BoLS logo Tabletop, RPGs & Pop Culture
Advertisement

S&M Thoughts: Lich Lord Asphyxious 35 pt. List

6 Minute Read
Dec 4 2010
Advertisement

Strategy and Method Thoughts with Mr. Black. This week: a down and dirty 35 pointer.

Mr. Black here, and dear readers as I currently write this I lay on what very well be my deathbed. It seems by some ironic happen of fate that I have come down with a draining and crippling sickness brought on by overexertion during the Thanksgiving holidays. Being sick does strange things to me though, aside from crippling my body and forcing me into coughing fits it has two notable side effects: I start to have mild hallucinations and secondly, perhaps most importantly it causes my mind to switch into some sort of frenzied mode in which it works overtime in the creative department.. Unfortunately this is usually limited to the field of army lists and war gaming strategies… Could have been something productive and useful, like sciences or math, but no, I got new tactics for little plastic/metal men.

Well, we play with the hand we’re dealt…

That being said, let’s take a look at a 35 pt. list my fever-addled brain has created:

Lich Lord Asphyxious
Cankerworm
Ripjaw
Ripjaw
Skarlock Thrall

Bane Knights (x6)
Bane Thralls (x6 with Unit Attachment Banner and Captain)
Bane Lord Tartarus
The Withershadow Combine
Necrotech
35/35


Simple enough list that has a bit of everything I like about Cryx (well, minus Skarre, but that’s for another time). Let’s run down the items and I’ll explain why each was chosen:

The Jacks
Cankerworm is Asphyxious’ token bonejack and as such I couldn’t exclude him from the list. Having a nice Armor Piercing attack, the ability to heal himself, and of course The Replicator this tiny little guy has a nice mesh of abilities that I’ve come to love. His most powerful tool, however, is the sheer mobility he is granted from his bond with Asphyxious, able to be anywhere you need him to be on the battlefield in short time. Likewise, the same sentiments are largely why I chose the Ripjaws. I figured if one ‘jack has Armor Piecing, why not have three? I know I know, first and foremost our Bonejacks are Arc Nodes, I get that, but why can’t they deal some damage as well? Some may argue that the two points I’d save by taking Deathrippers can be used elsewhere… Honestly, there are no other two/three point solos I’d like to take over the AP-enabled Ripjaws.

The Units
First let’s talk about the Bane Thralls- Really this unit is beginning to annoy me due to how often it shows up in Cryx lists. They’re good, they’re really good, I don’t think anyone can deny that. Combine them with Banelord Tartarus and a good majority of Cryx players have already found their first twelve points. I will be honest, dear readers, this is something I hate seeing in a game. I hate it when something becomes “mandatory” in a list. “But Mr. Black, just don’t take that unit then! Your a hypocrite for saying that then running them!” Listen, you Dayquil induced voices, I know that, alright? I know. I like the unit, I can’t help that. Do I feel bad taking them, knowing it makes me part of the problem? Yes. Does it bother me enough to take them out? Kinda, but I’m not going to.

 
Stupid know-it-all Dayquil judging my choices…

Now, the Bane Knights are there for a two-fold purpose: One, I like the models and more Bane units gives somewhat of a theme to the list… Even if that theme rightly belongs to Goreshade… The other reason, I’m sure a lot of the veteran players already see, is that Bane Knights work fantastic with Asphyxious’ feat, ie, being able to return ten destroyed warrior models for a turn, make them incorporeal and have them charge… I’m sure it doesn’t take a master tactician to see how a bunch of Incoporial Weapon Masters with Reach may end the game rather suddenly.

The Withershadow Combine is a unit I’ve liked since their release since they are basically just a fun bag of utility powers, and I like such units. Basically they provide another threat to enemy warjacks, allow me to upkeep Hellbound for free, and give me the added benefit of a re-roll each turn. What’s not to like?

Advertisement

Lastly we have the Necrotech… Which I’ll be honest is here simply because he was my favorite 1 pt. choice, but that is not to say he is bad, oh no! Yes, he can repair our jacks, but the ones I am running are so fragile that, let’s be honest, it will only take one good round of combat to kill any of them, so that makes his main purpose creating Scrap Thralls. I’ll admit, Scrap Thralls aren’t the best unit out there, but when they work they work well, and they’re technically free, so you can’t complain that much. Again, he was added in to fill that last remaining point, so we can’t expect a lot from him. If he does well, or, anything really, it’s a success.

General Strategy 
The list isn’t the hardest in the world to run, but it does require a bit of understanding to get the best bang-for-the-buck, so let’s go over some general tactics and strategies in running it.

First things first, get Hellbound up and use the Withershadow Combine to upkeep it every turn. With this spell up Asphyxious is almost immune to any model charging him or getting near him, as a five inch bubble around him is now rough terrain, meaning if the model doesn’t have at least a ten inch movement he’s not even making it in BTB with you in one go. That’s a pretty good amount of safety. Yes, there are ways around it, but the methods are few and probably foreseeable, so just keep your eyes out and don’t get too cocky.

Next up to note is that Caustic Mist is not an upkeep spell, meaning you can cast multiples of it each turn. Why is this important? It means you can basically throw down a wall of Trencher-style smoke clouds to protect your non-stealth (ie: Bane Knight) units as they advance up the board. It also means you can block off an opponent’s movement routes by throwing down a few clouds to block them off- they can’t move through them or most infantry will simply drop dead. This one spell is perhaps Asphyxious’ best utility against most armies, use it well.

Other than that just throw the Bane Knights at whatever threat you see- it doesn’t really matter if they die, in fact it’s preferable. It just means you can bring them back later for your Feat Turn, so use them as a blitzkrieg unit while the Bane Thralls move up the flank (or just bull-rush everything, according to play-style). In the end, even if your own units die it still works towards the master plan, and that in itself is a tactic worthy of any Cryxian General.

Advertisement

Hate saying it, but the Dayquil Hallucination is correct, most people will simply hate playing against Lich Lord Asphyxious in friendly games… And I can see why. I will honestly say of the gallery of Cryx warcasters the good Lich Lord here is one of, if not the best as far as spell-sets and feats go. It’s a fierce combination and one that if the opponent is not prepared to deal with can make for a quick and painful game- Something I usually like, but even I have my limits. I’m not saying don’t run him, oh no, I’m just saying that some people may take issue with the list, so be prepared for backlash. Just remember though, in the end you’re making them a better player and tactician, if they’re willing to learn from their mistakes that is!


~That pretty much sums it up, the rest of Asphyxious’ spells are pretty cut-and-dry in their use, and I’m sure all the budding schemers out there can think of their own dastardly tactics to use against their unsuspecting opponent. So go forth, devise those nasty tricks and slaughter all the lambs of the lesser factions! And always remember, dear readers, I’m so very proud of you… -Mr. Black

Avatar
Author: Guest Columnist
Advertisement
  • Goatboy's List of the Week - with Battle Rep

    Warhammer 40K