Garryth, Blade of Retribution

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Retribution Mage Hunter Warcaster

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.

Basic Info[edit]

Garryth1
Garryth1
SPD 7
MAT 8
RAT 6
DEF 17
ARM 14
FOC 6
HP 16
WJP +29
See also How to Read the statblock

Weapons[edit]

  • Pistol (x2) - 12" range, POW 12 guns
  • Blade (x2) - 0.5" reach, P+S 11 melee weapon
    • Damage Type: Magical - As above
    • Blessed - As above
    • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
    • Grievous Wounds - Models hit by this weapon lose tough and can't have damage removed for a round. Massive model are immune.

Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • 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.

Spells[edit]

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 - This model may be placed 2" from its current location during the Control Phase.)

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[edit]

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[edit]

Garryth, Blade of Retribution in a nutshell[edit]

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 Cygnarian frined(?), he must use it actively, if you want to get the job done.

Spells[edit]

  • 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.

Feat[edit]

  • 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.

Army[edit]

  • 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!
  • Solos
    • 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)
  • Units

Strategy[edit]

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 the job.

Drawbacks and Downsides[edit]

  • 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[edit]

  • 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.

Other[edit]

Trivia[edit]

Originally released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)

Theme Forces[edit]

Other Retribution models[edit]

RetLogo.jpg

(Edit)

Battlegroups
Warcasters Rahn1 - Vyros1 - Vyros2 - Elara2 - Garryth1 - Goreshade4 - Issyria1 - Kaelyssa1 - Ossyan1 - Ravyn1 - Thyron1 - Helynna1
R
E
T
R
I
B
U
T
I
O
N
Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Controllers Elara1 (BGC) - Sentinel Scyir - Artificer
Light warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Moros
Heavy warjacks Banshee - Daemon - Hydra - Manticore - Phoenix - Sphinx
Discordia - Hypnos - Hemera - Imperatus
Colossal Hyperion - Helios
 
Units, Solos, & Battle Engines
Units Destors - Invictors - Sentinels - Heavy Rifle Team - Swordsmen - Arcanists - Battle Mages - Electromancers - Halberdiers - Riflemen - Infiltrators - Strike Force - Ryssovass Defenders - Stormfall Archers
Nyss Hunters - Spears of Scyrah
Special: Eiryss3 (CA) - Soulless Escort (WA)
Solos Arcanist Mechanik - Destor Thane - Sentinel Scyir - Ghost Sniper - Artificer - Magister - Houseguard Thane - Lys Healer - Assassin - Priest of Nyssor - Soulless Voidtracer

Aelyth Vyr - Eirrys1 - Eiryss2 - Elara1 - Issyen - Narn - Nayl

Battle Engines Arcantrik Force Generator
 
Theme Forces
Forges of War - Defenders of Ios - Shadows of the Retribution
RetMercLogo.jpg

(Edit)

Retribution Mercenary Models/Units
Units Lady Aiyana & Master Holt
Solos Dahlia Hallyr & Skarath - Lanyssa Ryssyl, Nyss Sorceress - Madelyn Corbeau, Ordic Courtesan


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 : Blessed and/or Creator's Wrath     (Edit)

  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).

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

Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.


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 : Acrobatics      (Edit)

  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata. This is a reversal of an earlier ruling.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.

Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.


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 : Heightened Reflexes - None yet. (Edit)

Rules Clarification : Mirage      (Edit)

Rules Clarification : Apparition      (Edit)

  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you can't get away from 'long reach' melee weapons.
  • Unit members must always be placed in formation. Refer to the "Placed" section if the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.

Rules Clarification : Psychic Vampire - None yet. (Edit)

Rules Clarification : Sentry      (Edit)

Rules Clarification : Rapid Fire      (Edit)

  • You can't boost Rapid Fire shots, since you can only boost during your activation. (Infernal Ruling)