Mekanolyth

From Warmachine University Archive
(Redirected from Lylyth4)
Jump to navigation Jump to search

Mk4 has been announced, and we need to talk about what it means for the future of this website.

Please join the discussion either on the WMU Facebook Group or the Talk:Main Page area of this wiki.

Legion Logo.jpg Mekanolyth

Legion Mekanonyss Warlock

"The Mekano are Legion. Surrender to the will of the Dra-cog-nic master"

Basic Info

Lylyth4
Missing Info
Mekanolyth.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT {{{mat}}}
RAT 8
M.A. N/A
DEF 15
ARM 16
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
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

Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.

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: Troubleshoot

While in Mekanolyth's control range, friendly Faction models can reroll ranged attack and ranged damage rolls, and their ranged weapons gain +2 RNG. Troubleshoot lasts for one turn.

Abilities

  • Construct symbol.jpg Construct
  • Eyeless Sight symbol.jpg Eyeless Sight
  • Pathfinder symbol.jpg Pathfinder
  • Arcane Machinery - Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round.
    • Arcane Reconfiguration - Change the COST of each spell on this model's card to 2.
    • Kinetic Invigoration - Warbeasts in this model's battlegroup gain Run & Gun. (Run & Gun - At the end of its activation, if a model with Run & Gun destroyed one or more enemy models with a ranged attacks during that activation, it can make a full advance.)
    • Target Lock - Enemy Models cannot use Shield Guard when this model makes a ranged attack. Additionally, this model gains boosted ranged attack rolls.

Weapons

Gatling Bow
Gun icon.jpg  RNG   ROF   AOE   POW 
12 3 - 12

Spells

COST RNG AOE POW DUR OFF
Broadside

3 SELF Control - - No
Models in the spellcaster's battlegroup currently in its control range can immediately make one basic ranged attack. Broadside can be cast only once per activation.
Deflection

3 SELF - - Round No
While in the spellcaster's control range, friendly Faction models gain +2 DEF against ranged and magic attacks. Deflection lasts for one round.
Hellish Volley

1 SELF - - - No
The spellcaster immediately makes one basic attack with one of its ranged weapons against each enemy model in its LOS that is within 3" of it. This model can make these attacks even while in melee. These attacks are simultaneous and ignore the target in melee DEF bonus.
Jumpstart

1 SELF Control - - No
Models in the spellcaster's battlegroup that are currently in its control range stand up and are no longer stationary. Affected models can turn to face any direction. Models that were knocked down this turn are not affected by Jumpstart.
Mortality

3 10 - - Round Yes
Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed from it. Mortality lasts for one round.

Theme Forces


Thoughts on Lylyth4

Recent Release icon.jpg

New model - This article is a Work In Progress
This model has only recently been released/spoilered, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't really count) and (2) you've reviewed this article and it mostly(★) matches your experiences.

(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.

Lylyth4 in a nutshell

Mekanolyth is a battlegroup oriented range powerhouse. She wants to run as many beasts with guns as her average Fury stat can handle. She then makes these beasts hit like a semi-truck with Broadside giving them all an additional shot. She provides a very potent to hit, and damage buff in the form of Mortality. With this being said she has some flaws that her previous versions did not. For one she doesn't have stealth, Wind wall, or prowl to keep her safe from shooting. This in combination with being somewhat Fury starved she is very easy to kill from a distance.

Spell thoughts

  • Hellish Volley: like Flashing blade on steroids this is how you break infantry formations that try to jam Lylyth.
  • Jumpstart: In Legion if your beast is knocked down or stationary it's probably dead. the key benefit of this spell for Lylyth is the ability to change facing and aim, you will seldom cast it but you do want it occasionally - be aware it is one of 2 spells negatively affected by Arcane Reconfiguration.

Feat thoughts

This of course works really well with her Broadside spell & Hellish Volley. It needs you to build into it with as many guns as you can muster - but that is why you are playing Lylyth4 anyway right?

Drawbacks & Downsides

  • No backup melee weapon, and no Gunfighter. Hellish Volley alleviates this somewhat - just don't get stuck in melee and in a "no spell" zone at the same time! Also watch out for models that cannot be targeted by ranged attacks.
    • Also she cannot charge to get further up on the field, due to not having a melee weapon or gunfighter to charge with.
  • She will spark endless discussions about how Riot Quest models are ruining the aesthetic integrity of the game.
  • Bethayne1 and Bethayne2 have much easier times applying their (multiple) debuffs and also making their troops tougher into guns. So detractors will call her a discount version of two of the faction's best warlocks.
  • Her kit fits a big battlegroup but she doesn’t have the fury to make that work effectively.

Tips & Tricks

  • Between Feat and Far-strike from a Nephilim Bolt Thrower she can get a 25" threat range on her bow. This is a huge threat vector and an unsuspecting caster can easily get three mostly boosted POW 12s to the face.
  • Arcane Reconfiguration does not change the cost of your animi since they are not "on your card" but rather being cast as "one of its own".
  • Kinetic Invigoration does not need her beasts to be in her control range, so you can have a beast hang out with a Shepherd so it can boost and then Run & Gin to safety.

List Building Advice

Strategy

Placeholder

Theme thoughts

    Children of the Dragon    

Children generally struggles into Tough-focused lists, which Mortality solves. She also gains access to three character beasts with excellent guns and there is a lot of solos and units in here with guns.

  • Azrael - Azrael has "premium gun" written all over him. Two spears per activation and a reroll mean he has a high chance of smiting something, too.
  • Zuriel - Hits like an absolute truck with Mortality and Broadside means he can lay down 3 sprays per turn and still bring the heat in melee, then Run & Gun away.
  • Typhon - Three sprays base and an extra one with Broadside.
  • Blighted Nyss Archers - Mortality makes them hit harder, which is amazing with 22 shots per unit and the reolls make RAT 5 less of an issue
  • Craelix - Mortality + Poison mean he starts to hurt warbests with his bow. Or weaken high DEF targets to make them even easier to hit for the rest of your army.
  • Virtue Champion - Blight Cloud and Deflection make these almost impossible to take down at range and they extend this quality to the Virtue Host. Also they have very guns that leave behind Scathers.
  • Blight Archon - Mortality ups their output significantly and you can outsource support beasts (Mekanoshredder, Blood Seer, Naga) onto them.
  • Spell Martyr - You want to land those Mortalities at a safe distance, so these guys are mandatory.
  • Blighted Nyss Swordsmen - She can get them to pretty stupid defense levels against shooting, 18, 20 with concealment, and 22 with cover. Caine boosting will have a tough time into that!
  • Blighted Nyss Raptors - DEF 16 under Deflection and they benefit from the feat for rerolls and extra range!

    Primal Terrors    

Not the best theme for her as Blighted Ogrun don’t have the defence to leverage Deflection that well, but there are some stand outs.

  • Ammok - Like Lylyth1, Lylyth4 has no need for the free upkeep provided by the Succubus but increasing mortality by 2 inches is fantastic.
  • Warspears - Prey + Mortality + her feat makes for some very accurate and hard hitting attacks
  • Thagrosh Hellborne - He can run a mean Typhon to make excellent use of Mortality and the feat. Blight Burst is a very good control element and Fog of War stack with Deflection to make her list competent into gunlines.

    Oracles of Annihilation    

This theme is a blend of Virtues and Thags0, taking the strongest parts from both Children and Terrors. Minions alos abuse Mortaliy well but dont gain anything else fromher, so you can largely ignore them.

    Ravens of War    

The Mark Target theme benefit really helps improve the out of activation attacks caused by Broadside.

  • Harrier - They are 3 pt, SPD 7 mark target bots with Flight and you can take them for free a two pieces per requisition card. A quintessential model in Ravens.
  • Stinger - Generally regarded as an awful beast but Lylyth’s feat and being the only lesser with a ranged weapon makes it... less awful? It can give her counterblast, too.
  • Strider Scouts are defence 17 under Deflection, their poor armour wont help if they get knocked down though.
  • Grotesque Banshees - Deflection and Force Barrier make them Def 16 vs shooting. Mortality generally polishes their mediocre accuracy.

Battlegroup

  • Archangel - The biggest and most devastating gun platfrom in the faction! It loves +2 to hit, +2" RNG, rerolls, Motality and extra shots.
  • Blightbringer - Getting two Blights Ash AOE onto the board can be really good for the rest of your army. Consider this in PT with Warspears.
  • Naga Nightlurker - Strongly consider this one so you can bypass Wind Wall and Hymn of Passage.
  • Nephilim Bolt Thrower - There is natural synergy here due to the Far Strike Animus and getting an extra shot out the Thrower thanks to Broadside is pretty neat, too.
  • Ravagore - Compared to an Archangel, they have a higher base POW on their guns, better range, and benefit from Kinetic Invigoration. Two shoot as much under Broadside as the Angel does. The Angel has better base RAT and Deceptively Mobile, though. RAT 5 still misses a lot, even with all of Lylyth's trimmings.
  • Carnivean - Can get a 15" assault shot, or two. She also helps them hit.
  • Teraph - Burning Earth works on out of activation shots, so long as you hit.

Starting a 25 point Brawl list

This list was added to WMU 2021.12

As of Brawlmachine v1.2, Lylyth4 is on the Epic list, meaning she should normally not be part of the format.

Theme - Oracles of Annihilation

Mekanolyth: [+28 WBP]
Incubus: [Free] (4 pts)
Spell Martyr: [1 pt]
Virtue Champion: [6 pts]
Croak Raiders: (max) [14 pts]

The focus is on using Mortality on a target that can then be bombarded by Croak shots, and potentially Ravagore and Teraph shots, if called for. Virtue Champion functions as a bodyguard to threaten those who approach Menaolyth, and help limit her LOS with Blight Cloud.

Other

Trivia

Released 2021.10

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: Troubleshoot

  • Each roll can only be rerolled once as a result of Troubleshoot. (Infernal Ruling)

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Arcane Machinery      (Edit)

  • 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)
RC symbol.png

Rules Clarification : Arcane Reconfiguration      (Edit)

  • This ability increases COST 1 spells to COST 2, as well as decreasing COST 3 to COST 2.
RC symbol.png

Rules Clarification : Kinetic Invigoration      (Edit)

RC symbol.png

Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • 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 : Target Lock      (Edit)

  • This ability also works on your Hellish Volley attacks.


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.")


RC symbol.png

Rules Clarification : Broadside and/or Abattoir     (Edit)

  • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as a Broadside attack. And similar logic for melee + Abattoir. (Infernal Ruling)
  • Warbeasts/warjacks cannot spend focus/fury to boost these attacks (because the attacks occur out-of-activation), but the caster can boost their own attacks (since it happens during the caster's activation).
  • Secondary effects of the warjack's gun can still trigger (as long as they're not limited to "activation only" or "Combat Action only"). For instance, the Galleon can drag stuff in with its harpoon and get its free melee attack. And similar logic for melee + Abattoir.
  • Once per Activation (Edit)
    • These sorts of rules can be triggered in different model's activations. For instance, Infection can be triggered on free strikes. (Infernal Ruling)
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.

Rules Clarification : Deflection - None yet. (Edit)

RC symbol.png

Rules Clarification : Hellish Volley      (Edit)

  • You have to target each model. If a model "cannot be targeted by ranged attacks" (such as Submerge) then you have to skip it.
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is in range but out of LOS when you start the Volley, then you may not attack it during the Volley (even if the Volley kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until the entire Volley is resolved.
  • Triggering other abilities
    • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
    • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the Volley.
    • Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
    • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
    • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
RC symbol.png

Rules Clarification : Jumpstart      (Edit)

  • A warjack that stands up via Jump Start can still forfeit movement to aim and etc during their normal activation. Basically, it's as if you were never knocked down at all.
  • Jump Start does not allow you to shake Blind or Shadow Bind.
  • A warjack knocked down earlier on the same turn, cannot stand up via Jump Start. This is not a typo. (Infernal Ruling)
RC symbol.png

Rules Clarification : Mortality      (Edit)

  • Mortality prevents models removing damage, but it doesn't prevent secondary effects associated with that heal rule (if there are any). For example: