Fyanna the Lash

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Legion Logo.jpg Fyanna the Lash

Legion Strider Character Solo

The nimble Fyanna is a blur of motion as she stalks her prey. She is one with the shadows and is rarely seen before she strikes. Her barbed lash flashes from surprising distance to topple and toss her hapless victims before she springs away, safe from retaliation and already preparing for her next victim.

Basic Info

Fyanna1
Missing Info
FyannaTheLash.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 12
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

Weapons

  • Barbed Lash - 2" reach, P+S 12 melee weapon.
    • Chain Weapon symbol.jpg Chain Weapon
    • Chain Strike - This weapon becomes RNG 4 during this model's activation.
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.
      • Dismember - When this model hits a warbeast with a melee attack, roll an additional damage die.
      • Pitch - On a hit against a model with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The model thrown does not deviate. The POW of collateral damage is equal to the STR of this model.

Theme Forces

Recent Changes

2021. October

  • Dropped 1 point (from 5)

Thoughts on Fyanna the Lash

Fyanna the Lash in a nutshell

Fyanna is a solid combat solo who excels at disrupting key enemy solos and even casters. She boasts solid MAT (though arguably low for a Character model), impressive threat with high SPD and Chain Strike, and solid mobility with Parry and Pathfinder. She has Prowl to help keep herself safe against enemy shots, and has flexibility in attack with three different attack types and Rapid Strike.

  • Pitch is an interesting idea for a stealthy flanking solo, but due to her small base size, the Throw part has some not-insignificant downsides: It is limited to enemy warrior models/troopers and lessers. Use it to hunt key enemy solos or UAs, or even the occasional warcaster who got too cheeky and forgot Fyanna existed. Unlike a Power Attack Throw, Pitch has random distance, that can stall your assassination attempts at longer ranges. You also cannot aim where to throw; the enemy is always flying directly away from you. The latter part can be alleviated by her native Parry and high SPD, giving her an easy time getting behind your target, so you can throw it towards your army, even if this means that Fyanna will be caught pants down in the middle of the enemy army afterwards. She's only a 4 pts solo, her dying after having done her job is not the end of the world.
  • Beat Back is also an interesting way to disrupt enemy formations, she will likely die in retaliation after using it, but it is hard to overstate how valuable it is to push models off of scenarios. At best it can outright win you the game at the end of your turn, at worst, Fyanna missed both attacks and is still in range to contest and needs to be cleared off the scenario element.
  • Dismember has a place against Hordes armies certainly, but that's less than half her potential matchups. It does not help that many hordes armies (Circle and Gymkin, to be exact) will scramble to include construct warbeasts over living ones, because living warbeast are usually terrible by comparison. Basically i comes up, if it comes up, and if it doesn't you still have two other attack types to choose from. It's a tool in a toolkit, not her main selling point.

Combos & Synergies

Fyanna will prefer force multiplier armies, as she's not likely to warrant individual support.

  • Vayl1 offers accuracy and damage with Incite, and gives her a much needed escape route once a game with her feat.
  • Kryssa, Conviction of Everblight - her feat is good for the whole army, Fyanna included and with two initials and MAT 7 she should be able to make excellent use of the buff. Ashen Veil gives her Stealth and makes her extremely dodgy up close. Passively gaining tough is also nice.
  • Kallus1 can help her hit a little more reliably, but shouldn't be a top priority for Ignite.
  • Thagrosh1 is always useful for models who rely on Prowl, but beyond that he doesn't offer her much except for an emergency Draconic Blessing if he's out of other, much more suitable targets for the buff.
  • Rhyas1 can make her a bit faster with Dash, and her feat can make for some interesting threat angles with her Chain Strike range. Technically, as Pitch happens upon hitting the target, and Tide of Blood upon damaging the model, you can snatch a few extra inch for your teleport. Just keep in mind she must remain in Rhyas' CTRL area to trigger the placement part.
  • Seraph - Fyanna has a native threat range of 14". With Slipstream that becomes even more outrageously long. Flare also helps Fyanna hit, which can be crucial if you intend a hailmary assassintion run.
  • Neraph - Attractor can dislodge enemy models for Fyanna to throw even closer to you. It is also the kind of beast that can follow up her Pitches to kill a warcaster.
  • Craelix - Weaken is -2 DEF on a living enemy model, which can be the difference between Fyanna's sickle connecting or not.
  • Hermit - Hermit loves being thrown around, because he only takes one damage from damage rolls anyway and every inch he gets closer to the frontline is an extra inch where his Master of Ruin bubble applies. So Pitch him in the back for flying Hermit funsies.

Drawbacks & Downsides

  • At 5 pts she is on the expensive side for solos and with free double Harriers and Craelix in Ravens you will likely not take her for free either.
  • Boosted Blast damage can take her down easily.
  • If there are no follow-up models to kill her target, she will usually die to counter attacks.

Tricks & Tips

  • Fyanna can opt to lurk around the midlines and serve as a means of dislodging other models from melee using Beat Back or Pitch, taking advantage of her mobility and extreme melee range.
  • Enemy warjack barely chipping the edge of the zones in scenario play? Apply some well-deserved beat-back attack upon it to snatch control points from your opponent.
  • As Pitch bypasses restrictions about making power attacks against your own models, use your stray, small-based models to set up assassinations against opponents with equal size (preferably warlocks). Run a suitable friendly model into position, then pitch him/her right into your intended target. You cannot charge said model, but the 4" melee range is still applied to your attack.


Other

Trivia

  • Released in Hordes: Exigence, in 2014
  • Fyanna was granted an Athanc Shard by Everblight as a reward for her good work, and Fyanna2 is thus a full-fledged warlock.

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 : Chain Weapon - None yet. (Edit)

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Rules Clarification : Chain Strike and/or Lunge     (Edit)

  • The extra melee range kicks in the instant you start your activation, and if that makes you engage an enemy then it means you can't aim.
  • The extra range does apply during Frenzies (because that is defined as an activation)
  • The extra range doesn't apply during free strikes or when your opponent takes control of your model.
  • It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)
  • If you're affected by another range-altering rule (such as Jakes2's feat) then that won't override Chain Strike. (Infernal Ruling)
RC symbol.png

Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Beat Back      (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
    • (mk2 Ruling)
  • Beat Back can be used to push larger models.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)

Rules Clarification : Dismember - None yet. (Edit)

RC symbol.png

Rules Clarification : Pitch      (Edit)

  • If you Pitch on a charge attack, then the throw damage will be boosted (but not collateral damage).
  • Throw ( Edit )
     
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.


RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Prowl and/or Just a Tree?     (Edit)

  • Whether you can trigger this ability is a bit awkward;
    • As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.

Rules Clarification : Rapid Strike - None yet. (Edit)