Player requirements: Faction

I had an interesting question from ‘theurge’, which I feel requires more than a comment to answer. Back when I quit Circle, I stated that Circle didn’t require creativity but flawless play, which are two very different things, and this prompted theurge to ask the following question.

Speaking about the requirements for a player, how would you describe other factions? Namely, Cryx and Legion. Or even casters\locks, if possible.
This topic rarely, if ever, mentioned in faction\warcaster reviews. Yet, I think it’s very important characteristic. Especially for a new players.
– theurge

Great question really, and something I’ve never actually given much thought, but like theurge says it’s some really useful information. I might end up doing this for individual casters, but for now a faction overview might be useful. I’ll try and explain a bit about why I think the faction deserves the label it receives, and I’ll stick to the main factions for now.

  • Cryx (Analytical skill & Synergies)

Winning with Cryx is all about picking the right tools for your list, and then applying them in the right situations on the battlefield. In Cryx you need the ability to evaluate synergies, because often a slightly worse option (on paper) ends up being better in a specific build than one of the obviously powerful choices. This holds true for all factions of course, but it’s alpha and omega with Cryx.

  • Cygnar (Patience and target priority)

In Cygnar you need the ability to evaluate the relative value of enemy targets, and not simply shoot at whatever is closest and most convenient. The Cygnar players who really scare me, are the people who know what they need to sacrifice and when, and who keeps cool in the face of onslaught while gunning down the key models they need out of the game in order to win.

  • Khador (Timing and Initiative)

It’s a difficult faction to label but I’m going with timing as the main player requirement. I find that the most interesting Khador players are the ones who know exactly when to use their myriad of mini-feats, and the ones with a scary eye for distances. Khador needs to take and keep the initiative because, they’re such an obvious faction, which means that knowing exactly where to be and when seems to be the key.

  • Protectorate of Menoth (Knowledge [opponents])

Menoth needs to know about enemy models that shut down their counters. Menoth is a faction based on the ability to go “nope, you can’t do that either” and if something suddenly CAN do it anyway the Menoth player is in big trouble.  I’ve taken down many a Menoth player simply because they didn’t know my models rules intimately, but I’ve also lost to Menoth players who knew and adapted.

  • Retribution of Scyrah (Timing and traps)

I’ve only played a couple of games with Retribution, but they seemed to confirm my theory that Retribution is all about timing. In many lists there’s a feeling that you win or lose on one crucial round, and usually when I lose to Retribution it’s because I walked into a trap that allowed him to break me on that round.

  • Circle Orboros (Initiative and timing)

Circle is about controlling the game and using your models at exactly the right moment. If you lose control of the game you lose the game, and if you dedicate a piece at the wrong time you usually end up losing control. This Faction is changing though, as several of the new releases can endure and turn a game around. It’ll be interesting to see where this is going, but most of the faction still requires a near flawless timing.

  • Legion of Everblight (knowledge [self])

Legion lives or dies by it’s many rules, and the ability to ignore or break the rules in the game in general. If you forget even a few of your own rules the games will be very difficult, but if you remember them all you’ll find that you always have options. The more little tricks you know the better you will be able to adapt, and abuse how other Factions have to deal with Line of Sight issues and terrain.

  • Skorne (Synergies)

Skorne has been changing a lot recently, and I find that synergies are becoming ever more important to the faction. It’s interesting considering that ‘Skornegy’ has been a term for so long, describing something with counterproductive interactions, but in the last year this has changed a lot. It’s another faction I’m following closely, and another faction where (like Cryx) I find list construction to be an essential part of winning.

  • Trollbloods (Logistics)

Alright that’s a weak label, but i honestly can’t think of anything else that defines Trollbloods as a faction. I’ve seen so many players struggle with 20-30 medium bases, messing up activation sequences, and creating a massive traffic jam in the middle allowing an enemy to run rings around them. Terrain makes this issue a true nightmare on some tables, so Logistics it is.



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7 Responses »

  1. That’s a much more than I ever expected and I’m really thankful for such a detailed answer.

  2. Uh, uh, uh! Do Mercs too! ;)

  3. Is revise ret a bit
    Retribution knowledge Tempo & initiative. Ret lives and dies by obvious plays. They have khador levels of obvious ploys. If you ever sacrifice tempo you are in pure reaction which is fail for an obvious faction

    CoC: Knowledge: Self. Not knowing your own models maximum options per round will lose you games. Knowing exactly how to vector bounce upkeeps to maximize options is how you win. Field marshal is irrelevant if you don’t know every option you have outside of it.

  4. You could also revise Cryx by adding “Also, there is obvious synergy in having a second list that follows the maxim of MOAR BANEZ”.


  5. Well pretty spot on with Trolls. At least for beginners like me coming from Cryx (small bases, masses of infantry) to Trolls (where did my banes go?). Things like Gang and Combined Melee take on a whole new meaning too.

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