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Kaya the Wildborne - Your Warlock. Kaya has only one weapon: Splinter, a staff with Reach and low P+S. It does have Critical Knockdown however, which is always handy when it happens. That said, if you're using her staff, things have either gone pear-shaped or you're going for an assassination run. She grants +2 MAT to living Warbeasts in her Control Area, which is absolutely amazing. She has Spirit Door, a placement spell for her and her Battlegroup; Occultation, which grants Stealth to a model/unit; Soothing Song, a Fury management ability; Spirit Fang, an offensive debuff spell with reasonable POW; and her Feat, Wild Mastery, which is effectively both Fury management and a way to double her Fury for a turn.
Feral Warpwolf - With two Open Fists and a Bite attack, and the ability to increase all of them to reasonably high P+S attacks, this guy is Circle's premier Heavy killer. Short of maybe a Devastator, this guy will kill anything he hits with all his attacks. He also has two open fists, allowing the full range of power attacks, if the mood should strike you. He has the ability to Warp for +2 extra STR, ARM or SPD.
2x Argus - Two Bite attacks at low P+S, but the ability to do a combo strike to hit at P+S 16. He also has Doppler Bark, which is a short-ranged spray that does no damage but will lower the DEF of any model hit. Their animus grants Pathfinder and 360° sight to an affected model.
Pros:
- One of the best Heavy Warbeasts/Warjacks in either game system.
- With Kaya's bonus to MAT while in her Control Area, it means you will rarely have to boost to hit anything that isn't ridiculously high DEF. With your Argii, you can spend your Fury on boosting damage, which means they can end up dealing reasonable damage, rather than mediocre.
- Spirit Door allows her to teleport to one of her Warbeasts or one of her Warbeasts to be teleported to her. This is primarily used to bring back the Feral or an Argus from attacking the enemy. Can also be used to teleport her out of imminent danger.
- The lowest SPD in this Battle Box is SPD 6 on the Feral, with the ability for it to Warp for SPD 8.This is amazing, as not even Light Warbeasts and Warjacks can get SPD 8 without spells or animi. You'll often be Warping for ARM while not attacking and STR when you do. SPD will see limited usage, but it's incredibly handy when you need it.
- Naturally high DEF forces many enemies to boost to hit you. This is key to your survivability, along with the occasional use of Occultation
- In a faction based on the premise of hit and run warfare, only one model in this box automatically has Pathfinder. Though the Argii can grant it through use of their animus, it is spending Fury when you would rather use it to buy attacks and boost damage.
- One Argus is often hard to justify in a list. You have two. They offer little killing power outside of low-ARM infantry or Cryx Bonejacks and the animus sees limited use.
- While the Feral can deal obscene damage, he can't take much. If you leave him open to a single enemy Heavy, it's likely he will be severely crippled, if not dead. This applies to the Argii too, who have low ARM.
- As amazing as Spirit Door is, you can only cast it twice in a turn, which will leave you on zero Fury for retaliation.
- Circle cops a lot of flak for having one of the worst Battle Boxes, if not the worst. Battle Box games will require a lot of thinking and hit-and-runs on your part. If you lose your Warpwolf, it will be highly unlikely that you will be, unless your opponent is down to one Warjack or none.
Cryx: The glass cannon of Hordes versus the glass cannon of Warmachine. This is one of the few situations where your Argii will be able to match up well. In this case, they will overpower your opponents Bonejacks. Teamed up, they might even be able to take down the Slayer, but don't count on it. Your Feral will definitely kill anything it hits, especially Deneghra. If you can get her debuffed with Spirit Fang or Knocked Down, she's toast. Watch out for the Arc Nodes here, as they can cause some channeled pain. It's probably worth upkeeping Occultation on Kaya if she looks in danger. Deneghra's feat is something you can't avoid, but if you can get the beatdown on her or multiple Warjacks before she does it, then it's smooth sailing.
Khador: A poor matchup and there's no denying it. Your Argii won't hurt anything besides Sorscha, who will be likely unhittable with all her DEF bonuses. The only things going for you are your Feral and the ability to hit-and-run. If it's all or nothing, send your Argii in to occupy the two Warjacks and force them to take Free Strikes if they move to intercept the Feral breathing down Sorscha's neck.
Protectorate of Menoth: With less damage boxes than Khador and lower ARM, apply the same tactics. Watch out for the fire continuous effect, as with your low ARM, statistically every model will take at least one point of damage if it continues. Kreoss's feat is much like Sorscha's and you should watch out for it accordingly.
Retribution of Scyrah:
Cygnar:
Skorne:
Legion of Everblight:
Trollbloods:
Expansion to 15 points:
With 4 points to play with, there are quite a few good option available. The commonly suggested ones are adding in the Lord of The Feast or a Gorax or a Reeve Hunter and two War Wolves. The Lord of the Feast provides a highly useful model with good ARM and multiple damage boxes and the ability to offensively teleport and a Thresher attack. To top it all off, he has Reach and gains Heart Tokens (basically Fury/Focus) when he kills models. This guy is often seen in Circle lists and it's no surprise why. The only downside in a 15 point game where you have to use your Battle Box is that he is unlikely to see many enemy infantry that he can carve up. The Gorax is my personal favourite here, giving you a more powerful Light Warbeast than your Argii and his animus Primal is just awesome, providing +2 to MAT and STR. The only downside is that the living Warbeast it is cast on will automatically frenzy the next round. This works on your Feral to turn him into a melee monster that will almost certainly hit anything while in Kaya's Control range. It is also worth considering casting this on an Argus, which will transform its Combo Bite into a MAT 9 and P+S 18 attack, with the ability to buy more attacks. The final suggestion of Reeve Hunter and 2 War Wolves is handy, as it gives you more bodies on the table. The Reeve Hunter is fairly competent, being able to take out enemy light infantry quite easily and functions as an effective delivery system for the War Wolves. When he hits an enemy with an attack, it allows a War Wolf to charge the enemy after the hit. The War Wolves are quite weak and unlikely to hurt anything besides infantry, even on the charge. They work quite well at this level as a method of tying up an enemy Warjack or Warbeast for a turn.
Note: Incomplete. Will finish at a later date :)
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