Lich Lord Asphyxious

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Lich Lord Asphyxious

Cryx Warcaster

Asphyxious has become the Dragonfather’s chosen instrument on the mainland and the unholy general of the rapacious unliving army of Cryx. Wherever he goes, he leaves behind him ashen fields of lifeless grasses and withered trees. Blackened corpses and bubbling pools of gore are all that remain of his victims. A prime source of the cancer feeding upon western Immoren, he gleefully spreads the shadow of the Dragonlord’s wings. It is a shadow that will one day, by his efforts, extend across all Caen.

Basic Info[edit]

Asphyxious2
Asphyxious2.png
SPD 5
MAT 6
DEF 15
ARM 16
FOCUS 7
HP 18
WJP +28
Base Size Medium
See also How to Read the statblock

Weapons[edit]

Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Undead - This model is an undead model and not a living model.
  • Soul Reaper (★ Action) - Place a large AOE that does no damage anywhere in CTRL range; for one round you gain souls from enemies killed within the AOE. But while the AOE is in play you have no melee range and can't make melee attacks.
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes focus during the next Control Phase, replace each soul token with 1 focus point.

Feat: Spectral Legion[edit]

Return up to d3+5 destroyed small- or medium-based Grunts that were part of a friendly Faction unit to play, placing them completely within 3" of Asphyxious. Returned models gain Undead, Ghostly, become solos, and cannot be attacked or damaged for one turn. Returned models must charge during their activations and leave play at the end of this turn. (Ghostly - This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.)

Spells[edit]

Place a 3" AOE completely within Asphyxious's CTRL range. It is a cloud that lasts one round, and models that walk around in it suffer 1 point of corrosion damage.
  • Death Knell - Cost 4, 8" range, 4" AOE, POW 10 + (★)
The POW is increased by +1 for each model under the AOE.
If this spell boxes a living enemy warrior it is RFP'd. Then you can choose to add one (small-based) Grunt to a friendly Faction undead unit in your CTRL range. The Grunt is placed within 3" of the caster, in formation, and must forfeit its Combat Action this turn.
For one round Asphyxious can't be charged or Power Attack Slammed. Also, while within 5" of him, enemy models treat open terrain as rough terrain.
  • Parasite - Cost 3, 8" range, Offensive Upkeep
Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.
Place the spellcaster anywhere completely within 6" of its current location, then its activation ends.

Thoughts on Lich Lord Asphyxious[edit]

Lich Lord Asphyxious in a nutshell[edit]

Lich Lord Asphyxious is a strong attrition caster, although no longer the horrifying tournament staple he was in Mark 2 (largely due to nerfs to Excarnate).

Maximising his feat & spells[edit]

His big thing is bringing back half a dozen Bane Warriors with his feat and wrecking just about anything thanks to their charge. On feat turn he normally protects himself either by teleporting clear or by Hellbound to prevent charges.

  • Hellbound and Teleport are both ways to keep him safe
  • Parasite is a mainstay spell of his for crushing armour.
  • His zaps are both situational
  • Caustic Mist is really useful but too small to be major control

Typical Strategy & Army[edit]

Strategy Gaspy2 is an almost pure attrition caster, doing little to force the enemy out of zones although he has a huge threat from his feat.

Army

  • Bane Warriors are ubiquitous with Gaspy2; his feat wants some scary chargers that can smash armour to pieces and Bane Warriors qualify in spades.
  • An arc node or two to Parasite.
  • A Soul Trapper or two to charge him up.
  • Sometimes he takes a few Bloodgorgers if he wants to try his feat against infantry. This is better than nothing but vastly sub-par.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • Enemies spamming Removed From Play effects heavily can neutralise his feat.
  • Unlike in Mk2 he has relatively little infantry clearing.

Tricks & Tips[edit]

  • If you lose Gaspy to assassination you've messed up. Not going and not seeing is the best way to not get conquered; second best is teleporting clear.

Other[edit]

Trivia[edit]

  • Originally released in Warmachine: Apotheosis (2005)
  • Sculptor: Chaz Elliot
  • Nicknames: "eGaspy" or "Gaspy2" ("Gaspy" as a pun on the word "Asphyxiate", and e for epic or 2 for 2nd incarnation)
  • Daeamortus, Asphyxious's weapon, was both his predecessor and his ex-boss. Asphxyious killed Daemortus, took his job, then turned him into a weapon just to rub salt in the wound!

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other faction models[edit]

CryxLogo.jpg

(Edit)

Battlegroups
Warcasters Agathia - Aiakos2 - Goreshade1 - Goreshade2 - Goreshade3 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Terminus - Venethrax - Scaverous - Mortenebra1 - Mortenebra2 - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Deneghra1 - Deneghra2 - Deneghra3 - Coven
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Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC)
Light warjacks Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker
Cankerworm
Heavy warjacks Corruptor - Desecrator - Harrower - Inflictor - Leviathan - Reaper - Seether - Slayer
Barathrum - Deathjack - Erebus - Kharybdis - Malice - Nightmare
Colossal Kraken - Sepulcher
 
Units, Solos, & Battle Engines
Living Undead
Units BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters
Characters: Blackbane's Ghost Raiders - The Withershadow Combine
Solos Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Warwitch Siren
Characters: Agrimony - Aiakos1 - Axiara - Darragh Wrathe - Gerlak - Severa Blacktide
Bloat Thrall - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper
Characters: Bane Lord Tartarus - Mobius - Captain Rengrave - Hellslinger
Battle Engines No living engines Wraith Engine
 
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Merc cryx.jpg

(Edit)

Mercenary Battlegroups
Warcasters Captain Bartolo - Captain Damiano - Cognifex - Drake MacBain - Exulon - Fiona - Magnus1 - Magnus2

Requires a 2+ caster game.

C
R
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I
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Other Controllers Raluk Moorclaw (Marshal) - Rorsh & Brine (Lesser Warlock) - Wrongeye & Snapjaw (Lesser Warlock)
Warjacks, Warbeasts, & Monstrosities The mercenary battlegroup members you can include in a Cryx army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
 
Mercenary Units, Solos, & Battle Engines
Units Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates & CA & WA - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen


Croe's Cutthroats - Nyss Hunters - Devil's Shadow Mutineers - Boomhowlers

Solos Ogrun Bokur - Swamp Gobber Raiders


Bloody Bradigan - Bosun Grogspar - Doc Killingsworth - [[Eilish Garrity - Hawk - Gorman - Gudran - Rockbottom - Dougal - Orin - Ragman - Raluk Moorclaw - Rorsh & Brine - Madelyn Corbeau (Attached)- Saxon - Seargeant Nicolas - Stannis - Wrong Eye & Snapjaw

Battle Engines None


Rules Clarifications[edit]

Rules Clarification : Feat: Spectral Legion

  • If you return a model that has already activated earlier on the same turn, then it cannot activate again.
  • If you return a model that has a once-per-game ability that has already used that ability, it cannot use it again.
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Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Undead - None yet. (Edit)

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Rules Clarification : Soul Reaper      (Edit)

  • To actually gain the souls, you need to be the closest eligible model. Soul Reaper doesn't have the "collects souls regardless of proximity" wording like Dark Fire does.

Rules Clarification : Cull Soul - None yet. (Edit)

Rules Clarification : Caustic Mist - None yet. (Edit)
Rules Clarification : Death Knell - None yet. (Edit)

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Rules Clarification : Excarnate      (Edit)

  • If Excarnate is cast by a model without a Control Range (eg the Deathjack) then you can't summon a new grunt. You can still RFP the enemy though.
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Rules Clarification : Hellbound      (Edit)

  • The caster can still be slammed by non-Power Attack stuff, such as Force Hammer.
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Rules Clarification : Parasite      (Edit)

  • You lose the +1ARM bonus as soon as the model is destroyed - you can't maintain an upkeep spell on a model that is no longer in play.

Rules Clarification : Teleport - None yet. (Edit)