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| Griffon |
The Griffon is a sleek and fast myrmidon, designed for swift flanking maneuvers. Its power field enables the Griffon to become near-weightless for short intervals, allowing for long, loping strides before it strikes home with its powerful halberd. By judicious use of this field the Griffon can negotiate marshy terrain, dense undergrowth or other obstacles.
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
- Construct - This model is a construct and is not a living model.
- Field Dependent - If this model's Generator is crippled, it loses Pathfinder and Fleet
- Force Fields - this warjack has an extra damage track that takes damage first.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Fleet - Once per activation, this model can spend 1 focus point to gain +2" movement when advancing as part of its Normal Movement that activation.
- Shield - 0.5" reach, P+S 9 melee weapon
- Shield - This weapon is a shield that gives the model a cumulative +2 ARM bonus. A model does not gain this bonus while the weapon system with the shield is crippled or when resolving damage that originates in its back arc.
- Halberd - 2" reach, P+S 13 melee weapon
- Powerful Charge - This model gains +2 to hit on charge attacks with this weapon.
- Defenders of Ios
- Forges of War. Griffons gain Shield Guard in this theme.
- Legions of Dawn. In this theme Griffons can ignore friendly Dawnguard models when determining LOS, and it can advance through friendly Dawnguard models if it has enough movement to move completely past them.
- Shadows of the Retribution
Thoughts on Griffon
Griffon in a nutshell
The Griffon is a relatively inexpensive combat-oriented light warjack. It is able to take a bit of a beating and can act as a highly mobile skirmisher. This warjack can take on most infantry with it's accurate charge and can deal decent damage to light and moderately armored models.
Combos & Synergies
- Vyros2 - Synergy is an amazing spell and it does most for cheap solid melee jacks. In Mk2 Vyros-griffon-spam was so common it became a meme (and even it in Mk3, with the nerf to Synergy, it's a popular choice in Forges lists, rendered better, in fact, as they gain Shield Guard, which, combined with Deceleration, can make certain gunlines cry).
- Vyros1 - the Griffon loves his feat.
- Dawnguard Sentinel Scyir - in theme, and backed up by Arcanist Mechaniks and accompanying a unit of Dawnguard Sentinels, this can make a scary brick, all well armoured and all very angry (effective Vengeance on all models and super hard hitting). With three Arcanists in tow, the Griffon can attack three times at PS 17 with 3d6 on damage or four times at PS 15 with 2d6 on damage (add charge attack with an additional d6 if Lanyssa is around!), with a non-linear threat of up to 16". With Elara2, it can reach even further and hit even harder (feat/Boundless Charge and Scything Touch).
- Magister Helynna - The Griffon is a remarkably fast jammer with Helynna, since Rhythm of War enables a 3" movement after its very far run/charge (it can be on the half-way line at the top of turn 1), and her feat keeps it's shield system up the entire time the enemy beats on it, making it basically an ARM 21(/23 against non-melee) roadblock that can be nearly anywhere on the table (mind your control area).
Drawbacks & Downsides
- The Griffon is a "plain white rice" warjack. It walks forward and hits things not amazingly hard; unless it's got something to kick it into overdrive it's a solid piece but won't be giving your opponent serious headaches.
Tricks & Tips
- It makes for a pretty good jammer - especially if you Fleet and Run.
Released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)
Other Retribution models