Blight Archon

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Legion Logo.jpg Blight Archon

Legion Archon Solo

When the infernals invaded Caen, and the gods of man and wild sent their Archons to defend their mortal worshippers, Everblight watched with anger and disgust. He raged at the audacity of the gods to think they could create divine creatures with a skill greater than his own. He retched at the crude flesh work of the Infernals Masters and felt embarrassed for them in their pitiful goal of mere soul collection.

With righteous anger, Everblight set about creating a new race to lead his Legion into battle against the imposters and his own Archons to stand defiant against the machinations of ancient cosmic powers. In this endeavor, Everblight succeeded. Blight Archons are the culmination of Everblight's work: perfect creations that inspire his mortal soldiers, control his dragonspawn, and reduce his enemies to melted slag.

Basic Info

Blight Archon
Missing Info
Blight Archon.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 7
STR 8
MAT 6
RAT 7
M.A. N/A
DEF 14
ARM 17
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5
THRS N/A
HP 10
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 9
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

Weapons

Toxic Breath
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 10 1 - 12
Blighted Talon (×2)
Sword icon.jpg  RNG   POW   P+S 
1 5 13

Spells

COST RNG AOE POW DUR OFF
Crimson Ballet

2 SELF CTRL - Upkeep No
While in the spellcaster’s control range, models in its battlegroup gain Sprint.
Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, a model with Sprint can immediately make a full advance, then its activation ends.
Dragon's Blood

2 6 - - Upkeep No
(1) Target friendly Faction model/unit gains +2 ARM. (2) When an affected model is disabled by a melee attack, the attacker suffers the Corrosion continuous effect. (3) Models are not affected while out of formation.
Impending Doom

2 SELF (★) - - No
Enemy models within 5" of the spellcaster are pushed 5" directly toward it in the order you choose.

Theme Forces

Recent Changes

No changes since 2021.10

Thoughts on Blight Archon

Blight Archon in a nutshell

One of the Legion's best solos, the Archon has it all: impressive combat potential, outsourced battlegroup management backed by a decent spell list and easy-to-utilize support. Eyeless Sight and Flight also make it blend in nicely into the faction's overall theme. Coupling it with the fact that it can go into any of the currently available theme forces it is a highly advised first purchase for Legion players.

Ability thoughts

  • Veteran Leader: Another tool in the Legion's arsenal to make your attacks connect.
  • Meltdown: Legion boasts an impressive array of corrosion spells and attacks, and stripping Immunity: Corrosion from the enemy lets you maximise on these.
  • Lesser Warlock:
    • Although it's practically a warlock note that enemy abilities that specify "non-warlock model" (such as the Blight Bringer spell) will affect the Blight Archon too. On the other hand it's CTRL range will remain unaffected by Severius1's feat for example.
    • It inflates the Archon's cost since you must have at least a single warbeast under its control, but since it can handle them pretty well you can go anywhere from low-budget with just a single Harrier for Mark Target in Ravens of War, to mid-range commanding a pair of Raeks for solo hunting, or all-out with an expensive heavy to cause mayhem.

Spell thoughts

  • Crimson Ballet - In a faction that is famous of its hard-hitting yet fragile beasts, this is pure gold. Warbeasts can conduct previously unimaginable piece trades.
    • Even Golab, who can spend a fury to gain Sprint, would rather have Crimson Ballet and spend that precious Fury on buying/boosting attacks.
    • Don't forget it affects the Archon too if you occasionally have to deal with flankers.
  • Draconic Blessing - An on-demand ARM buff; this alone could justify bringing the Archon.
    • It usually goes on naturally tough models or those who already have means to get other ARM buffs or Rapid Healing.
    • In a pinch you can put it on your Warlock or your Archon if you feel threatened.
  • Impending Doom - This joins the long list of the Legion's threat range manipulation tools, from the Hellmouth to the animi of the Angelius the Seraph or the Afflictor, the list goes on and on.
    • Considering that this might put your Archon into a dangerous position which threatens to lose control over your battlegroup, consider its casting carefully (probably pulling models away from scenario or an important model from an aura).
    • It also comes handy if your Archon needs to get stuck in but the target cannot be charged - just walk up, cast ID and pull in the unfortunate victim.

Battlegroup thoughts

As mentioned, you can tailor your battlegroup whatever suits your points or playstyle. They might miss out on the warlock's battlegroup bonuses, but it is often amply compensated.

  • If you need a few support beast who would not really benefit from their warlocks' abilities, consider the outsourcing of Naga Nightlurkers, Mekanoshredders, Nephilim Bloodseers or Harriers under the Archon's care.
  • Raek - A trusty workhorse (erm, work-dragon-cat?) to hunt solos on the flank, then sprint back to do something meaningful next turn. The same applies to the Afflictor with the added benefit of occasionally popping out an Incubus from the target to further contest/score scenario elements.
  • Zuriel - An excellent but expensive beast, he likes to dig deep into enemy lines to best utilize his plentiful attacks and sprays. Sprint can keep him safe from retaliation without needing to rely on his Dodge animus. Golab is also an excellent choice for Finisher, and Crimson Ballet ensures that you can spend all your FURY to cause damage instead of spending it on your animus.
  • Proteus and Angelius - 2 quality heavies with great movement shenanigans, they may live to strike in another round once committed, killed something and then run back to safety. Proteus' drag ability is self evident and he can be a really hard nut to crack with Unyielding + Draconic Blessing. The Angelius can truly go nuts between Impending Doom and its animus, easily getting the target into places they never wanted to be the first place. That is especially true under Rhyas1's feat where you can teleport behind a target you damaged.

Combos & Synergies

Warlocks

Due to the sheer versatility the Archon can slot into basically any warlock's list. It is even more pronounced if your warlock is FURY-strapped, like all the Lylyth incarnations. The following warlocks have special interactions with them worth of note:

  • Vayl1 - Incite is an universal attack and damage fixer, and with her feat you can ensure your warbeast can run back to safety even if they failed to trigger Sprint (or dig deeper into enemy lines)
  • Vayl2 - She already has the deepest toolbox when it comes to movement tricks with Boundless Charge, Slipstream and Full Steam. You may turn the tables around, and relegate her to support duties with the animi-providing warbeasts, and let the Archons do the heavy lifting with the best heavy brawler warbeasts under their care, then fall back with Crimson Ballet after charging in from downtown.
  • Bethayne2 - You cannot choose the Archon as feat target, but you can absolutely do it with its warbeast(s). From then you can double-transfer damage, first from the archon to your beast, then from the beast onto another feat target.

Non-warlocks

  • Oracles' Minions choices are all getting Blighted tag as theme benefit, so the possibilities are aplenty. RAT7 Croak Raiders to oil up everything, MAT7 Snapjaw or Swamp Horror, MAT9(!) Primal Archon, just to name a few. Even Shamblers will reach a MAT where they don't have to CMA in order to hit the broad side of a barn.

Drawbacks & Downsides

  • It's the most expensive Archon thanks to the mandatory warbeast(s) it has to take
  • As every Archon, it is vulnerable to Stationary and Shadow Bind effects. Fortunately, this one can shake those.
  • One of the flimsiest Archons if there are no transfer targets around. Watch out for spells and feats that counter transfers, as well as running your beasts hot, or having them tagged with Fury-adding abilities.
  • The Blight Archon is It is not Blighted, thus won't benefit from another Blight Archon's Veteran leader aura. It also won't spread corrosion in the Oracles theme.

Tricks & Tips

  • Watch out for mirror matches - you will both strip each other's corrosion immunity.
  • Impending Doom has a fix 5" distance on it, meaning it will be halved on rough terrain. Also check for Anti-Push abilities.
  • Both the spray and the Claws are magical weapons - keep that in mind in case you must deal with Incorporeal models.

Other

Trivia

Released 2020.09

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

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Rules Clarification:  : Assault      (Edit)
(Click Expand to read)

General

Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
Tip lightbulb.png

Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

You can make an Assault shot even if you charged less than 3".

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


Units

  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

Other

  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).
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Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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Rules Clarification:  : Flight      (Edit)
(Click Expand to read)

 
  • 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 : Divine Manifestation      (Edit)

  • Archons are not living models, but neither are they constructs, undead, etc. They're just ... archons.
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Rules Clarification : Lesser Warlock and/or Draconic Consort     (Edit)

  • This model has a completely separate battlegroup to your main warlock.
    • Your main warlock cannot force warbeasts under this model's control (and vice versa).
    • Any spells/effects that apply to your main warlock's battlegroup (such as Warpath) do not apply to warbeasts under this model's control (and vice versa).
  • This model is a solo, and is not a warlock
    • It is affected by stuff which specifies "non-warlock models" (such as Seduction).
    • It is not affected by stuff which specifies "warlock" (such as Black Arts).
  • When this solo dies, any warbeasts they are controlling go wild exactly as if it was a warlock. (Infernal Ruling)
    • See this article for the Wild warbeast rules and how to re-tame them.

Rules Clarification : Meltdown - None yet. (Edit)

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Rules Clarification : Soul Ward      (Edit)

  • Soul Ward overrides "collects the soul regardless of proximity" abilities (such as Dark Fire).
  • The model being destroyed has to be in your CMD range. The location of the enemy model itself is irrelevant - they could stand inside your CMD range, and destroy something outside your CMD range, and not be affected.
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Rules Clarification : Veteran Leader      (Edit)

  • Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause. However, if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • If a model can get Veteran Leader from two sources (such as Vet Leader [Winterguard] simultaneous with Vet Leader [Assault Kommandos]) then the benefit does not stack. (Infernal Ruling)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)


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Rules Clarification : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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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 : Moving Shadows and/or Crimson Ballet     (Edit)

  • Moving Shadows is retroactive. Which means you can cast it after killing a model, and still benefit from it.(Infernal Ruling)
    • Crimson Ballet will probably get the same ruling.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • 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 : Dragon's Blood      (Edit)

  • Dragon's Blood triggers simultaneously with Tough. Strictly speaking if you choose to resolve Tough first and the model passes, the trigger condition for Dragon's Blood no longer applies. I think most players will allow you to 'count as' resolving DB first, even if you forget to say so.
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Rules Clarification : Impending Doom      (Edit)

  • 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)