Elara, Tyro of the Third Chamber
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Elara, Tyro of the Third Chamber Retribution Mage Hunter Character Solo - ("Junior Warcaster") |
Elara, Tyro of the Third Chamber, has been forged into the perfect instrument for the Retribution of Scyrah's war against human arcanists. She stands prepared to face any danger in service to the Retribution. As she darts from foe to foe, each kill imbues her myrmidons with power they in turn unleash against key targets.
Basic Info
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Abilities
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Parry - Battlegroup Controller - (1) This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. (2) This model must have at least one warjack in its battlegroup at the start of the game.
- Apparition - During your Control Phase, place this model anywhere completely within 2" of its current location.
- Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.
Weapons
| Sickle (×2) | ||||||||||||||
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| RNG | POW | P+S | ||||||||||||
| 0.5 | 4 | 10 | ||||||||||||
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Spells
| COST | RNG | AOE | POW | DUR | OFF | ||
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| Ghost Walk
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2 | 6 | - | - | Turn | No | |
Target friendly Faction model/unit gains Ghostly for one turn.
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| Speed of Death
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3 | SELF | Control | - | Upkeep | No | |
| When a model in the spellcaster's battlegroup hits one or more enemy models with a melee or ranged attack during its activation while it is in the spellcaster's control range, at the end of its activation the attacking model can make a full advance. The affected model cannot be targeted by free strikes during this movement. | |||||||
Theme Forces
- Defenders of Ios - this model gains Reposition [3"] in this theme
- Forges of War
- Shadows of the Retribution - This model gains "Optional Take Down" in this theme.
Recent Changes
No changes since 2021.02
Thoughts on Elara1
Elara1 in a nutshell
Like the other junior warcasters, she can either act as a simple focus battery to let you put more jacks in your list without straining your main warcaster's focus pool, or you can build something interesting with her spell list.
Speed of Death is useful, but her main selling point is Ghost Walk, with it she can mitigate any terrain based issues for core models in your army. Her role on the battlefield is predominately support but when you reach the late game throwing her into the action is still very valid as she can do a lot to lightly armoured enemies. Her melee weapons come with the advantage of spreading focus to her battlegroup on kill reducing the strain on any Arcanists that may still be alive.
Warjack synergies
- Aspis
- it’s the cheapest way to include her in a list and shield guard keeps her slightly safer as a 10point package they won’t crack armour but you are probably taking this option just for ghost walk anyway.
- Gorgon
- It wants to shoot its gun and remain safe. Being able to back up with Speed of Death is very useful.
- A common package is Elara with two gorgons. One focus for each Gorgon giving them fully a boosted shot, one focus to upkeep speed of death, and one to camp for protection. This package is especially good against lists that have a lot of heavies.
- Chimera
- with it’s arc node you can use Ghost Walk more reliably.
- using extraction you can send spare focus to the Chimera increasing its defence.
- Daemon a Hellmouth gun with Speed of Death is seriously potent.
- Discordia (Forges of War)
- An accurate and powerful spray plus what amounts to a Refuge or Sprint move makes Discordia scary against infantry and spellslingers.
- Moros (Shadows of the Retribution)
- Under Speed of Death he can use his short range gun to paralyse something, then back away (similar to the Gorgon).
Other synergies
- Magister Helynna’s feat still heals her Warjack and grants armour to them both, likewise deceleration doesn’t discriminate between battlegroups. Helynna also can Tune Up her jack. This is especially powerful on Discordia's spray.
- Ghost Walk still effects the Rhythm of War movement. This can be useful to hide behind terrain.
- Narn grants her sprint - just be careful with your very small ctrl range and that you can’t double up with speed of death.
Drawbacks & Downsides
- Even though she has the best defensive stats overall for a journeyman warcaster, Elara is still fragile and there is always the risk your jack would go inert if she is killed.
- In melee she doesn’t deal enough damage to hurt hard targets and she doesn’t have a high enough MAT to reliably hit infantry.
- She wants to cast ghost walk, get into melee and upkeep her spell, but doing all this will kill her with just a few dud rolls, so she mostly hangs back as a support piece until the late game.
Tricks & Tips
- Speed of Death doesn't have the "And then its activation ends" clause which means you can still use "at any time" abilities after the movement. ie you can cast more spells.
- Use side step and parry to get into back arcs and make up for her average MAT.
Other
Trivia
- Elara is one of the Journeyman Warcasters released as part of the WARMACHINE: Tactics videogame Kickstarter (2014)
- She has some backstory in the ebook anthology Rites of Passage, 2014.04, alongside the other Journeymen released in the Tactics game.
- There was a limited edition sculpt available for backers. There is now a non-limited sculpt for general purchase.
- Her rules were published in the Warmachine: Vengeance expansion (2014)
Other Retribution models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Extraction (Edit)
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Rules Clarification : Battlegroup Controller (Edit)
Inert warjacks
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Rules Clarification : Parry - None yet. (Edit)
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Rules Clarification : Apparition (Edit)
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Rules Clarification : Side Step (Edit)
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Rules Clarification : Ghost Walk (Edit)
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Rules Clarification : Speed of Death (Edit) |

