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{{Cryxbox|{{Cryx}} {{Heavy Warjack}} }} [[Category: Model]]
[[:Category:Cryx|Cryx]]  [[:Category:Dark Host|Dark Host]] [[:Category:Heavy|Heavy]] [[:Category:Warjack|Warjack]]
{{4P|Dark Host}}


''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.''
[[Category:Cryx]]
[[Category:Dark Host]]
[[Category:Heavy]]
[[Category:Warjack]]
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Cohort]]


=Basic Info=
==Model stats and abilities==
{{Infobox-Model
{{Model-stats
| name = {{PAGENAME}}
| name= Seether
| image = Seether.jpg
| base= 50 mm
| base  = Large
| hp    = 28
| spd  = 6
| spd  = 6
| str  = 10
| mat  = 8
| mat  = 8
| rat  irrelevant
| def  =12
| def  = 12
| arm  = 18
| arm  = 17 
| fa   = 4
| hp   = 28
| cost  = 10
| cost  = 12
| abilities =
| fa    = U
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Slam Power Attack}}
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Gladiator}}
{{AbilitySingle|Construct}}
{{AbilitySingle|Aggressive}}
{{AbilitySingle|Berserk}}
}}
}}
 
=Weapons=
{{Warjack}}
{{Weapon|weapon=Talon|type = M |rng = 1 |rof = - |aoe = - |pow = 17| loc = X2 (Left & Right)| abilities =  {{AbilitySingle|Throw Power Attack}} }}
 
{{Weapon|weapon=Tusks|type = M |rng = 1 |rof = - |aoe = - |pow = 12| loc = -| abilities = }}
=== Abilities===
* {{Construct}}
* {{Counter Charge}}
* {{Berserk}}
* {{Uncontrollable Rage}}
 
===Weapons===
{|class="wikitable"
{{melee-loc|Talon (x2)|1|7|17|loc=1 each side|
* {{Open Fist}} }}
{{melee-loc|Tusks|1|2|12|loc=Head|
* {{Hard Head}} }}
|}
 
===Theme Forces===
* '''''Cryx
** {{Black Industries}}. {{PAGENAME}} gains [[Carapace]] in this theme.
** {{Dark Host}}
** {{Scourge of the Broken Coast}}. {{PAGENAME}} gains [[Gang Fighter]] in this theme.
** {{The Ghost Fleet}}
 
* '''''Other Factions
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Mortenebra]] is leading the army. It gains [[Accumulator]] [Soulless] in this theme.
** '''[[Mercenary]]''' and '''[[Convergence]]''' players can use it by either:
*** putting it under the control of [[Asphyxious4]] in various themes,
*** putting it under the control of [[Mortenebra]] in {{Strange Bedfellows|notbold=}}.
 
 
=Thoughts on the {{PAGENAME}}=
===The {{PAGENAME}} in a nutshell===
'''In theory''', the Seether is an amazing glass-cannon wrecking ball, sporting excellent offensive capabilities with MAT 8(!), P+S 17 on the claws, Berserk, Countercharge, and free runs/charges - all at a reasonable price. Add in some debuffs and it will tear apart infantry lines and heavies alike.




'''In reality''', the stipulations of Uncontrollable Rage are ''heavily'' exploitable by any half-decent opponent (see the Downsides section for the methods) and the Seether spends all game running, even when the opponent is only an inch away.
==Warjack Rules==
{{Category:Warjack}}


Furthermore its defensive statline of 12/17/28 makes it easy to hit and easy to shred, in fact it's pretty much the worst statline a heavy could have in this game.
==Errata==
No Errata specifically for this model.  


If you want to use the Seether, you need to have a caster that gives it out-of-activation move (such as [[Telekinesis]] or [[Overrun]]) so it can get LOS and declare a charge when it ''does'' activate. In other words you've got to jump through hoops ''just'' to get it to "functional".


: Note: the arguments against Seethers come from a competitive mindset where opponents are bringing S-tier lists and are familiar with how to leverage the Seether's weaknesses.
==Changes and Updates==
===Mk3 to Mk4===


===Combos & Synergies===
==Release Trivia==
<u>Non-Caster</u>
* The [[Black Industries]] theme force gives you [[Carapace]] so that it won't get shot up so easily before reaching the enemy.
* The [[Iron Lich Overseer]] 'Jack Marshal (aka the Overseether). An expensive combo at 18 points, but relatively popular (in the right army).
** The ILO gives the Seether [[Dark Shroud]].
** The Seether still runs/charges for free even when marshalled, so the ILO can use a different [['Jack Marshal]] ability.
*** Crush (+1 attacks, +2 damage) means the talons can deliver 3 hits, and Dark Shroud means they're at a colossal-level damage output. (Or even 4 hits if you can use the Tusks to trigger Berserk)
*** Hurry (run/charge/power attack, and +2 to-hit on charges/slams) is only useful if either you're already in melee (and Uncontrollable Rage didn't trigger) and want to Trample or Throw; or if you want the +2 to hit on a charge attack.
*** Strike True (+2 to all to-hit rolls) pushes your effective MAT 10.
** Just be sure to screen your ILO from incoming attacks.
<u>Casters</u>
* [[Scaverous]] - The main way to neuter the Seether is for your enemy to leave no model for it to charge within its front arc and/or turn it around with Domantion/Befuddle/TK tricks. Old Scavvy can TK enemies into range again or use it to turn the Seether around  (And extend it's threat range by 3").
* [[Bane Witch Agathia|Agathia1]]'s feat works well on Seethers, creating order of activation issues for an opponent facing down potential countercharges. Also the out-of-activation possibilities afforded by [[Hellwrought]] can help prevent Seethers from being neutered by back-arc jams.
* [[Goreshade the Bastard|Goreshade1]] can get good mileage out of Seethers in his battlegroup. Shadowmancer not only helps protect them on the approach, it also buffs their countercharge with Dark Shroud. Judicious use of Soul Gate can also help mitigate the risk of overextending while setting you up to threaten countercharges from unexpected vectors.
* [[Mortenebra1]]'s Overrun spell can help the Seether advance after a successful charge in order to maximize his Berserk attacks. Jumpstart may also help you to counter the Seether neutralizing tactics in Drawbacks & Downsides.
* [[Skarre2]] provides Admonition, which has decent synergy with the Seether's countercharge and can make it a tricky piece for your opponent to plan their activations around, especially on her feat turn.
 
===Drawbacks & Downsides===
[[File: Seether blocked.jpg|thumb|The Seether cannot see this Juggernaut, so it cannot charge it. Since it can't charge, it has to run - it cannot choose to simply walk and attack like any other warjack would. <br>(Unless you give the Seether [[Eyeless Sight]] to see through the cloud and declare a charge.)]]
* DEF 12, ARM 17, and 28 hit boxes combined with it being melee-only and no defensive tech all adds up to it being easy to kill - possibly the easiest to kill heavy in the game.
* It can't walk around a corner and punch someone, it must run or charge instead.
* You pay for all the offensive tech on this glass cannon and it doesn't fit together well:
** Berserk clashes with having to charge because you can't always get into the best place to go Berserk.
** Berserk isn't that useful on models that don't have 2" reach nor overtake. In the Seether's case, it only really lets you kill things you end up within 1" of. If that's just infantry, you could probably do that with just your initial attacks.
** Hard Head is a bit pointless since Uncontrollable Rage means it is almost impossible to do a Power Attack.
** Counter Charge can be actively debilitating. If you don't kill your CC target for whatever reason, the Seether will most likely be engaged (unless you positioned really, really well) and cannot charge anymore unless it takes a free strike.
 
<u>Uncontrollable Rage - How to Neuter a Seether</u>
 
* There are many ways to shut down charges, and if a Seether can't charge it must run ... even if an enemy is within normal walking range.
** Anything which blocks the Seether's LOS (such as dropping a cloud in front of the Seether).
** Anything which changes the Seether's LOS (such as [[Telekinesis]]).
** Anything which prevents a model declaring a charge (such as [[Axis]]'s feat or the [[Polarity Shield]] spell).
 
* Even if you can't mess with LOS or charges, you can still neuter the Seether.
: Simply run a model into the Seether's back arc (that can do decent damage to an ARM 17 model on a free strike). While you're in the back arc, the Seether is not engaging you, so Uncontrollable Rage triggers and the Seether must run/charge. The Seether can't see the model in its back arc so it has two options:
:# Charge something that's in front of the Seether, and eat a free strike.
:# Use a Run to turn around to face the model in its back arc, and do nothing else that activation.
 
===Tricks & Tips===
* If you're going up against a hard target, use your Tusks vs a nearby weak infantry. That'll trigger Berserk giving you a stronger attack vs your main target.
** You can even kill one or your own troops to trigger Berserk, which can make positioning the Seether easier.
* If you start your activation engaging, then you're free to walk normally, make normal attacks, Head-butt, Slam, Throw, or Trample through the enemy.
* Some models cannot be engaged (knocked down targets, scenario objectives, etc) and so Uncontrollable Rage will still trigger even if they're in your melee range.
* Use the Seether on the flanks. With free runs/charges and 3 initials it can work pretty well vs light/medium targets without focus, so it's no biggie if it accidentally flanks too far and ends up out of your control range.
* If you somehow get a Trample (despite Uncontrollable Rage) then try to end your trample movement in melee range of something. That way, the models you kill with the Trample will trigger a Berserk attack. But remember that trampling only triggers one instance of berserk no matter how many models you destroy.
* Kill an infantry model too near your main target with the headbutt and you can get a claw in on that main target.
* Six attacks including a charge attack in one turn is not just possible but easy. These are only P+S 17 - but the Seether can make exceptional uses of debuffs.
 
=Other=
[[File:Seether classic.png|thumb|Classic sculpt]]
===Trivia===  
* Originally released in [[Escalation|Warmachine: Escalation]] (2004)
* Originally released in [[Escalation|Warmachine: Escalation]] (2004)
* 2004 Sculptor: John Winter
* 2004 Sculptor: John Winter
* Resculpted in 2016
* Resculpted in 2016


===Other Cryx models===
==Lore==
{{Index Cryx}}
''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.''
 
===Rules Clarifications===
{{RC Open Fist}}
{{RC Hard Head}}
{{RC Warjack}}
{{RC Construct}}
{{RC Counter Charge}}
{{RC Berserk}}
{{RC Uncontrollable Rage}}

Latest revision as of 00:53, 7 October 2024

Cryx Dark Host Heavy Warjack

Model stats and abilities

Model Statistics

Base size = 50 mmSPDMATDEFARM
Health = 28
FA = 4
Cost = 10681218
-
-

Model Advantages and Abilities

Trample Power Attack
Trample Power Attack
This model can make a trample power attack.

No errata for Trample Power Attack (Create)

Slam Power Attack
Slam Power Attack
This model can make slam power attacks.

No errata for Slam Power Attack (Create)

Headbutt Power Attack
Headbutt Power Attack
This model can make Headbutt power attacks.


No errata for Headbutt Power Attack (Create)

Gladiator
Gladiator
This model gains +2 on power attack damage rolls and on power attack collateral damage rolls.

No errata for Gladiator (Create)

Construct
Construct
This model is a construct, and is not a living model.

No errata for Construct (Create)


Aggressive
This model can run or charge without spending a focus point.

No errata for Aggressive (Create)


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, regardless of whether that model is a friendly model or an enemy model.

No errata for Berserk (Create)


Weapons

Talon
 RNG   ROF   AOE   POW   LOCATION 
1 - - 17 X2 (Left & Right)
Throw Power Attack
Throw Power Attack
  • This weapon can be used to make Throw power attacks.
  • A warjack cannot use this weapon to make a Throw Power attack if this weapon is crippled.

No errata for Throw Power Attack (Create)

Tusks
 RNG   ROF   AOE   POW   LOCATION 
1 - - 12 -


Warjack Rules

Category:Warjack

Errata

No Errata specifically for this model.


Changes and Updates

Mk3 to Mk4

Release Trivia

Lore

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.