Recently, I’ve been able to sneak a couple games in here and there by getting to the store early on D&D nights and grabbing a player in the League to get a game in. A few weeks ago it was Trolls, the Protectorate, and this week, it was Cryx.
Its happening, and I can finally see the light. I’ve been called back to the Skorne Empire, and can see vast swaths of infantry, huge bipedal pachadyrms and tyrants shouting over the din of battle in my future.
First, however, I have to get my last hit of Cryx in.
I started looking at, and listening to, Muse on Minis a short while ago, and they talked about a concept of wargaming that got me very intrigued. Its a broad,tabletop application of a standard modern military doctrine that small units are more effective due to their mobility, and their ability to both support other units and react to threats easily. It is mainly a Warhammer 40k tactic called MSU (Multiple Small Units), due to everything in that game being units. It is being adopted by the Warmachine community, and has some specific application within our favorite game.
Our friends over there start discussing it around 1:46.
The breakdown is something like this:
The going philosophy in warmachine, turning into infantrymachine, is that you want more bodies, and therefor more attacks, per point in order to maximize your potential number of attacks in a given turn. MSU is kind of the opposite philosophy, in that you want to get a high number of quality attacks and models who can take and deny scenario easily, while being just hard enough to remove.
Whats cool about this, at the very basic level, is that its completely different from what I’ve been doing for my entire Cryx life. Its taking all the ideas I have and turning it on their head. My friends I have played with for a long time had hinted at these thoughts, allowing them to cover more ground and provide more answers, but I’d always fought against it.
So, I’ve started to think about how to take that idea and run with it. I wasn’t open to it a few years ago, but now I think I’ve got some grit to get in there.
One of the very basics about MSA – I prefer Multiple Significant Activations, due to how units are specifically designated in Warmachine – is that you need a caster that can work within the confines of the concept. Most casters that are buff oriented are not really going to be able to capitalize on whats happening in their list, as they loose a ton of efficiency of focus buffing only single models or small units. . In the ‘cast they talk a lot about how well Kommander Sorcha is suited for this roll, however. She has a control area wide defense buff in Fog of War, that allows the units to edge up to 18 or higher defense. She has a feat that can can set the opponent back a whole turn, while also being a perfect defense debuff. Finally, she many times needs specific models removed to have her feat work to its greatest potential. All of these factors combine into one of the most effective lists that she can run.
Another basic tenant is that you want value models littering the army, ones that can earn back their points relatively easily, yet are still durable and a paint to kill. Hopefully, each model will either get two attacks a turn, or be able to assure that their single attack kills. Orin Midwinter will hit 2 models a turn, Kel Bailoch will almost always add a pair of notches to his rifle, Hawk can take down two models a turn. Sprays, as well, are extremely valuable and thresher is just excellent.
Whats more, Solos tend to have both higher defense and a better wound score than you’d normally associate with 2 or 3 points, enabling them to survive some of the common problems associated with infantry. Boosted blast damage will still take them down, but its unlikely that they will have enough boosts in a single turn to remove more than a pair. You’re able to spread out, as well, making sure that many of your models are free from even large blasts taking down more than one at a time.
Each model, as well, needs to be able to contribute to the greater whole on its own. Building large, solo spam, convergence-esque armies is not the route, here. Getting locked into order of activation issues should be a thing of the past. It should be a quick thing to figure out which models need to die, and which of yours can do the best at killing it. The only real issue I think your going to have is when and what the caster does each turn, but that will really limit your time in the tank.
This leads to what I see as the main benefit of the list, in that you will be able to apply the exact amount of energy required to do exactly what you need. In the conventional logic, you end up paying points for multiple models that don’t get attacks during most combat phases. If you add it up over the course of a game, you’re probably wasting 5-6 points a round on models that run when you charge, or that simply move because the unit has to charge. This won’t be the case with an MSA army. If you don’t commit completely to solo spam, you’ll have a large amount of solos clearing the road for your multiple min units or your single backbone max unit to do the work it needs to do. How many times has your opponent left a single model in the way of a perfect Tartarus Thresher? This solved that exact problem by having a simple abundance of single model activations that you can use to make sure what you need to die dies where you need it to die.
So, that’s the basic tenants of the MSA philosophy. Now, I want to try and hammer this out into a good look at what models and units I can use from a Cryx Perspective.
I personally think that the Coven and Goreshade II have some pretty compelling lists that they can put together. Coven can delivery nearly the whole army thanks to their feat, has great spot removal/control in Stygian Abyss, and can manipulate all sorts of movement with Ghost Walk, Veil of Mists, and Curse of Shadows. I think its a very solid area where they could shine, given testing and iteration.
for your perusal and prompt Dismissal: Three MSA Cryx Lists.
|The Witch Coven of Garlghast||+5|
|Bane Thralls (6)||5|
|Bile Thralls (6)||5|
|Satyxis Raiders (6)||5|
|Aiakos, Scourge of the Meredius||3|
|General Gerlak Slaughterborn||3|
|Master Gunner Dougal MacNaile||2|
|Satyxis Raider Captian||2|
The coven list, as proposed above.
|Gorshade the Cursed||+5|
|Bane Thralls (10)||8|
|-Officer and Standard||3|
|Satyxis Blood Witches (6)||4|
|Iron Lich Overseer||3|
|Iron Lich Overseer||3|
|Satyxis Raider Captain||2|
|Satyxis Raider Captain||2|
|Necrotech and Scrap Thrall||1|
|Necrotech and Scrap Thrall||1|
|Scrap Thrall (3)||1|
|Scrap Thrall (3)||1|
|Scrap Thrall (3)||1|
The goal of the Goreshade list is to have a huge unit of Bane Thralls that are the hammer of the army. They have his Elite Cadre bonus, the feat and Tartarus’ Thresher in order to keep generating more of themselves. The Iron Liches have psudo-beserk, The Pistol Wraiths and Captains both get two attacks, and the Warwitch Sirens have sprays. The necrotechs can keep the Leviathan in working order while it uses phantom hunter to threaten assassination and attrition. The blood witches are there to prevent tough on the enemy of the thralls for Goreshades feat. and, as an added bonus, with 11 scrap thralls to target for the feat, everything in the army can be resurrected except Scrap Thralls and Tartarus. If it comes down to Goreshade and a Leviathan, with both my scrap thralls and a feat, I can still make do, returning 10 solos to the board.
|Nyss Hunters (6)||7|
|Aiakos, Scourge of the Meredius||3|
|Gorman Di Wulfe||2|
|Satyxis Raider Captian||2|
|Satyxis Raider Captian||2|
This is just a simple iteration of the Denny + guns army. Its got enough mobile firepower to take down almost any target, and it can pop its feat to burn down even more. I think this one is my overall favorite.
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I’ve gotten a number of games in recently, and I really feel the reust shaking itself loose. It only taken 13 games.
Starting up with Deneghra probably helped a ton. She’s one of the better casters in Cryx, with a crippling suite of spells and a killer feat. With Deneghra, the solution has always been her feat and/or Crippling Grasp to enable a big swing play. Jumping over to the Witch Coven twice over the weekend, though, each with a different list, and I really struggled sometime to figure out how to deal with problems.
I’m putting down Deneghra for a little bit, and I think I’ve gotten the Mechanithrall boat kind under my thumb. There are some other combinations I want to try, but they have to wait until I get more Brute Thralls and my Scarlock Commanders. I did get two games in, however, before the hiatus. Both these games and the games with Witch Coven was with the Outflank scenario, as I am trying to get used to it for spelldraft.
The first game was against a the Rhulic caster that I have seen the most of, General Ossrum. The list contained Steelheads, Forgeguard, Alexia and the Earthbreaker, among others. I was able to stonewall him out of both zones. The Mechanithralls swarmed over the right zone supported by the Necrosurgeons and jammed up his Steelheads right outside of the zone. I sent my Bane Knights lurking to the edge of the Left zone, threatening both the slower Forgeguard and Risen with spears through the chest. Though he targeted both the Necrosurgeons and stitch thralls early on, reducing their efficiancy, they managed to stick around long enough to ensure the victory through weight of bodies.
I will say that the Earthbreaker, both times I fought it, was scary as hell. Had I not had a caster with stealth, I would have soiled my shorts. Casters like Asphyxious, Scaverous and Venethrax are just walking gun bait with their medium bases. While I generally despise camping as a casters main strategy, I can’t see any other way to live through the land-torpedoes and the bullets of that army and that colossal.
the final game with Deneghra was against Reznik 2, who I’d not even read his rules since he was spoiled back in February. The list was not your typical Protectorate list, having Flamebringers, Daughters of the Flame, Judicator, Temple Flame Guard and some support staff. I modified the list above, with two full units of Mechanithralls and Necrosurgeons, Nightmare, and a few support solos and arc nodes. I’d also just got Aiakos built and has started painting him, so I figured I’d toss him in the list as well. I burdend him with three ‘Jacks: two Stalkers and the Cankerworm. The game was back and forth for the first two turns, but really hinged on a pair of failed rolls my opponent made that lead to both my Necrosurgeons alive, creating new Mechanithralls, and tossing them into Judicator, softening it up so that when Nightmare got in there, he could finish him off. With Nightmare now 5″ from the Wrath of Ages, under Deneghras feat, we called it and packed up for the night.
That was my first time breaking out Aiakos (turns out, pronounced ay-Ah-kos), and I make a rookie mistake with him, loading him up with jacks that are all hungry for focus. The Stalker and the Cankerworm both have two initial attacks with low P+S and good speed, begging for charges and boosts. With only FOC 4, he’s just not able to fuel them efficiently. It also could be the targets I ended up taking on as well, trying to attack Daughters of the Flame and Nicia. While MAT 7 is pretty good for a Warjack, needing 8’s and 9’s to hit was brutal, even boosted. I’ll need to try and get better match ups if I want to get back to even running all three jacks. I also really messed up my theory of Stalkers with him. I ‘d assumed that he’d be able to scare casters with two of them, but as I discovered above, he can’t properly fuel two Warjacks. There may be some merit in rocketing one off into a caster,getting Grievous wound to trigger and then repeating with the second the following turn, but I’d have to give it more testing. I wasn’t even good at getting the Escort bonus, and that was the whole reason I brought along Cankerworm. I’m pretty sure that this grouping is just going to go into the idea box for later testing, maybe with just the stalkers.
I then broke out the Coven on Saturday. I figured it was time to start practicing with the caster I was going to bring to spelldraft. Even though its impossible to practice drafting and using the spells, I want to get used to setting them up right, getting them into position, and utilizing the scenario. I figured the army didn’t actually matter all too much, so I’d grab Aiakos and build a list based off of the Coven Tier I’d talked about a few days ago. I’d been thinking about what to give Aiakos after the last debacle, and the Harrower really stood out. He could make great use of both Escort and Deathbringers. Under escort, he’d be SPD 7, MAT 6, P+S 16, with reach, thresher, soul taker, pathfinder and steady. behind the army, giving ranged support, he’d be SPD 7, RNG 10, RAT 5, AOE 3, POW 14, with ghost shot and pathfinder. Aiakos’ ability to give up to three focus a turn, and potentially give the Perisher Grievous Wounds, its seemed a match made in heaven. I decided because I wanted to play him, I’d have to go outside of Tier.
The game I got in with the list was against Iron Mother Directrix. It was the first time I saw Convergence across the board and I was pretty excited about figuring them out. The list contained a slew of servitors, Prime Axiom, Reciprocators, an Assimiltor and some general support and utility model. I packed the Jam: Satyxis, Soulhunters, and Blackbanes, backed up by a pair of arc nodes, some light support staff, and Aiakos with the Harrower. I won the game on scenario, but only because my opponent failed a set of die rolls on the critical push turn. I’d managed to pull ahead on scenario the turn earlier dominating one zone and controling the other. I only needed to clear and dominate one zone, and I was able to do that by capitalizing on him being unable to kill even a single model on his turn and get enough models into the zone that I couldn’t just kill them and and dominate with the Coven.
The Harrower and Aiakos were the stars of the show. I was able to dig the Harrower into the center of the Reciprocators and, loaded with focus and souls, clean them out over two turns. Being able to boost to damage was a godsend, allowing me to gather more souls for attacks. I was really impressed with what a speed 7 Harrower with 3 focus was able to do, and I really look forward to getting that combo more playtime on the table. The rest of the army will be subject to much scrutiny, and suffice it to say here, I’m not keeping the same list.
The second fight that day was against a completely different Reznik, Wrath of Ages list that I’d played with Deneghra. This time the list has Forgeguard, a Devout and Redeemer on Tristan, Flameguard, the Avatar and a Reckoner. I pulled out the Kraken Auguries of War tier list mentioned earlier. Much like the game played just over a week earlier, he missed critical attacks on the turn he needed to not fail. Two pairs of daughters at MAT 10 were unable to kill or even hit a set of Soulhunter, and I was able to take down Servath Reznik. He insists that I could have had scenario, had I chosen to take it, but I’m not as confident as he is. His left flank boasted an Avatar, Reckoner, Tristian, and a Redeemer, and I has a Kraken and the Coven. While I could hide the Coven for a short time, eventually Gaze would trap me in and I’d loose at least one member, and that would start the downhill slide. I’m also very convinced that the avatar would have split the Kraken right open.
I’m extraordinarily excited to be playing Warmachine again, and I’ll be getting a game in again tonight. I’ve yet to figure out who I am going to play, but I’m positive its gonna be a cryx caster. I’m even fairly sure its either Sturgis or Coven, too.
Last Thursday I had a friend come over and we decided to throw down some Warmachine, which was awesome. I’ve not been able to do that often, as I’ve probably said a hundred times now, and I was really hankering for a new match up with a better list than the Deneghra 1 list I had on Saturday. He’d just got an Earthbreaker and really wanted to send it for another spin. We pulled out our lists and got ready to roll.
A friend and I played a game on Saturday, and I had a blast, both figuratively and literally. We’d both been talking about our factions and casters back and forth for a couple weeks. He’d been trying out a couple Harkevich lists, and I’d just gotten done painting up Deneghra. He has been fiddling both in and out of tier trying to see what he liked the best, and trying to make the Iron Wolf hum: Its no mean feat.
I’d been painting a lot of models lately, and really wanted to use those models in a game. Sadly, this included the Revenant Crew of the Atramentous Riflemen. After we chatted for a while about game theory and new games to come, we pulled out our lists to start the rumble.
I brought this list I’d cooked up a few days earlier
|Necrosurgeon and Stitch Thralls||2|
|Necrosurgeon and Stitch Thralls||2|
|Revenant Crew of the Atramentous (10)||9|
|- Riflemen (3)||3|
|Revenant Cannon Crew||3|
|Gorman di Wolfe||2|
And he dropped this Theme list monster
|Kommander Harkevich, the Iron Wolf||+5|
|Winter Guard Field Gun||2|
|Winter Guard Field Gun||2|
|Winter Guard Infantry||6|
|Winter Guard officer and Standard||2|
|Kovink Jozef Grigorovitch||2|
I’d been toying with putting all the mechanithralls I could on the board for a while, and with Deneghra upping hitting power, I really felt they could shine bright. The Revenant crew was there simply to provide the riflemen I’d painted, but I also like trying out things that are a little more underused.
My friend has been playing with a pile of different tier and non tier list, and really wanted to try a strange list out that he’d been kicking around, and I’ll be honest: I thought from the start that I’d be paste. the Mechanithrall horde’s worst nightmare is a pile of AOE’s, and man did he bring them. It was no matter, though, I’d faced crazier odds and lost before, and this one would be no different, I assumed.
If you want to skip the battle report, you can go to thoughts here
We rolled up a scenario (Outflank) and he won the initiative roll. Hearing that the scenario had Kill Box (It didn’t), I picked the side with the wall centralized and about 14″ in. To the left and right of center were two forests, with walls centrallish-ly located on each side. There was also a building on my side, and a hill on his, each to our left flanks, respectively. Each Scenario Zone had a goodly portion of forest in it, and I was glad that I’d brought a Ghost Walk ‘caster.
He deployed two Demolishers across from either zone, with Tier-granted wreck markers to stand in. Harkevich is (as far as I know) unique in that the wreck markers he gets are not completely within 20″ of his back table edge, simply within. Its a difference maker. Ivan, Harkevich, the Winterguard and Joe all take the center, with the Field Guns taking post behind the Demolishers.
I deploy a Mechanithrall and Necrotech to each zone, and the Pirates with Rengrave and the Cannon to the center. Nightmare and the Scarlock flank a touch right with the Warwitch Siren, and Gorman takes center-left A Nightwretch to either side manage to solidify the flanks and get me ready to ghost walk into the core.
Here is where it gets amusing, as we both play the first two turns fairly conservative and tight, but end up slacking off at the end and making some rookie mistakes. He runs into position behind the forests with both his forces, and the Winterguard stay way back. I respond along the same lines, with my forces splitting to either side as expected. His second turn is a cautious advance-and-broadsides that nets him a single dead (and body-snatched) Mechanithrall. However, in trying to take Gorman out, he drifts a shot over onto the left flank Nightwretch and blew out its arc node.
Not a good start for our undead anti-heroes. While a single ressurectable Mechanithrall isn’t that big of a deal, the loss of the left side arc node was a big bite. He was the one I was expecting to get into the center to get at Black Ivan and the Winterguard. Turns out, that wasn’t going to happen.
At the start of my turn I had a conundrum. Nightmare was 8″, give or take, from a Demolisher that seemed pretty much on its own. I could drop a couple of charging Revenants and Mechanithralls to start the process, and then drop him with Nightmare, along with getting him closer to his prey, Black Ivan. I activated the Necrosurgeon, moved the stitch thralls where I thought the Mechanithralls would end up, and dropped the one back into formation through reanimation. The Warwitch powered the Nightwretch, and it went over and toed into Deneghra’s Control Area, just in range of the Demolisher, and she popped Parasite onto it to make it a touch more vulnerable, even with it in a wreck marker. Its not looking well for Nightmare, but I have to go for it: Burn a focus for Ghostly, and meander up to start rending, because he is on the other side of the forest. Turns out, I was off in my measurement by a pencil lead. Things are really not looking good for Nightmare now! the Scarlock wanders up and Ghostwalks the Mechanithralls, and I charge the few I can see at it, combo-strike it for a bit of damage. Revenants charge in and fail to damage it, but do get one charge in on Ivan, dropping 5 damage into him. I spend the rest of the turn trying to stymie as much as I can of the offence that is going to pound down on me.
While the next turn didn’t have as much of the offence I expected, it wasn’t pleasant. Harkevich pops his feat, Winterguard advance under Fortune, Bob and Weave, and Joe’s bonus to hit and, as best they can spray off the jam from the ‘jacks. One of the Decimators bulldozes to an poorly placed Necrosurgeon and fists her head straight off, with two more simply advancing to create board position. Ivan wanders forward and launches a shell forward catching a necrosurgeon int he blast and dropping him. The worst part, though, was the Demolisher in front of nightmare moving forward and two-handed throwing Nightmare straight into my poor arc node, knocking it down. The collateral damage, Field Gun slug, and the two gunners shots dropped it forever. With no way of delivering my spells to the enemy, I knew then I was in the vicious jaws of defeat. All I had to do, though, was engineer an insane victory.
He’d popped his feat. He had an open Demolisher in one zone, two Demolishers – once closed, one open; and Ivan in the second. The Winterguard were in position to mop up whatever I committed to either zone. The majority of all three units were out, and I had Nightmare on his back. I figured I could at least get one jack into the ground this turn. I had to counter-feat, or else he’d just wreck my army and I’d have nothing left to take advantage of the feat. I fed Nightmare 3 focus, and got ready to pummel the open jack. I needed to nullify either Ivan or the other Demolisher nearby for a turn, so I dropped black oil on the Demolisher with Gorman, and ran the last few Revenants to engage. I charge another segment of Mechanithralls into it, and at dice -2, I take it to the ground without even needing Nightmare. Sighs. there is a bit of maneuvering over in the other zone, including smacking the open Demolisher, leaving it with 9 boxes left, vitally his cortex is still up. Rengrave moves up into the left forest, and pops a ghost shot into the Winteguard leader, sadly failing to kill her. I pass the turn
Harkevich and the smattering of Winterguard left on the board start to clear the left flank zone. There’s almost half a dozen dead Mechanithralls and two stitch thralls in the ground at the end. The critical game-extender, though, was Ivan deciding to shoot Gorman instead of shooting Rengrave: without Ivan, there was no way to kill him, and therefore no way to score the zone on this turn, despite committing Harkevich to dominate. He wanders the second Demolisher, alone, into the zone, making sure I don’t score as well, but making sure that I have to kill it and can’t move forward. I am down to my last scrape of models, and he has a pile of ‘Jacks I have to do something about.
My turn comes up, and I have to do something about the jack that standing in front of Nightmare, engaged by Mechanithralls. I concoct an insane plan! With Deneghra behind the wall, but within charge range of the Demolisher, I need to get Parasite on him to have a chance of opening up that arm 25 monster. In a wreck marker and combat, I have about a 50% chance of landing a boosted spell. I need a more secure number. The Scarlock wanders over and Ghost walks Deneghra, the Necrosurgeon runs over to try and tie up Ivan, and I charge the Demolisher. I (and I should have done this in reverse) Parasite before making my charge attack. The charge attack hits and does no damage, but the main goal was shadowbind and parasite. The mechanithralls and Nighmare take their turn here, the Mechanithralls doing nothing, and Nightmare, while putting up a good show, just unable to take an arm off and lower the armor of the monstrosity. Rengrave twiddles about a little, and then drops another ghost shot into the Winterguard Officer, finally killing her.
Now, here comes the pain.
With Ivan tied down, the Demolisher Shadowbound, and the Winterguard on the other side of the board, I feel pretty assured that I am gonna get snuck somehow. Its not what you see that kills you, its what you don’t, and I didn’t see anything that game. I surely didn’t see Winterguard coming up and spraying Ivan to clear off the intervening infantry and free him to charge. Ivan did Harkevich proud, but didn’t take Deneghra off the board. With three hit points, she stood tall. Harkevich makes his single attack getting in near Rengrave, and whiffs it. He does, however, trundle the cortex-busted Demolisher over and bulldoze Rengrave out of the zone, scoring the first points of the game.
I am now in a terrible position. As if I wasn’t before. Deneghra is in the mix with a pair of Khadoran Jacks, and I only had a single model even close to contesting the other zone. I needed to clear my zone, and now. I drop three focus into Nightmare, and keep the other four on Deneghra. She moves back out of Ivan’s reach, and I contemplate. His DEF 12 and dodge is scary here, as I have only MAT 5, and I need him to not get to me. I take the chance, and shoot Crippling Grasp out and hitting him, needing fives. I then, needing 5’s against the now DEF 10 ‘jack. Smack him with my spear and shadowbind him into place. whew. I move Nightmare over a touch to get Ivan, my prey, into my reach. It then takes me all three focus to drop the bastard, right about what averages tell us. It has me worried with the two early 5’s I dropped, but the 5 damage from the early Revenant charge made it happen. My Warwitch Siren Charged the Demolisher that Nightmare had now Prey’d right next to him, dropping his defense and locking him in place. The Mechanithralls then went to down, dropping him to 4 boxes. I had two options left. The Revenant Cannot Crew, and Rengrave. Rengrave stoically turned and fired Misery into combat against the jack, using ghost shot to ignore the cover of the wreck he was standing in, and my own true fashion, totaled the ‘Jack while preventing scoring of the zone. The Revenant Cannon then lined up a RAT 8 shot, ignoring cover and concealment, at Harkevich, and easily hit, doing some 5 damage to the bastard. It wasn’t much, but it was damage!
Sadly, that was the last thing I would actively do, as the remaining Winterguard ran down and sprayed Deneghra to death, sealing the game for me.
This game was a hell of a game. I thought I was out from the start facing a giant armor wall and a ton of AOE’s, but despite my lack of recent games, and some dumb moves on both our parts, I was able to stick in it to the end. I immediately started to think how I could play this game differently next time. I really liked the Mechanithrall boat, but I think I deployed it poorly, and should have had them next to each other in order to maximize the Necrosurgeon recurrence possibilities. I also really liked Rengrave as a solid, shooting solo for two points, and may consider trying to utilize him outside of a Revenant list. I really wasn’t able to get a whole lot of traction with the Revenants, but I really, really hate them. I’ve just been unable to get real mileage out of them any time I’ve taken them, as their terrible stats just don’t play to the job they need to have of reoccurring roadblock. CMD 7 makes it even worse. Honestly, for the 17 points I had invested in Revenants, I could have had Bane Thralls, UA, Tartarus and Saxon Orrik. I could have had Gerlak, Bloodgorgers, Saxon, and a Deathripper. I could have had Bane Knights, Tartarus, Rengrave and a Necrosurgeon. Its just too much points to invest into something that is just can’t cut it in almost every situation.
That Harkevich list is scary as shit. 5 Khadoran heavies backed by their best infantry shooting unit in the faction just makes for a solid counter to most things. While most lists are able to handle colossals, I don’t think that they’d be ready to break two and a half that are on the board in Khadoran Armor and HP. Its a supremely durable list and I respect the hell out of it.
But I also want a second shot at it. I want a second shot at everything!
Thanks for sticking with this very long post! My longest is no longer WWX, but WARMACHINE!