Difference between revisions of "Seether"
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=Thoughts on the {{PAGENAME}}= | =Thoughts on the {{PAGENAME}}= | ||
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===The {{PAGENAME}} in a nutshell=== | ===The {{PAGENAME}} 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 infantries, and Berserk will make a real nightmare against tightly packed formations. Heavies might scrap it without proper support - but thankfully, Cryx has an abundant way of buffing it up, and de-buffing the target. | + | 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 infantries, and Berserk will make a real nightmare against tightly packed formations. Heavies might scrap it without proper support - but thankfully, Cryx has an abundant way of buffing it up, and de-buffing the target. Being a pricey, but focus-efficient beatstick in your arsenal, he is now your second cheapest heavy, along with the [[Reaper]] and the [[Inflictor]]. |
===Combos & Synergies=== | ===Combos & Synergies=== | ||
+ | * [[Black Industries]] gives you Carapace - just so that it won't get shot up so easily while reaching the enemy. Also, you can Trample through jamming infantry wit much less fear (still beware with Weapon Master infantry). | ||
* Send it to the flanks. It can run pretty well outside of your caster's control area, and have no trouble with mulching light/medium targets. | * Send it to the flanks. It can run pretty well outside of your caster's control area, and have no trouble with mulching light/medium targets. | ||
* The [[Iron Lich Overseer]]'s Drive, along with the jack marshal bonuses can be absolutely devastating. Just be on the lookout to screen your ILO from incoming attacks. | * The [[Iron Lich Overseer]]'s Drive, along with the jack marshal bonuses can be absolutely devastating. Just be on the lookout to screen your ILO from incoming attacks. | ||
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===Drawbacks & Downsides=== | ===Drawbacks & Downsides=== | ||
− | * Hard Head is a bit pointless since Uncontrollable Rage means the Seether can only Slam, if it is engaging a model already | + | * Hard Head is a bit pointless since Uncontrollable Rage means the Seether can only Slam, if it is engaging a model already. Even if you do so, |
** a successful slam will neither move, nor knock down the target, as you did not advance the necessary 3" for slamming | ** a successful slam will neither move, nor knock down the target, as you did not advance the necessary 3" for slamming | ||
** you'll need a focus for the power attack (or a nearby jack marshal) | ** you'll need a focus for the power attack (or a nearby jack marshal) | ||
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===Tricks & Tips=== | ===Tricks & Tips=== | ||
− | The 2016 June errata now compels you to make the compulsory Charge/Run only if you did not engage an enemy model. Once you did, feel free to Head-butt, Slam, Throw, or Trample through the enemy. | + | * The 2016 June errata now compels you to make the compulsory Charge/Run only if you did not engage an enemy model. Once you did, feel free to Head-butt, Slam, Throw, or Trample through the enemy. |
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=Other= | =Other= |
Revision as of 10:27, 28 November 2017
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.
Contents
Basic Info
Seether | ||
---|---|---|
SPD | 6 | |
STR | 10 | |
MAT | 8 | |
DEF | 12 | |
ARM | 17 | |
HP | 28 | |
Cost | 13 |
Weapons & Attacks
- Talon (x2) - 1" reach, P+S 17 melee weapon
- 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.
Special Abilities
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
- Construct
- 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 - This model must run or charge during its activation if it can, unless it is engaging an enemy model. It does this without spending focus.
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 infantries, and Berserk will make a real nightmare against tightly packed formations. Heavies might scrap it without proper support - but thankfully, Cryx has an abundant way of buffing it up, and de-buffing the target. Being a pricey, but focus-efficient beatstick in your arsenal, he is now your second cheapest heavy, along with the Reaper and the Inflictor.
Combos & Synergies
- Black Industries gives you Carapace - just so that it won't get shot up so easily while reaching the enemy. Also, you can Trample through jamming infantry wit much less fear (still beware with Weapon Master infantry).
- Send it to the flanks. It can run pretty well outside of your caster's control area, and have no trouble with mulching light/medium targets.
- The Iron Lich Overseer's Drive, along with the jack marshal bonuses can be absolutely devastating. Just be on the lookout to screen your ILO from incoming attacks.
- With Dark shroud and Crush the talons can deliver 3 hits, with a colossal-level damage output.
- With Hurry you can grab your target for a Throw without focus, or deliver a super-accurate charge attack, hitting DEF17 targets on average roll.
- Strike True boosts your effective MAT to Butcher levels, and above.
Drawbacks & Downsides
- Hard Head is a bit pointless since Uncontrollable Rage means the Seether can only Slam, if it is engaging a model already. Even if you do so,
- a successful slam will neither move, nor knock down the target, as you did not advance the necessary 3" for slamming
- you'll need a focus for the power attack (or a nearby jack marshal)
- without focus you sacrifice 3 basic attacks for a single slam...
- ...which might end your activation upon failing to hit the enemy
- The situation is slightly better with Head-butt, but the latter 3 points still apply to that.
Tricks & Tips
- The 2016 June errata now compels you to make the compulsory Charge/Run only if you did not engage an enemy model. Once you did, feel free to Head-butt, Slam, Throw, or Trample through the enemy.
Other
Trivia
- Originally released in Warmachine: Escalation (2004)
- Sculptor: John Winter
Theme Forces
Other Cryx models
Rules Clarifications
Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
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Rules Clarification : Hard Head (Edit)
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Rules Clarification : Warjack (Edit)
Inert warjacks
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Rules Clarification : Construct - None yet. (Edit)
Rules Clarification: : Countercharge (Edit) | |
Timing
Triggering Countercharge
Attacks, Boosting, & Other Triggers
After the Countercharge
Other interactions
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Rules Clarification : Berserk (Edit)
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Rules Clarification : Uncontrollable Rage (Edit)
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