Lord Ghyrrshyld, the Forgiven
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Lord Ghyrrshyld, the Forgiven |
Prime This model is available in one Prime Army, Legions of Dawn. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page. Note that the rest of this page is about the model's Mark III rules. |
The warcaster once known as Goreshade was an eldritch, one of a strain of abominations who fed on the spiritual essence of others and consorted with the Nightmare Empire of Cryx. Now, Lord Ghyrrshyld has been restored by the goddess Scyrah and is filled with renewed purpose. While Ghyrrshyld does not speak of what happened to restore his body, he now fights against those who imperil Scyrah, and many speak of him as being filled with the goddess’ light.
Basic Info
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Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : Whispers of the Veld
- When an enemy model without Immunity: Cold destroys or RFPs one or more friendly models in Ghyrrshyld’s control range with a melee attack, the enemy model becomes stationary for one round after the attack is resolved.
- Additionally, when a friendly living Faction warrior model is destroyed by an enemy attack or collateral damage from an enemy attack while in Ghyrrshyld’s control range, Ghyrrshyld gains the destroyed model’s soul token.
- After Ghyrrshyld replenishes his focus during your next Control Phase, replace each soul token on him with 1 focus point, then Whispers of the Veld expires.
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Tip ! |
Abilities
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Immunity: Cold
- Arcane Vortex - This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 focus token. The negated spell does not take effect, but its COST remains spent.
- Field Marshal [Arcane Vortex] - Warbeasts/warjacks in this model's battlegroup gain Arcane Vortex.
Weapons
- Voass - 2" reach, P+S 15 melee weapon.
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Damage Type: Magical
- Freeze - A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold.
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Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Dauntless Resolve
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction warrior model/unit gains +3 ARM and Tough. Models are not affected while out of formation. | |||||||
Freezing Mist
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2 | CTRL | 3 | - | Round | No | |
Place a 3" AOE cloud effect completely within the spellcaster's control range. While in the AOE, models without Immunity: Cold suffer -2 to their attack rolls. The AOE remains in play for one round. | |||||||
Ghost Walk
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2 | 6 | - | - | Turn | No | |
Target friendly Faction model/unit gains Ghostly for one turn.
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Hand of Ice
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2 | 8 | - | - | Upkeep | Yes | |
Target model/unit suffers –2 ARM unless it has Immunity: Cold. | |||||||
Light of Wrath
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3 | 8 | 4 | 13 | (★) | Yes | |
Models hit by Light of Wrath lose Stealth and suffer –2 DEF for one turn. | |||||||
Revive
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3 | Control | - | - | - | No | |
Return one destroyed Grunt to a friendly Faction unit with one unmarked damage box. Place the returned Grunt in the spellcaster's control range, in formation, and completely within 3" of another model in its unit. The Grunt must forfeit its Combat Action the turn it is put into play. |
Theme Forces
- Defenders of Ios
- Forges of War
- Legions of Dawn
- Shadows of the Retribution. He gains "optional" Take Down in this theme.
Thoughts on Goreshade4
Ghyrrshyld in a Nutshell
I hope you like cold!
That's what Ghyrrshyld does, he freezes his opponents solid with his feat. He's a toolbox caster with anti-magic tech. He has an armor (Hand of Ice), defense (Light of Wrath) and accuracy (Freezing Mist) debuffs, coupled with a strong armor buff (Dauntless Resolve) that also grants tough. He assists delivering infantry and keeping them alive. The biggest trick with Ghyrrshyld is knowing which of these tools to use turn to turn.
Like many Retribution warcasters Ghyrrshyld wants to have One Big Turn, where he collects as many souls as possible to fuel a turn of high spell output. With the relative short range of his spells at least one arc-node is nearly a must when constructing his lists.
Armies that can grant themselves mass cold immunity can greatly blunt Ghyrrshyld's effectiveness.
Feat thoughts
Ghyrrshyld's feat can be highly disruptive, or provoke a meh moment from your opponent. The feat is best used on the turn before your opponent hits with his alpha. If your opponent is aggressive with his forces, you should be able to retaliate against a mostly stationary army. Alternately some opponents may simply try to wait the feat out, giving you the start of attrition.
Stationary stops models that have Killing Spree or Berzerk & Overtake type rules.
Beware of armies that can ignore stationary, or are cold immune.
Remove From Play effects will prevent soul collection and can hurt the turn after his feat.
Spell thoughts
- Revive simply isn't often worth three focus, but can become relevant to bring back a grunt or two to mess up charge lanes.
- Ghost Walk is worth using for Parry as well as for Pathfinder. So either use in on the approach to get through terrain, and then when the lines close to get through enemy models.
- Dauntless Resolve goes on a unit that is by itself already fairly durable. It stacks marvelously with other buffs to survivability, too. Make the enemy fight for his points!
- Hand of Ice should be arced through an Arc Node due to it's criminally short range.
- Light of Wrath is the same as above. Also keep in mind that your node needs to be within 5" of the target if you want to strip Stealth, or else you'll miss. If you are not casting it for the DEF debuff, a House Guard Thane might be better at stripping Stealth for your shooty troops.
- Freezing Mist is a decent, somewhat weak cloud wall. Positioning is key here, since the debuff also applies to your own troops.
Drawbacks & Downsides
- Arcane Vortex means you need to leave Focus on your jacks. Other than the Hydra (and maybe the Chimera/Siren) this can be a waste, though Focus spent by them removes from being able to use their other abilities.
- He's likes to play a little forward, but doesn't have a lot of defensive tech beyond his clouds. His personal melee output can be pretty scary. Just make sure you're ending the game.
- He has problems fighting into lists with a lot of Cold Immunity and lists with a lot of Remove from Play effects.
- Thamarite Archons absolutely ruin his day, because they make his troops literally go poof and deny him souls and his feat. And if he ever does get souls, they get boosted damage rolls against him.
Tricks & Tips
Play Ghyrrshyld aggressively. If you gain a lot of souls, you can sometimes angle for a spell assassination against unsuspecting casters.
List Building Advice
Strategy
The redeemed Elven lord loves infantry his entire kit resolves around upping damage, movement and survivability, or he raises the fallen outright. As such you should look for already tough infantry and cavalry, deliver them savely and then outlast the enemy force.
Theme thoughts
- Dawnguard Sentinels are the perfect targets for his kit, going to faily high ARM levels under Dauntless Resolve and their minifeat. As Weapons Masters they also become scary with his damange buff.
- Dawnguard Destors are also a valid, albeit more expensive and less numerous option to put Dauntless on.
- Dawnguard Sentinel Scyir is of course great for his tactician bubble, especially if you want to bring Destors or the Dawnguard Trident.
- Dawnguard Destor Thane If you bring Destors, consider him to make them even tougher with Unyielding.
- House Shyeel Artificer hands out (pun intended) immunity to blasts, which comes in handy against high explosives. Buff stacking goes a long way with the Forgiven's forces, especially if he can Revive unit members, who will be immediatly affected by the buffs again, provided they're still active.
- Imperatus and a Chimera fill his warjack points exactly.
- Ryssovass Defenders are the other great target for Dauntless, being already immune to knockdown under Defensive Line. Also Weapon Masters.
- Aelyth Vyr: They, of course, want their designated solo around for Veteran Leader and Dying Breath. This is probably as close as you are going to get to a Nyss centric Retribution army, and Ghyrrshyld is a fluffy caster for it with his ice Magic and Nyssor's sword.
- Priest of Nyssor provides quasi-Veteran Leader to the Defenders, unjams them and makes them immune to cold, which is a big deal, since it makes them immune to Freezing Mist's debuff.
- Heavy Rifle Team, Stormfall Archers, Electromancers - Shooting goes very well with his ARM debuff and he can remove Stealth and buff hit chances with Light of Wrath.
- House Ellowuyr Wardens - The hands down best target for Dauntles Resolve, making them ARM 21 before Unyielding. With Ghost Walk and Frezing Mist clouds you should be able to deliver them easily.
- House Ellowuyr Warden Executioner - They make your wardens better and are absolute monsters in combat on their own.
- Houseguard Halberdiers - If Nyss Ryssovass don't tickle your fancy, the Halberdiers are an as valid target for Dauntless Resolve and the rest of his support kit. Among Brutal Charge, their mini feat and Hand of Ice they also hit substantially hard.
- Houseguard Thane If you chose to run Halberdiers over Defenders, they will call for a different module of support solos. Consider Lys Healers as above with Sentinels. The Thane provides a speed buff and strips Stealth as well. Under Desperate Pace and Ghost Walk, the Halberdiers will be able to charge something behind the enemy frontline, which will either catch your opponent off guard, or will influence his decision making when advancing.
- Lanyssa Ryssyl Desperate Pace stacked with Hunters Mark adds 4" to the Halberdiers' charges. She also does not compete with Eiryss for your merc slot in this theme.
Support models - Various themes
- Lys Healers are able to hand out no-knock down tough to his Sentinels or Halberdiers under Dauntless. They can also give it to Defenders, but they are already immune to knock down under Defensive Line. With Soul Ward, they also help ensure that Ghyrrshyld is the one to get any soul tokens, if the enemy is also able to collet them.
- Arcanist Mechanik The absolute mainstays of any Retribution army is unsurprisingly also great for Ghyrrshyld. Especialls so since they hand out focus, which synergises with his Field Marshal.
- Special mention to Ghost Snipers as well as Eiryss, Mage Hunter of Ios due to Deadly Shot. Since Ryssovass have Precision Strike you have an army full of targeted damage. No cortex or spirit column will be save from you!
- That being said, they are great with or without Defenders, so you should probably take them regardless of your unit choices.
- Eiryss's Diruptor Bolt is also of note, as it can strip the focus of a stationary jack, which in turn doesn't get to shake, rendering it effectively useless for a turn.
- That being said, they are great with or without Defenders, so you should probably take them regardless of your unit choices.
- Scythe - She an absurdly good model and with Hand of Ice and Light of Wrath she becomes an absolute monster.
Battlegroup
- An Arc Node or two:
- One or two Chimeras are cheap and can double hand throw stuff around. Leaving focus on them for the Field Marshal also has the added benefit of increasing their DEF against shooting and magic attacks.
- The Phoenix is a respectable combat heavy, which can even unjam itself in a pinch, that can double as an Arc-Node.
- The Hydra can, with its focus battery, make very good use of Goreshade's Field Marshal.
- Arcane Vortex is an other way for the Siren to use focus out of activation, alongside Oracular Vision.
- The Manticore is pretty much the perfect heavy for him. It can place a high POW Covering Fire to block off charge lane which can be layered with, or expand his cloud wall, and if it does so it has no reason to spend focus, and can as such be fuelled for Arcane Vortex instead. With Concentrated Power it his like a a ton of bricks against Hand of Ice targets, too, while Light of Wrath lets it reliably hit even high DEF models, thanks to native MAT 7. Two Manticores fill his warjack points exactly.
- Aeternae - It has an excellent gun, so it loves Light of Wrath for stealth removal and -2 DEF on the target and with Accumulator is fuels itself if House Ellowuyr warrior models are around it. It is especially potent with him because with Light of Wrath it can oneshot a Thamarite Archon, which otherwise completely neuters his feat.
First Purchases
- Battle Engine: Dawnguard Trident (1 or 2)
- Battle Engine: Arcantrik Force Generator (0 or 1)
- Warjack: Harpy (2 or 3)
- Unit: House Vyre Electromancers (1 or 2)
- Solo: Arcanist Mechanik (1 to 3)
- Solo: Ghost Sniper (0 to 2)
- Solo: Eiryss1
- Solo: Scythe
- Solo: Hermit
- Solo: Void Archon
When you're running Goreshade4, you might want to adjust the above list by purchasing:
- Ryssovass Defenders
- Aelyth Vyr
- Priest of Nyssor
- Two Chimera kits
- House Ellowuyr Wardens
- One Banshee/Daemon/Sphinx kit and an Aeternae upgrade kit, OR one Aeternae kit that includes the former three jacks as well (currently out of stock).
Other
Trivia
- released 2017.04
- The first model in the entire Warmachine/Hordes system to get a 4th incarnation, and the second one to change faction (Sturgis2 being the first, and and Caine3 not counting cause he's a Partisan).
- Really petty... but he's the first caster without a single vowel in his given name. I mean, I know that Ret personal names tend to be 'y' based, but come on!
Video Battle Reports
- 2019.07 Feat Fetish, vs Kraye1
- 2019.02 Tiny Men, vs Sorscha1
- 2019.01 Tiny Men, vs Asphyxious1
- 2018.12 Arcane Assist, vs Child1
- See also Category: Video Battle Reports for more casters with videos.
Other Retribution models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Freeze (Edit)
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Rules Clarification: : Warcaster (Edit) | ||||
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Rules Clarification : Cold - None yet. (Edit)
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Rules Clarification : Arcane Vortex (Edit)
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Rules Clarification : Field Marshal (Edit)
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Rules Clarification : Dauntless Resolve (Edit) |
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Rules Clarification : Freezing Mist (Edit)
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Rules Clarification : Ghost Walk (Edit)
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Rules Clarification : Hand of Ice - None yet. (Edit)
Rules Clarification : Light of Wrath - None yet. (Edit)
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Rules Clarification : Revive and/or Raise the Dead and/or Mockery of Life (Edit)
Return/Add to Play - Typical (Edit)
Return/Add to Play - Other Units (Edit)
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- Vyre
- Retribution of Scyrah
- Model
- Does have Mk4 rules
- Warcaster
- Stationary Feat
- Soul Taker Feat
- Cold Immunity
- Arcane Vortex
- Field Marshal
- Magical Damage
- Freeze
- Dauntless Resolve
- Freezing Mist
- Ghost Walk
- Hand of Ice
- Light of Wrath
- Revive
- Defenders of Ios
- Forges of War
- Legions of Dawn
- Shadows of the Retribution
- Video Battle Reports