Dawnlord Vyros

From LOS Warmachine University
Jump to: navigation, search
Retribution Logo.jpg Dawnlord Vyros

Retribution Dawnguard Warcaster

Dawnlord Vyros views the military might of the new Retribution as a sword in his hands, one sufficient to sunder any obstacle. He has the loyalty of the Dawnguard and the volunteered assets of dozens of other houses. The Dawnlord has a reputation as a bold and forthright general who leads by example. Even pursuits such as falconry Vyros extends to applications in war, linking his mind to his hawk’s to look down from above and survey the battlefield.

Basic Info

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Vyros1
Missing Info
Vyros1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR
MAT 8
RAT 4
M.A. N/A
DEF 15
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
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

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Bird's Eye - Battlegroup models in control range ignore clouds, forests and intervening models for line of sight.
  • Flank [Retribution Warjack] - This model gains +2 to melee attack rolls and an additional die on melee damage rolls vs enemy models in the melee range of a friendly Retribution warjack.

Weapons

Spells

COST RNG AOE POW DUR OFF


Eliminator

3 8 3 13 - Yes
Immediately after this attack is resolved, the caster can advance up to 2" for each enemy model destroyed by the attack.
Hallowed Avenger

2 6 - - Upkeep -
Target friendly Faction warjack gains Righteous Vengeance.
Righteous Vengeance - If a friendly Faction model dies within 5" of this model, next turn this model gets a free 3" move and melee attack during the maintenance phase.
Inviolable Resolve

2 6 - - Upkeep -
Friendly Faction model/unit gains +2 ARM and they cannot be moved by a push or slam. Doesn't work while out of formation.
Mobility

3 SELF - - Turn -
Models in the spellcaster's battlegroup that are currently in its control range gain +2 SPD and Pathfinder for one turn.
Stranglehold

2 10 - 11 (★) Yes
A model damaged by Stranglehold forfeits either its Normal Movement or its Combat Action during its next activation, as its controller chooses.

Feat : Perfect Execution

While in his control range, his warjacks gain Flank [friendly Faction warrior model]. Lasts for one turn.

Theme Forces

Thoughts on Dawnlord Vyros

Dawnlord Vyros in a nutshell

Master of the combined arms approach, pVyros is a very strong support caster. He has excellent spells for both his battlegroup and for a selected unit in his army, and a feat, which incentives you to take both. His personal combat output is respectable close to his jacks due to Flank, but that should only be a backup plan when playing him. Bird's Eye gives huge advantage in SR2017 scenarios, as the centre is always dominated by a LOS blocking terrain piece, and quite often it will be a forest patch. Screening models mean nothing to your battlegroup (even if they're within 1" to each other, like in the case of Arcing Fire) and the more exotic defensive measures (smoke walls and the like) won't hold back your jacks either.

Feat thoughts

It requires careful coordination between your warrior models and your battlegroup to make the most out of it. Terrain can also hinder your movement, so fast units with Pathfinder are strongly advised. Finally, it is fairly obvious what you want: engage with your warrior models, so then you can charge in with your jacks. Watch out for traps your opponent might set up for you, including countercharges, out-of-activation movements like Admonition, or simply getting out of your melee range with Dodge and the like. Perfect Execution has the same built-in weakness, as Siege1's Breach: if you overstretch yourself, and try to catch all of the enemy's force in the bubble, your forces can spread thin, and the enemy can easily open up lines for retaliation. Try to get the most important pieces, possibly heavy hitters, and win through attrition.

Spell thoughts

  • Eliminator - Pretty restrictive on your FOCUS pool, and have quite corner-case applications. First, you want to move in for killing the enemy caster. Second, you want to extricate Vyros from a likewise threat. Third, you want Vyros to reach a scenario element for killing / scoring. And all three situation assumes that Mobility wouldn't take you far enough.
  • Hallowed Avenger - Ensure that the enemies will get your jack even faster into their faces, if they start killing your forces.
  • Inviolable Resolve - Your main support spell. Place it on a core infantry unit, especially if you expect pushing tricks, like in a Rahn mirror match, or against a Sons of the Tempest force. It also helps to anchor a key jack of yours into a zone, and keep it there.
  • Mobility - Your bread and butter spell. If you didn't cast it on turn 1, something odd is going on. Know your enemy's threat ranges though, it is really annoying, if you overcommitted yourself, and they jam up your lines.
  • Stranglehold - A somewhat odd zap; usually too weak to damage low DEF high ARM models without damage boost, and your FOCUS 6 is too low to reliably cast on low ARM high DEF models without attack boost. However, if you manage to land it on a target, who is knocked down, or stationary, that one is pretty much out of action for a turn (unless it can shake the above mentioned effects).

Drawbacks & Downsides

  • He's a special order model.
  • Anti-charge abilities (Polarity Shield, Vindictus' feat, etc), or running (Zerkova1's feat) will make the delivery of your feat extremely difficult
  • With all those great support spells he is short on FOCUS
  • Rough terrain can severely affect your army outside your battlegroup.

Tricks & Tips

  • Bird's Eye affects Vyros too - use it to charge through walls of smoke, forests, or simply let loose some Eliminator into casters, hiding behind their comrades.


List Building Advice

Strategy

Vyros offers an extremely mobile battlegroup. Going first with Mobility will get even your slowest jack up to 21" from your table edge. Mount pressure early on the enemy, deliver an alpha strike to cripple the enemy force and get ahead on attrition using your feat.

Theme Thoughts

    Legions of Dawn    
Durable infantry beside your Jacks, plus an extra 2" deployment zone, what's not to love? For example, the low speed on your Dawnguards. Your Mobility-enhanced battlegroup can get way ahead of the Dawnguard lines, making Flank difficult to happen. If you bring this force, a Scyir is a must for its Tactician, and strongly consider Cylena's Hunters to have someone triggering Perfect Execution in time.

  • Dawnguard Sentinels - They rarely reach the front faster than your jacks, but between Inviolable Resolve, Wall of Steel and Iron Zeal they can weather most of the things the enemy might throw at them on the advance.

    Forges of War    
When you don't want Hallowed Avenger to be triggered, protect your infantry - who will most likely be Arcanists- with Shield Guards.

    Defenders of Ios    
This theme has some interesting choices. Advance moving Houseguard Halberdiers along with their Thane can walk up 21" in the first turn, in Shield Wall and a possible ARM 20. Under Inviolable Resolve enemies also cannot push them out of B2B, and their 2" reach also triggers your Flank bonus from afar.

    Shadows of the Retribution    
Ever wanted a battlegroup, who can keep up with your pointy-eared assassins? Well, Vyros' surely can! You also get access to strong melee solos, like the Mage Hunter Assassins, or Narn, who can dig deep into the enemy lines. Terrain is also rarely an issue for your troops. You may also want to consider adding Eiryss3 for Advance Deployment. Also, you can spare Inviolable Resolve on your troops, as the +2 ARM will hardly make any difference - even against blasts, the most common tool against them.

    Support models - Various themes    

  • Sylys - Any FOCUS strapped caster likes free upkeep and help with your offensive spells.

Battlegroup

Imperatus is his pet warjack that he can take in any theme.
  • The Chimera can take the job of a channeller for a meagre 8 points.
  • Imperatus is his pet warjack that he can take in any theme. It has a respectable 13" threat range under Mobility. The free charge from the bond ensures a certain degree of protection against Disruption too, should an Arcanist Mechanik be too far away to help.
  • Hyperion and Helios - Shooting behind screening models with either the strongest gun on the game, or with a pushing cannon is not something you easily turn down.

Other

Trivia

Originally 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

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:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • 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. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (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)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


RC symbol.png

Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
RC symbol.png

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
RC symbol.png

Rules Clarification : Awareness and/or Bird's Eye     (Edit)

  • You only ignore clouds, forests, and models for LOS purposes. So, for instance, if you attack a model standing in a forest then it will still get concealment.
RC symbol.png

Rules Clarification : Flank      (Edit)

  • You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
  • Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
  • The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
    • Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
    • But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
  • Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
  • If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)


RC symbol.png

Rules Clarification : Eliminator      (Edit)

  • The advance you get is a single advance, not a series of 2" advances. As such, it only triggers "ends movement" abilities (such as Countercharge) once.
RC symbol.png

Rules Clarification : Hallowed Avenger and/or Guardian Protector     (Edit)

RC symbol.png

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.
  • Out of formation models cannot make attacks.
  • 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)

Rules Clarification : Inviolable Resolve - None yet. (Edit)

RC symbol.png

Rules Clarification : Mobility      (Edit)

RC symbol.png

Rules Clarification : Stranglehold      (Edit)

  • If a warbeast is affected by this spell and then frenzies, the Frenzy will let it "shake" Stranglehold without any real penalty.