Greetings ladies and gentlemen. It is Whitestar333 again from Steam-Powered Gamer here to bring you the thrilling conclusion to Making Dr. Arkadius Work! First, I would like to put in a shameless plug for my own blog article where I continued the discussion of Dr. Arkadius with a list of things that will make Dr. Arkadius more of a contender (here).
Let's quickly review where we left off with our analysis of Dr. Arkadius does:
- "Protects" beasts from enemy shooting
- Efficient beast healer
- Fury manager with feat and maltreatment
- Cannot deal damage by himself
The natural conclusion here is that Dr. Arkadius should run with lots of warbeasts. I believe that the best way to run our Dr. Frankenpig is with lots of War Hogs in a tight formation, while Arkadius sits back and waits for the counter-charge. While it was mentioned that the feat could be used as an alpha-strike tool, I think that in larger games, it will be better utilized as fury management to gain extra attacks and drop insane amounts of fury. Similarly, Arkadius cannot deal much damage himself, so he should make sure he is protected at all times, and when facing an army that has lots of incorporeal models, he will need to make sure that no models can be placed too close to threaten him.
Without further ado, here's a list that I developed which I believe will play to the strengths of Dr. Arkadius:
Dr. Arkadius - Mad Science (Tier 4) - 50 points
Dr. Arkadius (+6)- War Hog (7*)
- War Hog (7*)
- War Hog (7*)
- War Hog (7*)
- War Hog (7*)
- Targ (2)
Rorsh + Brine (9)
Farrow Bone Grinders (min, 2)
Farrow Brigands (full, 8)
Benefits:
- Redeploy one model/unit
- Receive a +1 to starting game roll
- Warbeasts gain +2 SPD first turn
Since there are not many additional models to choose from in the Thornfall Alliance pact, I believe that Dr. Arkadius' theme force offers enough benefits to make it worth considering. While some of the other benefits are "meh", having War Hogs for 7 points is a good deal (and hilarious) and making them a normal SPD 6 on the first turn can be beneficial to get them into a better position early.
Rorsh and Brine are necessary for a rapid-response team and they are great for holding down a flank since Rorsh can make Brine incredibly fast for a pig-beast (thanks to diversionary tactics) and Rorsh can also kill chunks of models by himself since he can both shoot his pig-iron and throw dynamite (read that card carefully!). Place these two on your weakest flank, opposite your opponent's solo support.
The Farrow Brigands are a great utility infantry unit that don't offer much to Arkadius except for more opportunities to kill off infantry models and shielding your War Hogs. The usage of Brigands will heavily depend on what force you are facing across the table. If it's lots of infantry, you'll want to keep them behind the War Hogs to make the most of their pig-irons. If it's lots of warjacks/warbeasts that you're seeing across the table, these guys should stay in front of the War Hogs, to make sure that you can counter-charge more effectively.
THEY'RE STILL ALIIIIIIIIVE! |
What this all means is that Dr. Arkadius can decimate any warbeast/warjack-heavy army with relative ease, but you definitely need to be careful in how you plan. Dr. Arkadius is not for the feint of heart. Also, I make no claims that he is better than Lord Carver or Sturm and Drang, so let's not make those arguments, but if you have the itch to try him, it is possible to have fun with him and to win a fair share of games. It all comes down to amplifying your strengths and mitigating weaknesses.