Strider Scouts

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Legion Logo.jpg

Strider Scouts
Legion Unit
Officer & Musician
Command Attachment

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

In the arena of reconnaissance and assassination, few can compare with the blighted Nyss striders. Their incredible speed and elusiveness are gifts of their draconic master that cannot be duplicated through mere instruction and training. Strider Rangers silently stalk their prey with longbow and sword. Strider Blightblades eschew the longbow in favor of a pair of wicked blades infused with blighted energies to infect any that suffer their touch.

Basic Info

Strider Scouts
Missing Info
StriderRangers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 5
RAT 6
M.A. N/A
DEF 15
ARM 11
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 6 +2 CA
COST 8 +4 CA
1.5 ptseach (incl CA)
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Officer only
    • He has +1 MAT & RAT, and 5 hitpoints
    • Officer symbol.jpg Officer
    • 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, a model with Reposition [3"] can advance up to 3", then its activation ends.)
    • Tactics: Hunter - Models in this unit gain Hunter. (Hunter - A model with Hunter ignores cover and concealment when making ranged attacks.)
  • Musician only
    • In Step - While this model is in formation, models in its unit that are in its command range are considered to be in formation.
    • Take Up - If this model is destroyed, you can choose a Grunt in this unit within 1" of it to be destroyed instead. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.

Weapons

Nyss Longbow
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 10
  • Lure - Friendly warbeasts can charge enemy models hit by this weapon this turn without being forced.
Sword
Sword icon.jpg  RNG   POW   P+S 
0,5 3 9

Theme Forces


Thoughts on Strider Scouts

Command Attachment

Strider Scouts in a nutshell

Strider Scouts are elusive, lightning fast ranged models. Being the scouting element of the Legion's army they sport superior mobility with SPD7, advance deployment plus Pathfinder, and thanks to Stealth, they are very hard to deal with at range. Even though they can be self sufficient thanks to CRA and offer utility via Lure for the rest of your army, it is strongly encouraged to field them with their attachment and the Strider Deathstalker.

Thoughts on adding the CA

2 extra bows and a granted Reposition that boosts their already respectable mobility to next levels. Due to Hunter the most common infantry DEF buffs (dig in, concealment from smoke, or Fog of War, hiding behind obstacles and obstructions) will be negated - transforming the Scouts to one of the best infantry hunters in the game and their UA to an excellent free card choice. In-step for the Musician is also a great tool to form really long conga lines; either to act as a quasi-arc node for upkeep spells (like Blood Thorn), threaten 2 or more scenario elements at once, or send one half of the army hunting infantry while retaining some to shoot heavy targets with their bows to support the rest of your army.

Combos & Synergies

  • Every warbeasts appreciate charges and/or assault sprays without Fury spending. Even if you can't hurt a target with a POW 10 shot, you can improve your heavy hitters' chance of finishing them off by allowing them to buy/boost. If you want to run a beast-focused warlock in Ravens (apart of Absylonia2), do not leave home without the Scouts.
    • This is especially true to the Stinger - a cheap throwaway light that can use its entire FURY stack to fully boost its assault shot into a single target and - with some good positioning - provide Mark Target for the rest of your army.
  • Strider Deathstalker - Swift Hunter combined with the UA's Reposition will yield a startling amount of movement; perfect for contesting zones and flags or withdrawing to safety. If you make CRA only the model leading the attack will get the 2" extra move, the contributing ones won't.
  • Sorceress - Blight Storm ensures that your arrows may cause at least 1 point of damage without needing to rely on CRA. That goes hand in hand with Golab who loves free charges and damaged targets for its Finisher-enhanced attacks (the latter bonus extends to the Rotwings as well).
  • Craelix - Weaken is a DEF debuff and thus makes them more accurate against their targets, which can be vital as they do not have access to a source of Veteran Leader.
  • Lylyth1 - Parasite gives an unexpected hitting power to the Scouts, while under her feat, few enemy will be safe, if you can draw LOS on them. She may use her Inflict Pain or Witch Mark arrow type if her target was hit by the Scouts beforehand.
  • Lylyth2 - She loves archers, especially with her feat, and with Pin Cushion. Between Soothing Song and Lure her battlegroup may operate at peak Fury efficiency.
  • Lylyth3 - Under her feat, Scouts with their UA can reliably invoke stationary upon the targets.
  • Bethayne1 - Blood Thorn and Disintegration make them hit at an effective POW 14 and Hex Blast strips pesky upkeeps like Arcane Shield or Defender's Ward.
  • Thagrosh2 - A beast caster in form and function, he appreciates free charges under Manifest Destiny.
  • Thagrosh1's Fog of War puts the Scouts' DEF up to 17 - plus with their UA they don't care about the enemy's occasional concealment bonus due to the spell (they may still get kneecapped by Prowl though).
  • Fyanna2 - She loves DEF 15 models that start from the AD line, as they can run up and take scenario, then she can feat on them for +3 DEF and Dodge, which hopefully makes them enough of a problem to remove that the rest of her army can move up. Iron Flesh helps with this as it makes the Scouts ARM 17 against blasts, so the opponent cannot rely on them to remove them trivially. Naturally she loves it if her beasts charge for free, too.
  • Kallus1 - Start from the AD line, run them up the board, then feat with Kallus so they spawn Incubi when they are killed.
  • Harriers - Free Mark Target bots in the Scouts' theme.
  • Seraph - Stealth on a hard target may often ruin the Scouts' day- not with a Flare shot though.

Drawbacks & Downsides

  • Shield Walled infantries are not often threatened by the scouts outside CRAs and often require the Lessers' Mark Target benefit to boost their RAT
  • Die to any form of enemy retaliation, which gets through their DEF or Stealth
  • They are not Blighted, so do not receive Veteran Leader from the Blight Archon
  • Cloud walls and stealth hurt them a lot.

Tips & Tricks

  • Don't spread too thin with in-step. If you lose the officer, or the musician (and there's no model for take-up), you can easily end up with most of your grunts out of formation.
  • Lure works on your occasional Minion choices as well as warbeasts outside your warlock's battlegroup


Other

Trivia

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 : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
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Rules Clarification : Combined Ranged Attack      (Edit)

  • CRA cannot target models in melee ... unless the target is a huge-based model or the attacker has War-Tempered.
  • If you give the attack-leader a buff to their attack (such as Guidance) then that buff applies to the combined attack (even though the other participants don't have the buff). (Locked thread)
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
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Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.


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Rules Clarification : Lure      (Edit)

  • Lure works for all friendly warbeasts (ie Minion beasts).


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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
RC symbol.png

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
RC symbol.png

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.
RC symbol.png

Rules Clarification : Hunter      (Edit)

  • Although you ignore cover/concealment, you don't ignore "secondary" bonuses a model gets from it. For example, a model with Prowl will still gain Stealth from their concealment. (Infernal Ruling)

Rules Clarification : In Step - None yet. (Edit)

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Rules Clarification : Take Up      (Edit)

  • If you use Take Up the attacking model cannot trigger anything that needs the attacker to "Destroy" a model (such as Alpha Hunter, Killing Spree, Berserk, etc). Although the model that was attacked reached the Destroyed step of the timing sequence, Take Up negates that entirely. (Infernal Ruling)


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Note to Editors
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