Difference between revisions of "Slayer"

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=Thoughts on the Slayer=  
 
=Thoughts on the Slayer=  
===Comparison to Mk2===
 
The Slayer got slightly cheaper, and its tusks gained Hard Head. Otherwise it's completely unchanged, and it fulfils the same role as it did in Mk2.
 
 
In Mk2 it was a decent jack but slightly unpopular since it was susceptible to having its arms shot off before it reached combat, and other in-faction jacks or infantry were nearly always a better investment for the points cost. It remains to be seen whether this is still the case in Mk3.
 
 
 
===The Slayer in a Nutshell===
 
===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?
 
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?

Revision as of 04:35, 2 February 2019

Cryx Logo.jpg Slayer

Cryx Heavy Warjack

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.

Basic Info

Slayer
Missing Info
Slayer WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 10
MAT 7
RAT N/A
M.A. N/A
DEF 13
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 28
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 10
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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 symbol.jpg Construct

Weapons

  • Death Claw (x2) - 1" reach, P+S 16 melee weapons.
    • Open Fist symbol.jpg Open Fist
    • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Giving a total P+S = 22)
  • 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.

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.
  • 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.

Other

Trivia

  • 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).

Theme Forces

Template:Cryx NCW

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 : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
RC symbol.png

Rules Clarification : Combo Strike      (Edit)

  • You cannot make a Combo attack if the weapon is crippled. Refer "Crippled Systems" in the core rulebook.
RC symbol.png

Rules Clarification : Hard Head      (Edit)

  • You can add the POW even if the weapon system is crippled.
  • Hard Head doesn't get applied to collateral damage, because that is a separate type of roll. Refer page 45 of the mini rulebook.
RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)