Lieutenant Crosse, Resistance Fighter
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| Lieutenant Crosse, Resistance Fighter |
Under the mentorship of Marshal Ashlynn d’Elyse, Gastone Crosse has begun to reach his potential and fights alongside the other determined warriors of the Llaelese Resistance. Yet he struggles to control the weapon that first unlocked his warcaster ability. A survivor with a proven knack for battlefield improvisation, few who fight alongside him know of the darkness weighing on his conscience, as the soul of every foe he kills is consumed to strengthen him.
- 1 Basic Info
- 2 Thoughts on Crosse2
- 3 List Building Advice
- 4 Other
- There is a bug in Warroom that makes the 'works for' info not show up. You need to use the card database instead.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
Feat: Shadow War
- Friendly Faction models currently in his control range are affected by Ghost Walk this turn.
- Additionally, affected models gain Stealth and Run & Gun for one round.
- (Run & Gun - At the end of its activation, if this model destroyed one or more enemy models with a ranged attacks during that activation, it can make a full advance.)
- Dark Blessing - Once per turn at any time during its activation, this model can spend spend one soul to gain +3 DEF for one round.
- Soul Reaver - 12" range, ROF 2, POW 12 gun
- Damage Type: Magical
- Black Boon - While this model has at least one soul token, it gains an additional die on attack and damage rolls made when resolving an attack with this weapon. Discard the lowest die in each roll.
- Death Dealer - You can remove three soul tokens from this model at the start of its Combat Action to use Death Dealer. If you do, this weapon becomes ROF 4 and its attack and damage rolls are boosted during this model's Combat Action. This model cannot make additional attacks this activation.
- Soul Taker: Soul Reaver - This model can gain soul tokens. When this model destroys a living enemy model with an attack with this weapon, it gains the destroyed model’s soul token. This model can have up to 5 soul tokens at any time.
| Dark Fire
|When a living enemy model is destroyed by Dark Fire, the spellcaster gains the destroyed model's soul token regardless of the proximity of other Soul Takers.|
| Dauntless Resolve
|Target friendly Faction warrior model/unit gains +3 ARM and Tough. Models are not affected while out of formation.|
| Fire Group
|While models in the spellcaster's battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group lasts for one turn.|
| Ghost Walk
|Target friendly Faction model/unit gains Ghostly for one turn.
|(1) Target living model/unit gains Shield Guard. (2) When an affected model is destroyed by an enemy attack, the spellcaster gains its soul token.
- Flame in the Darkness. He gains access to Cygnar & Mercenary warjacks in this theme.
- Llaelese Resistance. Crosse gains Pathfinder in this theme.
- Soldiers of Fortune
- The Irregulars
- Hearts of Darkness. This is an Infernals theme, in which Crosse himself becomes an Infernal model.
2019.06 Infernal Release
- He is part of the new Infernal Hearts of Darkness theme.
- He became a Thamarite model, which allows him to go in the new anti-Infernal Flames in the Darkness theme.
Thoughts on Crosse2
Crosse2 in a nutshell
Crosse2 is a ranged powerhouse easily able to remove lights and low ARM heavies from the table by himself if he is able to collect souls, and his abilities are designed to help ensure he does so. He has an unusual mix of support abilities that provide his army with excellent ranged defense and good maneuverability making him a very serviceable anti-gunline caster. Death Dealer and Black Boon amount to an effective 9 free focus on top of his usual 6, making him a very powerful personal contributor to the battle. He excels at delivering a melee army, but doesn't do much for it once it gets there.
He is the most capable assassin in mercenaries (Shae's army has better assassination runs, but Shae doesn't do the deed like Crosse.). His gun is an absolute trip when Death Dealer goes off. It is not uncommon for him to 4 shot full health ARM 18 heavies right off the board.
Shadow War is a dual use feat that can be used defensively for the turn of stealth or offensively for the ghost walk to strike at vulnerable targets or the opposing caster. It's great into a lot of gun lines and should be used early; turn 1 if you go second and the enemy has lots of guns or spells.
In order to get full use out of it your army must project significant threat so as to force the enemy to move into scenario and get attacked or sit back and lose board presence. Cavalry is best since Crosse doesn't do threat extension.
- This is Crosse's most important spell because many enemy armies don't have souls you can collect, but this keeps him charged up anyway.
- It should go on something cheap and expendable, but also that the opposing army has to deal with. Steelhead Halberdiers and Precursor Knights are ideal candidates.
- Note that Crosse needs to be the closest eligible model if he wants the soul.
- This can go either on a unit or Crosse himself. If he also uses Dark Blessing it makes him 18/18.
- Useful targets are Morrowan Archons, Exemplar Cinerators, Legion of Lost Souls, any cavalry unit, or ARM 12+ infantry you'd like to keep safe from blasts.
- This is situational, but can be used to enable assassinations and make unexpected plays, which is always valuable. Extremely strong with Steelhead Cavalry. It also removes the need to bring a Pathfinder solo.
- He'll cast this a fair amount. It's great when Crosse has souls because he should have the focus to cast it and stay back farther.
- Occasionally you will have 3 souls and want a 4th before you activate Death Dealer. This is perfect for that situation.
- It's also another attack if you've nothing better to do.
Drawbacks & Downsides
- He depends on soul collection to reach his full potential. Anything that stops him from collecting souls is going to make his life rather difficult, though this can be mitigated with a Morrowan Archon. Snacking, Takedown, Thamarite Archons, Explosivo or electro-leaps are really bad news.
- He provides no help with speed, accuracy or damage to the rest of the army, which is why he needs to make a big impact on the game himself. He needs self sufficient units in large numbers since his battle group will be minimally effective.
- He usually has only 4 focus to use and lots to do with it so try not to get him all killed.
- He doesn't ask any super hard questions or answer them. He just has a really good gun, which, if you can keep it going, will swing attrition in his favor over a few turns.
Tricks & Tips
- Get 1 soul on him ASAP and never give it up unless it is absolutely necessary. Even without Death Dealer, using Reinholdt's reload and focus allows Crosse to dish out pain every turn thanks to Black Boon.
List Building Advice
Crosse wants to leverage his soul collection ability to make the opponent pay for attacking his army while not giving up too much on the way in as the lines close. He also wants to present a very high ARM unit that is hard for the opposing force to deal with.
For units, the first choice is a target for Lifebound. You want something cheap and expendable, but also something that your opponent has to kill.
Next, you want something to put Dauntless Resolve on. You want something that is already durable, where the +3 ARM will push it "over the top" into nigh-unkillable.
Then you will want to take as many of "Crosse's Cronies" as the theme you're using will allow:
- Major Harrison Gibbs so Crosse can back off after shooting.
- Reinholdt, Gobber Speculator for anti-stealth and reloads.
- Ragman for the ARM debuff,
- Gorman for Black Oil, Rust Bomb, and a cloud to hide behind.
- Anastasia for Intelligence and Ambush.
The rest of the list should be self-sufficient and should fill in any weaknesses the army has, since Crosse himself will be doing nothing for them.
This gives him access to Mark the Target from solos and several powerful combos. He might be the best caster to run this theme as he plays off the recursive nature of the army better than anyone. Bring two units of Halberdiers, Rocinante, two units of Cavalry and all the solos you can squeeze in there and enjoy unparalleled freedom of movement and lots of Death Dealers.
- Verendrye lets his Lifebound Halberdier unit regenerate models. This works great in conjunction with either Alexia1 or Alexia2 to double up the recursion.
- Steelhead Heavy Cavalry models love Dauntless and Ghost Walk, and they can be used to bulldoze opposing casters 2" closer to him. Ghost Walk with Tactician from Stannis means unlimited freedom of movement.
- The Ironhead extends his threat range to 22".
- Rocinante is his favorite warjack. He can increase its range, it's focus efficient thanks to Powerful Attack, and it hits hard with its gun. A 2" P+S 18 sword is also always nice. Finally, Guard Dog can push Crosse to DEF 20 while also under Dark Blessing.
- Boomhowler2 is a great replacement for Gibbs, as he is also able to give him Repo. Further he contributes nicely to the lists scenario game with Covering Fire and Beat Back.
- The various artillery options also like Run & Gun from the feat, so they can roll up the board to get in range further.
The only models from the "Cronies" list you can get in this theme are Anastasia, Gorman and Reinholdt. You'll probably pay for them and instead use your free slots on Alexia2 and Stannis Brocker, then either Boomhowler2 or one of the Steelhead weapon crews.
This offers rubble to hang out in and all of the "Crosse Cronies".
- Exemplar Cinerators get to ARM 24 with Dauntless. Even with being slowed to a walk to use Shield Wall, they can still advance 7" with pathfinder thanks to Gibbs and the Llaelese Resistance theme. This is the most powerful use of the spell and asks a very difficult question.
- That said, Exemplar Vengers move very fast, hit very hard, and are "only" ARM 23 under Battle Driven. So they also work well.
- Another less-effective use for Dauntless is to put it on something like Trencher Commandos. It won't let them survive direct hits much better, but it will make them highly resistant to blast damage.
- A Morrowan Archon at ARM 23 takes dedication to kill and is a strong scenario piece. It also protects his soul train.
- Similarly the Thamarite Archon is here, too, and is an excellent shooter, protects Crosse with clouds, and gives him rerolls.
- Both Archons have Flight, which makes for a great combo with Ghostly meaning they can go where they please and contest. The turn of stealth they recieve from the feat mans the opponent can't shoot them down either.
- Decent Lifebound targets can be Trencher Infantry, Exemplar Errants, Crucible Guard Rocketmen and even Devil Dogs.
- Lifebound works very well on Devil Dogs as they are very dangerous to anything that can be knocked down if not dealt with, but at the same time Lifebound discourages people from dealing with them, because it fuels Crosse's soul train. If you spend your two out of faction picks on models that do work, you don't have much choice than to bring them as your Life Bound target.
- The only size 10+ unit to put Lifebound on are the Precursor Knights. If need be, they're also an alright Dauntless Resolve target if you're looking to shield wall into a zone or in annoying positions. They aren't as cheap as Halberdiers, but Lifebound makes the enemy not want to kill them and with Shield Guard they can trigger Vengeance when ever you like. Always bring Battle Priests for this unit.
- Both Archons of the twins are in this theme too, and thus make for great Dauntless targets. One of each, minimum.
- Gabriel Throne brings his usual buffs. Pathfinder isn't needed with Crosse's Ghost Walk, so he can focus on handing out Stir the Blood.
- Hermit's ARM debuff allows Crosse to take ARM 20 heavies off the table.
- Resolutes are ARM 20 multi wound infantry under Dauntless. They also like Stealth, Ghostly and Run & Gun very much.
- Gallant is a focus-efficient heavy, which is appreciated. He is also another Shield Guard. If you bring it and a Swabber, your BG can be part of the Shield Guard chains the theme is renowned for.
- Vigilants are held back by their short range and no repo. Run and Gun fixes this.
- Access to shooty Cygnar jacks are a blessing as well, especially the focus efficient Chargers and Hunters.
- Keep in mind that this is the only theme without Reinholdt. You will dearly miss the reload, reroll and anti-stealth, so bring Thamarchons and the Eyeless Sight objective to compensate.
This makes his battle group focus-efficient with Accumulator.
- Two units of Steelhead Halberdiers are recommended, as they fuel the Gate and Crosse himself.
- The Infernal Gate it will be able to collect lots of souls from the Halberdiers and can convert them into Howlers.
- Howlers can be brought back by the gate and appreciate Dauntless Resolve for ARM 20. They fuel Accumulator as well.
- Cultist Bands and The Wretches are able to heal Howlers after they were brought back. Orin2 also gives you rerolls.
- Valin Hauke makes the Howlers even harder to remove with Brothers Keeper and also protects Crosse from pop and drop tricks.
- Runewood2 compensates his lack of Reposition with the Shadow insidious plan.
- Nicia2 can give him a soul with Death Song.
- Umbral Guardians keep him safe and fuel the Accumulator, too.
- As your three merc solo options you definitely want to bring Reinholdt and Dr. Nic. The last one is a wash but a damage buff is very much needed, so Ragman is a strong contender. (Note that you can bring neither Boomhowler2 nor Gibbs, as they are partisans)
Irregulars has no archons or fancy character jacks, but many great damage fixers, independent units like Kayazy Eliminators, and agumentors to his shooting. It also has the super juniors as extra focus reserves.
- Precursor Knights are here, too. As is Gabriel Throne. Lifebound can go on a full 12 man unit of Precursors with 3 Battle Priests attached so he has a large soul pool. Precursors need help with delivery and nothing delivers them like Crosse punishing your opponent for killing Precursors by shooting a heavy of the board with their souls.
- Idrian Skirmishers - They hit less hard in melee than PKs but are more durable with Repo 5 and Go to Ground so they still do well as Life Bound targets. With Gaspy and Hermit in tow they will also crack armour admirably and make excellent use of the run & gun part of his feat.
- * Asphyxious4 is as solid a Dauntless Resolve target as there is, who will run his own jacks independently of Crosse and put Dark Shroud onto things for Crosse to blow away. A Tough ARM 20 workpiece such as Gaspy will be a great boon to Crosse.
- Nemo4 - He brings and independent heavy warjack Crosse doesn't have to fuel. With Lighting and Dark Shroud in the same list it will hit very hard to boot. More importantly he is able to bring back your Life Bound unit. Also turn one he can Open the Gate and bring in an Iron Head.
- Lynus & Edrea get rid of clouds and give him Applied Knowledge, so Crosse can at least cripple systems of choice if he cannot finish of a target.
- The theme has a myriad of ranged solos like Harlowe Holdemhigh that love feat induced stealth and run and gun, as well as the presence of the Hermit, whom Crosse also loves.
- Aiyana & Holt pack an ARM debuff, which unlike Dark Shroud works independently of melee range, so it works great with guns. With the Hermit, Throne and Gaspy around you won't need them anymore though.
- Widget can squeeze an extra attack out of one of his jacks each turn.
- Bamfist helps with focus efficiency, or he gives Harlowe Force Barrier.
Crosse is not a battlegroup caster. Most turns you'll have two upkeeps to pay for, leaving you four focus to spend. Two for either Fire Group, Ghost Walk, Dark Fire, or cycling an upkeep and two left for your battlegroup. On one hand this means he doesn't run any warjacks very well, on the other hand it means you're free to build the battlegroup to fill a specific role for the army.
- Toro - Rociante and a Toro fill bis WJPs exactly. Also it can take some punishment and dish it out in return, just like it's big little brother the Nomad.
- Galleon - Seems like a decent idea at first because of Power Lifter and Fire Group, but it's a terrible colossal with poor ranged damage output and Fire Group only makes it slightly better. Steer clear.
- Rover - A sturdy shieldguard is never bad with a squishy caster and he makes his short rage gun... less short ranged.
- Mariner - Probably the best merc non-character heavy when it comes to sheer firepower and range and with its anchor it can wipe out substantial amounts of infantry in melee as well.
- Mangler - If you fancy any of the point cost 14 jacks above, the Mangler will fill is WJPs exactly. He also charges for free and hits reasonably hard.
- Swabber - Fire Group is great for it low range guns and drag sets up targets for Crosse to shoot. Shield Guard is also great for a squishy caster and lastly Lash and Girded is perfect for further increasing the survivability of your troops. It's good in Flame in the Darkness where you may be light on guns.
- Buccaneer - Nets set enemy caster up for assassinations and it's a steal in terms of cost as well, but it's a luxury pick and often useless.
- Hurricane - Unlike the Galleon, this thing is a ranged beast and Fire Group is a major enhancement. It will remove flight from your Archons, however, so you may need to Ghost Walk them.
- He has a longer fluff blurb on PP's "extras" page.
- Crosse1 is a solo, while this version is him as a fully-fledged warcaster.
- Crosse1 had the same gun, but it didn't have any of the special rules. He has since bonded with it and mastered its power.
- There is a limited edition sculpt for Mini-Crate subscribers which is technically Crosse1, but PP have said it can be used for Crosse2 if your Event Organiser allows it.
- Crosse aspires to figure out the nature of his cursed gun, which led him to delve into Thamarite teachings, hence his tag. This also makes him susceptible to the "little nudge" into infernalism the other Hearts of Darkness casters are liable to, hence his presence in said theme. He has absolutely zero conflict of interest when it comes to his relationship with Morrowans and Infernals, right?
- The Soul Reaver is likely an Infernal-touched weapon. In the books it is hinted the gun is slowly driving him mad with bloodlust.
Video Battle Reports
- 2018.07 Not Snakes Gaming, 75 points vs Kreoss3
- 2018.03 Arcane Assist, 75 points vs Siege2
- See also Category: Video Battle Reports for more casters with videos.
Warjacks he can take
With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:
|Mercenary Warjacks (Human) (Edit)|
|Light||Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard|
|Heavy||Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber|
|Colossal||Blockader - Galleon|
- Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.
Other Mercenary models
Rules Clarification : Feat: Shadow War
|* 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)
Gunfighter + an AOE weapon
Gunfighter + a spray weapon
Units of Gunfighters