Dawnguard Sentinels

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Dawnguard Sentinels
Retribution Dawnguard Unit
Officer & Standard Bearer
Command Attachment

Dawnguard sentinels charge into the enemy as an overwhelming tide of cleaving blades. These heavily armored knights use their great swords to expertly carve through any adversary willing to stand against them. Sentinels embody sheer determination made tangible in flesh and steel and consider themselves guardians of the ideals of the Dawnguard.

Basic Info

Dawnguard Sentinels
Missing Info
Sentinels1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR
MAT 7
RAT N/A
M.A. N/A
DEF 12
ARM 15
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10 +2CA
COST 11 / 18 +4CA
1.8 each
N/A
FA 2
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

  • Entire Unit
    • 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 - This model gains +2 ARM bonus while it is B2B with another model in its unit.
  • Standard only
    • Standard Bearer - While this model is within 5" of the 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.

Weapons

  • Leader, Grunts, & Officer
    • Great Sword - 2" reach, P+S 12 melee weapon
      • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
  • Standard Bearer
    • Unarmed - This model has no weapons.

Weapon Attachment

Sentinels may have up to 3 Soulless Escorts added to them. His info has been omitted from this article for brevity.

Theme forces

Recent Changes

2018.09 Retribution Legacy CID

  • They went into testing, but ended up having zero changes.


Thoughts on Dawnguard Sentinels

Command attachment

Dawnguard Sentinels in a nutshell

These guys are your expensive tank infantry, they can be taken out if hit right but when they get to where they are going they make sure you remember. All in all they are a basic armor unit who specialize in being their own delivery system with wall of steel and iron zeal, and when they get to where they are going weapon master coupled with high MAT mean a few models just got sliced in half.

Thoughts on adding the CA

Since the Officer amends two of the most important issues with assault troops (Pathfinder during charges and extra ARM in a crucial turn, while advancing toward the enemy), their attachment is kind of mandatory.

Combos & Synergies

Any caster that can increase their ability to get to where they're going is good, plus there are a few other good options that are non-caster that make great combinations.

  • Helynna is a fantastic with her Deceleration spell to assure that the Dawnguard can safely make it across the board (taken to absurd levels with her feat). This is shared with Vyros2 who also brings his Veteran Leader ability to bring their MAT to truly elite levels.
  • Issyria and Vyros1 both have have Inviolable Resolve which makes the Sentinels unmovable jerks who spit in your opponents face and proceed to paint their white armour red with their blood.
  • Goreshade4 also buffs their ARM considerably with Dauntless Resolve, which also makes them Tough.
    • Lys Healers grant them knock down immunity, which is potent under Dauntless Resolve and also prevent their souls from being stolen, which is great for his feat.
  • Discordia is yet another delivery vessel of armored goodness. Discordia's imprint gives armor against shooting so just keep him around and you will have some scary support with your troops.
  • Fane Knight Skeryth Issyen is great to keep around these valiant warriors he gives them Shield Guard to protect at least from one shot, and if by chance a pew goes through and take out one of your sentinels then Righteous Fury kicks in and the angry knight gets sweet, sweet revenge!
  • House Shyeel Artificer is good against shooting and blasts just like Discordia but he serves to increase defense with Force Wall which gives Force Barrier to all models nearby. Even though you might not get blasted you can still get caught on fire so be careful against Menoth.
  • Dawnguard Sentinel Scyir is useful to have around for Tactician, which means they'll never get in their way for charges or making Vengeance moves. He, and his jack, also get their own Vengeance move and attack if one of the unit dies close by.

Drawbacks & Downsides

  • Even at SPD 5 they can be slow to get to where they need to go. Spells like Issyria's Crusader's Call and Elara2's feat can help with this when it's time to make an alpha-strike.
  • As all high-ARM single-wound targets, they are vulnerable to effects that cause fixed damage irrespective of ARM (Sniper, Corrosion, Puncture, Anatomic Precision, etc.)

Tricks & Tips

  • Keeping them in the triples arrow head formation to better keep their armor bonus is great, but there is a better option. Keeping most units spread out to prevent AOE blasts and corrosion is key so remember your mini feat. So turn one move out, turn two mini feat and turn three slice and dice.
  • If you have to, leave one or two guys a bit further up as a sacrifice with a purpose. This tactic has two purposes, one you have a weapon master with decent range up close so they can block charge lanes or make your opponent deal with them before they get closer. Two dying, let them die (or attack if left alone) and you will have triggered Vengeance giving the unit a free three inch move and attack before your turn really begins.
  • This can be supplemented if you have a point left over at list build: adding a Soulless Escort provides another such body for much cheaper than the regular Sentinel grunt, still contributes to triggering Vengeance with his death and also helps out against spellcasters early game (mid/late game, not so useful since everything will be quite close in by then, so you don't mind the SE's passing so much!).
  • Couple them with things that increase armor or prevents blast damage (Artificer or Discordia) POW 10 can take them out pretty easy unless buffed so just remember to keep them safe.
  • The Standard Bearer will benefit from the Vengeance move, if not the free attack.
  • Watch out for abilities and spells, that can be triggered by Vengeance moves - most commonly Admonition, Counterblast, Counter Charge, Watcher/Guardian Beast.

Other

Trivia

released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)

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

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 : 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.
  • 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.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • 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.
  • 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".
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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 : 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. Units: Before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    2. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    3. 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).
    4. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    5. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    6. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    7. 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.)
    8. 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).
    • 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
    • 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)
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.
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Rules Clarification : Relentless Charge      (Edit)

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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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