In the first installment of Reckoning: The Reckoning I talked about my disappointment… because honestly the releases weren’t at all what I expected. Well now I’ve had some time and games to help me me understand the new models, but my opinion hasn’t really changed. I was initially skeptical about our jacks in Reckoning, and more or less optimistic about everything else, which is exactly how I still feel, but I’ve learned a few things during testing.
- Deneghra, The Soul Weaver (7/10)
The Soul Weaver is a huge disappointment when it comes to story and feel, but I’ll be damned if she isn’t legit on the table. I’ve never been able to apply Mortality more than once or twice in a turn, and I’ve only used her breath weapon once (missed every model even when boosting), but she has personally murderized quite a few enemy casters by now. The more living units she sees the more happy she is, but she’s legit even without a single enemy soul on the table.
I found her ability to run several warjacks completely superfluous, as we don’t really have the warjacks she wants to run. She does like the Inflictor a lot, and the Deathjack helps out with her otherwise problematic order of activation sequence, but in general I think we need more releases before she can be called a functional warjack caster. It’s a pity really, and I still haven’t tried out my build with six Helldivers, but maybe some day the right jacks will come along.
For now she plays as a hybrid between Deneghra1 and Terminus, switching roles depending on the enemy setup and how many souls she can gather. I’ve had her on 16-20 focus more than once, and bullied my way to the enemy caster, but in other games she’s been stuck as a support caster down back, trying to land a Mortality on something important. The main problem is, that every list I design for her would be better suited with Deneghra1 at the helm, but the Wraith Engine was surprisingly effective with her.
- Devil’s Shadow Mutineers (10/10)
These girls are so awesome I wrote a spotlight on them already. There’s nothing bad about them, and they’re something Cryx has been needing for a long time. Hail PP, you might not have given us a useful warjack, but you’re completely forgiven: Spotlight DSM.
- Sepulcher (8/10)
The Sepulcher is simply good. The only reason it’s an 8/10 release is because Colossals have some built in issues with force application, but as a Colossal it’s 10/10 for sure. It’s like we have our very own Stormwall, though it screens itself with Mechanithralls, the pods are Mechanithralls, and some of the guns are also Mechanithralls. The only real downside to the Sepulcher is, that you would really like two of them in a list, and points do get a bit tight.
The guns are miraculous, though the Sepulcher needs three focus every turn it engages. The first focus is used to boost the Desolator, giving you a 40-ish percent chance of paralyzing every living thing under a 5″ AoE. This completely locks down some lists, and also means the Spikers hit on 3+ with all four shots. Without the paralysis it needs help landing those shots, but we have plenty of that in Cryx, and those babies hurt when they connect.
- Soul Trappers (10/10)
I haven’t had the time to test these with a wide spectrum of casters but they’re absolutely brilliant. They’re dirt cheap, have super awesome models, and radically change the way some casters can play if they manage to snag a few souls. Four of them seem to be enough in most lists, but there’s no harm in having the full six.
I’ve even had the chance to enter melee with them a few times, and nobody sees it coming, but MAT 5 / PS 8 is pretty good when you have three souls to boost! They tend to operate with about half of them up front trying to collect, and the other half hanging out in whatever cover they can find, so they can either daisy chain the souls or pick up whatever breaks through the lines.
- Swamp Gobber River Raiders (7/10 but 10/10 for fun)
The River Raiders might not be the most impressive of models, and they certainly won’t fit into any old list, but my GOD they’re fun on the table. They’re chaos incarnate, zipping around and getting in where they have no business being, though they often end up stranded or failing to break armor. They’re bloody hard to shoot of the table, and they’re dirt cheap to boot, so you can just throw them into hopeless situations and hope you roll well, because when you roll well they’re spectacular.
If/when they die your opponent has spent way more resources than he should killing your 0.66 point model, and sometimes they simply can’t justify spending those resources on a MAT 5 / PS 6 model, so you get to try your luck on free strikes (typically the odds are against you actually killing the model, but who cares). The real fun begins when you apply some debuffs and the little ones suddenly connect, or when they get into the support models and go crazy. I can’t really recommend these enough.
- Barathrum (3/10)
I was pretty sure Barathrum would be terrible on the table, but he surpassed my every expectation and was utterly and completely horrible. I seriously don’t see why PP thought we would even want this piece of garbage, and it seems like they just threw a bunch of random rules on a Slayer chassis two hours before the printers started spitting out books. He hits like a six year old girl, and takes a punch like one to, which makes his resilience to shooting more or less pointless because he doesn’t even have the reach he would need to be useful against infantry. He could theoretically see play with a few of our casters, but with our current lineup there’d be a better use for those ten points with all of them.
- Shrike (-1/10)
… The Shrike is quite possibly the worst model in Cryx. The only caster in our lineup that could conceivably use four points on this thing without completely wasting them is Mortenebra, and she’s not exactly fond of the attrition style play the Shrike seems to be built for. It’s basically a slightly wider spray that you can’t advance with first, costs you focus to use, and which makes your model end up in the middle of the enemy formations when it’s done. The only thing Barathrum has going for it is, that it’s not a Shrike.
I think we did damn well in this book as we have seven releases and only two of them are terrible. We now have a useful Colossal which opens up a whole bunch of new builds and options, a way of gathering souls which may change quite a few builds, and two amazing mercenary options to play with as well. Our caster is tournament worthy, and the Inflictor remains the only truly useful (albeit theoretical) Helljack release during the four years I’ve served the Dragonfather, which is alright as I don’t much care for stompy bots anyway.