master of ordinance wrote:It looks good, but I would drop the Bilethralls. Replace them with Mechanithralls with
UA and
WA if possible
Nope, keep the biles. Always have bile thralls with Asphyxious2. The reason being is that you can get a massive threat range with Excarnate, while staying relatively safe with teleport.
The trick is to move Asphyxious up (better with an arc node but this will do) and successfully cast Excarnate. This allows you to place a bile thrall within 3" of Asphyxious and in command range of the leader of the biles (7"). Teleport back with Asphyxious then activate the biles. Move up the leader and the newly created bile to purge over all the enemies troops.
This is a difficult tactic to master but well worth it as it can decimate your opponent.
master of ordinance wrote:Also, Deathjack is an interesting choice. Against living opponents he is nigh on invulnerable, but against another unliving force (I.E. Cryx, most Legion and that new faction) he will be a total waste of points. I faced another Cryx force once with my P Denny force. DeathJack was crippled in the first turn, and went down in the second.
With souls, he can repair himself and buff his attacks and armour insanely. Without, he is a walking wreck.
I agree with what you are saying but Deathjack can also be used to piece trade. Another advanced tactic but with Hellbound up and camping focus, Gaspy is fairly safe from a lot of things. What some players do is use Deathjack to bait out the only heavy that can destroy Deathjack, and therefore Gaspy, then kill that with Banes. This will leave Gaspy safe from retaliation and able to move around the tabletop fairly easily.
I don't like that tactic however, I would prefer not to have the Deathjack and instead have two arc nodes, be they deathrippers or nightwretches.
master of ordinance wrote:I would suggest getting a second set of Jacks.
Also, I would suggest getting some Arcnodes in there in place of the Knights.
Remember, small, fast Arcnodes are your key to getting your casters powers out there whilst keeping him/her safe.
Absolutely. Arc nodes are cheap and plentiful in Cryx so is generally is a good idea to use them. But I wouldn't get rid of the Knights to do so. In fact, if the Deathjack was removed for two arc nodes I would be adding four more knights to the list. Having a minimum sized unit with vengeance does nothing. I can kill three of them and though they will do some damage I could then deal with the remain three my next turn. Killing three guys out of a ten man unit is a different story. Seven weapon masters can tear apart most heavies and with Tartarus they are a threat to most infantry as well. When using bane knights always have a maximum unit.
This leads on to my second point, Asphyxious' feat. You can bring back ten destroyed models (not Tartarus anymore

) and having models with reach extends the distance that the feat threatens. Personally I would bring back one bane thrall per target of the feat and the rest bane knights for the ability to get more models around a closer target or that extra distance on a further away model.
master of ordinance wrote:Also: I would suggest a P caster for a beginner. Denny is good, but most none E casters are easier to run. E casters are like the hard mode. If run well, they are nigh on unstoppable. Run by someone whom dosnt know what they are doing and they will crash quickly.
Just don't go for the Witch Coven, 9 Focus is nice, but they are
very unforgiving.
And remember: The Cryx have one of the steepest learning curves of the whole game. Don't expect victories early on, but once you learn your army you will soon start to enjoy swelling the ranks of the undead.
This, a thousand times this. In general, the Epic casters look awesome and are very powerful but they are slightly easier to get wrong. Play any of the first three casters brought out for Cryx (Skarre1, Deneghra1 and Asphyxious1) and you'll have a very good grounding for how Cryx operates and wins their games. Then you can move on to other casters and build upon those skills.