So the poll results have been in for a while. According to the 24 that voted, the best arcnode in the game is Thorn with nine votes. Second place belongs to the Revenger and Deathripper and third is owned by the Phoenix.
Being a numbers guy, using the MKII pdf all the Warmachine arc-nodes stats were put on a spreadsheet so I could rank them. My criteria was simple, offense was unimportant to me as I wanted to analyze only their effectiveness as an arcnode. So I ran the numbers under three different base attack numbers and ranked them according to their ability to take a hit and still be able to function as a node. Again I did not take into account any offensive abilities only defensive, and I did not take into account that the node can't be used in melee. After I did that I compared to point cost to arc-node survivability to see which one was the best for its points. Here is what I found.
1 ~ Pheonix ~ Rebribution
2 ~ Lancer ~ Cygnar
2 ~ Revenger ~Protectorate
4 ~ Chimera ~ Retribution
5 ~ Deathripper ~ Cryx
5 ~ Nightwretch ~ Cryx
7 ~ Thorn ~ Cygnar
8 ~ Renegade ~ Magnus Mercs
9 ~ Blessing of Vengeance ~ Protectorate
10 ~ Defiler ~ Cryx
11 ~ Guardian ~ Protectorate
What it boiled down to was whether or not the arc-node could stand to take much of hit and/or stay out of harms way.
Take a good hard look at the Phoenix folks, its a monster, due to its force field you can't take out the node with one well placed hit... just not gonna happen so you'd better have a couple attacks ready to finish the job or it will finish you and then get channeled through again.
In the percentages the Phoenix only barely, and I mean barely beat the Lancer. While Thorn is essentially the same, when you factor in point cost, if your just looking for a node there is no comparison. Cheap and maneuverable the Lancer plays its role as a node quite well, along with Set defense and quite good armor with its shield.
Other nodes of note, and Many Cryxians would agree their nodes are not the best. They are far from the worst however. Unless of course you look at the Defailer! Seriously though, out of all the factions Cryx is still most likely to bring them just for the node over anyone else which makes their middle of the road place in the line make them Cry. Out of all of the nodes they are among the hardest to hit and the cheapest to field but if you do hit one, its lights out. The only reason the Defiler is so low on the list is becuase of the cost. I ran one sheet putting the Ripper at 3 instead of four and I can see why Privateer Press didn't do it. But that is a flaw in thier new point system more than anything else.
Bottom of the Barrel as far as nodes are concerned, yup Protectorate's own Guardian. The Blessing of Vengeance was quite low too, but lets face it, the BOV has some serious offense to offer any Menoth player. The Guardian on the other hand with its high cost isn't really a good choice if your bringing him for the node. Protectorate players would probably be better off bringing the Revenger for a taste of a good arcnode. But if you like the Guardian, like the BOV, the node is more of a perk and not the reason you bring them.
For a numbers guy this one was fun do to, someday I will figure out a way to factor in offense of the jack along with the usefulness of the node but its a bigger fish than I have time to fry.
PP forums discussion can be found HERE. For a lengthy spreadsheet pm me on the forums.
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