Kaelyssa, Night's Whisper
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| Kaelyssa, Night's Whisper |
Kaelyssa is the foremost strike force commander of the Retribution’s mage hunters. Her sergeants claim she can hear the heartbeats of the enemy and taste their movements on the wind. Those wizards caught in her sights are left defenseless as their own magic is negated or turned against them. To Kaelyssa her calling is a dangerous but thrilling endeavor, and with every mission she extends the depths of her formidable talents.
- 1 Basic Info
- 2 Thoughts on Kaelyssa, Night's Whisper
- 3 List Building Advice
- 4 Other
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
- 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.
- True Sight - This model ignores cloud effects when determining LOS. This model also ignores Stealth.
- Runebolt Cannon - 12" range, POW 10 ranged attack
- Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
- Dispel - When hit with this weapon, upkeep spells and animi on the model/unit immediately expire.
- Energy Siphon - When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 foucs or fury point and this model gains 1 focus point.
- Mechanikal Seizure - A warjack hit with this attack becomes stationary.
- Damage Type: Magical - This weapon deals Magical damage.
- Reload  - This model can spend focus to make up to 2 additional ranged attack(s) with this weapon during its Combat Action. It can make one additional attack for each focus spent.
- Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
- Vengeance - 0.5" reach, P+S 12 melee attack
|When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.|
| Banishing Ward
|Enemy upkeep spells and animi on target friendly model/unit immediately expire. Affected models cannot be targeted by enemy spells or animi.|
|Target friendly Faction model/unit gains +3 DEF against ranged and magic attacks|
| Phantom Hunter
|For one turn, target model in Kaelyssa's battlegroup can ignore concealment, cover, stealth, & LOS when making charges and attacks.|
|At the end of an activation in which the target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance that ignores free strikes.|
Feat : the Vanishing
While in her control range, friendly Retribution models gain stealth and can't be charged or slam power attacked. Lasts for one round.
- Defenders of Ios
- Forges of War. In this theme she can start the game with upkeeps already in play on friendly models, and upkeep them for free on turn 1.
- Legions of Dawn
- Shadows of the Retribution. She gains "optional" Take Down in this theme.
Thoughts on Kaelyssa, Night's Whisper
Kaelyssa, Night's Whisper in a nutshell
A bit on the squishy side, Kaelyssa is a support 'caster with a very diverse toolbox.
With her gun alone brings a great deal of utility, whether it's the Mechanikal Seizure ability to force the use of a focus to shake (or better yet, making it easy for the rest of your army to hit and destroy!) (pro-tip, if you can disrupt, do that too, but leave the poor sucker well alone, as there's nothing funnier than a sad Deathjack, Avatar of Menoth or Behemoth, rendered literally useless (Jumpstart notwithstanding) by both Stationary and Disrupt effects), or the Energy Siphon ability which can help out on an assassination run or mess with a warlock's fury management, or the Dispel, which is often unnecessary, but so important when you need it (stripping buffs or debuffs as appropriate).
As for her spells, a well used Refuge move can keep your favourite 'jack out of harm's way or keep the AFG aiming and Banishing Ward makes those pesky spell slingers find better targets, while an enemy jack tagged with Backlash can apply additional pressure to your opponent's caster.
Her feat is typically used to facilitate a melee based alpha while also protecting her army from most incoming fire for a turn.
Phantom Hunter is a great spell that can be used on some of the more interesting guns on Ret's Myrmidons. Phantom Hunter can help land a Momentum shot from a Banshee in places where the enemy caster thought they were safe with Stealth, behind LOS blocking units/obstructions, or cover. Landing a boostable RNG 15 (or RNG 17 with an AFG lurking about) POW 15 from a loaded up Hydra shot is also a useful tool for putting the hurt on a opposing warcaster or warlock, or just sniping out valuable support solos from half the board away.
Blur can be useful for keeping units with already high DEF alive from direct shooting. Battle mages can be DEF 18 immune to blast and House Ellowuyr Swordsmen can be DEF 18 to direct shooting. Even putting Sentinels up to DEF 15 against shooting can be useful with their high armor. Be wary of Blessed shots, though.
Refuge is a great spell to put on Kaelyssa to make maximum use of her fantastic gun, making her able to reach out and touch targets then retreating to safety. This can also be put to use to keep Myrmidons with lower gun ranges safe to get more round of shooting. Discordia being able to retreat 6 inches after spraying her fantastic 10 inch spray is almost mean, especially if you happen to clip with opposing caster/'lock. The AFG can ironically make use of this after giving up its initial move to Aim and get those wonderful bonuses, then making a 4 inch move to reposition to a new firing position in readiness for the next turn or to exert scenario presence.
Kaelyssa has a fantastic feat for delivering melee units. Sentinels getting stealth and being nonchargeable guarantees a good chance of them arriving in one piece, more so with the extended deployment benefit from their theme. Fast units, like Halberdiers under Desperate Pace and advance move can put themselves in an intimidating spot when they get stealth and cannot be charged.
Drawbacks & Downsides
- Kaelyssa does not have any to hit or damage fixers, except Phantom Hunter for only her battle group and Mechanical Seizure only against warjacks.
- Units will have to work off their base stats in most cases.
- Her feat is one turn of safety, but after that her army can crumple like paper.
- She struggles against super heavy armor, and typically any infantry hate as her typical lists have a good portion of them dedicated to infantry.
- Consequently, a prime counterplay against her usual lists in Defenders of Ios is to run to engage with a handful of models that the usual infantry will struggle to remove without charging.
- Trampling heavies has the same result, except that bought attacks will do some damage, impending frenzy be damned because there's still a heavy in the middle of her formation.
- Her assassination game is easily shut down by Shield Guards (and other anti-shooting tech), so they must be priority targets before she has a decent shot.
Tricks & Tips
If you're lucky, you might be able to feat with only your models on the scenario zone. Your opponent is forced to rush in something without the movement benefit from charging. This will most likely net you the first melee blows and, in some cases, disrupt your opponent's formations.
Messing with an opponents fury with her siphon gun is a great way to try and get opposing warbeasts to frenzy by adding fury, or make the opposing warlock have to cut them selves to fill up their fury if you want to steal it off their beasts.
When preparing an assassination, never boost to damage with her Runebolt Cannon, at POW 10 it is almost never worth it and she could do with the extra camp. Instead, use the extra Focus to buy an Energy Siphon shot to take away a transfer or Arcantrik Reinforcement opportunity.
Eiryss1 or 2 for their ability to Disrupt make them Kaelyssa's best buddies. For flexibility and the fact that you can always take them for free irrespective of theme, Eiryss1 offers more against Hordes (in stripping all Fury as well as Focus depending on target), where Eiryss2 is more about upkeep hate. Therefore, whether against Warmachine or Hordes, the Eiryss1/Kaelyssa combo always have some annoying trick up their sleeve (Stationary x 3 plus a Disrupt against Warmachine, and seriously messing with Fury against Hordes).
List Building Advice
Her main method of winning is assassination. Her feat can deliver a good alpha to buy a turn of two by delivering Sentinels, or Halbs to thin your opponents numbers down. Then utilizing Ret's excellent Myrmidon shooting and Kaelyssa's own shooting prowess, wait to set up your assassination run once you have the distances. No one can hide from her battle group with Phantom Hunter. Her typical build, and Ret in general, cannot attrition very well with no multi wound infantry and her lack of melee jack support. And Ret's units are too soft to hold zones in many cases if your plan is to win on scenario in an extended battle. The threat of Sentinels and battlegroup shooting can help keep your opponent from flooding the scenarios, but it is only a matter of time before you start losing pieces. If they bring their valuable pieces too close, in this case being 18" from Kaelyssa herself or 21"/17" of her Hydra(s)/Banshee(s), then you can make your move.
What Kaelyssa doesn't like are inaccurate units (unless you bring a Banshee for DEF fixing). She also has issue protecting units and solos that operate outside her feat. Also, since Kaelyssa has up to 3 shots that can dispel from a good distance away, units with Blessed can be seen as occasionally redundant. Ironically these make her not work with Mage Hunters as well as she does with other units despite her being a Mage Hunter Warcaster.
- She loves taking Dawnguard Sentinels as her feat is a superb delivery system. They are her heavy lifters when it comes to armor. She also keeps them safer from non-boostable RAT 7 guns with Blur.
- House Ellowuyr Swordsmen are a great jam unit with Blur putting them up to DEF 18 against direct shooting and allowing to disengage with their parry.
- The ubiquious Arcantrik Force Generator is a great Refuge target and extends the range of her favourite jacks, the Banshees and Hydras, for even more control.
- Discordia can use her fantastic spray safely with Refuge, allowing her to gun down infantry or hope to tag opposing casters with Brain Damage, then retreat to the optimal position for her imprint.
She generally works with only a small group of Myrmidons as casting Phantom Hunter on them and/or herself, as well as Refuge, is her typical game plan.
- One or two Banshees is almost a win condition alone with her since no one is safe with Phantom Hunter allowing a Jack to ignore stealth, cover and concealment.
Released in Forces of Warmachine: Retribution of Scyrah (November 2009)
She likes wine and wants to eat Vyros's bird, though no-one is quite sure whether she's serious or not. In terms of personality, though, she is the most gregarious of the Mage Hunters and is far removed from Garryth, Narn and even Ravyn in terms of her dealing with the Mage Hunter squads. If the backstory of her Force Wall theme is anything to go by, for an Iosan she has a very strong sense of humour (operative words: for an Iosan).
Video Battle Reports
- 2019.04 Connor's Retribution Analysis, vs Arkadius1
- 2019.04 Connor's Retribution Analysis, vs Gorten1
- 2018.12 Tactical Supremacy, vs Krueger2
- 2018.11 Tiny Men, vs Vladimir1
- 2018.09 Tactical Supremacy, vs Vladimir2
- 2018.05 Advanced Maneuvers, vs Maelok1.
- See also Category: Video Battle Reports for more casters with videos.
Other Retribution models
| * 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)