Lord Ghyrrshyld, the Forgiven

From Battle College
(Redirected from Goreshade4)
Jump to: navigation, search

Retribution Vyre Warcaster

The warcaster once known as Goreshade was an eldritch, one of a strain of abominations who fed on the spiritual essence of others and consorted with the Nightmare Empire of Cryx. Now, Lord Ghyrrshyld has been restored by the goddess Scyrah and is filled with renewed purpose. While Ghyrrshyld does not speak of what happened to restore his body, he now fights against those who imperil Scyrah, and many speak of him as being filled with the goddess’ light.

Basic Info[edit]

Goreshade4
Goreshade4.jpg
SPD 6
MAT 7
DEF 15
ARM 16
FOCUS 7
HP 17
WJP +28
See also How to Read the statblock

Weapons[edit]

Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Immunity: Cold - This model does not suffer cold damage.
  • Arcane Vortex - Can negate spells targeting nearby models by spending a focus token. The negated spell's COST is still paid.
  • Field Marshal [Arcane Vortex] - Warbeasts/warjacks in this model's battlegroup gain Arcane Vortex.

Spells[edit]

Backlash - Cost 2, 8" range, Offensive Upkeep

When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.

Frost Field - Cost 2, 6" range, Upkeep

Target model/unit gains Chiller. (Chiller - Nearby models suffer a DEF penalty, unless they have Cold Immunity.)

Ghost Walk - Cost 2, 6" range

Target model/unit gains Ghostly for one turn. (Ghostly - This model ignores terrain and free strikes.)

Hex Blast - Cost 3, 10" range, 3" AOE, POW 13

On a direct hit, enemy upkeeps and animi on the target expire.

Mage Sight - Cost 2, Upkeep

Place a 5" AOE in the caster's control range. Models in the caster's battlegroup ignore forests, clouds, and stealth when attacking models in the AOE.

Revive - Cost 3

Return to Play a destroyed Grunt. Place it completely within 3" of another model in its unit, in formation, and in the caster's CTRL range. The Grunt is returned with 1hp & gets no Combat Action this turn.

Feat : Hand of Winter[edit]

While in Goreshade's control range, friendly Faction models gain concealment, Cold Immunity, and Freezer. (Freezer - An enemy model that ends its activation near this model becomes stationary unless it has Cold Immunity.)


Thoughts on Lord Ghyrrshyld, the Forgiven[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Lord Ghyrrshyld, the Forgiven in a nutshell[edit]

I hope you like cold! That's what Ghyrrshyld does, he freezes his opponents solid with his feat and Frost Field. He's a toolbox caster with anti-magic tech

Maximising his feat and spells[edit]

Feat thoughts[edit]

This is pretty much a standard defensive feat. Some anti-shooting and some anti-melee.

Spell thoughts[edit]

  • Mage Sight is an excellent counter to some defensive tech. A mainline spell.
  • Frost Field is a MAT Buff. A simple upkeep. Nothing complex.
  • Hex Blast is a decent zap that gets rid of enemy upkeeps. More anti-magic tech.
  • Backlash mostly kills journeyman casters. But every little helps.
  • Revive simply isn't often worth three focus.
  • Ghost Walk is frequently worth using for Parry as well as for Pathfinder.

Typical Army & Strategy[edit]

Strategy[edit]

Goreshade is a shooty battlegroup caster with solid anti-magic tech. Little the Retribution hasn't seen at all - but an excellent counter for some spell slingers.

Army[edit]

Goreshade likes a shooty battlegroup both to make best use of his anti-magical protection and because Mage Sight cancels a lot of defensive tech. He also feats well with a ranged army.

  • The Hydra can, with its focus battery, make very good use of Goreshade's Field Marshal - and his Mage Sight.
  • An Arc Node (either a Chimera for the cheap node or a Phoenix for all round effectiveness) allows Goreshade to cast both Hex Blast and Backlash a whole lot more effectively,

Drawbacks & Downsides[edit]

  • Arcane Vortex means you need to leave Focus on your jacks. Other than the Hydra this can be a waste.
  • He's not tough.

Tricks & Tips[edit]

Placeholder.

Other[edit]

Trivia[edit]

  • Originally released 2017.04

Theme Forces[edit]

Themes for any-and-all casters (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 : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.


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 : Cold - None yet. (Edit)

Rules Clarification : Arcane Vortex      (Edit)

  • Arcane vortex can be used to counter spells with "Range: Self". (Infernal Ruling)
  • Some spells do not have a target, mostly CTRL area spells (such as Siege's Foxhole) but also some (★ Action) (such as Ragman's Death Field). These cannot be cancelled by Arcane Vortex.
  • The "Cost" for non-warcaster models includes stuff like "using your special action" or "killing a Mind Bender Drudge."
  • Arcane Vortex vs Primal Shock (Edit)
    • The warbeast that is chosen as the point of origin can not be negated by Arcane Vortex.
    • The "target a model within 8 inches" is the part that can be negated by arcane vortex.
    • There are some other parts that the Infernals are currently checking.
    • (Infernal Ruling)

Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)


Rules Clarification : Backlash      (Edit)

  • Backlash doesn't affect Jack Marshals, because they don't have battlegroups.
  • Backlash triggers from any damage, not just attacks. So stuff like fire and corrosion on the warjack will also cause harm to the warcaster.
  • Backlash won't trigger if you take control of an enemy warjack (for example with a Machine Wraith) because it's not part of its original battlegroup while under your control (refer 'Battlegroup Commander' in the core rulebook).
  • Backlash + Feedback (Edit)
    • If you stack Backlash and Feedback on the same enemy warjack, then the warcaster will take two damage every time the warjack is damaged.
    • Furthermore, the warcaster has to spend two focus to negate this damage.
      Because it's two different effects which are both resolved at Step 10a of the Attack Sequence (Apdx A of core rulebook) but have to be resolved one at a time (refer 'Triggers' in the core rulebook).

Rules Clarification : Frost Field      (Edit)
Rules Clarification : Chiller - None yet. (Edit)

Rules Clarification : Ghost Walk      (Edit)

Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)

Rules Clarification : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.

Rules Clarification : Mage Sight      (Edit)

  • Mage Sight's AOE allows LOS to models in the AOE, not to points on the ground. So it doesn't help with stuff like Siege trying to place his Ground Pounder attack. (Infernal Ruling)
  • If an intervening model also has Stealth, then you treat it as normal for LOS purposes. Because you determine LOS before declaring a target, thus Mage Sight's "ignore LOS" doesn't apply to intervening models, regardless of whether it is also in the AOE or not.

Rules Clarification : Revive      (Edit)

  • Revive can be used on models with Spell Ward etc, because it doesn't actually 'target' anybody.
  • Revive can be used even when the unit is reduced to just Weapon Attachments and/or Unit Attachments.
  • But since it only works on grunts, you can't bring the original Leader model back. Field Promotion does not occur in this case.
    • This means that in the unusual scenario where the Leader model has different wargear to the grunts (such as Cygnar Stormguard) then that wargear is effectively 'lost'.


Rules Clarification : Freezer      (Edit)

  • Despite the odd wording, stuff that happens "at the end of activation" (such as Sprint and Reposition) still occurs during the activation. This means it happens before Freezer triggers.
    • So someone can advance towards you, attack you, then Sprint away and not be affected by Freezer.
  • Freezer won't affect models that move out-of-activation (such as Countercharge and Vengeance).
  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.