Showing posts with label spoilers. Show all posts
Showing posts with label spoilers. Show all posts

Friday, 14 August 2009

Retribution Spoilers - Solos

Now on to my favourite part of this army, the Solos:

Dawnguard Scyir
Commander, Jack Marshal, Coordinated Strike (This model and the jack it controls ignores Dawnguard for LOS and can move through them), Drive: Reroll (Warjack and reroll one attack), Flank, Iron Sentinel (+2 Arm when B2B with faction warjack), Reach.

- The griffon was made for this guy. The two of them are going to pair up incredibly well, especially given his drive (again, rerolls are fantastic). But then you tack on +2 ARM in B2B and flank and we have a very solid combo. Almost like having our own lesser warcaster.

Arcanist
Special Actions
Concetrated Power – RNG 5 targe warjack gets +2 to melee damage rolls.
Power Booster – RNG 5 if jack has no focus it gains 1 focus. If it was disrupted it is no longer disrupted.
Repair – D6 damage.

- Repair is good. Getting rid of disruption is good. A free focus for a jack that has none is good. +2 to damage is good. FA 2 is good. 2 points is good. And he has a huge frakking wrench for a weapon. What is there not to love about this guy. Sure, he's gonna be squishy, but really do you care? By the time he gets turned into fine elven paste you should be on you assassination run. In fact, you run should be over before he dies.

Fane Knight Skeryth Issyen
Dragoon, Rapid Strike (one additional attack), Righteous Fury (+2 arm when friendly faction models within command are destroyed), Magic Weapon, Reach, Weapon Master, Blessed.

- I love this guy. Two weapon master attacks on a Blessed, reach weapon is nice, combined with tall in the saddle, this guy is a great solo/UA hunter. Righteous fury just helps him hit harder and survive longer. A nice character model for us, and hopefully a really nice model.

Nayl
AD, Fearless, Stealth, Souless, Arcane Annihilation (when it destroys a model, enemy models within 8″ lose focus and fury points and cannot cast spells, channel or use animi), Spell Ward. Magic Weapon, Reach.

- Holy disruption grenade. Well, not really a grenade, more a land mine. Your opponent has to pop Nayl for Arcane Annihilation to go off, so they can work around it. Against hordes the removal of all fury within 8" will hurt them more than machine players as they'll be gimped the following turn too. Otherwise, he's a nice solo, we just need to see what his P+S is.

Mage Hunter Assassin
AD, Pathfinder, Stealth, Arcane Assassin, Weapon Master, Chain Strike (4″ melee during activation), Chain Weapon, Decapitation (Damage is double, no tough roll)

- She has SPD 7, so that is a 14" threat range with arcane assassin so she ignores any DEF/ARM buffs and Weapon Master and Decapitation. Wow, I know that she is going to die to a stiff breeze, but the sheer amount of terror she will cause you opponent by her merely being on the table will be more than worth it. There is also a way to get 6 of the in a 35 point list, which I'll cover in another post.

Ghost Sniper
Pathfinder, Stealth, Camouflage, Swift Hunter (elylyth), Deadly Shot (like snipe but 3 points of damage)

- Auto 3 damage is really nice. Swift hunter means that he can move out of cover, pop off a shot, and then move back to avoid retalliation. Plus, the model just rocks.

House of Shyeel Magister
Magic Ability 7, Force Bolt – POW 10 RNG 10 pushes D3″, Whip Snap – RNG 6 POW 12 friend model within 3″ can advance up to 3″, Beat Back, Combo Smite

- MITTENS. Like his battle mage brothers, its going to be hard to tell just how good he is due to the fact that I don't know his raw stats. But looking at the spoiler he continues our ability to move our enemies to where we want them. Beat back twice, and then combo smite for another D3" on a heavy (D6 on anyone else) will give us an average of 4"(5") at the end with is better than just combo smiting for distance.

Dawnguard Destor Than (cav solo)
Commander, Gunfighter, Unyeilding, Virtuoso (Holt), Mulit-fire (like esorsha’s gun)

- Yes, we get a cav solo that can shoot up to 3 times, in combat and the attack with his melee weapon if anything is still alive.

The solos are what really push this army into craziness. Like our units, most of our solos don't require any additional support, you can trust them to get their job done. Now all we are really waiting for is the models to be previewed.

Let me know what you guys think about our revealed units.

Retribution Spoilers - Units

The Units plus their UAs:

Invictor UA
Officer – CRA, Officer, Defensive Line, Extended Fire (+4 RNG) mini feat.
Flank. Granted Combine Arms. If attack misses for a CRA it can reroll that attack once.
Standard Bearer – Defensive Line.

- Extended fire is very nice on a ranged unit, especially during the opening turns of a game where normally everyone would be out of range. The extra 4" will allow you to pop off an early CRA into something dangerous, or even to start the destruction. Combine Arms gives me a reason to always CRA, even if it's a 2 man shot. Rerolls are incredibly helpful, even when i comes to hitting DEF higher than you would normally.

Sentinel UA
Officer – Officer, Drive: Pronto, Granted Vengeance (bane knights)
Standard Bearer – Defensive line

- Pronto is awesome as a Drive as it continues to push the speed of the Ret, which is a lot faster than looks on paper. But the real reason that you are going to want the UA is Vengence. Once you get this unit stuck in, they are going to start wrecking face. The sentinels and UA re really going to love IR from Vryos as ARM 19 Bane Knights are gonna scare just about everybody

Mage Hunters Strike Force
CMA, Pathfinder, Stealth, Arcane Assassin and Jack Hunter (Additional die to melee and range damage rolls against jack) perfect for Kaelyss. Mage Hunters are rat 6 with range 12 guns. Light jacks beware PoW 10 shots with 3d6. Warcaster beware if it’s backlashed. POW 9 +4D6 if they charge a jack. If they CRA it it would pack a big punch against a heavy.

- Wow, in a game that has gone jack heavy, we have the only unit that specifically does more damage to jacks. The extra die on damage from a POW 10 means an average of 2 points on an ARM 18. Now if we combine this with Kaelyssa, we have the perfect unit for a Backlash assassination. A full unit will do 20 to the jack and 10 to the caster, and I'm not even counting what Kaelyssa herself can do.

Mage Hunter Strike Force UA
Mage Hunter UA gives them AD and Phantom Seeker.

- Wait, now the Jack hunters start closer and have Eiryss' phantom seeker bolt. Cue Bond villain hand wringing.

Dawnguard Destors (Cav unit)
Gun fighter, Dual Shot, Unyielding (+2 arm while engaged)

- I'll be honest, the Destors confuse me a little. They are a cav unit so you want to keep them moving, but dual shot means you want to keep them still. Although, you can forfeit your move in melee to shoot twice. Hmm, I guess this is another unit that I am really going to need to my book before I make any decisions about. But if they look anything like their picture, then its guaranteed I am going to buy them.

Stormfall Archers
Range 12 power 12 3 inch AOE weapons, May choose on of the following attacks (doesn’t have to be as a whole).Brutal Shot, Snipe, Star Strike – no damage but suffers fire.

- It's been spoiled that they are RAT 5, so the chances of a brutal shot going off are slim unless the target is KD'd or a stationary jack due to Kaelyssa. Snipe makes them Range 16 AoEs which is really nice in the opening stages. Star fall looks powerful, but you'll only get 3 of them on average rolls and if you're up against eFeora you're just feeding her feat.

Souless Escort
Attachment any Retribution Unit, Disbinding (enemy upkeep spells expire), Flank, Mage Static (-5 range to magic attacks against this unit) Souless, Tag Along (does not gain unit abilities except AD)

- Want to make you Cryx buddy cry? Include 3 of these little guys. -3 RNG on a RNG 8 spell hurts a lot. For only 1 point, the escort is a great WA. He's awesome at making sure your unit survives against anything but a serious magic assault. And with the new unit formation rules, you can keep him 6 - 8" behind the unit he is supporting.

Houseguard Halberdiers
CMA, Ranked Attacks, Shield Wall, Reach, Brutal Charge, Set Defense

- These guys are my go to cheap meat shields. 15/18 against a charge is better than TFG and +2 damage on a charge is really nice on those few times you are going to be charging.

Houseguard Halberdiers UA
CMA, Officer, Granted: Reform (after completing action models can move 3″) Ranked Attacks, Team Effort (Once per game +2 attack and damage rolls again enemy models in melee range of another model in unit), Standard Bearer, Reach, Brutal Charge Set Defense

- This UA is really nice, but I don't feel it is as much of an auto include as the sentinel, invictor and Riflemen UAs. The mini feat is nice if you want to put a hurting on something. I would pop it the same time that I charged something beefy, like a jack. The extra 3" move helps them keep up with the rest of the army, as your only going to be walking in shield wall.

Houseguard Riflemen
CRA, Ranked Attacks. Rang 14 power 10.

- The ranked attacks mean that you can get your entire unit in on the CRA, which is nice on a RNG 14 POW 10. A full 10 man CRA will net you a POW 20, more than enough to start threatening Khador Jacks.

Houseguard Riflemen UA
CRA, Officer. Granted: War Tempered (can make CRA models in melee), Ranked Attacks, Whites of Their Eyes (mini feat, gain additional die on range attack rolls against models within 8″).

- There is no reason to ever no take this UA. The mini feat is cool if you are make a bunch of single of 2 man shots. But the greatest thing about this unit is War Tempered. The biggest limitation on CRAs has been that you cant CRA into melee. Well we can, and we can do it with a POW 21 with +11 to the attack roll. Very, very few casters are going to walk away unscathed from that hit. Butcher, Skarre with a good sac lamb roll camping focus and feated, and Karchev are the only ones that come to mind.

Battle Mages
Magic Ability 6
Force Bolt – RNG 10, POW 10 magic on pushes d3 on crit KD.
Beatback.

- The unit of mittens. Really unit I can see their MAT and PS there really isn't a lot to go on. Force bolt is helpful in opening holes for assassination runs.

There isn't a unit that from stats a lone looks like junk. I want to include every single one of these in every list that I make. We have a lot of strong, independent units. If you notice there isn't a lot of inter unit synergy like you would see in Menoth or Cryx. Nor are we a hammer like Khador. We are a snipers bullet, and the only thing in our cross hairs is the enemy caster.

Retribution Spoilers - Warcasters

Warcasters:

Adeptis Rahn
Focus 8.
Feat: +2 range to non channeled spells at magic attack and damage rolls are boosted to everyone in ctrl.
+2 def again range attack and no blast damage. Beat Back, Critical Smite, Reach, Magic Weapon
Spells
Chain Blast – 3″ AOE that rolls an addition 3″ aoe deviation.
Force Blast – Target battlegroup model. Enemies are pushed 4″ directly away.
Force Field – Self – doesn’t suffer b last or collateral damage, no KD, if an AOE attack deviates you choose the direction.
Force Hammer – Slams non incorporeal models d6″a and suffers pow 12.
Polarity Shield – Like the cent.
Telekinesis – Like eHaley.

- Rahn looks like an interesting caster. 8 Focus is really nice, hitting DEF 15 on average rolls. One thing that is definitely obvious is that he really wants more focus. He has such a nice tool box of spells, you're going to have to really plan out your casting. Polarity shield works amazingly with our ranged troops giving us an added protection against retaliation. Force Blast is also an amazing spell for getting our jacks out of sticky situations. As of now his feat seems to only apply to himself and other House Shyeel models. Whether or not this is going to be a useful feat remains to be seen. I do like Rahn, being able to couple a TK with a FH while still upkeeping a couple spells is really nice. He continues our theme of moving our enemies into the most advantageous positions for us.

Ravyn, Eternal Light
Foc 6
Feat: Fire Storm – Models in CTRL gain boosted attack rolls and swift hunter.
Gunfighter, Quick Work (after destroying model with melee can make a range), Swift Hunter, Virtuoso, Magi Weapon, Blaster (may spend a focus to turn into AOE), Thresher.
Spells
Eliminator
Locomotion
Snipe
Veil of Mists – 4″ AOE cloud that doesn’t affect friend models, give friendly pathfinder, move through obstructions while in it
Vortex of Destruction – Damage rolls against enemy modes in SELF range are automatically boosted.

- Ravyn is another of our casters that look really interesting. Thresher + Vortex of Destruction will absolutely demolish troops in her melee range. Snipe is just one of those golden spells for a faction with a lot of range, and once you see our ranged units you'll why its so gross. Veil of Mists is a really nice cloud effect due to the fact that it's a 4" cloud giving much, much greater protection to our lightly armored models. I'll have to wait for my book to see if Quick Work procs off every kill, which in essence will double the amount of attacks she can make due to her gunfighter rule. Actually forget that, if it works the way that I think it does, thresher and then fire off a bunch of ranged shots at something, which can also be turned into an AoE for a focus. Nasty if you think about it.

From everything I've seen, it looks like we don't have a type cast caster. Vyros isn't really a Jack caster, Rahn and Ravyn aren't troop casters. All 5 of our casters are asking for combined forces, they can all use a node, maybe a heavy and with our amazing troops and solos, you re going to want those too.

I personally can not wait to start getting models.