Blighted Nyss Legionnaires

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Legion Logo.jpg

Blighted Nyss Legionnaires
Legion Blighted Nyss Unit
Captain Farilor & Standard Bearer
Character Command Attachment

The Legionnaires effortlessly cut through flesh and bone with perfectly executed strikes. Following an ancient warrior tradition and entrusted with ornate armor, these sentries tirelessly guarded the passes into Nyss territory. Now as Thagrosh’s personal guard, they form a wave of tremendous flashing blades that dismembers any standing before them.

The ranks of the legionnaires are a weapon wielded by one hand—that of Farilor, Bladeguard of the Prophet. He directs their every strike for the glory of Thagrosh, and the obedient legionnaires follow with unflinching discipline. So great is their devotion to Captain Farilor, legionnaires can ignore the most grievous wounds and punishing blows in order to hold the line beneath the Legion’s standard.

Basic Info

Blighted Nyss Legionnaires
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 12
ARM 15
ESSENCE {{{essence}}}
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10 +2 CA
COST 8 / 13 +4 CA
1.3 each (excl CA)
1.4 each (incl CA)
FA 2
Warcaster 1
the Statblock


  • Everyone
    • CMA symbol.jpg Combined Melee Attack
    • Battle-Driven - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
    • Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.
    • Wall of Steel - While this model is B2B with one or more models in its unit, it gains +2 ARM.
  • Farilor only
    • He has +1 MAT and 5 hitpoints
    • Officer symbol.jpg Officer
    • Cleave - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can make only one additional attack as a result of Cleave each activation.
    • Hold Ranks [ Minifeat ] - This model can use Hold Ranks once per game at any time during its unit’s activation. Models in this unit gain Defensive Line. Models are not affected while out of formation. Hold Ranks lasts for one round. (Defensive Line - While this model is B2B with one or more models in its unit, it gains +2 DEF against melee attacks and cannot become knocked down.)
  • Standard only
    • He doesn't have CMA ... because he's got no Melee Attack. Despite this, he can still get a Vengeance move.
    • Standard Bearer - While this model is within 5" of its unit commander, the unit commander gains +2 CMD.
    • Take Up - If this model is destroyed, you can choose a Grunt in this unit within 1" of it to be destroyed instead. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.


  • Leader & Grunts
    • Great Sword - 2" reach, P+S 10 melee weapon
  • Farilor
  • Standard
    • Unarmed - This model has no weapons.

Theme Forces

Recent Change

2020.09 Virtues Errata

  • Gained Battle Driven
  • Gained +1 SPD
  • CA cost changed to 4 (from 5)
  • Farilor lost Iron Zeal, but gained Hold Ranks

Thoughts on Blighted Nyss Legionnaires

Recent Change icon.png

Recent Errata - This article needs updating
The "Basic Info" section has been updated to match a recent errata/spoiler, but the "Thoughts On" section hasn't been brushed up yet.
If you play this Faction, please delete the old irrelevant info and then delete this warning.

See also Category: Recent Change and Category: Recent Release.

Command Attachment

Blighted Nyss Legionnaires in a nutshell

It is safe to say that throughout the 3rd edition of WM/Hordes Legionnaires were, are and (possibly) will be the most ignored unit in the entire faction. To understand the "why" beyond that statement, one must look at their basic stats, their special rules as well as their current place within the faction and their - so far - single theme force.

1.) Legionnaires sport fairly average, and in some respect, below-average stats all over.

  • DEF12 means that most of the basic troopers will hit them on average rolls.
  • ARM15 might seems OK (even high in the faction's context) and Wall of Steel can augment it further, but that is still just enough to shrug off blast damage, or survive unboosted POW10 damage rolls and the like.
  • P+S 10 is the golden standard where survivability of other models are measured to. With no way to increase their damage output outside CMA (which decreases the attack volume), they are not particularly scary.
  • SPD5 with no access to navigate through rough terrain determines them as one of the slowest unit in the faction, making it difficult to keep up with the rest of your army.
  • With their 9/15 point cost they contest within their theme with such units as the Swordsmen or the Hex Hunters, and both of them are simply much better units.

2.) Their special rules look good on paper, but in practice they are often at odds with each other.

  • Wall of Steel requires you to bunch up, which often diminishes your chances to spread out and use your 2" melee range (the only one among the Blighted Nyss infantry units) to its full potential.
  • Vengeance is supposed to solve your mobility and damage dealing problems, however there's no way to increase your P+S 10 attacks (since CMA works only in activation), so your "vengeful retaliation" will rarely if ever going to cause any harm.
  • Despite sporting Vengeance, Wall of Steel and 2" melee range with CMA, there's no way to support their mobility with things like Tactician, Practiced Maneuvers, Reposition and the like.

3.) Their current state in the Children of the Dragon theme discourages you to choose them.

  • The cost issue has already been mentioned. CotD also tends to be pretty low on free cards, and their command attachment rarely worth consideration over such capable choices as the Swordsmen's Abbot, Bayal, or the Warlord.
  • The theme offers next to no bonuses for infantries, so the Legionnaires have to rely on their warlocks for support - and those resources are often better spent elsewhere.

As a silver lining, CID cycles transformed quite a few units throughout Mk3 from shelf warmers to actually useful units (just consider our Ogruns for an in-faction example), so fingers crossed that a CID will soon make these criticisms mostly obsolete.

Thoughts on the CA

Their Command Attachment doesn't do much to solve their problems as well. He's a character attachment, which means he's only going to be able to buff a single unit of Legionnaires in a game. Beyond that, the only thing he offers the unit at +33% of the point cost is Iron Zeal. It's a nice minifeat, but it's literally all he does. He CAN occasionally initiate a combined melee attack himself, which rolls for damage using his weapon master trait, but chances are he won't make it there anyways. The Standard Bearer just does normal Standard Bearer things, but doesn't bring a sword, so he's literally just there to add a little extra room to move. If Farilor were a solo who offered Unyielding, Gang, or some other trait to units in his CMD, he might have some value, but as he is currently built, he's generally going to be a waste of points.

Combos & Synergies

If none of the above deterred you from taking Legionnaires off the shelf, there are a few casters who might be able to justify their inclusion if you're willing to play handicapped, or just really love their miniatures.

  • Kallus1 can offer the unit Unyielding if he plays far enough forward, and they can make an okay screen in front of him as long as the enemy can't trample over them, or has a lot of Arcing Fire guns. Like any other infantry, they're reasonable Incubus generation during the feat, though they won't be positioned in annoying locations like a unit of Banshees or Raiders might be.
    • Kallus is one place where Farilor might be almost worth his points. With Unyielding, Iron Zeal, and Wall of Steel, B2B Legionnaires hit a reasonably high ARM22. They still deal unforgivably low damage though.
  • Bethayne turns them into weapon masters on her feat turn as long as they can find a flanking warbeast to meet up with, but you might as well bring Swordsmen for the same points, as they get to double dip on Flank and have weapon master naturally.
  • Thagrosh1 can achieve similar effects as Kallus1 if he keeps his Legionnaires close enough to utilize Death Shroud. His Fog of War may also help you to survive early shooting a tiny bit better.
  • Fyanna2 can cast Iron Flesh on them, which makes for a potential +6 ARM swing with Battle Driven and a Blightbringer aura. That should make sure they can weather incoming fire and blasts. Fury stacked on top of Battle Driven and or the Blightbringer aura also makes them hurt really, really bad. In addition the Dodger and +3 DEF from her feat are amazing of models who cannot be knocked down making Farilor actually worth it for Hold Ranks.
  • Blightbringer - The aforementioned aura stacks really well with Battle Driven and the other buffs Legion warlocks have.
  • Blight Archon - Another ARM buff in Dragon's Blood. You get the picture. Veteran Leader is really nice, too.

Drawbacks & Downsides

  • In most lists options for their point cost, their defensive and offensive output are not sufficient to be considered a viable front line unit.
  • Overpriced command attachment does little to solve their problems for more than one turn a game.
  • Legion has much cheaper alternatives to units that can hold the front line.
  • Most of their synergies work far better on other models, or require significant additional points investments.
  • Available only in a single theme force, which gives warrior models next to no bonuses, and all the other choices for their point cost are superior to them.

Tricks & Tips

  • Beginners' guide: unlike Shield Wall, Wall of Steel is not an order, so you can enjoy the +2 ARM bonus even if your Legionnaires ran in their activation. If you don't expect boostable blasts, the triangle/arrowhead formation is also advised as your enemy will need to shoot down 2 of them to cancel the Wall of Steel bonus.



Other Legion models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks Absylonia1 - Absylonia2 - Anamag - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
Other Warbeast Controllers Beast Mistress
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 Shepher - 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
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2020.05

Rules Clarifications

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.

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Rules Clarification : Combined Melee Attack      (Edit)

  • Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
  • Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
    • If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
  • A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
  • CMA for units that have more than one melee weapon (the short version)
    • Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
      1. A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
      2. For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
    • These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
CMA for units with more than one weapon (the long version) (Edit)
The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
  • Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
  • If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
    • For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
    • then for the second CMA have raider B the "primary attacker" and raider A the "participant".
    • Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
  • Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
  • Combined Melee Attack and charging
    • Remember the 2 rules above?
    • Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
    • Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
    • but wait, there's more!
    • However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
      • Model A performs its charge attack.
      • Model B performs its charge attack. (Interrupting A)
      • Model C performs its charge attack. (Interrupting B)
      • CMA using A, B & C's remaining attack.

Rules Clarification : Battle-Driven - None yet. (Edit)

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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
      However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Wall of Steel      (Edit)

  • If you're slammed or thrown into a model with Wall of Steel, you'll immediately benefit. So you'll get the ARM bonus vs the slam/throw damage, too!
  • It's not possible to be B2B with someone at the same time you move, so you can't gain Wall of Steel at the same time you enter a damaging template (such as Covering Fire).
    • No, you cannot move an infinitely small distance and thus travel in an arc. This is Warmachine, not calculus.
    • However, if you can move through a model, ignore the above.

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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.
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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.
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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Rules Clarification : Iron Zeal      (Edit)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • 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
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Defensive Line      (Edit)

  • You don't need to have the entire unit in B2B to get the bonus. Even just two models in B2B will give it to each other. Which way they're facing doesn't matter, either.
  • Defensive Line is 'always on' (unlike Shield Wall).
  • You can still get Defensive Line while knocked down.
  • Since models move in straight lines, it impossible to keep two models B2B while advancing. Thus you cannot benefit from Defensive Line while moving through acid clouds etc.
    • Unless you have an ability to move through models, like Tactician.

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Rules Clarification : Standard Bearer      (Edit)

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