House Ellowuyr Swordsmen

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House Ellowuyr Swordsmen
Retribution Ellowuyr Unit

The swordsmen of House Ellowuyr practice a unique traditional discipline of fighting that utilizes perfectly balanced blades and fluid movements. Employing great sweeping motions they can cleave an opponent in two and continue to the next without losing momentum, while also being able to quickly maneuver to deflect incoming projectiles with the flat of their blades. They fight at the request of Thyron, Sword of Truth, who offered the Retribution the aid of those heroic swordsmen most loyal to him.

Officer & Standard Bearer - Command Attachment

Fluff blurb

Basic Info[edit]

House Ellowuyr Swordsmen
Ellowuyr Swordsmen.jpg
Base 30mm
SPD 6
MAT 7
DEF 13
ARM 13
CMD 8
Unit Size 6/10
+2 CA
Cost 10/16
+5 CA
1.6 each (excl CA)
1.8 each (incl CA)
See also How to Read the statblock

Weapons[edit]

  • Great Sword - 2" reach, P+S 12 melee weapon

Abilities[edit]

  • Entire Unit
    • Parry - This model cannot be targeted by free strikes.
    • Blade Shield - This model gains +2 DEF vs ranged attacks.
    • Cleave - If you destroy something in melee in your combat action, you get one extra free melee attack.
  • Officer only
    • He has +1 MAT and 5 HP
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Granted: Practiced Maneuvers - While this model is still alive and in formation all of the unit gains Practiced Maneuvers. (Practiced Maneuvers - Each model in this unit can ignore other models in this unit when determining LOS and can advance through them if it has enough movement to move completely past them.
    • Serpent's Coil (Minifeat) - Once per game the unit gains Defensive Strike. (Defensive Strike - Once per turn, when an enemy enters and ends their movement in this model's melee range, it may make one basic melee attack against it.)
  • Standard only
    • Standard Bearer - While the standard bearer is within 5" of the unit commander, the commander gains +2 CMD.
    • Take Up - If this model is killed you may instead remove a Grunt within 1". Remove any effects on this model, and apply any effects that were on the old grunt.


Thoughts on House Ellowuyr Swordsmen[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.

House Ellowuyr Swordsmen in a nutshell[edit]

You have well armored, weapon master infantry with 2" melee range, you have less armored, weapon master infantry who deal with monsters and jacks, and you have these guys. Better speed, the same good MAT, increased resistance against direct shooting, but weaker ARM - they're skirmishers against enemy gunlines and jammers. Since the meta starts to favor more infantry-inclined approaches again (Gravediggers, Ghost Fleet, etc), they can find place in more and more lists. If you intend to use them as anti-jam unit, their CA gives them Defensive Strike, which is a great ability. If your opponent out threats you, or just run up to engage, they have a good change at cutting down the would-be jammers. This mini feat loses its value to longer the game goes, so the earlier you use it, the better the results will be.

Combos & Synergies[edit]

  • Kaelyssa - With Blur they are DEF 18 against direct shooting. Their mini-feat combined with Kaelyssa's no-charging feat makes this unit ideal to be upfront in case your opponent tries to run infantry at them to jam them up.
  • Ossyan - Quicken gets them to DEF 17 against direct shooting, and SPD 8 gets them in your opponent's front lines fast. Since Ossyan likes to play the shooting game, the ability for them to walk out of melee makes them the ideal unit to disengage what they jammed up rather than be in the way and providing the in melee DEF bonus. They can also ignore free strikes to get into their back line to get at support pieces or jam up opposing shooty units.
  • Thyron - their de-facto leader helps them to dig really deep into enemy lines under his feat, and offers them crucial Pathfinder for charges through Onslaught.

Drawbacks and Downsides[edit]

  • Their elite DEF forces the enemy to direct all the AoEs toward their direction - and their ARM is not designed to withstand that
  • A bit too expensive for a jamming unit, and they also lack native Pathfinder
  • Tough infantry can block your Cleave
  • Infiltrators in the SotR theme force are better in dealing with Tough infantries, while the Swordsmen receive no such bonus from any current theme list

Tricks and Tips[edit]

  • You know what really shuts down a unit of trenchers, or anyone, who dug himself in under Siege2's feat? 4 Guys with reach that can walk through them.

Other[edit]

Trivia[edit]

  • Unit & CA was released 2017.04

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 - Lanyssa

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

(Edit)

Retribution Mercenary Models/Units
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr
Solos Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan


Rules Clarifications[edit]

Rules Clarification : Parry - None yet. (Edit)
Rules Clarification : Blade Shield - None yet. (Edit)

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Rules Clarification : Cleave      (Edit)

  • Cleave doesn't trigger off free strikes or Impact Attacks, since those occur outside of your Combat Action.
  • Despite "additional attacks" normally occurring only after all initial attacks are resolved, Cleave "interrupts" your initial attacks because it must be resolved immediately.
  • You cannot trigger an "Any Time" ability between the first attack and the Cleave attack, because Cleave occurs at Step 14 of Apdx A, and "Any Time" abilities cannot be triggered until after Step 14 is finished.


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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
RC symbol.png

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : Practiced Maneuvers - None yet. (Edit)

RC symbol.png

Rules Clarification : Serpent's Coil      (Edit)

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. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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).
    6. 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).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • 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)
RC symbol.png

Rules Clarification : Defensive Strike      (Edit)

  • If an enemy doesn't stop in your melee range, but continue all the way through it and out the other side, you won't get to make a Defensive Strike.
    You will get to make a free strike as per normal, though.
RC symbol.png

Rules Clarification : Standard Bearer      (Edit)

  • If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.
RC symbol.png

Rules Clarification : Take Up      (Edit)

  • The model taken off the table is effectively killed by Take Up, not the original attack, so it will stop abilities like Berserk and Killing Spree. (Locked thread)


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Note to Editors
To edit the CA's tagged abilities, Click here