Lylyth, Herald of Everblight
Lylyth, Herald of Everblight |
Prime This model is available in one Prime Army, Ravens of War. 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. |
Even before receiving the blessing of Everblight, Lylyth Voassyr was a born huntress practically without peer. Although the dragon's blight has taken her eyes, it has only increased her effectiveness in battle. Everblight has bestowed upon Lylyth an almost omniscient awareness of battle's chaos and deep connection with the dragonspawn under her command.
Basic Info
Lylyth1 | |||||||||||||||||||||||||||||||
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Warlock - All warlocks 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 - Field of Slaughter
While in Lylyth's control range, friendly Faction models gain an additional die on attack rolls this turn.
Tip ! |
Abilities
- Eyeless Sight
- Pathfinder
- Prowl - While this model has concealment, it gains stealth.
- Synergistic Magic - This model can gain power tokens. When this model destroys an enemy model with an attack, this model gains a power token. This model can spend power tokens to upkeep and cast upkeep spells as if they were focus/fury.
Weapons
Hellsinger | ||||||||||||||
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RNG | ROF | AOE | POW | |||||||||||
12 | 2 | - | 12 | |||||||||||
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Bow Blade | ||||||||||||||
RNG | POW | P+S | ||||||||||||
0.5 | 3 | 7 | ||||||||||||
Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Eruption of Spines
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3 | 10 | - | 10 | - | Yes | |
If target model is hit, the d3 nearest models within 5" of it suffer a POW 10 damage roll. These additional rolls are not considered to have been caused by an attack. Eruption of Spines damage rolls are simultaneous. | |||||||
Parasite
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3 | 8 | - | - | Upkeep | Yes | |
Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM. | |||||||
Pursuit
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2 | 8 | - | - | Upkeep | Yes | |
If target enemy model/unit advances during its activation, one model in the spellcaster's battlegroup that is in its control range can immediately make a full advance. |
Theme Forces
- Children of the Dragon. She gains Tactician [Blighted] in this theme.
- Oracles of Annihilation. In this theme she can start the game with friendly upkeeps in play. Also, enemy models that end their activation within 2" of her suffer continuous corrosion.
- Primal Terrors
- Ravens of War
Thoughts on Lylyth1
Lylyth1 in a nutshell
Lylyth1 and her army is a laser targeted missile. Parasite makes even the wimpiest of attacks very threatening, while her feat can make just about any attack land successfully on all but the most evasive targets. Her bow attacks allow flexibility in strategy - she can disrupt the fury management of an opposing Hordes player, make her own battlegroup more efficient, and most importantly, it allows her to apply her focused but powerful offensive spells with little risk of retaliation and with high accuracy despite her poor FURY stat. While individual shots of her bow are not particularly threatening, it is her main tool of the trade and should see use in nearly every turn.
Lylyth1 and her army is fast and hits hard, but Lylyth herself is extremely fragile. Prowl only keeps her so safe, so even with the readily available cloud effects you'll likely to be hugging cover and/or concealment and balance on the edge of the killbox in most of the games.
Hellsinger is the bow that makes Lylyth work, and the ammo types are her bread and butter, and the only reason she can function at all with her low FURY stat. It's worth to have a detailed run-down about them.
- Blood Lure - Use this to help get a little more efficiency out of her battlegroup. With her low pool, every FURY spent is critical. It also helps you out against effects that forbid forcing, and with your winged warbeasts if your Sorceress is out of command range, or bit the dust too early.
- Inflict Pain - The least-used ammo type, as its usefulness is tied to pretty corner-case scenarios. First, it might help you to take off Fury from your own beast(s) if you ran a little hot and there's no other Fury management model around. Alternatively it may add a point or two if you forgot to rile. Second, you can add Fury onto an enemy warbeast, messing with their resource management and increasing the chance of frenzying. Taking away Fury from them may also force the opposing warlock to cut. The last possible application comes up mainly in the endgame, if you are planning an assassination. A warlock cannot use a beast as transfer target if said beast's FURY is on full, so keep an eye out on potential targets with one or two spare FURY around; filling them up will remove potential transfer targets, and may drastically improve your success chances.
- Witch Mark - This is Lylyth's most important shot. Without it, she's a sitting duck. Pursuit and Parasite don't have the greatest ranges, and you can only bring so many Spell Martyrs. Even if you do use a Martyr, her low FURY stat makes her chance to hit with said spells questionable. Witch Mark lets her effectively cast spells with her RAT instead, and lets her do it from much further away.
Feat thoughts
Lylyth1's feat is fairly straightforward and is best saved for the alpha strike or retaliation turn. If the enemy army is not too evasive, it can always be saved for a clutch assassination run. There's not much to say about it other than it grants an additional die, so models with the ability to boost attacks can become insanely accurate, rolling four dice to hit. Her feat may not be crazy complex or interesting, but it is effective. While it does increase accuracy, it also indirectly increases her battlegroup output as well. While models CAN boost to hit, often times four dice will be overkill, meaning that extra FURY can be saved for boosted damage rolls or additional attacks. It also makes fishing for critical effects much more reliable, though this tactic is rarely a recommended gimmick to plan your strategy around. Also, this feat puts next to no burden on your deathclock in timed games. Whereas feats like Vayl1's, Rhyas1's or Thagrosh2's demand a lot of extra time to resolve, this one is a rather point & click one.
Spell thoughts
- Pursuit - A somewhat situational mobility tool, which can be applied from relative safety early on thanks to Witch Mark. In its most basic form it may allow a favored beast to increase its threat range drastically, or stay safe from enemy retaliation, but Lylyth's pitiful CTRL range severely harmstrings its application. Also, Parasite is expensive and will usually be re-cast every turn, so you'll rarely keep Pursuit in play for multiple turns. See Tips and Tricks for its application.
- Eruption of Spines - A very pricey spell that will only likely come up if Lylyth has to be tasked with infantry clearing. It's an okay option to have hiding in Lylyth's pocket however, as it can unexpectedly pick off key support models and solos that are otherwise assumed to be safe.
- Parasite - The missile portion of Lylyth's laser-guided missile plan. Parasite is an impressive ARM swing, and ideally it will be cast every turn, as whatever gets tagged should be good and dead from whatever was thrown at it. With this spell, even the piddly, pillow-fisted Neraph can threaten a Khador heavy, especially if the Blackfrost Shard comes to play as well. Prime targets for Parasite are obviously enemy heavy jacks and beasts, although in some cases very resilient infantry such as Shield Wall Man-o-Wars under Iron Flesh can be viable targets, as the spell (as well as the above mentioned Kiss) can affect an entire unit.
Drawbacks & Downsides
- Lylyth1 is very squishy - even boosted blast damage is valid danger on her and Stealth from Prowl can't protect her from that.
- Additionally, anything that can see through stealth and/or concealment can easily pick her off with enough effort.
- Knockdown effects can bypass her normally solid DEF stat. Beware of throws and slams.
- Abysmal FURY stat, plus an expensive spell leaves her with few Fury for transfers if she is upkeeping anything and casting Parasite every turn.
- Tiny control range makes it hard to spread her feat across all of her army in most of the Steamroller scenarios.
- Her support - and successful spell-casting - is usually tied to her bow's Witch Mark. Anti-shooting tech will make the delivery of those critical spells challenging.
- The combination of anti-shooting (e.g. shield guards) and anti-magic (e.g. Arcane Vortex, and the like) may result in an extremely bad matchup.
Tricks & Tips
- In the spirit of fair play always declare which ammo type you use before making an attack. Most of the time your opponents may go easy on you as they'll assume you use Witch Mark if there's an important target to be de-buffed, but if you don't specifically state your choice, your opponent may have the right to call out on you. In this case, according to an Infernal ruling you'll have to use the first type printed on the model's card (Blood Lure).
- Blood Lure is tied to Lylyth's battlegroup, so Lesser Warlocks and the Beast Mistress' lessers won't get the benefit (the latter has Field Marshal: Aggressive to amend that).
- Inflict Pain works only on warbeasts; don't try to get Fury off from a Sentry Stone or a Krielstone.
Pursuit 101
- You may move Lylyth as she's part of her battlegroup (but not Ammok or the Succubus, even though they're attached). Be on the lookout that models are not immune to free strikes during the movement.
- You may send in a fast, sacrificial lesser or light to stop an enemy model from shooting or block its LOS to a critical target - provided they lack Dual Attack. Also, if they have Gunfighter, they can target only the model they're in melee with.
- If the target is a unit you don't have to wait for all their models completing their movements. You can trigger Pursuit in between, possibly ending up in inconvenient spots to blunt a charge/impact attack, or getting behind to threaten with free strikes.
- The target of the spell itself is an enemy model/unit, but the friendly warbeast that you want to advance can be different each turn, assuming the Pursuit target remains in play. Try to apply it as early as possible in order to maximize its effectiveness.
Eruption of Spines 101
- Spell Ward / Sacred ward may stop enemy models from being targeted as the initial target, but not from being "arced" onto as the additional damage rolls require no targeting. The additional hits also auto-hit the models, which might come useful if you need to get rid of high DEF - low ARM models engaging your heavier stuff. this is pretty much the replication of Cygnar's "spark node" trick without the limitation of Electricity immunity.
This spell is often thought of as the much more common electro-leaps, but it works differently in some ways. Here are some hints about it:
- It won't "arc" the additional hits to models, instead it flat-out hits the closest models within 5" (which is among the highest range when you compare it to the 4" arcing range of Chain Lightning or Ashes 2 Ashes).
- If there's not enough eligible models the additional hits are lost - e.g. there's only a single additional target nearby and you rolled 3 additional hits, then the other 2 additional hits are wasted.
- The rule states just models without the friendly or enemy clause, so Steamroller flags may "eat up" the additional hits (they're models, but neither friendly, nor enemy ones).
List Building Advice
Strategy
Lylyth's list demands you to play the typical Legion game mentioned in the faction's main page - identify the enemy's key threats and take them down as fast as you can with as minimal resources as possible. The more attacks you can squeeze into a Lylyth list the better - as you'll have an increased return-on-investment for both your feat and Parasite. Since Parasite can only be in one place at a time (2 with cycling around) make sure to bring some heavy hitters as well. Though you can make cheap beasts like the Neraph really shine with Parasite, Lylyth's pitiful CTRL range and FURY stat won't leave much room for overly large battlegroups (and if you do so, you can be sure the enemy will go after your Fury management tools). Sprays are great under her feat too, since most sprays are saddled with low RAT values thanks to their potential to hit a lot of targets. Models with multiple attacks each activation love her feat.
Theme thoughts
Support models - Various themes
Lylyth is saddled with a tiny CTRL area (the worst in her class), which makes it strongly recommended to use the readily available support models. Also, they become even higher priority targets in her list than usual.
- Blight Archon - grants Lylyth +1 to hit and can run a melee Battlegroup for the fury strapped Lylyth.
- Blighted Nyss Shepherd - Eases the Fury burden, heals, plus allows forcing in her CMD area - it's everything Lylyth wishes to "outsource".
- The Forsaken - If you think about warbeasts with high Fury output, you definitely want to bring these girls along. Their Blight Shroud may also help you to clear jamming infantry who ran up to counter Lylyth from shooting.
- Blighted Nyss Sorceress & Hellion - Aerial Coordination may help you out if you don't have enough shots to apply Blood Lure everywhere, and Blight Storm may help you to deal with high ARM - single wound targets to whom you would not "waste" Parasite.
- Succubus - One free upkeep, plus cloud on demand to trigger Stealth from Prowl - not much else to say.
Though you'll not have any of your upkeeps out in turn 1, Parasite is one of the rare spells in the Legion from which your Minions benefit as well. This theme also allows you unrestricted access to Lesser Warlocks and their character beasts who may help you to stay in scenario in case of far-flung zones.
- Blackfrost Shard - Their usefulness cannot be overstated, and since Parasite + Kiss of Lylyss stacks, they may turn even the toughest armour to paper. Keep in mind though that Kiss affects only friendly faction damage rolls, not your minion choices.
- Hermit - That's a -7 possible ARM de-buff, plus Telemetry may occasionally help if you cannot rely on Witch Mark.
- Wrong-Eye or Rorsh - 2 great lesser warlocks, one with an excellent spell to keep your mid-to-high DEF models alive, the other with a great special action to get his pet warbeast up the field and wreck faces. Both character beasts really like Parasite that may allow them to trade with much heavier targets.
- Grotesque Banshees bring sprays for days on the feat turn, and as usual, Parasite can make them shine. They're also fast and relatively easy to deliver, especially with an Assassin to escort them.
- Harriers cheap and in theme they have Mark Target helping Lylyth to shoot better.
- Strider Scouts have Lure on their bows so they do the same job as Lylyth's Blood Lure shot but they do it way better because they can tag multiple targets and save 1 fury point for every friendly beast - Blight Archon's battlegroup and Minion beasts can take advantage as well. Full unit with CA allows 8 shots and with a Parasite on a right target they can hurt it quite badly.
- Swordsmen can hit like trucks, but Lylyth doesn't bring them any defensive tech to get up the field, which they sorely need.
- Blighted Nyss Archers already have high rate of fire with their attachment - benefiting all the more from Parasite.
Battlegroup
- Shredders - They meant to be Fire&Forget missiles anyway, so once they're within 10" of the target, send in a Blood Lure arrow, and let them tear the target apart. The Blight Wasp's Killing Spree animus also goes a long way of helping them erase tightly packed infantry formations. Just remember to have a Shepherd around if you intend to let them outside Lylyth's CTRL bubble.
- Stingers - its usefulness is quite disputable but it gives Lylyth cheap access to Counter Blast which may come in handy if something gets too close to her. On her feat his spray can actually hit some average DEF infantry quite easily, especially in Ravens fo War if you have other lesser nearby.
- Seraph - They're very valuable with Lylyth1. They are fast and have a decent but Fury-hungry gun due to lower than ideal RAT. Her feat and Parasite can make their shots impressively efficient. On top of that, she loves their Slipstream animus for helping guarantee alphas, increasing the threat range on her Parasite/Pursuit application, or even pulling her back to even safer distances after firing.
- Nephilim Bolt Thrower - Many consider them mandatory, and for good reasons. Though Lylyth's bow has a solid range on its own to safely apply spells, a lot of models can run 12" to engage at the distance she can shoot. With Far Strike on the other hand this range becomes 16", and that's something that can't be easily bested by most of the enemy models. Thunderbolt from their gun may also be super useful in scenario play for pushing out contesting/scoring models that would otherwise be out of your battlegroup's reach. The only counter-argument for their inclusion is the extremely low FURY of Lylyth - if you need to apply Parasite you'll often have to choose between casting Far Strike or boosting an attack roll with your bow. If you do both, you'll have nothing left for transfers, so be absolutely sure you won't be killed trivially in the next turn.
- Carnivean - POW 14 assault spray followed by 3 initials just beg for her feat to increase accuracy and inflict some serious damage, and guarantee a chain attack. Spiny Growth is not a bad defensive option to keep Lylyth a bit safer against blast damage.
- Raek - his extended control range works well with Lylyth's miserable FURY. On feat turn it can easily knock down even most the elusive targets, especially after jumping behind the enemy's back. With access to boosts it goes up to 4 dice with effective MAT 8 - something even Caine or Sorscha with Wind Rush should be afraid of.
Other
Trivia
Released way back in Primal Mk1 (2006)
Video Battle Reports
- 2019.05 Feat Fetish, vs Morghul2
- 2018.11 MBMeanMachine, vs Borka1
- 2018.09 Arcane Assist, vs Xerxis2
- See also Category: Video Battle Reports for more casters with videos.
Other Legion Models
Rules Clarifications
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 : Attack Type and/or Arcane Savant (Edit)
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Rules Clarification : Blood Lure - None yet. (Edit)
Rules Clarification : Inflict Pain - None yet. (Edit)
Rules Clarification : Witch Mark - None yet. (Edit)
Rules Clarification: : Warlock (Edit) | |||||
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Rules Clarification : Eyeless Sight (Edit)
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Prowl and/or Just a Tree? (Edit)
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Rules Clarification : Synergistic Magic - None yet. (Edit)
Rules Clarification : Eruption of Spines and/or Spine Burst (Edit)
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Rules Clarification : Parasite (Edit)
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Rules Clarification : Pursuit and/or Shadow (Edit)
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- Legion of Everblight
- Blighted Nyss
- Blighted
- Nyss
- Model
- Does have Mk4 rules
- Warlock
- Eyeless Sight
- Pathfinder
- Prowl
- Synergistic Magic
- Magical Damage
- Attack Type
- Blood Lure
- Inflict Pain
- Witch Mark
- Eruption of Spines
- Parasite
- Pursuit
- Children of the Dragon
- Oracles of Annihilation
- Primal Terrors
- Ravens of War
- Video Battle Reports