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Sweeping out of the frozen skies, Hellions fall upon their land-bound enemies and deliver their masters to the heart of battle. The half-mad sorceresses who ride them must be agile enough to stand precariously atop their steeds without saddles or harnesses. With a shouted word and a pointing finger, a sorceress summons a knot of howling wind to rip a distant victim limb from limb.
Basic Info
| Blighted Nyss Sorceress & Hellion |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Large |
| SPD |
8 |
| STR |
5 |
| MAT |
6 |
| RAT |
N/A |
| M.A. |
7 |
| DEF |
14 |
| ARM |
16 |
| CMD |
8 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
8 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
N/A |
| COST |
6 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
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Cavalry
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Flight
- Aerial Coordination - Friendly Faction warbeasts with Flight beginning their activations in this model's command range can charge without being forced.
- Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
Weapons
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| Spear
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RNG
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POW
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P+S
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2
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4
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9
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| Mount
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RNG
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POW
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0.5
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10
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Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Blight Storm
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(★ Action)
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-
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5
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-
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Round
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No
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| Place a 5" AOE template anywhere completely within this model's command range. When an enemy model in the AOE is directly hit by an attack and the damage roll fails to exceed its ARM, that model suffers 1 damage point. Blight Storm lasts one round.
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| Frostbite
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(★ Attack)
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8" Spray
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-
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12 (Cold)
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Yes
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| Models hit suffer a POW 12 cold damage roll.
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| Wind Ravager
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(★ Action)
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-
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Command
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-
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Round
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No
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| While in this model's command range enemy models cannot make ranged attacks. Wind Ravager lasts for one round.
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Theme Forces
Thoughts on Blighted Nyss Sorceress & Hellion
Blighted Nyss Sorceress & Hellion in a nutshell
The Blighted Nyss Sorceress & Hellion ("Sorceress") is a very unique support solo, aimed towards Legion's penchant for wings in their battlegroups. At a reasonably low price, she offers free charges for flying warbeasts in her CMD range, which at a fairly decent 8" covers a bubble around her of approximately 18" accounting for her base size. This is just her passive ability as well - she can contribute in a couple useful ways to the battle beyond just increasing fury efficiency.
Her Frostbite Spray is backed by a very solid Magic Ability score of 7, more accurate than most solos in her point class with access to similar attacks. At 8", it's not difficult to tag a fair few models. At POW12 it can threaten a lot of middling ARM infantry or scratch warbeasts/warjacks.
Blight Storm offers some interesting utility against single wound trooper walls relying on tactics such as Shield Wall, Iron Zeal, and/or ARM buffs from spells. With a well placed Blight Storm, it doesn't matter if their ARM is 5 or 500, that trooper will die (or make a tough check if they're stacking tough with their other buffs). Its effectiveness against heavies should also not to be underestimated - if you have units with high volume fire, you can easily inflict more damage, than the unit's basic weaponry would warrant.
Wind Ravager is her hardest spell to use as most guns will not have any issue simply shooting the Sorceress off the board from outside her range. It's uses are generally limited to enemies with 8"/6" sprays, or models with Assault, Gunfighter, or Dual Attack.
Combos & Synergies
The Sorceress is a specialized model. Fortunately, she can find place in many of your theme forces:
- Children of the Dragon - Since both Zuriel and Azrael can be included in this list - and honestly, they're usually the first entries in a CoD list, you already have 2 models, who can greatly benefit from Aerial Coordination.
- Oracles of Annihilation - it is your mage-user theme, and you can get the Sorceress for free
- Ravens of War - probably you won't field this list without the Sorceress, even though you can't take her for free, as it features mainly Beasts with Flight.
- The best list to consider this with would be Fyanna2 as she gets the most work out of the Angelius and will bring several in theme; coupled with her lower FURY stat and the nature of an Angelius charge, that spare fury saved on the charge will very valuable.
- Bethayne2 loves to run Archangels and can feat on the Sorceress to keep her alive, meaning she turns them into indestructible Wind Ravager bubbles.
Blight Storm synergies deserves special mention:
- Archers with their command attachment (which you probably should no matter what) work wonderfully together with Blight Storm. Beside enemy infantry swarms dying in droves, you can occasionally put 22 damage from 22 single shots into a particularly heavy target (or one, which is unassailable in melee, for example the AFG, or anything under Polarity Shield).
- Shredders under the Blight Wasps' animus can chew through similar numbers of targets under this spell as well.
- Strider Blightblades usually have to rely on their CMA to hurt heavier targets, but with a fix damage their 12 attacks can chew through quite a few infantry at once. Add in Ambush for mobility tricks, and Critical Grievous wounds, which might occasionally help you with pesky Tough rolls.
- Blighted Rotwings and Golab love Blight Storm for easy Finisher attacks. Golab is also a flying warbeast so he loves Aerial Coordination.
Drawbacks & Downsides
- The Mechanoshredder also hands out free charges with its animus and costs 2 points less, but also gives the affected model +2 movement and Pathfinder (against constructs) and can target models without flight. If you want to get better value out of the Sorceress you need to squeeze multiple models with flight into her cmd range. So the McShredder is more flexible and more cost efficient, but generates fury in the process, which is usually a non-factor because you can just put the McShredder on a Blight Archon.
- Also, Aerial Coordination works even under anti-spell effects which would otherwise negate your animus casting (Brain Damage, etc).
- Laughable melee potential, even with the advantages of Cavalry Charge.
- She's expensive, yet pretty flimsy for her cost, and her large base makes her very shootable as well.
- In lists where she's brought for Aerial Coordination, she becomes a higher priority target.
- Most guns exceed the range of Wind Ravager, limiting its utility.
Tips & Tricks
- Take advantage of Reposition to extend the threat of Frostbite and Blight Storm placement while keeping her safer against retaliation by retreating backwards - only Wind Ravager follows the Sorceress around after she has used it.
- Her spear is weak, but one of Legion's few Magic Damage weapons not located on a warlock. If you didn't bring a Naga Nightlurker, she might be handy in hunting weaker incorporeal models. Don't forget Cavalry get boosted hit rolls when the charge and her charge range is a respectable 11" + 2" for her spear's range.
- Blight Storm requires a direct hit from an attack - meaning that neither blasts, nor non-attack related damage rolls (like the secondary hits from Spine Burst) will trigger the automatic 1 damage.
- Wind Ravager will not protect you against Point Blank attacks since they're melee attacks made by ranged weapons.
Other
Trivia
Released in Hordes: Metamorphosis (2009)
Other Legion models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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.")
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Rules Clarification: : Cavalry (Edit) (Click Expand to read)
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Mount Weapon
- Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
- Mount Weapons are melee weapons. (Infernal Ruling) This means:
- Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
- Mount Weapons can be used to make free strikes.
- If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
- Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
- Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
- Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
- You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)
Impact Attacks - Movement
- Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
- The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
- You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.
Impact Attacks - The attack(s)
- You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
- If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
- If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
- Impact Attacks cannot be boosted, refer core rulebook.
- You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.
Impact Attacks - Other
- You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
- Exception: If your Impact targets include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities.
Cavalry unit
- If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
- Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
- Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
- Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
- Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)
Other interactions
- Cavalry model with no melee weapon
- If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
- You can make Impact Attacks along the way.
- Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
- If you don't charge, the mount attack can be used as an initial melee attack.
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
- Warcaster/Warlock Cavalry ( Edit )
- Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
- Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification: : Flight (Edit) (Click Expand to read)
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- Flight doesn't ignore:
- Impassable terrain.
- Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
- Templates that stay in play and do damage to models moving through them (such as a Scather).
- Free strikes.
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Charging through models (Edit)
- You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
- Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
- Your melee range only extends to your front arc. Refer to the latest errata.
- You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Aerial Coordination - None yet. (Edit)
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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.
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Rules Clarification : Magic Ability (Edit)
- Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
- You must complete your movement before you use a MA.
- A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
- You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
- You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
- You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
- There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
- Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
- Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
- Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
- Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification : Blight Storm and/or Anatomical Precision and/or Affliction (Edit)
- With an AOE, only the model directly hit by the AOE will take auto-damage, other models in the AOE take normal damage.
- You don't get auto-damage on stuff which isn't an attack, like Electro Leap and Flak Field.
- If someone is immune to damage, you can't trigger the auto-damage vs them. Because you never got a damage roll in the first place. (Infernal Ruling)
- When this ability is triggered by a spell (ie Blight Storm or Affliction) then that does not change the source of the damage to the caster, nor change the damage type to magical.
It merely changes the result of a damage roll. (Infernal Ruling)
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Rules Clarification : Frostbite - None yet. (Edit)
Rules Clarification : Wind Ravager - None yet. (Edit)