Vayl, Disciple of Everblight

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Legion Logo.jpg Vayl, Disciple of Everblight

Legion Blighted Nyss Warlock

Mk4 icon.png
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.

Nyss refugees will forever condemn the perfidious Vayl Hallyr as the agent who paved the way for Thagrosh’s blighted dominion. This sorceress provided the Prophet with the start of his army by corrupting thousands of her people into the Legion’s terrible fold. Unlike most, her body has changed little in the shadow of Everblight — some would say because she was a monster long before receiving a shard of the dragon’s athanc.

Basic Info

Vayl1
Missing Info
Vayl1.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT {{{mat}}}
RAT 6
M.A. N/A
DEF 15
ARM 14
CMD 12
ESSENCE {{{essence}}}
FOCUS N/A
FURY 8
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +27
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • 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 - Cat & Mouse

At the end of this turn after all friendly models have ended their activations, each other friendly Faction model in Vayl's control range can make a full advance. During this movement, the affected model cannot be targeted by free strikes.

Tip lightbulb.png

Tip !
Vayl herself does not benefit from her feat.

Abilities

  • Cold Imm symbol.jpg Immunity: Cold
  • Snow-Wreathed - This model has concealment.
  • Dark Sentinel - Once per turn, when an enemy model advances and ends its Normal Movement within 5" of this model, a friendly Faction warbeast within 5" of this model can immediately make a full advance followed by a basic melee or ranged attack targeting the enemy model. The warbeast gains boosted attack and damage rolls against the enemy model.
  • Talion - Once per turn when this model suffers damage from an enemy attack, it can spend 1 fury point to transfer up to 5 points of that damage to an enemy warbeast in its control range but must suffer the rest of the damage itself.

Weapons

Oraculus
Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 8

Spells

COST RNG AOE POW DUR OFF
Frost Field

2 6 - - Upkeep No
Target friendly Faction model/unit gains Chiller.
Chiller - While within 2" of a model with Chiller, enemy models suffer -2 DEF unless they have Immunity: Cold.
Hoarfrost

3 8 3 14 (Cold) (★) Yes
Hoarfrost causes cold damage. On a critical hit, models in the AOE become stationary for one round unless they have Immunity: Cold.
Incite

4 SELF Command - Turn No
Friendly Faction models gain +2 to attack and damage rolls against enemy models while the enemy models are within the spellcaster's command range. Incite lasts for one turn.
Leash

2 6 - - Upkeep No
Immediately after the spellcaster ends its Normal Movment, target warbeast in its battlegroup can advance up to 3" directly towards it.
Malice

2 10 - 10 (★) - Yes
Add +1 to the damage roll for each fury point on the target model.

Theme Forces


Thoughts on Vayl1

Vayl1 in a nutshell

Vayl1 is a high risk-high reward spellcasting warlock, focused on accuracy and damage fix. She is an incredible force multiplier: on her spell list alone, before you even think about bringing support models, she can give her army two accuracy buffs and a damage buff via Frost Field and Incite. Incite is especially powerful since every friendly faction model in her army benefits from its effects and can seriously crush even the most armored and evasive of foes.

Vayl1 also lives and dies by the Legion high mobility and signature Alpha Strike, and brings a bit of hit and run to the table (through her feat and Leash) as well as means to keep her force alive long enough to do it again.

Her strong offensive game comes at a price, and that is resilience. She has dangerously vulnerable defensive stats, and in order to get the absolute most out of her damage potential she must play rather forward (despite her best in class FURY and CMD stat), making an enemy assassination a very constant threat. Balancing between her fragility and her aggressive gameplan is key to master Vayl1.

Her card is loaded with special rules that worth to discuss in depth:

  • Oraculus - Spellbound on the gun is her signature ability, making any kind of models eligible for channeling, either for support or offensive spells. Especially useful if you can catch a model standing in the back arc of the enemy casters, and send forth some well deserved Hoarfrost upon their sorry heads. See Tips and Tricks for more details.
  • Snow-Wreathed - A non-spell, non-upkeep concealment is always nice, making Vayl a little harder to kill at range. Though enemies cannot get Eyeless sight from Steamroller objectives (as of 2022), bear in mind that there are a significant amount of rules and abilities that make mockery out of concealment (most notably a Legion mirror match). It won't help you in melee either. Anything that can boost will not have much trouble even though her base DEF is respectable. Either way, it allows her to rely less on terrain to stay safe against most guns and spells, which is good since she lacks Pathfinder or Flight.
  • Talion - An absolute corner-case ability, as it is near-100% dead against Warmachine and Infernal armies. Even against a Hordes opponent an unboosted POW12 attack will likely cause more than 5 point damage - that you'd transfer anyway if you have the Fury for it. It is strictly tied to enemy attack, so you cannot use it against the damage from continuous effects or electro leaps either.
    • Most likely it will see play if you cannot transfer to your battlegroup (possibly because all of them were killed), or the 5 points of damage will disable (or better, destroy) a damaged warbeast. Another application might be if your transfer-eligible warbeast would be in an important position (like scoring a zone or having an important animus) and would die from a full transfer, but for some reason you are OK with Vayl soaking up the rest of the damage above the 5 Talion-ed points.
  • Dark Sentinel - The best defense is a good offense. Keeping a strong warbeast nearby can be a great deterrent for many assassins. Just remember not to get them lose their ability to advance and/or attack via knockdown/stationary/shadow bind, etc. Said warbeast doesn't have to be in Vayl's battlegroup either. Ideal candidates are:
    • Zuriel - A versatile warbeast with spray and Precision strike to knock out important systems / aspects on the assailant.
    • Typhon - It can get some fun shenanigans with a fully boosted spray, and can even clip a few other enemies if the angle is right. He also can fish for a Critical Pitch (roughly 40% on a boost against average DEF), which can shut down the enemy's attack altogether. The same goes for the Carnivean too, sans the Pitch part.
    • Golab - If the target is damaged, a fully boosted Finisher attack can be a nasty surprise.
    • Proteus - Its dragging ability can be greatly exploited thanks to the initial full advance, and may often result in dragging the enemy the enemy model out of melee with Vayl completely. Just remember that the melee range will be only 2" instead of 4, as chain strike will work only in the model's activation.
    • Angelius - You can save the Tail strike to form a credible deterrent; a fully boosted P+S14 armor piercing attack will likely cripple a system/aspect on an average heavy.

Feat thoughts

It bears a lot of similarity with Thagrosh2's feat - the main difference being that it affects your entire army rather than your battlegroup, and instead of getting an attack you get free-strike immunity during your advance. Vayl1's feat is generally used early, along the 2 following ways:

  • You go all in on an Incite backed alpha strike, withdrawing once your forces decimated the enemy. Be on the lookout not to leave her exposed for assassination, as your feat doesn't affect Vayl herself. You may also want a beast around for Dark Sentinel in her vicinity.
  • Go for a "regular" alpha strike, keeping Vayl safe in the distance, then jam (most of) your army down the opponent's throat, blocking charge lanes and threatening with free strikes. It is encouraged only in intensive scenarios (read: where you can score 3-4 points in a single turn) where denying your opponent from meaningfully interact with scenario elements and contesting yours can bring victory before your force crumbles and you lose out on attrition.

Whatever you choose, the key is always keeping Vayl safe as possible thereafter and using the free-strike immunity to disengage unharmed. Also be aware of things that forbid advance, like Magnus2's feat, The Avatar of Menoth or getting into the Shadow-Bind aura of the Primal Archon.

Spell thoughts

  • Frost Field - Cast it early on a model or unit that will get up the field fast and tie up high DEF chaff or screens (Harrier,Grotesque Banshees, Hellmouth, Raek, etc). The 2" aura helps out immensly the rest of your army, especially when backed up by other MAT/RAT fixers like Ice Cage, Flare, the Blightbringer's aura or Proteus' Crawling Chaos.
  • Hoarfrost - You'll rarely cast it beside Incite due to its expensiveness, and you should not rely on its crit effect too much either. However, a nuke is still a nuke, and with Spellbound you can fire it way farther than its RNG would warrant. Also, since everyone gets stationary within the AoE, look for suitable lof DEF models (preferably knocked-down ones) who can make an ideal homing beacon for your AoE.
  • Incite - Rule #1: this spell is command, not control. Your target must be within 12" to be useful to you, something that is often easier said than done with a 15/14 warlock. It is a spell that needs to be planned and cast with care. A good Incite is the most powerful spell on her list but a bad one leaves her twisting in the wind, and it both won and lost Vayl a lot of games.
  • Leash - This should be your first spell to cast for extending threat ranges in the early game on your prized warbeast. In the late game you can also use it to disengage a warbeast from the enemy, just keep in mind that they can still target you with free strikes. Just like Slipstream, it is tied to the end of your Movement, so never ever give up your Normal Movement, if you intend to use it.
  • Malice - The poor man's Spectral Fire, only working well against targets who stack Fury on themselves. It's a corner case spell, mainly useful against careless warlocks who camped a lot of Fury without transfer targets (usually in the endgame), but sometimes can be potent against Forsakens, Kriel Stones, Mannekins, or Lesser Warlocks.

Drawbacks & Downsides

  • No defensive buff for her army and she's susceptible to difficult terrains.
  • Vayl is incredibly squishy, and requires an aggressive game plan.
  • Vayl's game plan is straightforward, and opponents may use it against you by staying out of Incite range, if you don't play forward, or put you at risk if you come closer.
  • She has no melee weapon and doesn't have Gunfighter - making her effectively Unarmed. This means neither charges to get an extra 3" movement after casting spells, nor free strikes, or engaging other models in melee.
  • Cold immune models and lists may neutralize some of her tools.

Tricks & Tips

  • Beginners' note: a full advance during the feat is an advance up to your base SPD - you cannot use it to run. Modifiers to your SPD also affect the range you can cover through that advance.
  • During your feat move you are immune to free strikes, even if the advance takes you outside Vayl's control area, but enemies can still trigger other, advance related abilities like Admonition or Countercharge upon your advance.
  • Think carefully how you make your move onto the assailant with Dark Sentinel. Savvy enemies may try to bait you to move your warbeast out of position, only to slam/throw/smite your beast straight onto Vayl.
  • Dark Sentinel is not just to protect Vayl - it might help to save a heavy or an important unit leader who is near to Vayl.
  • Dark Sentinel can be activated in your turn too, if your opponent makes a movement in your turn and ends up near Vayl (most likely via Admonition, Enliven, or Countercharge).
  • Just like in the case of Shield Guards, be on the lookout for attacks/abilities that can move your beast out of the 5" range where you cannot trigger Dark Sentinel anymore.
  • Dark Sentinel can be used for late-game scenario advantage too. Players in the endgame may send in something near Vayl to contest a flag or scenario piece, often enabling the extra move from your beast to contest, kill or rven enable a follow-up assassination.

Oraculus

  • The Oraculus is basically POW10 under Incite. If you have the Fury to boost the damage roll, it can be a good way to kill off dangerous/ high DEF, low ARM solos like Eiryss1/2, The Wastelander or annoying incorporal pieces like the Gremlin Swarm or the Feralgeist. It may also be used to unjam enemy models, standing in the way of your heavies. Useful animi to consider for its use are Far Strike from the Nephilim Bolt Thrower or Recoil from the Ravagore to snatch a few extra inches either forward or backward.
  • The target model for channeling doesn't have to be an enemy model, you can use your own models just fine.
  • Since you cannot cast spells during your Attack sequence (ie. between the attack and damage roll), be vary to choose a target that survives a hit from your gun.
  • When selecting the target for Spellbound, remember that you cannot channel an offensive spell to the channeller itself. You also can't channel, if your channeller is engaged.
  • You cannot channel an offensive spell onto the channeling model itself.
  • Watch out for casting Hoarfrost onto a model you want to use as channeler - you cannot channel from stationary models.

List Building Advice

Strategy

Her main method of winning is attrition using her mobility options and Frost Field to trade early, and then using Incite to bring the hammer down. Incite can also turn pot-shots at the enemy into full blown assassinations on careless enemy casters.

Theme thoughts

    Support models - Various themes    

  • Succubus - Incite is a very costly spell, and leaves Vayl vulnerable. With two upkeeps out, she does not have much camp for transfers after casting it. The Succubus can help mitigate that, and also brings a cloud to hide behind to block LOS.
  • Blighted Nyss Shepherd - Extended CTRL zone enables your beast to rush outside Vayl's CTRL, be forced and still be brought back by Leash.
  • Hermit of Henge Hold - Not a theme-related model per se, but due to Ancient Shroud he can be used up to 4 times to be shot to channel via Spellbound, plus Vayl appreciates both Telemetry and Master of Ruin. The latter especially, as you can use your feat to walk your own units out of the -2 ARM field, and it allows a huge damage swing with Incite. Just watch out that he may not be moved by your feat.
  • Primal Archon - Between countercharge with a knockdown attack and a Shadow Bind aura, this one can assist your Dark Sentinel'd beast tremendously.
  • Blight Archon - Outsourced, high mobility battlegroup + armour buff spell, further boosting your army's threat vectors via Crimson Ballet and Vayl's feat. The Angelius is of particular note with them, being able to Sprint ans Side Step into safety after attacking under Incite and threatening a fully boosted Dark Sentinel Tail Strike afterwards (so long as you did not use it during its activation).
  • Thagrosh0 - Another lesser warlock to take fury load off of her and his beats gets rerolls on attack and damage rolls to boot. Typhon - with his three sprays/bites makes excellent use of Incite and a Pitch off of Dark Sentinel can thwart an assassination. Blight Burst can be downright nasty when combined with your feat: withdraw a heavy warbeast into it, or take up such position that the enemy warbeasts/jacks must hit you while standing in it. With the free animus casting you may want to activate him last, so he can Slipstream Vayl back after an Incite casting, putting her 14" away from the danger zone at best.
  • Beast Mistress - Outside Leash Vayl has no battlegroup-exclusive spells, so if you outsource light / lesse beasts under the Mistress' care you can enjoy the best of both worlds: accuracy and damage buff from your warlock and mobility + Fury economy on your lesser warlock.

    Children of the Dragon    
A 12" command bubble enables near-unparalleled freedom in positioning your infantry due to the theme benefit. It is also the home of some of the best warbeasts in the faction.

  • Typhon - He has already been mentioned as a great target for Dark Sentinel, and may be a spearhead in your assault.
  • Azrael - Yet another excellent aspirant for Dark Sentinel with its slamming guns, plus the Fire Immunity animus will keep Vayl safe from AoEs that light things on fire. Incite is also a handy RAT fixer while boosting your shots' strength to an effective POW 19.
  • Craelix - He loves extra accuracy and hitting power for both his blades and arrow. Incite makes him actually a RAT 9 ROF 3 POW 12 weapon master shooter against any living target, often enough to kill or seriously wound a squishy (living) caster.
  • Zuriel - He just needs a tad bit of MAT and RAT fixing to operate at its full potential, and Vayl offers both.
  • Blighted Nyss Swordsmen - These guys can easily reach an effective MAT11/12 via Frost Field and Incite (plus the Blarchon's Veteran Leader aura), meaning that not even elusive warlocks are safe from your strikes. If there's an opening in the enemy's lines, consider them sending forward with the feat into the opponents' back arcs. Few things are more threatening in terms of free strikes than Weapon Master infantry, and they are pretty damn hard to be unjammed with shooting thanks to Blade Shield and the Target in Melee penalty. Add in the Warlord into the mix and you can specifically target Spirit aspects, Cortices or Movement systems to thwart charges.
  • Yssylla - Usually a Puppet Master on a stick, she's perfectly capable of throwing out two POW12 4" AoE in Vayl's Incite bubble which kills light/medium infantry left right and centre. Incite also puts up the otherwise unboostable Shatter Storm AoE damage to POW10.
    • The same is true to the Ice Witches' sprays - POW 14 cones of ice are no joke.

    Oracles of Annihilation    

This theme has its banes and boons depending on your list construction. The biggest perk is that your upkeeps are out in turn 1 already, so Vayl can run all the way up to get out ot killbox and to better capitalize on Leash. Getting your SPD5 warbeast nearly 20" (22" with slipstream) up to the field in the 1st round's first turn is fully possible. On the other hand, Minions sadly won't benefit neither from your feat nor from Incite bubble, but can still exploit the DEF de-buff of Frost Field. In a pinch they can still be used as channeling targets, plus popping Incubi out of them makes them friendly faction again, opening up ways to deliver MAT8 P+S16 combo strikes with Incite.

  • Throne of Everblight - Not only its huge base can shelter you from incoming fire, shooting it with the Oraculi will net you nearly +5" range on your offensive spells. It's tentacles - and to some extent the spells from Necrophage - greatly appreciate the support from Incite as the Throne lacks native accuracy and strength boost. Unlike gargantuans, it can be moved with your feat, allowing the same hit & run shenanigan Abby1 can make with the Throne via her Refuge spell. Its DEF is much lower than the rest of your army though. Be aware of it if you expect spells like Ashes to Ashes, Chain Lightning, Spine Burst, or teleporting shenanigans like the Lord of the Feast, or Rhyas' feat.
  • Blackfrost Shard - Kiss with Incite levels the playing field even into serious ARM skews. Incite also pushes up their average MAT/Magic ability to a more reliable level.
  • Hex Hunters - You can tag some models with Shadow Bind, and then even fall back for a second attack run, or slip into their back arc to cause even more distraction.
  • Proteus - Drag on Tentacles are yet another thing that allows safer Incite casting, bringing the opponent to you rather than to expose Vayl. Their usefulness are already been mentioned at Dark Sentinel, but adding Crawling Chaos into the mix ensures that the enemy will go nowhere once you dragged them in. Crawling Chaos can cause all kinds of traffic jam in the enemy's lines already, but sending Proteus into the enemy lines with your feat may amplify that many times over.
  • Virtue Host - They already have natural boosting mechanism, either from the Virtue Champion or from their assault shot, so Incite amplifies their threat even further. Be on the lookout that you cannot activate Blight Cloud during your feat, since it must be done during your activation.

    Ravens of War    

This theme offers quite a few fast and/or advance deploying models to spread Frost Field around. Their innate speed and abundance of Flight-capable units allows swift delivery for the most inconvenient locations for the enemy, and/or a swift withdrawal during your feat once you delivered your strike.

  • Scouts/Blightblades - Lessers give Mark Target, so delivering Frost Field for shoring up your ranged accuracy is somewhat less mandatory. Alas, if you need to deliver it anyway, both units are decently cheap choices for that purpose. With AD, stealth and innate Pathfinder they'll surely reach their prey, especially the Striders with the Musician's In-Step rule. If you intend on using the Blades' Ambush for delivery, consider a Spell Martyr or two for channeling Frost Field once they hit the board. With an effective -6 DEF for shooting even the most elusive foes will be sitting ducks. Above that, Scouts have decent spot removal potential, while Blightblades can dent lights and apply Grievous Wounds. Both are excellent jammers for their cost as well.
  • Grotesque Banshees/Grotesque Raiders and Grotesque Assassins - These guys are great with Vayl1. Between Incite, Mark Target and Chiller, you get quite accurate sprays with solid threat ranges for a relatively lean point cost. The Assassin is optional and more of a mandatory for the Raiders, but makes the Banshees incredibly reliable to deliver and can deal with enemy solos quite well himself. Ganging Raiders may also hit well above their weight with Incite.
  • Hellmouth - They make Incite much safer, dragging key targets into Vayl's aura instead of having her to go up too much. Frost Field may help their accuracy, and thanks to Impervious Flesh the Oraculus cannot destroy them on an unlucky damage roll, making them great arc nodes.
  • Blighted Rotwings - Between Finisher, Sitting Vulture and Incite they become MAT8 P+S 11 weapon masters against damaged opponents, even before you factor in Frost Field.
  • Blighted Nyss Raptors - With their SPD9 and 5" reposition they benefit the most from the feat's extra move, while Incite helps them out both in terms of accuracy or damage buff.
  • Blighted Nyss Sorceress - Spreading around Wind Ravager or putting down a Blight Burst template may often put your Sorceress at risk, or is limited due to the relative short range of those spells. With the feat movement and a pair of Sorceresses you may shot down entire gunlines up to 27" away from their starting position.
  • Golab - One of the best warbeast in the faction, beside its raw strength it is a great tool into Tough opponents who would weather your Incite-enhanced strikes. Sprint will also enable plenty of maneuvering around with the feat.

    Primal Terrors    

PT is an odd theme for Vayl as usually the only warbeast you take here is the Blightbringer, who cannot be moved by Leash. Vayl also cannot help either the delivery of the Ogrun forces or their survival. Alas, Incite works wonders on these already hard-hitting troops, who like to play close to the enemy anyway, and makes even the middling Rotwings particularly dangerous. A bunch of medium/large base can also body-block her quite effectively. Still, the lack of active defensive measures require a careful play and a reliance on non-warcaster providers like the Blight Archon or Thagrosh0.

  • Warspears - Incite is like having Prey always on, and skyrocketing both their accuracy and damage against actual Prey targets within the spell's range (talking about MAT10 P+S17 attacks here).
  • Warmongers - They're no short on MAT buff by default, but if you happen to lose Gorag before reaching your target, you can still produce its -2 DEF penalty with Frost Field.
  • Chosen of Everblight - Incite works on impact attacks and the Chosen hit like trucks to begin with.

Battlegroup

  • Carnivean - That is 5 initials which all benefit from Incite and Chiller, Spiny Growth for Vayl is just icing.
    • The other 2 beasts on the Carnivean chassis, the Ravagore and the Scythean also benefit immensly
  • Lesser warbeasts: you may want at least a single one who may score on far-flung rectangular zones while Vayl gets busy near the frontline.
    • Mekanoshredder - A near-mandatory threat extender, works neatly along with Leash.
    • Stinger - Vayl can reliably kill any single-wound target up to ARM14 that comes within 8" of her while having Counterblast up. This might be particularly useful against lone infantries to deny Flank or Gang which is present in several themes. It can also be valuable to snipe out support models who need to come close to you (like The Dreamer's phantasms, or models with the Mark target ability.
    • Harrier - You can get them for free in Ravens of War, and you can also trigger Dodge with Vayl's improved DEF, while annoyance providing yet another layer of defence against living assailants.
    • Shredder - Sadly its animus does nothing to help Vayl (since she cannot charge), but Incite with Flank can be downright scary with a 3pts model - especially if you can make them charge for free (like the Lure arrow on the Strider Scouts).
  • Neraph - Incite helps its otherwise middling P+S on the attacks, and with Sprint + Leash you can always decide when and where to strike.
  • Nephilim Bolt Thrower - Having a good gun with a board controlling element is an appealing sale, but Vayl has few direct synergy with them except for adding extra range for her Oraculus. A Thunderbolt shot from Dark Sentinel may also help you to push said target back, or even knock it down. Mind the target in melee bonus though.
  • Nephilim Protector - The Protector is a great companion for any squishy warlock. He can help keep her safe from lucky shots and make her harder to hit in melee if your Dark Sentinel buddy didn't shut down the attack themselves. However as a pure shield guard it is extremely expensive when you compare it to the Farrow Valkyries, The Wastelander or the Ogrun Bokur.
  • Seraph - The Flare effect from a Seraph is less useful for Vayl with her already impressive MAT buff skew, but Slipstream is always worth considering. It can help guarantee an alpha strike for a key beast as usual, and also can pull Vayl back after Incite to keep her safer, or place her into a more desirable position since she lacks Pathfinder.
  • Blightbringer - A somewhat odd choice since it benefits neither from your feat nor from Leash, but offers further boost for your infantry either in terms of defence or offensive power. Its Dark Sentinel shot is also no joke with a fully boosted POW15 5" AoE.

Starting a 25 point Brawl list

In 2021.01 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here. This list is no longer tournament-legit due to the point changes from October 2021 (especially that you cannot bring the Virtue Champion as a requisition anymore), but still serves as a good starting point for this warlock:

Theme - Oracles of Annihilation

Vayl, Disciple of Everblight: [+27 WBP]
Virtue Champion: [Free] (6 pts)
The Wastelander: [5 pts]
J.A.I.M.s.: [5 pts]
Feralgeist: [2 pts]
Blighted Nyss Shepherd: [1 pt]
Virtue Host: [8 pts]

Total RRP: USD $178 (based on PP's online store prices 2021.03)

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

And

Other Legion Models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units

Blackfrost Shard - B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel - Virtue Host

Solos

Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Feat: Cat & Mouse


RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Guided      (Edit)

  • Attacks which are out of range will auto-miss, even with Guided. Refer to Appendix A: Range is measured at Step 3, and Guided resolves at Step 4.
  • Guided does not 'get around' Stealth. Refer to "Attacks That Hit or Miss Automatically" in the main rulebook.
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Rules Clarification : Spellbound      (Edit)

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Rules Clarification : Channeler  and/or Arc Node     (Edit)
General

  • It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)

Channeling in melee

  • A channeler that is engaged by an enemy model can not channel.
  • A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)

Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
     
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • 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. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When 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.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • 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
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Cold - None yet. (Edit)
Rules Clarification : Snow-Wreathed - None yet. (Edit)

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Rules Clarification : Watcher and/or Guardian Beast and/or Dark Sentinel     (Edit)

  • A Colossal/Gargantuan cannot benefit from the movement, but they do get to make an attack. One is not conditional on the other. (Locked thread)
  • If you choose not to use it the first time it is triggered, you can save it for when it next gets triggered. It's not a "use it or lose it" ability.
  • Dark Sentinel only
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Rules Clarification : Talion      (Edit)

  • Talion only changes what type of model you can transfer to, it doesn't change any of the other transfer rules. So you can't transfer to a warbeast that is full of fury. (Infernal Ruling)


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Rules Clarification : Frost Field      (Edit)
Rules Clarification : Chiller - None yet. (Edit)

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Rules Clarification : Hoarfrost      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Incite - None yet. (Edit)
Rules Clarification : Leash and/or Tether - None yet. (Edit)
Rules Clarification : Malice - None yet. (Edit)