Nightwretch

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Cryx Logo.jpg Nightwretch

Cryx Light Warjack

Carrying a particularly volatile mixture of lead shot and alchemical waste byproducts, the projectiles explode with a concussive blast that can be heard for miles. In seconds entire companies can be reduced to a smoldering heap of flesh flayed from bone.

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When you go to physically buy Nightwretches, you get a box with 2 models. Despite this, they are added to your army one model at a time.

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Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Basic Info

Nightwretch
Missing Info
Nightwretch.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 7
STR 7
MAT 5
RAT 5
M.A. N/A
DEF 14
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 20
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 7
N/A
N/A
FA U
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

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct - This model is a construct and is not a living model.
  • Arc Node - This model can channel spells cast by its controlling Warcaster.

Weapons

  • Bash - 0.5" reach, P+S 7 melee attack
  • Doomspitter - 6" range, 3" AOE, POW 14 ranged attack

Theme Forces

Thoughts on Nightwretch

Nightwretch in a nutshell

The Nightwretch is arguably one of the two best arcnodes in the Cryx arsenal. The Nightwretch brings every advantage you would expect from an ‘Cryx Death Chicken’. Good value, enough boxes to probably survive one good hit with one or two functional systems, high speed, and most importantly an arcnode.

The Nightwretch is effective against an unusually wide variety of targets. High armor targets frequently sport lower defense scores. With this in mind, the 14 power gun can actually deal non-trivial damage against well armored enemies if it uses a boost.

Against high defense targets with lower armor scores, the Nightwretch can come within 4” to abuse the minimum scatter rule to guarantee a partial hit. A boosted partial hit will kill a 5 box 12 armor solo on average dice. Trading an arcnode for a solo might not be favorable, but in the case of some very critical models like Eiryiss, it might be necessary.

In terms of melee combat if falls behind it’s more melee oriented brethren, but surprisingly not by much. Cryx bonejacks used in melee are sometimes better used simply to do slam power attacks.

Most any use of an arcnode in Cryx will probably land it in retaliation range of an opponent nearly guaranteeing that the counter attack will destroy it unless immediately followed up by the rest of your army with a serious to moderate engage. If you are committing an arcnode for this accept that it is likely to die. It can absolutely be worth it provided you arc an important spell, such as a debuff on a powerful enemy.

In the later stages of the game, warcasters are more likely to personally cast spells rather than use arcnodes. If you find they are not necessary for their node, they make excellent jamming or contesting units as they require an awkward amount of offensive resources to kill thanks to their high defense.

Combos & Synergies

Cryx casters are infamous for their debilitating debuff spells. Use arcnodes to press your casters presence without risking your neck.

Drawbacks & Downsides

  • It's a special order model.
  • Its damage grid has just enough boxes to allow the bonejack to take a good hit and keep going, but a second one will likely leave it crippled if not totally destroyed. This sets the tone for Cryx bonejacks being fast and hard to hit, but easily damaged if they are struck.
  • Despite the advantages of the gun, it is a point more expensive than a Deathripper. Since many arcnodes simply spend their entire existence running and arcing spells, this can mean it does the exact same thing as a ripper for simply 1 point more of extras that are not necessarily going to be used.
    • The Black Industries Theme force allows for Cryx bonejacks which cost 7 points or less to be taken for free. Since this effectively makes it the same cost, the Nightwretch is the most widely taken free model.

Tricks & Tips

  • Slam a target to cause damage and leave it knocked down. This has the added benefit of leaving the Nightwretch out of combat afterwards so its arc node may still be used.
  • If blast damage is enough to kill your target then move within 4" of them. The most the AOE can then scatter is 2" which means at least part of your target's base will still be under the edge of the AOE.

Other

Trivia

  • Originally released in Warmachine: Prime (2003)
  • Sculptor: John Winter
  • Nickname(s): Bonechicken, Deathchicken, Chicken (these names can refer to any of the Cryx arc nodes)

Other Cryx models

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 - The Devil's Shadow Mutineers

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 - Master Gurglepox - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2019.09

Rules Clarifications

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Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Channeler and/or Arc Node     (Edit)
Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll.

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
     
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A