I have been playing my Cephalyx at every chance I get, and am very pleased with their performance. I currently sit at a very comfortable 5-3-1, with the one draw coming to time. I’ve played 25, 35, and 50, and have used every model at their disposal. With the switch back to Cryx looming on the horizon for September and October, I felt it was time to go back and evaluate what I’ve been doing, how I’ve been learning, and what I like or dislike about the Minifaction of Cephalyx.

cephalyx_heavy_kit

Monstrosities
The Monstrosities stand out to me as the flagships of the army. If you have no desire to play them, there is no real reason for you to play the faction as a whole, its just not going to be worth your time. All three monstrosities are exceedingly good.

  • The Wrecker is all it says its supposed to be and more. TK and the feat gives it up at a very achievable 14″ threat range, and at MAT 7 it easily threatens whatever is around to pummel. I do not think, however, that you can count on TKing your target closer to you for extended threat range. Fueling one of these for a rampage takes over 30% of your focus, and if you want to TK the Wrecker, its over 50%. With the TK of the target model, you’re going to need to be close enough to charge already and want to burn nearly 90% of your focus. The Focus expenditure is a choice, but being close enough anyway make it a pretty terrible choice most times. The times its not is when you simply cannot afford a miss. If the target is defense 14+, I’d consider it to get the backstrike bonus. Overall, the Wrecker is even better than I’d originally assumed, and I thought the world of him. I do feel that two is mandatory, though, and that’s kinda lame. Being able to piece trade up with him in the early game, and then swing in to clear a zone or take out a second threat is just essential for being able to put pressure on your opponent.
  • The Warden is a fairly good, standard Monstrosity. He has the oomph to take down enough targets that I don’t feel he is wasted being in the back line, and he has the rules to back up his placement as a second wave. Until recently, I’d not realized how trivial it can be to set up a slam, between the feat and TK. This might just turn into a Gladiator style assassin. He also has the potential to clear out zones both with huge slams and two-handed throws, both of which can be invaluable.
  • The Subduer is something I am not as thrilled with as I was initially. It’s got a unique shtick in the army that enabled it to perform some great tasks while I was using it, but he just does not have the piece trade potential that the Wrecker does, he just looses out on too many attacks, an additional point of POW, and his tricks don’t work on Colossals and Gargantuans. Piled onto that, his drag is easily thwarted by positioning, which I would have to pop my feat to undo. Sometimes, its worth it, but most times it is not.He very much seems like a model designed to fit into a three-model-kit heavy as the third model. While he has some good potential, I just keep subbing him out for a Wrecker.

Overall, I am really trying to figure out a way to keep everything and add a fourth Monstrosity. I don’t see how I can do it without causing my list to crumble, bit I think its possible. I could go Double Warden Double Wrecker, but it is most likely to be a Subduer. Those 36 boxes are much hardier than any of my opponents thought, and it almost always required the expenditure of more force than 6 or 7 points warrants.

Solos are the next most potent addition to the way the Cephalyx play this game, even there is really only one, I’ll cover the Dominator here as well as the Cryx Solos.

  • The Agitators are amazing, but surprisingly hard to use. Their Instigation bubble being a Special Action as well as their generally strong desire to be in the second line can sometimes lead to complicated turns with confusing order of operations. TK can help them get into place, but you have to know where you want to place them, as that’s 25% of your focus spent getting +2 to hit and +2 to damage where you want it. Their Sacrificial Pawn comes up rarely other than to be mentioned and then never used, either because the opponent waits until they are far enough away, or just kills them with melee. The 36 boxes just ins’t worth it.
  • The Dominator is a fantastic icing on the Cephalyx Cake. He’s able to take a number of models as his unit, and I really like the skills he is able to bring to the table. I categorically do not like Croes with him, and I swear by both the Tactical Arcanist Corps and the potential of the Nyss Hunters. Nyss provide a much needed two pronged asset coverage with both ranged attacks and pathfinder. Add in Deceleration, and you get a 19/13 model with ranged 12 bows! sounds great to me! The TAC provide the same reach with spells, and a bunker of smoke with smoke grenades.
  • Bloat thralls are, sadly, the same model they have always been. While I don’t think they will never be good, I just can’t find a good way to press whatever advantages they have. Their short range combined with slow speed means that they suffer an inordinate chance of hitting their own troopers with a powerful blast that will in all likelihood, kill them. Failing that, I have to keep any useful troopers outside of 2″ of him, in case the enemy decides to blow him off the board, which they will.
  • Pistol Wraiths, are, thankfully, the same model they have always been. Their ability to shut down heavies and do damage to infantry is fantastic in an army that has very few ways to neutralize something it can’t get to. The pistol wraith, weather singularly or in pairs, has yet to fail me in a game. They might get killed before they do anything, but that is one other model alive with which to cause problems.
  • Machine Wraiths are my surprise of the solo class. I’ve played them in a number of games, and have enjoyed them in almost every aspect. Even when there are no warjacks to take over, there will always be zones to hold an flags to contest. The ability of these little workhorses to do so much for a simple 1 point cost has been a great boon. I highly recommend picking up one or two for every Cephalyx force.

Overall, I think the solo selection is really fantastic. I had hoped that the feat and TK would help out the bloat thrall, but it simply highlighted its inaccuracy and its ability to destroy my own troops.

Units are a pretty simple thing to go over. Thankfully, I’ve been able to use them all extensively.

  • The Mind Slaver and Drudges unit is the main body of work for the army. Not only is it a single power higher, than the Mind Bender Drudges, the unit can charge and still be effective. They are almost always the second unit to activate, with the Mind Benders handing out Adrenal Flood to the foremost Drudges to get awesome charges off, or handing it to the back to get more into range. I keep unnecessarily worrying about their staying power, because MAT 7 P+S 15 is really, really good for a 4/6 unit, and I shouldn’t complain.
  • The Mind Bender and Drudges unit is the engine of the army. They enable clearing of troops, clearing of Jacks, and a ton of other work besides. As I have stated, the ability to get into the way, make attacks, and then be channeled out of the way right afterward is extremely helpful. Their need to put forth spells almost every turn means that this unit will go first and will burn itself up fairly quickly I am very curious to see if two units, and a potential for 6 Adrenal Flood/Psychic Assault/Detonations is worth it for the two more points. I get two more models in the exchange which will equate to two more spells over the course of the game. Extremely curious.
  • Overlords are one of the hate them or love em units in the army. They have been my saving grace, but also my weakness in the list. With the ability to cover almost any situation, they have a ton of capacity to be worth inserting them into every list. The times they become useless, though, they feel like a weight around your neck. I can see how, in areas and metas where Meat Mountain, Fist of Halaak, Runes of War and other multi-wound nastiness, the overlords are not loved. I had them tied up against a unit of Man o War for about an eternity because they just couldn’t break free. I still love them for their potential, but I completely get the strikes against them.

The units are the backbone, where the solos are the ligaments and the Monstrosities the Muscles. I am still tweaking how and what proportion of units I run, and am very solidly considering running 2 mins of each unit for flexibility. It might be terrible, but I am going to have to try it.

Cephalyx 2

Finally, the Brain of the Operation, in both form and function. Exulon Thexus, the Warcaster himself.

  • Exulon is, actually, a lot more passive than I had originally thought. Without an upkeep spell, and without any real answer to guns, he has very little options open to him when it comes to spending focus. Instead of casting a ton of cool spells every turn, I find myself casing Deceleration, fueling one Monstrosity, and either camping the final two, or casting a single TK. I have yet to actually, successfully, cast Influence, but I think that is just a pipe dream anyway. While the option is there, a range 10 spell that requires 3 rolls to succeed and does d3+1 damage to my Monstrosities just doesn’t seem worth it. I will instead just fuel one of said monstrosities up and let them have a go at the same targets, with less dice needing to be rolled. His feat is also coming up surprisingly useless. Maybe its the armies I am fighting or my piss poor timing of the feat, but I’ve not been able to catch a ton of models in the feat that enables me to actually call down the wrath of my army. I’ve got until September to try and get the perfect storm happening. Finally, Rampager has been somewhat of a disappointment, though it could be because I rarely think to use it because of the amount of Warmachine that I end up playing against. If I can ever get a Warpwolf Stalker backwards in front of my army, that’ll be the best day!

The army overall is fairly close to what I expected after reading the spoilers, but has some aspects I didn’t see coming. The Subduer just isn’t pulling its weight, and Thexus, for one, seems to be much less involved in the games I’ve played. I didn’t consider a Hex Blast Assassination as a thing until I did the math, but there are times when it’ll be very good to drop a pile of damage on their caster, provoking a flight or flight. The Warden seems to be the perfect arc node substitute, at 6 points, but his large base size and slow movement are really hampering him from being a good stand in.

I cannot wait for the next caster, and the final reveal of Thexus Theme list. I’m not sold on ambushing Drudges, but I’ll try them a time or two before I put them aside forever and ever. I’m also very likely going to end up picking up another Agitator and two more boxes of Drudges. I do not look forward to painting them, though they will likely be easier now that I have my palate pretty much picked out

If you come down to NOVA, make sure to hunt me down and get a game against the Cephalyx, who will hopefully be fully painted by then. finishing off the Overlords and Agitators sometime this week! Oh, and don’t forget to follow me on twitter for random tidbits and updates.

 

The Cephalyx made another outing last week, this time against Butcher 3. His list was one I was not familiar with, but neither was his ‘Caster.

I’ve been having a rough time getting the Croe’s Cutthroats to work, but I wanted to give them another shot or two before I passed judgement on them and called them Terrible. This game was no better than the others for them, but I don’t think it was a really good matchup for them overall.

The Cephalyx list I’ve been running hasn’t changed, though I have some options on the board that I’ll be subbing in soon. For a refresher, the list is

Exulon Thexus+5
-Subduer7
-Warden6
-Wrecker7
Mind Slaver and Drudges (10)6
Mind Bender and Drudges (10)6
Cephalyx Agitator2
Cephalyx Agitator2
Cephalyx Agitator2
Croes Cutthroats (10)10
-Cephalyx Dominator1
Bloat Thrall2
Cephalyx Overlords4
55
.

I really like the Concept of the list, so I’ll be leaving the core alone for some time.

 

His Butcher Unleashed list was

Butcher Unleashed+4
-Beast 0911
-Drago8
-War Dog1
Great Bears of Gallowswood5
Man-O-War Shocktroopers (5)9
Man-O-War Shocktroopers (5)9
Widowmakers4
Iron Fang Kovnik2
Manhunter2
Yuri the Axe3
55

The table was almost devoid of terrain. It has a single large building on my right side, and two smaller buildings about 20″ on on both sides left flank. Though got to choose, I stayed on the side with the large building because our armies were already out. It was a bad decision. The scenario was Incursion.

Deployment
He deployed both Shock Troopers to my left-center, with Drago nearly perfect center and the IFP Kovnick behind them both. Butcher 3, the Wardog and Beast 09 held the right.

I deployed the Wrecker to face both shock troops, with the Overlords to worry about that flag. The Warden was deployed to the far right to go after that flag, if needed. Centrally located was the Slavers to the left center and the benders to the right center. Dead center was Thexus and the Subduer. Agitators supported all three beasts.

Advanced Deployment
He deployed his Widowmakers and a Manhunter off to counter the Overlords, and Yuri on the far opposite flank, near my warder.

I deployed the Croes right center to get some shots in on the Shock Troopers under my feat.

The Game: 
Turn 1 on both sides consisted of mostly running and getting into position, though I did move a pair of Mind Bent Drudges off to support the Warden, expecting him to be charged by Yuri, and wanted to make sure he got cleared off. The overlords moved up and tried, all three, to spray the Manhunter who’d made it zipping across the board, but they left him alive. – The Flag on the left vanishes.

Using this for an arc node is stupid.

Using this for an arc node is stupid.

Turn 2 was the meat of the game, as it should be. He moved everything up into position to threaten my eventual central surge. I’d positioned my drudges near the Warden poorly, and Yuri got all three. The Manhunter charges into an Overlord and whiffs both attacks. Butcher 3 repositions more toward the center of the board and makes me super-nervous. I move Thexus up to grab almost all his Shocktroopers and feat, pulling the shieldwall apart. I TK Drago backwards into charge range of three supped up Mind Slaver Drudges. I manage to clog myself up really, really bad. Mind Benders stuck in the back. Subduer way to back to do any good, wrecker needed to run to get TK off, Agitator charges Yurri and on dice -3 manages to do 2 damage, leaving the Subduer engaged. Instead of Taking a free strike and getting the point that turn, I paste Yurri with the Warden. Croes gets some sweet shoots off, but between doing dice -7 on three dice to the Shock Troopers and needing 8’s to hit def 13 great bears, I just don’t get enough work done. I think I killed three Shocktroopers and a Great Bear. All the Agitators are jammed up and can’t get in deep enough to help the Adrenaline Overloaded Drudges kill Drago, and I leave him alive.

Turn 3 is the tipping point, with Beast 09 getting into the central fray, and the majority of the Shocktroopers still alive making it into my lines. The Widowmakers continue to harry my troops, picking off models exactly where they are needed. I can’t seem to make any tough rolls, but that’s how it goes sometimes. Croes gets whittled down, an overlord drops, and Drago manages to get cleared out and charge the Wrecker, mortally wounding it, but not killing it. I manage to make a strong reprisal, but its not good enough. I kill all of the Widowmakers and start driving into the Shocktroopers. The Wrecker kills Drago and then 3 more Shocktroopers, missing an attack at Mat 7. Whatever. I send three Adrenal Flooded Drudges into Beast, but I barely scratch the paint, even with the Agitator. I manage to take out the IFP Kovnik, and drop some shots into the Great Bears, but it seems not to matter, as they can’t die. I get my Agitator over to the right flag, with the warden back a bit to counter-charge whatever decided to get points.

Turn 4 is when the game ended, more or less. Butcher 3 charges the Agitator on the flag, casts impending doom on the too-close Warden, and ends them both after popping his feat, dominating the flag. The Great Bears charge the Wrecker and leave it in a pile of quivering chunks. Beast 09 sits in position and continues to give 0 shits about whatever is near him. A nearly complete unit of Shocktroopers sits near the center flag, refusing to die. I run the Bloat Thrall over to futilely contest and try and maybe kill some Argus with its death blast. The Subduer finally gets into position, and charges a damaged Beast 09 with two focus. Under the effects of the Agitator, with three attacks, one a charge, I feel fairly confident I can wreck it. Snake eyes on the charge and on the second bought attack put that plan to its miserable end, and with it any hope of winning. Butcher sits put, killing everything I can throw at him for 2 more turns and eventually wins on scenario.

Thoughts

I made that game a much harder fight than it needed to be. I don’t really have an answer to Butcher 3 that outhreats him, but man it would have been a better game if I didn’t have my head stuck so far into my anal crevice.

Error: I’m used to Cryx. When I point at a unit, any unit, it conveniently removes itself from the board. That is not how Cephalyx are going to work. I need to use the right tools to get the right jobs done. The right tool to take out Shocktroopers is definitely not POW 12 sprays. This error is especially grievous as it wasn’t even a unit I needed to worry about, as there was no flag nearby.

These guys don't kill Shocktroopers

These guys don’t kill Shocktroopers

Error: I bunched all three of my units into a 10″ area. This created over-burdened order of activation problems that I shouldn’t have needed to worry about. My Mind Bender Drudges were stuck behind the Mind Slavers, unable to participate except to give out Adrenal Flood. Let me tell you, its not worth it. I also clogged up two of my three Monstrosities, allowing his ‘jacks and Shocktroppers to choose the engagement.

Error: I ran the wrecker to get an unnecessary TK off. If I had held put and not gotten greedy, I could have been a lot more threatening late game. Drago would not have made it so that the wrecker took trivial amounts of work to kill.

Error: Popping feat turn 2. I had hopped to whittle down the Shocktroopers, but even Poison crossbow bolts don’t really worry ARM 17 8 wound troopers. I could have waited another turn to get more charges, sprays, and other damage in without much of a sacrifice.

Error: the warden was in Impending Doom range, and that was completely avoidable. I could have kept him way, way back.

I don’t want to take away from the game, though. My opponent played clean and without mistakes, and He capitalized on mine. It was a fantastic learning experience with my Cephalyx. Next time, I’ll try not to get all my stuff murdered and remember positioning.

Final thoughts.
The Cephalyx are a blast to play, but I need a ton more practice with them before I become a master. Heavy Arcnodes are not something you force, but something that you take advantage of, and getting greedy with it can make you pretty sad if you use your big beat stick. Croes, also, feel pretty bad. Soon here I am going to go with the double Pistol Wraith/TAC load out and see what I can do with that. I do have a strange desire to run Aiyanna and Holt instead, because Harm in that army will be off the chain. I have to worry about the Dominator being snipped out, but I have a Warden for that.

Till tomorrow!

I played, as I mentioned, a few games at lock and load with the new Cephalyx. These games were my basic 50 point list, and then I paired them down a bit for the two smaller games I got in.

I just wanted to share a couple observations that I had while playing them.

-My fears about them having their leaders sniped out from under them are relatively true. While its not going to happen from direct shots, Arc Nodes and AOE’s are going to require some very specific positioning in order to keep some of them alive long enough to matter.

-The Agitators are awesome on a stick. While they are able to instigate, and turn the below average troopers into elites, they also have a Magic Attack 7, LOS ignoring Pow 12 spray attack as well. With Sacrificial Pawn: Monstrosity they are unlikely to go down to shooting – everyone I played didn’t even bother. I will almost always have the Max FA, because they are solid even when they are not Instigating, and the redundancy makes me feel I can use one or two a bit more aggressively.

-Monstrosities are incredibly durable. Arm 17 doesn’t mean much in the world of Warmachine, but the 36 point damage grid really does, to the point that Pow 19 needs 4 hits to kill. Which equates to a Bronzeback, or a fully loaded Juggernaut that does not miss a single attack. That is not an easy task for every army, and  A single flubbed roll could either add an extra attack, and thus extra resources, or fail to kill it at all. In contrast, a Slayer dies to 3 attacks with 5 damage to spare. That is a ton of wiggle room mitigated by 8 more HP. Pow 18  pops it up to 5 attacks to kill, and this is where most damage I think about lies. 5 attacks is nothing to scoff at, especially when you’re looking into the face of mind benders and Mind Slaver Drudges along with at least two other Monstrosities sitting, waiting to maul you to death. Pow 18 gives you a little wiggle room to flub some damage, with 4 boxes to spare, but not a whole lot. Charge damage skews the number a bit, adding 3 more damage on average to a jack’s charging total, sometimes It’ll drop an attack off, and sometimes it wont. but even then, the extra attack needed to kill the Monstrosities can skew the math enough in your direction that they will over-correct and over commit, and I think that is a good thing.

I also tended to keep my monstrosities back behind my front line of drudges. They can’t eat a ton of ‘Jack or ‘Beast charges and live, but they sure can counterpunch with the best of em and I’d rather have them alive and kicking then eating charges to the face.

Thexus v. Goreshade III

Thexus v. Goreshade III

A quick thought on each unit/model

For being extremely maligned as a Cryx unit, the Mind Slaver and Drudge unit did very, very well. It could be that the Agiatators and the Mind Benders solve almost every problem they have, and that Thexus leaves them with only one – Speed. With the full compliment of buffs up and running, each Drudge is a MAT 7, P+S 15, Arm 17 against shooting, tough, eyeless sight, fearless model. Everything there is good!
They are, however, Painfully slow. This means that you’re never going to jam the opponent, and that you’re most likely going to be digging your way to a scenario win, as opposed to forcing it.  Thankfully, drudges are tough to kill, both literally and ability wise, and can really keep a scenario zone clogged. Combine with Thexus’ feat, TK and Pistol Wraiths, and you’ve got yourselves a good setup for grinding out attrition.

The Mind Bender unit is a blast to play, and supremely versatile. I enjoy the order of operations puzzle that is their activation every turn, and that you can both make attacks with, and spray/detonate from a drudge in a single turn. They are exceptionally great at freeing up charge lanes or moving Drudges into them, while still doing damage to the enemy. Agitators make these guys a fearsome MAT 7 and P+S 14, and that is nothing to scoff at. You will find yourself hard pressed to charge with the unit, as the Mind Bender can’t make his special actions or attacks if you do. That means that these guys are largely a secondary unit, and taking two of them could slow you down. If you’re looking at a third infantry unit, go Mind Slaver.

Cephalyx Overlords may be my favorite unit for the whole army, and I just used them as spray-bots. Magic Attack 7 and POW 12 is nothing to turn a blind eye to, and it is very easy to get 2+ in every spray. the TK, you can make sure You’ve got a good target, and with the feat you can bunch tough models up for multiple sprays. I even used anatomical precision when I couldn’t risk the hard 8 to loose the game. I can’t say enough good things about this unit, and I’m seriously considering a second unit. It depends on the rest of Thexus’ Theme force.

The Dominator is extremely hit or miss, and for me, he’s been missing. Both games I played him in Croe and his cutthroats were pretty lackluster. Agitators don’t work on them, Mind benders can’t explode them, and the Dominator doesn’t have a spray. I’m looking for a different unit, but I am also trying to get more games in with them first. Maybe I’ll get a juicy target for backstabbing poisons here soon and feel real good about myself.

The Agitator is the glue that holds the army together and the machine that makes it hum. I thought that getting the +2/+2 aura would be hard, but its really, exceedingly easy. With the armies slow speed and the durability of your front line troops, having three Agitators running around the back lines of your army applying the +2/+2 wherever you want is trivial. Four in Thexus’ theme force is going to be bonkers. On top of all of that, they also have influence in a pinch, and Psychic Assault. I was using Psychic Assault repeatedly over the course of the game to remove pesky models or clear off Monstrosities so that they could get out and do some damage (with another Agitator instigating!). Not only the best solo/model, but also the most fun to play, and amazingly realized and sculpted to boot.

Now we get to the Meat and Potatoes of the army – The Monstrosities.

The Warden is by far my favorite sculpt, but sadly not my favorite in usefulness. Its good, don’t get me wrong. None of the Monstrosities are bad, but its not really the protection piece it screams out to be. I played it very much like a Titan Gladiators little brother, and it worked well that way. Grand Slam and Follow up can be a really good tactic for getting models out of zones and knocking other models down for either the Warden to finish off, or for other models to do for it. That extra armor, too, makes it much more durable, adding a complete attack on to kill it, most days.

Cephalyx 2

The Wrecker is the obvious front runner for best Monstrosity, as its the work horse of them. P+S 19, Reach, Beat Back and Chain Attack- Bloodbath is enough rules for one day, let alone the massive amount of punishment it takes to get put down. Provided it can get there, it will be the bane of ‘Jacks, ‘Beasts, Cav and heavy infantry. Its as good in action as it is on paper. Its also not as hard to keep in the 5″ Agitator bubble as it would seem, as he can reach out to 9″ past the Agitator and still be getting the bonus’

The Subduer is my call for most underrated, and I can see why. Its not the same type of beat stick or utility that either other Monstrosity is, but I really like it. Hanging back and waiting for the opportune time to reach out and net someone, or just someone close enough to the target, while absorbing bullets meant for Thexus and the Agitators is just a really good role to have. Towards the end of the game, when all that is left is the remnants of the opponents army, its going to be nice to have a Subduer in your pocket.

Exulon Thexus is probably one of the most fun casters that I’ve ever played. he’s got all of the tools to make the army hum, a damage spell he can toss two off out, and a feat that’s just a blast. I did find, however, that getting his spells channeled was a lot harder than I’d initially expected.Every time I wanted an arcnode there, I also wanted that heavy to be doing something afterward. I think running my Monstrosities forward/center might help this a bit, but I will have to give it a whirl. Even if he is just sitting back, biding his time for the feat and fueling Monstrosities, I think he is doing his job. Monstrosities get a ton of work done, and he will keep them going all.Night. Long.

Lastly, I want to talk about the Cryx solos. they don’t quite count as Cephalyx, but they are allowed in the contract so it makes sense to talk about them. First, the Bloat Thrall, which I did use. Its a mobile artillery piece that seems to fail more often than it succeeds and has some terrible threat range Issues, however I still want to keep at it. Its a solid 2 pt piece that helps with infantry clearing that makes the Monstrosities jobs that much easier.

Second, the Pistol Wraith. I’ve used more than my fair share in Cryx, and he’s a stellar, if finicky piece. Deceleration helps that immensely, putting him up to def 16 and arm 14 against any magical guns. He gets two shots for 3 points, but they are powerful and accurate shots,  so its positively worth it. What really puts the icing on the cake though is Death Chill. Combined with TK and the feat, it is extremely possible to pull a model completely out of contention and then make sure It either acts or gets back into the think of things.

Finally, the Machine Wraith. For a single point, you can do much worse than a nearly invincible zone contender, and combined with Rampager, it can give Thexus play against both Warmachine and Hordes. Its a solid pickup if you’ve got the single point floating around.

I’ll be getting a game in with them tomorrow, and I’ll be sure to write it up. I’ll very likely be using the army through August, so stay tuned for even more.

I’m writing this before even heading out to lock and load, but I am scheduling this to show up on Thursday, at noon, right about the time I’ll be getting breakfast with a friend from Muse on Minis on the other coast, gearing up for a day of PG gaming. I’ll also be looking to get a first bite at a Cephalyx army. I’ve been chomping at the bit to get these guys and put them on the table as often as possible between then and August as I can. I’ll probably even be playing them at NOVA, so if your coming down, find me and see if we can get a game in!

The list I’ve put together to put together is a simple tasters choice affair, in order to let me get a feel for all the models in the range

Exulon Thexus+5
-Subduer7
-Warden6
-Wrecker7
Mind Slaver and Drudges (10)6
Mind Bender and Drudges (10)6
Cephalyx Agitator2
Cephalyx Agitator2
Cephalyx Agitator2
Croes Cutthroats (10)10
-Cephalyx Dominator1
Bloat Thrall2
Cephalyx Overlords4
55

mind bender

I’m considering cutting the Croes down to 7 and adding a Pistol Wraith, or even cutting them down to the Tactical Arcansit Corps, and adding two of em. Either way, I feel I’ve done right by the army.

I’m worried that the amount of Officers, the vulnerability of them, and the reliance the army has on them will end up making it completely worthless, but Deceleration makes them just hardy enough I’m not clenching my buttcheeks in terror, just worry. I really wish I had more to go off of, though, but having no play time fills me with trepidation about making any sort of predictions.

I’m also negotiating a trade with a friend of mine, so I’ll be able to repaint my Cephalyx models in a deep red color, one I think goes with my Cryx army, but apart from it.

I know its short as hell, but its a Convention update, and I expect to be tweeting and facebooking updates starting at 11:00 PST, so stay tuned anyway!! I’ll also be doing a wrap up on Tuesday, writing it on my flight on my tablet, so we will see how that goes!

 

A while back, while they were previewing the themes, I did a sort of mini-write up on what was coming in the future following the three themes, and what I thought was going to happen with them. Now, months down the road with all the Theme’s set out, I wanted to take some time to go over them in a bit more detail, shedding light on what some of the standard archetypes, as I see them are, as well as strengths and weaknesses. This week. we look at the Black Industries.

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I find that many times, Making lists is a very boring endeavor. Because of themes we have a fairly set regimen of what is known good, what is known to be mediocre, and what is considered the unplayable. It feels, fairly often, that all you’re doing is swapping casters within the known lists. This week, though, I’ve spent a lot of time in the dojo making lists, and it feels very strange. 

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This is the Third of a series directed at new players, but hopefully with some nuggets for veterans and journeymen alike. This is a post about my opinions on Cryx from the vantage point three editions and dating back to 2004. Today I’ll take a peek into our five themes, and how they shape what we play. 

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