Dawnguard Sentinels: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
m (1 revision imported)
mNo edit summary
Line 1: Line 1:
{{Retbox2
[[Retribution of Scyrah]] [[Legions of Dawn]] [[Unit]]
|{{Dawnguard}} Sentinels
|{{Retribution}} {{Unit}}
|Officer & Standard Bearer
|[[Command Attachment]]
}} [[Category: Model]]
{{4P|Legions of Dawn}}


''Dawnguard sentinels charge into the enemy as an overwhelming tide of cleaving blades. These heavily armored knights use their great swords to expertly carve through any adversary willing to stand against them. Sentinels embody sheer determination made tangible in flesh and steel and consider themselves guardians of the ideals of the Dawnguard.''
[[Category:Retribution of Scyrah]]
[[Category:Legions of Dawn]]
[[Category:Unit]]
[[Category:Legacy]]
[[Category:Prime]]


=Basic Info=
== Model stats and abilities ==
{{Infobox-Model
{{Model-stats
| name = {{PAGENAME}}
| name= Grunt
| image = Sentinels1.jpg
| base= 30 mm
| base = Small
| spd  = 5
| str  = 6
| mat  = 7
| rat  irrelevant
| def  = 12
| arm  = 15
| cmd  = 8
| hp    = 1
| hp    = 1
| size  = 6{{or}}10 +2 CA
| spd  = 6
| cost  = 9{{or}}15 +3 CA
| mat  = 5
| cost_note = 1.5 pts each (incl CA)
| aat = 6
| def  = 14
| arm  = 12
| fa    = 2
| fa    = 2
| cost  = 4
|cpm= 1.8 (5 grunts)
| abilities =
{{AbilitySingle|Shield Wall}
{{AbilitySingle|Vengeance}}
}}
}}


===Abilities===
=== Weapons ===
* '''''Entire Unit
{{Weapon|weapon=Great Sword|type=M|rng=2|rof =- |aoe = -|pow = 12|loc = -|abilities ={{AbilitySingle|Weapon Master}}
** {{Vengeance}}
}}
** {{Wall of Steel}}
== Unit Rules==
 
{{Category:Unit}}
* '''''Officer only
** He has +1 MAT and 5 hitpoints
** {{Officer|Hide_Cat=<!---YES--->}}
** {{Iron Zeal|Hide_Cat=<!---YES--->}}
** {{Tactics|Hide_Cat=<!---YES--->|Relentless Charge|Hide_ability=}} (''{{Relentless Charge-alt|Hide_Cat=<!---YES--->}}'')
 
* '''''Standard only
** {{Standard Bearer|Hide_Cat=<!---YES--->}}
** {{Take Up|Hide_Cat=<!---YES--->}}
 
===Weapons===
* '''''Leader, Grunts, & Officer
** '''Great Sword''' - 2" reach, P+S 12 melee weapon
*** {{Weapon Master}}
 
* '''''Standard Bearer
** {{Unarmed|Hide_Cat=}}


===Weapon Attachment===
== Changes and Updates ==
Sentinels may have up to 3 [[Soulless Escort]]s added to them. His info has been omitted from this article for brevity.
===Release Trivia===
 
===Theme Forces ===
* {{Legions of Dawn}}
 
 
= Thoughts on {{PAGENAME}} =
[[File:DawnguardSentinelUA.jpg|thumb|Command attachment]]
=== {{PAGENAME}} in a nutshell===
These guys are your expensive tank infantry, they can be taken out if hit right but when they get to where they are going they make sure you remember. All in all they are a basic armor unit who specialize in being their own delivery system with wall of steel and iron zeal, and when they get to where they are going weapon master coupled with high MAT mean a few models just got sliced in half.
 
===Thoughts on adding the CA===
Since the Officer amends two of the most important issues with assault troops (Pathfinder during charges and extra ARM in a crucial turn, while advancing toward the enemy), their attachment is kind of mandatory.
 
=== Combos & Synergies ===
Any caster that can increase their ability to get to where they're going is good, plus there are a few other good options that are non-caster that make great combinations.
* [[Magister Helynna|Helynna]] is a fantastic with her [[Deceleration]] spell to assure that the Dawnguard can safely make it across the board (taken to absurd levels with her feat). This is shared with [[Vyros, Incissar of the Dawnguard|Vyros2]] who also brings his Veteran Leader ability to bring their MAT to truly elite levels.
* [[Issyria, Sibyl of Dawn|Issyria]] and [[Dawnlord Vyros|Vyros1]] both have have [[Inviolable Resolve]] which makes the Sentinels unmovable jerks who spit in your opponents face and proceed to paint their white armour red with their blood.
* [[Goreshade4]] also buffs their ARM considerably with [[Dauntless Resolve]], which also makes them Tough.
** [[Lys Healer]]s grant them knock down immunity, which is potent under Dauntless Resolve and also prevent their souls from being stolen, which is great for his feat.
* [[Discordia]] is yet another delivery vessel of armored goodness. Discordia's imprint gives armor against shooting so just keep him around and you will have some scary support with your troops.
* [[House Shyeel Artificer]] is good against shooting and blasts just like Discordia but he serves to increase defense with [[Force Wall]] which gives [[Force Barrier]] to all models nearby. Even though you might not get blasted you can still get caught on fire so be careful against Menoth.
* [[Dawnguard Sentinel Scyir]] is useful to have around for Tactician, which means they'll never get in their way for charges or making Vengeance moves. He, and his jack, also get their own Vengeance move and attack if one of the unit dies close by.
* [[Death Archon]] - They provide corpses to it and it makes them tougher.
 
=== Drawbacks & Downsides ===
* Even at SPD 5 they can be slow to get to where they need to go. Spells like [[Issyria, Sibyl of Dawn|Issyria]]'s [[Crusader's Call]] and [[Elara, Death's Shadow|Elara2]]'s feat can help with this when it's time to make an alpha-strike.
* As all high-ARM single-wound targets, they are vulnerable to effects that cause fixed damage irrespective of ARM (Sniper, Corrosion, Puncture, Anatomic Precision, etc.)
 
=== Tricks & Tips===
* Keeping them in the triples arrow head formation to better keep their armor bonus is great, but there is a better option. Keeping most units spread out to prevent AOE blasts and corrosion is key so remember your mini feat. So turn one move out, turn two mini feat and turn three slice and dice.
* If you have to, leave one or two guys a bit further up as a sacrifice with a purpose. This tactic has two purposes, one you have a weapon master with decent range up close so they can block charge lanes or make your opponent deal with them before they get closer. Two dying, let them die (or attack if left alone) and you will have triggered Vengeance giving the unit a free three inch move and attack before your turn really begins.
* This can be supplemented if you have a point left over at list build: adding a [[Soulless Escort]] provides another such body for much cheaper than the regular Sentinel grunt, still contributes to triggering Vengeance with his death and also helps out against spellcasters early game (mid/late game, not so useful since everything will be quite close in by then, so you don't mind the SE's passing so much!).
* Couple them with things that increase armor or prevents blast damage (Artificer or Discordia) POW 10 can take them out pretty easy unless buffed so just remember to keep them safe.
* The Standard Bearer will benefit from the Vengeance move, if not the free attack.
* Watch out for abilities and spells, that can be triggered by Vengeance moves - most commonly Admonition, Counterblast, Counter Charge, Watcher/Guardian Beast.
 
 
=Other=
===Trivia===
Released in [[Forces of Warmachine: Retribution of Scyrah]] (Novermber 2009)
Released in [[Forces of Warmachine: Retribution of Scyrah]] (Novermber 2009)


===Other Retribution models===
==Lore==
{{Retribution Index}}
''Dawnguard sentinels charge into the enemy as an overwhelming tide of cleaving blades. These heavily armored knights use their great swords to expertly carve through any adversary willing to stand against them. Sentinels embody sheer determination made tangible in flesh and steel and consider themselves guardians of the ideals of the Dawnguard.''
 
===Rules Clarifications===
{{RC Weapon Master}}
{{RC Unarmed}}
 
{{RC Vengeance}}
{{RC Wall of Steel}}
{{RC Officer}}
{{RC Iron Zeal}}
{{RC Tactics}}
{{RC Relentless Charge}}
{{RC Standard Bearer}}
{{RC Take Up}}
 
{{Edbox|To edit CA's tagged abilities, [{{FULLURL: Dawnguard Sentinels : Officer & Standard (CA)|action=edit}} Click here]}}

Revision as of 02:10, 28 December 2024

Retribution of Scyrah Legions of Dawn Unit

Model stats and abilities

{{Model-stats | name= Grunt | base= 30 mm | hp = 1 | spd = 6 | mat = 5 | aat = 6 | def = 14 | arm = 12 | fa = 2 | cost = 4 |cpm= 1.8 (5 grunts) | abilities =


[[:Category:Shield Wall}
Vengeance During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3 inches and make one basic melee attack.

No errata for Vengeance (Create)

|Shield Wall}
Vengeance During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3 inches and make one basic melee attack.

No errata for Vengeance (Create)

]] {{Category:Shield Wall}
Vengeance During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3 inches and make one basic melee attack.

No errata for Vengeance (Create)

|{{{2}}}|{{{3}}}|{{{4}}}}}

No errata for Shield Wall}
Vengeance During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3 inches and make one basic melee attack.

No errata for Vengeance (Create)

([[:Category:Errata-Shield Wall}
Vengeance During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3 inches and make one basic melee attack.

No errata for Vengeance (Create)

|Create]])

[[Category:Shield Wall}
Vengeance During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3 inches and make one basic melee attack.

No errata for Vengeance (Create)

]]

Weapons

Great Sword
 RNG   ROF   AOE   POW   LOCATION 
2 - - 12 -
Weapon Master
Weapon Master
When resolving an attack with this weapon, add an additional die to damage rolls.

No errata for Weapon Master (Create)

Unit Rules

A unit is a group of models that band together. They've got special deployment rules and activation rules.

  • All models of a unit are Trooper models.
  Errata-Unit-Advance (2023-12-07)
Question: When something triggers because an "advancing enemy model that ends their movement" is within a given distance something, and the enemy model advancing is part of a unit, does the trigger only affect the moving model, or does it also affect the troopers that are placed?
Answer: Only the model moved counts for triggering when something advances into an area.
Explanation: We are aware of the situation. Currently looking at what the wording of the feats should be as well as the bigger question at hand here. For now it would be just the models that actually moved, not were placed. This is just for these right now amd not looking at other aspects of unit movement. When there is any update for wording i will post. As stated until we have a wording update this ruling is applying here. So for now just the model that was actually moved and not the ones placed will be affected.
Infernal Ruling: elswickchuck Infernal - PP Community forum



Changes and Updates

Release Trivia

Released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)

Lore

Dawnguard sentinels charge into the enemy as an overwhelming tide of cleaving blades. These heavily armored knights use their great swords to expertly carve through any adversary willing to stand against them. Sentinels embody sheer determination made tangible in flesh and steel and consider themselves guardians of the ideals of the Dawnguard.