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So, it’s your first time into Infernals, and you foolishly asked to ‘learn the hard way’ when your opponent asked how you wanted to play the game. 

They put down a spindly-looking creature who seems very interested in showing you some paperwork, and when you read through the card it just seems to look a bit like a Cryx caster with some iffy defensive stats, so you’re surprised when you see it at the front of your opponent’s army. 

You plough on through your turn 1 unpack,
This is an Example
and then suddenly your opponent kills half their own support, rolls dice seemingly as many times as they want until they see the result they fancy, and tells you you’re dead. 

…oh.


I’ve even saved you half the work by providing Agathon’s card!


So, let’s rewind a bit. What can we do to stop this dice-rolling monster from assassinating us before we’ve had a chance to actually do anything? 

Thus, we’re going to try and put a hard stop on this assassination altogether. Firstly, outright spell denial works a charm. A safe source of
Arcane Vortex
(as in, one that can’t be killed before the start of Agathon’s activation) can halt a lot of the power of the assassination to punch through stacked focus or transfers. 


Banishing Ward
and similar spell immunity effects rule out any kind of spell assassination bar for 
Hellmouth
targeting a nearby model to drag your caster into the AOE, so while you’ll still have to be wary of dying to two boosted POW12s with rerolls and the Feat, it’s for sure a mostly-solid solution to this variety of run. Anti-channelling effects like 
Castigate

are rarer to be sure, but limit the available vectors to those provided by Agathon.


So, let’s rewind a bit. What can we do to stop this dice-rolling monster from assassinating us before we’ve had a chance to actually do anything? 

In this article, we’re going to cover the first of those methods, the famed spell assassination. Interestingly, it’s arguably the least threatening of the three in terms of outright lethality, but the hardest to avoid in principle, as Foreboders extend the 
Dark Fire
threat range to 24” (with the cheeky option to use 
Hellmouth
to push them even further forwards), and Agathon camping, say, 7 transfers can place themselves pretty aggressively far forward, so that charging and spellcasting becomes a respectable threat in of itself. 

So while it’s possible to simply be out of range altogether, it’s not particularly easy, and we’d presumably like our caster to be relevant in the game.

The exception to this is bottom of 1 – if your caster is mobile enough to get out by the end of bottom of 2 without compromising their activation hugely, there’s no shame in killboxing yourself. 

The rule doesn’t trigger on bottom of 1 for a reason; t hus, we’re going to try and put a hard stop on this assassination altogether. 



Firstly, don’t allow things to become worse for you. Don’t let the Hermit get you in  

Thus, we’re going to try and put a hard stop on this assassination altogether. Firstly, outright spell denial works a charm. A safe source of
Whispers of the Gate
(a 15” threat from a mostly backline solo and requiring

Gate of Worlds
to get so far at that, so fairly avoidable), don’t let a Desolator spray you (a fair bit harder to avoid, because of Assault, and, again,
Gate of Worlds
but not inherently impossible, especially with a screen 8” away like we discussed with Foreboders earlier), Regna getting a  
Dark Seduction

so that one of your hard-hitting models decides to whack your caster, etc. Basically, all the typical caster screening that you would do in a normal game comes in here, to avoid the army proper putting some chip damage on you to soften you up. Secondly, the more components of the run that you can pick off, or force them to summon with before you allow them to go for it, the better. That means trying to get rid of or force a summon with Roget, Eilish1 or 2, Hermit, Orin2, and the

Firstly, don’t allow things to become worse for you. Don’t let the Hermit get you in Whispers at the Gate (a 15” threat from a mostly backline solo and requiring Gate of Worlds to get so far at that, so fairly avoidable), don’t let a Desolator spray you (a fair bit harder to avoid, because of Assault, and, again, Gate of Worlds, but not inherently impossible, especially with a screen 8” away like we discussed with Foreboders earlier), Regna getting a Dark Seduction off so that one of your hard-hitting models decides to whack your caster, etc. Basically, all the typical caster screening that you would do in a normal game comes in here, to avoid the army proper putting some chip damage on you to soften you up. Secondly, the more components of the run that you can pick off, or force them to summon with before you allow them to go for it, the better. That means trying to get rid of or force a summon with Roget, Eilish1 or 2, Hermit, Orin2, and the Treasure Chest objective (for now!). This is very hard to do against a seasoned Infernals player, but if the opportunity arises and failure won’t cost you the game, go for it!





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