Banshee

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Retribution Logo.jpg Banshee

Retribution Vyre Heavy Warjack

Recently unleashed upon the enemies of the Retribution, House Vyre’s myrmidons were developed with distinct capabilities all their own. The Banshee emits a high-pitched wail that prevents enemy spellcasters from using their magic, while its shrieking cannon hurls enemies aside with raw sonic power.

Basic Info

Banshee
Missing Info
Retribution Banshee.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 11
MAT 6
RAT 5
M.A. N/A
DEF 12
ARM 19
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 18
N/A
N/A
FA U
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct - This model is a construct and is not a living model.
  • Wailing - While within 5" of this model, enemy models cannot give/receive orders or cast spells.

Weapons

  • Force Cannon - 12" range, POW 14 ranged attack
  • Heavy Void Blade - 2" reach, P+S 18 melee attack
  • Light Void Blade - 1" reach, P+S 15 melee attack
    • Damage Type: Magical - As above
    • Critical Grievous Wounds - As above

Theme Forces

Thoughts on Banshee

Banshee in a nutshell

The Banshee is a versatile combined arms jack. It is capable of delivering ranged knockdown or charging in with some of the higher damage attacks Retribution warjacks are able to make. It's Wailing ability gives it denial ability that can wreak havoc on enemy units and spell casters.

Combos & Synergies

  • Thyron1 prefers having Myrmidons with reach to capitalize on his Cleave Field Marshal.
    • Thyron's Assail spell includes the slam found in the Banshee's Force Cannon.
  • If a ranged attack that knocks down what it hits isn't good enough for you, Kaelyssa's Phantom Hunter means that it ignores any attempt to hide from it too.
  • The Arcantrik Force Generator is a good slammin' buddy for the Banshee. If it's close by the Banshee will gain a useful boost to its range, giving it more opportunities to aim and reach more targets.
  • Vyros1 doesn't mind the Banshee, though the combination isn't common. Bird's Eye lets the Banshee affect more of the board and steaming in with PS20 and an additional die of damage can deal some serious hurt on feat turn. Mobility to make up for it's relatively low SPD helps, too.

Drawbacks & Downsides

  • Like the rest of the Vyre chassis, the Banshee is a little slower than most of the rest of the faction.
  • With it's low RAT, even with boosting the Banshee is going to struggle against high DEF targets, so you're better off with more tried-and-true methods for approaching high DEF (like knock down).
  • Be careful when running in to make use of your wailing ability. Though it is an amazing skill, a single high armor or regenerating unit will basically keep that banshee's scream in a glass jar, unable to help around the battle field.

Tricks & Tips

  • Because both the damage taken by the hit model and its collateral damage is POW 14, always look to punish models that seek refuge in such defensive measures as Wall of Steel.
  • At RNG 12", the Banshee has the longest range of the House Vyre heavy guns, so aim when you can to overcome its relatively poor RAT (Dawnguard Sentinel Scyir's Righteous Vengeance/Strike True!, Rahn's TK, Kaelyssa's Refuge, Ravyn's Snipe etc. all help).
  • Check ranges when your target isn't large/huge-based, so that you don't slam your target out of a supporting model's/unit's charge range.

Other

Trivia

  • A banshee ("woman of the fairy mound" or "fairy woman") is a female spirit in Irish mythology who heralds the death of a family member, usually by shrieking or keening. [1]
  • Released in the Warmachine: Wrath expansion (2011)

Other Retribution models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar
Warcasters Elara2 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2
Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
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

Aelyth Vyr - Arcanist Mechanik - Destor Thane - Sentinel Scyir - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - Elara, Tyro of the Third Chamber (1) - Fane Knight Guardian - Fane Knight Skeryth Issyen - Ghost Sniper - Hermit of Henge Hold - Artificer - Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Soulless Voidtracer

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Mercenaries
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr
Solos

Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan - Void Archon

This index was last updated: 2019.05

Rules Clarifications

RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Wailing - None yet. (Edit)


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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.
  • Does not affect models with the Massive rule.
RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will 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.")
RC symbol.png

Rules Clarification : Momentum      (Edit)

  • Huge-based models with Momentum don't get the +2" slam distance that normally applies when huge-based models slam smaller ones. Because that bonus movement only applies to a Slam Power Attack and Momentum is an effect of the weapon, not a Power Attack.
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
  • Slam (Edit) - Refer to the Slam page for a recap of the Slam rules.