Theme - Black Industries

From Battle College
(Redirected from Black Industries)
Jump to: navigation, search

This server will go offline in September 2018. Please migrate to our new server, Warmachine University


For more info on why we're moving to a new server, check out the Brief History section on the new main page, and/or listen to episode 45 of the LOS podcast
If you have made an edit within the last month or so, please check the new server and see if it was copied by the autobot.
You may need to copy-paste your work to the new server manually. Sorry.

Theme - Black Industries
Cryx Theme Force

Cryx’s necrofactoriums churn out a seemingly endless supply of bonejacks and helljacks to wreak havoc on the Dragonfather’s enemies. These black-iron creations fall upon their prey like a pack of hungry beasts indulging in wanton slaughter. Attending the warjacks are a small army of necrotechs, ironmongers, and other specialists who keep the machines operating at peak ferocity.

Theme Rules[edit]

Theme Force Restrictions[edit]

A Black Industries army can only include Cryx models from the following list:

Allowed models Which includes
Last updated 2017.09
Cryx warcasters Too many to bother listing
Non-character warjacks
Note: Character warjacks can be taken, but only if bonded with their favourite warcaster (Cankerworm with Asphyxious, etc)
Too many to bother listing
The following character warjacks
Iron Lich models/units
Warwitch models/units
Cephalyx units
Models with Battlegroup Controller
Various specific models
Up to one Mercenary solo and one Mercenary unit Too many to bother listing

Theme Force Bonuses[edit]

  • You may include one Mercenary solo and one Mercenary unit that will work for Cryx.
    • These models can be included even if they have the Partisan [Cryx] rule.
    • Mercenary units in this army can include attachments.
  • For every full 30 points of warjacks in this army, you can add one warjack that costs 7 points or less to the army free of cost.
  • Cryx Heavy warjacks gain Carapace. (Carapace - This model gains +4 ARM vs. ranged attacks and free strikes.)
  • You gain +2" deployment zone.

Thoughts on this Theme Force[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Black Industries in a nutshell[edit]

This is Cryx's warjack-centric theme. Infernal Machines also provides a buff to warjacks, but this one is better (for warjacks).

One of the main drawbacks of Cryx warjacks is that they get shot off the table before making it to melee. The Slayer and Seether, especially, were susceptible to shooting (as it was easy to cripple at least one arm and eliminate their special attacks). Carapace fixes this issue in spades, so at last Cryx players can field the warjack-heavy list (like what the other factions have been fielding since the start of Mk3).

Theme's weaknesses and Overcoming them[edit]

  • Carapace only works vs ranged and free strikes - your warjacks are still made out of tissue paper vs melee and magic. So make sure you use your +2" deployment, your superior jack SPD, and clever positioning to dictate which player will strike first.
  • A lack of units can make it difficult to score scenario zones - slightly offset by the Cephalyx and Mercenary.
  • Low model count - if your opponent can land a few critical debuffs and stop even a few models from participating meaningfully, it can completely kneecap your army.
  • Low attack count - with fewer models you potentially have fewer attacks, making it harder to deal with infantry swarms or anything else that needs you to roll a lot of dice.
    • You can offset by having "high value" attacks - rather than hinging your strategy on lots of attacks at low MAT/RAT you have fewer attacks with good MAT/RAT.

Warjack thoughts[edit]

Given that the normal game size is 75 points, the first thing you need to decide is whether you're going to aim for two free jacks (60 points) and leave yourself plenty of room for units and support, or whether you're going all-in for three freebies (90 points) and only going to have ~10 points of support. Also decide whether you need arc nodes, or whether you want to look at the flying jacks (the Helldiver tends to get overtaken by a fast battlegroup).

The theme doesn't benefit lights at all, so aside from the freebies you want to fill up with heavies.

  • The Seether is a good option for those Cryx casters that become focus-starved when running a battlegroup-heavy list (which is most of them). It charges for free, has high MAT so often doesn't need to boost, and Carapace makes it survive to melee - which is all it ever needed to become a good jack.
  • Slayer spam becomes a realistic strategy in this theme.
  • The Harrower can give you a way to deal with swarms of enemy infantry, with its Thresher attack.
  • The Deathjack is always popular. Hits hard, casts extra spells, and less focus burden on your caster. What's not to love?
  • The Inflictor is transformed into an ARM 23 Shield Guard.

Support thoughts[edit]

Solos that can help shift the focus burden off your caster are the Warwitch Siren, Aiakos1, and the Iron Lich Overseer.

Special note goes to the ILO who can make up for the sometimes pillow-fisted Cryx 'jacks against really heavy armour by letting a Carapaced heavy (who has no need for the ILO's Stealth) get the Crush drive plus Dark Shroud. Do this with a Seether and it'll hit hard enough to kill almost anything in one activation, and it won't take much more than two heavies to kill even a colossal.

Caster thoughts[edit]

Since this is the warjack theme, you'll want a caster that can run a battlegroup well.

Strong Battlegroup casters[edit]

  • Asphyxious3
    • Mobility speeds his jacks up, his Field Marshal makes them tougher in melee.
  • Goreshade1
    • Can teleport warjacks with Soulgate, increase their damage with Dark Shroud, and provide even more anti-ranged tech with Stealth.
    • Also, he's one of the few casters that take the Cephalyx Mind Slaver & Drudges in earnest and not for scenario reasons.
  • Lich Lord Venethrax
    • He has no trouble running large battlegroups with his Terminal Velocity spell. Free charges make Slayer spam a viable choice.
    • Field Marshal: Countercharge is good fun, too.
  • Mortenebra1
    • She has no trouble running large battlegroups with her Sacrificial Lamb spell.
    • All her spells are geared around buffing warjacks, when it comes to it.
  • Mortenebra2
    • Her battlegroup is more durable with the Salvage Field Marshal, her feat gives them Flank, and 2 of spells (Fail Safe and Locomotion) are warjack-only buff spells.
  • Coven
    • Write text here.

Middling Battlegroup casters[edit]

  • Skarre2 can get good efficiency out of warjacks with her Field Marshal: Future Sight, but typically she struggles to fuel large battlegroups and tends to prefer units in her army.

Terrible Battlegroup casters[edit]



  • Released 2017.09

Rules Clarifications[edit]

Rules Clarification: Theme Forces     (Edit)
Warning: This is a long one.

Mercenaries and Partisans
  • When you take a Partisan Mercenary, it counts as your Faction. However this doesn't increase the number of total mercenaries allowed. (Infernal Ruling)
    • Exception: If the Partisan Mercenary is explicitedly listed as one of the models you can take in the theme (such as Cephalyx in Cryx's Black Industries theme), then you can take the full FA plus your "up to one Merc" allotment. (Infernal Ruling)
  • Sometimes a specific Mercenary/Minion model/unit will gain a theme benefit of "If this model is included, it counts as a Faction model" (such as Greygore in Kriel Company). In this case, the model/unit might or might not count against your "up to one merc" limit:
    • If that Merc is in the list of models explicitly allowed (such as Savio in Storm Division), they won't count against your "up to one Merc" allowance.
    • If that Merc isn't in the list, (such as the Devil's Shadows in Slaughter Fleet Raiders), they will count against your "up to one Merc" allowance.
  • Partisans will count towards any relevant free points. For instance, Nyss will count twoards the "20 points of Retribution units" in the Defenders of Ios theme. (Infernal Ruling)
  • Partisans can be eligible to be taken as free choices. For instance, Erysis1 can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)

Mercenaries and Ranking Officers

  • If you can include a Merc unit, and its attachments, then you can attach a Ranking Officer. This is true regardless whether or not that Ranking Officer is on the list of "Allowed models" . (Infernal Ruling)
  • Adding a Ranking Officer to a Merc unit doesn't increase the number of Merc units you can take.
  • The Merc unit will count towards your "X points of [Faction] models/units" benefit (if your theme is worded that way). (Infernal Ruling)

Mercenary Warjacks, Warbeasts, & Companions

  • As per the errata to the core rules, if your "up to one Merc" ...
    • ... can take warbeasts/warjacks, then you can add warbeast(s)/warjack(s) (without exceeding your "up to one" allowance)
    • ... comes with a Companion model, then you'll get that Companion (without exceeding your "up to one" allowance)

Bonus - One [X] gains [Y]

  • If you need to choose which models get your theme bonus, then you do this choice after deployment. (Infernal Ruling)
  • An example is how Winter Guard Kommand gives Advance Move to one-warjack-of-your-choice-per-WG-unit.
    • In comparison, Destruction Initiative gives all Servitors the Shield Guard ability so you don't need to "make" a choice.
  • You should still write on your army list how many of these bonuses you get to hand out, though, so your opponent can clearly see. (Infernal Ruling)
    • ie at the bottom of your list, you'd write "3 warjacks gain Advance Move" but you don't need to state which three are going to get the bonus.

Theme Forces, free models, and Specialists/ADR in Steamroller

  • You can swap out as many models from your main list into your specialists and vice versa as you like, but you must completely recalculate the new army list when you do, including bonuses. As long as the new army list is valid, including all free models, it doesn't matter what the left over points in your specialists are. (Staff Ruling)
  • If your theme only allows one merc solo, you can't have one in your main list and a different one in your specialists.

Unit Attachments & free points

Theme - The Bones of Orboros

  • Una1 cannot be taken in this theme (yet) due to the conflict between the theme's "Only Construct warbeasts allowed" and Una1's "Must take warbeasts with flight". There are no construct warbeasts with flight (yet). But if/when there is, then Una1 can be taken in this theme. (Infernal Ruling)

Theme - Call of the Wild

  • When it comes to other things that alter COST (such as Lamentation), follow basic maths: Double/halve first, then add/subtract.
  • Due to the way Tanith's feat is worded, during her feat turn the COST of animi cannot drop below 1. (Infernal Ruling)

Theme - The Faithful Masses

  • A Mercenary unit with an Attendant Priest does count as Protectorate unit for the purpose of calculating points for free cards. There is a bug in Warroom that prevents it counting properly. (Staff Ruling)

Theme - The Ghost Fleet

  • The "free solo" can be any kind of solo, it doesn't have to be a Revenant solo.

Theme - Kriel Company

  • Greygore/Dannon count against your "up to one Minion unit" allowance. (Infernal Ruling)

Theme - Llaelese Resistance

  • It is 2 Cruicible or 2 Cygnar or 2 Menoth.
    You can't take more than 2, and you can't mix and match from multiple Factions. (Infernal Ruling)

Theme - Scourge of the Broken Coast

Theme - Slaughter Fleet Raiders

  • The Devil's Shadows Mutineers count against your "up to one Mercenary unit" allowance. (Infernal Ruling)

Theme - Clockwork Legions

  • If you attach a small-based model to a medium-based unit, it is no longer a medium-based unit and won't benefit from Vengeance.
  • However, it will regain Vengeance when the small base dies. Furthermore, the small base dying will trigger Vengeance.
  • (Infernal Ruling)

Rules Clarification : Carapace - None yet. (Edit)

Models in this Theme Force[edit]

Refer to Category: Black Industries

Other themes[edit]

Theme Forces (Edit)
Cygnar Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division (Edit)
Protectorate of Menoth The Creator's Might - Exemplar Interdiction - The Faithful Masses - Guardians of the Temple (Edit)
Khador Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter (Edit)
Cryx Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders (Edit)
Retribution of Scyrah Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution (Edit)
Mercenaries Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater - The Talion Charter - Llaelese Resistance (Edit)
Convergence of Cyriss Destruction Initiative - Clockwork Legions (Edit)
Crucible Guard Magnum Opus - Prima Materia (Edit)
Trollbloods Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North (Edit)
Circle Orboros Call of the Wild - Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt (Edit)
Skorne Winds of Death - Disciples of Agony - Imperial Warhost - Masters of War - The Exalted (Edit)
Legion of Everblight Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War (Edit)
Minions The Blindwater Congregation - The Thornfall Alliance - Will Work for Food (Edit)
Grymkin Dark Menagerie - Bump in the Night (Edit)