Satyxis Raiders: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
wmu-cryx>Juckto
No edit summary
 
m (1 revision imported)
(No difference)

Revision as of 13:50, 13 January 2024

Template:Cryxbox2 Template:4P

Even in a region known for its terrifying pirates, the Satyxis stand above the rest. Belonging to an ancient tradition in which sailing is as natural as breathing, these fierce warrior women believe nothing in life to be sweeter than plunder and slaughter.

Satyxis sea witches are exalted among the warrior clans of the dark amazons. They are the right hands of their fierce captains as well as the navigators and taskmasters of their raiding ships. With their black magic, these pirate sorceresses conjure mists and numinous winds to escort their black ships in silence.

Basic Info

Template:Infobox-Model

Abilities

Weapons

  • Sea Witch
    • Hand Cannon - 12" range, POW 12 ranged weapon
    • Piercer - 2" reach, P+S 9 melee attack
      • Critical Knockdown - As above
      • Feedback - As above
      • Magical Weapon - As above
    • Horns - 0.5" reach, P+S 8 melee attack.
      • Critical Knockdown - As above

Theme Forces


Thoughts on Satyxis Raiders

File:34099 CryxSatyxisRaiders10WEB.jpg
2006-ish sculpt

Satyxis Raiders in a Nutshell

Satyxis Raiders are currently the best infantry in Cryx. Primarily they are jamming infantry, although their damage output is not to be scoffed at. You can throw them into a flank, and the opponent is likely to struggle to wipe them out in an efficient manner.

One of the major weaknesses of Cryx is that they are typically out gunned by other armies, a fault that Raiders are particularly well suited against. High speed means that enemies are going to have one turn of shooting before they can charge the line. High defense means that without boosts or aiming, they are going to be very hard to hit. Whipping Winds means that blast, a traditional Achilles heel of many light infantry, is pretty much useless against them. After that, they boast highly accurate attacks.

Thoughts on adding the CA

The Satyxis Raider Sea Witch is extremely valuable to the unit and vastly increases the survival abilities of the unit as a whole via her witchcraft ability.

  • Whipping Winds is by far the most useful ability. It provides the unit with immunity to blast damage and a bonus to their already high defense. Even without the bonus, some players elect to pay focus to boost attacks. Once engaged in melee, their in-melee-def-bonus makes them practically impossible to remove with shooting.
  • True Winds gives them pathfinder on the charge. If the unit they are charging absolutely needs to be engaged, use this ability if no other means of navigating terrain are available. Otherwise, it is probably best to reapply Whipping Winds so that if they wipe the enemy out, they are harder to clear out with shooting.
  • Red Tide provides the unit with Overtake. This can potentially increase the number of units the squad can engage and kill. Again, a good part of the survival of this unit lies in their immunity to blast damage. Judge whether or not switching off of Whipping Winds is worth the amount of fire they will take.

Combos & Synergies

File:Raider CA 2006.jpg
2006 CA sculpt
  • Any Cryx caster with Parasite, Scything Touch, Curse of Shadows, Mortality or any other armor debuff will make their hitting substantially more lethal.
  • Backlash stacks with Feedback. Skarre1 and Skarre2 have a shot at killing a warcaster with Backlash, but to be truly lethal, your opponent has to all but let this happen. For the most part, either you will kill the enemy warjack on the charge, or their armor will be so high that damage is unreliable.
  • The Satyxis Raider Captain is a solid combat solo on her own. She provides knockdown immunity to nearby Satyxis. While it is relatively rare that something knocks them down without killing them, if your opponent can do this (High Exemplar Kreoss and casters with Scourge for example), protection against it makes them that much more difficult to kill.

Drawbacks & Downsides

  • For all their advantages, Satyxis Raiders don't hit all that hard. Without a charge or debuff, they might struggle to actually cause damage.
  • There are a number of counters to this unit, and as good as they are, you may find that these counters are annoyingly common.
  • Boosted Sprays, particularly from Sentry Stone & Mannikins, roll so many attacks that the Satyxis are likely to fall in significant numbers to them.
  • There are AoE attacks that read that they damage every model under the AoE without specifically mentioning blast damage such as Annihilation, Hellmouth, and Breath of Corruption to name a few in the faction alone. These attacks will bypass their high defense and hit their laugably weak “armor”. This can be particularly true if used in combination with the minimum distance rule.
  • Things that knock them down make them easy targets.
  • Automatic hits are lethal to a unit with such low armor; Electroleap in Cygnar, so fire attacks in Menoth, Bile Thrall Purges, the list goes on.

Tricks & Tips

  • If in doubt, pray for Whipping Winds.


Other

Trivia

File:Satyxis Raiders 2003.jpg
2003 sculpt
  • The unit (not including CA) was released way back in Warmachine: Prime (2003)
  • The Sea Witch UA was released in Warmachine: Superiority (2006)
  • 2018 unit & CA sculpt by Michael Vaillancourt
  • 2006-ish unit sculpt by Kev White
  • 2006 CA sculpt by Werner Klocke
  • 2003 original unit sculpt had slender horns that came separate from the rest of the model. That were difficult to glue into place and even more difficult to keep attached.

Other Cryx models

Template:Index Cryx

Rules Clarifications

Template:RC Chain Weapon Template:RC Feedback Template:RC Magical Weapon Template:RC Knockdown Template:RC Gang Template:RC Officer Template:RC Witchcraft Template:RC Red Tide Template:RC True Wind Template:RC Whipping Winds

Template:Edbox