Vyros, Incissar of the Dawnguard
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| Vyros, Incissar of the Dawnguard |
The Retribution of Scyrah has no greater champion than Vyros of House Nyarr. The leader of the Dawnguard rides to war astride his powerful warhorse Solarys, his hunting hawk circling overhead. Through her eyes he sees the battlefield unobstructed, allowing Vyros to direct his army rapidly to close gaps in the line or capture critical ground, ensuring he is never outmaneuvered in battle.
- 1 Basic Info
- 2 Thoughts on Vyros2
- 3 List Building Advice
- 4 Other
Special Order Model
International distributors can still access the entire catalog of models.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
- Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks. Click the link for the full rules text.
- Bird's Eye - Battlegroup models in control range ignore clouds, forests and intervening models for line of sight.
- 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.
- 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.
- Veteran Leader [Dawnguard] - While in this model's command range, other friendly Dawnguard models gain +1 to attack rolls.
- Extremus Cannon - 10" range, POW 12 ranged attack
- Extremus - 2" reach, P+S 14 melee attack
- Mount - 0.5" reach, POW 12 mount attack
|While in the caster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Lasts for one round.|
| Easy Rider
|Vyros and friendly Retribution models beginning their activation in his control range gain Pathfinder. Lasts for one turn.|
| Lock The Target
|If Vyros damages the target with this spell, for one round it cannot run, charge, slam, trample, or be placed.|
|While in the caster's control range, their battlegroup gain a +1 cumulative bonus on melee attack & damage rolls, up to a limit of 3, for each other battlegroup model that hit an enemy in melee this turn while in the caster's control range.|
|The AOE is a cloud effect that remains in play for one round.|
Feat : Tide of War
When one or more friendly Retribution models is destroyed or RFP'd by an enemy attack while in Vyros's control range, at any time except while advancing (ie dying to a free strike), immediately afterwards a friendly Retribution model in Vyros' control range can advance 3". Tides of War lasts for one round.
- Defenders of Ios
- Forges of War. In this theme he 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. He gains "optional" Take Down in this theme.
Thoughts on Vyros2
Vyros2 in a nutshell
It seems Vyros got crankier and needed a horse so that he could fully realise his uppitiness. He scowled on foot... he shouts from horseback.
Vyros2 is a more focused battlegroup caster than Vyros1 thanks to Synergy, not needing warriors to be effective, but then, he is also more personified as the commander of the Dawnguard, and makes the elite Dawnguard even more elite if they're close by.
Previously, a model could only move once, but the distance went down and multiple moves were made possible. This means that feat allows for two things: non-linear assassination threats (very viable with a long reach jack like a Griffon backed up by Lanyssa); stacked attrition equalisers (as in, manoeuvring battlegroup or Sentinels for retaliation against mid-activation or already activated enemy elements, usually heavies or other high value models, and in Legions of Dawn, this can extend the threat range of the coming Vengeance moves from the nigh obligatory Dawnguard Sentinels).
It does take a somewhat dab hand to be able to take full advantage of this feat, since it sacrifices models for position, though but well worth it when mastered.
The signature part of his spell list chimes with his general outlook (personified in his feat) of ever advancing. Deceleration cast in turns one and two let his army get to the fight in more or less one piece and Synergy ramps his battlegroup hitting power.
The rest of his spell list is rather underwhelming, unfortunately. Easy Rider is dictated by terrain, but can be situationally useful, if expensive. The remaining two spells remain somewhat maligned among players to the extent that 'I cast Twister with INTENT' was briefly a meme and it is still a surprise to hear players report casting Lock the Target. The reasons for this are two-fold. Firstly, at FOC 6 and low POW, the spells are unlikely to hit and/or damage their intended targets without boosts or outside help. Sylys can help, but the points/free solo spot are better spent elsewhere, and a cloud wall is just too impractical for their lack of reliability (at least from a source such as Twister). Secondly, any spare focus Vyros has, he will camp, being the large target that he is, or allocate to his battlegroup, hungry buggers as they are.
So the SOP is to cast Deceleration and upkeep Synergy from turn 1.
Drawbacks & Downsides
- He's a special order model.
- He's big and likes shouting "look at my horse!".
- He isn't the best at combat mostly because he'll just get tied up, so unless you have no other choice keep him back and make some pop shots.
Tricks & Tips
- To maximise your Quick Work attacks, try to charge into a group of knocked down enemies (so that you're not engaged).
- Quick Work doesn't trigger on Impact Attacks, because they're outside your Combat Action.
List Building Advice
- Light-jack spam
- Thank you oh great pirates at privateer press for Helios the savior of the Griffin swarm. Yes the swarm is still a thing, but it might not be as efficient as a Sphinx swarm due to the new cap on Synergy. The reason Helios works is because of his nifty little ability to drop one focus to give one to every happy jack in your army that is within 3" of him.
- Dude spam
- If you really want you can go solider spam well good news you can! The downside is that Synergy becomes much less useful and your jacks become way more precious and valuable rather than just your kids toys you can break and not feel bad.
- Forges of War - the default and easier to adapt to list coming from Mk2, the source of the Flock of Griffons that wasn't Una2. Sturdy light jacks with long reach and easy Synergy generators, the Griffon Spam remained a fixture of Retribution archetypal box skew lists. But there is an alternative.
- With Legions of Dawn - leveraging most of what's on Vyros' card, namely Veteran Leader. Surrounded by light jacks, but this time Harpies & Sirens, the main offensive output comes from the Dawnguard (usually two units of Sentinels), but don't underestimate a fully beefed up Siren which can hit well above its weight range when it needs to.
- Griffon - The Griffon brings a combination of long distance, accurate charges and survivability that is hard to beat. Excellent way of building Synergy, with it maxed they are capable of killing squishier heavy beasts in an activation but don't quite match the output of dedicated heavies.
- Sphinx - The Sphinx brings the punch of a heavy for a low price point (three Griffons is comparable to two Sphinx). They're tough, have a gun to get stuff done when you don't want to commit them, and once you tack on Synergy will break apart even the heaviest of armour.
- Imperatus - Imperatus is still Vyros' best friend, having the highest damage output and being the most survivable of all the Retribution jacks, excepting the colossals. Watch out for Grievous Wounds denying his healing.
- Manticore - For a little more then the Sphinx you lose out slightly in melee potential but gain a much better gun. Jack heavy lists traditionally have a weakness to Weapon Master infantry, and the Covering Fire wall helps to mitigate this.
- Aspis - Vyros is a large based caster, and as a result hard to block line of sight to. The Aspis can save you from the worst guns out there for little investment. But under Forges theme, every jack gives him a Shield Guard.
- Other jacks - Gorgons speed debuffing can help prevent melee engagements. Both the Banshee and Phoenix are good all round jacks, but Vyros does value their additional tools highly. When Helios is released expect it to show up frequently in jack spam lists.
- With the release of the Vyre lights comes an interesting list build: Dawnguard theme with all the Sentinels; accompanied by a jack herd that is smaller than the usual spam quantities, but still enough to generate and exploit Synergy (a common combination is 3 Harpys and 3 Sirens offering a balance of guns and punching, all with lovely lovely Bird's Eye).
- Units and Solos
- Arcanist Mechanik - Three is almost an auto include with Vyros, every ability they bring is useful for a caster who likes his warjacks.
- Lanyssa Ryssyl - Free charges and charging further are always good to have with a jack heavy list. The other abilities are less commonly used but being able to knock out a key model or remove pathfinder are potentially game winning when they come up.
- Dawnguard Invictors - High accuracy and damage shooting. Clear out charge lanes, soften up beasts/jacks, hunt support pieces, they are useful in every game and if the worst happens they can always feed the feat.
- Dawnguard Sentinels - Deceleration helps to deliver them, and having Weapon Masters that accurate is borderline unfair. Expensive and less flexible then Invictors, but their damage output is unrivaled and demands attention, taking fire away from the rest of the list.
- House Vyre Electromancers - If you are planing on bringing lots of heavies or a colossal the Electromancers become a highly effective clearing unit. By shooting your jacks in the back you can ensure that their Lightning Generator shots will always land, mitigating the low armour but high defence jammers that your jacks can have trouble dealing with efficiently. Don't try this with Griffons, even with Deceleration up their armour is low enough in the back arc you risk causing significant damage.
- Three Arcanists not quite enough Empowering for you? Feel Vyros2 is Focus strapped and Power Up ain't doing it for you? House Shyeel Arcanists have gotcha covered, producing even more Empower and contribute to up to a whopping 9 additional focus fuel his battlegroup.
Released in Warmachine: Colossals (2012)
Video Battle Reports
- 2019.04 Connor's Retribution Analysis, vs Amon1
- 2019.04 Connor's Retribution Analysis, vs Gorten1
- 2019.04 Connor's Retribution Analysis, vs Vayl2
- 2019.04 Connor's Retribution Analysis, vs Directrix1
- 2019.04 Connor's Retribution Analysis, vs Lucant1
- 2019.03 Arcane Assist, vs Una2
- 2018.09 Tactical Supremacy, vs Zaadesh2
- 2018.09 Tactical Supremacy, vs Zaadesh2 (again)
- 2018.05 Deathclock Dave, vs Bradigus1
- 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)
| Mount Weapon
Impact Attacks - Movement
Impact Attacks - The attack(s)
Impact Attacks - Other