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| Seether |
The murderously aggressive Seethers were created for slaughter, a task they achieve with singular efficiency. These nigh-uncontrollable constructs are more than mere killing machines, though; they are an accomplishment of malign intent. Using the horrific soul drives grafted to their cortexes, these abominations extract energy from the rage of souls bound for endless torment in order to fuel their own dark predations.
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
- Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
- Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
- Uncontrollable Rage - A Seether must run or charge during its activation if it can, unless it is engaging an enemy model. It does this without spending focus.
- Talon (x2) - 1" reach, POW 7, P+S 17 melee weapons
- Tusks - 1" reach, POW 2, P+S 12 melee weapon
- Hard Head - This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
- Other Factions
Thoughts on the Seether
The Seether in a nutshell
The Seether bears all the subtleness of a wrecking ball - swing it toward the enemy and watch faces getting wrecked.
Its superb MAT and the special rules will make it able to stand on its own against most infantry, and Berserk will make it a real nightmare against tightly packed formations.
It doesn't fare well in a toe-to-toe fight against enemy heavies unless it gets the alpha and manages to knock out a few systems. Cryx has an abundant way of buffing it up, and/or de-buffing the target.
All in all, he is a decent (but not great) bargain for his points cost and a nice focus-efficient beat-stick in your arsenal, Uncontrollable Rage can be a bit of an Achilles heel, though (explained below).
Combos & Synergies
- The Black Industries theme force gives you Carapace so that it won't get shot up so easily before reaching the enemy.
Also, you can Trample through jamming infantry with much less fear of free strikes (still beware of Weapon Master infantry near the trample lane).
- The Iron Lich Overseer 'Jack Marshal (aka the Overseether). An expensive combo at 18 points, but relatively popular (in the right army).
- The ILO gives the Seether Dark Shroud.
- The Seether still runs/charges for free even when marshalled, so the ILO can use a different 'Jack Marshal ability.
- Crush (+1 attacks, +2 damage) means the talons can deliver 3 hits, and Dark Shroud means they're at a colossal-level damage output. (Or even 4 hits if you can use the Tusks to trigger Berserk)
- Hurry (run/charge/power attack, and +2 to-hit on charges/slams) is only useful if either you're already in melee (and Uncontrollable Rage didn't trigger) and want to Trample or Throw; or if you want the +2 to hit on a charge attack.
- Strike True (+2 to all to-hit rolls) pushes your effective MAT 10.
- Just be sure to screen your ILO from incoming attacks.
- Scaverous - The main way to neuter the Seether is for your enemy to leave no model for it to charge within its front arc and/or turn it around with Domantion/Befuddle/TK tricks. Old Scavvy can TK enemies into range again or use it to turn the Seether around (And extend it's threat range by 3").
- Agathia1's feat works well on Seethers, creating order of activation issues for an opponent facing down potential countercharges. Also the out-of-activation possibilities afforded by Hellwrought can help prevent Seethers from being neutered by back-arc jams.
- Goreshade1 can get good mileage out of Seethers in his battlegroup. Shadowmancer not only helps protect them on the approach, it also buffs their countercharge with Dark Shroud. Judicious use of Soul Gate can also help mitigate the risk of overextending while setting you up to threaten countercharges from unexpected vectors.
- Mortenebra1's Overrun spell can help the Seether advance after a successful charge in order to maximize his Berserk attacks. Jumpstart may also help you to counter the Seether neutralizing tactics in Drawbacks & Downsides.
- Skarre2 provides Admonition, which has decent synergy with the Seether's countercharge and can make it a tricky piece for your opponent to plan their activations around, especially on her feat turn.
Drawbacks & Downsides
- DEF 12 for no good reason.
- DEF 12, ARM 17, and 28 hit boxes combined with it being melee only with no defensive tech make it inherently possibly the easiest to kill heavy in the game.
- You pay for all the offensive tech on this glass canon and it doesn't fit together well:
- Berserk clashes with having to charge because having to move in straight lines means you can't always get into the right positions
- MAT 8 is not that useful on a melee heavy - most enemy melee heavies are Def 12 or less, and against a colossal you'll be hitting almost all the time anyway.
- Berserk isn't that useful without mobility - it only really lets you kill things you end up in 1" of and if it's just infantry you can do that with little trouble. Probably its best use is to "upgrade" your head attack so if you kill something small with it you get another claw attack against a big target.
- It can't walk around a corner and punch someone, it must run or charge instead.
- Hard Head is a bit pointless since Uncontrollable Rage means the Seether can only declare a Slam if it is engaging a model already, and the chances of you doing that and being able to move 3" are pretty low (unless you want to eat a free strike).
- The situation is slightly better with Headbutt.
Uncontrollable Rage (UR) - How to Neuter the Seether
- If your Seether is engaged (an enemy has it in their melee range) but the Seether is not engaging (there is no one in the Seether's melee range) then UR triggers and it must run or charge.
- An enemy model that runs into a Seether's back arc effectively neuters it.
UR triggers but he can't charge the model engaging him (because he has no LOS to it). Which leaves you 2 options:
- Run/charge something else that's in front of you, and eat a free strike (and if your enemy was smart, they would have used something nasty to threaten the free strike.)
- or use your run move to spin in place and waste your activation.
Tricks & Tips
- If you're going up against a hard target, use your Tusks vs a nearby weak infantry. That'll trigger Berserk giving you a stronger attack vs your main target.
- You can even kill one or your own troops to trigger Berserk, which can make positioning the Seether easier.
- If you start your activation engaging, then you're free to walk normally, make normal attacks, Head-butt, Slam, Throw, or Trample through the enemy.
- Some models cannot be engaged (knocked down targets, scenario objectives, etc) and so Uncontrollable Rage will still trigger even if they're in your melee range.
- Use the Seether on the flanks. With free runs/charges and 3 initials it can work pretty well vs light/medium targets without focus, so it's no biggie if it accidentally flanks too far and ends up out of your control range.
- If you somehow get a Trample (despite Uncontrollable Rage) then try to end your trample movement in melee range of something. That way, the models you kill with the Trample will trigger a Berserk attack. But remember that trampling only triggers one instance of berserk no matter how many models you destroy.
- Kill an infantry model too near your main target with the headbutt and you can get a claw in on that main target.
- Six attacks including a charge attack in one turn is not just possible but easy. These are only P+S 17 - but the Seether can make exceptional uses of debuffs.
- Originally released in Warmachine: Escalation (2004)
- 2004 Sculptor: John Winter
- Resculpted in 2016
Other Cryx models