Garryth, Blade of Retribution
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Even among mage hunters Garryth is considered a fanatic. He sweeps across the battlefield like a storm, letting the death reaped by his pistols and their razor-sharp blades serve as prayers to the stricken goddess.
- 1 Basic Info
- 2 Thoughts on Garryth, Blade of Retribution
- 3 Other
|See also How to Read the statblock|
- Pistol (x2) - 12" range, POW 12 guns
- Blade (x2) - 0.5" reach, P+S 11 melee weapon
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
- Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
- Parry - This model cannot be targeted by free strikes.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
- 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).
- Heightened Reflexes - Cost 2, 6" range, Upkeep
- Target friendly Faction model/unit cannot become knocked down or stationary. Doesn't affect models out of formation.
- Mirage - Cost 2, 6" range, Upkeep
- Target friendly Faction model/unit gains Apparition. (Apparition - During your Control Phase, place this model anywhere completely within 2" of it's current location.)
- Psychic Vampire - Cost 2, Upkeep
- If an enemy model casts a spell while in this caster's CTRL range, the enemy caster immediately takes one damage and this caster heals one damage. If the enemy caster is destroyed from the damage, their spell does not take effect.
- Sentry - Cost 2, 6" range, Upkeep
- Friendly Faction model gains Rapid Fire. (Rapid Fire - This model can make one basic ranged attack during your Maintenance Phase.)
Feat : Vortex Lock
While in his CTRL range, enemy models cannot cast or channel spells, spend focus or fury points, or be placed.
Thoughts on Garryth, Blade of Retribution
Garryth, Blade of Retribution in a nutshell
At first (and even second) sight Garryth bears a lot of similarity with the game's most dangerous assassin caster, and can be regarded as such. He has 2 decent guns, a feat that stops most of the FURY/FOCUS related defensive measures, and insanely high DEF, paired with a spell to resist most of those things, which would be used to bypass DEF 17. He also shares the dreaded Acrobatics and Parry combination of Rhyas, meaning, that whatever gets within his threat range (up to 12,5" with Apparition) is pretty much dead. However, he has great support spells too, and unlike his Cygnaran friend, he must use it actively, if you want to get the job done.
- Gallows - its cost means an extreme Focus burden upon you, so don't bank too hard on it for assassinations. Consider arcing it to remove screening models to get LOS for your shots, or pull pesky Shield Guards or Guard Dogs out of range.
- Heightened Reflexes - It will usually be your life-insurance, as the most typical ways to bypass your DEF are making you stationary, or knocking you down. With your average command range, you'll almost always want to play forward, and thus, keep it up on yourself.
- Mirage - a tough decision, whether you want it on yourself, or on your units. It can unjam your fast units, like Destors, and might even allow them a charge with their lances, but it is your only threat-range extender. Mastering its use is the hardest thing to learn with Garryth.
- Psychic Vampire - this can pull out the fangs of magic-wielding units (like Hex Hunters), and even solos will think twice, before casting a spell. Casting an animus also triggers the damage from Psychic Vampire. Keep that in mind, if there are a lot of wounded warbeasts around with only a single point of their aspects healed.
- Sentry - this can be either a dead spell, or an awesome tool, depending on whether or not you have enough FOCUS to upkeep it, and have a model worthy to cast it on. Unlike Broadside, it is not limited to your battlegroup, so you can cast it onto heavy hitter solos, like the Heavy Rifle Team, or a Ghost Sniper, since it is not a boosted shot anyway. However, there's an abundance of with Myrmidons with great AoE shots (Hyperion, Hypnos, Hemera, just to name a few). If you found one worthy to be included in your list, they can be grateful recipients, but don't take one just for the sake of this spell.
- His feat prevents the opponents from being able to avoid his damage through spending a focus to block damage, and it prevents them from spending fury to transfer the damage as well. This effectively gives your entire army the equivalent of mkII Arcane Assassin for the turn, which is very dangerous for the opposing warcaster/warlock. If you don't want to (or can't) get the caster with it, keep in mind the restriction about placement. It can pull out the fangs of placing tricks, like Apparition, Telekinesis, or the Slipstream animus. Spells like Respawn and Reconstruct also lose their placing part, so the reviewed model will still be placed in melee with you, if you killed them in melee. Most important, it also shuts down Jump and Bounding Leap.
Garryth demands an aggressive play-style to dictate the flow of the battle. 3 out of his 4 upkeeps are for offensive use (though not offensive spells in game terms), and the last one is for self-preservation. With no ways to boost your army's defence or hitting power, this will more often than not steer the game toward assassination. Though he can hit fast and hard, he is not always able to do the job alone, so be sure to have forces nearby to finish what he started.
- Jacks and Battle Engine
- Banshee - a knockdown target is ripe for the taking
- Arcantrik Force Generator - knock them down, and might even double tap it with Sentry
- Manticore - lay down covering fire, pull target through with Gallows.
- Chimera - a cheap arc node with capacity to hurt heavies
- Griffon - if you intend to use a Shield Guard (and you better do), why not chose one with great mobility?
- Moros - he can lower your main target's DEF to near-stationary level (you still miss on snake-eyes), and his bond allows a really nice attack from behind your screening models. Don't forget, he doesn't have Parry, so don't try to reproduce his master's assassination run!
- Fane Knight Guardian or Sylys this might be your biggest dilemma. A free focus with 4 upkeep spells is more than welcome. As well as DEF 19 in melee with an ARM 20 shield guard. Sadly, you can't have both.
- House Shyeel Artificer - he's a great threat range and attack vector manipulator, plus force wall will make you nigh-immune to ranged attacks
- House Shyeel Magister - Combo Smite or Force Bolt can both knockdown as well, or use Whip Snap to increase their threat
- Lanyssa - a well-placed Hunter's Mark gives you the same threat-range extender, as Mirage.
- Mage Hunter Assassin - not just deadly, but fluffy choice too (OK, who am I kidding, she's your single most destructive solo in the faction)
Drawbacks and Downsides
- Squishy - a knocked-down or stationary Garryth is usually a soon-to-be-very-dead Garryth.
- Even without KD or stationary, electro leaps and countinous fire, as well as AoEs are valid dangers.
- Anti magic tricks - especially when combined with charge denial - can hurt you really bad.
- Anti upkeep tricks can remove Heightened Reflexes, leaving you vulnerable. Plus, 80% of your spells are upkeeps - be on the lookout for bad match-ups.
- If you need Gallows, you'll rarely have focus to pull off a proper assassination run.
Tricks and Tips
- Parry and Acrobatics allows Garryth to charge through models freely in order to assassinate an opposing caster without the risk of free strikes.
- Don't underestimate Garryth's guns! Combined with his feat, Garryth can quite easily end the average warcaster or warlock by himself with a very long threat range.
- His Feat is weaker against Hordes as it still allows Forcing, meaning that warbeasts can still attack normally. Though, you probably used your feat for assassination; if there's a warbeast still standing, and can be forced, things are usually not going your way...
- His Feat might not always work as intended - knowing that they won't be able to use FOC/FURY for defence when in feat range, enemies will likely just spend those resources anyway, instead of camping them However, it is often a win-win situation for you.
Originally released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)
- Forges of War (Article) (Category)
- Themes for any-and-all casters (Edit)
Other Retribution models
|Retribution Mercenary Models/Units|
|Units||Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr|
|Solos||Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan|
Rules Clarification : Feat: Vortex Lock
| * 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)