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]

Ashlynn D'Elyse.jpeg
SPD 6 Average
STR 5 Low
MAT 8 Good
RAT 7 Good
DEF 17 High
ARM 15 Average
CMD 9 High
HP 14 Low
Focus 6 Average
WJP 29 Average

Weapons and Attacks[edit]

  • Hand Cannon - Range 12, POW 12 ranged weapon.
  • Nemesis - Range 1, P+S 11 melee weapon.

Special Abilities[edit]

  • Mercenary - will work for Cygnar and the Protectorate of Menoth.
  • 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.


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.
  • Distraction - Cost 2, range 8 offensive spell. Target warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
  • Flashing Blade - Cost 1, Range Self
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.
  • Twister - Cost 2, 10" range, 3" AOE, POW 10
The AOE is also a cloud that remains in play for one round.

Feat: Roulette[edit]

While in Ashlynn's control 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.

Thoughts on Ashlynn D'Elyse[edit]

Ashlynn D'Elyse in a nutshell[edit]

Ashlynn is a nimble Warcaster, able to mix it up in melee and ranged combat both. Ashlynn has high defence and average armor, resulting in a caster that while good at avoiding attacks, is likely to quickly die if any direct hits land. Due to her small control range she often ends up further up the board than you would like her to be. When playing Ashlynn avoiding boosted ranged attack rolls, elite RAT and knockdown are all key in order to prevent assassination.

When it comes to supporting her army, her main focus is infantry, with Quicken making elite DEF units like Nyss Hunters extremely difficult to hit. Admonition is best off cast on Ashlynn herself to help prevent melee assassination. Flashing Blade is for removing enemy infantry, Distraction is for enemy ranged infantry and Gallows is best off used only for assassinating the enemy Warnoun, given its high cost.

Ashlynn's feat Roulette giving all models in control range an extra two dice for attacks allows for a turn of extremely accurate attacks and reduced enemy accuracy the next, however make sure not to push up too far in order to affect more enemy models, it is normally better to stay in a safe position and buff allied models, rather than moving up aggressively to debuff enemy models.

Putting this all together, we can see that Ashlynn heavily favors infantry over Warjacks from her spell list and from her feat we learn she can do wonders for ranged infantry. While it may seem tempting to make a gunline list after looking at her feat, she is better off going for a combined approach. Heavy infantry like Forgeguard benefit greatly from the increased speed Quicken gives, however the defence buff isn't that significant to them. Quicken however is excellent on Steelhead units like Halbediers and Heavy Cavalry. Ranged units that benefit from Ashlynns feat the most are those that have critical effects or those that have lower RAT, such as Idrian Skirmishers, Ogrun Assault Corps or BoomHowler and Co. On the other hand, ranged units that benefit from DEF buffs the most are Croe's Cutthroats and the aforementioned Nyss Hunters.

Although Ashlynn cannot provide much for Warjacks herself, they can provide a lot for her in this edition. Ashlynn's weakness to knockdown can be mitigated by jacks with Shield Guard or Lash, and Gallows + Galleon Harpoon can allow for surprising threat range on an unsuspecting opponent. Ashlynn's lack of damage boosting abilities often gives her battlegroup issues when dealing with Warjacks and Heavy Infantry, something that allied Warjacks can help deal with.

Thoughts on when & how to use her feat and spells[edit]


Roulette is Ashlynn's play to get up on attrition. It makes her army highly accurate and the opposing army unable to hit. The downside is the feat bubble is small, forcing her to play forward and there is ample counterplay to overcome the bad dice. Because the feat favors high DEF, low ARM models in Ashlynn's army, blast scatters and electro leaps circumvent the need to hit, and armies with long range guns can just shoot in. Moreover, with a few exceptions, mercenary warjacks are very low DEF and don't need a high number to be hit in combat. This steers you toward the Vanguard and Gallant for warjack choices, and makes Skarath and Wrongeye worth considering.


  • Admonition - This spell is best used on Ashlynn to avoid charges or enemies advancing into her. It can also be used on a spearhead warjack to avoid trading it away.
  • Distraction - Good against jammers (to reduce DEF) or enemy ranged units (to prevent shooting). Excellent against specialised shooting units that are ineffective melee. Also prevents gunfighter units from making ranged attacks in melee.
  • Flashing Blade - Used in melee. Can be used before movement as well.
  • Gallows - This spell is best used on enemy heavies or casters who you would like to separate from their defensive pieces or bring into threat range.
  • Quicken - This spell is best used on high DEF or high SPD infantry. It can also be used to bring lower SPD heavier infantry to the fight.
  • Twister - An AoE offensive spell of limited utility. It can also be used to create clouds to hide behind, but not reliably.

Typical Army & Strategy[edit]


Ashlynn's main win condition is by attrition. Her feat turn is really impressive both offensively and defensively, and to make the best use of it she is best off taking a shooting force so she gets the first attack in, although needs a combined arms section. Her forces especially shine when they have critical effects to take advantage of on her feat turn.


Ashlynn doesn't do an amazing amount for warjacks; she has precisely no battlegroup buffs. But as she likes ranged attacks and crit fishing it's hard to go wrong with the Galleon, Rocinante, the Mule, or possibly even Gallant or a Vanguard. And it's hard to go wrong with a Nomad. Of course she might prefer to have any more than the basic allowance of warjacks run by her countryman Gastone Crosse.

With her only damage buff coming from her feat, she'll want at least one of the three merc damage buff options - Ragman, Gorman di Wulfe, Rogue Alchemist, and Lady Aiyana & Master Holt; two of them are even Llaelese if you are playing her in theme. She also likes the extra focus from Sylys Wyshnalyrr, threat range extension from Lanyssa Ryssyl, and to be protected from pop and drop assassinations by Major Harrison Gibbs. And an Ogrun Bokor with its cheap shield guard won't go amiss.

But despite the upgrade to warjacks in Mk3, as it was in Mk2 the backbone of her army is still the infantry for which there are a lot of good choices. She can happily run a Steelhead or Privateer force. Otherwise the sheer speed of quickened Croe's Cutthroats or Idrian Skirmishers, the flexibility of Cylena Raefyll & Nyss Hunters, or even the crit loving Thorn Gun Mages with their knockdowns, mercenaries have good shooting. And it's hard to go wrong with Horgenhold Forge Guard and their crit smites or quickened Kayazy Assassins.

Drawbacks & Downsides[edit]

  • Ashlynn is famous for vulnerability to knock down which is strange because few casters aren't. Ashlynn gets the rap beause she's playing forward and spending all her focus every turn hoping DEF 17 keeps her in the fight.
  • She has no arc nodes, and no mobility spell to get her out of dodge. This means that, although hard to hit, she needs to play unhealthily far forward.
  • Anything that can shoot Ashlynn from outside her control area can be really scary.
  • 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 - and little to help people hit jacks or battle engines.
  • Distraction is a terrible debuff spell with a short range that only works on warrior models. This means her toolbox is very lacking with only her feat to increase accuracy, no damage buff and a very expensive Quicken spell as a delivery mechanism.
  • She has far more options than focus. You'd like to upkeep both spells, cast Gallows or Distraction, fire off a boosted hand cannon shot and do a flashing blade all while running a battle group, and camping but you can't. Pick any two. This makes her practically obsolete in a game where many casters are often playing with an effective 12 focus or more each turn.
  • She wants Ragman for the Llaelese ARM fixer and Gallant for the High DEF heavy. Animosity prevents taking both.

Tricks & Tips[edit]


Comparison to Mk2[edit]

  • Lost Quick Draw


How can I include this model in my army?[edit]

Mercenaries are a bit more complicated than regular faction models, they can be taken in one of three different ways.

  1. This model can be included in a pure Mercenary army.
  2. This model can be included in the following Faction armies:
  3. This model can be included in the following theme forces:
    • None yet


Other Mercenary models[edit]



Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - 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 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
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 - 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 Kingmaker's Army - Operating Theater

Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're 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 intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")

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

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

  • General
    • Your CTRL area is double your current focus statistic, not however many focus points you currently have.
    • 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 : Admonition      (Edit)

  • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
  • If a model stands still but changes its facing, that is an advance, so it will yrigger Admonition.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you.
  • Admonition won't trigger from "Place" abilities (such as Teleport) or involuntary movements (such as Pushes).
  • If your opponent doesn't move or change the facing of their model or declare they're forfeiting their Normal Movement, but just goes straight into their Combat Action, then they are considered to have not advanced so won't trigger Admonition. (Infernal Ruling)
  • 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 : 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)