First, I'd like to offer a quick apology to readers; my posting was somewhat interrupted by a barrage of work-related travel, then travel-related illness that forced me on something of a hiatus.
That aside, I decided I'd paint up some of my Retribution, and try to make my favorite borderline-psychotic elf work in a theme list: Dawnlord Vyros. Everyone's favorite flanking caster got himself a new theme list in No Quarter #35.
The Tiers
The Limits
Non-character warjacks with field dependent.
Small-based Dawnguard units; any Houseguard units.
Arcanist solos, Dawnguard solos, and Houseguard solos.
Tier 1
Obey the aforementioned limits
FA of non-character Dawnguard units/solos goes up by 1
Tier 2
Battlegroup has 2+ heavies
Point cost of heavies in the battlegroup goes down by 1
Tier 3
2+ units
For every two units you have, one heavy in the battlegroup gets Advance Move
Tier 4
the army has 4+ warjacks
Each jack in the battlegroup gets 1 focus at the start of Control Phase 1
On the Benefits/Restrictions
For me, Tier 3 is the money. Tier one is so-so; given the subsequent restrictions (and lack of extra unit attachments) I don't see redundancy in the units as a major benefit. As we have all of zero Houseguard solos and two Dawnguard solos, I'm not sure I see a benefit there, either. Scyirs are somewhat questionable with Vyros, as heavies belong in his battlegroup and lights still like the benefit. At best, they're a guided MAT10 weaponmaster missile that fires through your Dawnguard lines. Thanes are useful for feat turn and as flankers, but I'm not sure I'd want to take 3 in the army.
Tier two, however, is pretty easy to get to. Vyros likes warjacks, and he's gonna like cheaper heavies even more. Seven point Manticores are hard to argue with, and I can live with 8pt Hydras a bit more. The Phoenix at 9 is still nice, since you're probably not going to use the arc node and frankly, a 360 front arc + reach can be a liability to a canny opponent, as you kind of lose the benefit of free strikes.
Tier 3 is where we start making money. Advance move on heavies is nice, and with access to Houseguard units (and the 2pt Heavy Rifle Team) we can reasonably get advance move on a couple of heavies as low as 35pts. Any of our heavies can use this: Manticores can put suppressive fire just outside the enemy DZ, Hydras can fuel up and move into the mid-line on turn 2, and a Phoenix can get in there and be ready for a devastating charge or a nasty Combustion even faster.
Tier 4 is bound to be nicer for larger games, as you'll be able to push your jacks up faster and still crank out your upkeeps on turn one.
Downside of the Restrictions
Offhand, you'll notice a couple of things you're NOT gonna get in this list:
Eyriss
Stormfall Archers
Eyriss is your only real answer for upkeep removal. This could hurt you. You're otherwise stuck with Soulless for anti-magic duties, which could be passable. Stormfall Archers are also a bit of a loss, as they're one of our main answers to high-DEF infantry and/or stealth stuff, plus they can do a number on hard targets as well. I like these guys, what can I say?
You also lose out on some of our hard-hitting solos and our movement shenanigans, but I've always kinda felt Vyros liked the straightforward approach anyways.
Working the Tier
My experience with the tier is largely at the 35pt level. I think aiming for T3 is going to maximize your benefit, as it's unrealistic to get to T4. I want my cheap heavies, and I want my heavies to be able to get up there in a hurry.
1) The Choice of Heavies
Honestly, I'm currently liking a pair of Manticores for my T2 requirement. Here are some reasons why:
1) Covering fire WAY out there early on
You can help control enemy movement, and with a turn one mobility, you can be 14" across the field, add in a foot-long range for covering fire and you ARE putting it on their doorstep. If you go first, you can get some great board control against enemy infantry
2) Enemy stealth people don't like covering fire
...if you can't kill them early, you can at least control them somewhat. One template isn't too hard to get around; two near each other forces a considerable detour
3) The feat can help fuel them
Against enemy infantry lists, it's not going to be too terribly hard to slag a handful of guys during your feat turn, and fuel these things.
Pondering Hydras
On the one hand, you can also push Hydras up to the mid-line, and they can set up shop. One of them can get two focus from Vyros, one gets one from an Arcanist; you then chuck up Inviolable Resolve and Mobility and you have Hydras at the midline and your infantry buff in play. Next turn, you can fully fuel them with 3 focus, upkeep, and have a couple left over in case you feel the need to cast Hallowed Avenger.
T
he Con: this is more of a gimmick in that Stealth still shuts you down. On the other hand, you can bounce some high-damage shots off enemy targets, and start doing a number on them as they CANNOT hide from you unless they have stealth.
On Phoenixes
I'm hesitant about the phoenix for a few reasons. On the bright side, combust is a fine way to kill high-DEF enemy infantry, and you still have the Phoenix's lovely PS17 reach weapon. On the downside, you're still probably never going to use the Arc Node. Finally, a canny opponent will exploit your 360 front arc to avoid free strikes, and a phoenix has a large area around it where they can do so. The gun on it is so-so, so pushing up to the midfield early on really only uses this thing's melee and combust capabilities.
I just think you can get more for less in jacks with this particular tier; I still like the Phoenix and it still has a nasty threat range with reach and mobility.
2) The Units
If we're going to Tier 3, you probably want to grab a pair of Heavy Rifle Teams. It's 4 points for some armor-piercing shots (still vulnerable to stealth, but frankly, if the enemy is stealth-heavy you just try to grab/hold territory with these guys. They're 2 bloody points). Let them run turn one, and set up for shots on turn 2 and later. Some people take exception to armor piercing as well, and with an effective RAT7 with the binocular grunt, you can make people leery of getting heavies nearby, or even heavy infantry.
So, let's pretend you're gonna take two of these. Let's pretend you're taking two Manticores as well. You've spent a total of 6 points after accounting for Vyros' jack points, and if you're shooting for 35 you have a solid 29 points. Let's be honest, you're gonna take a couple of Arcanists, so you've spent 8 points and have 27 to dump on two more units and any more solos you choose to take.
At this point, you're going to want to decide what you want for a core. We have movement control, heavy hitters for melee, and anti-heavy gunfire. I would like a little accurate melee damage. When it comes to Vyros, I have a soft spot for Invictors. Expensive? Yeah. You get what you pay for, and Vyros doesn't mind a ranged punch. You have an easier time on the feat turn, and in a pinch if you can get the ranges right, you can mess up even Stealth infantry, as most of them don't like RAT8 tag-teams that re-roll misses. You have 360 front arcs on heavies, so you can also get the flank bonus out there a bit easier, then you have MAT9 weaponmasters at PS10, which isn't bad. You ARE dependent on your jacks, though, for this to work. I would consider a Griffin with them as a flank-bot for them and for Vyros.
On the other hand, you can go for the Houseguard module. At 9 points, you can get a fully-equipped unit of Halberdiers; they can go up to ARM20 in shieldwall with Inviolable Resolve, and with the minifeat, a pair of them can tag-team something at MAT10. You get your hitting power, AND any guns behind them still see through 'em. This brings me to the Riflemen; you have good range (still worrying about stealth...) and with the UA, they're almost tailor-made to go with Halberdiers as they can accurately CRA into melee.
3) Solos & Support
Frankly, take your two arcanists already. Just do it. There are currently no Houseguard solos, so forget that. You have access to a pair of Dawnguard solos: the Scyir, and the Thane. As you're likely to keep warjacks in Vyros' battlegroup for the benefits (Mobility & Bird's Eye), the Scyir is really just a guided missile. Then again, it's a MAT10 PS12 weaponmaster guided missile with flank, and if you're rocking Dawnguard, you can fire it through the lines and knock a chunk out of things. It's no Mage Hunter Assassin, but it'll do some damage and not draw near the fire the MHA does.
The Thane, in my mind, competes with the Griffin. The Thane is a great flanker: it can hold down objectives and still contribute, and in a pinch it can throw out a nasty charge at a distance; MAT10 PS14 is on par with the Griffin. Plus, multi-fire on a POW12 gun is just plain fun; you can mow down infantry or ding up softer targets. Don't forget you can go for a RAT9 with the aim (fun if someone gets a high-DEF target or a caster within 10") or get a nice scoot 'n' shoot with multi-fire + ride-by attacks.
The Griffin, on the other hand, does two things: VERY long-ranged missile, and flank-bot/distractor. Start with SPD6, add 3" for a charge, and 2" for reach. If you fleet, you can get another 2", and with Mobility, that's another 2" still; you have a max threat range of 15" in any direction, but it costs you. More likely you'll either fleet or mobility, but a Griffin already has MAT8 on the charge with the spear. Two focus is enough to eke out a 13" threat range with fleet + charge, or you can boost to be sure you hit. It's also an ARM18 light with reach; if you are benefitting from Bird's Eye you can tie up a LOT of infantry or solos.
Some Sample Lists
List 1: Houseguard Heavy, 35pts
Dawnlord Vyros [-6]
-Manticore [7]
-Manticore [7]
-Griffin [4]
10 Houseguard Halberdiers [7]
-Officer, Standard [2]
-WA: Soulless [1]
6 Houseguard Riflement [5]
-Officer, Standard [2]
Houseguard Heavy Rifle Team [2]
Houseguard Heavy Rifle Team [2]
Arcanist [1]
Arcanist [1]
The Logic: Manticores push up, establish covering fire. Halberdiers provide a front wall; riflemen and rifle teams abuse Ranked Attacks for all they're worth. Arcanists do what they do. Griffin serves as a guided missile/flankbot for Vyros. Optional: drop the Griffin; trade its delaying tactics/threat range for a full unit of Riflemen and another Soulless. I like the Griffin, though.
List 2: Invictors Holding the Line
Vyros [-6]
-Manticore [7]
-Manticore [7]
-Griffin [4]
10 Invictors [10]
-Officer, Standard [2]
-WA: Soulless [1]
6 Houseguard Halberdiers [4]
Heavy Rifle Team [2]
Heavy Rifle Team [2]
Arcanist [1]
Arcanist [1]
Here, we're abusing Halberdiers as a roadblock with Set Defense. You could again drop the Griffin, and free up points to upgrade the Halberdiers with either the UA or a full-up unit + soulless, but I lean towards the griffin, again. Your strategy is much the same, except all your troops are capable in melee, and you still have a decent shooting contingent.
Overall
This is a tight tier to get the meat out of in 35pts, no lie. I do feel that there's mileage to get out of T3's Advance Move on heavy jacks, and if you were only going to go with one heavy and some lights, you'd have more options. Still, I think that guns + advance move on 7pt Manticores open up some fun opportunities for board control. Just be mindful that you are missing out on Eiryss and Stormfalls, though.
Showing posts with label retribution. Show all posts
Showing posts with label retribution. Show all posts
Monday, October 3, 2011
Tuesday, July 26, 2011
Moonlighting with Mercs: Merc 'Modules' and Units, the Cores You'll Build Around
This is, at the moment, the last article I plan on doing for mercs. I've spent five posts explaining what mercs will work for which factions, and the compatibility of the respective warcasters.
This time out, I'm going to focus on the units (and their support) themselves, and discuss what you get from each of them. I mean, you need to know who does what, right?
The Steelheads
Work For: Cryx, Cygnar, Menoth, Khador
The Steelheads have a little bit of everything: you want melee troops, you get Halberdiers. You want guns? Riflemen. You want Cavalry? You got Steelhead Cav, and a cav solo in Stannis Brocker.
The cheapest entry comes with the Halberdiers: They're a 4/6 cost unit for 6-10 guys. They have low-to-average stats across the boad, with DEF/ARM13, and a piddly-looking MAT5. Note that they do have Powerful Charge and Set Defense, so they can give and take some love to open an engagement. Note also they have reach and are dirt cheap. Combined Melee Attack lets you hit high-DEF targets, or tag-team larger stuff. Importantly, they're cheap. If you want just to hold another guy up, 1-2 units of Halberdiers flood the boad with bodies, and if you throw Alexia & the Risen behind it, you're basically dumping 11-17 points on a LOT of delaying tactics.
The Riflemen could use a range booster, but they're hideously accurate with Combined Ranged Attack and Combined Arms. They are expensive at 6/9, but the accuracy is what saves them. You are not likely to miss if you team up for your shots. I would consider these guys behind a unit of Halberdiers, because these guys are pretty terrible in melee.
If you don't need in-faction buffs, the Cavalry can hit hard when combined with Halberdiers. You get Reach and two swings out of each guy. While the MAT5 and PS12 look piddly, factor in Flank with Halberdiers, and suddenly you've got MAT7 weaponmasters cranking out two attacks each. Add in a sidearm and Assault, and you can do some serious damage on a charge to a number of targets.
Finally, there's Stannis Brocker. IF you're going to take more than one Steelhead unit (and you're not just doubling up on Halberdiers as fodder) then consider him to help you with traffic issues. He's no slouch in combat on his own, but Tactician (for ignoring each other for LOS and moving through each other) can be a big boon when it comes to getting your sell-swords into position.
Steelheads in Summary
These guys aren't what you're looking for if you MUST have access to faction buffs. Why? Either you're taking one unit of Halberdiers as fodder (and, well, come on. At 6, they're cheap. At 8, they're comparable to everyone else...) or you're looking at Halberiders + more expensive guys; Rifleman for a regular battle line or Cavalry for a nasty 1-2 hit.
An exception to the above is Reznik's tier in No Quarter, as you can get the Attendent Priests for free.
Also, these guys work for EVERYONE (other than Retribution). From a money standpoint, these guys offer good bang for the buck. You're looking at ~20ish points to take Halberdiers and either Rifleman or Cav + Stannis Brocker, which leaves you room for support/battlegroup in a 35pt list. Not bad at all.
The Sea Dogs
Work For: Cryx, Cygnar, Menoth, Khador
Are pirates your thing, instead of organized mercs? Then you can get some Sea Dogs. While the Steelheads are pretty self-contained (self-contained accuracy via CMA/CRA, only Cav really wants other guys for suppot), the Sea Dogs just get nastier as you start adding in solos.
You start with an infantry unit, the Sea Dog Crew. It's 5/8 for some guys with so-so stats. They have SPD6 (nice), MAT5/RAT4 with a PS8 Melee weapon and PS10 pistol (laughable), DEF13 (average) and ARM12 (bad joke). They can help each other out with Gang, for +2 to hit/damage, and they can use the pistol in melee. Sound comical, right?
Well, you can get more guys with the Sea Dog Rifleman. They're a point a piece, but instead of the pistol they have a RNG14 Rifle with CRA and Take Up. You can get a few more bodies. Not bad, right? Still going 'So What?'
Now, let's go get Mr. Walls. He's 2pts and attaches to a Sea Dog Crew unit. He's got Gang, and slightly better survivability in melee due to Tough and an angry monkey. (No, really.) He brings two wonderful things to the unit:
1) Tactics: Advance Deploy
2) No Quarter: mini-feat good fo Pathfinder, Terror, and Fearless.
So, Mr. Walls lets you start out further, and get there faster, AND respond to your enemy's deployment. Now we're starting to see something...
Now let's go grab Lord Rockbottom. He's got a neat Spray attack and Commander. However, he also has a fun little ability called 'Paymaster' and he can use it to help a Sea Dog unit in his command range 5x per game.
1) Money Shot: +2 to ranged attack/damage rolls
2) Payday: BOOSTED MELEE ATTACK ROLLS and Overtake
3) Walk It Off: Tough for a round
For two points, Mr. Rockbottom is making our Sea Dogs a bit terrifying...he's solved their melee issue, and can even make them a little more frightening at range, OR he can make them stick around longer. Too bad you can only use one Incentive per unit per turn.
Now, if you've decided to make your Sea Dogs Tough, you can pay 2pts for Bosun Grogspar, and make them immune to knockdown. Also, you can take Doc Killingsworth for 4+ tough on your pirates. First Mate Hawk is a guided-missile Solo that can give Sea Dogs fearless in her CMD9 range. I suppose you could also take Bloody Bradigan for a weaponmaster with Fearless, Tough, and Critical Knockdown.
So, what's the module cost?
Sea Dog Crew [8]
-Doc Killingsworth [2]
Lord Rockbottom [2]
Minimally, 12pts. I would probably add Hawk and as a minimum (14 points) and debate whether you wanted to add Grogspar and/or the Doc. Alternatively, you can take a Press Gang which goes down to 4/6 and gets Tough in exchange for losing the pistols (but keeping AD by having it naturally) and being able to replace their losses.
Alternatively, you could grab the full suite of Solos (10), a full-up unit of Sea Dog Crew with Mr. Walls (10) and a full unit of Press Ganger (6), which is a fun 26pt chunk (though if you're going that far, I'd just consider playing Talion Charter or something...). I think you're more likely to run about 16pts with a Sea Dog Crew and supporting solos.
Overall on Sea Dogs
These guys can pull off some sick layering of buffs. This is really one of those situations where you can't evaluate the piddly Sea Dog Crew in a vacuum. On the flip side, the instant you start losing your solos, you start watching capabilities go goodbye. Still, it's a characterful module with some sick shenanigans when it all comes together AND you can use it with pretty much everyone.
As an added benefit, you can run a lone unit and make use of the Ranking Officers on the cheap, getting even more buffs out of the deal, unlike the Steelheads. On the downside, you're looking at a lot of abilities to track, but they're all pretty sick.
The Nyss Hunters
Will Work For: Cryx, Cygnar, Khador, Retribution
If you're going to take just one unit as a core, these are by far some of the most versatile ones you can take. They're expensive at 10pts for a full-up unit, but look at what you get: Pathfinder, Hunter, Combined Ranged Attack, Weaponmaster melee weapons, DEF15...bottom line? You pay for what you get, and it's pretty nasty.
They can also use a variety of support, if you've got it. If you can shield them from blasts (IE: Rahn's Force Field, Murdoch's Dig In) then you can make the enemy deal with DEF15, which isn't easy. If you can extend their range, you'll get more mileage out of their bows. The other big thing that comes to mind is a melee accuracy buff; MAT6 can miss at times and is more suited to hunting lumbering heavy warjacks than anything else.
As they're likely to be your main/only unit, you can also readily hand out that Ranking Officer attachment.
Overall
Nyss Hunters can do just about anything you ask them to out of the box. They only get nastier with support, but real support is saving them from blast damage/auto-hitting stuff.
Ogrun Assault Corps
Work For: Cygnar, Menoth
Based on the 6/9 cost, these guys are competing for your 'only unit' slot. On the bright side, they're pretty versatile: POW12 AoEs with CRA (so you can actually get some stupidly-nasty blast damage), and POW12 melee hits with CMA. Add that on top of a DEF12 (average) and ARM15 (not bad) 8 wounds, and you've got a pretty middle-of-the-road multi-role trample roadblock.
Of course, this 'middle of the road' thing they've got makes them prime candidates for support. On the bright side, they'll take almost anything. An ARM buff is nice (and both employers can provide it). Menoth can hit them with Ignite to drive them up to effective PS14 in melee, so you can do fire support and then do damage in hand-to-hand. Cygnar can improve their ranged capability via Deadeye or Snipe.
Based on the cost, you can again hand them a ranking officer, as they're probably your main/only unit. They may or may not need it, but the support from an Attendent Priest is pretty swell, and Murdoch's Assault and Dig In can give you more ranged fun AND keep you from blocking LOS.
Overall
These guys are versatile. They'll make use of just about any buff you can hand them, though they honestly kind of want those buffs because they are VERY middle-of-the-road.
Boomhowler & Co
Works For: Cryx, Cygnar, Khador
Want a troll tarpit? That's what these guys are. They're famous for having a 4+ Tough roll, even though Boomhowler techincally has two other Fell Calls that most people forget. (Well, ok, Rage Howler probably gets the least love, but it still has a place if you can buff Boomie's ARM).
On the one hand, you can run these guys sans support just to clog up the enemy's lanes. That's kind of the default use. Cygnar can buff ARM (and DEF with Murdoch's Go To Ground), and Khador can buff DEF.
On the flip side, Cryx can readily help their damage output, as these guys top out at a POW12 hit unless you do Combined Melee Attacks. Come on, it's the faction of Debuffs.
Overall
These guys are a fine tarpit for their employer, though they'll pull double-duty if you can help their damage output.
Croe's Cutthroats
Work For: Cryx, Khador, Menoth
Like Poison? That's what these guys do. Their primary defense is Stealth and hitting first. As their primary defense is Stealth, Ranking Officers are much easier to pick off (...since the Cutthroats don't block LOS unless you could shoot said Cutthroat) and are thus probably not desirable.
You could try to help their durability, but unless you're buffing DEF with something like Iron Flesh, it's probably not going to help. It's a shame Defender's Ward requires a ranking officer, because they'd love DEF15, and ARM13 would be nice against blast damage.
The other issue the Cutthroat's have is accuracy. They're already expensive at 7/10. I can think of two gys that can help their accuracy issues without a ranking officer:
1) Harkevich has Fortune; re-rolls on RAT5 can threaten most infantry/heavies reasonably well.
2) Scaverous has Telekinesis.
Honestly, Scaverous is the big winner with Croe's. Why? Telekinesis can get you the rear arc bonus, which translates to +2 to hit AND +1d6 damage. It's frankly disgusting. I'm not saying that Scaverous is the ONLY guy I'd play Croe's with, but he can make them sick.
Of course, pKreoss' feat means that you're missing on snakeyes, so he could use these guys as an assassination vector. It feels distinctly un-Menoth, but what the hell.
Overall
DEF buffs, blast damage mitigation, and accuracy are what Croe's want. Of note are Harkevich, Scaverous, and pKreoss, as all of them can help Croe's hit, and the last two can make them serious assassination threats against living casters.
Sam McHorne & the Devil Dogs
Work For: Cygnar & Menoth
Like Jack Marshals that can gank the crap out of knocked-down models? Hire Sam & Friends for 5/7. Pronto is good for melee jacks and ranged jacks alike. You can go cheap with just a Buccaneer (bring your own knockdown!) or you can get a Mule to move up AND get the all-important aiming bonus.
Sam & Friends have average stats, short range, and are just kinda sick if you can knock the target down. That Slug Gun may only have RNG4, but it's POW14. CRA is kind of a joke with RNG4, but you can always get an Assault off with Murdoch.
Frankly, these guys benefit most from Knockdown effects. pKreoss and pStryker can deliver the goods here, and once the Avenger comes out you'll be able to get Knockdown for any Cygnar caster on-demand.
Overall
pKreoss is their buddy in Menoth, and if you really want to enjoy the Knockdown effect, you're probably adding a Buccaneer (KD on demand!) a Freebooter (KILL THE KD THING!) and a Priest (Pathfinder and Defender's Ward eligibility!) In Cygnar, pStryker for Earthquake, or anyone with Avengers. Or, you can add a Buccaneer to make them a self-contained 10pt trashin'-things module. Note that they are a bit niche just because they love to kill stuff on the ground, and you can't always get that lovely Knockdown.
Horgenhold Forge Guard
Work For: Cygnar, Menoth
Want Reach Weaponmasters with solid ARM? These are the guys. Defensive Line means they'll laugh off most blast damage. They need it, because they're a whopping SPD4 and DEF10. MAT7 is pretty reasonable, and they're POW11 weaponmasters with Critical Smite, so their main concern is actually getting there.
Cygnar has ready access to Arcane Shield, and with that up (and Ranked Attacks and Murdoch) you have a nice front line that can beat the tar out of the enemy when they DO get there. Cygnar and Menoth both have access to Crusader's Call, good for +2 movement on a charge. Note you'd need a ranking officer, and you're stuck with either Blaze or the Harbinger for it. Still, it's a solution their SPD4, right?
Overall
Honestly, I'm most at home using these guys with Ashlynn as she has Quicken, which really solves their SPD4 issue. Murdoch lets you used their Ranked Attacks in a Cygnar shooting army to just sit back and hit the enemy when they come in, as you can probably convince the other guy to come to you. Otherwise, you'll need to use judicious spacing of your troops to make sure anyone going after them can only get the first few.
Wrap-Up on Merc Units
The Steelheads and Sea Dogs are the most in-depth choices you've got for merc cores. The Steelheads are relatively self-sufficient while being able to mesh well (largely with Stannis Brocker, but also the Halberdiers+Cav). The Sea Dogs excel at layering a truly riduclous amount of buffs on the table. Either way, these 'cores' are almost plug 'n' play into most faction armies. I would say the tradeoff is the Sea Dogs require the most to remember, but since it focuses around making a unit into a sick receptable of buffs, it can readily benefit from Ranking Officers.
The Steelheads and Sea Dogs can also readily morph into a merc army, as they have access to all the contracts AND at least one specialist caster. The Sea Dogs in particular have Phineas Shae's tier list, which is kinda sick.
Past that, there are a fair number of one-unit cores you could build around: the Nyss Hunters are expensive and have a bit of everything (outside of durability). The Ogrun Assault Corps is sort of the inverse of the Nyss Hunters, as they've got durability in lieu of agility. The rest of the merc choices get to be pretty niche.
This time out, I'm going to focus on the units (and their support) themselves, and discuss what you get from each of them. I mean, you need to know who does what, right?
The Steelheads
Work For: Cryx, Cygnar, Menoth, Khador
The Steelheads have a little bit of everything: you want melee troops, you get Halberdiers. You want guns? Riflemen. You want Cavalry? You got Steelhead Cav, and a cav solo in Stannis Brocker.
The cheapest entry comes with the Halberdiers: They're a 4/6 cost unit for 6-10 guys. They have low-to-average stats across the boad, with DEF/ARM13, and a piddly-looking MAT5. Note that they do have Powerful Charge and Set Defense, so they can give and take some love to open an engagement. Note also they have reach and are dirt cheap. Combined Melee Attack lets you hit high-DEF targets, or tag-team larger stuff. Importantly, they're cheap. If you want just to hold another guy up, 1-2 units of Halberdiers flood the boad with bodies, and if you throw Alexia & the Risen behind it, you're basically dumping 11-17 points on a LOT of delaying tactics.
The Riflemen could use a range booster, but they're hideously accurate with Combined Ranged Attack and Combined Arms. They are expensive at 6/9, but the accuracy is what saves them. You are not likely to miss if you team up for your shots. I would consider these guys behind a unit of Halberdiers, because these guys are pretty terrible in melee.
If you don't need in-faction buffs, the Cavalry can hit hard when combined with Halberdiers. You get Reach and two swings out of each guy. While the MAT5 and PS12 look piddly, factor in Flank with Halberdiers, and suddenly you've got MAT7 weaponmasters cranking out two attacks each. Add in a sidearm and Assault, and you can do some serious damage on a charge to a number of targets.
Finally, there's Stannis Brocker. IF you're going to take more than one Steelhead unit (and you're not just doubling up on Halberdiers as fodder) then consider him to help you with traffic issues. He's no slouch in combat on his own, but Tactician (for ignoring each other for LOS and moving through each other) can be a big boon when it comes to getting your sell-swords into position.
Steelheads in Summary
These guys aren't what you're looking for if you MUST have access to faction buffs. Why? Either you're taking one unit of Halberdiers as fodder (and, well, come on. At 6, they're cheap. At 8, they're comparable to everyone else...) or you're looking at Halberiders + more expensive guys; Rifleman for a regular battle line or Cavalry for a nasty 1-2 hit.
An exception to the above is Reznik's tier in No Quarter, as you can get the Attendent Priests for free.
Also, these guys work for EVERYONE (other than Retribution). From a money standpoint, these guys offer good bang for the buck. You're looking at ~20ish points to take Halberdiers and either Rifleman or Cav + Stannis Brocker, which leaves you room for support/battlegroup in a 35pt list. Not bad at all.
The Sea Dogs
Work For: Cryx, Cygnar, Menoth, Khador
Are pirates your thing, instead of organized mercs? Then you can get some Sea Dogs. While the Steelheads are pretty self-contained (self-contained accuracy via CMA/CRA, only Cav really wants other guys for suppot), the Sea Dogs just get nastier as you start adding in solos.
You start with an infantry unit, the Sea Dog Crew. It's 5/8 for some guys with so-so stats. They have SPD6 (nice), MAT5/RAT4 with a PS8 Melee weapon and PS10 pistol (laughable), DEF13 (average) and ARM12 (bad joke). They can help each other out with Gang, for +2 to hit/damage, and they can use the pistol in melee. Sound comical, right?
Well, you can get more guys with the Sea Dog Rifleman. They're a point a piece, but instead of the pistol they have a RNG14 Rifle with CRA and Take Up. You can get a few more bodies. Not bad, right? Still going 'So What?'
Now, let's go get Mr. Walls. He's 2pts and attaches to a Sea Dog Crew unit. He's got Gang, and slightly better survivability in melee due to Tough and an angry monkey. (No, really.) He brings two wonderful things to the unit:
1) Tactics: Advance Deploy
2) No Quarter: mini-feat good fo Pathfinder, Terror, and Fearless.
So, Mr. Walls lets you start out further, and get there faster, AND respond to your enemy's deployment. Now we're starting to see something...
Now let's go grab Lord Rockbottom. He's got a neat Spray attack and Commander. However, he also has a fun little ability called 'Paymaster' and he can use it to help a Sea Dog unit in his command range 5x per game.
1) Money Shot: +2 to ranged attack/damage rolls
2) Payday: BOOSTED MELEE ATTACK ROLLS and Overtake
3) Walk It Off: Tough for a round
For two points, Mr. Rockbottom is making our Sea Dogs a bit terrifying...he's solved their melee issue, and can even make them a little more frightening at range, OR he can make them stick around longer. Too bad you can only use one Incentive per unit per turn.
Now, if you've decided to make your Sea Dogs Tough, you can pay 2pts for Bosun Grogspar, and make them immune to knockdown. Also, you can take Doc Killingsworth for 4+ tough on your pirates. First Mate Hawk is a guided-missile Solo that can give Sea Dogs fearless in her CMD9 range. I suppose you could also take Bloody Bradigan for a weaponmaster with Fearless, Tough, and Critical Knockdown.
So, what's the module cost?
Sea Dog Crew [8]
-Doc Killingsworth [2]
Lord Rockbottom [2]
Minimally, 12pts. I would probably add Hawk and as a minimum (14 points) and debate whether you wanted to add Grogspar and/or the Doc. Alternatively, you can take a Press Gang which goes down to 4/6 and gets Tough in exchange for losing the pistols (but keeping AD by having it naturally) and being able to replace their losses.
Alternatively, you could grab the full suite of Solos (10), a full-up unit of Sea Dog Crew with Mr. Walls (10) and a full unit of Press Ganger (6), which is a fun 26pt chunk (though if you're going that far, I'd just consider playing Talion Charter or something...). I think you're more likely to run about 16pts with a Sea Dog Crew and supporting solos.
Overall on Sea Dogs
These guys can pull off some sick layering of buffs. This is really one of those situations where you can't evaluate the piddly Sea Dog Crew in a vacuum. On the flip side, the instant you start losing your solos, you start watching capabilities go goodbye. Still, it's a characterful module with some sick shenanigans when it all comes together AND you can use it with pretty much everyone.
As an added benefit, you can run a lone unit and make use of the Ranking Officers on the cheap, getting even more buffs out of the deal, unlike the Steelheads. On the downside, you're looking at a lot of abilities to track, but they're all pretty sick.
The Nyss Hunters
Will Work For: Cryx, Cygnar, Khador, Retribution
If you're going to take just one unit as a core, these are by far some of the most versatile ones you can take. They're expensive at 10pts for a full-up unit, but look at what you get: Pathfinder, Hunter, Combined Ranged Attack, Weaponmaster melee weapons, DEF15...bottom line? You pay for what you get, and it's pretty nasty.
They can also use a variety of support, if you've got it. If you can shield them from blasts (IE: Rahn's Force Field, Murdoch's Dig In) then you can make the enemy deal with DEF15, which isn't easy. If you can extend their range, you'll get more mileage out of their bows. The other big thing that comes to mind is a melee accuracy buff; MAT6 can miss at times and is more suited to hunting lumbering heavy warjacks than anything else.
As they're likely to be your main/only unit, you can also readily hand out that Ranking Officer attachment.
Overall
Nyss Hunters can do just about anything you ask them to out of the box. They only get nastier with support, but real support is saving them from blast damage/auto-hitting stuff.
Ogrun Assault Corps
Work For: Cygnar, Menoth
Based on the 6/9 cost, these guys are competing for your 'only unit' slot. On the bright side, they're pretty versatile: POW12 AoEs with CRA (so you can actually get some stupidly-nasty blast damage), and POW12 melee hits with CMA. Add that on top of a DEF12 (average) and ARM15 (not bad) 8 wounds, and you've got a pretty middle-of-the-road multi-role trample roadblock.
Of course, this 'middle of the road' thing they've got makes them prime candidates for support. On the bright side, they'll take almost anything. An ARM buff is nice (and both employers can provide it). Menoth can hit them with Ignite to drive them up to effective PS14 in melee, so you can do fire support and then do damage in hand-to-hand. Cygnar can improve their ranged capability via Deadeye or Snipe.
Based on the cost, you can again hand them a ranking officer, as they're probably your main/only unit. They may or may not need it, but the support from an Attendent Priest is pretty swell, and Murdoch's Assault and Dig In can give you more ranged fun AND keep you from blocking LOS.
Overall
These guys are versatile. They'll make use of just about any buff you can hand them, though they honestly kind of want those buffs because they are VERY middle-of-the-road.
Boomhowler & Co
Works For: Cryx, Cygnar, Khador
Want a troll tarpit? That's what these guys are. They're famous for having a 4+ Tough roll, even though Boomhowler techincally has two other Fell Calls that most people forget. (Well, ok, Rage Howler probably gets the least love, but it still has a place if you can buff Boomie's ARM).
On the one hand, you can run these guys sans support just to clog up the enemy's lanes. That's kind of the default use. Cygnar can buff ARM (and DEF with Murdoch's Go To Ground), and Khador can buff DEF.
On the flip side, Cryx can readily help their damage output, as these guys top out at a POW12 hit unless you do Combined Melee Attacks. Come on, it's the faction of Debuffs.
Overall
These guys are a fine tarpit for their employer, though they'll pull double-duty if you can help their damage output.
Croe's Cutthroats
Work For: Cryx, Khador, Menoth
Like Poison? That's what these guys do. Their primary defense is Stealth and hitting first. As their primary defense is Stealth, Ranking Officers are much easier to pick off (...since the Cutthroats don't block LOS unless you could shoot said Cutthroat) and are thus probably not desirable.
You could try to help their durability, but unless you're buffing DEF with something like Iron Flesh, it's probably not going to help. It's a shame Defender's Ward requires a ranking officer, because they'd love DEF15, and ARM13 would be nice against blast damage.
The other issue the Cutthroat's have is accuracy. They're already expensive at 7/10. I can think of two gys that can help their accuracy issues without a ranking officer:
1) Harkevich has Fortune; re-rolls on RAT5 can threaten most infantry/heavies reasonably well.
2) Scaverous has Telekinesis.
Honestly, Scaverous is the big winner with Croe's. Why? Telekinesis can get you the rear arc bonus, which translates to +2 to hit AND +1d6 damage. It's frankly disgusting. I'm not saying that Scaverous is the ONLY guy I'd play Croe's with, but he can make them sick.
Of course, pKreoss' feat means that you're missing on snakeyes, so he could use these guys as an assassination vector. It feels distinctly un-Menoth, but what the hell.
Overall
DEF buffs, blast damage mitigation, and accuracy are what Croe's want. Of note are Harkevich, Scaverous, and pKreoss, as all of them can help Croe's hit, and the last two can make them serious assassination threats against living casters.
Sam McHorne & the Devil Dogs
Work For: Cygnar & Menoth
Like Jack Marshals that can gank the crap out of knocked-down models? Hire Sam & Friends for 5/7. Pronto is good for melee jacks and ranged jacks alike. You can go cheap with just a Buccaneer (bring your own knockdown!) or you can get a Mule to move up AND get the all-important aiming bonus.
Sam & Friends have average stats, short range, and are just kinda sick if you can knock the target down. That Slug Gun may only have RNG4, but it's POW14. CRA is kind of a joke with RNG4, but you can always get an Assault off with Murdoch.
Frankly, these guys benefit most from Knockdown effects. pKreoss and pStryker can deliver the goods here, and once the Avenger comes out you'll be able to get Knockdown for any Cygnar caster on-demand.
Overall
pKreoss is their buddy in Menoth, and if you really want to enjoy the Knockdown effect, you're probably adding a Buccaneer (KD on demand!) a Freebooter (KILL THE KD THING!) and a Priest (Pathfinder and Defender's Ward eligibility!) In Cygnar, pStryker for Earthquake, or anyone with Avengers. Or, you can add a Buccaneer to make them a self-contained 10pt trashin'-things module. Note that they are a bit niche just because they love to kill stuff on the ground, and you can't always get that lovely Knockdown.
Horgenhold Forge Guard
Work For: Cygnar, Menoth
Want Reach Weaponmasters with solid ARM? These are the guys. Defensive Line means they'll laugh off most blast damage. They need it, because they're a whopping SPD4 and DEF10. MAT7 is pretty reasonable, and they're POW11 weaponmasters with Critical Smite, so their main concern is actually getting there.
Cygnar has ready access to Arcane Shield, and with that up (and Ranked Attacks and Murdoch) you have a nice front line that can beat the tar out of the enemy when they DO get there. Cygnar and Menoth both have access to Crusader's Call, good for +2 movement on a charge. Note you'd need a ranking officer, and you're stuck with either Blaze or the Harbinger for it. Still, it's a solution their SPD4, right?
Overall
Honestly, I'm most at home using these guys with Ashlynn as she has Quicken, which really solves their SPD4 issue. Murdoch lets you used their Ranked Attacks in a Cygnar shooting army to just sit back and hit the enemy when they come in, as you can probably convince the other guy to come to you. Otherwise, you'll need to use judicious spacing of your troops to make sure anyone going after them can only get the first few.
Wrap-Up on Merc Units
The Steelheads and Sea Dogs are the most in-depth choices you've got for merc cores. The Steelheads are relatively self-sufficient while being able to mesh well (largely with Stannis Brocker, but also the Halberdiers+Cav). The Sea Dogs excel at layering a truly riduclous amount of buffs on the table. Either way, these 'cores' are almost plug 'n' play into most faction armies. I would say the tradeoff is the Sea Dogs require the most to remember, but since it focuses around making a unit into a sick receptable of buffs, it can readily benefit from Ranking Officers.
The Steelheads and Sea Dogs can also readily morph into a merc army, as they have access to all the contracts AND at least one specialist caster. The Sea Dogs in particular have Phineas Shae's tier list, which is kinda sick.
Past that, there are a fair number of one-unit cores you could build around: the Nyss Hunters are expensive and have a bit of everything (outside of durability). The Ogrun Assault Corps is sort of the inverse of the Nyss Hunters, as they've got durability in lieu of agility. The rest of the merc choices get to be pretty niche.
Saturday, July 16, 2011
Moonlighting with Mercs: Retribution of Scyrah
This will be the last article in the 'Moonlighting with Mercs' series. It will also be the shortest, as elves with an urge to destroy all human mages are somewhat unlikely to employ a lot of humans.
In all honesty, you may be able to use mercs as the core of the army, but you'll be using more Retribution components in the army, just because of the paucity of the selections open to you.
A Note on 'Friendly Faction'
Currently, the Retribution has a handful of warcasters. Most of them have some buffs, and these tend to be 'faction-specific' in nature. Bottom line: Retribution isn't very merc-friendly.
Garryth, Blade of Retribution
Everyone loves a stealthy, psychotic assassin, right? He's got a pretty light spell list. He's got two major buffs: Death Sentence and Mirage. Both of them are faction-specific. His feat is purely denial in nature, and probably involves him running up and flipping everyone the bird.
Kaelyssa, Night's Whisper
Everyone loves a crazy sniper, right? She's one of the few Retribution models with the innate ability to ignore stealth, and her offensive spells mean you'll want arc nodes. On the bright side, her Banishing Ward isn't picky about targets. Arcane Reckoning is faction-specific, though, but it's also not one I see a lot of people using.
The biggest potential downside with Kaelyssa is her feat: it 's faction-specific, and denies the enemy the ability to charge you and hands out stealth. That means your mercs are NOT protected, so they need their own innate ability to avoid getting singled out on the feat turn.
Adeptis Rahn
Honestly, this is about as merc-friendly as it gets for Retribution. There are two buffs this guy brings for his troopers: Polarity Shield (no charging the affected unit) and Force Field (you dictate the direction of deviations in their blast area). The only two things he wants past that are arc nodes and units with Magic Ability for his feat.
Ravyn, Eternal Light
On the bright side, Snipe and Vortex of Destruction help anyone. On the down side, Veil of Mists and the Feat are faction-specific. I honestly can't recommend her for merc-heavy play, because they lose out on the feat.
Dawnlord Vyros
Again, I can't really recommend him with mercs. He's got battlegroup support, but his troop support and feat are all faction-specific. Mercs miss out on the +2ARM, Hallowed Avenger's free counter-charge, and the feat. I'm sure some folks will debate just how good his feat is, but the fact remains that mercs miss out on it.
Lord Arcanist Ossyan
The newest addition to the Retribution's roster is somewhat merc-friendly. He's got two unit buffs, and at least Quicken isn't picky. Shatterstorm is fairly sick, though, AND faction-picky. The other big downside is that his feat's offensive perk only works for Faction models. Honestly, I have a hard time recommending mercs with him, much as I would love to.
The Merc Roster
Like I said, there aren't a ton of options available. I'm going to skip the Eiryss's and Wyshnyllar, as they're Retribution faction models and known quantities.
Cylena Raefyll & the Nyss Hunters
Hey, shock: elves will work for other elves. These elves bring hard-hitting melee, and reasonably accurate ranged attacks. They're competing with two Retribution units, in terms of cost: Mage Hunter Strike Teams (with UA) and Dawnguard Invictors.
The MHSF has Stealth and slightly lower defense, making them harder to kill at range. The MHSF loses out on ranged accuracy as they lack Combined Ranged Attacks, but they also ignore defensive buffs and concealement/cover. Hunter from the Nyss Hunters means they're on par with everything but the defensive buffs, which they may or may not be able to overcome with CRAs. The MHSF can be more accurate in melee with CMAs, but won't hit as hard unless engaging warjacks.
The Invictors have less range and mobility, but can probably ignore blasts between their DEF15 and Defensive Line. They also have harder-hitting guns, and Combined Arms makes them hideously accurate when pairing off. They have a one-turn minifeat with the UA that grants 'em 14" range. in melee, they're more accurate due to higher MAT, but they need a warjack for Flank to make them hard hitters. The invictors end up being more expensive, but can do some nasty things with that support.
I would say the best buddy for the Nyss Hunters would be Rahn. He can let them play forward and avoid being charged with Polarity Field, and his Force Field can help mitigate blasts, which are arguably the main way of killing these guys outside of hideously accurate gunfire.
The runner-up would be Kaelyssa; her Banishing Ward can work on them, and their speed/mobility and Hunter can let them use forests as cover while the rest of the army is protected by her feat.
Lady Ayana & Master Holt
It's a damage buff that can deliver itself, via Ayana's Stealth spell. Critically, it's about the only way Retribution has to boost damage output, outside of Ossyan's feat and Concentrated Power.
Madelyn Corbeau
She's in intel; she loves to hang out with anything that looks vaguely human. If you're going to work with warrior models that love to move, or love clear lanes, then you'll find a use for her. The downside of Intrigue is that the enemy has to help you trigger it by putting a model within 9" of her. She'll probably be within command range of a friendly, because of that whole 'Sucker!' thing where she pawns off gunfire.
Her other, less-publicized ability, Seduction, is fun as it lets you move an enemy living warrior model and even make an attack with it. It's fun to use on people like Vilmon, but you have plenty of utility in there just by being able to move someone out of the way.
Garryth is the one most likely to use her, I think. Mage Hunter Assassins are the obvious choices for Intrigue, but you have to keep 'em within Madelyn's command range to get the mileage out of it.
Dahlia & Skarath
Do you want a heavy hitter, but don't want to feed it focus? This is your duo. It's also one of the two large sprays available to the Retribution. Dahlia's a mini-denial caster, as she can hand out pathfinder/prowl to herself and her big snake buddy. Once they get close to the action, she can chuck out Haunting Melody to keep herself safe and keep the enemy from giving/taking orders within 8" of her.
Skarath is a glass cannon (which should be nothing new for the Retribution, right?). He can't be knocked down, and if he crits against a small-based non'lock, it gets a case of Removed From Play. As he's PS16, that might not come into play too often, but what the hell. It's RFP in Retribution, which is rare. The other selling point is the RAT5, SP10 POW12 Continuous Corrosion spray. If this guy can get an Aim off, it's even sicke. DEF14 is kinda light, as is ARM16. The Animus compliments the DEF a bit, as anyone that misses him gets swung at in return. This would be cooler if we had higher-DEF jacks, but anyone can benefit from his animus.
Lanyssa Ryssyl, Nyss Sorceress.
First, she's proof that elves have vowels outside of 'y'. She's got defensive stats on par with the Nyss Hunters, and picks up Prowl as a wondeful aside. Her major money-maker is Hunter's Mark; if she can hit a target with her Magic Ability of 7, anyone going after it can charge without spending focus AND get another 2" on the charge move.
Considering that the Retribution doesn't have much to make jacks focus-efficient, and likes hitting first, this ability is pretty nice. It's probably not reliable enough for doing much aside from extending jack threat ranges, but the jacks get the full benefit of the spell as well.
She has a token melee attack (MAT6, PS11 is hardly intimidating) and a nice critical on her Ice Bolt (MA:7 and POW12 Cold damage is nicer if she crits) but she's not an offensive powerhouse. her Winter Storm can be some fun denial (as it shuts down Pathfinder, Flight, and Eyeless Sight), but the enemy has to start within 8" of her. It's more like a 'be careful about your activation order' than a 'SCREW YOU!'
Overall
Sadly, merc-heavy with the Retribution is pretty limited. You can fill 19 points with the Nyss Hunters and Dahlia/Skarath. I would say that your best bet for this is Kaelyssa, as she can bring a Phoenix (for the node) and, say, an Arcanist. At that point, you're looking at 24 points; room for expansion? Yes please.
Second place for merc-heavy would go to Rahn. He can support the Nyss Hunters just fine, and would be happy to Lanyssa in there as well, to give him even more focus efficiency. Rahn, a unit of Battle Mages, Phoenix, Nyss Hunters, Arcanist and Lanyssa would run 22 points; not a bad start.
Past that, frankly, I think you're not going to get a lot of mileage out of merc-heavy. Ayana & Holt are ALWAYS solid choices for support, and D&S are great if you're not looking into a second arc node (As you'll be spending your jack points on either a Phoenix or Chimera, frankly...).
In all honesty, you may be able to use mercs as the core of the army, but you'll be using more Retribution components in the army, just because of the paucity of the selections open to you.
A Note on 'Friendly Faction'
Currently, the Retribution has a handful of warcasters. Most of them have some buffs, and these tend to be 'faction-specific' in nature. Bottom line: Retribution isn't very merc-friendly.
Garryth, Blade of Retribution
Everyone loves a stealthy, psychotic assassin, right? He's got a pretty light spell list. He's got two major buffs: Death Sentence and Mirage. Both of them are faction-specific. His feat is purely denial in nature, and probably involves him running up and flipping everyone the bird.
Kaelyssa, Night's Whisper
Everyone loves a crazy sniper, right? She's one of the few Retribution models with the innate ability to ignore stealth, and her offensive spells mean you'll want arc nodes. On the bright side, her Banishing Ward isn't picky about targets. Arcane Reckoning is faction-specific, though, but it's also not one I see a lot of people using.
The biggest potential downside with Kaelyssa is her feat: it 's faction-specific, and denies the enemy the ability to charge you and hands out stealth. That means your mercs are NOT protected, so they need their own innate ability to avoid getting singled out on the feat turn.
Adeptis Rahn
Honestly, this is about as merc-friendly as it gets for Retribution. There are two buffs this guy brings for his troopers: Polarity Shield (no charging the affected unit) and Force Field (you dictate the direction of deviations in their blast area). The only two things he wants past that are arc nodes and units with Magic Ability for his feat.
Ravyn, Eternal Light
On the bright side, Snipe and Vortex of Destruction help anyone. On the down side, Veil of Mists and the Feat are faction-specific. I honestly can't recommend her for merc-heavy play, because they lose out on the feat.
Dawnlord Vyros
Again, I can't really recommend him with mercs. He's got battlegroup support, but his troop support and feat are all faction-specific. Mercs miss out on the +2ARM, Hallowed Avenger's free counter-charge, and the feat. I'm sure some folks will debate just how good his feat is, but the fact remains that mercs miss out on it.
Lord Arcanist Ossyan
The newest addition to the Retribution's roster is somewhat merc-friendly. He's got two unit buffs, and at least Quicken isn't picky. Shatterstorm is fairly sick, though, AND faction-picky. The other big downside is that his feat's offensive perk only works for Faction models. Honestly, I have a hard time recommending mercs with him, much as I would love to.
The Merc Roster
Like I said, there aren't a ton of options available. I'm going to skip the Eiryss's and Wyshnyllar, as they're Retribution faction models and known quantities.
Cylena Raefyll & the Nyss Hunters
Hey, shock: elves will work for other elves. These elves bring hard-hitting melee, and reasonably accurate ranged attacks. They're competing with two Retribution units, in terms of cost: Mage Hunter Strike Teams (with UA) and Dawnguard Invictors.
The MHSF has Stealth and slightly lower defense, making them harder to kill at range. The MHSF loses out on ranged accuracy as they lack Combined Ranged Attacks, but they also ignore defensive buffs and concealement/cover. Hunter from the Nyss Hunters means they're on par with everything but the defensive buffs, which they may or may not be able to overcome with CRAs. The MHSF can be more accurate in melee with CMAs, but won't hit as hard unless engaging warjacks.
The Invictors have less range and mobility, but can probably ignore blasts between their DEF15 and Defensive Line. They also have harder-hitting guns, and Combined Arms makes them hideously accurate when pairing off. They have a one-turn minifeat with the UA that grants 'em 14" range. in melee, they're more accurate due to higher MAT, but they need a warjack for Flank to make them hard hitters. The invictors end up being more expensive, but can do some nasty things with that support.
I would say the best buddy for the Nyss Hunters would be Rahn. He can let them play forward and avoid being charged with Polarity Field, and his Force Field can help mitigate blasts, which are arguably the main way of killing these guys outside of hideously accurate gunfire.
The runner-up would be Kaelyssa; her Banishing Ward can work on them, and their speed/mobility and Hunter can let them use forests as cover while the rest of the army is protected by her feat.
Lady Ayana & Master Holt
It's a damage buff that can deliver itself, via Ayana's Stealth spell. Critically, it's about the only way Retribution has to boost damage output, outside of Ossyan's feat and Concentrated Power.
Madelyn Corbeau
She's in intel; she loves to hang out with anything that looks vaguely human. If you're going to work with warrior models that love to move, or love clear lanes, then you'll find a use for her. The downside of Intrigue is that the enemy has to help you trigger it by putting a model within 9" of her. She'll probably be within command range of a friendly, because of that whole 'Sucker!' thing where she pawns off gunfire.
Her other, less-publicized ability, Seduction, is fun as it lets you move an enemy living warrior model and even make an attack with it. It's fun to use on people like Vilmon, but you have plenty of utility in there just by being able to move someone out of the way.
Garryth is the one most likely to use her, I think. Mage Hunter Assassins are the obvious choices for Intrigue, but you have to keep 'em within Madelyn's command range to get the mileage out of it.
Dahlia & Skarath
Do you want a heavy hitter, but don't want to feed it focus? This is your duo. It's also one of the two large sprays available to the Retribution. Dahlia's a mini-denial caster, as she can hand out pathfinder/prowl to herself and her big snake buddy. Once they get close to the action, she can chuck out Haunting Melody to keep herself safe and keep the enemy from giving/taking orders within 8" of her.
Skarath is a glass cannon (which should be nothing new for the Retribution, right?). He can't be knocked down, and if he crits against a small-based non'lock, it gets a case of Removed From Play. As he's PS16, that might not come into play too often, but what the hell. It's RFP in Retribution, which is rare. The other selling point is the RAT5, SP10 POW12 Continuous Corrosion spray. If this guy can get an Aim off, it's even sicke. DEF14 is kinda light, as is ARM16. The Animus compliments the DEF a bit, as anyone that misses him gets swung at in return. This would be cooler if we had higher-DEF jacks, but anyone can benefit from his animus.
Lanyssa Ryssyl, Nyss Sorceress.
First, she's proof that elves have vowels outside of 'y'. She's got defensive stats on par with the Nyss Hunters, and picks up Prowl as a wondeful aside. Her major money-maker is Hunter's Mark; if she can hit a target with her Magic Ability of 7, anyone going after it can charge without spending focus AND get another 2" on the charge move.
Considering that the Retribution doesn't have much to make jacks focus-efficient, and likes hitting first, this ability is pretty nice. It's probably not reliable enough for doing much aside from extending jack threat ranges, but the jacks get the full benefit of the spell as well.
She has a token melee attack (MAT6, PS11 is hardly intimidating) and a nice critical on her Ice Bolt (MA:7 and POW12 Cold damage is nicer if she crits) but she's not an offensive powerhouse. her Winter Storm can be some fun denial (as it shuts down Pathfinder, Flight, and Eyeless Sight), but the enemy has to start within 8" of her. It's more like a 'be careful about your activation order' than a 'SCREW YOU!'
Overall
Sadly, merc-heavy with the Retribution is pretty limited. You can fill 19 points with the Nyss Hunters and Dahlia/Skarath. I would say that your best bet for this is Kaelyssa, as she can bring a Phoenix (for the node) and, say, an Arcanist. At that point, you're looking at 24 points; room for expansion? Yes please.
Second place for merc-heavy would go to Rahn. He can support the Nyss Hunters just fine, and would be happy to Lanyssa in there as well, to give him even more focus efficiency. Rahn, a unit of Battle Mages, Phoenix, Nyss Hunters, Arcanist and Lanyssa would run 22 points; not a bad start.
Past that, frankly, I think you're not going to get a lot of mileage out of merc-heavy. Ayana & Holt are ALWAYS solid choices for support, and D&S are great if you're not looking into a second arc node (As you'll be spending your jack points on either a Phoenix or Chimera, frankly...).
Tuesday, May 24, 2011
A Spin with Ravyn
I've opted to take a break from Legion for a bit; 8 months of league play with Legion (and not much else) means the Raptor's ready for a change of pace.
So, I went back to elves (...kind of a theme; I was an Eldar player in the 40k days) and decided I wanted anger and tricks, but less pathfinder and sprays. I stumbled across Masterhshake's Raven list, and have put a few games in with it. I like it. His 35 point list is
Ravyn
Discordia
10-man Mage Hunter Strike Force with UA
2x Stormfall Archer squads
Ayana & Holt
2x Mage Hunter Assassins
epic Eiryss
At 50, I saw the Mastershake suggest an Arcanist, Battle Engine, and Destor Thane
The Games
Round 1: Legion
The scenario was three points across the middle; take and hold them to score, first to seven. At 35, my opponent brought pLylyth, Typhon, Scythean, Carnivean, Shepherd, a Shredder or two and a pair of Strider Deathstalkers. We both ignored the scenario in favor of bloodshed because, hey, killing is fun, right? Right.
I attempted the snipe/feat/go assassination, though Lylyth had camped 3 fury and managed to weather it with a handful of health boxes left. He retaliated by popping feat while pulling Lylyth back; I lost most of my infantry in the ensuing carnage. He made the mistake of pulling Lylyth too far back, though, and instead of trashing Discordia, the Carnivean just beat it up. So, Ravyn loads two focus onto Discordia, drops Vortex of Destruction, and takes the carnivean from about 9 damage in to dead in a go. Discordia gets a 1" locomotion, then meanders over and sprays Lylyth to death.
Round 2: Cygnar
One of my long-time comrades/opponents drops eStryker, Ol' Rowdy, a STormclad, and some stormnoun infantry (backed up by Gun Mages) onto the table (35pts again) and opts to go first in the scenario that involves two 10' radius circles on either side. I set up behind a forest and try to use Veil of Mists to move through it with some success. My MHSF has a phenominal first round of shooting and drops fully half of the stormguard and stormblades; he passes the resulting morale checks. Ignoring Deflection to go against DEF12/ARM15 with RAT6/POW10 is bloody nasty, and very much the difference between a lotta dead guys and a lotta live ones. He adjusts his line to reach me, runs everything, and pops feat just to make contact with me, also worrying about the flanking assassins and Eiryss locking down the stormclad via being with 5" and Disruptor bolt. (she then bit it to a guy that wanted a 9 to hit her; ARM12 means damage boxes are a formality to anything other than unboosted blast damage).
My feat ends up decimating his army; he ends up with his jacks, his caster, and a couple gun mages. My problem? I left Ravyn 16" away from Stryker. This guy has run primarily eStryker, so he's gotten good at estimating Stryker's tremendous personal theat range. 6" of Velocity, 6" of movement, 3" of charge and 2" of reach later, Ravyn has suffered single-stroke long division. His dice finally came back to him; he popped +12STR and 2 damage off Stryker's GIVE ME POWAAAH! overcharging ability.
Game 3: Legion, 50pts
My Legion comrade from before switched it up a bit as we upped it to 50. I added the Shake's suggestions. My opponent brought epic Thagrosh, Typhon, Scythean, Carnivean, 2x Shredders 5x Warmongers, Warmonger Chieftain, 2x Shepherds, 2x Deathstalkers
The Scenario was Break the Line, and he had a LOT of stuff that's good for holding some prime real estate. I opened deployment with the Battle Engine in the middle. He set up centrally with eThags in the middle, Warmongers to my right, Scythean just outside of there, and Typhon/Carnie on the other flank. Shepherds to each side, and a shredder on each side. I opened by favoring the side away from Typhon and the Carnivean, because they're nasty.
My dice...well, they tended to be either very hot or very cold. Case in point on my first turn; Snipe goes on the MHSF, and they all volley at a Shredder...two hit, but they kill it almost twice over. The Stormfalls and Eiryess throw a heap of fire downrange and manage to KO both Deathstalkers, while the AFG meanders up the board; I can't bring myself to call an 8" run anything other than a power-walk in this army. The Destor immediately busts arse into the middle objective area, camping on the side way the hell away from the Scythean. MHAs jog up both flanks.
He advances; Typhon burns 9 boxes (!!?!?) off of the AFG with one shot. Thagrosh advances, grabs a hill in the middle. I end up losing 50% of both Stormfall units, but the MHSF focus-fires most of the Warmongers down in return along with a burst from the AFG. (I thought about Blasted Earth, then realized Aim + Rapid Fire means dead guys don't charge either; even with ARM18 from Dragon's Blood I can power through that...). Of course, the dice bite back when his terror-causing Warmongers hit the MHSF and they roll an 11 for their 'Don't Crap Yourself' roll. Good JOB, guys.
At this point, I CAN hold down the middle, but I figure it's time to go for the gusto. KILL IT WITH FIRE time. Thagrosh has high ground in the middle; he's got most of his beasts up, and still has a feat in reserve. I can try to reposition, get the AFG sprayed by multiple boostable POW14s, and lose my Stormfalls (and probably more MHSF in the bargain) or go for the assassination. Discordia gets a couple of focus. I used my feat to try to decimate his army (figured that snipe + feat + go on MHSF wouldn't cut it against ARM17 and 20 boxes; let's experiment). He takes fire from the AFG (connects with 2 out of 3 rapid-fire shots), and loses about 8 boxes. Of couse, eThags gets a free lesser beast once per game after eating 5 damage; the Shredder naturally goes where Discordia wanted to charge. I have to divert fire to killing it, including Ravyn's shot. Even the Thane gets in on the action, charging a Warmonger to death and then cracking Thagrosh with a POW12 and sad damage roll. Discordia takes advantage of Veil of Mists to Pathfinder through the rough terrain, and comences to try to punch the crap out of Thagrosh. It ALMOST succeeds, but Thags has about 3-4 boxes left after transfers.
Well, his turn sees him make two mistakes: 1) didn't camp enough fury, and 2) forgot about the scenario. The Scythean eats the Destor, but his Carnivean beats Discordia into a bloody pulp and he uses Typhon to kill off the AFG after the Shredder near it puts another 8 damage on it with spectacular rolls. However, Eiryss is alive and in the middle strip, so we get another turn.
And now? Now it's time for the long shot. I have about 7-8 MHSF left, Ravyn, and Eiryss. Thagrosh has 1-2 fury and Dragon's Blood on himself. Combined with the height, he's DEF15 ARM17+2, and it's not looking good for me. Well, hell, I'm dead next turn, he doesn't have a ton of fury...gotta try it. Eiryss fails to knock Dragon's blood off. One Stormfall actually makes the hit with Brutal Shot, and my dice finally get hot on the damage rolls. Friggin' transfers. Ravyn opens up, and her shot gets transferred. Ok, no fury, 6-7 boxes...the MHSF is left. The first four? WHIFF. Well, they moved. Snipe went on them, so some of them had the aiming bonus. One hits, rolls an 11 for damage. THREE BOXES LEFT, THAGS! Then the next one hits and box-cars the damage roll. Blammo. I win, barely, and frankly should've lost that.
Summary
These are the first games I've played with Ravyn. Honestly, I like Mastershake's setup. It's obviously well-thought-out and well-tested. It's a nice break from the Dawnguard-heavy lineups I've used with Vyros, and while I like Kaelyssa, Snipe on MHSF turns them into nasty troop/support hunters.
Ravyn
What can I say? Discordia's spray works well with her feat, and with only one jack to fuel, I've discovered she's got a nasty spell list. Veil of Mists is a fine way to refuse a flank if you've got a narrow forest or something else you can get through and then run your other troops through. The pathfinder only SOUNDS situational 'til you drop a 4" AoE of it in your control area. Locomotion is something I initially wrote off as silly, but now I see that sometimes those extra inches can make all the difference. Plus, it's out-of-phase movement for your jack, which can be useful in and of itself. Finally, Vortex of Destruction is what Ravyn pops when she's got to get her hands dirty, and she's perfectly capable of doing just that.
Discordia
Again, what to say? It's got a spray that's hard to beat ANYWHERE (SP10, POW14, Magical, no damage type, tied to a boostable RAT6? Seriously, find me better.) and a feat to match. In melee, you've got a solid PS16 (with access to Concentrated Power) and MAT7. It may be Rahn's jack, but Ravyn can get plenty of mileage out of it between feat, Veil of Mists, and Locomotion.
MHSF
I forgot how versatile they were. To sell them as purely snipe-feat-go fodder is to do them (and you) a disservice. That, and casters with lots of ARM/health don't fear snipe/feat/go nearly as much as ARM14/15 casters. In a pinch they can melee (double-teaming for MAT8 POW12s is respectable and sufficient to get through a lot of troopers, as long as they aren't shield wall) and of course they make support models like shepherds very, very sad. With Snipe up, they're good for softening up incoming troops early on, then can switch targets as they bear.
Stormfalls
My experience with WarmaHordes is that you tend not to double up. I think Stormfalls are candidates for an exception. They're just bloody versatile. Need to hunt bigger game? Boosted POW12s can get some work done. Hunt light infantry at long range, and/or stealth? Snipe shots do that. Shield wall? How's fire treating you jerks, eh? You'll probably want those 8 AoEs to make SURE you get enough blast damage on target, but then you can switch to big game hunting. I almost think of them as a 10pt unit that can activate 50%, then 50% of its models.
Mage Hunter Assassins
I think these guys are part fear-factor as much as anything. People blanch when they see you're a weaponmaster with decapitation and a 4" melee range, but then when your dice crap out and they've got stuff nearby that can boost, they tend not to be as worried. I do like that I can slice things, and then not be engaged after my activation.
Ayana & Holt
Who doesn't love +2 to damage rolls, seriously? Ayana just tends to be a priority target, but they're an affordable workhorse for 35pts. Stealth wasn't as important, given the matchups either lacked shooting or didn't actually care that much about it.
eEiryss
Solid. Seriously, what is there to say? Being able to knock buffs off the enemy is huge for everything that's not a Mage Hunter in your army. Hell, some animi/upkeeps are just plain obnoxious, like, oh, EXCESSIVE HEALING for example.
Destor Thane
Man, I love ride-by attacks on this guy. Even with a RNG10 gun, you can kite a bit, and hunt infantry. The POW12s just ping off harder targets, but that's why you brought A&H, right? I think that a single Destor as a fast flanking element has some serious potential with some builds.
The Arcantrik Force Generator
Honestly, I think i'd start looking at these in 50pt games. It does give you a hell of a gun platform, between the slams and the rapid-fire POW14s. The Rough Terrain shot is somewhat situational (IE: not against legion), but if you can't kill something that lacks pathfinder, the next best thing is to slow it down. As it has a ranged attack, Ravyn digs it on feat turn, but I think most casters will have other places to put their support. I suppose Rahn might TK it so that TK+Aim = same range as moving, but at RAT9, but most of the other buffs you might have for it would probably go to other models. Still, it can be hideously accurate, and it has some solid firepower. I think it's a welcome addition to the army of the Retribution at higher point levels.
Closing Thoughts
Ravyn is great fun to play, and my hat's off to Mastershake for putting together a solid list for her. It's also a hell of an adjustment to go from playing an army with a few beasts and maybe one small infantry unit to playing one big thing and 20+ footsloggers. The term 'traffic jam' is not inappropriate.
Wednesday, February 9, 2011
Thoughts on Vyros after a few games
After doing a bit of a writeup on Vyros, I figured I'd put in some more test games. I've played a handful of games (one 50, the others 35) with this list:
Vyros
-Discordia
-Phoenix
10 Invictors w/ Officer, Standard
-Soulless
Arcanist
Magister
Scyir
p/e Eiryss (depending on whether I know a Hordes/WM matchup is coming up)
Game 1: 50pts vs eStryker
I ran a slightly different list; in lieu of the Magister and Scyir there were a pair of MHAs; in lieu of a Phoenix there was a Manticore, and to make up the points I added another Manticore, a unit of Stormfall Archers, and probably one other solo.
Stryker hada heap of Stormknights (both varieties), Ol' Rowdy, a Stormclad, and a junior warcaster with a hunter.
He won the roll to go first, and with Advance move and a run, I had a bunch of ARM20 storm-things halfway across the board. (ARM15 + 3 for arcane shield + 2 for Deflection). I promptly wished for epic Eiryss as a means to knock 'em down to ARM17. As it was, Invictors advanced, mini-feated, and took down a couple of those guys, but not nearly enough. Manticores threw up covering fire, but it didn't do a lot since there was the good ol' Piper in the back ready to pass out pathfinder to counter the terrain.
The bright side? A Mage Hunter Assassin one-shotted the hunter; it was glorious. Then it died horribly, but it was a 2pt solo for a 6pt long-range sniper, so I'm down with that.
Past that, I botched the scenario and didn't get enough into the middle. One Manticore got in (another could have, but I botched a trample angle) and Striker promptly rolled +15 Strength on his overcharge roll. Myrmidons don't last long when the other guy rolls 2d6+13 base for damage, just sayin'.
Lessons Learned:
-2 Heavies is probably the limit with Vyros. A Griffin, points permitting, might be ok with the Invictors.
-Covering Fire helps SOME with the focus efficiency, but manticores are gonna get hungry when you go into melee.
-PAY ATTENTION TO THE SCENARIO. Not Vyros-related, but still.
Game 2: 35pts vs Legion
Opponent's Army
pLylyth
-Typhon
-Carnivean
-Scythean
-2x Shredder
2 Strider Deathstalkers
Shepherd
We rolled mosh pit (again) and I decided to not screw it up this time. Given the small model count, I figured my feat would be a bit 'eh'. Turn one here was mobility + Inviolable Resolve + Hallowed Avenger on the Phoenix. Focus to discordia (via arcanist) for imprint, and blammo! ARM21 vs ranged Invictors!
His turn one, he moved into position. and promptly shot down three Invictors with his lovely little deathstalkers. Screw you, Sniper.
Second turn? Advance, mobility, focus to Discordia, feat on Vyros. the Invictors advance and pop their mini-feat. They manage to rip up both Shredders and, importantly, pop the Shepherd. Eiyrss attempts to KO a Strider by walking into range and firing, only to pull a '3' on the dice. My dice do this for a bit, but since I got the Shepherd, I'm not caring too much. The Magister also manages a crit knockdown on the scythean after shoving it 3 inches back, so I'm down with that. The Phoenix kicks a boosted shot into the Carnivean, and knocks a chunk off.
...I promptly lose the Phoenix to a pissed-off Carnivean. Typhon munches on Eiryss, and the Scythean meanders back into position after forcing to stand up. However, my opponent has a HEAP of fury in the field. A couple more Dawnguard go away, thanks to the sniper. However, ARM21 dawnguard (thanks to discordia) discourage the sprays that I'm expecting in a list like this.
And here? It gets messy. I tie up the Scythean with a combo-smite, and then engage the Carnivean as best I can. Discordia charges Typhon and does some damage (and also engages the Deathstalker). I have Vyros with a couple focus, and think to myself "Ok, Lylyth's just behind Typhon; time to go for broke and try to get her. May not have another turn."
So, I charge Lylyth, miss...then realize Typhon's in flank range. Vyros crushes Typhon's face something bad, AND engages Lylyth.
His Carnivean frenzies and KOs a trooper something fierce, a shredder overloads and whiffs on another shredder. Lylyth dodges the free strike to move across the mosh pit, and the Scythean eats that pesky little Magister. Hey, the 2pt bugger tied up a 9pt heavy for a couple turns; it's a good price for me to pay.
Discordia gets Concentrated Power and has a word with the Carnivean; this word is DIE! Vyros eyes the Scythean, thinks a moment, then pops a Strangehold on the thing (I'd dropped Inviolable Resolve because by now, I had about 2-3 Invictors left, and one was the standard bearer. Some losses due to meandering away from the scythean and death via free strikes. Hey, same thing happed to his Deathstalker with Discordia).
So, he's got a scythean with nothing in melee reach and only a move OR action next turn.
Vyros streaks across the field and finishes off the Scythean after Discordia works it over, and engages Lylyth again. Lylyth tries to back away, gets one-shotted in a free strike.
Lessons Learned
-Other guy had WAY too much fury for pLylyth, and not enough fury management
-Vyros' feat has issues with smaller model-count lists (obviously)
-ARM21 vs ranged dawnguard shut down a lot of strategies
-Vyros is SICK in melee, if you do get to use him. MAT10, PS14+3d6 = WHEEE! Seriously, it's great fun.
-in a pinch, Invictors can do ok damage, but they are CRAP without flank vs. hard targets, like a Carnivean.
Round 3: Trollbloods
Gunnbjorn
-Impaler
-Bomber
-Slag Troll
5x Trolls with the d3 shots each
Min Pygmy Snipers
Min Scouts
Scenario: 10" circles on either side of the middle
My comrade decided to grab his Trollbloods in lieu of his Khador. He ended up building a Gunnbjorn tier list, which was interesting. Those guys with multiple wounds and d3 POW13s on an aim are a bit worrisome.
Basically, in this game he opted not to do a lot of advancing, and that cost him. On the other hand, ARM20 warjacks and ARM21 infantry (combined with immunity to blasts) is pretty rough on a shooty list. Long story short: all he had that advanced were the scouts. The Scyir ran off to get one objective; the Invictors and Discordia cleared the scouts off the other.
Lessons Learned
-Discordia (especially if it can cover most of your guys) and Inviolable Resolve are sick against ranged armies.
-Invictors are tidy for putting down multiple infantry, OR doing a massed CRA into hard targets. Nothing like a POW20 to the face...
-With a Reach jack alive, the invictors are bloody frightening
Round 4: eMadrak Trolls
eMadrak
-Axer
-Dire Troll Mauler
Full unit of Kriel Warriors + Caber throws + UA
Full unit of Champions
Whelps
Hero
Ok, this was a little more frightening. This was Break the Line against a crap-ton of melee troops and threat, and nil shooting. On the bright side, this freed up Discordia for more maneuvering.
Basically, he had beasts/Madrak in the middle, champs + hero on one flank, and warriors on the other. That's a LOT of medium bases and a lotta pain waiting to happen.
After he advanced, I moved up, mini-feated, popped feat, and shot up a bunch of Kriel Warriors. Terrain slowed his army a bit, and at least kept the champs from advancing too fast on a flank. i KO about half of the warriors, but not enough to cause a morale check. The Phoenix puts a dent in the Axer.
Then...the charge. Discordia eats three Kriel Warrior charges (AND Madrak's little 'get an extra d6 on damage rolls and lose some DEF and/or ARM) but remains standing. The phoenix eats a charge from the Axer, and a few troopers go down at the end of it.
The next turn, the Phoenix beats down the Axer and puts some damage on the Mauler. Flanking Invictors rip it apart and take down some guys, but it's not enough to pull out a scenario win for me.
I have no line of sight to Madrak (not with enough firepower, anyway...) and there's a unit of Champions bearing down on a flank. Honestly, I was a bit intimidated by all the bloody wounds (ARM18, weaponmasters, 8 wounds each...yeah, it's like a squad of killy solos.) and their firepower. He wipes out my guys in one flank, pulls Kriel warriors back, and his caster claims the other one on his side.
Lessons Learned
-I hate high-ARM, multi-wound infantry that kill you in melee
-Trolls and medim basers make it easier to line up shots
-Tough is annoying for Vyros' feat
-Medium bases cut out tramples (shock, I know) which cuts down options for the feat
-Focus on scenario
Overall
I think Vyros performs decently. His feat is no game-winner, but can get you a few extra focus for your 'jacks on a messy turn. It'll let vyros upkeep Inviolable Resolve, throw Mobility up, and maybe even get off a Stranglehold (which is very nice WHEN it happens, mind you...)
I do believe if you're going to run invictors, you need to commit to at least one reach warjack. The Phoenix is a solid choice here, and the arc ode may get some use. Mostly, though, the flank is solid. The Griffin is a backup choice here, points permitting.
If you're lighter on numbers (or like screwing with the other guy) a Magister is wonderful. Throwing enemy heavies back a few inches in this game can be sick for them to deal with. Considering that there's not always enough heavy-duty firepower to go around (well, with invictors; they're great for thinning enemy ranks) you'll want that to delay enemy plans, or for scenario purposes.
The Scyir...not so bad, as he can provide you with a nice homing missle to fire through your Dawnguard. Hitting something at POW12+4d6 and MAT10 on the charge is bloody nice, and being able to get through your Dawnguard is nice, too. I'm not sure I'd marshal to him (you might as well to it to the Dawnguard themselves) but he's also workable enough as a scenario grabber.
As we all knew, the Soulless is situational. The situation didn't arise, and another arcanist would've been nice.
Arcanists are nice. Full stop, end of story. They only become useless when you lose all your myrmidons.
Discordia + Invictors + Inviolable Resolve makes some players cry, hard, if they don't have access to fire or corrosion or snipers.
I think you can run Vyros with Sentinels just fine as well, but you'll need to take something for riot control, as you'll have less ability to thin out the hordes at range. I suspect that Stormfall Archers wouldn't be out of place for such a task.
Vyros
-Discordia
-Phoenix
10 Invictors w/ Officer, Standard
-Soulless
Arcanist
Magister
Scyir
p/e Eiryss (depending on whether I know a Hordes/WM matchup is coming up)
Game 1: 50pts vs eStryker
I ran a slightly different list; in lieu of the Magister and Scyir there were a pair of MHAs; in lieu of a Phoenix there was a Manticore, and to make up the points I added another Manticore, a unit of Stormfall Archers, and probably one other solo.
Stryker hada heap of Stormknights (both varieties), Ol' Rowdy, a Stormclad, and a junior warcaster with a hunter.
He won the roll to go first, and with Advance move and a run, I had a bunch of ARM20 storm-things halfway across the board. (ARM15 + 3 for arcane shield + 2 for Deflection). I promptly wished for epic Eiryss as a means to knock 'em down to ARM17. As it was, Invictors advanced, mini-feated, and took down a couple of those guys, but not nearly enough. Manticores threw up covering fire, but it didn't do a lot since there was the good ol' Piper in the back ready to pass out pathfinder to counter the terrain.
The bright side? A Mage Hunter Assassin one-shotted the hunter; it was glorious. Then it died horribly, but it was a 2pt solo for a 6pt long-range sniper, so I'm down with that.
Past that, I botched the scenario and didn't get enough into the middle. One Manticore got in (another could have, but I botched a trample angle) and Striker promptly rolled +15 Strength on his overcharge roll. Myrmidons don't last long when the other guy rolls 2d6+13 base for damage, just sayin'.
Lessons Learned:
-2 Heavies is probably the limit with Vyros. A Griffin, points permitting, might be ok with the Invictors.
-Covering Fire helps SOME with the focus efficiency, but manticores are gonna get hungry when you go into melee.
-PAY ATTENTION TO THE SCENARIO. Not Vyros-related, but still.
Game 2: 35pts vs Legion
Opponent's Army
pLylyth
-Typhon
-Carnivean
-Scythean
-2x Shredder
2 Strider Deathstalkers
Shepherd
We rolled mosh pit (again) and I decided to not screw it up this time. Given the small model count, I figured my feat would be a bit 'eh'. Turn one here was mobility + Inviolable Resolve + Hallowed Avenger on the Phoenix. Focus to discordia (via arcanist) for imprint, and blammo! ARM21 vs ranged Invictors!
His turn one, he moved into position. and promptly shot down three Invictors with his lovely little deathstalkers. Screw you, Sniper.
Second turn? Advance, mobility, focus to Discordia, feat on Vyros. the Invictors advance and pop their mini-feat. They manage to rip up both Shredders and, importantly, pop the Shepherd. Eiyrss attempts to KO a Strider by walking into range and firing, only to pull a '3' on the dice. My dice do this for a bit, but since I got the Shepherd, I'm not caring too much. The Magister also manages a crit knockdown on the scythean after shoving it 3 inches back, so I'm down with that. The Phoenix kicks a boosted shot into the Carnivean, and knocks a chunk off.
...I promptly lose the Phoenix to a pissed-off Carnivean. Typhon munches on Eiryss, and the Scythean meanders back into position after forcing to stand up. However, my opponent has a HEAP of fury in the field. A couple more Dawnguard go away, thanks to the sniper. However, ARM21 dawnguard (thanks to discordia) discourage the sprays that I'm expecting in a list like this.
And here? It gets messy. I tie up the Scythean with a combo-smite, and then engage the Carnivean as best I can. Discordia charges Typhon and does some damage (and also engages the Deathstalker). I have Vyros with a couple focus, and think to myself "Ok, Lylyth's just behind Typhon; time to go for broke and try to get her. May not have another turn."
So, I charge Lylyth, miss...then realize Typhon's in flank range. Vyros crushes Typhon's face something bad, AND engages Lylyth.
His Carnivean frenzies and KOs a trooper something fierce, a shredder overloads and whiffs on another shredder. Lylyth dodges the free strike to move across the mosh pit, and the Scythean eats that pesky little Magister. Hey, the 2pt bugger tied up a 9pt heavy for a couple turns; it's a good price for me to pay.
Discordia gets Concentrated Power and has a word with the Carnivean; this word is DIE! Vyros eyes the Scythean, thinks a moment, then pops a Strangehold on the thing (I'd dropped Inviolable Resolve because by now, I had about 2-3 Invictors left, and one was the standard bearer. Some losses due to meandering away from the scythean and death via free strikes. Hey, same thing happed to his Deathstalker with Discordia).
So, he's got a scythean with nothing in melee reach and only a move OR action next turn.
Vyros streaks across the field and finishes off the Scythean after Discordia works it over, and engages Lylyth again. Lylyth tries to back away, gets one-shotted in a free strike.
Lessons Learned
-Other guy had WAY too much fury for pLylyth, and not enough fury management
-Vyros' feat has issues with smaller model-count lists (obviously)
-ARM21 vs ranged dawnguard shut down a lot of strategies
-Vyros is SICK in melee, if you do get to use him. MAT10, PS14+3d6 = WHEEE! Seriously, it's great fun.
-in a pinch, Invictors can do ok damage, but they are CRAP without flank vs. hard targets, like a Carnivean.
Round 3: Trollbloods
Gunnbjorn
-Impaler
-Bomber
-Slag Troll
5x Trolls with the d3 shots each
Min Pygmy Snipers
Min Scouts
Scenario: 10" circles on either side of the middle
My comrade decided to grab his Trollbloods in lieu of his Khador. He ended up building a Gunnbjorn tier list, which was interesting. Those guys with multiple wounds and d3 POW13s on an aim are a bit worrisome.
Basically, in this game he opted not to do a lot of advancing, and that cost him. On the other hand, ARM20 warjacks and ARM21 infantry (combined with immunity to blasts) is pretty rough on a shooty list. Long story short: all he had that advanced were the scouts. The Scyir ran off to get one objective; the Invictors and Discordia cleared the scouts off the other.
Lessons Learned
-Discordia (especially if it can cover most of your guys) and Inviolable Resolve are sick against ranged armies.
-Invictors are tidy for putting down multiple infantry, OR doing a massed CRA into hard targets. Nothing like a POW20 to the face...
-With a Reach jack alive, the invictors are bloody frightening
Round 4: eMadrak Trolls
eMadrak
-Axer
-Dire Troll Mauler
Full unit of Kriel Warriors + Caber throws + UA
Full unit of Champions
Whelps
Hero
Ok, this was a little more frightening. This was Break the Line against a crap-ton of melee troops and threat, and nil shooting. On the bright side, this freed up Discordia for more maneuvering.
Basically, he had beasts/Madrak in the middle, champs + hero on one flank, and warriors on the other. That's a LOT of medium bases and a lotta pain waiting to happen.
After he advanced, I moved up, mini-feated, popped feat, and shot up a bunch of Kriel Warriors. Terrain slowed his army a bit, and at least kept the champs from advancing too fast on a flank. i KO about half of the warriors, but not enough to cause a morale check. The Phoenix puts a dent in the Axer.
Then...the charge. Discordia eats three Kriel Warrior charges (AND Madrak's little 'get an extra d6 on damage rolls and lose some DEF and/or ARM) but remains standing. The phoenix eats a charge from the Axer, and a few troopers go down at the end of it.
The next turn, the Phoenix beats down the Axer and puts some damage on the Mauler. Flanking Invictors rip it apart and take down some guys, but it's not enough to pull out a scenario win for me.
I have no line of sight to Madrak (not with enough firepower, anyway...) and there's a unit of Champions bearing down on a flank. Honestly, I was a bit intimidated by all the bloody wounds (ARM18, weaponmasters, 8 wounds each...yeah, it's like a squad of killy solos.) and their firepower. He wipes out my guys in one flank, pulls Kriel warriors back, and his caster claims the other one on his side.
Lessons Learned
-I hate high-ARM, multi-wound infantry that kill you in melee
-Trolls and medim basers make it easier to line up shots
-Tough is annoying for Vyros' feat
-Medium bases cut out tramples (shock, I know) which cuts down options for the feat
-Focus on scenario
Overall
I think Vyros performs decently. His feat is no game-winner, but can get you a few extra focus for your 'jacks on a messy turn. It'll let vyros upkeep Inviolable Resolve, throw Mobility up, and maybe even get off a Stranglehold (which is very nice WHEN it happens, mind you...)
I do believe if you're going to run invictors, you need to commit to at least one reach warjack. The Phoenix is a solid choice here, and the arc ode may get some use. Mostly, though, the flank is solid. The Griffin is a backup choice here, points permitting.
If you're lighter on numbers (or like screwing with the other guy) a Magister is wonderful. Throwing enemy heavies back a few inches in this game can be sick for them to deal with. Considering that there's not always enough heavy-duty firepower to go around (well, with invictors; they're great for thinning enemy ranks) you'll want that to delay enemy plans, or for scenario purposes.
The Scyir...not so bad, as he can provide you with a nice homing missle to fire through your Dawnguard. Hitting something at POW12+4d6 and MAT10 on the charge is bloody nice, and being able to get through your Dawnguard is nice, too. I'm not sure I'd marshal to him (you might as well to it to the Dawnguard themselves) but he's also workable enough as a scenario grabber.
As we all knew, the Soulless is situational. The situation didn't arise, and another arcanist would've been nice.
Arcanists are nice. Full stop, end of story. They only become useless when you lose all your myrmidons.
Discordia + Invictors + Inviolable Resolve makes some players cry, hard, if they don't have access to fire or corrosion or snipers.
I think you can run Vyros with Sentinels just fine as well, but you'll need to take something for riot control, as you'll have less ability to thin out the hordes at range. I suspect that Stormfall Archers wouldn't be out of place for such a task.
Monday, November 8, 2010
Kaelyssa, Build Tweak
I finally finished painting my Dawnguard Sentinels (as well as Skarath), so what better way to celebrate than to field them?
I grabbed Kaelyssa and finally got a game in with a tweaked list.
My previous 35pt Kaelyssa list included:
Kaelyssa
-Hydra
-Phoenix
10 Sentinels w/ Officer, Standard
6-elf Mage Hunter Strike Force w/ UA
pEiryss
2 Arcanists
The tweaked list:
Kaelyssa
-Phoenix
10 Sentinels w/ UA
Stormfall Archers
Arcanist
Narn
eEiryss
Dahlia & Skarath
Basic Impressions of Tweaked List
Without the Hydra in there, Phantom Hunter gets demoted to either going on Kaelyssa in a pinch (if you need to clean out a solo or a couple infantry) or languishing, though I suppose you could always slap it on the Phoenix, since the Halo Cannon isn't THAT bad (I just have rarely used it).
The Archers were in there for two reasons:
1) Testing
2) In case the enemy brought light, squishy infantry.
I admit to being leery about paying 5 points for a whopping four guys, but their range and versatility is very nice. Snipe means they have a 21" max threat range, and RAT 5 is about par (RAT 7 after you Aim at 16"). I'd figured I'd be able to get some versatility out of them in case I ever got LOS on a warjack; Brutal Shot means it's a RAT 5 base, boosted POW12 on the direct hit. Not perfect, but serviceable against non-Khador warjacks.
As a comedic aside, in the game one managed to peg eStryker in the face (actually GETTING the 11...) and then got box cars on the damage roll. Apparently sniped grenade arrows HURT.
eEiryss is a nice change-up from the prime version. I can very much live with the reduced ammo types in exchange for screwing up focus allocation and dropping upkeeps/animi. Between that and a well-placed arcantrik bolt from Kaelyssa, I managed to stall out/gut a Stormclad in one good round. Stationary + nearby weaponmasters = pain, true story...
Dahlia and Skarath make an excellent flank-threat. The spray lets them handle infantry, and Skarath isn't a major slouch in melee. Kaelyssa might miss a Hydra for Phantom Hunter shenanigans, but the dynamic duo are fine flankers and can hold well enough on their own against lighter foes. I just wouldn't expect much out of them when it came to dealing with an enemy heavy in good shape, since Skarath's got that mighty ARM16 for protection.
Brief Commentary on Test Game
Played against a comrade I'd sorta converted from 40k. He brought eStryker, a couple variants of Storm Knights, the Black 13th, a Stormclad, Lancer, and the bloody piper. Scenario was break the line. He ended up winning on assassination after I botched activations to get a scenario win.
I forgot about that whole 'velocity' thing followed up by 'take damage to get a Strength bonus' crap. eStryker's pretty much lurking around, waiting for a chance to fire off a brutal assassination run (then again, it is kinda all-or-nothing for 'im, but he can pull it off, so yeah...).
I will say that Narn is wonderful for a flanking threat, though Stryker managed to velocity, then charge him. It at least pulled eStryker away from the fun, but not far enough as it turned out...
All things considered, it was a fun (and close) match. I think this Kaelyssa list merits some tweaking, though I'm not sure I miss the Hydra. I'm not yet 100% on the Stormfall Archers, though they honestly didn't do BAD. It's more a leeriness about that '5 points for 4 guys' thing. I can say they don't merit being dismissed out-of-hand.
Tuesday, October 26, 2010
Dahlia & Skarath as Retribution Mercs
Dahlia and Skarath are one of the few and proud merc/minion choices available to the Retribution. The Iosans have the distinction of being the only Warmachine faction that she'll work for.
They're a well-defended, lower-armor duo that mixes denial (from the elf dame) and a nasty offensive (the big freakin' snake). As they are a Warbeast & Lesser Warlock, the big selling point is that it's a jack equivalent that does NOT tax your caster's focus and does NOT absolutely positively have to be in their control area. It's kind of like a Jack Marshal and warjack in one, except that if they kill the marshal you flat-out lose the jack.
Basics
It's 9 points for the pair. If you lose Dahlia first, you lose Skarath. If you lose Skarath, Dahlia runs out of Fury pretty fast and then either cuts herself or...stands there and takes up space.
Dahlia
SPD 6 is respectable enough. She has a hell of a defense with DEF 16, but ARM 12 is squishy even with 8 health boxes. Her other basic stats are pretty irrelevant as she has no weapons. I mean, her sculpt has a friggin' flute. You were expecting?
The important stuff for Dahlia: FURY 4. She has two spells, and both cost 2 fury. She's got enough to pop both, or double up on Mist Walker. Additionally, she's got Skarath's animus, which CAN impact friendly models and costs 1 fury.
Haunting Melody is a RNG Control spell. Enemy living models cannot give/take orders, and cannot make melee or ranged attacks at Dahlia. Apprently she's good with that flute. It's the close-range don't-kill-me spell. Not bad, as it means the enemy will have to devote long-ranged guns to kill her if she has this up. (and of course she can do transfers, so yeah...)
Mist Walker is RNG 6; but can only impact Dahlia or Skarath. The target gets Pathfinder and Prowl, so when in concealment/cover they get Stealth. It gives me this ridiculous image of a huge freakin' snake trying to hide behind an inch-high wall, and not really succeeding.
The special rule 'Charmer' means that when a firendly warbeast frenzies in her control area (read: Skarath for this post) that the beast can forfeit its activation instead. Important, because it means Skarath doesn't turn around and shank HER, because he'd almost certainly kill her.
Lesser Warlock is essentially the warlock-lite set of rules, and Limited Battlegroup means only Skarath can be with her. Frankly, with Fury 4 she has no business trying to run more than one beast anyway.
Skarath
Skarath is a glass cannon. SPD 6 is nice (and Mist Walker helps out), and DEF 14 is reasonably solid for defense. ARM 16 is...not so solid on a heavy. Skarath has about 25 wounds on his spiral, though he's a little light on Mind.
Really, there's one big draw for Skarath: SP 10, POW 12 corrosion with continuous corrosion. With FURY 4, he can boost to hit the important stuff, though with RAT 5 you'll probably NEED the boosts. Since the only ranged Retribution option that ignores stealth so far is the Stormfall Archers (...and soon to be Discordia) this is something of a selling point.
Skarath's no slouch in melee, either. He's MAT 6 with a PS16 Reach attack. Critical Consume means that if you hit a small based non-warlock/caster model it's removed from play. Remember to make 'om-nom-nom' sounds when this happens. With PS16, there's a good chance you'd out-and-out nuke anything short of a Lesser Warbeast in one hit (and losing a Shredder to a crit consume would hurt, trust me...) it's also nice to have a Remove-From-Play option available, even if it's not the most reliable of things.
Being a snake, Skarath gets the Serpentine rule, which means he's immune to knockdown, but incapable of slams/tramples.
His Animus is a RNG 6 1-fury spell that grants a model Riposte. Riposte means that when the enemy misses the target model, that model gets to take a swing at them immediately, then the animus expires. Funny story, it's called Serpent Strike.
Skarath also has a neato warbeast bond, so he can CHOOSE his frenzy target. A fully boosted MAT 6 POW 16 hit is nothing to sneeze at. If the dice go south, this is nice. Otherwise, you're probably trying to avoid losing Dahlia's fury battery and the ability to really CHOOSE what you're doing with a heavy hitter in your army.
On the Field
The first turn or two will either see them both running (and Dahlia discarding a fury so she can leach the forced fury off of Skarath) or Dahlia casting Mist Walker 1-2 times and riling Skarath to refuel.
After that, it's probably time to look for a good spray shot. Even if POW 12 won't kill 'em reliably (IE: shield-walling guys or, oh, ARM19 Dawnguard for example...) the corrosion can still do the deed.
MAT 6 is passable, but it also means Skarath is capable of handling itself in melee. If you can find something that a couple POW 16s will cripple/kill (or do something prevent boosting to-hit rolls, like a Disruptor Bolt or eEiryss) then you've got yourself a melee target. Note, though, that Skarath's ARM 16 is NOT gonna stop heavy hitters from mincing him.
Fitting into your Army
As D&S are a 9pt unit, you're probably not taking them in 15 points. At 25, it's possible to include them, but they're still a chunk and you probably want at least one myrmidon as a heavy hitter (cough cough, phoenix, cough cough). Don't get me wrong; the flutist and snake are versatile and all, but you have warjack points to spend.
I'd probably consider them seriously starting at 35 points.
When it comes to capabilities, I think three things make them stick out and should be considered when deciding whether or not to take them.
1) Do you want a SP10, POW12 Continuous Corrosion shot that can get there without too much trouble?
2) For focus-greedy casters, it's a heavy that does not require focus to operate.
3) It's a heavy that does NOT have to stay in range of your warcaster, but still gets to boost more than once a turn. Helloo, flanker.
Cons
There are two major cons that come to mind with this pair: Durability and the inherent weakness of a lesser warlock.
Dahlia and Skarath both have solid defense values (16 and 14 respectively) but sub-par armor (12 and 16 respectively). They have a reasonable number of health boxes, but when your ARM is like that...there's room to worry. It's just something you have to keep in mind when it comes to AoEs and accurate heavy hitters.
As for lesser warbeasts? Losing one part of the pair is essentially losing both. If the enemy drops Dahlia, Skarath leaves. If the enemy drops Skarath, Dahlia loses her only Fury battery.
Interaction with Retribution Warcasters
Kaelyssa can use Banishing Ward with them. Since they can get Stealth without too much trouble, her feat is unlikely to leave them out to dry as the only non-stealthed targets.
Rahn can help them out with Force Field (...since boosted AOE hits are a worry with Dahlia's mighty ARM 12, which means it's transfer damage to Skarath...) and can always use Telekineses to help one or both of them out of a jam.
Epic Eiryss can rob a jack of its ability to boost, which works nicely with the solid natural DEF of our intrepid duo.
Anything past that? It's a matter of army composition and how much you want to save focus on your caster.
Overall
Dahlia and Skarath are, I think, viable options for the Retribution. They're one of two sources of sprays at this point in time. They can operate independently of the warcaster (though this also means most of the buffs don't work; see this discussion on Cylena & co for expansion on that) in terms of resources and control distance.
So long as you bear in mind their relative fragility and don't try to take them in smaller points levels, I think you can expect mileage out of them.
Additionally, I think they offer a couple of 'soft' benefits to the Retribution player:
1) It's a break from painting armor and myrmidons
2) If you haven't played Hordes, playing with the Fury mechanic will be a good learning experience.
Give 'em a shot. They're perfectly workable in a Retribution army, and if you have a Circle or Troll army, they can pull double-duty for you there.
Sunday, October 24, 2010
Retribution Mercs: Cylena Raefyll & the Nyss Hunters

The Retribution is not exactly popular with mercenaries, for whatever reason. I guess when you're vaguely omnicidal against humans (or at least want to kill all their magic-users) these things are bound to happen.
As it is, Cylena & co are one of the few mercs that currently work for the Retribution. The next question is how can the Retribution use them? To answer that question, first ask what the unit can do on its own merits, and then ask how it can fit into the Retribution's current lineup.
Cylena & Company
Stats
Speed 7 pathfinders are going to get where they want to be. They all have an awesome DEF 15 and a piddly ARM 11. They're hard to hit, but you generally don't need to roll for damage against that armor. The basic grunt has MAT/RAT 6, and Cylena boasts one better on either side, and five hit boxes.
Weapons
Everyone carries a Nyss Bow, with a foot of range and POW 10. Not bad on its own, but it's not going to do much other than ping infantry. If you really want to put damage on, you've got a POW 9 claymore with weaponmaster. If you can put the hit in, then it can do the damage, especially on a charge.
Abilities
This is where they start shining. Pathfinder keeps them swift. They have Hunter, so they ignore forests, concealement, and cover when determiing LOS for shooting things. You'll get that 12" shot whenever and wherever you need it.
So long as you keep Cylena alive, the unit ALSO gets Combined Ranged Attack, which lets them double up to hit higher-DEF infantry with RAT 8/POW12.
Unit Summary
The Nyss Hunters are swift, and capable of laying down a nasty charge, especially against targets with average-to-low DEF. They can also ping high-DEF infantry reasonably well with doubled-up combined ranged attacks. So long as you keep them away from blasts, they'll do well. In a pinch, you can use them to try to tie up lower-MAT enemies, since DEF 15 is pretty high up there. You will pay for what you get, though, since they cost 7 for a min 6-elf unit, and 10 for a full set.
Working with the Retribution
Now, unlike some folks that Cylena will work for (IE: Cryx), the Retribution has access to some shooty infantry.
Dawnguard Invictors have a higher-powered shot and more armor (15 base, 17 with Defensive Line), and if there is a myrmidon around, they can take advantage of flank. They are slower, and generally are more suited as main-line infantry since they can take lighter hits and laugh off blast damage. They do have a max range of 10 base, or 14" with the UA's mini-feat. However, fully kitted out you're looking at 12 points, but it IS your main line.
Houseguard Riflemen are pure shooty. They're cheaper than the Nyss Hunters, but are pretty much incapable of melee duty. They have a 14" base range, and are 4/6, or 8 with the full unit and UA.
The Mage Hunter Strike force is multi-role, though they can only get that high damage output against warjacks. They have DEF 14, but Stealth means they can't be hit directly outside of 5". They share the Nyss Hunter allergy to blasts, and a full unit + UA is the same 10 points. However, at 10 points, you're trading weapon master on melee, one point of Defense, and a reliance on your Officer for combined ranged attacks for advance deployment, weaponmaster vs warjacks, and Phantom Seeker. Honestly, the MHSF is probably the closest analog to the Nyss Hunters in terms of a 1:1 unit tradeoff.
The next question is, what do the various warcasters offer the Hunters, and are there any other units they particularly like working with?
Garryth
Death Sentence and Mirage are Faction Model Only. Honestly, he could probably use them, but he doesn't particularly offer them anything. They have the speed to keep up with him and his preference for a quicker force, but I don't see anything inherently outstanding here.
Kaelyssa
Banishing Ward works on friendly models/units, so if the Hunters get tagged by de-buffs or could be hit by magic AoEs, you can remove that vulnerability. Her feat doesn't affect them, which CAN leave them as the only targets for charges/shooting. Then again, DEF 15 is like as not a solid defense against direct shooting, so it's debatable whether they'll miss the Feat or not. Against warmachine, she can ensure they hit warjacks that she can stick with an Arcantrik Bolt.
Adeptis Rahn
Rahn can actually affect them with two things: first, he can target them with Polarity Shield. This stops charges, which is potentially useful. Rahn can also help them out with Force Field; if someone misses them with an AoE (which is pretty possible with DEF 15) then Rahn can nudge it in a beneficial direction.
Honestly, they lose out on the least with Rahn; he can potentially mitigate their sever AoE allergy, and you're limited on what you can take to benefit from the Feat anyway.
Ravyn
The Hunters can benefit from Snipe, but that's it. While Snipe looks good, I think her Feat (which only gives Faction models boosted ranged attack rolls and Swift Hunter) will nudge most players towards in-faction ranged options. The Hunters just eat a chunk of points, and I think most folks would rather spend that on stuff that benefits from the feat.
Vyros
You need Faction models for Hallowed Avenger and Inviolable Resolve. You need Faction models for the Feat. Once again, I'm not sure that folks would put so many points into a non-faction unit.
Houseguard Units
Ranked Attacks mean only faction models can see through them. Then again, putting Nyss Hunters behind a wall of Halberdiers or Riflemen is wasting their speed.
epic Eiryss
Against warmachine, you can get some mileage out of Technological interference. DEF 15 is not gonna get hit reliably without boosts, so Eiryss and the Nyss Hunters can work together to lock down enemy warjacks. Watch out, though, as the enemy may just shoot AoEs at their own warjacks and scrape you off like that. Still, eEiryss is solid enough to take on her own merits, and she's also got the ability to pace the Nyss Hunters.
Thoughts on what to put Nyss Hunters alongside
I think if you're bringing Cylena and co., you're either going to use them as a swift flanking unit (in which case you don't CARE about all your stuff that requires friendly faction models...) or a swift army in general.
Given that the Retribution doesn't have a lot of long-ranged AoEs (other than Stormfall Archers) I think you can get some valuable mileage out of the Hunters as a means of killing high-DEF infantry, and of course who doesn't love weaponmasters with a 10.5" threat range, regardless of terrain?
If you're going to play against Hordes, then the minimum unit is the same price as a minimum size Mage Hunter Strike Force unit with UA, and it lets you hit high-DEF targets AND charge lower-def ones to gruesome death.
I would probably lean towards Kaelyssa and Rahn as your casters, since you lose the least in terms of feat/spells, and they can still help out your expensive mercs. Rahn in particular can shore up their fear of AoEs. Once I get around to assembling mine (...huh boy, that's gonna be some fun with pinning there...) I intend to do some testing with 'em.
The bottom line, though, is that at current Retribution doesn't have a lot of "OOH! OOH! TAKE ME WITH THEM!" options. They're largely self-sufficient (and can't impact a lot of feats/buffs) and versatile. If you can avoid AoEs with them, I think you can get mileage out of 'em.
Saturday, October 9, 2010
Retribution: Testing with Kaelyssa
I've been trying to put my money where my mouth is with Kaelyssa, and I've tested out the following 35pt list:
Kaelyssa, Night's Whisper
-Hydra
-Phoenix
10 Dawnguard Sentinels
-UA: Officer & Standard
6 Mage Hunter Strike Force
-UA: Officer
2 Arcanists
Eyriss, Mage Hunter of Ios
Logic in the List
The Hydra is intended to hunt solos/ping stuff with Kae's Phantom Hunter, and the Phoenix is its versatile self. Arcanists provide foucs/melee support, and Sentinels are...nasty. Reach weaponmasters with vengeance and MAT 7 tend to ruin anything they can hit. The MHSF is a reactive element for support-hunting and jack-softening.
Some of the Matchups
I ran up against my buddy Jon's Khador. Mmm, freaking ARM20+ jacks...and the Winterguard. I managed to pull off a win on a scenario, due to going first (and getting into the middle before he could) and blunting his advance long enough to grab the requisite 7 control points.
Against Kara Sloan, well...sure, SHE can get True Sight, but Kae's 'We're All Stealth Here' feat is pure yum. Add that on top of getting into position early in No Man's Land, and it being his first time playing Kara and it was...yeah. It was one part bad matchup for him (since my feat pretty much denies his ability to grab position) and one part inexperience with the caster.
Thoughts on the List's Components
Kaelyssa
Whenever I need to damage something disrupted with Arcantrik Bolt, I'll see...nothing. Still, being able to threaten to deny warjacks with this and Eyriss gets the enemy to pay careful attention to where the Elf Witch and my arc node(s) are.
I know that if/when I run up against someone with de-buffs, I'll love me some Banishing Ward.
Arcane Reckoning is...eh. I think it's the most situational, since the enemy has to MISS. It's best slapped on a high-DEF target that the enemy might try to cast spells on. Honestly, I can think of three uses for this:
1) My enemy will try to tag Eyriss with a spell, and it's not the Epic version
2) Mage Hunter Strike Force, for folks with magic AoEs
3) Someone might try to spell-assassinate Kaelyssa
Phantom Hunter means I'm really, REALLY going to think long and hard about bringing a Hydra with her almost automatically. In fairness, all myrmidons with guns can benefit from it.
Phantom hunter + her rifle lets her, in a pinch, pick off infantry from anywhere. This actually came in handy when I had to make sure an infantry unit wasn't in the No Man's Land.
Hydra
I have to say, this is a warjack I'd initially kind of gone 'eh' in the general direction of, given the Phoenix and the Manticore. On the other hand, it's very focus-efficient. Turn one, it gets a full three focus and jogs. Turn two, you...hand it a focus, maybe. Then either it starts popping shots at solos, or starting to put POW 15s on jacks. In a pinch, it can also go into melee, though it really wants Arcanist support.
The big thing the Hydra does is STORE focus. Also, if the enemy scatters AoEs or lets you walk into covering fire templates...yeah. It's FUN, and it's a psychological weapon with Kae's Phantom Hunter: it will shoot you from 15" away, and if you ding it, you fuel it.
Phoenix
It's neat. It kills stuff. It has reach, combustion, an arc node...it's got a little of everything. The enemy ALSO likes it dead, and in my experience it gets focus-fired until it's dead, but it usually does something neat prior. Reach DOES give it a pretty solid threat range of 11", and it's a solid workhorse. But, you pay for what you get.
Mage Hunter Strike Force and UA
I think I'd almost always take the UA with them. Advance Deploy lets you deploy reactively, and Phantom Seeker is of course sweet for hunting support and the odd warjack.
That being said, I'm glad I haven't decided to go with the Tier lists where I have to own 20-30 of these guys. They're not bad for hunting support, and they've got a solid DEF 14. MAT/RAT 6 is respectable, but sometimes I worry about how hard they can hit. They just don't seem to be so graphically killy, but what they DO offer me is mobile anti-infantry support that fires through forests and the like. Give me Pathfinder and that, and I think they're a solid support element.
Dawnguard Sentinels and UA
Reach weaponmasters with solid armor and vengeance? Yes, please. Kaelyssa doesn't actually DO a lot for them other than keep stupid upkeeps/spells off them. ARM 17 in defensive line means that you start to need warjacks, weaponmasters, or nasty stuff like corrosion/anatomical precision to kill. The average infantry POW 10 bounces off this, at least.
And, of course, PS12 weaponmaster attacks break things they hit. Add in vengeance from the Officer, and when the enemy DOES break one, they get a handy-dandy 3" move. Considering the SPD 5, they need all the help they can get in that regard.
Arcanists
I think if points permit it, having one per heavy myrmidon is a great idea. Myrmodons don't have the largest of damage grids, and it's full of squishy stuff, like crucial systems. Since it doesn't take that much to bring systems online, you might be able to restore some crucial functions. If you can get focus, then a repair can also get you the ability to regenerate your field.
Other than that, they're focus efficiency on a stick, and +2 to melee damage rolls helps make sure that the stuff your myrmodons tag stay down.
Overall
I'm starting to like the way that Kae plays. Still, the bulk of her toolkit is matchup-dependent as to how you'll use it. Most of the time, though, you'll have something to do with her spells. All else fails, having a Hydra chuck POW 15s through solid walls is great fun, and a bunch of weaponmasters bearing down on the enemy is also good stuff.
Most of my wins seem to have come from scenario. I'm not sure Kae has a good way to pull off an assassination herself, so it's either bring something else that can kill the caster (perhaps Narn) or go for the scenario win.
I'm debating on testing something else out for the MHSF slot. Unit-wise, I'm entertaining two options:
1) Stormfall Archers
They throw out AoEs up to 12", and it's either more damage (extra dice on direct hits), fire on direct hits, or snipe. It's not a lot of models, but it IS good for contributing at range. They also provide me an easy counter to high-DEF, low-ARM infantry. In a pinch, they can also throw the equivalent of boosted POW12s at warjacks.
2) House Shyeel Battle Mages
Movement shenanigans for the win. The ability to push or pull things into/out of position is great. I think I could always find a use for that ability.
3) More Solos?
Seven points could get me Narn, and leave me four points for either Ghost Snipers or Mage Hunter Assassins. I suppose it could work, though my gut says that one unit-of-the-line and a pair of heavies is a bit light for 35 points. I could also drop Eyriess and add Dahlia/Skarath, perhaps.
I dunno. More experimenting will be in order.
Wednesday, September 22, 2010
Tactics: Kaelyssa, Night's Whisper
Kaelyssa is the current toolbox-caster for the Retribution of Scyrah. She's got some solid denial spells, but prefers more of a supervisory position than a lead-from-the-front-with-my-sword a la Dawnlord Vyros, or 'kill a lotta guys with my uber Kroot rifle' like Ravyn.
Stats, Weapons, Attacks
SPD 6 and Pathfinder are sufficient to keep up with most retribution units. She has a solid DEF 16, but ARM 14 and 16 health boxes do not a durable caster make. Her FOCUS 7 and spell list mean that she's got a solid enough control area, and that she doesn't belong on the front lines from a durability standpoint.
Her melee melee capability is so-so with MAT 6 and POW 12; it's enough to KO enemy troopers but this should be a holdout weapon. She's more at home with the Runebolt cannon, a RNG 12 POW 10 magical weapon with ROF 3 and MAT 7. It's not got a lot of punch, but you can always use it to KO annoying solos. Be ready to boost damage, though, if you want the solo to stay down with one shot.
Overall, she's quick enough to keep up and has a solid focus pool, but she's squishy and only slightly above-average in terms of hitting things with a gun.
Skills/Abilities
In addition to Pathfinder, she's got three neat abilities: True Sight, With Hound and Energy Siphon. Pathfinder at least lets you get Concealment with some ease.
True Sight means you can hit Stealth models. This works even when arcing, so you can snip annoying solos or lay down fire on units with stealth. You can also snipe solos with your rifle, if it comes to that. This is her major anti-stealth ability in person.
Witch Hound is neat, but situational. If someone hits Kaelyssa's battlegroup with a magic attack, someone in the battlegroup gets to make a full advance and an attack after the spell is resolved. It's a bit more fun when the enemy has plenty of magic attacks that they want to use on your jacks, though.
Energy Siphon lets you pull Focus or Fury off any target you hit with one of Kaelyssa's weapons. This is probably going to be of more use in Hordes (and more annoying, since it can screw with their Fury for next turn, potentially) but it lets you get more than 7 Focus. It's something to keep in mind. It is NOT a reason to go fight some beasts in hand to hand unless they're low ARM/DEF models, because they can still probably beat you up, even/especially if they frenzy.
Spells
Hellooo, toolbox. There's something for most every situation here.
Arcantrik Bolt
POW 12 magical attack, RNG 10. It's for sniping annoying solos/magical models via arc nodes. If it damages a warjack, then the warjack is rendered stationary. It can make the enemy pay Focus to shake the effect, which is somewhat useful. Stationary is of course wonderful for making sure jacks get tagged, since MAT 6 on our heavy-hitter warjacks is not exactly the most accurate.
Arcane Reckoning
Hello, denial. If the enemy misses the model/unit holding this buff, then they are in turn hit with the attack. Higher-defense models love this, because the enemy can’t dump a magic AOE on them and game the deviation. It will force boosting, and it’s a deterrent for non-caster magic attacks.
Backlash
Cryx players will recognize this; when the warjack suffering this effect takes damage, the caster takes a point of damage each time the jack gets hit. You probably won’t kill the caster with this but you can knock a chunk out of them. The trick to getting the most mileage is to paper-cut the jack to death. Just don’t expect a knockout punch with it at this point, unless the Retribution gets some units with Feedback on their weapons.
Banishing Ward
Banishing Ward renders a model/unit immune to being targeted by enemy spells/animi, and knocks off any enemy upkeeps on them. Bottom line, it can keep a unit from getting a nasty upkeep on it, or remove it after the fact. If you didn’t put it on something preemptively, then they get one turn to enjoy the debuff.
Phantom Hunter
Someone in the battlegroup ignores LOS when making attacks, and laughs at concealment and cover when shooting.. This can let Kaelyssa hit anything she can range. It also lets most of the jacks be a little more accurate; RAT 5 becomes a little more effective at hitting stuff but probably still wants boosts. It’s a neat upkeep for 2 focus, but somewhat situational.
Rift
This is her most expensive spell at 4 focus, but it’s a 4” AOE with POW 13. That’s not bad for thinning out troops with lower armor (and/or stealth), but the real bonus is that the AOE is difficult terrain for a round. IF you can make it hit, and the enemy doesn’t have pathfinder, then it’s wonderful denial.
See also: another reason to bring an arc node.
Feat: The Vanishing
Friendly faction models in her control zone gain Stealth and cannot be charged for a round. This is purely a setup feat, and can potentially deny both ranged and shooting. Just make sure the enemy isn’t so close that they’ll simply walk up and smack you, and keep a look out for any ranged attacks that ignore stealth.
Filling out the Army
Warjacks
Kaelyssa wants heavy hitters. The Phoenix gets a mention because it’s an arc node and has a pretty reasonable damage output. You can get around MAT 6 by smacking the target with an Arcantrik bolt if it’s a jack.
The Manticore goes nicely with Rift, since Covering Fire + Rift = unhappy infantry plus slow jacks. It is also, of course, a great heavy hitter and you need that as well. PS 20 hands (force generator + Arcanist's Concentrated Power) make even Khador jacks worry a little.
The Hydra can bank its focus and use Phantom Hunter to great effect with its Force Cannon; unless you’re stealth you can’t hide from a POW 15, RNG 15 gun with RAT 5 (potentially 7 with the aim) and a boost. It’s not really for hunting casters, but solos and UAs probably won’t do well with a boostable POW 15 hit.
Units
Typically, you’re bringing Kaelyssa because she doesn’t have as many problems with Stealth as other casters. Retribution has two ways around stealth: melee and AoEs. To this end, I suggest starting with Dawnguard Sentinels, and look elsewhere once you’ve filled them out and added the UA. This also means you don’t absolutely, positively HAVE to use your jacks for all the big game hunting.
The only unit-borne AoEs come from Stormfall Archers, and Kaelyssa doesn’t really buff those.
The Mage Hunter Strike Force doesn’t really have a way around stealth, but a minimal unit + UA are excellent support hunters, since they also have Phantom Hunter.
Solos
Eiryss is excellent support against Warmachine opponents. pEiryss is more of a caster-kill setup or sniper, as eEiryss + multiple arcantrik bolts = 2-3 stationary jacks a turn if they’re close by. eEiryss is also capable of removing buffs from units, so I honestly have to lean towards her a little more for utility + ability to help Arcantrik Bolt lock down multiple warjacks.
I suggest an arcanist per heavy jack, or the max of two. Early on, they let you run myrmidons into position without taxing her, and once she starts running them they buff the damage output or fix busted systems.
Beyond that, current solos tend to be support-hunters of one stripe or another, so flavor as needed.
Wrapup
The most frequent word in this write-up has got to be 'situational.' That's what Kaelyssa does: she changes a situation in your favor. Chances are that she won't use every tool in every game, but she's bound to carry something you will find useful against most any opponent.
Addendum:
A thanks to the Warmachine Retribution Forum for feedback and covering gaps in my knowledge. You can find the associated discussion here.
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