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Assassination Run

Warmachine MKII

The idea of the Assassination Run is built upon a series of conditions.

Assuming that:

  • You are playing a standard game of two warcasters, head to head.
  • Assassination is one of the win conditions wherein a player wins if he kills the enemy's general.
  • The activating player has free reign to activate his models and abilities in a manner of his own choosing.
  • Many assassination runs are theorized on the idea of Average Rolls.
  • These rolls are calculated against DEF 16, ARM 16.

A player will often push every resource on the table to make assassination runs happen.

Retribution of Scyrah Assassination Runs

  • Adeptis Rahn
    • Drop any upkeeps
    • Run an arc node to a useful angle for the slam (7 Focus)
    • Activate Adeptis Rahn's Feat: Arcane Alignment
    • Arc Force Hammer at the target with the free magical attack and damage boosts. 12 + 3 dice = Average P+S 22 = 6 points of damage. (3 Focus)
    • Hopefully the target is now either close enough to be reached other elements in your army as Rahn does not have enough Focus remaining to be a threat himself. He needs to have allocated his remaining 3 Focus to models that can bring attacks against the knocked down general.
  • Garryth, Blade of Retribution
    • Upkeep Mirage on himself. Place him within 2" in any way that gives him a charge lane and LOS to the enemy warcaster.
    • Measure Control Area to guarantee he is 10.5" away from the target.
    • Charge and boost to hit on both attack rolls. With average rolls, both attacks should hit. (Average roll of 8 needed to hit DEF 16).
    • Average damage vs. ARM 16
      • Charge attack: 11+4 dice = Average P+S 25 = 9 points of damage
      • Second attack: 11+3 dice = Average P+S 21 = 14 points of damage overall
    • Remaining focus: Buy an attack, boost to hit, boost for damage = 23 points of damage overall
    • If the target survives, use his Feat: Vortex Lock.
  • Kaelyssa, Night's Whisper
    • Target should be sitting on at least two excess Focus or excess Fury.
    • Upkeep Phantom Hunter (if necessary) and drop all other upkeep spells.
    • Fire and boost her first attack (5 focus remaining)
    • Siphon Focus and boost damage roll: 11+3 dice = Average P+S 20 vs. ARM 18 (16+2 Focus) = 2 points of damage (5 focus remaining)
    • Buy second shot and boost attack roll (2 focus remaining)
    • Siphon Focus and boost damage roll: 11+3 dice = Average P+S 20 vs. ARM 17 (16+1 Focus) = 5 points of damage overall. (3 focus remaining)
    • Buy third shot and boost attack roll (1 focus remaining)
    • Siphon Focus and boost damage roll: 11+3 dice = Average P+S 20 vs. ARM 16 = 9 points of damage overall (1 focus remaining)
    • Remember to roll damage AFTER you siphon focus when calculating ARM.
    • Use The Vanishing to protect her from counter-charges, counter-magic, and counter ranged attacks. Upkeep Phantom Hunter or re-cast it the following turn as necessary and finish the job.

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