Highway men while being painted
Fire Eaters – Surprise spellcaster Unit.
Circle
Brennos – character goat heavy warbeast which we’ve seen the art for.
Character Trio Wolves of Orboros – Surprise Unit
Legion
Blight Wasps – Beast Pack which we’ve seen only the concept art and concept rules.
Strider Brighblades – unit which we’ve seen the actual models for.
Zuriel –  character heavy which we’d seen the art for.
Minions
Maximus – Farrow solo which we’d seen the model and concept art.
Sacral Vault – Battle engine which we’d seen concept art for.
Meat Thresher – Battle Engine that we’d seen the 3d Render of.
Effarit – Surprise light cav solo!

Which leaves my faction, Skorne.
Man, did we get some fun stuff.

Skorne
Praetorian Keltarii – Had seen the models
Scarab Swarm – Warbeast pack we’d seen the concept art and rules for
Melee Heavy Bug Beast – Warbeast that was postulated based on Exigence cover art
Ranged Heavy Bug Beast – Surprise Warbeast!

My friend has all the stats over on his site, so I’ll leave them there.

I do want to go a little bit into my excitement about the Skorne models that are going to be coming out one day.

Skorne, I think, is coming out very strong in this release cycle. With an already abundant stable of Warbeast, Units and Solos, we add to almost every category in excellent ways. One of the things that impresses me about the Privateer line is how much a simple change to a stat line or ability can really change how a model or unit functions in the game. This, combined with their ever increasing ability to make slight changes to expected norms in order to get a model or unit where they want it in design space is interesting to me.

Take the Ardus Beasts:

Ardus Sentinal, Ranged Heavy Warbeast

Ardus Sentinal, Ranged Heavy Warbeast

 

Ardus Soldier, Melee Heavy Warbeast

Ardus Soldier, Melee Heavy Warbeast

not only were they an almost complete surprise, they also have the completely unexpected speed stat of 3. They are, to date, the slowest models in the game. Lumbering, giant warbeasts that are even slower than Khadoran Warjacks and Titans. That slow speed, however, is deceptive. They are in a faction that excels at tossing its beasts at the enemy, and they have innate pathfinder and Advance Deploy. AD is a huge boon, as its essentially a free run before turn 1, and innate pathfinder is something that just can’t be overstated. the ability to plow through wreck markers, spontaneous forests and over walls without needing the Gladiator to be alive, well, and nearby, or having the Warlock expend fury is exceedingly powerful. additionally, the melee warbeast has reach on a 9 point MAT 6 model, which is pretty solid. Skorne doesn’t necessarily lack for reach on its warbeasts (Titan Sentry, Rhinodon, Cyclopes Brute, Cyclopes Shaman, Cyclopes Savage, Molik Karn and Tiberion), Tiberion and Molik Karn are expensive characters, and the rest have mat 5. Mat 6 and pow 15 isn’t the best, but it can easily be pumped up to 17. The final Kicker is pull on the Claws which allow it to pull models that it reaches with its fairly wimpy pow 17 to its giant maw that starts at 18 and is easily bumped to 20. The two claws are, for all intents and purposes, simply threat extenders for the bite that happen to do a pinch of damage. That, however, is simply the melee damage threshold. This beast also has some neat defensive tricks. Its got the same armor, with slightly less HP and DEF, -1 each, as its Titan friends, but also has the new Carapace rule, granting it +4 armor, for a total of 23, against free strikes and Ranged attacks. On top of steady, its going to be a real pain in the ass to remove via shooting.

One trick that this beast has going for it is that, with proper preparation, it can be surprisingly agile. I’ve been a fan of using a Willbreaker + Archidon to toss problem heavies towards my waiting Bronzeback or Gladiator for a long time now. The Archidon is generally hard to remove without commitment, and at the top or even bottom of turn 2, its exceedingly good to be able to tie up those resources. The Aradus has a very similar punch. If given the Bronzeback animus Train Wreck, it gains beat back on all its attacks. Due to how the rules work, beatback can be triggered before the pull rules on the claws(honestly, it wouldn’t matter) so the chain of events with this Safety Strike is as follows.

  • Ardus Soldier, under Train Wreck and Enrage Charges. (Total unaided threat 8″, with the base moving 6″)
  • Hits with Charge Attack, triggering beat back and pull to resolve after the attack is resolved.
  • Beat Back triggers, pushing the target 1″ back, and the Soldier moves 1″ backwards (total Solider forward progress 5″)
  • Pull triggers, pushing the target model 4″ towards the Soldier, which 3″ is deeper into your lines.
  • Repeat for second claw, but the push is only 1″ deeper into the lines. (Total Soldier forward progress 4″, total pull of enemy model 4″)
  • Make initial melee attack with the maw, using beat back to make a 2″ gap between models.
  • Buy 4 more attacks with the claws. This will drag the model an additional 5″ due to the maw attack beat back. All said and done, this moved your Soldier 1″ behind its starting position, and pulled an enemy model up to 9″ into your lines.

To add to all that craziness, none of that movement has to be linear. Each inch is in whatever direction you want. You could pull a model across your front lines, deep into your back lines, or even drop a heavy warbeast off 15″ from its starting position. Honestly, I don’t know many things that will really survive 6 pow 17’s and a pow 20. Armor 20 is taking 31 damage, with a jump in 7 damage for every point of armor lower. I don’t know of much at ARM 19 or 18 that is going to survive 38 and 45 damage respectively. Xerxis with Fury and Last Stand with Zaal bring the damage up by 21 points per armor. Doing 52 damage to arm 20 is no joke, and on the feat turn, both casters can turn it up to 73 damage. But that’s just fancy-pants movement shenanigan mode. Once the Ardus turns into killing mode, that’s when the real fun begins. The Ardus, against ARM 20, registers a whopping 43 damage with .5″ longer threat range than a Bronzeback (47 damage) and only 1″ shorter than Tiberion (41 damage). That Bug bastard is in the same class as some of our best damage dealers, and I am exceedingly stoked to use him.

That’s the model from Exigence that has me the most excited, so if that was a bit much for you, the rest of these will be shorter!

I’ve already talked about Zaadesh, And I’ll have to dedicate an entire post here to Xerxis II, so we’ll save that for later.

There are, however, two other entries, and they are both exciting.

The Ardus Sentinal is an extremely alluring warbeast. AD, Pathfinder and steady give it an early game presence, but the same speed 3 as the Soldier makes it a little less maneuverable. However, its ranged weapon is very solid. Range 10 isn’t the best, but with AD and a walk, it can easily tag 29″ into the board going second, and technically first due to getting to first fire on turn 2. It has an AOE and POW 13 with Arcing Fire, which ensures that it can almost always hit its targets. The big deal, though, is the always on Poison on the gun. Drifting AOE’s are extremely dangerous to troops, killing arm 17 troopers on average, and a direct, boosted shot can spike upwards of 27 damage. With a Raider in tow, this dude might be able to pump serious damage into a caster who isn’t paying attention, and even ones who are might just get wrecked. Xerxis II, of course, is the big “ranged enabler” of the faction, so I expect to see some Sentinels with him.

The final entry for Skorne is the Scarab Swarm. These are one of the two initial Warbeast Packs that are going to be released, and they have some interesting implications. What I really look forward to is running them with Zaadesh. Tag Team will allow them to hit extremely accurate and extremely hard. Tag Team grants +2 to hit and +2 to damage if a model in his battlegroup is in melee range of the same target as another model in his battlegroup. Like the unit members of the Warbeast pack, who grant it to each other. To add to that, The Scarab Swarm has +1 hit and +1 damage for every model in the unit that is in melee with their target.

Each Model in the Scarab Swarm pack, if they were all attacking the same target, would have MAT 10, pow 13. (+2 from Tag Team, +3 from each other member in the unit) They charge with a order, not by being forced, so they could each by a second attack as well. buff them all with enrage, and you’ve got just a supped up, extremely accurate unit. These little bastards are also fairly resiliant, with a supposed 10 damage boxes each, though at arm 12. Boosted 12’s will generaly take them out of the game, but I’m ok with that for their rather small investment in points (5). I am sure I am missing some really crictical thought processes on these little buggers, but I still have a lot of excitement built up towards them. I really look forward to all my exigence releases, especially getting that giant Ardus Soilder on the field!

Woan is the first Accursed, in any manner, that I am going to be detailing to any great degree, so I’ll have to first set some ground rules

The Accursed are just as powerful as the gods. They were once counted among the gods in their own rights, but had to flee to the realm of the Demon Queen after the Dark Pact in order to survive. in addition, not all the Accursed are evil. They have made a pact with a great evil, so few of them are definitively good, but it was done for what they thought was legitimate reasons. The accursed also foster cults in their name. These small cults have to be extremely secretive about their nature, as they are rooted out when discovered. The Accursed, though, tend to be more actively involved in the cult than the gods, as they have so few worshipers and agents to bring to the Iron Marches to fight on their side.

Woan, Accursed of Madness

Other Titles: He of Many Faces, Tomelord, The Dread Voice

Alignment: CN

Weapon: Twin Flail

Cultist Attire/colors:
Traditional Cultists of Woan favor a deep maroon robe with long, flowing sleeves and hoods and a mask divided into three distinct, unique sections. Each cultist chooses their own trio with which to make their mask. Once the mask is donned, that is the face of the cultist to all other cultists. Many times they are combination animal, humanoid and some form of the cultists personal creation.

Major Domains: Lost Knowledge,  Madness

Minor Domains:  Truth, Oracles, Suicide, Deformity

Totem Animal: Moth

 Holy Symbol: Woan has no specific holy symbol, and his cults, much like each cultist, each create a unique and specific three part mask symbol to represent him.

Favored Appearances: Woan very rarely wanders the earth, instead he will make his way into lost and unclaimed libraries and temples seeking for knowledge long lost and buried. When doing this he favors a stout yet deformed dwarf, with one eye much larger than the other, a club foot and an arm that ends in a single, grasping digit. He is hairless, covered in warts and boils, and looks to have never bathed.

His female form is none better, though he favors a battle-scarred human woman missing and eye and an arm. She has bright red burns along her face and back, and walks stiffly. Her hair is long, black, and patchy where it exists and it unkempt and knotted. They both wear dirty, crusted Maroon robes.

Warform: The Warform of a moth is generally not impressive, but Woan is known to lead from his position of knowledge and surety in the rear.  When forces to take warform, he is an enormous moth with crackling wings of lightning and storm clouds while ice forms the creatures face and body.

Personality: Woan is legitimately insane, and has completely embraced it. He is truthful in his answers, though often cryptic, and he never lets his oracles lie. He Is an immensely prepared general, and can assault the most dire of positions with confidence. He is beloved by the rest of the Accursed for his undying ability to tell the truth to the faces of the group, and they have learned to take his absolute word on any aspect of the war. Sadly, however, he is only vaguely aware of whats going on, and from time to time all he says is nothing more than gibberish.

Teachings: The Cultists of Woan are an honest, truthful bunch for the most part, but will slide around topics and answers with ease. While they hold the truth sacred above all others, many will bend the truth to remain hidden, as worshipers of the Accursed are in dire danger at all points in time.  Woan teaches to tell the truth, and to make it available to anyone who asks, though should not be easy to decipher. The ability to cut through to the truth is an ability that all can appreciate.

Abode: When not leading troops to battle, Woan lives alone in a giant tree of blackened, Rusted Iron and Corroded bronze. Its wide, leaden leaves are the home to thousands of native birds from Lead to Iron. The inside of the trunk is carved into a great fortress, though the rooms, hallways, and stairways are always on the move like some living creature.

Cultists: Woans cults are learned, subtle affairs made up of nut jobs, oracles and sages. They tend to be small, no more than a dozen or so individuals with no contact with a greater organization or even the accursed himself sometime. They give honest, truthful answers to those few who seek them out and charge vast sums of money for the privilege of perusing their library.  The Cultists themselves are a little unpredictable as well, and no two encounters manage to be alike.

Followers: Madmen, Cripples, Deformed, Knowledge Seekers, Lore hoarders, Mages, and Sorcerers.

On Sunday, I’ll be playing my first game, or games, of warmachine in over a month. I’ve got some choices here, about what I am going to field, and I’ve still not made up my mind. So, as I’ve mentioned before, I’m really digging the new Goreshade I model, and want to field him. I’ve also been toying around with my favorite Skorne ‘caster Xerxis’ Fist of Halaak, and finally, I’ve “hung up” the Cephalyx, but being my most recent army, I can slide right easily into them after such an extended period of time off.

Cephalyx

These guys don't kill Shocktroopers

The Overlords are Coming! 

Cephalyx are easily the go to here, with an army I am have both used recently and don’t believe that I have completely mastered. They are cool, fun and I really need to finish painting them. Playing them again may get me motivated to paint, but I don’t know. I’ve got to paint a friends commission first, and I am super, super behind on that.

Cephalyx Pros: Most recent army used, awesome models, perhaps a drive to paint! three of the people that are going to be there haven’t even seen them.
Cephalyx Cons: Two people there have fought them multiple times, After 17 games I think I need a change of pace, not Cryx.

Cryx

Goreshade 1

Walk in the shade of Gore!

Cryx is whats itching my brain right now, and is making me want to pull out all sorts of lists, tops among them Goreshade I. He’s got a new sculpt, which might invigorate painting, and he’s a caster I’ve given up on before. Sometimes, I just want to try and polish a turn, and maybe Goreshade has something in there worth shining up. I’m not particularly sure, as almost everyone there will be playing warmachine, that I will get the best use out of him. Playing those bad matchups, though, is whats going to pull you through in the time of crisis where you end up playing like that in a tournament.

Cryx Pros: Cryx, new sculpt may invigorate painting, strange list that could be incredibly fun, chance for a second look at a caster, Banes!
Cryx Cons: No Hordes, chances of being played in this situation is normally low, Unfamiliarity with both list and caster, Still need to design list I am happy with.

The Fist of Halaak

From Whence Pain comes.

From Whence Pain comes.

Xerxis is extremely tempting, even though I don’t have his army completely assembled yet. Besides being a favorite of the Skorne ‘Casters, He’s got a freaking cool theme list that allows me to take just a flood of medium based infantry. The list I wan’t isn’t perfect yet, but that is OK by me, because its still going to be really, really good. However, with Exigence coming out soon, just a few days, really, I want to put off any Skorne awesomeness until after I can get and try out some of the new stuff. It is likely, though, that something in exigence will release that pops the Mean Mountain/Fist style of play and ends its reign of terror. Who knows!

Skorne Pros: Awesome army, Awesome caster. List will have limited shelf life, I get to use Tiberion
Skorne Cons: Exigence Awesomeness still to hit the tables, tons of unpainted models, will not invigorate painting concepts, Skorne on the horizon anyways.

Looking over the lists, I think that unless one of my friends asks to play against Cephalyx, I am going to bring Cryx. Goreshade I has just got to hit the table before I dive completely into my Skorne.

That means that I need to finish up a list, and do it soon!

The last list I had started to mull about was something like this:

Goreshade 1+6
*Nightmare10
*Slayer6
*Reaper7
Bane Lord Tartarus4
Darragh Wrathe4
Warwitch Siren2
Warwitch Siren2
Mechanithralls (10)5
Mechanithralls (10)5
Necrosurgeon2
Necrosurgeon2
Satyxis Raiders (6)5
*Sea Witch 2
56

 

I’m still not convinced that I want or need the Mechanithralls, and that is a big boat, some 14 points of beef that I could be using elsewhere, and I am also concerned, the more I Think about it, about the issue difficult terrain will posses, especially when I know I’ll be fighting a lot of Warmachine.

Slayers and Nightmare are definitely in, just because I want to test them out, but if I get hit with the fact that this list is terrible in game 1, I want to be able to change it up for the second game, if not to much.

I think I am just going to bite the bullet and grab Bane Knights in exchange for that 2 units of Mechanithralls. Not only are my banes Super Sweet but they also mitigate pathfinder and speed, and should be able to capitalize on both the Deathwalkers Steal Breath ability and the Bane Thralls Dark Shroud. That leaves me with 4 points left if I want to keep the Satyxis in, and 11 if I don’t. I’ve got a unit of Bane Riders that could hit the table, and might be able to take the heat off the Bane Knights for a turn or two while they both advance, especially against charges with Darragh Wrath around.

Actually, I think I’ll do just that. Its probably not the perfect list, but its a place to start my short time back into Cryx before exigence. The list I’ve decided to bring to my Sunday is this:

Goreshade I+6
*Deathwalker-
*Nightmare10
*Slayer 6
*Slayer6
Bane Knights (10)10
Bane Riders (5)11
Bane Lord Tartarus4
Darragh Wrath4
Warwitch Siren2
Warwitch Siren2
Necrotech + Scrap Thrall1
56

I think That is going to give me the pathfinder I need with both the Bane Knights and Bane Riders while also providing me speed and accuracy with MAT 10 speed 7 Riders and the Speed 5 Reach Bane Knights.

I like that this list is just chock full of reasons to be terrified of melee, though I have 0 shooting. If I end up running against someone with a Haley 1 or another caster that can just rattle off my dudes before I get there I’ll be in huge trouble, but such is the way of life. I’m also not going to bring a second list, as much as it pains me. While I can rely on 2 lists to bail me out of certain games, many times I will be list locked and have to play this list in a suboptimal matchup. Being able to make that game just a little easier is how I am going to win it, and it starts with making sure you take every game you can get as a learning experince.