Blighted Nyss Swordsmen

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Legion Logo.jpg

Blighted Nyss Swordsmen
Legion Unit
Abott & Champion
Command Attachment

Corrupted and reshaped by Everblight’s will, the blighted Nyss have become eager accomplices in the dragon’s murderous schemes. At the onset of battle, blighted Nyss archers rain down an unending deluge of arrows on enemy fortifications. Blighted swordsmen, at one with their prized blades, then close in to finish off what’s left of the demoralized foe.

The hollowness of blighted swordsmen aligned naturally with the meditative discipline of sword mastery, allowing them to evade horror by concentrating solely on their skill. Those who embraced this new philosophy, the abbots, kill as a form of meditation and are the greatest blade masters of their race. The champions are their best students.

Basic Info

Blighted Nyss Swordsmen
Missing Info
BlightedNyssSwordsmen.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Unit / Abbot / Champion
BASE Small
SPD 6
STR 7
MAT 7 / 8 / 8
RAT N/A
M.A. N/A
DEF 14
ARM 13
CMD 7 / 9 / 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1 / 5 / 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 6 or 10 +2 CA
COST 9 or 15 +6 CA
1.5 pts each (excl CA)
1.8 pts each (incl CA)
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Everyone
    • Blade Shield - This model gains +2 DEF vs ranged attack rolls.
  • Abbot
    • The Abbot has a better statline
    • Officer symbol.jpg Officer
    • Prayers - This model can use one of the following prayers at any time durimg each of its unit's activations. Each model in the unit gains the benefits listed.
      • Draconic Fervor - Affected models gain Relentless Charge for one turn. (Relentless Charge - While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.)
      • Imbued Force - Affected models' weapons gain Damage Type: Magical for one turn.
      • Song of Blades - Affected models gain Cleave for one turn. (Cleave - When a model with Cleave destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved the model with Cleave can make one additional melee attack. The model with Cleave can make only one additional attack as a result of Cleave each activation.)
  • Champion
    • The Champion has a better statline
    • Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
    • Defensive Strike - Once per turn, when an enemy advances into and ends its movement in this model's melee range, this model can immediately make one basic melee attack against it.
    • Tactics: Overtake - Models in this unit gain Overtake. (Overtake - When a model with Overtake destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".)

Weapons

Leader, Grunts, & Abott
Nyss Claymore
Sword icon.jpg  RNG   POW   P+S 
1 4 11
Champion
Nyss Claymore (x2)
Sword icon.jpg  RNG   POW   P+S 
1 4 11

Theme Forces

Recent Changes

No changes since 2020.09

Thoughts on Blighted Nyss Swordsmen

Command Attachment

Blighted Nyss Swordsmen in a nutshell

Swordsmen are the hammer units of the Legion lists. Thanks to weapon-master and a decent MAT they're capable of chewing through shield walled infantries even outside charges, and do serious damage even to heavies with the right support. Children of the Dragon allows them to bring those solos and the Tactician bonus offers great flexibility in their positioning. They are adequately defended against ranged attacks thanks to Blade Shield, but anything that gets through their DEF will likely to kill them as their ARM is almost non-existent - according to typical Legion fashion.

With a high MAT and Weapon Master they serve as the backbone of the anti-ARM CotD lists. You will want to get the alpha strike so that you can have four dice on damage and utterly destroy whatever your Swordsmen come in contact with.

Thoughts on the CA

Being one of the most expensive free card you can take in the theme, this CA is a worthy - and near-must-have - addition if you want to field Swordsmen. They are among the rare command attachments where both participants have multiple hitboxes and can actually fight. Beside giving Overtake, the Champion is a really badass combat solo who can capitalize on the aforementioned Tactician bonus near your warlock by having both Defensive Strike and Counter Charge on his card, being able to find the best angle to strike the enemy with a weapon-master attack. His Overtake Tactics works very well with the Abbot's Cleave prayer. As for the other Prayers, Relentless Charge ensures that you'll get the most out of the unit once the enemy is within charge range. Giving magical weapon is a cute gimmick but will rarely come up save for a few corner cases.

Combos & Synergies

Warlocks:

  • Anamag - Even if she feels more at home among Ogrun, Swordsmen are as every bit as deadly under her support, as Warmongers. With Fury's Strength, her feat and the Warlord's support you can cripple most of the enemy's heavy hitters with little effort. She may also bring Golab into CotD, providing Entropic Force to stop healing/repairs on the target.
  • Bethayne1 - An infantry polisher supreme, Blood Thorn + Disintegrate upon selected targets offers nothing short of crazy damage output. Hex Blast also allows you to remove troublesome upkeeps from the target that would otherwise cut into the Swordsmen's damage output or accuracy.
  • Bethayne2 - Transmutation puts these guys' DEF to absurd heights while turning them into P+S 13 weapon masters. Also, having Pathfinder always on means that you can use the Abbot's Cleave Prayer and benefit from PF even during your Overtake move.
  • Fyanna2's Iron Flesh protects you from blasts, the most dangerous tool against the swordsmen. Her feat allows them either to be delivered safely up the field, or remain longer in combat if they are already stuck in. In the latter case, don't forget to swap IF to Fury, and let the carnage begin.
  • Kallus1 - Dark Guidance + Ignite is a self-evident combo, as well as having a DEF16 Incubus out of a Swordsman, if the enemy managed to shoot him down on the advance during your feat.
  • Kallus2's Battle Lust may seems a bit excessive, but if you expect an ARM-heavy meta, he definitely helps to solve it. Also, Blazing Path keeps you safe from Fire, something that is often used against high DEF models.
  • Kryssa is an excellent choice since she can cast Cloak of Ash on them and upkeep it throughout their advance, making them effectively DEF 18 against shooting. When the enemy is in range, swap it to Ignite maybe even feat, and watch them cut through all but the most evasive forces with their effective P+S 16 attacks. Her Total Obedience zone may also save some of the Swordsmen if enemy fire finds its way through.
  • Rhyas1 can support them with Occulation for defensive measure, while Dash gives you not only extra speed, but also the ability to dart behind enemy lines for back-strikes with impunity. With Cleave, Overtake, and her feat, they can deliver a startling number of attacks. The Champion alone gets 4 strikes, and with a little support from the dice, he can get behind enemy lines with the first attack. Then, he can deliver the additional 3 from the back arc of the enemy - perfectly capable of eliminating, or badly damaging a multi-wound shield-walled infantry line on his own.
  • Rhyas2 - Occultation can also be found here, plus her Onslaught aura allows you to make your charges connect, even if the enemy abuses rough terrain after killing off your Abbot way too early (or if you want to use Cleave instead of Relentless Charge).

Non-warlocks:

  • Blighted Nyss Warlord - He grants them Precision Strike, allowing you to choose the column you damage. If you are going up against a lot of warjacks this would enable you to quickly destroy their cortex and make them far less effective.
  • Blightbringer - All of his auras can make the Swordsmen work plain better, be it STR, DEF or ARM buff. It also synergizes well with the other infantry choices in CotD, namely the Legionnaires who can be used to screen them until they're within striking distance.

Drawbacks & Downsides

  • Low armor value. If something manages to hit a Swordsman (or just scatter over him, like blasts), he is most likely dead.
  • No access to Pathfinder outside charges makes them susceptible for rough terrains.
  • Weapon-master infantries are rightfully feared; they are high on the target priority list.

Tricks & Tips

  • Watch carefully for templates and blast damage as they can quickly wipe out your whole force. Be sure to space your troops wide enough to prevent disaster. This is even more pronounced with the prevalence of Death Archons and Void Archons.
  • Working out an entire unit's extra moves and attacks via Cleave + Overtake can be really time-consuming for beginners. Topple it with Rhyas' extra feat attack plus placement, and you will easily put yourself into time disadvantage. Practice accordingly.

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 : Blade Shield - None yet. (Edit)


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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 : Prayers and/or Follow the Leader and/or Tactical Flexibility and/or Witchcraft     (Edit)

  • All models get the benefit, regardless of whether they're in formation or not.
  • Sometimes this rule is put on the whole unit, and yet specifically mentions "the Leader model" as the one that uses the ability (for instance the Gatorman Posse). As a result, if the Leader gets RFP'd you can't use the ability. See Unique Leader Model for a fuller explanation.
  • 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 : Draconic Fervor      (Edit)

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Rules Clarification : Relentless Charge      (Edit)

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Rules Clarification : Imbued Force      (Edit)

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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.")
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Rules Clarification : Song of Blades      (Edit)

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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 : Defensive Strike      (Edit)

  • If an enemy doesn't stop in your melee range, but continue all the way through it and out the other side, you won't get to make a Defensive Strike.
    You will get to make a free strike as per normal, though.
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Rules Clarification:  : Countercharge      (Edit)
(Click Expand to read)

    Timing    
  • If the moving model has Assault, the Countercharge is resolved before the Assault attack. (Infernal Ruling).
  • If the moving model has a rule that resolves "at the end of Normal Movement" (such as Slipstream), the Countercharge is resolved before the other rule. (Infernal Ruling)
  • The moving model cannot use an "Any Time" after finishing their advance but before your Countercharge. They can use it only after the Countercharge is resolved.
  • If the non-countercharging player has a similar "ends an advance" trigger (such as Admonition) then they can trigger and resolve that from your countercharge movement.
    • Example: Model [A] charges, and triggers Countercharge on [B]. Model [B] countercharges, and triggers Admonition on [C].
      Resolve Admonition on [C]. Then finish resolving Countercharge on [B]. Then finish model [A]'s activation.

    Triggering Countercharge    

  • You can trigger Countercharge if you're engaging, but not engaged.
  • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
  • Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
  • What does trigger Countercharge
    • Countercharge triggers off any advance, not just in-activation stuff.
    • Standing still but changing facing is an advance.
  • What doesn't trigger Countercharge
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."

    Attacks, Boosting, & Other Triggers    

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
  • Countercharge occurs outside of activation so you can't spend fury/focus to boost a countercharge attack, nor buy additional attacks afterwards, not trigger stuff that only happens during your Combat Action (like Berserk).
  • Even if you trigger Countercharge during your own activation, for the duration of you resolving the CC it "no longer counts" as being in your activation. (Infernal Ruling)

    After the Countercharge    

  • The countercharging model cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint), as Counter Charge is not an activation. (Locked thread)

    Other interactions    

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • Assault vs Countercharge ( Edit )
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
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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)
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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)

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


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