Warmachine Tip – Deneghra vs. Kreoss
March 14, 2007
My main Warmachine army is Menoth and I often use Kreoss as my Warcaster. He can really shut down an enemy Warcaster that likes to fling spells, such Deneghra, with Lamentation. With Lamentation up the enemy warcaster is either forced to hang back to cast spells or move into the action but have effectiveness greatly reduced. I generally prefer if your Warcaster is far back and out of the action, that way they have less of an impact on the game.
If you play Deneghra you can try this trick on a Kreoss player that has lamentation up. First move aggressively forward into Lamentation range, about 4-6 inches inside then act frustrated because you “forgot” Lamentation was up. Camp on a bunch of your focus because you can’t cast any spells. Make sure you have a couple arc nodes in running distance of Kreoss.
The next turn Kreoss will hopefully try for an assassination using his feat but Deneghra is hard to kill with stealth and high armour from camping on the focus. Hopefully the Kreoss player spends most of his focus.
When it’s your turn first stand up an arc node that was knocked down and run within spell range of Kreoss (i.e. ~6″). Then stand up Deneghra and pop her feat. This will instantly reduce Kreoss’s control area by 4” and therefore reduce Lamentation by the same. You still might have to move back a bit to get outside his now 10” control area but you shouldn’t have to move much. Now arc venom on Kreoss with his effective ARM of 12 till your hearts content.
P.S. – NOT pictures of my paint job, pictures borrowed from Privateer Press gallery.


March 16, 2007 at 7:42 am
Hmm… that sounds somewhat familiar of a recent opportunity.
March 16, 2007 at 1:21 pm
I definitely got the idea from our last game. Unfortunately we forgot about the shrinking control area and you had to pay double to cast spells. We have to remember that for our next game.
April 1, 2007 at 4:04 pm
http://gallery.8r4d.com/main.php?g2_itemId=14073
January 30, 2009 at 9:52 am
Just one problem. If you stand up and are still “just” inside Kreoss’ controll range and you step out…great…BUT you may now NOT cast as getting up from knockdown forfits a move or action. So just be careful of ranges. But otherwise nice idea.
February 5, 2009 at 2:44 pm
Casting spells is not a move or an action so it possible to cast spells after you get up from being knocked down. Warcasters can cast spells anytime during their activation as long as they don’t run. For example a Warcaster could: cast a spell, charge and attack a model, cast another spell, make an attack, cast another spell, etc. The only limit is the number of focus you have on you.
See Page 66 of Warmachine Prime: Remix for all the gory details.