Aiakos, Scourge of the Meredius

From LOS Warmachine University
(Redirected from Aiakos1)
Jump to: navigation, search
We have 1159 articles and 85% are complete! Please help us finish these articles (and/or the rest) (Edit)  


Cryx Logo.jpg Aiakos, Scourge of the Meredius

Cryx Character Solo - ("Junior" Warcaster)

Having honed his skills through years of piracy upon the Meredius, Aiakos moves with his battlegroup like a specter of death both at sea and on land, striking down foes with wicked effectiveness. Nowhere is his cruelty more apparent than in his weapon of choice, a chained harpoon he uses to impale his victims before reeling them in to deliver the death blow.

Basic Info[edit]

Aiakos1
Missing Info
Aiakos1.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Small
SPD 6
STR N/A
MAT 6
RAT 5
M.A. N/A
DEF 14
ARM 14
CMD N/A
FOCUS 4
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
FA C
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

  • Battlegroup Controller - This model is not a warcaster (it's a solo) but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. This model must have at least one warjack in its battlegroup at the start of the game.
  • Jump - After it makes a full advance during its Normal Movement but before it performs its Combat Action, you can place this model anywhere completely within 5" of its current location. Any effects that pervent charging also prevent this model from using Jump.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.

Weapons[edit]

  • Harpoon - 6" range, POW 10 gun
    • Damage Type: Magical - This weapon deals Magical damage.
    • Drag - When this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction. After the damaged model is moved, this model can make one basic melee attack against the damaged model. After resolving this melee attack, this model can make additional melee attacks during its combat action.
  • Blade - 0.5" reach, P+S 12 melee weapon

Spells[edit]

While within the caster's control range, the melee weapons of models in their battlegroup gain Grievous Wounds. Deathbringers lasts for one turn. (Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.)
  • Escort - Cost 2, Target SELF, Upkeep
Warjacks in the caster's battlegroup beginning their activations in its control range gain +2" movement when advancing as part of their Normal Movement. Also, the caster gains +2 ARM while a battlegroup warjack is within 3" of it.

Theme Forces[edit]


Thoughts on Aiakos1[edit]

Aiakos1 in a nutshell[edit]

He's half-support, half-melee asssassin. This guy is astounding for the points you pay. He is a great assassin solo by himself, his ability to boost to hit and damage and buy extra attacks cannot be overstated. His ranged weapon has a low range but has just enough POW to pull off a Drag on most small-based models. With a boost to damage and a bit of luck, he can possibly even drag the higher ARM models.

He works very well with (certain) jacks. He is a much, much better alternative to the Cryx jack marshal, the Iron Lich Overseer - they have the same point cost but Aiakos has much more functionality and versatility.

Warjacks and Aiakos[edit]

Kharybdis is Aiakos' pet warjack

Of particular note, the following combos are good:

  • Light jacks
    • Stalker - Probably the best warjack to put on Aiakos1. Two Stalkers is also good.
      With extended control range, it lets Aiakos hang further back and be safe(r). There is no need to cast Grievous Wounds, saving yourself a bit of focus. With them both having Stealth, they form a good harassment team.
    • Scavenger - Sprint allows you to bring the Scavenger back into Aiakos's control area after killing something.
  • Heavy jacks
    • Kharybdis - Khary is Aiakos' pet warjack. They become an expensive combo, but Aiakos1 can turn Khary into a stealthy, fast, assassin warjack. Plus he can take it with him into any theme where Aiakos1 is allowed.
    • Leviathan - Good if you're running a gunline army, to take focus burden away from your Warcaster if nothing else. Although the +2" from Escort does let the Leviathan dig deeper with its shots.
    • Seether - Aiakos can spend 3 of his 4 focus upkeeping and casting spells and still load up the fairly autonomous Seether. With Escort up and Jump one can usually manage to get him down the enemy's throat fast, and then use Aiakos either as a melee assassin or have him reel his target in with the harpoon for the Seether to smash. This might not work with every caster but it does so extremely well with Denny1 due to the layers of debuffs she can apply on his target.
  • Colossals
    • This is a high-risk, high-reward venture, as losing a low-cost, low-durability solo will make your high-cost colossal inert. On the other hand, Aiakos can cowardly hang out 8" behind the Colossal and, by the time you add the base width, he's about 13" away from the nearest action.

Combos & Synergies[edit]

  • Skarre1 – Aiakos under Skarre1’s feat and Dark Guidance is a monster from hell. He could possibly get 5 melee attacks, at Mat 6+3d6 and P+S 17 (or slightly fewer attacks with boosted attack/damage) ... it's just pure glory. Anyone stupid enough to be within 11.5″ with a landing zone for Aiakos is in for a real treat, Cryx style. Or even 17" if you want to risk a drag (risky if you roll bad on to-hit or to-damage).
  • The Withershadow Combine's Puppet Master ability can give him to a reroll for when you absolutely, positively, need to get a Drag off.
  • Scaverous - Between Aiakos' Escort spell and Scav's Telekinesis spell, you can get at least +4" threat range on Aiakos' warjack(s). This goes up to +6" if Scaverous can TK the enemy model, too. Both he and his jack greatly appreciate the rerolls from Knowledge of the Damned as well.

Drawbacks & Downsides[edit]

  • He dies to anything that can get to him. There is this strange mid ground, around ARM 14, that changes the weapons that will be used to target and kill a model. A POW 10 weapon is no longer reliable to kill him, so your opponent tends to go a bit bigger, and most of those larger guns can boost. A boosted POW 13 kills him on average dice, in the best of circumstances, and 13 is not even a particularly hard number to reach.
  • He must take a warjack, which Some players view as a "points tax".

Tricks & Tips[edit]

  • Play him far back while his controlled jack(s) are still active. Once they have been killed by the enemy, you can start using him as a super-solo, as indicated above.
  • His innate Stealth will prevent him to get killed by a random shot, but be aware it will not prevent him from dying to far-reaching sprays, boosted AoEs, or simply guns that ignore Stealth.

Other[edit]

Trivia[edit]

  • Aiakos is one of the Journeyman Warcasters released as part of the WARMACHINE: Tactics videogame Kickstarter (2014)
  • There was a limited edition sculpt available for backers. There is now a non-limited sculpt for general purchase.
  • His rules were re-published in the Warmachine: Vengeance expansion (2014)

Other Cryx models[edit]

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC) - Deneghra0 (BGC)
Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units - Living BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates
Units - Undead

Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters - The Withershadow Combine

Solos - Living/Construct

Aiakos1 - Axiara - Darragh Wrathe - Deneghra0 - Gerlak - Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Severa Blacktide - Warwitch Siren

Solos - Undead

Agrimony - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Hellslinger - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2019.02

Rules Clarifications[edit]

RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
RC symbol.png

Rules Clarification:  : Drag , Pull, and/or Catch     (Edit)
(Click Expand to read)

Ranged Attack Damage (Drag and Catch only)
  • If a model is destroyed by the ranged attack, Drag/Catch does not trigger.
    • Corpse tokens, soul tokens, and etc will be generated from the model’s original position.
    • You won't get the free melee attack from Drag, even if there's something different already in your melee range. No drag = no melee.
  • Enemy effects that occur after the attack (such as "Enliven" and "Whelp") are triggered before Drag but after Pull. Refer Apdx A:
    • Pull occurs at Step 12 of the attack sequence . (Infernal Ruling)
    • Enemy effects occur at Step 13. (Infernal Ruling)
    • Drag occurs at Step 14.
    • As such, Enliven & Whelp etc can be used to 'block' the Drag movement, for instance, using Enliven to move behind an obstruction or another model.


The Movement

  • You cannot Drag/Pull/Catch models with a larger base size than you.
  • The movement is a Push effect, which is involuntary movement.
    • It is not an advance and will not trigger stuff like Countercharge.
    • They won't take free strikes because it is involuntary movement.
    • They will take damage from any hazards they're pushed through/into (such as Scathers).
  • You can drag your target through Incorporeal models, if there's enough space on the other side, because the rules for Incorporeal specifically allow this. (If there's not enough space, the push will stop on the far side of the Incorporeal model.)
  • You cannot drag models through Curse-of-Shadows-ed or similar models, because those rules refer to "models can advance through this model" and a push is not an advance.
  • You may drag models that you are already in melee with. However most models can't shoot while in melee, so this is pretty much limited to the Prime Axiom and Galleon (see the corner-case scenarios, below).
  • If you get to trigger Drag/Pull/Catch on a free strike (mostly just Pull), the moving model will never get out of your melee range. They have to keep advancing out and being pushed back until either they run out of movement, or you fail a free strike. (Infernal Ruling)
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)


The Free Melee Attack(s) (Drag and Catch only)

  • If the target model doesn't end up in melee range (whether because the ranged attack killed it outright, or something blocked the drag movement) then you don't get a free melee attack and don't get the option to buy additional melee attacks.
  • If the dragged model can't be targeted by melee attacks, you may not make your free drag attack and don't get the option to buy additional melee attacks. (Infernal Ruling)
  • For both of the above two cases, you may still complete your initial ranged attacks and buy additional ranged attacks as per normal (if you have more guns and/or Reload).
  • You may make the free melee attack against models that "cannot be pushed" (assuming you're in melee range already). The "After the model is moved" is a timing clause, not a conditional clause.
    • To pull this off, you need an ability that allows you to make ranged attack while you're already in melee, so is pretty much limited to just Colossals and/or models attacking objectives.
  • After using Drag/Catch, the attacking model may make a single melee attack without spending focus. (So Black Ogrun can make a single melee attack.)
  • After doing the free attack, you may buy additional attacks if you have a method of purchasing them. Models with Drag but no focus/fury (such as Black Ogrun) can't buy additional attacks (despite what is implied by the rule on their card) - it's just a standarised wording for Drag.


More corner-case Rules Clarifications

  • Models that can make Ranged Attacks while in melee
    • This section is pretty much limited to the Prime Axiom and Galleon who, thanks to being Colossals, can continue to shoot after dragging something into melee with themselves. It can also apply to any model shooting at a "can never be in melee" model (eg Scenario objectives).
    • When you start your activation, you still need to choose either 'initial ranged attacks' or 'initial melee attacks'. If you choose melee attacks, then you will never get to shoot your Drag weapons.
    • If you shoot a Drag weapon you need to resolve the drag move and the free melee attack, but afterwards you're still in "shooting" mode. The best way to think of it is it's "interrupting" your normal ranged attacks and after resolving it, you go back to completing your initials. So it might go:
      • Shoot the Drag weapon.
      • Drag the enemy closer.
      • Resolve the free melee attack.
      • Drag resolved. Now you finish shooting the rest of your weapons.
    • Once you've completed all your initial ranged attacks (and any free drag melee attacks) then you have the option of buying additional attacks (ranged if you have Reload, melee otherwise.
    • However, if you get overexcited and start buying melee attacks after the free drag one then you don't get to finish shooting the rest of your weapons.
    • This is because shooting the rest of your guns is completing your "Initial Ranged Attacks" but by buying melee attacks you have jumped ahead to "After Initial Attacks" (refer first sentence of "Additional Attacks" pg 36 of Prime).
  • Black Spot + Drag or Catch
    • If you trigger Drag/Catch, then any attacks you get from Black Spot can be either ranged or melee, your choice. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).


RC symbol.png

Rules Clarification : Battlegroup Controller      (Edit)

  • This model has a completely separate battlegroup to your main warcaster.
    • Your main warcaster cannot allocate focus to warjacks under this model's control (and vice versa).
    • Any spells/effects that apply to your main warcaster's battlegroup (such as Energizer) do not apply to warjacks under this model's control (and vice versa).
  • This model is not a warcaster
  • Warjacks this solo controls can still benefit from Power Up exactly as if it were a warcaster. (Closed thread)
  • When this solo dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)
RC symbol.png

Rules Clarification : Bounding Leap and/or Jump     (Edit)

  • You cannot use Jump or Bounding Leap if you forfeit your movement. "After making a full advance" is a conditional requirement. (Infernal Ruling)
  • You can only use Jump or Bounding Leap after a full advance, which means you can't do it after a Slam, Trample, or Charge.
  • You can use "At any time" abilities between completing your move and doing the Jump/Leap. (Infernal Ruling)
  • Jumps & Leaps are a "placement". They do not trigger free strikes, and you can even jump over solid buildings of infinite height.
  • If you cannot advance more than 0" (for example suffering from Shadow Bind) then you can Jump/Leap. Making an advance of 0" is sufficient to trigger Jump/Leap.
  • Jump only
    You cannot use Jump if you are suffering "any effect which prevents charging". So...
    • If you forfeit your Normal Movement, you cannot Jump. (For the same reason as given above.)
    • If you forfeit your Combat Action, you cannot Jump. (Infernal Ruling)
    • If you "cannot make attacks" (such as with Morvahna1's feat), you cannot charge, therefore cannot Jump. (Locked Thread)
  • Unit with Jump
    • Complete all the models' Normal Movement before starting any Jumps. Then do all Jumps (that you can do and/or want to do) before starting any Combat Actions. (Infernal Ruling)
    • Models in a unit can Jump even if they don't receive a Press Forward order (failing to be told to charge is not the same as being prevented from charging). (Infernal Ruling)
RC symbol.png

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.


RC symbol.png

Rules Clarification : Deathbringers      (Edit)

RC symbol.png

Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.

Rules Clarification : Escort and/or Battle Host - None yet. (Edit)