Difference between revisions of "Revenant Crew of the Atramentous"

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===Rules Clarifications===  
 
===Rules Clarifications===  
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{{RC Undead}}

Revision as of 23:41, 17 October 2018

Cryx Revenant Unit

Deathbound to the Dragon King, the infamous blackship Atramentous and her revenant crew are the scourge of the Broken Coast. The revenants die a thousand deaths in service of the Dragonfather, for Lord Toruk grants them the necromantic power to rise again and the strength to destroy their enemies.

Rifleman
Weapon Attachment

When the time comes for the revenants to make their final assault, the riflemen accompany them, jumping over the bow or through an island fort's gates.

Basic Info

Revenants
Revenant Crew.jpg
SPD 6
MAT 5
RAT 4
DEF 13
ARM 12
CMD 7
Unit Size 6 / 10
0-3 WA
Cost 9 / 16
+2 per WA
1.7 each

Template:SBE

Abilities

  • Entire unit
    • Undead symbol.jpg Undead
    • Deathbound - If there are fewer models in this unit in play during your Maintenance Phase than there were at the start of the game, you can return to play d3 destroyed models to this unit. Place the returned models completely within 3" of the Leader.
    • Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
  • Riflemen only
Tip lightbulb.png

Tip !
Riflemen can only do a CRA with other Riflemen, they can't do it with the Leader or Grunts.

Weapons

  • Leader & Grunts
    • Pistol - 8" range, POW 10 gun
    • Cutlass - 0.5" reach, P+S 9 melee weapon
  • Riflemen
    • Long rifle - 14" range, POW 10 gun
      • Ghost Shot - This model ignores LOS, concealment, and cover when making attacks with this weapon.
    • Cutlass - 0.5" reach, P+S 9 melee weapon

Recent Changes

2017.11 Black Fleet CID

Thoughts on Revenant Crew of the Atramentous

Weapon Attachment

Revenant Crew of the Atramentous in a nutshell

They're a tarpit unit with bad-to-average shooting and melee capabilities.

Thoughts on adding the WA

If you're going to take WA, you should probably take min-sized units with max WA. With Ghost Shot and a decent gun, they're quite good at killing a debuffed and/or knocked down target. Thus minimum units gets you more Riflemen gets you more attacks.

Max or Min?

There are pros and cons to taking either 3x minimum units or 2x maximum units.

Let's compare ... 3x Min units 2x Max units
Total Revenants 18 20
Total Points Cost 27 32
Points Per Model 1.5 1.6
Regeneration per turn 3d3
6 on average
2d3
4 on average
Adding max WA 9 Riflemen
Total cost = 45
Points Per Model = 1.67
6 Riflemen
Total cost = 44
Points Per Model = 1.69
Less Quantifiable Stuff
  • If your opponenet can easily remove 6 models per turn, but would struggle to kill 10, then the minimum unit is worse off. Because they'll kill all 6, no more Leader, and Deathbound stops regardless if you have WA or not (see below).
  • If you have a unit-wide buff then the minimum unit is worse off. Because the spell will only affect 6 models instead of 10.

So, like most things in Warmachine, a simple decision in theory (min units are cheaper per model = better) but a tough one in practice (min units are more fragile).

My advice is to field test it both ways, until you figure out which strategy works best for you.

Combos & Synergies

Drawbacks & Downsides

  • Due to the way Field Promotion and Deathbound are worded and interact, your opponent can negate Deathbound for the entire game by using a Remove From Play ability on the Leader model.

Tricks & Tips

  • Keep one Grunt really far back, so he can get field promoted when the rest of the unit dies.
    • This won't work if the Leader is RFP'd, as described above.
  • If you're using more than 1 unit, mix them together. It'll be harder for your opponent to completely wipe out one unit and/or avoid Deathbound triggering on just one unit; especially if they're using blasts/Electro Leap/etc to clear them, though this strategy is considered extremely rude if the two units are not painted differently enough to tell them apart.

Other

Trivia

  • The unit (not including the WA) was originally released in Warmachine: Escalation (2004)
  • The Rifleman WA was released in the Warmachine: Wrath expansion (2011)
  • Sculptor (Quatermaster): Kev White
  • Sculptor (Grunts): Grègory Clavilier

Theme forces

Other Cryx models

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

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - 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 - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0

Light

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

Heavy

Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Blackbane's Ghost Raiders - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine

Solos

Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

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: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Unique Leader Model      (Edit)

Sometimes a special rule is on the Leader & the Grunts, but is worded so it only works on the Leader (for example Deathbound on the Revenant Crew of the Atramentous).
Either way, if you fail to trigger Field Promotion then you lose the Leader model and you lose the ability. There are two ways to fail Field Promotion:
  1. If the Leader model is RFP'd before it reaches destroyed.
  2. If the Leader model dies while under your opponent's control.
  • When that happens, you choose a Grunt model to become the unit commander but it does not become a Leader model.
RC symbol.png

Rules Clarification : Ghost Shot      (Edit)

  • Ignore LOS (Edit)
    • Since you ignore LOS, you can target models in your back arc. (Infernal Ruling)
  • Although you ignore concealment/cover, you don't ignore any other bonuses models get "from" them (such as Prowl).
  • You don't ignore Stealth's "auto-miss" rule.

Rules Clarification : Undead - None yet. (Edit)

RC symbol.png

Rules Clarification : Deathbound      (Edit)

  • Your opponent can negate Deathbound for the entire game by using a Remove From Play ability vs the Leader model.
    • Because Deathbound makes you place models near the Leader, not the unit commander; (Infernal Ruling); and because Field Promotion only occurs when a Leader is destroyed, but not when they're Removed From Play.
    • It results in you trying to place models near a model that is not on the table.
  • Deathbound + Death Toll
    • This is a bit of a weird one, and easiest to explain with an example. Say you start with a unit of 10 models, then add 2 via Death Toll.
    • 1 model is destroyed, leaving you at 11. You don't have "fewer models in the unit than there were at the start of the game" so Deathbound doesn't trigger.
    • Another model is destroyed, leaving you at 10. Deathbound still doesn't trigger.
    • Another model is destroyed, leaving you at 9. Now Deathbound triggers.
    • Here's the weird part: once it is triggered it no longer cares what the starting unit size was, only how many destroyed models are available to be returned to play. So if you roll a 3 then you get all 3 destroyed models back, and you're back to 12 total.
RC symbol.png

Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort     (Edit)

  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.
RC symbol.png

Rules Clarification : Combined Ranged Attack      (Edit)

  • CRA cannot target models in melee ... unless the target is a huge-based model or the attacker has War-Tempered.
  • If you give the attack-leader a buff to their attack (such as Guidance) then that buff applies to the combined attack (even though the other participants don't have the buff). (Locked thread)
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)


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Note to Editors
To edit the WA's tagged abilities, Click here