Read a wonderful overview of the tactics used for this Menoth Warcaster over on the PP boards. I wanted to post it up here for all to enjoy!
Author: Lanz
Overview
Reznik is an offense-oriented warcaster who favors an
aggressive play style, heavy melee warjacks, and elite infantry. His
above-average combat stats, passive bonuses, and spell list, favor his
own battlegroup over the army at large, but not so single-mindedly that
he fairs poorly with a balanced list. The focus in a Reznik list should
be the Battlegroup, with adequate support, but infantry still plays a
major role in keeping the battlegroup safe. Reznik follows the
protectorate's popular denial and anti-magic themes, however his
particular flavor is one of destruction and instant gratification, with
many rules that instantly and directly penalize an opponent for their
actions and decisions with swift reactions. Winning with Reznik
involves outright enduring the attacks from the enemy while rampaging
across the table with the single-minded intent of killing the enemy
caster and anything that gets in the way.
Compared to other warcasters he is most similar to Feora
and Amon Ad-Raza. He packs more punch than Feora, but has fewer
options, while supporting infantry better than Amon, but being unable
to handle and support as many warjacks. As far as list composition, he
sits pretty much right in the middle of these two warcasters, and
generally favors quality over quantity.
Statistics
The first thing any player would notice upon seeing
Reznik is that he is a medium-base warcaster, which comes with the
built-in penalties of being slightly harder to move around, harder to
hide, and impossible to block with Small Based models. This should be
something kept in mind at all times. Being medium-base, of course also
means that Reznik can see over some things that a small-base model
could not, such as walls, and around other small-based models, but just
remember, if you can draw LoS to them, they can probably draw LoS to
you. Reznik's most crucial statistics are his MAT, his PS, and his ARM.
With his self-buff Engine of Destruction, he has an independent damage
potential unmatched in any other warcaster in the Protectorate of
Menoth. At Armor 17, he ties with Feora for having our highest
warcaster armor stat. While this is above-average and has the potential
to render many attacks against him useless, it will not always protect
Reznik from an assassination attempt, and one should never consider
even a focus-stacked Reznik to be anything near to invulnerable. At a
focus of 6, Reznik has a smaller control zone, and lower focus pool
than some of our other warcasters. He can partially make up for this by
being able to produce his own wracks, but for the most part feels the
weight of focus more than other warcasters. Reznik's statistics only
make up for a small part of his overall destructive potential, however.
Weapons and Abilities
Confessor - Reznik's weapon Confessor is a
tremendously powerful warcaster weapon in Reznik's hands. With Engine
of Destruction, it has a PS of 18, outclassing some warjacks and
usually rolling directly to health or better against most targets.
Confessor has the Reach and Magical Weapon rules, as well as the unique
and powerful rule Purgation, which grants Reznik both an additional
damage and attack dice against targets under the effect of enemy upkeep
spells. This ability can be situational, as it is well-known and easy
to deny, but there are many casters who keep upkeeps on themselves or
their models throughout the majority of the game, such as Baldur, and
Magnus. Keep in mind that Purgation effects models that have an upkeep
spell directly on them, not models simply effected by an upkept spell
such as models effected by Sorscha's Fog of War spell.
Terror - Reznik causes Terror, which is rarely
applied as Reznik is usually not charging (or being charged by), models
that are susceptible to morale effects. While rarely used, however, it
is something that should be kept in mind.
Excruciator - Excruciator is a unique and helpful
special ability that allows Reznik to turn a living model destroyed by
his own melee attacks into a Wrack and place the wrack within 3" of
himself once per turn. This ability applies strongly in later portions
of the game, where existing wracks may have been destroyed, or are
simply out of range. It is generally a good idea to kill off solos or
unit members with Reznik directly if it is safe to do so, as you can
never have too many Wracks. It is also worth noting that Excruciator is
applied when a model is boxed and then removes the model from play, so
it will deny any rules that would have triggered when the model was
destroyed, such as generating soul tokens.
Witch Hound - Possibly Reznik's most signature
rule. Witch Hound allows any model in Reznik's battlegroup (Reznik and
his warjacks), to make a full advance, followed by a single attack, any
time any member of the battlegroup is hit by an enemy magic attack.
This is a dual-purpose ability offering either denial against spells,
or added mobility and damage otherwise. Witch Hound's use will depend
on your enemy's army composition, and naturally will apply far more
against an enemy who uses many spells. Witch Hound renders some enemy
units virtually defunct against Reznik's battlegroup, such as Druids,
Battlemages, and Graylords, who all rely on their magic to keep
warjacks away. Many spell-cast heavy warcasters and warlocks have much
more trouble against witch hound as well. While Witch Hound is
best-used offensively, it can also be used to move warjacks or Reznik
around strategically, for better positioning, or protection. It is
important to keep tabs on your control zone when applying movement with
Witch Hound, so that you do not inadvertently move warjacks out of your
control range before your turn.
Feat
Reznik's feat Judgment Day contains both a Pulse effect
and a Zone effect, which can be applied a wide variety of ways. The
first and most important use of Reznik's feat, that should be it's
primary application, is it's pulse effect, which strips all models
currently within Reznik's control zone of Focus and Fury points, and is
ideally used just prior to an assassination attempt to strip a
warcaster or warlock of their defenses. The second part of Reznik's
feat is its zone effect, which remains in play for a round. This zone
effect denies the upkeeping of spells within Reznik's control zone as
well as allocation of focus. Additionally models casting spells within
Reznik's control zone immediately suffer the Fire continuous effect.
The Pulse portion of Reznik's feat is the main reason the feat should
be used, however in combination with the zone effect it is a
double-edged sword denial. If the feat catches the enemy's battlegroup
the results can be crippling for both hordes and warmachine, or
tremendously bad for Reznik. Against Hordes, the feat sucks all the
fury off the warbeasts, forcing the warlock to cut themselves for their
fury points, but leaving the warbeasts with no risk of frenzying.
Against Warmachine it has no heavy lingering effect on the
warcaster(other than forcing recasts of upkeeps), but denies focus
allocation to warjacks, leaving the warjacks reasonably crippled,
however generally resulting in a warcaster within 12" of Reznik with
full focus.
Spell List
Engine of Destruction - Reznik's most important
spell when he is causing damage directly is Engine of Destruction. With
EoD cast, Reznik jumps to a PS 18, MAT 11, Spd7 monster, easily capable
of shredding anything he can get into combat with. Naturally the trick
is actually getting into combat, but once this is achieved, Reznik can
spend focus to simply buy attacks, and will almost always destroy
whatever he is attacking. His ability to cause massive damage to single
targets is comparable with the Butcher, while lower in actual damage,
the target is none-the-less guaranteed to be dead at the end either
way. EoD also lends use to maneuverability as Reznik can use the extra
spd to evade enemies as well. Additionally, since it lasts a whole
round, Reznik retains its bonuses if Witch Hound is applied in a turn
after it was cast.
Hex Blast - Hex Blast is Reznik's AoE spell. On
it's own it causes average damage at pow 13 3" blast for a cost of 3.
Additionally it will remove upkeeps from the model directly hit by the
spell. Unfortunately, Hex Blast has little utility as it's cost takes
much of Reznik's focus, and upkeep removal is usually not an essential
factor in Reznik's game, due to Purgation. That said, however, it
nonetheless provides Reznik with the means to strip a target of an
upkeep, and is a powerful tool either when a model other than Reznik is
going to charge, or when a model has upkeeps like Admonition cast on
them. Overall, the spell is situational, and usually will not be used,
but should be kept in mind, especially against spells like Admonition.
Ignite - Ignite is a very powerful offensive
buff, that finds equal use both as a unit buff and a warjack buff,
though almost never as a self-buff on Reznik. Ignite provides a target
model/unit with +2 to melee damage rolls, as well as Critical Fire on
their melee attacks. Good candidates for Ignite are warjacks, or
Exemplar, and the player should feel comfortable with moving the buff
around from target to target depending on who may need it most.
Iron Aggression - A crucial spell
for Reznik's focus efficiency and 'jack usage. Iron Aggression is an
upkeep that allows a target warjack to run, charge, slam, and trample
for free, and gains boosted attack rolls with all melee attacks. Iron
Aggression should be cast on a heavy melee warjack such as a Templar,
Fire of Salvation, or Avatar. Warjacks with Iron Aggression can spend
all their focus points on simply buying attacks, drastically increasing
their destructive power.
Perdition - Perdition is Reznik's
primary attack spell. At a cost of 2, and a below-average pow of 10,
the spell is unremarkable by itself, however it's special effect
becomes Reznik's best tool for out charging the enemy. If an enemy
model is damaged by Perdition, a warjack in Reznik's battlegroup can
immediately make a full advance towards the nearest enemy model once
per turn. Perdition is the essential extra few inches of movement out
of turn that allow Reznik's Warjacks to make effective charges against
enemy models. It is important to note that Perdition does not require
moving directly towards the nearest model. A warjack using perdition
could move at an angle to get around or through terrain features in
preparation for a charge, and is excellent for moving over linear
obstacles and other small charge-denying features, prior to activation.
Victory Conditions
Reznik's prime objective should be an assassination run
performed either by himself personally, or by one of his warjacks.
Reznik's endurance will let him survive through a lot of damage,
allowing him to be played more openly and aggressively, while abilities
like Perdition and Witch Hound allow him to maneuver his 'jacks into
favorable situations for charges. Reznik's battlegroup should be
designed with assassinations in mind, and feature hard-hitting melee
warjacks that are up to the task. Outside of assassination runs,
Perdition also gives Reznik an edge in objective-based maps, where the
extra out-of-turn movement he provides can be used to take objectives,
if used well.
Reznik's MVPs
Note: This is scaled to a 35point battle range, and would apply differently to larger or smaller lists.
Devout - While not as adequate for most of
Reznik's purposes, a Devout can protect Reznik where the natural
features of the table might not, and is worth considering depending on
the terrain and opponent. A Devout should not take priority over the
other warjacks in the list, however.
Castigator - A top-shelf Reznik battlegroup
candidate and an excellent target for Ignite. A castigator with Ignite
and Infusion has PS20 fists, and when it's admirable spd of 5 is paired
with Perdition it gains a tremendously flexible charge pattern. The
Combustion ability should be considered an afterthought on the
Castigator next to its high PS fist attacks, but remains powerful
enough that the Castigator can fill a secondary role of Anti-infantry
if the need demands it. Keep in mind that Combustion is not a melee
attack, and thus does not gain the +2 from Ignite however.
Crusader/FoS - With a base PS of 18, the Crusader
is probably Reznik's best pick for a primary warjack. Under infusion
and ignite, its main weapon rises to a staggering PS22 and even its
lowly fist attack climbs to PS18. While its low speed of 4 generally
can cripple this warjack in most cases, Perdition can almost always be
used to compensate for this weakness, allowing even the crusader to get
first charge on targets, after which nothing is going to survive its
flurry of attacks. The Fire of Salvation is also a very powerful option
for Reznik, bearing all the advantages of the Crusader, with the added
bonus of better MAT, speed, and its own imprint. For its cost, however,
few warjacks have as good a cost-to-effect ratio for Reznik than the
simple Crusader, and few warcasters can bring out such power in it. A
Crusader should probably be the first warjack to keep in mind with
Reznik.
Guardian - Were its cost lower, the Guardian
would be the absolute top Reznik Warjack. With the same overall
performance to the Crusader, the Guardian has the advantage of Reach,
but the greater advantage of having an Arc Node, allowing perdition to
be channeled through it for a more reliable spread of targets. The
Guardian's sheer cost, however, makes it a warjack that should be taken
conditionally, as it's advantages all work well with Reznik, but for
the cost, it still causes less damage than the Crusader. The Guardian
is a prime pick for Iron Aggression, however, as its critical is very
powerful, and it gains a lot of utility from being able to make several
boosted attack rolls.
Templar - Usually a more practical pick over the
Guardian, the Templar trades off some of its damage for high endurance.
While also less destructive than the Crusader, the Templar is
better-suited to having Iron Aggression cast on it, and using its
flurry of attacks paired with Beat Back to march itself across the
table. A templar with infusion and Iron Aggression can pull off more
complex maneuvers, by using Beat Back to pull itself into other models
and destroy them. Because the Templar is better suited to Iron
Aggression than Ignite, it is a good 'jack to take alongside a crusader.
Vanquisher - While normally included in most
lists regardless, and not being a melee-centric warjack, the Vanquisher
gains utility with Reznik lists as it is probably the best model to
apply Witch Hound on. The free movement allowing the Vanquisher to
maneuver into a better firing position, and take even more shots than
it normally could. While low-performance in melee, Ignite and infusion
bring its PS to 20, which is easily enough to destroy most targets.
Additionally, the Vanquisher can also use Iron Aggression, allowing for
highly accurate Thresher attacks. The Vanquisher is very flexible,
particularly in Reznik's list, as it can be buffed to fill a specific
roll when needed, and can apply a potential for more ranged attacks
than with other casters.
Avatar of Menoth - Generally our faction's
strongest warjack, taking one with Reznik depends on how it will be
used and what it will be paired with. Of all the possible combos, no
other warjack makes use of Iron Aggression better than the Avatar, as
it essentially provides the already high-focus Avatar with a free
charge and boosted attack rolls. An Infused Avatar with Iron Aggression
charges for free, never needs to boost anything, and can buy up to 4
extra swings with its PS21 Burning Wrath. However, powerful as this is,
the Avatar cannot be affected by Perdition or Witch Hound, and pays for
its power both with its high price tag and its lack of direct synergy
with Reznik outside of Iron Aggression. The Avatar should not be taken
alongside a warjack that would also want Iron Aggression, such as the
Templar, or Guardian.
All Exemplar Units - Because of Ignite, Reznik
does well to have at least one unit of hard-hitting infantry, and none
surpass the Exemplar in this regard. While each unit performs
differently, they all contribute something to a Reznik list that
generally makes them a better option than the rest of our infantry.
Knights pack a tremendous punch in a small package, and have virtually
no peer when it comes to supporting warjack charges for extra damage.
With ignite they climb to a base PS of 13, and a maximum PS of 18,
which brings staggering damage with Weapon Master on a charge. Vengers
bring a measure of high mobility to a Reznik list, and excel at
flanking maneuvers where they can get behind the enemy army and force
them to move closer to Reznik's advancing battle group to avoid them.
Errants provide a tar pit unit that is both numerous and tough, as well
as flexible and hard-hitting. With Ignite they have the same base PS as
Knights, and can cause a lot of damage while being very difficult to
remove. Bastions fill an interesting role with Reznik as they are
medium-base and can actually block line of sight to him, making them
ideal bodyguards to advance just ahead of Reznik. Sitting at PS14 after
Ignite, with reach and blessed, they pack a serious punch on the charge
as well, and do well advancing with the Battlegroup like a squad of
mini-warjacks. Ultimately, which unit is taken depends on the player's
plan for the list.
While the units are all useful, a Reznik list usually
would not have more than a single exemplar unit at 35 points, so a
Seneschal or Gravus are not quite as useful as they would be in an
infantry-heavy list. However, that said, a seneschal is excellent to
have alongside Errants, and Gravus is excellent to have alongside
Vengers.
Temple Flameguard
- While not as suited to the specific needs of a Reznik list, temple
flameguard are quite tough for their cost, and are good to
employ(especially in lower numbers!) as a distraction to draw fire away
from the battlegroup, or as a source of souls for a Reclaimer. With
their high speed and shield wall, they can move quickly to a position,
then advance under shield wall to make things hard on your opponent.
Fielding a minimum-size TFG squad can be of great help to a Reznik
list, but it should only be increased in size if a specific combo is
planned, or if the points are available. Taking a full-size TFG unit
should not cut into the more essential elements of the list, and should
come last.
Choir of Menoth - Naturally, with
such a focus placed on the warjacks and their ability to maximize
damage, choir are an essential element. Since Reznik favors larger
'jacks, rather then numerous 'jacks, a choir can usually be fielded at
minimum size, and should be an auto-include in a Reznik list.
Hierophant - Reznik can run into many problems
with his low focus, and high reliance on warjacks, so a Hierophant can
help relieve some of the stress when Reznik is managing the
battlegroup. Additionally the Hierophant is tremendously useful when
Reznik is fighting, as it allows him to cast Engine of Destruction
while keeping more of his focus for himself. Between a Hierophant and a
Wrack, Reznik casts EoD or perdition for free.
Reclaimer - Another useful support for Reznik's
low-focus needs is the Reclaimer. Naturally if a reclaimer is going to
be taken in the list, a complementary unit should also be taken, such
as the TFG, or Exemplar Errants, to provide souls for the Reclaimer. A
Reclaimer can be instrumental in a Reznik list, by being able to
completely charge up a Warjack so that Reznik doesn't have to. Also it
is handy to have, as it allows more freedom for warjacks to roam out of
Reznik's control zone without fear of being deprived of focus.
Vassal - Naturally, in a list where an emphasis
is placed on causing maximum damage in a single turn, having an extra
attack always helps. With Reznik's specific range of abilities and
buffs, virtually all warjack attacks are not manually boosted, so the
Ancillary Attack provided from the Vassal is as good as any attack the
Warjack would make normally. Naturally if a Vanquisher is present, even
more emphasis should be placed on having a Vassal around.
Wrack - Wracks should be taken if there are
points available to take them, and left behind otherwise. Wracks are
essential in Reznik's list, however as he can make his own, it’s not
always essential to pay the points to actually field them. Oftentimes a
list will have a single point left, and Wracks are ideal for this and
even more useful on a low-focus caster like Reznik. Because of
Excruciator, Reznik also can apply Wracks as instant bombs to clear out
infantry, by killing a trooper, wracking it, then attacking the wrack
to blow it up. This can place Reznik at risk, however, and should
usually only be done either with a spell from out of blast range, or
while Reznik is stacking full focus.
Paladins - Paladins (Vilmon or normal) are handy
elements to have in support of warjacks. At PS14/15 weapon masters,
they cause a lot of damage, and are good for charging just before or
just after Warjacks charge either to soften up a target, or finish it
off. At least one paladin is useful to have around for their blend of
high speed and high damage. While it would be rare, casting Ignite on a
paladin would be very powerful too.
Tips
- Your cleanest chance of winning is an assassination run, and it should be the first thing you look for and plan for each turn.
- Be flexible; spotting openings in defenses are key to a good
assassination, and the more openings Reznik's battlegroup can exploit
or create, the better.
- Out of turn movement is one of Reznik's more crucial means of
getting 'jacks to their targets, so before you even allocate focus, you
want to be looking for potential Perdition targets, or situations to
try and force a Witch Hound.
- Build for punches. Reznik is very aggressive, and performs best with models that hit hard and fast.
- Keep an eye on Reznik’s control zone. It is very easy to move
warjacks out of Reznik’s range, or Reznik out of his warjack’s range,
when Perdition or Witch Hound trigger.
- Watch for direct threats to Reznik himself. His play style can
easily leave him very exposed, and where he ends up after his
activation should be somewhere he can’t be easily threatened.
~ Thank you for the wonderful write up Lanz! Keep up the great work!