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How many is too many warjacks for Epic Asphyxious?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Member of the Malleus



Boston, MA

I've had a cryx army for years, but never really used it much, recent 40k changes have made me think I'll play more. I hear a lot about "too many warjacks", I was specifically thinking about running two chicken jacks (for the nodes), cankerworm, and the Death Jack. I figure the chicken jacks mostly only need to run first turn, the cankerworm gets his free move, so that helps, and of course deathjack generates focus?

Is that too much? Would I be able to add more warjacks, or do something like downgrade the death jack to a slayer (which is cheaper, but much less focus efficient) you think?

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Made in us
Longtime Dakkanaut





Saratoga Springs, NY

I'm no expert in anything Warmachine related (and even less in this subject since I play Convergence and our battle strategy can be summed up with "Take ALL the warjacks!").

That said the main problem with taking too many jacks is that you don't have enough focus left after making them work to do all the other cool stuff your warcaster can do (or even just camp).

Now, the two light chickens are a Cryx staple but I'm pretty sure you don't need them as much with Aspyxious since he has teleport and that soul grabbing ability. Since he can get up there, cast his own dang spells (to great effect might I add) and then get out safely he doesn't have as much of a reason to need the nodes.

Deathjack though, that's almost never a bad decision. It can take care of itself and gets work done when it gets where it wants to be.

Not so sure about the worm. I really want to love the little guy, but I don't have enough experience to advise either way.

At any rate, there really isn't such a thing as "too many jacks". There is "too much focus allocated to jacks", or "other things that could be doing the job more effectively than jacks". If the list is working for you there's no need to change it. That's what's so great about Warmachine is that even the "bad options" are usually good enough to not be a complete disappointment.

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Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in gb
Soul Token




West Yorkshire, England

Generally, Asp2 wants a pile of infantry for his feat (and Banes especially melt through the armour on nearly everything), and wants to keep his focus for spellcasting. That said, a pair of the little jacks with arc nodes are staples, and can actually do some decent damage if he throws Parasite through them and then has it charge what was formerly a hard target.

The Reaper is a good choice to pull enemy heavies into bane range, as well. The same goes for the character Reaper, Malice, which is self-fuelling to some degree.

"The 75mm gun is firing. The 37mm gun is firing, but is traversed round the wrong way. The Browning is jammed. I am saying "Driver, advance." and the driver, who can't hear me, is reversing. And as I look over the top of the turret and see twelve enemy tanks fifty yards away, someone hands me a cheese sandwich." 
   
Made in us
Member of the Malleus



Boston, MA

Well, I have played a little, so far I have found canker worm to be pretty awesome.

Full list is Bane Knights, Bane Thralls, Tartarus, 2 X pistol wraiths,
skarlock, deathripper, ripjaw, cankerworm deathjack

Always loved Banes, the thralls are a new acquisition (ironically bought with 40k tournament prizes).

To be clear, this is E Asyphixious, so he can also grab souls at range.

Going to the Feast of Blades Invitational! Check out my blog.

http://prometheusatwar.com/

 
   
Made in de
Kovnik






That´s a lot of jacks but your assesment is correct, they are more or less self-sufficient. Especially Cankerworm is incredibly fast with his bond to Ghaspy.
I´d give it a shot for sure, that list looks more than solid.
   
Made in us
Manhunter




Eastern PA

2-3 arc nodes

There ain't nearly enough Salvage in this thread!

DS:80+S++G+M++++B++I++pwmhd05+D++A++/fWD88R+++T(S)DM+

Catyrpelius wrote:War Machine is broken to the point of being balanced.

sourclams wrote:I play Warmahordes. It's simply a better game.


 
   
Made in us
Purged Thrall





FL

Using those jacks isn't bad, but as mentioned, you're using points that could go for infantry (eGaspys bread and butter).

That being said, two nodes is fine, but you could drop one and use DJ/node/cankerworm. DJ acts like a node (that can discount spells) and a beat stick. Cankerworm is never bad with any Gaspy since getting to move twice in an activation (with parry and stealth) is pretty sick. It doesn't hurt to have a warwitch siren to give him a focus for the AP attack though.
   
Made in us
Wraith






Salem, MA

I've had some luck throwing a Stalker in with him against hordes to prevent transfers on occassion. Usually if you get someone with the feat, however, that's all she wrote.

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Made in us
Wraith





Raleigh, North Carolina

I guess I'm the odd man out, but I'd suggest no more than one arc node and the Cankerworm.

Typically the reason for two arc nodes in a caster list is for redundancy and splitting target focus. eGaspy can simply drop a cloud in front of the arc node to keep it safe for the most vital turns of the game when you need it.

Yes, the DJ is a power house and can theoretically be slinging spells at a discount. On the other hand, the places you want to sling eGaspy's offensive spells are typically not the places you want the Deathjack to be. Unless you're pulling Excarnate shenanigans, I would leave it at home.

The Skarlock is likewise not the greatest investment because eGaspy does not have any defensive spells that aren't CTRL or SELF. If your Skarlock is within 10" to be slinging spells at targets it can actually hit, it's probably already dead or going to be very soon.

These points are much, much better put into solid infantry (Bane Thralls, Bane Knights, minimum unit of Bile Thralls), and our excellent support pieces (BLT, WSC, and Darragh Wrathe).

 
   
 
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