House Ellowuyr Swordsmen

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Retribution Logo.jpg

House Ellowuyr Swordsmen
Retribution Ellowuyr Unit
Officer & Standard Bearer
Command Attachment

The swordsmen of House Ellowuyr practice a unique traditional discipline of fighting that utilizes perfectly balanced blades and fluid movements. Employing great sweeping motions they can cleave an opponent in two and continue to the next without losing momentum, while also being able to quickly maneuver to deflect incoming projectiles with the flat of their blades. They fight at the request of Thyron, Sword of Truth, who offered the Retribution the aid of those heroic swordsmen most loyal to him.

Basic Info

House Ellowuyr Swordsmen
Missing Info
Ellowuyr Swordsmen.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 7
RAT N/A
M.A. N/A
DEF 13
ARM 13
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 +1CA
COST 10 / 16 +5CA
1.8 each
N/A
FA
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
    • Parry - This model cannot be targeted by free strikes.
    • Blade Shield - This model gains +2 DEF vs ranged attacks.
    • 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.
  • Officer only
    • He has +1 MAT and 5 HP
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Granted: Practiced Maneuvers - While this model is in formation, models in its unit gain Practiced Maneuvers. (Practiced Maneuvers - Each model in this unit can ignore other models in this unit when determining LOS and can advance through them if it has enough movement to move completely past them.
    • Serpent's Coil (Minifeat) - Once per game the unit gains Defensive Strike. (Defensive Strike - Once per turn, when an enemy enters and ends their movement in this model's melee range, it may make one basic melee attack against it.)
  • 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

  • Everyone, even the Standard Bearer
  • Great Sword - 2" reach, P+S 12 melee weapon

Weapon Attachment

House Ellowuyr Swordsmen may have 3 Soulless Escorts added to them. The Escort's info has been omitted from this article for brevity.

Theme Forces

Thoughts on House Ellowuyr Swordsmen

House Ellowuyr Swordsmen in a nutshell

You have well armored, weapon master infantry with 2" melee range, you have less armored, weapon master infantry who deal with monsters and jacks, and you have these guys. Better speed, the same good MAT, increased resistance against direct shooting, but weaker ARM - they're skirmishers against enemy gunlines and jammers. Since the meta starts to favor more infantry-inclined approaches again (Gravediggers, Ghost Fleet, etc), they can find place in more and more lists. If you intend to use them as anti-jam unit, their CA gives them Defensive Strike, which is a great ability. If your opponent out threats you, or just run up to engage, they have a good change at cutting down the would-be jammers. This mini feat loses its value to longer the game goes, so the earlier you use it, the better the results will be.

Combos & Synergies

  • Kaelyssa - With Blur they are DEF 18 against direct shooting. Their mini-feat combined with Kaelyssa's no-charging feat makes this unit ideal to be upfront in case your opponent tries to run infantry at them to jam them up.
  • Ossyan - Quicken gets them to DEF 17 against direct shooting, and SPD 8 gets them in your opponent's front lines fast. Since Ossyan likes to play the shooting game, the ability for them to walk out of melee makes them the ideal unit to disengage what they jammed up rather than be in the way and providing the in melee DEF bonus. They can also ignore free strikes to get into their back line to get at support pieces or jam up opposing shooty units.
  • Thyron - their de-facto leader helps them to dig really deep into enemy lines under his feat, and offers them crucial Pathfinder for charges through Onslaught.
  • Defenders of Ios - They now can gain Advance Move, and can be up the board even quicker now.

Drawbacks and Downsides

  • Their elite DEF forces the enemy to direct all the AoEs toward their direction - and their ARM is not designed to withstand that
  • A bit too expensive for a jamming unit, and they also lack native Pathfinder
  • Tough infantry can block your Cleave
  • Infiltrators in the SotR theme force are better in dealing with Tough infantries, while the Swordsmen receive no such bonus from any current theme list
  • They don't quite synergise with Thyron like you want them to, since his feat only lasts for a turn while they could really do with boosted attack rolls for when they mini-feat.

Tricks and Tips

  • You know what really shuts down a unit of trenchers, or anyone, who dug himself in under Siege2's feat? 4 Guys with reach that can walk through them.

Other

Trivia

  • Unit & CA was released 2017.04
  • Community nickname: 'Thybros'.

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 : Parry - None yet. (Edit)
Rules Clarification : Blade Shield - None yet. (Edit)

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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.


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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 : 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.

Rules Clarification : Practiced Maneuvers - None yet. (Edit)

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Rules Clarification : Serpent's Coil      (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 : Defensive Strike      (Edit)

  • If an enemy doesn't stop in your melee range, but continue all the way through it and out the other side, you won't get to make a Defensive Strike.
    You will get to make a free strike as per normal, though.
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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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