Retribution Dawnguard Warcaster
The Retribution of Scyrah has no greater champion than Vyros of House Nyarr. The leader of the Dawnguard rides to war astride his powerful warhorse Solarys, his hunting hawk circling overhead. Through her eyes he sees the battlefield unobstructed, allowing Vyros to direct his army rapidly to close gaps in the line or capture critical ground, ensuring he is never outmaneuvered in battle.
- Extremus Cannon - 10" range, POW 12, gun
- Damage Type: Magical - This weapon can damage incorporeal models.
- Reload  - This model can spend focus/fury tokens to make up to 1 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each focus/fury token spent.
- Extremus - 2" reach, P+S 14 melee weapon
- Mount - 0.5" reach, POW 12 mount attack
- Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
- Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks.
- Bird's Eye - Battlegroup models in control range ignore clouds, forests and intervening models for line of sight.
- Quick Work - When this model destroys one or more enemies with a melee attack during its Combat Action, immediately afterwards it can make a free basic ranged attack.
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
- Veteran Leader (Dawnguard) - While in this model's command range, other friendly Dawnguard models gain +1 to attack rolls.
- Deceleration - Friendly Faction models gain an ARM bonus against ranged and magic attacks while within spellcaster's control range.
- Easy Rider - Give Pathfinder to friendly Faction models in the spellcaster's control range.
- Lock The Target - Average range magic attack, deals low damage and the damaged model cannot run, charge, slam or trample.
- Synergy - COST 2, UPKEEP
- While in the caster's control range, their battlegroup gain a +1 cumulative bonus on melee attack & damage rolls, up to a limit of 3, for each other battlegroup model that hit an enemy in melee this turn while in the caster's control range.
- Twister - Cost 2, 10" range, 3" AOE, POW 10 attack.
- The AOE is also a cloud that remains in play for one round.
Feat : Tide of War
When one or more friendly Faction models is destroyed or RFP'd by an enemy attack while in Vyros's control range, at any time except while advancing (ie dying to a free strike), immediately afterwards a friendly Faction model in Vyros' control range can advance 3". Tides of War lasts for one round.
Analysis of Vyros, Incissar of the Dawnguard
Vyros, Incissar of the Dawnguard in a nutshell
Maximising his Feat & Spells
Typical Army & Strategy
- Light-jack spam
- Thank you oh great pirates at privateer press for Helios the savior of the Griffin swarm. Yes the swarm is still a thing, but it might not be as efficient as a Sphinx swarm due to the new cap on Synergy. The reason Helios works is because of his nifty little ability to drop one focus to give one to every happy jack in your army that is within 3" of him.
- Dude spam
- If you really want you can go solider spam well good news you can! The downside is that Synergy becomes much less useful and your jacks become way more precious and valuable rather than just your kids toys you can break and not feel bad.
- Griffon - The Griffon brings a combination of long distance, accurate charges and survivability that is hard to beat. Excellent way of building Synergy, with it maxed they are capable of killing squishier heavy beasts in an activation but don't quite match the output of dedicated heavies.
- Sphinx - The Sphinx brings the punch of a heavy for a low price point (three Griffons is comparable to two Sphinx). They're tough, have a gun to get stuff done when you don't want to commit them, and once you tack on Synergy will break apart even the heaviest of armour.
- Imperatus - Imperatus is still Vyros' best friend, having the highest damage output and being the most survivable of all the Retribution jacks, excepting the colossals. Watch out for Grievous Wounds denying his healing.
- Manticore - For a little more then the Sphinx you lose out slightly in melee potential but gain a much better gun. Jack heavy lists traditionally have a weakness to Weapon Master infantry, and the Covering Fire wall helps to mitigate this.
- Aspis - Vyros is a large based caster, and as a result hard to block line of sight to. The Aspis can save you from the worst guns out there for little investment.
- Other jacks - Gorgons speed debuffing can help prevent melee engagements. Both the Banshee and Phoenix are good all round jacks, but Vyros does value their additional tools highly. When Helios is released expect it to show up frequently in jack spam lists.
- Units and Solos
- Arcanist Mechanik - Three is almost an auto include with Vyros, every ability they bring is useful for a caster who likes his warjacks.
- Lanyssa Ryssyl - Free charges and charging further are always good to have with a jack heavy list. The other abilities are less commonly used but being able to knock out a key model or remove pathfinder are potentially game winning when they come up.
- Dawnguard Invictors - High accuracy and damage shooting. Clear out charge lanes, soften up beasts/jacks, hunt support pieces, they are useful in every game and if the worst happens they can always feed the feat.
- Dawnguard Sentinels - Deceleration helps to deliver them, and having Weapon Masters that accurate is borderline unfair. Expensive and less flexible then Invictors, but their damage output is unrivaled and demands attention, taking fire away from the rest of the list.
- House Vyre Electromancers - If you are planing on bringing lots of heavies or a colossal the Electromancers become a highly effective clearing unit. By shooting your jacks in the back you can ensure that their Lightning Generator shots will always land, mitigating the low armour but high defence jammers that your jacks can have trouble dealing with efficiently. Don't try this with Griffons, even with Deceleration up their armour is low enough in the back arc you risk causing significant damage.
Drawbacks and Downsides
- He's big and likes shouting "look at my horse!".
- He isn't the best at combat mostly because he'll just get tied up, so unless you have no other choice keep him back and make some pop shots.
Tricks and Tips
- To maximise your Quick Work attacks, try to charge into a group of knocked down enemies (so that you're not engaged).
- Quick Work doesn't trigger on Impact Attacks
Changes from Mk II
Griffon spam is dead! Long live the Sphinx spam!
On a more serious note, Synergy is still a thing, but you are no longer required to dedicate the entire list to maximizing it, allowing for the inclusion of more heavies or other units, resulting in a more varied force. Easy Rider now works properly, while Deflection changing to Deceleration and affecting jacks makes the army quite survivable at range. He benefits immensely from the core rule changes (Power Up and the new focus boosting rules), and while Ride-by Attacks will be missed, Reposition works almost as well most of the time.
Themes for any-and-all casters (Edit)
Rules Clarification : Magical Damage (Edit)
- The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer latest errata).
- If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're 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 intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")
Rules Clarification : Reload (Edit)
- You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
- If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
Rules Clarification : Cavalry (Edit)
- Refer to the Cavalry page - the list was too long to repeat here.
Rules Clarification : Quick Work (Edit)
- If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
- Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
Rules Clarification : Reposition (Edit)
- You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. Click here for a detailed explanation
- You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended.
- This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)
Rules Clarification : Veteran Leader (Edit)
- The bonus doesn't normally apply to the model giving out the buff, because it (normally) specifies "other models within ...".
- Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
Rules Clarification : Deceleration (Edit)
- Deceleration works vs blast damage.
- Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
- Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
- Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).
Rules Clarification : Synergy (Edit)
- Synergy is not retroactive. Synergy must be either upkept or cast before anything will trigger the cumulative bonus. (Infernal Ruling)
- You gain +1 bonus per model that hits. Not +1 per attack that hits.
- The Synergy bonus affects other battlegroup models. The currently active model doesn't benefit from any bonuses that it earns.
- It is possible to earn Synergy bonuses during the opponent's turn, if they're letting you get lots of free strikes.
- If you have lots of out-of-activation attacks (such as the aforementioned free strikes), you're going to have a bookkeeping nightmare thanks to the "only get bonuses from other model's attacks" rule. Good luck!