Tag Archives: Warmachine

Clockwork (Hells) Angels

AAARRRRGGHHHH!!!

My word these are frustrating models to stick together!! But they are done and I have no plans to do anymore of them. I am now terrified of gluing Aurora together..


Steelsoul Protector


Scatter Terrain Review

The lovely guys at SGS have recently released some scatter terrain that has a nod towards the amount of terrain expected for a Guild Ball game BUT also will work nicely with any of the skirmish level games (Malifaux/Warmachine etc.). But first a little background to the Nick and SGS.

Starting as a seller of resin bases, Nick decided to try his hand a terrain (Walls being his first success in this area) which grew in popularity quickly as he introduced more products and this has meant that he has supplied many  different places from the Blog Sponsors at the Outpost to several clubs AND more impressively supplying terrain for Smogcon. So you know Nick certainly has a following for good products. Lets see if his Pitch Terrain kits measure up :)

Starter Pitch

First up the Starter Pitch kit coming in at the cheap £10 level. It gives you 5 pieces of area terrain that offer some rough terrain, something that can easily be made into a water piece and a (rock) obstruction.

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Now as GB will not need that much terrain in general this at least allows you to shake things up beyond a flat pitch pretty easily, without distracting from the game. As you can see by my lovely assistant Lazrus the pieces are a decent size.

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They are also pretty flat despite some nice details. This means that wobbly model syndrome is almost completely avoided.

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Rock is big can almost hide a shy auto-repairing robot.

Expansion Pitch

Is a slightly larger amount of resin with 6 peices and most of them being much bigger than the starter set and only slightly more expensive at £15.

What you get is a couple of walls, more rocking outcrop and also some larger prices of area terrain.

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As you can see the pieces are much larger and give a bit more variation than the starter kit.

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Also the walls are a nice example of the detailing across the kits and it will certainly mean painting is nice and easy!

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Overall

For the price of the pair of the kits you will be set for all your Guild Ball games for life, unless you want to go down a theme for you table. But as generic terrain goes you can’t go far wrong.

The advantage for me is that I can easily use this in other systems and still have the deseried effect. I dont have too much area terrain so these kits will do the job nicely!

Great pieces of terrain that are tried and tested by a freindly bear :)


Steelsoul Protector

The special boozy SSP is a great little model that I really like.


Dominator

Carrying on with my look at the Cephalyx models, this time the leader of all the Dominator. An unusal model as he is a Ranking Officer that opens up any (small/medium) non-cephalyx unit into a Cephalyx list

Stats

Like the other Cephalyx you come across they can hit reasonable well and their DEF is ok but they suffer the low ARM and the weapons wont scratch much thankfully they do have Anatomical Precision as well.

Abilities

They Grant some nice abilities to the unit they take over (lets face it, they aint using strong character and leadership to move the unit around) with both Fearless and Tough being excellent abilities to hand out to any of the Merc units. To add to the survivability of the Dominator you also get Sacrificial Pawn as well which should help protect him as when he dies it isn’t good for you.

He is the Linchpin which means if he is killed then the unit loses fearless for a turn AND will immediately flee. I really like this rule as it is a great fluffy rule as the controller dies the unit suddenly ‘wakes up’.

Units

So out of the box which units will help bring something to the Cephalyx that they don’t already have (we can ignore Cavalry as they aren’t allowed anyway). There are a lot of units so bear with me;

  • Press Gangers – They bring some advance deployment and range attacks to the army and will benefit from fearless but they already have tough.
  • Sea Dog Boarding Crew – As the Pressgangers, they bring range threat and enjoy being under control for the tough and fearless. They need some help so you will probably be looking at using their UA (Mr. Walls) and WA (Rifleman)
  • Sea Dog Deck Gun – Cheap long range gun but there is a slightly better option elsewhere.
  • Lady Aiyanna & Master Holt – They have a great boost to damage through the Lady and Holt adds some range however with all the other Cephalyx sprays they don’t need to worry about magic weapons.
  • Hammerfall High Shield Gun Corps & UA – Will grant plenty of shooting with the UA around, they can also be surprisingly quick as well.
  • Horgenhold Artillery Corps – Huge range on the gun and nice damage output, the point difference between this and the SD deck gun is probably worth it.
  • Horgenhold Forge Guard – Weapon masters which will love the tough and fearless, just a shame they are pretty slow.
  • Ogrun Assault Corps – They have range attack plus assault ability as well as. Plus they are medium bases, so ok blockers.
  • Tactical Arcanist Corps – They bring some cloud effects to hide crucial models (like Thexus) but also everyone loves fire.
  • Herne & Jonne – Lots of AoE shooting fun.
  • Precursor Knights & UA – Shield wall and pseudo- weapon master as well. They also ignore DEF/ARM buffs
  • Steelhead Halberdiers – They bring Reach but apart from that not much else they are another cheap unit.
  • Steelhead Riflemen – Having CRAs that can be rerolled make them dangerous.
  • Alexia Ciannor & the Risen – Lots and lots of chaff, really goes for the attrition list type.
  • Captain Sam MacHorne & the Devil Dogs – They bring some knock down and additional damage against beasts/jacks, so tough and fearless will be very good for them, to get in.
  • Cylena Raefyll & Nyss Hunters – The bring CRA with hunter as well as weapon masters when you need it. The low ARM means both tough and fearless help loads.
  • Dannon Blythe & Bull, The Bounty Hunters – They bring ability to have Prey in the list but not much else.
  • Greygore Boomhowler & Co. – They are already rocking the (super) tough but fearless is great. They are also great trample blockers.
  • Kayazy Assassins & UA – They bring Backstab and gang, while the UA helps with kill stroke. But like the Eliminators it’s the Dominator keeping up.
  • Kayazy Eliminators – Fast and Stealthy already so the additional bonuses are great, just difficult for the Dominator to keep up.
  • Croe’s Cutthroats – poison, back stab and bushwhack; Plus the benefit a lot from the tough and fearless.

So what is best for the Cephalyx to take bearing in mind they can only take 1 unit, 2 if you go tier with Thexus. At the moment I am liking the look of Croe’s Cutthroats as with poison and backstab on all their attacks with the manipulation of Thexus it could be a match made in heaven, especially against hordes. The Forge Guard with their weapon masters could be nasty, especially as he can protect them a little from shooting and helps with their slowness as he can bring enemies to them.

For a hard to shift unit I could see Boomhowlers being great at this as their built-in super tough and then fearless as well is a nice combo. Tactical Arcanist Corps with their clouds will also be very handy with keeping Thexus well hidden, well except against Legion. Then there is obviously the Nyss hunters that gain a lot from the Dominator and make them a little more scary.


Monstrosities

After looking at the Man with the Brain Thexus, I figured better to look at his jacks…..sorry monstrosities.

To start with these guys are treated exactly like Warjacks however they are living and as such do not leave scrap markers.

Stats

All three guys have the same basic stats, so they are pretty average SPD for a heavy. While the MAT is also average while the RAT is on the low side. Their DEF is Khador Jack low, while their ARM is almost Cryx heavy low. This means that they are in an odd place as their DEF and ARM are both pretty rubbish for what is a heavy jack.

However what does really help this is the huge number of damage boxes. They have a full set, that’s right a total of 36 boxes, which is a crazy amount of damage. These guys take damage pretty easily BUT they can take a lot of damage.

Another nice bonus for them, is eyeless sight which is great when having to deal with those cloud problems. Something to remember that can be an issue with Hexeris is that Thexus will not be able to ignore the clouds when using the Monstrosities as arc nodes.

Subduer

The range choice from the 3 big guys. He comes with a Net Launcher which is a low range AoE attack that does no damage.

But what it does give is Quake which allows you to knock down everything in the AoE on a direct hit (shame it is only a small one). While Catch allows you to drag the direct hit target and then hit them with the Impaling Blade for free. This melee weapon is an OK attack for a heavy not terrifying but OK.

The Subduer suffers from low stats to hit with both weapons (although with the knock down this is mitigated a little). If you want to hit something then you will need to boost in general, however like all monstrosities you will need an Agitator which will come to later..

Warden

The cheapest choice of the 3, coming in with 3 attacks 2 Mecha Fist and Head Plate all at the same low (like medium infantry level) P&S, again the Agitator helps mitigate this but what helps the Warden is its other rules.

It has 2 open fists for those double-handed throws when you need them, its head is also a Buckler :) which makes its armour almost worthwhile..

The Head is then where it’s all at as it is Hard Head which allows you to hit a big harder for head-butts and slams. Speaking of Slams we also have Grand Slam and Follow Up, which makes the Warden slightly better on the focus and also lets it force a path through enemy lines for a possible spot to be an arc node for some spell assassinations.

Finally there is Shield Guard which is handy if you want the warden to protect other Cephalyx beyond Thexus himself.

Very cheap heavy that can with the right set up actually be pretty nasty..

Wrecker

The big hitter of the 3 with its two Ball & Chain weapons which are the highest P&S capable. Which also has Reach and Chain Weapon which is always nice. They also have Beat Back which in theory allows you to move him an additional 5 inches which can actual place the Wrecker where you need him.

The Wrecker also comes with a chain attack Bloodbath which allows for an additional attack for free which also is a thresher type of attack which can really help clear out support from around a heavy target.

Pretty simple Monstrosity really point, release and enjoy the carnage..

Agitator

Now generally the monstrosities are cheap and the stats suggest this, however what makes them shine are the Agitator solos so it makes sense to add these into the post at the same time..

Stats

Very fast and squishy solo who is clearly a support solo really, although at a push they can hit stuff if need be. They have OK DEF and poor ARM but they do have Sacrificial Pawn [Monstrosity] which helps this lots and also they will be near the big guys naturally.

Weapons

They have some Prosthetic Blades that is on the low side damage-wise but they do have Anatomical Precision which at least lets them take down normal infantry on their own.

Abilities

The agitator comes with Fearless and Pathfinder which is standard for the Cephalyx, but what does make the Agitator worth the points is its Magic Ability which has a decent target number.

  • Influence – You will see this across all of the cephalyx really, as they do enjoy taking control of enemies.
  • Psychic Assault – Again another one that is popular across all of the Cephalyx, it is a nice magical attack which is a spray that is decent POW but also ignores LOS, which is very nasty.
  • Instigate – This is what makes the Agitators huge targets for your opponent, they hand out +2 to attack and damage rolls for ALL Drudges and Monstrosities close by. This is incredibly powerful and creates some nasty possibilities. But with the Monstrosities for this post in particular it makes them hit at very nice levels (character levels) and pushes the damage into more scary possibility particularly the Wrecker, but even the Warden with its 3 attacks make for a scary prospect.

Overall

Very unusual heavies so surprisingly cheap and yes their stats reflective this BUT those damage boxes are amazing!! They can take a hit so well. The Agitator is going to be the Choir for Cephalyx for the cost which in theory adds maybe a point to the cost of the monstrosities in a list it grants so much help with the Instigate ability, it does make the big guys very scary.

Obviously Thexus helps in a couple of ways, boosting DEF and ARM against shooting is helpful to deliver the big guys. While some healing and pseudo movement boosts also makes them a little bit more scary..


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