Wednesday, February 29, 2012

Savage Tactics



I wanted to go into a little more detail on why I thing Savagry is such a fantastic spell with pMakeda, here are a few (but not all) of the tricks you can do with this spell:

1. All Hail King Hakaar!

I almost always take Hakaar with pMakeda for this simple tactic. The basic set up after a first turn run is this:



As you can see I have 3 Nihilators up front to prevent another infantry unit from being able to plate the back Nihilators without having to take some sort of free strike (just keep your opponent honest about the charge lanes they take).

The Nihilators highlighted in Green are all models that Hakaar can claim righteous Vengeance for if they are destroyed. Makeda or Marketh can cast Savagry on Hakaar during that first turn.

So here is the rules interaction. Rightous Vengence triggers before you decide to upkeed a spell or not. If your opponent kills any single one of those Green Nihilators here is what he/she is looking at after your maintenance phase.



Righteous Vengence is an Advance, Savagry is a speed buff when you make a full advance. Hakaar has a 9" move with reach to make an attack and he probably has a Soul or two from losing a Nihilator in his range. That can easily put Hakaar into charge range of a lot of things, with the killing potential to put a lot of hurting on something. If your opponent plated your front line, even better.

At this point you can choose to upkeep Savagry or let it expire, which would entirely depend on what you intend to do with him. He is faster under Savagery then when he makes a charge, but if you intend to Combo Strike (which you should if you need to put a hurting on a heavy), Charging is your better option, so you can easily let it drop.

Hakaar is MAT 11 under Carnage BTW. So with a boost you can hit anything in the game and POW 13 is pretty impressive.

Oh, if you are worried about a ranged attack that can take Hakaar out (thanks to his larger base), park a Brute within 2" of Hakaar and Makeda and remind yourself why Shield Guard is awesome.

2. Solo Hunting with Rhadiem

This is a very simple tactic. Rhadiem is SPD 8 base, 13 when he makes a full advance under Savagery, with a 5" leap on top of that. He has MAT 8 and an Armor Piecing attack. By the way, he has reach on top of all of this.

So any troublesome solo needs to watch out for his 20" threat range. Rhadiem under pMakeda is one of the best Tartarus hunting items in the faction. Hitting that guy on a 5, and on average dice killing him. Very hard to avoid due to that leap. Plus you have a combat rider attack to toss around to.

You can also hunt high DEF solos rather easily since Carnage can pump him up to MAT 10. This requires Makeda to be fairly aggressively placed, so I don't try and set that up unless I truly need it.

3. Thank you for getting rid of that infantry for me Karn, appreciate it.

A common eLich tactic is to hide a unit behind a number of clouds like so:


This presents a pretty big deal for us as a faction. Some factions have eyeless sight spraying beasts, some factions have arcing fire barrages, enough to throw out that at least something would stick, but us? We can only soulward a single model at a time, and our infantry just dies if trying to advance through those clouds.

The downside to that tactic is that it naturally forces the Cryx player to "clump up". Expose any Banes to the sides and you can set up possible ways for side step/overtake/ whatever to hit one model and move into optimal position and start munching on Banes.

With Savagry and the Archidon's animus, you can easily lazily advance Karn right here:




So with a simple side step after the first initial, you can threaten a lot of banes.

Why the Archidon's animus and not Rush? Well, with Savagry, your threat range is already an impressive 13" (with reach) so you easily have the distance to out threat them. However, with Rush, you will have to save at least 2 fury to cast Fate Walker on yourself to get back out of danger.

The Archidon's animus lets you spend all 5 fury on attacks, for 7 total. If you are in Carnage range, you are only effective MAT 9. Your two initial side steps plus reach can let your threaten a lot, and I mean, a lot of infantry. Any hit you connect with with Karn is a dead model, period.

Sprint is also better, order of activation wise, because you don't have to wait until the end of the turn to make the advance. Simply advance 11" back to your lines, move infantry around Karn to block off any reprisals. And since nothing in this strategy required enrage, your pain givers can pull all 5 fury of Karn. Hey, guess what? you have more opportunities for Intuition to really mess with your opponent, especially if Karn has the Brutes animus on him (but you should only do that if you are really concerned with losing Karn).

This strategy isn't just for eLich, Circle with forest creation, swamp gobbers, you name it. Anything that hurts charge targets with LOS issues. If difficult terrain is a factor, you can easily go with popping Rush on Karn, and only have your 5 attacks to play with. pMakeda easily has the best Karn yo-yo tactic.


I hope these tips are helpful. Savagery is such a fantastic spell.

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