I had a chance to finally play some Xerxis last night. It was in a 6 player game that didn’t quite make it past round 3. I’m not sure I’ll ever do that again. Don’t get me wrong, it was fun meeting some of the newer players (one of which I’m convinced has a photographic / eidetic memory…), but it’s just so slow. After that experience, I can tell Xerxis will take some getting used to.
|PP Studio Director Ron Kruzie’s Xerxis is pretty nice, eh?|
- Battle Plans are during his activation, so you want him to activate early in your turn.
- Don’t put him in back, he’ll get left behind. Which makes his 10″ control area even smaller. Youch.
- Marketh helps him lots – with only 5 fury, he needs it in order to fuel an Agonizer / cast Fury or Inhospitable Ground
- He’s a super-solo, so he’ll see action, but late game. Make the enemy deal with his army first – soften them up.
|The models look great also…|
- Die to a stiff wind. At 13/14, they aren’t hard to hit, and anything above POW 8 kills on average dice.
- Defender’s Ward makes them much better, taking them up to 15/16
- Would survive much longer if they were more spread out. Though that means less of them are in good positions for the return charge
- Would be a more imposing target if they were backed up by a second wave – Reivers, Cataphracts, Nihilators, etc.
- Play the UA Officer near the back for the love of the Void. Loosing him takes out side step and the minifeat. Let the banner die instead.
- Under Fury, Enrage and feat, become POW 17 weapon masters, who charge for free and are perfectly fury efficient, due to Future Sight.
- Take two.