Friday, March 29, 2013

SpineSpur: The Big Four



For the second part in my SpineSpur series, I’m going to talk a bit more about the ‘Big Four’ Agendas. For those of you doing the Kickstarter, this should help you with those Agenda packs you pledged for.
I’ve listed the models by their point cost (except Doc Akron), but I didn’t list the points (or many of the abilities) themselves because I didn’t want to make the folks at Comfy Chair Games mad at me. If you want the point costs, buy the book!

Dark Faith: Let the bodies hit the floor
The Anti-Pope and his Cardinals are the mightiest magic users in the Threshold book. These spells are based around two things: dead bodies and Fear Tokens. Well, both immobile corpses and the shambling Torn. They also kill friendly models to power their spells, so be sure to get some Thugs.
Here’s a small run-down of each unit:

Anti-Pope –
The leader of the Dark Faith, and a Senator to boot, the AP (as I call him) is the most expensive model in the DF line. But, he’s worth it. While not a fierce melee fighter like Doc Akron or Pigskin, his power comes from his magic. He can turn corpses into new Torn (or even living models with the help of the Sisters of Obscenity), make corpses explode, trip up attackers, and protect himself from damage. His staff also does extra damage to Uncorrupted models and can nullify other spells. The Anti-Pope really shines in large battles, surrounded by cheap Thugs.

Cardinal Anhelitus –
The first Dark Cardinal in our list is the most expensive one. He’s got some interesting powers, including being able to engage another model in a mental dual that will drop the loser’s stat by one. He can also heal himself and restore his stats by draining the life-force of a friendly model and can empower a Torn with a deadly plague. He’s also surrounded by a nasty cloud of stuff that harms near-by models and makes him harder to hit. Personally, I use him for my Central Character in smaller battles, teamed by with a pair of Sisters.

Cardinal Falcifer –
Armed with a Scythe and thrown blades, Falcifer is a good mid-range threat. Like Anhelitus, he can heal himself (or a close Torn) by harvesting a friendly model, and can make himself a harder to damage. The big thing about Falcifer, is that with his thrown blades, he can really give the DF some fire-support.

Cardinal Inferi –
The last Cardinal is a real coward. No, he has the Coward ability. But, he makes up for it with his other abilities. He can allow other models to Maintain spells without spending half actions or Fear Tokens and can make Torn stand up. He’s great in a big battle, hiding behind the lines, allowing his allies to press their advantages and destroy the enemy.

Sisters of Obscenity –
The Sisters are one of those units you look at and go “Okay…?” when you first read it. With a pair of thrown blades, they’re not going to really help you take down enemies at range and their Stun Batons are alright, but when you read the Stilettos rule, they make a lot more sense. However, if a Sister gets caught all by her lonesome, she’s going to get splattered. Keep them in the middle, not at the front line.

Torn –
The basic grunt of a DF force is the Torn. For those of you buying the Agendas on the KS, I strongly suggest you order up another pack of these guys. Trust me, you’ll need them. At first blush, they don’t look like much; can’t open doors, enemies can kite them around the board, don’t move very fast, and have to get up close and personal with enemies. But with the Undying ability, they’re hard to put down. Add in the Agenda bonus, so they can’t get kited, then pile on the bonuses from the Anti-Pope and the Dark Cardinals and these guys will be the core of every game you play.

The Institution: The doctor is In… Sane!
This Agenda really relies on its Senator, the mad Doc Akron. The Agenda bonus needs him, many of the models are Favored - Doc Akron, not Institution, and some of the models are pretty much useless with out him. Thankfully, he’s a solid character and isn’t terribly points heavy.
There are some good things going for this Agenda, Doc-required aside, including many models not leaving corpse markers. If you’re wondering why that’s a good thing, please re-read my comments about the Dark Faith above. Many models have the Rockhard model ability, preventing a bit of damage. They also have some ranged combat in their force, but not as good as GOD (see below).

Doc Akron –
The ‘good’ doctor is quite a guy. He has two forms: Doctor and Beast. In Doctor form, he produces Fear Tokens, has some Shock Spheres to throw around and can be protected by Little Ones. In Beast form, he can go toe-to-toe with the meanest melee models, but has to get into combat or he losses health. When you’re building your force, be sure to put him in there.

Hack –
I love Hack’s model. I bought it because he looked fun to paint (and he was, but not so fun to put together). Hack is dangerous in close combat, with his chainsaw and Bloodbath ability, he’ll tear apart a group that’s too close together. He also heals a tiny bit during the End Phase, so he can stay on the board for a good, long time. However, he’s expensive in points, so I wouldn’t include him in a force less than 100 points.

Primes –
These are Doc Akron’s ‘fellow doctors.’ They’re also damn dangerous in close combat. They can also use an Action to focus the minds of the Trauma Hounds, which is pretty helpful in larger battles.

Composites –
The ‘orderlies’ of the Institution, made up of bits of corpses ala Frankenstein’s monster, they aren’t as smart as Primes. They do have a ranged attack that requires throwing their heads at enemies. Like Primes, they can also focus Trauma Hounds, but only one at a time and from a much closer range.

Trauma Hounds –
The basic grunt of the Institution, these poor souls driven mad by Doc Akron’s ‘treatments’ do nothing but wander around unless they’re in combat. They can’t open doors and the like, because they’re in those straight jackets, and they slam their bodies into their enemies, but don’t let that fool you. They can be damaging in close combat, with the right rolls.

Little Ones –
Quite possibly the most disturbing models in this Agenda, Little Ones are Doc’s ‘children.’ They aren’t melee monsters, they can’t do much damage in combat, but they can take damage instead of Doc Akron and can tie up attackers, preventing them from shooting or charging your valuable guys. They also have the Skitter movement, allowing them to cover rough ground better than Walking models.

Slaughter House: Normal pork and long-pig pork
This Agenda is all about pigs. Not just the two-legged kind, but the ones that become delicious bacon. The men in Pig Skin’s forces (including the big guy himself) use weighted chains, which means they can knock over and drag enemy models around the table. If you’re playing against them, you might want to try sneaking around or staying out of range unless you want your models to be thrown around like plates at Bobby Brown’s house.
Admittedly, I’m not very drawn to this faction. I don’t know why, but it doesn’t really ‘do it’ for me. That said, I’ll do my best to break it down for you:

Pig Skin –
The leader of the Slaughter House is a big man carrying a chain and a huge cleaver, while wearing a mask made out of a pig’s head. If that didn’t encourage you to buy the model, I don’t know what will. When it gets down to rules and the like, he can use his chain and chopper together to butcher helpless Street Chum. He’s also the only real character in the Agenda, so most Slaughter House lists will be built around him.

Gormandizer –
A gigantic pig with a perchance for eating corpses of the dead on the battlefield, that’s the Gormandizer. He can also lead Squealers towards the enemy and knock back models he attacks. He’s no slouch in the combat department, with good combat stats.

Pigstickers –
These guys can carry shotguns, which makes them pretty good, or they can carry Captive Bolt Pistols, which are used to put an iron spike in a pig’s brain. Add to that their ability to ‘Wrassle’ with other models, they can take down much more powerful models, provided they get paired up.

Shacklers –
The Shacklers are more human minions of Pig Skin, but use sharpened pig ribs and chains to lay into a foe. They aren’t the best at anything, but seem to make good support models for the bigger guys. Combining them with a unit of Squealers, pulling prey close to them, or with some Pig Stickers, allowing them the chance to hit an enemy model with a Captive Bolt Pistol.

Pig Whispers –
If you’re going for a lot of Squealers or Gormandizers in your force, you’ll need a few of these guys to keep them moving where you want them to. They’re also armed with double barrel shotguns, while not the best ranged weapon, they’re better than nothing. Also, if you’re going up against an enemy with Beasts or Swine, they won’t attack Whispers. Of course, they won’t attack the Beasts either, but every little bit helps.

Squealers –
Who doesn’t want a bunch of little piggies wandering around the battlefield? Not the enemies of the Slaughter House, that’s for sure. While they can be kited, they can also be distracting and can trip-up enemies if they get in combat. The Agenda bonus makes these guys more of a concern and lets you take more of them. Just what you wanted to hear, right?

Men of GOD: Out-manned but not out-gunned
Some people have said the forces of GOD are the ‘good guys’ of the SpineSpur world. While I agree they aren’t out-and-out sadists, insane monsters or cold, calculating evil bastards, they “ain’t no nice guys”. Take another look at those Radiants. They have a legless guy strapped to their backs so they can fly. Their technology is based around sin and pain. No, they’re not good guys, but they aren’t heartless, either.
All this technology does give them a huge advantage over the others in SpineSpur: ranged weapons. Your basic Warrior of GOD is going to cost as much as two Thugs with Molotovs, but he’s going to last longer and hit targets from over a foot away.
The thing about GOD forces is that you’re going to be seriously out numbered by your enemy. So, you have to really think of each move, get your models in place and make sure that each model is doing what it needs to do.

Michael –
Michael is one of the models you’re not sure what to do with. He’s got good stats, some great weapons, but no special abilities that really do much for your force. I could see him offering longer ranged support to a force full of Warriors or being the single shooter in a force of Radiants and Fists. I’ll re-visit him when I get the model or I may proxy him into a game and see how he does.

Aniel –
This guy is what the forces of GOD is all about. His special ability can really carry a game, but only if you use it at the right time and on the right person. He can also support a Warrior gunline, as he uses the same weapons as them. When building your force, Aniel should always be your Central Character, because you’re almost guaranteed to win the Round Controller roll.

Radiants –
These are another of the units I haven’t used, but I can see some good uses for them. They don’t have a ranged weapon, which would make them the best thing ever, but they can move extremely long ranges which will allow you to kite those annoying Ravenous models in enemy forces. While they don’t get a ranged weapon, they aren’t slouches in melee. A dirty trick for them: have them bounce around the board, then when one of your Warriors dies, swoop in and pick up his Conciliator. Now, you have highly-mobile fire support that can’t be beat.

Warriors of GOD –
These are going to be the core of a GOD force. Why? Because they carry Conciliator pistols, with 16” range. They’ll chop up enemies before they get in melee range, then hit them with their short blades when the fighting gets personal. The main drawbacks to Warriors is they’re expensive and you need to reload their pistols every two shots. Not perfect, but still pretty damn good.

Fists of GOD –
The Fists are a unit you’re either going to use in every game or only use in some of them. With their claws, they can do some serious damage in melee, or they can have Protect-1. I think they work best as scouts and skirmishers for your shooters. They can rip open a door, allowing your Warriors to shoot at the enemies beyond then engage enemies as they come through. Or, you can put them behind your Warriors and have them tackle enemies that would try to sneak up on you.

Nightingales –
Say hello to the only healing units in the game. Sadly, they have the lowest health in the game, so a smart enemy is going to go after them like nothing else. However, Nightingales are cheaper than Thugs, and you can put almost ten of them in 150 point list. They can also do tiny amounts of ranged damage and they also auto-hit models in base contact with them. Sadly, they don’t seem to live long enough to get into base contact…

Well, there you have it. I hope this helps you new folks.

Continue to the next part here.

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