The Black 13th Strike Team brings versatility to the field not completely unlike the Arcane Tempest Gun Mages. Their Mage Shot ability allows them to choose between +1 Power or Covering Fire, either effectively giving a location more defense or more strength. They are available to green, blue, and purple detachments and will likely see play time in all of them. Finally for Cygnar, Maxwell Finn is a huge asset to Trencher-heavy builds with his Trencher Commander ability, granting Trenchers at his location +1 Health and +1 Power during attacks at his location. Also, at 3 Power, he himself packs a pretty solid punch.
|Fire of Salvation|
Nicia, Tear of Vengeance is all about rapid response with her low purchase/deploy and rush costs and her Sprint rule, which returns her to your hand at the end of an attack at her location. This will force enemy players to strongly consider investing their damage into trying to destroy her instead of other higher-priority targets. Consequently, she pairs well with anything that can keep her alive, like Devouts or The Avatar. The Covenant of Menoth is fantastic for making the plans of enemy players completely unravel thanks the Lawgiver’s Creed rule, which removes all abilities from enemy warbeasts, warjacks, and warrior cards. While it does no damage itself, Lawgiver’s Creed can often be enough to allow it to turn an attack at any location in your favor.
|Supreme Kommandant Irusk|
Kovnik Josef Grigorovich is Khador’s equivalent to Maxwell Finn, save that his abilities apply to Winter Guard, giving them all +1 Power and Health when at his location, making him work well in decks that emphasize the presence of Winter Guard. The Great Bears of Gallowswood are another solid investment for yellow, blue, and red decks with their decent purchase cost, high durability at Health 5, and the Backswing ability to increase their damage output to Power 4 when there are two or more enemy cards at their location. At 4 to purchase/deploy and 6 to rush, they’re fairly cheap, but they do go a bit against Khador’s apparent combat doctrine of victory through purchasing since they aren’t worth any VPs.
For detachment cards, Cryx receives the Deathjack, Malice, The Withershadow Combine, and Captain Rengrave. The Deathjack brings pretty strong stats with its Power 4 and Health 5 and is additionally worth 1 VP. This by itself makes the Deathjack a strong buy for its low purchase/deploy cost of 5 and rush cost of 7. Its ability, Necromancy, plays into Cryx’s regular recursion mechanics by allowing the player to return an Undead card from the discard pile to their hand if an enemy warrior card was destroyed at the Deathjack’s location. Malice is a budget warjack at 4 to purchase/deploy and 6 to rush while also being worth a single VP. At 2 Power and 4 Health, it doesn’t boast incredibly exciting stats, but its Ghost Shield ability gives it +1 Health for each enemy warrior card at its location, making its placement an important factor in getting good mileage out of it.
The Withershadow Combine is a support card that allows you to return a warjack card from your discard pile to your hand if you destroyed a warjack card at their location, letting you lend Cryx’s recursion mechanics to their warjack cards instead of their Undead cards for a change. Captain Rengrave is less than exciting stat-wise, but his Death Toll ability allows you to deploy a Revenant card from your hand to his location when you deploy, rush, or move Rengrave to a location, giving you some fast response.