Spears of Scyrah
|We have 1319 articles and 88% are complete!||Please help review these models from 12+ months ago: (and/or the rest)||(Edit)|
The trio known as the Spears of Scyrah count among the most fanatical mage hunters in the Retribution. Worshiping Scyrah in her guise as Avenger of the Vanished, they aspire to appease the goddess by striking down those who have caused harm to the lost Iosan gods. The Spears have had many members over the centuries, starting from the first years of the Retribution’s existence, and all have accepted their mortality to serve without fear of death.
After years of hunting human spellcasters and gathering intelligence on the armies of mankind as a mercenary, Eiryss has returned to her proper place as one of the foremost leaders of the Retribution. Now she takes to the field leading other mage hunters, inspiring them to feats of incredible bravery and peerless precision while lending her own deadly skills to rid the world of humanity’s blasphemy against Scyrah.
- 1 Basic Info
- 2 Thoughts on Spears of Scyrah
- 3 Other
Leader & Grunts
|Spears of Scyrah|
- Duelist - This model gains +2 DEF against melee attack rolls.
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
- Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.
- Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.
- Arcane Hemorrhage - When this model hits another model with an attack, the model hit loses the focus and fury points on it, and upkeep spells it cast immediately expire.
- Granted: Reposition [3"] - While this model is in formation, models in its unit gain Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
- Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.
- Tactics: Advance Deployment - Models in this unit gain Advance Deployment.
- Crossbow - 12" range, POW 10 ranged weapon.
- Crossbow Blade - 0.5" reach, P+S 7 melee weapon.
- Blessed - As above
- Weapon Master - As above
- Saber - 0.5" reach, P+S 7 melee weapon.
- Blessed - As above
- Weapon Master - As above
As usual, they can take a Soulless Escort as a Weapon Attachment. Info omitted here for the sake of brevity.
2019.08 Dynamic Update
- Points down to 8 (from 9)
Thoughts on Spears of Scyrah
Spears of Scyrah in a nutshell
They're an elite combat melee unit, fast, agile, and hit hard thanks to Weapon Master. They rely on their insanely high DEF to avoid hits (because anything that hits them tends to make them splatter). What makes these guys special is the presence of Shield Guard and Vengeance.
The Spears of Scyrah are elite melee Mage Hunters/suicide squad. Where they differ from other mage hunter units is that they are not simply hit and run harassers/assassins. Their long melee reach and their bonus defense in melee makes them want to stick it out more than other Mage Hunters. They also have Shield Guard, which on first glance seems pointless on a unit that can barely withstand a stiff breeze. But they are the only shield guard unit with stealth, which makes them ideal meat shields for your stealthy mage hunter assassins, Narn, or Eiryss. Yes, you'll almost certainly lose a model every time you trigger shield guard which is unfortunate, but you'll have protected a strong solo and also triggered vengeance.
Thoughts on adding Eiryss3 (CA)
- Pros: Eiryss benefits from Vengeance. Spears benefit from Advance Deployment
- Cons: Points Cost & Opportunity Cost. Repo 3 is doubled up. Spears are melee only, while Eiryss3 prefers ranged combat.
There's a good case to be made for adding her to this unit. Due to the way Vengeance is worded, she can make both Vengeance attacks and prompts the spears to make them if she is attacked, which is more usefull than it sounds, as this extends her threat range by 3". The Spears gain Advance Deployment, which means they can be where they are needed to be shield guards, though the Repo is wasted on them. Another issue you might encounter is the fact that Spears are a pure melee unit, so Eiryss will either have them hang back and not contribute much or will have to issue Press Forward! and charge a lot. She does have Quick Work though, so she can still shoot after she has killed something. In a sense, Eiryss benefits more from being part of the unit, than the Spears benefitting from her presence.
Thoughts on adding Soulless Escort (WA)
Totally worth it. Worst case scenario, he gets killed without achieving anything worthwhile... but that will still trigger an extra Vengeance move.
Combos & Synergies
- Goreshade4 can also give the ghostly, making them immune to free strikes and therefore allowing them to do lots of melee range movement mischief safe from extra attacks.
- As the Spears are not named characters, but rather Leader and Grunts, Goreshade4 can Revive them, even though they cannot attack the turn they are bought back, they can Shield Guard again
- Elara2's Feat can provide them with ghostly as well as boosting their already impressive charge range. At 2" melee range they are also excellent Scything Touch appliers.
- Issyria can bump up their armor, making shield guarding slightly less deadly.. at least being able to survive an average pow 10 shot.
- Vyros1 and Vyros2 can likewise slightly boost their armor.
- Garryth1 has a nifty trick up his sleeve with Mirage and Eiryss3. He can upkeep Mirage on the unit and have them shield guard something, which causes Eiryss to make a Vengeance move during you next turn, which stacks with the move from Mirage. This results in a 24" non-linerar threat range on an Arcane Hemorrhage crossbow bolt (or even 27" if you charge, kill and Quick Work). Due to Garryths proviciency at assassinating casters, this can win you the game outright.
Drawbacks & Downsides
- If you're looking just at their offensive potential versus their cost, there are more efficient units and solos.
- You pay extra for having 5 wounds, but have such a low armor value that each model effectively only has 1 wound.
- Vengeance is okay, but nearly impossible to trigger without losing a model, making it less effective than with a larger unit with more disposable grunts like Dawnguard Sentinels.
Tricks & Tips
- Be super selective with when you trigger Vengeance to minimise the chances of losing one of them, but also because the resulting Vengeance moves may turn out to be pointless, and they need to threaten a fair bit to make it worthwhile.
- If you plan to charge, but one can't, run to engage. With native high DEF and Duellist, they're better off in combat than close enough that Stealth is not a benefit any longer.
- Released 2017.04
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)