Thyron, Sword of Truth

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Retribution Ellowuyr Warcaster

A master of House Ellowuyr’s unique swordfighting discipline, Thyron matches stillness with blurring speed. He is a tempest of sharpened steel, a paragon of Ellowuyr’s art of war. His command of his army is not unlike his technique with a blade. He stages quick bouts and feints with myrmidons and soldiers to draw out the opponent’s strength. When he perceives a weakness in the enemy line, he guides his army like a sword thrust directly at the enemy’s heart.

Basic Info[edit]

Thyron1
Thyron1
SPD 6
MAT 7
RAT 5
DEF 15
ARM 16
FOC 6
HP 18
WJP +27
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.
  • 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.
  • Field Marshal [Cleave] - Warbeasts/warjacks in this model's battlegroup gain Cleave.
  • 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.

Spells[edit]

Assail - Cost 2, 6" range, Upkeep

Target friendly Faction warjack can charge, slam, or trample for free and gains +2" when it does so. Also, if it does a slam, the slammed model is moved +2".

Ground Zero - Cost 3

Center a 5" AOE on the caster. Each other model in the AOE is hit and suffers a POW 13 damage roll. Then, after all damage rolls, push them d6" away.

Onslaught - Cost 2, Upkeep

The caster and friendly Faction models that start their activation in the caster's CTRL range gain Relentless Charge for one turn. (Relentless Charge - This model gains Pathfinder while it is charging.)

Spellpiercer - Cost 2

While in the caster's control range, friendly Faction models gain Blessed and Magical Damage on all their weapons. Lasts for one turn.

Storm Rager - Cost 3, 6" range, Upkeep

Target friendly Faction warrior model gains +2 STR, MAT, and ARM and cannot be targeted by CRA or CMA.

Feat : Blades of Vengeance[edit]

For one turn, Thyron and Friendly Faction Models beginning their activation in his control range gain Side Step and an additional die on melee attack rolls. (Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.)

Thoughts on Thyron, Sword of Truth[edit]

Thyron, Sword of Truth in a nutshell[edit]

Thyron is a support and melee assassination warcaster. He provides enormous buffs to models within his control range via Spellpiercer and Onslaught. Assail greatly expands his warjacks' threat range and focus efficiency. Storm Rager works wonders on any hard-hitting melee solo (Mage Hunter Assassin, Dawnguard Scyir, Houseguard Thane, Fane Knight Issyen, etc) and on Thyron himself. His Field Marshal gives a good bonus to his 'jacks when clearing infantry; though note that Cleave triggers off of destroying, not hitting, so make sure whatever you hit first stays down.

Thyron has decent defensive stats, high MAT, and good STR. Blade Shield makes him tough to hit at range without knockdown, and with Riposte, any enemy melee attack that misses Thyron allows him a free counterattack. This is not to say that you don't need to be careful with positioning; he's a medium-based model, which is hard to screen in Retribution, and knocking him down is an easy way to avoid his good DEF. He is absolutely legit in melee, boasting up to eight accurate and powerful Weapon Master attacks by combining Storm Rager and Cleave, which can bypass spell/animi DEF and ARM buffs with Spellpiercer if necessary.

Thyron is highly versatile. His spells give him options for supporting infantry, and a key to his proper use is learning which of his spells go on which models and when to use his control range buffs. Additionally, gauging when to allocate and when to camp focus can be just as important as positioning him for safety. He can affect the battle from a surprising distance, and sometimes standing back is his best defense.

Maximising his Spells and Feat[edit]

Blades of Vengeance makes melee attacks highly accurate and lets models advance slightly after hitting in melee. Since it's army wide, his lists may want to capitalize on it, opting for melee units and Jacks. Any model that can get additional attacks in melee benefit greatly from Side Step. For instance, any 'jack in his battlegroup can combine Cleave and Side Step to great use, allowing them to move around before the second attack. This can remove troublesome UAs/ WAs or get in better position to knock out key targets that were beyond the initial charge range. In an ideal case, this can increase a 'jack's threat range by 4", using his initial attacks to clear warrior models in front of the intended target and side stepping to get closer to said target. Also, note that the control range limitation is only apparently so: all models activating within 12" of Thyron can leave that range and still benefit from the feat. Remember that it grants an additional die, meaning 'jacks can still boost their attack rolls if necessary.

Assail is a very good 'jack buff, increasing efficiency as well as charge range. On a Phoenix or Banshee, this usually means an extra attack. Combined with Onslaught for Relentless Charge, melee 'jacks can really tear into things. Assail also affects the Banshee's ranged slam, increasing the slam distance of small or med-based targets to a 3" minimum, 5" maximum! It's just one more thing for your opponent to think about - if there is a target between the Banshee and 3" of their caster...

Ground Zero, while a decent spell in and of itself, will rarely be used. Offensively, it can lead to decent infantry clearing. Defensively, however, you would have to survive the initial wave of attacks to get it off, so it's unlikely to be used in that capacity. Potentially, Thyron could charge a tightly knit unit of Warrior models, use his initial attacks, then cast it to wipe out a decent amount. Be careful he's not too far forward, as he will be open to retaliation!

Onslaught gives any friendly model in your control range Pathfinder on the charge. Probably good enough to be upkept, but it won't really need to be cast until the second turn, unless there are key pieces of terrain you need to charge over.

Spellpiercer, against armies that rely on defensive buffs, is a game changer. Remember, it only works against spells that increase DEF or ARM. If a spell grants an ability that increases DEF or ARM, it is not ignored.

  • Cryx: Let's you ignore all those annoying Ghostly or Incorporeal models, as well as Parasite.
  • Circle: No more annoying Forced Evolution on those DEF 14 Warpwolves or Inviolable Resolved Skinwalkers!
  • Cygnar: Loses out on that sweet, sweet Arcane Shield! Without it, Cygnar units, even Jacks, are quite squishy. Stormwalls/Hurricanes are in for some pain!
  • Khador: Tired of those Iron Fleshed troops causing all kinds of shenanigans?
  • Protectorate: This spell is HUGE against these heathens. It allows you ignore Holy Ward, Defender's Ward, and Inviolable Resolve (all very common in PoM).

Storm Rager is a fantastic buff. On turn one, it should be be cast on a Mage Hunter Assassin, Narn, Mage Hunter of Ios, or Fane Knight Skeryth Issyen for maximum use of the STR and MAT buffs. If an opportunity presents itself for assassination, casting it on Thyron himself offers a huge boost to damage. With Storm Rager (upkept for 5 Focus remaining, and assuming average rolls), Thyron will have a MAT 9, 29 damage charge, and 5 further 25 damage attacks. He's a monster. Defensively, it's useful to prevent combined attacks, and the extra ARM puts him on par with most heavies. That, plus the DEF from Blade Shield, make him fairly durable at range.

Typical Strategy & Army[edit]

You will certainly want to capitalize on Field Marshal: Cleave, but it's not something required to build around. Any melee 'jacks/units work well with his feat. All told, he's pretty flexible when it comes to army composition, as Onslaught and Spellpiercer are army wide. Ranged units can do well with Spellpiercer, but Thyron's buffs lean toward melee.

Drawbacks, Downsides, & Bad Match-Ups[edit]

Thyron has limited focus and a lot of things he wants to do with it.

  • Camping can be vital for him to stay alive, but can be difficult if he needs to cast Spellpiercer or cycle an upkeep.

He is a medium based model, which can lead to difficult positioning to ensure he doesn't get killed.

  • While his DEF is very high against ranged attacks, a spell that knocks him down will lead to an early death!

Tricks and Tips[edit]

Placeholder.


Other[edit]

Trivia[edit]

  • Sculptor = Doug Hamilton
  • Nicknames = Tyrone
  • Originally released in the Warmachine: Reckoning expansion (2015)

Theme Forces[edit]

Other Retribution models[edit]

RetLogo.jpg

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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

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Retribution Mercenary Models/Units
Units Lady Aiyana & Master Holt
Solos Dahlia Hallyr & Skarath - Eilish Garrity - 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 : Weapon Master - None yet. (Edit)


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 : Blade Shield - None yet. (Edit)

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.

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 : 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 : Assail      (Edit)

  • If you're planning on casting this spell often, you should probably check out the Trample and Slam clarifications.
  • The extra slam distance applies to any slam the warjack causes, not just Power Attack Slams. For instance, it also applies to the Banshee's Force Cannon.

Rules Clarification : Ground Zero      (Edit)

  • 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)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)

Rules Clarification : Onslaught      (Edit)

Rules Clarification : Relentless Charge      (Edit)

Rules Clarification : Spellpiercer      (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 : Storm Rager - None yet. (Edit)


Rules Clarification : Side Step      (Edit)

  • You can't trigger Side Step by hitting friendly models.
  • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
  • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.