Ashlynn d'Elyse

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Mercenary Llaelese Warcaster

Replacing the normal parrying blade common among Llaelese duelists with an augmented handcannon, Ashlynn d'Elyse has surprized many an opponent with a point-blank blast instead of the slice or jab of her sabre. So amazing are her abilities it has been noted that she once kissed her opponent as she delivered the final blow that ended their duel.

Basic Info[edit]

Ashlynn1
Ashlynn D'Elyse.jpeg
SPD 6
MAT 8
RAT 7
DEF 17
ARM 15
HP 16
Focus 6
WJP 29
See also How to Read the statblock

Weapons[edit]

  • Hand Cannon - 12" range, POW 12 gun
  • Nemesis - 1" reach, P+S 11 melee weapon.

Abilities[edit]

  • Mercenary - In a 2+ caster game, she can work as a Cygnar mercenary or Protectorate of Menoth mercenary
  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Parry - This model cannot be targeted by free strikes.
  • Dual Attack - This model can make both melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Riposte - When it is missed by an enemy melee attack, immediately after the attack is resolved this model can make one basic melee attack against the attacking model.
  • Veteran Leader [Llaelese] - While in this model's CMD range, other friendly Llaelese models gain +1 to attack rolls.

Spells[edit]

Target a model in the caster's battlegroup. If an enemy model advances & ends its movement within 6" of that model, it can immediately advance up to 3" ignoring free strikes, but then Admonition expires.
Battlegroup models in the caster's CTRL area gain Pathfinder and Steady. (Steady - This model can't be knocked down.)
  • Distraction - Cost 2, 10" range, offensive spell that does no damage.
Target warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
The caster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
  • Gallows - Cost 3, 10" range, POW 13
When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin (before resolving damage).
  • Quicken - Cost 3, 6" range, Upkeep
Target friendly Faction model/unit gains +2 SPD, and +2 DEF vs ranged/magic attack rolls.

Feat: Roulette[edit]

While in Ashlynn's CTRL range, models gain two additional dice on their attack rolls. For each of those attack rolls, you choose two of the dice rolled to be discarded. Roulette lasts for one round.

Recent Changes[edit]

2017.11 Xmas CID

Gained Lunge and Veteran Leader
Lost Twister but replaced it with Chosen Ground.
Distraction gained 2" range.

Thoughts on Ashlynn d'Elyse[edit]

Recent Release icon.jpg

Recent Change
This model/theme's rules have recently changed dramtically, and the "Thoughts On" section has not (yet) been updated to reflect its new capabilities.

Please feel free to update the article and remove this warning.

Ashlynn d'Elyse in a nutshell[edit]

Ashlynn shines brightest in a Llaelese Resistance army where the combination of options and abilities available to her create extremely powerful combinations; the Veteran Leader only serves to underscore this. She is most notable for using Quickened Llaelese Trenchers in combination with Major Harrison Gibbs to create a swift moving cloud wall beyond which most armies cannot shoot. Once the army arrives, she feats and makes it very difficult to hit her force.

Feat thoughts[edit]

Roulette is Ashlynn's play to get up on attrition. It makes her army highly accurate and the opposing army unable to hit reliably. Before she had Chosen Ground players often tried to knock her down and kill her.

Spell thoughts[edit]

  • Admonition - Often cast on Ashlynn so she can run away if charged because she doesn't have Sprint or Reposition. It is also good on a heavy to keep it from getting charged. You will have to choose between this and Chosen Ground
  • Distraction - Useful to drop the DEF and MAT of melee units that got too close, though infantry is easy to kill as a general rule. With Sylys, she can stop a ranged unit from shooting at 12" away.
  • Flashing Blade - Used in melee. Can be used before movement as well, which makes it useful to make attacks before moving. Combined with Lunge, it is very effective.
  • Gallows - This spell is rarely cast because it costs half her stack, leaves Ashlynn exposed and you can't predict how far the push will move the target. Every once in awhile it enables assassinations.
  • Quicken - Ashlynn's best support spell. It makes high DEF, high SPD things really fast and really hard to hit directly. It can also be used to bring lower SPD heavier infantry to the fight.
  • Chosen Ground - This upkeep replaced Twister during CID development and gives her a measure of battlegroup support while keeping her safe from knockdown effects. It keeps her Vanguards upright and gives her non-Llaelese heavies pathfinder to go with the rest of the army.

Typical Army & Strategy[edit]

Strategy[edit]

Ashlynn of course gives her army an excellent alpha strike with Roulette; the challenge is delivering your army to make that alpha strike. She's largely an infantry caster, with only one battle group buff - and not one that increases either offensive output or damage.

Ashlynn's army moves forward behind a speedy cloud wall of Trenchers. Upon reaching the enemy she feats with a nearly guaranteed alpha strike and unloads on the opposing army, which must then deal with the defensive aspect of Roulette. As she grants +1 MAT and RAT to all Llaelese models nearby, she is a massive force multiplier. Suddenly Vanguards are MAT 7, Crosse1 is RAT 6, Trenchers are RAT 7, Ragman is Magic Skill 8, etc... Major Gibbs allows the whole army to reposition 3", Ragman handles the armor debuffs for Ashlynn and Sylys helps her with focus efficiency and threat extension. The combinations are devastating.

Army[edit]

Ashlynn is almost invariably played in the Llaelese Resistance and not just for fluff reasons or because Veteran Leader for almost all the infantry in your army is an excellent ability although they would be enough on their own. And of course Major Harrison Gibbs is also an auto-include with her for Feign Death and most of her infantry.

Other stock Llaelese characters (who are, of course) going to benefit from her Veteran Leader and Harrison Gibbs are:

  • Ragman - almost an auto-include with her because you need to do something about heavy armour.
  • Gorman di Wulfe, Rogue Alchemist is always useful (although not his Mk1 version). Veteran Leader is just nice.
  • Thorn Gun Mages are a ranged unit and therefore very easy to keep in range of her Veteran Leader, and have a lot of firepower for the points, while Reposition lets them slide away to safety.
  • Gastone Crosse really likes having an extra point of RAT available, and can run a Mule highly effectively to go crit-fishing on her feat turn.
  • Taryn Di La Rovissi, Llaelese Gun Mage really likes being RAT 8
  • Vanguard - MAT and RAT 7 and Shield Guard and now only 10 points. Still fairly pricey.

For non Llaelese units or units from other factions she has some favourites.

  • Trencher Infantry - by being made Llaelese by the theme they can take advantage of Reposition to make a rolling cloud wall. Ashlynn can quicken them so they can move even faster than under Haley 3. This all makes for a good way of preserving her army, and is considered far the strongest way of playing her.
  • Mule - Critical Devastation is amazing when it works. And it's never more likely to work than under her feat. She's very fun for this alone.
  • Captain Sam MacHorne & The Devil Dogs are a unit that are solid on the offence but a little squishy defensively. They love the Trencher cloud wall.
  • Cavalry - either Storm Lances or Exemplar Vengers love the speed buff from Quicken - and remember you can cycle it.
  • Sylys Wyshnalyrr gives her extra focus, extra range, and a better chance of hitting. All great.


Drawbacks & Downsides[edit]

  • Against a dedicated ARM skew, she may struggle.
  • Anything that can shoot Ashlynn from outside her control area can be a problem unless you bring Vanguards, which you probably should.
  • Roulette might be a nice feat to protect high-DEF models and hit high DEF models - but Cygnaran warjacks are going to need two 1s on four dice to miss most merc jacks in melee; it does little to help protect any of her heavy jacks except Gallant, who is not allowed in theme. It also does nothing against blast scatters.
  • She has far more options than focus. Plan carefully.

Tricks & Tips[edit]

  • Major Harrison Gibbs allows her to back off a little bit after moving forward to do something and keeps her from getting shot if you knock her down.
    • If you plan that, have a Buccaneer nearby. You probably have to aim, and shoot her in the back, but a boosted attack roll on the net will likely to get her. Just don't cast or upkeep Chosen Ground before.

Other[edit]

Trivia[edit]

Warjacks she can take[edit]

Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon

Theme Forces[edit]

Other Mercenary models[edit]

MercenariesLogo.jpg

(Edit)

Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Gastone2 - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Marshals
Cannot take Colossals
Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
  M  
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Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Ogrun Assault Corps - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator
Character Units Alexia1 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos Cephalyx Agitator - Gobber Tinker - Ogrun Bokur - Swamp Gobber River Raider
Character Solos Alexia2 - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun & Lug - Colbie - Dahlia & Skarath - Dirty Meg - Doc Killingsworth - Eilish Garrity - Eiryss1 - Eiryss2 - Hawk - Gastone1 - Gorman - Gudrun - Harlan Versh - Hutchuk - Kell Bailoch - Lanyssa - Rockbottom - Major Harrison Gibbs - Dougal - Orin - Ragman - Raluk - Rhupert - Rorsh & Brine - Rutger - Savio - Saxon - Sergeant Nick - Stannis - Taryn - Thor - Viktor - Wrong Eye & Snapjaw
Battle Engines Hammerfall Siege Crawler
 
Theme Forces (Edit)
Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater - The Talion Charter - Llaelese Resistance

Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Weapon Master - None yet. (Edit)

Rules Clarification : Chain Strike and/or Lunge     (Edit)

  • The extra range does apply during Frenzies (because that is defined as an activation)
  • The extra range doesn't apply during free strikes or when your opponent takes control of your model.
  • It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)


Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Dual Attack      (Edit)

  • There is no penalty for shooting an enemy you are in melee with, however if you miss it must still be re-rolled vs a new random target.
    • If the new random target is a friendly it will get the DEF bonus, since you can't be in melee with friendlies.
  • You can target a model they are not in melee with with a ranged attack. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.

Rules Clarification : Riposte      (Edit)

  • You can't resolve Riposte from a free strike because, by definition, the attacker is in your rear arc and thus you can't target them.
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, they are resolved at the same time. You get to choose which order to resolve them in.

Rules Clarification : Veteran Leader      (Edit)

  • The bonus doesn't normally apply to the model giving out the buff, because it (normally) specifies "other models within ...".
  • Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)


Rules Clarification : Admonition      (Edit)

  • What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you.

  • Countercharge vs. Admonition (etc) ( Edit )
    • You can trigger Countercharge during your own activation - if a model with Admonition (or similar) uses it to (try to) move away.
      • You move, they trigger admonition and move, you trigger countercharge off their admonition-move.
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge).
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.

Rules Clarification : Chosen Ground      (Edit)

Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.

Rules Clarification : Distraction - None yet. (Edit)

Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
Warning: This is a long one.

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was sitll as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.

Rules Clarification : Gallows      (Edit)

  • The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
  • Push (Edit)
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)

Rules Clarification : Quicken - None yet. (Edit)