Blighted Nyss Legionnaires

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Legion Logo.jpg

Blighted Nyss Legionnaires
Legion Blighted Nyss Unit
Captain Farilor & Standard Bearer
Character Command Attachment

The Legionnaires effortlessly cut through flesh and bone with perfectly executed strikes. Following an ancient warrior tradition and entrusted with ornate armor, these sentries tirelessly guarded the passes into Nyss territory. Now as Thagrosh’s personal guard, they form a wave of tremendous flashing blades that dismembers any standing before them.

The ranks of the legionnaires are a weapon wielded by one hand—that of Farilor, Bladeguard of the Prophet. He directs their every strike for the glory of Thagrosh, and the obedient legionnaires follow with unflinching discipline. So great is their devotion to Captain Farilor, legionnaires can ignore the most grievous wounds and punishing blows in order to hold the line beneath the Legion’s standard.

Basic Info

Blighted Nyss Legionnaires
Missing Info
BlightedNyssLegionnaires.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 6
RAT N/A
M.A. N/A
DEF 12
ARM 15
CMD 8
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 / 10 +2 CA
COST 8 / 13 +4 CA
1.3 each (excl CA)
1.4 each (incl CA)
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Everyone
    • CMA symbol.jpg Combined Melee Attack
    • Battle-Driven - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
    • Vengeance - During your Maintenance Phase, if one or more models in this unit were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.
    • Wall of Steel - While this model is B2B with one or more models in its unit, it gains +2 ARM.
  • Farilor only
    • He has +1 MAT and 5 hitpoints
    • Officer symbol.jpg Officer
    • Cleave - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can make only one additional attack as a result of Cleave each activation.
    • Hold Ranks [ Minifeat ] - This model can use Hold Ranks once per game at any time during its unit’s activation. Models in this unit gain Defensive Line. Models are not affected while out of formation. Hold Ranks lasts for one round. (Defensive Line - While a model with Defensive Line is B2B with one or more models in its unit, it gains +2 DEF against melee attacks and cannot become knocked down.)
  • Standard only
    • He doesn't have CMA ... because he's got no Melee Attack. Despite this, he can still get a Vengeance move.
    • Standard Bearer - While this model is within 5" of its unit commander, the unit commander gains +2 CMD.
    • 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

  • Leader & Grunts
Great Sword
Sword icon.jpg  RNG   POW   P+S 
2 4 10
  • Farilor
Great Sword
Sword icon.jpg  RNG   POW   P+S 
2 4 10
  • Standard
    • Unarmed - This model has no weapons.

Theme Forces

Recent Change

No changes since 2020.09

Thoughts on Blighted Nyss Legionnaires

Command Attachment

Blighted Nyss Legionnaires in a nutshell

Legionnaires are an average all rounder unit that then becomes a durable, more powerful and highly mobile one - providing they take casualties / suffer damage.

Sporting the only weapons with 2" reach among the infantry units (well the units you want in melee aka not the Spawning Vessel), Legionnaires are the disposable screen/jamming elements of the Children of the Dragon lists. They have fairly average stats on their card, but become all the more dangerous if they start to take casualties. With SPD6 and Wall of Steel they can effectively screen your more important units and beasts, and when bullets and blows start to fly around, Battle Driven kicks in, amping both their protection + damage beside providing Pathfinder. Since Battle Driven is their bread and butter, we collected the most important caveats about it in Tips and Tricks.

Normally Legion infantries don't like to be in base to base due to their poor ARM, but with Wall of Steel + Battle Driven they reach a very respectable ARM 19, where even High Explosive weapons may fail to kill them without boost.

Thoughts on the CA

That's +4 points for one Weapon Master attack (or 2 with Cleave) and an unarmed standard bearer who can still trigger Battle Driven with his death, provide Wall of Steel and is eligible for Defensive Line during the minifeat. You will probably want to include Fairlor if you want him to lead the CMA, or expect pop&drop tricks against which Hold the Line will help you out on a crucial turn. It is also very effective against Cavalry and Battle Engines which cause knockdown with their melee- charge- or impact attacks. Apart from the aforementioned scenarios his inclusion is situational, as Children of the Dragon has many excellent solos and UAs to choose as free cards and all have higher price tags than Fairlor. He also won't solve placement and LOS issues during charge and vengeance attacks either, as he has no abilities like Practiced Maneuvers or Tactician. Fortunately, the latter is the CotD theme bonus, so it is somewhat amended if your warlock is nearby.

Combos & Synergies

  • Kallus1 can offer the unit Unyielding if he plays far enough forward (that he definitely should if you want to double-dip on Tactician), and they can make an okay screen in front of him as long as the enemy can't trample over them, or has a lot of Arcing Fire guns. Like any other infantry, they're reasonable Incubus generation during the feat, though they won't be positioned in annoying locations like a unit of Banshees or Raiders might be.
  • Kryssa1 - Her Total Obedience aura has natural synergy with Fairlor's Minifeat for a turn of no-knockdown tough, and under her feat they can hit with a minimum of +5 damage bonus that literally can be turned up to 11 with the Blackfrost Shard's Kiss, Battle Driven and the Blightbringer's aura.
  • Being irritating to take down they make excellent hosts for Incubi to further punish the opponent for dealing with them.
  • Bethayne1 - Blood Thorn is an infantry polisher second to none, and Deceleration provides yet another defense against incoming fire.
  • Thagrosh1 can achieve similar effects as Kallus1 if he keeps his Legionnaires close enough to utilize Death Shroud. His Fog of War may also help you to survive early shooting a tiny bit better.
  • Fyanna2 can cast Iron Flesh on them, which makes for a potential +6 ARM swing with Battle Driven and a Blightbringer aura. That should make sure they can weather incoming fire and blasts. Fury stacked on top of Battle Driven and or the Blightbringer aura also makes them hurt really, really bad. In addition the Dodger and +3 DEF from her feat are amazing of models who cannot be knocked down making Farilor actually worth it for Hold Ranks.
  • Blightbringer - The aforementioned aura stacks really well with Battle Driven and the other buffs Legion warlocks have.
  • Blight Archon - Another ARM buff in Dragon's Blood. You get the picture. Veteran Leader is really nice, too.

Drawbacks & Downsides

  • Average MAT and placement can be challenging outside your warlock's Tactician bubble
  • Battle Driven won't be triggered on non-attack damages (collateral, e-leap, trick shot and the like).
  • Fix damage dealing attacks and abilities (Cont. Corrosion, Sniper, Puncture, etc.) will kill them despite their ARM bonus.
  • Vengeance can eat a lot of time in timed games. Practice accordingly.

Tricks & Tips

  • Beginners' guide: unlike Shield Wall, Wall of Steel is not an order, so you can enjoy the +2 ARM bonus even if your Legionnaires ran in their activation. If you don't expect boostable blasts, the triangle/arrowhead formation is also advised as your enemy will need to shoot down 2 of them to cancel the Wall of Steel bonus.

Battle Driven

  • This ability lacks the "expect when they advance" restriction, meaning that it can be triggered on free strikes as well. The enemy will have tough choices - let you reach your target in tact, or boost the survivors' stats.
  • The bonus remains active throughout one round, meaning that your Vengeance attacks will only benefit from them if you a.) activated it in the enemy's turn, b.) provoked a free strike during your Vengeance move and it damaged your model before the other models attacked.
  • Watch out for simultaneous attacks (e-leaps, sprays, AoEs, etc.). The extra ARM will only become effective after all the attack and damage rolls from that attack had been resolved.

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

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.


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Rules Clarification : Combined Melee Attack      (Edit)

  • Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
  • Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
    • If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
  • A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
  • CMA for units that have more than one melee weapon (the short version)
    • Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
      1. A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
      2. For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
    • These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
CMA for units with more than one weapon (the long version) (Edit)
The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
  • Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
  • If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
    • For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
    • then for the second CMA have raider B the "primary attacker" and raider A the "participant".
    • Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
  • Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
  • Combined Melee Attack and charging
    • Remember the 2 rules above?
    • Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
    • Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
    • but wait, there's more!
    • However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
      • Model A performs its charge attack.
      • Model B performs its charge attack. (Interrupting A)
      • Model C performs its charge attack. (Interrupting B)
      • CMA using A, B & C's remaining attack.

Rules Clarification : Battle-Driven - None yet. (Edit)

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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • 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)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Wall of Steel      (Edit)

  • If you're slammed or thrown into a model with Wall of Steel, you'll immediately benefit. So you'll get the ARM bonus vs the slam/throw damage, too!
  • It's not possible to be B2B with someone at the same time you move, so you can't gain Wall of Steel at the same time you enter a damaging template (such as Covering Fire).
    • No, you cannot move an infinitely small distance and thus travel in an arc. This is Warmachine, not calculus.
    • However, if you can move through a model, ignore the above.


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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.
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Rules Clarification : Cleave      (Edit)

  • Cleave doesn't trigger off free strikes or Impact Attacks, since those occur outside of your Combat Action.
  • Despite "additional attacks" normally occurring only after all initial attacks are resolved, Cleave "interrupts" your initial attacks because it must be resolved immediately.
  • You cannot trigger an "Any Time" ability between the first attack and the Cleave attack, because Cleave occurs at Step 14 of Apdx A, and "Any Time" abilities cannot be triggered until after Step 14 is finished.
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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Rules Clarification : Iron Zeal      (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)
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Rules Clarification : Defensive Line      (Edit)

  • You don't need to have the entire unit in B2B to get the bonus. Even just two models in B2B will give it to each other. Which way they're facing doesn't matter, either.
  • Defensive Line is 'always on' (unlike Shield Wall).
  • You can still get Defensive Line while knocked down.
  • Since models move in straight lines, it impossible to keep two models B2B while advancing. Thus you cannot benefit from Defensive Line while moving through acid clouds etc.
    • Unless you have an ability to move through models, like Tactician.


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Rules Clarification : Standard Bearer      (Edit)

  • If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.
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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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