House Shyeel Artificer
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House Shyeel Artificer Retribution Shyeel Battle Mage Solo - ('Jack Marshal) |
The House Shyeel artificer harnesses the might of Iosan magic to blast foes with bolts of rending energy and restrict their movement with walls of raw force. In addition, the artificer can smash enemies in melee with his twin power gauntlets.
Basic Info
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Abilities
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'Jack Marshal -
Pathfinder - Drive: Field Reinforcement - When a warjack under this model’s control activates in this model’s command range, remove d3 damage points from the warjack’s force field unless the warjack’s Field Generator system is crippled.
- Force Barrier - This model gains +2 DEF against ranged attack rolls and Blast Resistance. (Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.)
- 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.
- Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
Weapons
- Power Gauntlet (x2) - 1" reach, P+S 13 melee weapons
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Damage Type: Magical - Combo Smite (★ Attack) - The model hit is slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. When resolving damage for this attack, the model hit suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to the STR of this model.
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Spells
| COST | RNG | AOE | POW | DUR | OFF | ||
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| Force Manipulation
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(★ Action) | - | - | - | Round | No | |
This model gains Polarity Field for one round.
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| Force Wall
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(★ Action) | 6 | - | - | Round | No | |
Target friendly Faction model/unit. If the model/unit is in range, it gains Force Barrier for one round.
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| Magno Bolt
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(★ Attack) | 10 | - | 13 | - | Yes | |
| If the attack hits an enemy model, before resolving damage immediately push models within 2" of the model hit 1" directly away or directly toward the model hit in the order you choose. | |||||||
Theme Forces
Recent Changes
No changes since 2021.10
Thoughts on House Shyeel Artificer
House Shyeel Artificer in a nutshell
The Artificer is primarily a support solo, sometimes bringing a Myrmidon along for whatever reason and making sure it can recover from turn to turn with its Jack Marshal ability. He can chuck out Force Wall to provide survivability to squishy models, snipe out an enemy model if necessary or camp a flag and make himself unchargeable.
But in mid/late game, the Artificer's combat ability can be wielded, with 2 MAT 7 PS 13 mitts, he can surprise people with how hard he can hit, especially if he Combo-Smites for a single POW 17 slam.
Combos & Synergies
- As a jack marshal, he likes anything cheap, he can keep it alive early on and Arcanists can fuel it to be sent out to do what it needs to do. In Forges of War, you have access to more focus from House Shyeel Arcanists, but in Legions of Dawn marshalled jacks gain Flank and pseudo Tactician:
- A Siren is a good option, as with Crush, Flank from the Legions theme, and Concentrated Power it can actually one round a colossal on its own, thanks to Blessed trick like Arcane Shield won't prevent this either.
- Naturally, you need a contingent of Arcanist Mechaniks to give the jack focus and a damage buffs. Due to Oracular Vision and Field Reinforcemnt the Siren also become way trickier to remove than a light should be.
- Special mention goes to the Hydra, whose shots can be landed more reliably or rendered even more powerful with the appropriate marshal's order. And if the enemy is so obliging as to shoot the Hydra, the focus comes back and the damage is reduced next turn.
- Another fun jack to marshal is Imperatus, Field Reinforcement, Phoenix Protocol and Phoenix Field make for a bunch of regeneration, while Crush, paired with any speed buff such as Elara2's Boundless Charge and/or Lanyssa's Hunters Mark means you can sling a high damage jack far into enemy lines, potentially assassinating the opposing caster.
- A humble Griffon is one of the most cost effective jacks to marshal and it hugely benefits from the Crush order making it hit way harder than any 8 pt light should.
- A Sphinx is comparatively cheap for a heavy and with Chrush! it hits as hard as a a Khadoran Juggernaut. It does benefit from all the jack marshal orders however and its gun increases the range of Magna Bolt, so it has near perfect synergy with the Artificer.
- A Siren is a good option, as with Crush, Flank from the Legions theme, and Concentrated Power it can actually one round a colossal on its own, thanks to Blessed trick like Arcane Shield won't prevent this either.
- Adeptis Rahn makes his Magna Bolt hit farther, more easily and harder.
- Dawnguard Sentinels are the perfect target for his Force Barrier.
- Any squishy solo or model likes to made immune to blast damage with boosted DEF against ranged attacks, the same applies to your caster.
- Falcir loves to play dangerously forward and Force Barrier is exactly the kind of stat increase she needs to do that without getting assassinated.
Drawbacks & Downsides
- At 5pts, he's almost always one of your free choices rather than being purchased owing to being rather expensive.
- He's quite easy to kill with high quality shooting (a boosted POW 15 can kill without boosting on average), especially being on a medium base.
Tricks & Tips
- An amusing combo in Legions of Dawn is the Artificer, Fane Knight Guardian and Lys Healer with Thyron (giving him DEF 19 and a Shield Guard vs ranged, DEF 17/Parry vs melee and effectively Steady). Blades of Vengeance also ensures that if the Artificer goes in swinging on feat, he hits.
Other
Trivia
- Originally released in the Warmachine: Wrath expansion (2011)
- Community nickname: Mega Mittens (cf the House Shyeel Battle Mages who are the Mini Mittens).
Other Retribution models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Smite (Edit)
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Rules Clarification : 'Jack Marshal (Edit)
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Drive (Edit)
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Rules Clarification : Force Barrier (Edit) |
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Rules Clarification : Magic Ability (Edit)
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Rules Clarification : Force Manipulation (Edit)
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Rules Clarification : Force Wall (Edit)
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Rules Clarification : Magno Bolt (Edit)
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Rules Clarification : Set Defense - None yet. (Edit)
