Difference between revisions of "Mage Hunter Assassin"
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* '''Chain Blade''' - 0.5" reach, P+S 9 melee weapon (but it's so much better than that sounds). | * '''Chain Blade''' - 0.5" reach, P+S 9 melee weapon (but it's so much better than that sounds). | ||
** {{Blessed}} | ** {{Blessed}} | ||
− | ** {{ | + | ** {{Weapon Master}} |
** {{Chain Weapon}} | ** {{Chain Weapon}} | ||
** {{Decapitation}} | ** {{Decapitation}} | ||
− | ** {{ | + | ** {{Chain Strike}} |
===Theme Forces === | ===Theme Forces === |
Revision as of 02:07, 22 October 2019
Mage Hunter Assassin |
Mage hunter assassins are practiced killers and mage hunters with refined skills. Recruitment for this cabal is slow, for their chain blades are tricky and require exceptional reflexes. A skilled assassin can send the blade flying tremendous distances before whipping the chain to bring the weapon to hand for close-quarter fighting.
Contents
Basic Info
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Abilities
Weapons
- Chain Blade - 0.5" reach, P+S 9 melee weapon (but it's so much better than that sounds).
- Blessed
- Weapon Master
- Chain Weapon
- Decapitation - Damage exceeding the ARM of the model hit is doubled. A model disabled by this attack cannot make a tough roll.
- Chain Strike - This weapon becomes RNG 4 during this model's activation.
Theme Forces
- Shadows of the Retribution. Mage Hunter Assassins gain "optional Take Down" in this theme.
Thoughts on Mage Hunter Assassin
Mage Hunter Assassin in a nutshell
Just like the PBMT and Yuri, the Mage Hunter Assassin is a heat-seeking missile, with supreme mobility and with the ability to slash targets into kingdom come. Though she lacks Thresher for mass destruction, with Blessed and Decapitation she can deliver (mathematically) the highest damage onto a single target among her peers. Point her toward the enemy, charge in, and see it causing an awful lot of damage. Apart of the toughest opponents, the Assassin is quite capable of killing or badly damaging anything in the game with some lucky dice. She relies on her exceptional DEF and Stealth to stay alive, while a sweet package of Pathfinder + SPD7 + Advance Deployment ensures a superb mobility. For such a low point cost, she is one of the best solo in the faction.
Combos & Synergies
The price tag makes her extremely appealing in the Shadows of the Retribution theme forces, however, you must ensure, that her single strike will be telling. There's no bigger bummer, than rolling snake-eyes against a DEF9 opponent. Attacks, that cause knock-down to your target, or buffs, which help your dice rolls will ensure your points are well spent.
- Moros - The new sheriff in the town, its Paralysis-causing attacks can line up targets for the Assassin's killing blow.
- Rahn - Force Hammer can knock targets down, while Telekinesis increases the threat range by up to 2"
- Issyria - Crusader's Call increases threat range, while her feat helps control the Assassin's attack dice
- Thyron - Storm Rager and the feat makes her more reliable, as well as letting her back up a bit with Side Step.
- Garryth - Gallows pulls the targets closer, or opens up charge lanes, while Mirage adds a great deal of mobility. Also his feat ensures that if you cause damage to a warlock, it won't be transferred away.
- Kaelyssa - Refuge offers you a safe way to get up to 11" away from your target, if you happened to roll poorly for damage. Her feat can also stop charges against your Assassin.
- Banshee - knockdown the target before you charge in to make sure your attack hits
Drawbacks & Downsides
- Nimble, but fragile - blast damage, collateral damage and electro leaps kill you
- One-trick pony - if you fail to hit, or roll really low for damage, she'll be in a world of hurt
Tricks & Tips
- Her melee range is 4" only during her activation. This is both a boon and a bane. You can charge, stay outside the target's melee range or strike over blocking models, deliver the attack, and then being unengaged so you can follow up with ranged attacks or avoid blocking further charge lanes. Being unengaged gives you the opportunity to charge again the next turn, but also opens you up to being shot at. You can also only free strike at 0.5".
- Advanced deployment is not just an extended deployment range, it's delayed deployment. While the extra range can let you get turn one or two punches in, consider using it more as a tool to give you information about where they should be deployed, then using them to strike after lines have collided.
- You've got a 14" threat range unboosted, use all of it. Flanking or held back deployments keep them safe from harm and can still be used to deny large areas of the board on later turns, they can contest and control objectives while still presenting threat.
- The perceived threat of a MHA is frequently greater then their actual threat. Mediocre MAT combined with low initial power means that high armour or defence (Set Defense is horrible to deal with) stops them cold, but sometimes they do hit and they do land all the sixes. Don't rely on them, expect them to be highly targeted. Smile maniacally when the stars align.
Other
Trivia
Released in Forces of Warmachine: Retribution of Scyrah (November 2009)
Other Retribution models
Rules Clarifications
Rules Clarification : Blessed and/or Creator's Wrath (Edit)
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Rules Clarification : Chain Strike and/or Lunge (Edit)
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Rules Clarification : Chain Weapon - None yet. (Edit)
Rules Clarification : Decapitation - None yet. (Edit)
Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Advance Deployment (Edit)
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Stealth (Edit)
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