Satyxis Blood Witches
Satyxis Blood Witches
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The sadism of the Satyxis is a legend among those who sail the waters of the Broken Coast. But even among the depraved Satyxis are a few whose appetites for atrocity are greater than their sisters. The Blood Witches work their dark magic through blighted ritual blades known as Blood Razors.
The blood hags lead their sisters in the most hallowed rites: sacrificing the males born to the Satyxis, initiating the girl children into the cruel ways of the Satyxis, and conducting the auguries that steer the fate of their people.
Basic Info
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Abilities
- Entire unit
- Blood Hag only
- Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.
- Tactics: Blessed - Models in this unit gain Blessed.
- Granted: Side Step - While this model is in formation, models in its unit gain Side Step. (Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.)
Weapons
- Blood Witches
- Blood Razor - 0.5" reach, P+S 10 melee weapon
- Damage Type: Magical
- Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
- Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.
- Blood Shadow - If this attack boxes a living or undead model, this model can gain Incorporeal for one round.
- Death Strike - If this attack destroys a living or undead model, after resolving the attack choose a model within 4" of this model. The chosen model suffers a damage roll with a POW equal to the STR of the model destroyed by the attack.
- Horns - 0.5" reach, P+S 8 melee wapon
- Critical Knockdown - On a critical hit, the model hit becomes knocked down.
- Blood Razor - 0.5" reach, P+S 10 melee weapon
- Blood Hag
- Blood Razor - 0.5" reach, P+S 10 melee weapon
- Same abilities as above, but with a 4th Attack Type:
- Dispel - When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire.
- Same abilities as above, but with a 4th Attack Type:
- Horns - 0.5" reach, P+S 8 melee weapon
- Critical Knockdown - As above
- Blood Razor - 0.5" reach, P+S 10 melee weapon
Theme Forces
- Cryx
- Scourge of the Broken Coast. Up to one unit of Blood Witches can gain Ambush in this theme.
- Other Factions
- Hearts of Darkness. Satyxis Blood Witches can only go in this theme if Mortenebra is leading the army. It becomes an Infernal model in this theme.
Recent Changes
No changes since 2018.01
Thoughts on Satyxis Blood Witches
Satyxis Blood Witches in a nutshell
Blood Witches are cheap-ish light infantry who excel at dealing with the types of enemies who specialize in being difficult to remove. Their weapons are magical to cut through incorporeal models, they have Blessed to deal with buffed models, and they have Grievous Wounds to deal with tough/regenerating models, and they have Death Strike to circumvent targeting restrictions and abilities triggered by taking damage from enemy attacks (such as Vengeance or Sanguine Bond).
Gang and multiple attack makes them very proficient at killing high defense models. If they can get the charge, their daggers have enough potential to deal significant damage to moderately armored targets, especially if the Blood Hag gets in close.
They have a fragile statline, typical for light infantry, and they rely on stealth to survive. Once there they can be made more difficult to kill via Blood Shadow (although you miss out on the more offensive dagger abilities).
It's also worth mentioning that Death Strike is effectively a 3rd attack, so a single Blood Witch can net an impressive three kills a turn on hot dice. Obviously the ideal target is high STR, low ARM models but they tend to be rarer than hen's teeth. Keep an eye out for nearly dead warbeasts, otherwise treat it as a nice extra rather than a core ability.
Thoughts on adding the CA
If you're running them in the Scourge of the Broken Coast theme, she is worth it for Dark Shroud because that theme has very few damage fixers. Otherwise, you could take her or leave her.
Combos & Synergies
Being an independent unit they don't need help to do well, but they sure will appreciate it.
- Casters who do not support infantry can add Blood Witches to their forces with comfort. They are a relatively independent unit who cover a very large number of strange situations. They are remarkably cheap for their potential offensive power.
- They make good foot soldiers for a stealth skew list.
- Blood Shadow does not RFP and can be used against friendly models. You can kill your own thralls (and bring them back same turn with a necrosurgeon) to make your witches incorporeal. This helps mitigate their short threat range.
- Satyxis Blood Witches make excellent use of armor debuffs thanks to their high accuracy and moderate damage.
Drawbacks & Downsides
- They're a special order model.
- Very low armor and only moderate defense means that Blood Witches die very easily to any aggression. Stealth will keep them safe from a good deal of attacks, but scattering AoEs will remain a problem.
- Blessed will not improve the performance of Deathstrike as it is not considered to be an attack.
- Without charging and gang, they will struggle against moderately armored units.
- Low armor, defense, and gang means that this unit can be particularly vulnerable to tramples. Pay attention to your formation near heavy warjacks.
- Getting work out of the Hag's Dark Shroud is risky. If she dies, the unit loses Side Step.
- The Dispel attack type on the Hag will remove debuffs if used. If you both want to remove buffs and benefit from a debuff, have the Hag attack last.
Tricks & Tips
- If your opponent's army derives benefits when you kill or damage their models (i.e., generating corpses for the Death Knell), you can use the damage roll from Death Strike to deny them as the damage is technically not caused by an enemy attack.
- As with many other Gang units, run models who are too far away to charge into engagement so the more isolated models in the squad can benefit from gang.
- Against models with rules or buffs that give them out-of-activation advances and attacks such as Dodge, Riposte, or Enliven, open your attack with the horns to try to knock them down and prevent their countermeasures from working.
Other
Trivia
- Released in Forces of Warmachine: Cryx (2010)
- When the Hag was first released, her Entropic Force ability prevented warlocks using transfers; but was soon errata'd by PP because it was so mean to Trollbloods, it wasn't even funny. (It's since been replaced by Dark Shroud).
Other Cryx models
Rules Clarifications
Rules Clarification: : Magical Damage (Edit) | |
* 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)
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Rules Clarification : Attack Type and/or Arcane Savant (Edit)
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Rules Clarification : Grievous Wounds (Edit)
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Rules Clarification : Blood Shadow (Edit)
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Rules Clarification : Death Strike (Edit)
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Rules Clarification : Dispel (Edit)
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Rules Clarification : Stealth (Edit)
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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort (Edit)
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Rules Clarification : Dark Shroud (Edit)
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Rules Clarification : Tactics vs Granted (Edit)
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Rules Clarification : Blessed and/or Creator's Wrath (Edit)
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Rules Clarification : Side Step (Edit)
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Note to Editors |