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====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.
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