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Retribution of Scyrah
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===Units=== * '''Dawnguard''' - ** '''Invictors''' - Their swords have guns and they are efficient in melee too. With Assault, they can shoot, then charge and attack opponents, and so can annihilate infantry with ease and dent heavy infantry/cavalry. They can use Combined Ranged Attacks and with their UA, Invictors can reroll their Combined Ranged Attack, making them able to remove with ease even the hardest-to-hit model. They can use a once-per-game range increase too. Extremely effective against infantry and even lights jack, they are very cost effective and one of the best jack of all trade unit in the whole game. <gallery> Invictor warma.jpg </gallery> ** '''Sentinels''' - Their swords don't have guns, but they do have Reach and Weapon Master. They kill 'jacks and beasts. They have Vengeance and Wall of Steel built-in (if your opponent wants to neutralize their threat they'd better commit to killing a whole lot of them) while their UA gives them Iron Zeal and Relentless Charge for more reliable delivery. Once again they're expensive, but unlike Invictors they're pure brawlers. A bit slow, but if you can get them stuck in they will wreck face. <gallery> Sentinel warma.jpg </gallery> ** '''Destors''' - They have horses and revolver lances. Sounds cool, but their high cost, fragility (for cav models), and conflicting rules mean you don't see them often. <gallery> Destor warma.jpg </gallery> * '''House Shyeel Battlemages''' - Elf [[Muscle Wizard|Muscle Wizards]]. They can cast Fist twice per turn, and they can take a 1" step between each casting. They also have Fist at a Distance, which yanks people around like ragdolls and sometimes knocks them on their ass. They are a solid choice with most warcasters, but they can annihilate on Rahn's feat turn. <gallery> Shyeel battle mage.jpg </gallery> * '''Houseguard''' - ** '''Halberdiers''' - The closest thing to a line grunt that Ret has. They are relatively inexpensive, they have solid base stats, they have Set Defense and Shield Wall which make them survivable against charges or low powered ranged attacks, respectively, and with Brutal Charge they can also be devastating themselves. The UA gives them Reform, which helps keep them alive longer once stuck in, and a mini-feat for more damage and accuracy. Compared to basic Reach infantry in other factions, they are definitely top-tier for their price. <gallery> Halberdier warma.jpg </gallery> ** '''Riflemen''' - Basic CRA trooper. Their UA increases accuracy at close range, and lets them CRA into melee. Before the Houseguard Thane was released, they were generally overshadowed by the Invictors and Mage Hunter Strike Force, but the Thane lets Riflemen ignore Stealth, which is a unique and very valuable niche. <gallery> Riflemen scyrah.jpg </gallery> ** '''Heavy Rifle Team''' - Light artillery with an Armor Piercing anti-materiel rifle. Slow moving and squishy, but reasonably accurate while the spotter is alive and able to threaten anything with an armor value. Combine with a Thane to take the heads off any Stealth models loitering in your firing lane. <gallery> Heavy rifle scyrah.jpg </gallery> * '''House Vyre Electromancers''' - These techno-mages are trying to steal Cygnar's thunder (haha) by breaking their monopoly on lightning tech. The Electromancers can use electro leaps to clear infantry, or do d3 damage rolls against a single target (good for medium armor targets, but not heavy jacks/beasts). <gallery> Electromancer scyrah.jpg </gallery> * '''Mage Hunter''' - All mage hunters ignore armour and defence buffs, as well ignoring focus-camping on warcasters, which makes their low power go much further. They also have pathfinder. ** '''Strike Force''' - The reason people hate Ret. With the UA their ranged attacks ignore half the rules in the game (defensive buffs, line of sight, terrain), but they are allergic to blasts. Unlike most ranged units they are still decent in melee combat. They get a damage bonus against warjacks with both melee and ranged attacks, but don't expect them to scrap a heavy without help. <gallery> Mage hunter scyrah.jpg </gallery> ** '''Infiltrators''' - Fast and fragile, but painful when they hit you. They may have low power, but their Gang ability combined with ignoring defensive buffs makes them good at slicing through most infantry. They also have Mage Killer, which means they will make a mess of warcasters and warlocks as well, if you can get them there. <gallery> infiltrator scyrah.jpg </gallery> *** '''Eiryss, Mage Hunter Commander''' - Unit attachment for both our mage hunter units. You can't take her on the same unit as the Strike Force UA, so you can't get LoS ignoring, focus/fury removing shots. She gives Fearless and Reform to the unit, which makes the Infiltrators a lot more survivable since they can spread out after ganging up on something. If she hits a spellcaster, she will remove any upkeep spells that the model she hit cast. Unlike her previous two versions, has taken some combat training and is now a Weapon Master, which means that she can probably kill infantry that jam her now. <gallery> Eiryss.png </gallery> * '''Stormfall Archers''' - Elven archers... with grenades attached to their arrows. Three types of arrows: extra damage on a direct hit (good for taking down heavy jacks/beasts), long-range arrows (good for carpet-bombing low ARM infantry), or fire arrows (good for lighting shield walls on fire). Plant them on a hill and keep them the fuck away from anyone with melee. <gallery> Stormfall archer.jpg </gallery> * '''Soulless Escort''' - A universal weapon attachment. He protects his unit by forcing the enemy to get closer to cast spells on the unit, and he can dispel upkeeps. Flank gives him decent melee potential, but he's squishy beyond belief so you may want to keep him way in the back. He also has a Magical Weapon in case you come up against Incorporeal enemies and don't have enough spells to deal with them. <gallery> Soulless escort.jpg </gallery>
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