| Slayer |
An eerie glow pulsates from the Slayer's furnace, a frightful light illuminating even its eye sockets, suggesting some greater intelligence. After decades of Cryxian terror along the coasts, any greenish lights - like those found floating in the bogs and fens of Immoren - are often called "Cryxlights" by superstitious travelers.
- 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.
- Death Claw (x2) - 1" reach, P+S 16 melee weapons.
- Tusks - 1" reach, 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.
- Black Industries. Slayer gains Carapace in this theme.
- Dark Host
- The Ghost Fleet
- Infernal Machines. Slayer gains Hyper-Aggressive in this theme.
- Scourge of the Broken Coast
- Slaughter Fleet Raiders. Slayer gains Gang Fighter in this theme.
Thoughts on the Slayer
The Slayer in a Nutshell
The Slayer is Simplicity incarnate - aim at the enemy, beat face. The Slayer is a cheap helljack to field, costing as much as other faction's light warjacks. The Slayer is capable of sneaky tricks and dirty tactics when combined with various casters, but it will always be known as a straight-up melee fighter when simple, honest brutality is called for. And when isn't brutality needed?
Consider that, just by itself, with no extra focus other than power up, you have a warjack that:
- has three initial attacks,
- can hit most models with average rolls,
- smash moderate-to-high ARM targets with two solid hits, or
- swap the 3 initials to smash very high ARM targets with a Combo-Strike.
That's an incredible deal for the points cost!
The Death Claws are Open Fists, meaning the Slayer can make every possible power attack in the game (barring Colossal-only ones).
Combos & Synergies
- Carapace from Black Industries fixes one of its major weaknesses, which is losing its arm systems from a few moderate POW shots.
- When supported by a warcaster, the Slayer can reach even higher levels.
- Asphyxious3 makes him shine with Mobility and his Field Marshal[Unyielding].
- Mortenebra makes this 'jack hell on wheels against living models,
- while Deneghra1's spells like Crippling Grasp and Parasite make it lethal to even the toughest warjacks. Subtle spells like Ghost Walk allow it to freely maneuver around the battlefield.
- Infernal Machine from the The Witch Coven of Garlghast will make a Slayer both speedier and more accurate in melee.
- Goreshade1's Shadowmancer spell will increase its damage output while protecting it from ranged attacks.
- A Warwitch Siren can Power Boost it for one focus, giving it enough to charge into combat.
- A Necrotech can repair the Slayer's crippled systems. No more skill check.
Drawbacks & Downsides
The Slayer is not a bad warjack as such, but it is a cheap warjack. As always when going with the cheap option you've got to sacrifice some performance, and in the case of the Slayer it's:
- Low durability. Although the Slayer hits hard it cannot take a hit back.
- The Slayer embodies the Cryx "Glass Blade" approach to warjacks; either they hit hard and take out their target, or get hit first and are destroyed with ease.
- A Slayer can't take a charge on the chin and still be there next turn; nor multiple ranged attacks to the face, it will die or at very least be crippled.
- Easily crippled. The combination of low durability and poor damage grid layout makes it very easy for at least one of its arms to be shot off before it gets into combat.
- Note that this means you lose the ability to do Combo Strikes, as well as losing the effectiveness of one of your initial attacks. Losing one arm can more than halve your damage output.
- Somewhat pillow-fisted. In comparison to other faction's heavy warjacks, the P+S on the Deathclaws is a bit mediocre.
Another minor downside is the disparity in P+S between the Tusks and the Claws. If you go against a heavy target the Tusks will barely scratch the paint job, but if you go against a lighter target that the Tusks can damage then the Claws will be complete overkill. Although: the tusks aren't really intended to enhance it's raw damage potential, and should be seen as a nice (little) boost to slams, 'butts and anti-light power.
Tricks & Tips
- The Slayer is great as either a piece trade (tempting an enemy heavy to charge and wreck it, but be left open for your army to kill it next turn) or to be held back until the late game, when fewer models are alive still capable of tearing apart a warjack.
- Normally it's best to use your highest P+S weapon as your charge attack. However, against single-wound models at a certain ARM level (around ARM 18-20) it actually makes more sense to use the charge boost on the Tusks. Consider:
- Using Claw on the charge: first claw attack completely overkills target thanks to the boost, second claw attack kills with average dice, third tusk attack does no damage. Total enemy dead = 2.
- Using Tusk on the charge: first tusk attack kills with average dice thanks to the boost, second and third claw attacks kill with average dice. Total enemy dead = 3.
- When going up against a heavy target, try to position yourself so that you have at least one infantry in range, and use your Tusk attack against that model.
- One of the big advantages of combo strike is that is can significantly speed up your turn. If you are playing on a clock, this is an effective way to save a great deal of time, even if you end up losing some damage. This is particularly good to do if you are strapped for focus.
- Originally released in Warmachine: Prime (2003)
- Sculptor: John Winter
- From 2003 to 2010 it was sold as a single metal model.
- From 2010 to 2017 it was sold in a multi-jack kit with the Reaper and Corruptor (old resin-plastic).
- From 2017 onwards, it'll be sold in a multi-jack kit with Erebus (new better plastic).
Other Cryx models