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===Myrmidons (Warjacks)=== ====Light Myrmidons==== *'''Aspis:''' Your light myrmidon tank. Phoenix Field combined with Shield Guard means that the Aspis will be good for bodyguarding solos or your warcaster, and it's reasonably competent in melee. Situational, but if you build your list correctly it can be very useful. Can be used to screen troops, but isn't quite as useful as the Griffon since it doesn't threaten as much damage and its ARM is a bit lower. *'''Chimera:''' Arc node with decent melee capabilities. All of your light myrmidons are fragile, so this isn't anything new. Most of the time, you'll want a Phoenix instead, but this guy can be situationally useful. *'''Gorgon:''' Has a basic light Myrmidon statline. Force lock is THE REASON why you take this guy, and has some beautiful tactical applications. Rob a small unit or solo of their movement, or pin a big 'jack or beast in place for a heavy to attack next turn. Stall solos, pin down warcasters, slowing units, force the enemy to break formation. The polarity cannon now imposes a speed penalty, and those no longer affect charges. However, the Gorgon still makes it possible to lock down lanes with good placement. *'''Griffon:''' Take two if you're taking any. Great for Jack Marshals, relatively durable, and they do good damage on the charge. Try to avoid dropping Focus into them if at all possible: but do keep in mind that even one Griffon in a group of infantry will drastically increase the survival rate of the little guys. Even though the Griffon is considered a cheap and fragile jack, just one of them can still take more punishment than an entire unit of Dawnguard Sentinels and still be a threat. *'''Siren''': A light Vyre warjack, but in terms of role, think of it as a “medium” warjack. The Siren hits relatively hard for a light ‘jack, and further has blessed and magic weapons to ensure that it hits hard. It has an ability to spend focus to not suffer a damage roll from an attack, which makes it able to negate that one big hit, but requires you camp focus. It’s only once a turn, so never camp more than one. It’s gun is a moderately powerful and decent ranged attack that can take over a model it boxes. Overall, the Siren makes for a good mid range combat ‘jack. *'''Harpy''': This...is an odd model. It has the same pillowy fists you expect from retribution, but also flies. It has a lighter ARM, but actually decent MAT and RAT. It’s gun, the wind flayed, is decent range and POW that fires twice and pushes back. Relatively cheap with some OK support, but don’t expect it to rake in kills. =====Character Light Myrmidons===== *'''Moros:''' Moros is Garryth's personal 'jack...and it shows. On it's own, it has Pathfinder and Stealth and can spend focus to get faster. It's ranged weapon basically makes it's target unable to do much and drops its defense to a set 5. When paired with Garryth, it gains acrobatics, making it able to charge right over friendly lines. ====Heavy Myrmidons==== ======Shyeel====== *'''Hydra:''' The Hydra is another example of a warjack that you build lists and strategies around. The ideal use of a Hydra is to drop 3 Focus on it at the beginning of the game and sit it somewhere that it can exploit the range of its cannon for a few turns to make very long, very damaging shots (boost Attack and Damage and replenish its focus, if you have to). Eventually the enemy will try to close with it, at which point it can unload all of its Focus to become a large threat in melee. It works very well with Kaelyssa's Witch Hound ability, as the capacity to take extra pot shots with a fully charged Focus Cannon is pretty deadly. Drop Phantom Seeker on it and you're in business. The goal of the Hydra is to last until the late game: most pieces will be traded down, but you'll still have a Heavy Myrmidon with a very self-sufficient supply of Focus that can power through your enemies. The key is to use it conservatively early to toast solos and damage warjacks/beasts, and then engage with it later as casualties mount on both sides. Make a mental note of enemies that might threaten the Hydra and do your best to remove them before the Hydra takes center stage. *'''Manticore:''' A strong toolkit myrmidon. Strong melee abilities, two open fists with strong POW+S that it can make even stronger temporarily, a ranged magical weapon with a variable ROF, and the Covering Fire special that lets it lay down cloud effects that damage trespassing enemies. It can be great to use Covering Fire to screen your troops, as enemies charging into them will receive the unpleasant hit that will kill most infantry on the spot. Typically, activating the Manticore last and using covering fire to prevent counter attacks while you advance is a very useful tactic. The Manticore will also do well in melee and has the uncanny speed of heavy myrmidons that gives it a substantial charge threat range. *'''Phoenix:''' The iconic Heavy Myrmidon. Great ranged weapon, great melee weapon, open hand attack, unit-clearing AoE attack, Phoenix Field's regeneration of your Force Field, and it's an Arc Node. There are very few situations where I can come up with a reason as to why I shouldn't take one. I've noticed that most of my serious lists include either a Phoenix, Dawnguard Sentinels, or both. Take care of your Phoenix and it will take care of you in return, by setting all of your enemies on fire and then making them dead. It may seem expensive, but you can't really put a price on victory. The Phoenix gives you everything you need to win, all in one durable package. =====Vyre===== *'''Banshee:''' The Banshee offers two main selling points. The first is its gun, which has decent range, good POW, and slams smaller units and knocks down larger ones. Wailing is the second, and it is nasty. In a decent range, enemies can't cast spells or give orders. That second part can cause serious issues, particularly if your opponent wanted to charge that turn. Crit Grievous wounds on the swords are nice, but unreliable. *'''Daemon:''' You might be forgiven for thinking this is a melee 'jack, what with the blessed fists and decent MAT. But the gun is the main point of this 'jack, and it's a doozy. Basically, once you hit with it, it pushes everything nearby toward the target, then drops a decent POW AoE template on top of it. It's a potent way to clear out infantry and, failing that, pull things out of position. *'''Sphinx:''' This 'jack is a bit more of a rounded kit, but has, unsurprisingly, a neat trick with its gun. Mk. 3 updated the gun so that it now causes anything hit by it to suffer from Arcane Attraction. Basically, this makes spells used against the target gain range, which can pair well with spell focused warcasters like Rahn and Ossyan. =====Character Heavy Myrmidons===== *'''Discordia:''' Despite being Rahn's personal 'jack, Discordia sees a lot of play with others. For reasons only PP knows, it got a huge buff in Mk. 3. The main draw of this 'jack is the gun. Long range, high POW spray. For a long time, it was the Retribution's most reliable method to deal with stealth. Now, it's just as nasty, but also makes models damaged unable to cast spells. Discordia can also spend a focus to gain bonuses to armor against ranged attacks and ignore blast damage, granting these bonuses to nearby models as well. In melee, if it hits with both it's initial attacks, it can can models away from it. Oh, and now when bonded to Rahn...it never suffers from crippled systems. After all that, it's cost went down in Mk 3, so have fun fielding this lovely piece of destruction. *'''Hemera''': Meet Issyria’s personal ‘jack, and oh boy is it built for her. It has stats on par with other Shyeel heavies, and packs not only an arc node, but an arc node that reduces the cost of spells cast through it. While he’s up close, he gives bonuses to other Retribution models, and can reposition to ensure that the arc node is where you want it. It’s gun is a wide AOE blast that is magical and dispels on a crit. While bonded to Issyria, she gets one upkeep spell for free, freeing up her focus. Hemera obviously works well with Issyria, but the enhanced arc node makes him dangerous with any caster. *'''Hypnos:''' Hypnos is...a bit of an odd 'jack. For starters, it's an arc node, so that's good. It's got a good, powerful gun with a good AoE, which is also good. The gun ignores LOS, concealment, and cover, which is fantastic. In melee, it's...decent, but not spectacular, the big selling point being that when it hits, it puts on a debuff that makes the target unable to move except to change facing and slaps a hefty defense penalty. When bonded with Ossyan, that gets slapped on the gun. Overall, a decent toolkit 'jack with some nasty debuff potential. *'''Imperatus:''' Vyros's personal 'jack is basically a souped up Phoenix, with everything that that implies. First of all, it has a second thermal blade, giving it an extra attack with reach, continuous fire, and high POW. Side step lets it dance around the battlefield a bit, and with it's reach, that has less risk. Second, the gun causes continuous fire to nearby models if it boxes the target. Finally, when bonded with Vyros, it can run or charge without spending focus. It keeps the Phoenix Field and Phoenix Protocol from the Phoenix, only losing out on the combustion special attack and arc node. It's a nasty close combat monster, and should be treated as such. ====Colossals==== *'''Helios:''' This...is an unusual colossal. Let's go over some of what it does. It's ranged attack is a tractor beam that shoots multiple times in a round, moving targets a few inches. This gives it a lot of battlefield control, as you can either move three models a few inches, or one model multiple times. As this is split into increments, it allows you to drag people out of cover, then closer. The fists it has are open fist, so power attacks are an option, and they cause continuous fire, and also make people explode to cause more continuous fire when boxed. So far, so good. However, special rules are what make this colossal different. Force barrier gives it bonuses against ranged attacks and does not suffer blast damage. Force gate are where things get weird. You can spend a focus to get a special rule for a turn. You can only do this once per power, but here it goes. Broadcast Power gives nearby jacks a focus point at the start of their activation, Distortion field adds +2 to its defense and causes enemies that miss it to be pushed away, and Repulsor Field pushes models away that hit it in melee. It's possible with these rules to fuel a lot of warjacks, push its ranged defense higher than any colossal, and mess with enemy lines. Overall, think of this as a support colossal, unusual as that is. It gives an absolutely insane amount of battlefield control. That said, those high P+S fists are well worth the use, so don't get carried away with using it strictly in a support role. *'''Hyperion:''' Unlike Helios, the Hyperion is all about firepower. Let's build up The blade fists are what you expect, and match around the same as other colossals in melee with open fists. The Thresher Cannons are decent POW guns with a variable ROF, allowing you to take out multiple targets, great for shooting a few models off the board. But the big selling point is the Starburst cannon. In fact, it's best to think of the rest of the model as a delivery system for this bad boy. High power, absolutely huge AoE, and Crit Consume. Useful for taking out 'jacks, clearing troop units, bypassing tough on that crit and curing errection dysfunction...Starburst does it all. The low RAT makes this a bit unreliable, but pair it with the right warcaster and buffs in place, and you'll be seeing all kinds of nastiness.
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