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Giving your unpainted armies a ray of hope.

Wednesday, April 10, 2013

Countdown to Cyriss: Week 5

This week we get to take a look at some models whose names will be nigh impossible to remember: the Optifex Directive and the Algorithmic Dispersion Optifex.

But enough of that, let's get in to the good stuff! The Optifex Directive is a group of three mechanics that makes all other Iron Kingdoms mechanics weep in to their oil rags. In addition Repair [8], they get two nifty abilities that prove once again that this army is all about utility:

  • All Terrain: Grants a friendly faction construct (not just warjack) Pathfinder.
  • Weapon Modulation: Gives a B2B faction construct the Magical Weapon advantage.
All Terrain is just another way of improving a battlegroup that has average speed, making difficult terrain something to scoff at. I don't know if this will be a "target friendly model/unit" ability, or if units will suffer slightly. Regardless, walking across the battlefield unimpeded is always a welcome ability!

Weapon Modulation makes me happy as a Khador player. Opponents with incorporeal were always a nightmare for me, but now Cyriss can continue to act like a Swiss army knife and bring the right tool to the right job. As with All Terrain this ability is situational, but when you need it you'll be glad you have it!

All in all, the Optifex Directive sounds like a must-have for an army that focuses on the battlegroup. Being able to repair or enhance a 10 point model is fantastic, and it seems like the army is slowly working its way toward rewarding careful list construction.

The other model we get to see is the solo Algorithmic Dispersion Optifex (ADO). At 1 point, this guy is essentially a walking arc node as long as he's within 5" of a vector. I love this model for one reason - maneuverability. As a budding Skorne player, one warlock I really want to run is Rasheth because of his ability to turn any warrior model in to an arc node.

The ADO fills a similar role, letting you get your spells out almost anywhere without paying the cost of having an arc node on a 'jack. Depending on your warcaster, you can look at fielding 1-4 of these guys and use them for anything from harassment to spell assassination. Unlike a warjack that eats up several of your army points, fielding these means that you aren't too hurt when you lose one, and there may be plenty more elsewhere on the battlefield.

I'm noticing that Cyriss doesn't put all their eggs in one basket. Your warjacks are obviously crucial, but I wonder if we can make them all equally good, or create one "super jack" with all the buffs the army seems to throw out. I guess we shall see.

An interesting blurb that Shick ended with teases that units dying doesn't mean they're done being useful. It indicates that we might be able to revive them, or perhaps they can fuel warjacks in some weird Menoth-meets-Cryx mashup.

I'm still a bit bummed after learning that this is basically a one-time release. Still... I dig the faction and its intricacies, I'm just waiting to be completely blown away before becoming a day one purchase.

See you tomorrow!

1 comment:

  1. Yeah the way the army functions is interesting especially how the warcasters stats transfer to its jacks. I don't like the look of the models but most of PPs models dont have that awesome factor I look for when purchasing/playing a game, farrow is the exception but ive boxed them in favor of my chaos daemons due to the way PP treated farrow in this last book (5 new minion models and 1 of them neither minion faction can use seriously WTF) It also bugs me that cyriss already has a colossal and other factions or sub factions have received little to no attention in almost forever, rhulic comes to mind but this is probably due to cyriss being a faction that's not going to get much love itself after release.

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