Blight Archon

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Legion Logo.jpg Blight Archon

Legion Archon Solo

Fluff

Basic Info

Blight Archon
Missing Info
Blight Archon.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 7
STR 8
MAT 6
RAT 7
M.A. N/A
DEF 14
ARM 17
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5
THRS N/A
HP 10
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 8
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Assault symbol.jpg Assault
  • Eyeless Sight symbol.jpg Eyeless Sight
  • Flight symbol.jpg Flight
  • Divine Manifestation - This model is not a living model, cannot become knocked down, and never suffers Blind. Opponents cannot take control of this model.
  • Lesser Warlock - 1) This model is not a warlock but has the following warlock special rules: Battlegroup Commander, Fury Manipulation, Healing, Spellcaster, and Transferring Damage. 2) This model must have at least one warbeast in its battlegroup at the start of the game.
  • Meltdown - While in this model’s control range, enemy models lose and cannot gain Immunity: Corrosion.
  • Soul Ward - Enemy models cannot gain soul tokens from friendly models destroyed within this model's command range.
  • Veteran Leader [ Blighted ] - While in this model's command range, friendly Blighted models gain +1 to attack rolls.

Weapons

Spells

COST RNG AOE POW DUR OFF
Crimson Ballet

2 SELF CTRL - Upkeep No
While in the spellcaster’s control range, models in its battlegroup gain Sprint.
Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
Dragon's Blood

2 6 - - Upkeep No
(1) Target friendly Faction model/unit gains +2 ARM. (2) When an affected model is disabled by a melee attack, the attacker suffers the Corrosion continuous effect. (3) Models are not affected while out of formation.
Impending Doom

2 SELF (★) - - No
Enemy models within 5" of the spellcaster are pushed 5" directly toward it in the order you choose.

Theme Forces


Thoughts on Blight Archon

Recent Release icon.jpg

New model - This article is a Work In Progress
This model has only recently been released/spoilered, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't really count) and (2) you've reviewed this article and it mostly(★) matches your experiences.

(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.

Blight Archon in a nutshell

Everblight's perfect creation is the first ever lesser warlock archon. This archon is point costed at 8, but honestly costs more like 12-20. That's with a warbeast or two of course! The new cheaper Raeks (at 6 points) make excellent warbeats for the archon, running a pair of them in conjunction with the Crimson Ballet spell can allow for some excellent harassment of the enemy flanks.

The Blight Archon offers three main support options, two of which are passive and one of which is an upkeep. Veteran Leader [Blighted] just works on a LOAD of models in the Legion army. From Blighted Ogrun to Blighted Nyss, and this includes any warlock that has the Blighted subtype as well! Additionally, the Archon supports its own corrosion based abilities with the new Meltdown ability, which strips enemies of immunity corrosion with its control range. While this helps the Archon be self sufficient with its attacks, it really shines if you are playing with the new Virtues and Bethayne 2, as we mentioned prior.

Dragon's Blood is a hell of an upkeep to become available in any Legion army, and can be cast on the Archon itself if you plan on using it more aggressively.

Finally there's Impending Doom, a spell which can set up assassinations for the rest of your army is really fun ways. While this is a bit more ranged focus thanks to a SP 10 Rat 7 (boostable) attack, it can mix it up and melee, and can make excellent use of Impending Doom when it goes that deep.

Combos & Synergies

  • As for Warbeasts, a Raek is cheap and loves Sprinting away after killing something and threatening Counter Charges, and its long leash means it can range far despite the Archon's low fury. A Harrier is a nice way to give the Archon Dodge via its animus. They have Fury 3 and 2 respectively so they can fully supply their Archon with Fury points so you don't need to cut.
  • If you prefer to keep your Archon in the back a Teraph is a teraphic, er... terrific option as you can put Dragon's Blood on it and it can stay dug in on a zone and stay there all game shooting it's excellent gun into enemy lines and leaving hazards. Counter Blast is also an amazing animus for the Archon to cast on itself, what with it's 10" CMD range and spray.
  • The support beasts, so the Bloodseer, Mechanoshredder or Naga Nightlurker, seldom care about battle group effects, so outsourcing them to an Archon is a very good idea
  • Zuriel loves having Sprint and dragon's blood on him in the Childrens theme.
  • Anything Blighted, even minions in Oracles. Croak Raiders will love being RAT 7, can oil up targets for your fire breathing heavies and are themselves immune to corrosion, so you can clip them with toxic sprays or AOEs without worry.
  • Dragons Blood is good on almost anything. Your warlock, the Archon itself, a burly warbeast like an Archangel, or units like Chosen of Everblight or Blighted Nyss Legionnaires with their new found Battle Driven rule. Naturally it'll stack well with other ARM buffs such as the Blightbringer's.

Drawbacks & Downsides

  • Unlike other archons you will pay a warbeats tax to bring them. More than likely you'll want multiple beast on them for max fury points and transfers, inflating their cost considerably and limiting the amount of blighted troopers you can still field to benefit from Veteran Leader.
  • The Blighted tag encompasses much of the Legion's arsenal, but notably, Warbeast don't fall under it. As do Hellmouths, Grotesques and both versions of Kallus.

Tricks & Tips

  • The Blight Archon is not a Blighted model. It will not get the corrosion benefit in Oracles of Annihilation. Also if you have two of them, they don't give each other the Veteran Leader [Blighted] benefit.

Other

Trivia

Released 2020.09

Other Legion models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers Beast Mistress - Blight Archon
Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Azrael - Golab - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel
Blackfrost Shard
Solos Beast Mistress - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - B.O. Warmonger War Chief
Ammok - Annyssa Ryvaal - Fyanna the Lash - Craelix
Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2020.10

Rules Clarifications

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Rules Clarification:  : Assault      (Edit)
(Click Expand to read)

General

Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though). Refer to the latest Errata.
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). Refer to the latest Errata and also this (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
Tip lightbulb.png

Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: If you miss

  1. If you miss the target, and the target is not in melee with you, then resolve it the same way as a normal ranged attack.
  2. If you miss the target, and the target is in melee with you, do not reroll the attack against another model. It misses completely.

Step 5: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


Units

  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

Other

  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).
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Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If you put Eyeless Sight on a Blind model, it will still be Blind but it will not suffer the effects as long as it has Eyeless Sight. (Infernal Ruling)
    This means stuff like Hidden Blade will still trigger.
    Also, if the model subsquently loses Eyeless Sight, it will immediately go back to suffering the effects of Blind.
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Rules Clarification:  : Flight      (Edit)
(Click Expand to read)

 
  • Flight doesn't ignore:
    • Impassable terrain and hazardous terrain
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Divine Manifestation      (Edit)

  • Archons are not living models, but neither are they constructs, undead, etc. They're just ... archons.
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Rules Clarification : Lesser Warlock and/or Draconic Consort     (Edit)

  • This model has a completely separate battlegroup to your main warlock.
    • Your main warlock cannot force warbeasts under this model's control (and vice versa).
    • Any spells/effects that apply to your main warlock's battlegroup (such as Warpath) do not apply to warbeasts under this model's control (and vice versa).
  • This model is a solo, and is not a warlock
    • It is affected by stuff which specifies "non-warlock models" (such as Seduction).
    • It is not affected by stuff which specifies "warlock" (such as Black Arts).
  • When this solo dies, any warbeasts they are controlling go wild exactly as if it was a warlock. (Infernal Ruling)

Rules Clarification : Meltdown - None yet. (Edit)

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Rules Clarification : Soul Ward      (Edit)

  • Soul Ward overrides "collects the soul regardless of proximity" abilities (such as Dark Fire).
  • The model being destroyed has to be in your CMD range. The location of the enemy model itself is irrelevant - they could stand inside your CMD range, and destroy something outside your CMD range, and not be affected.
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Rules Clarification : Veteran Leader      (Edit)

  • Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause.
    • Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)


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Rules Clarification : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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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.")


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Rules Clarification : Moving Shadows and/or Crimson Ballet     (Edit)

  • Moving Shadows is retroactive. Which means you can cast it after killing a model, and still benefit from it.(Infernal Ruling)
    • Crimson Ballet will probably get the same ruling.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • End of Activation (Edit)
    • Some end-of-activation abilities explicitly state your activation ends as part of resolving the ability, and some don't. Either way, you can never do anything extra during or after triggering an end-of-activation ability. You cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    • If you start resolving an end-of-activation-movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's end-of-activation-movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • If you have more than one end-of-activation ability, you have to choose which one to resolve, then your activation ends and you cannot use the other one.
    • See also the training article: LPG - End of Activation.
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Rules Clarification : Dragon's Blood      (Edit)

  • Dragon's Blood triggers simultaneously with Tough. Strictly speaking if you choose to resolve Tough first and the model passes, the trigger condition for Dragon's Blood no longer applies. I think most players will allow you to 'count as' resolving DB first, even if you forget to say so.
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Rules Clarification : Impending Doom      (Edit)

  • Push - General     (Edit)   [Show/Hide]
    • 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)