Mage Hunter Infiltrators

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Template:Retbox2 Template:4P

Mage hunter infiltrators specialize in hunting and killing enemy arcanists. At home in any environment, they take advantage of their surroundings to close on their target in silence, their blades slicing through arcane wards with practiced ease. From out of the darkness they strike, quickly and efficiently dispatching those whose very existence threatens Scyrah.

After years of hunting human spellcasters and gathering intelligence on the armies of mankind as a mercenary, Eiryss has returned to her proper place as one of the foremost leaders of the Retribution. Now she takes to the field leading other mage hunters, inspiring them to feats of incredible bravery and peerless precision while lending her own deadly skills to rid the world of humanity’s blasphemy against Scyrah.

Basic Info

Inflitrators

Template:Infobox-Model

Abilities

Weapons

Blade (x2)
File:Sword icon.jpg  RNG   POW   P+S 
0.5 3 9

Soulless Escort (WA)

The Infiltrators may take up to 3 Soulless Escorts. Info omitted here for the sake of brevity.

Eiryss3 (CA)

Retribution of Scyrah Shadows of the Retribution Command Attachment (Mage Hunter)

Model stats and abilities

Model Statistics

Base size = 30SPDMATDEFARM
Health = 5
FA = C
Cost = 4791612
-
-

Model Advantages and Abilities


Command AttachmentThis model is a Command Attachment. It can be added to the following:
Stealth
Stealth
Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.‎

No errata for Stealth (Create)

Pathfinder
Pathfinder
This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.

No errata for Pathfinder (Create)

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum




Quick Work

When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after that attack is resolved, this model can make one basic ranged attack.

No errata for Quick Work (Create)

Granted

While this model is in play, models in its unit gain the following:


Advance Deployment - In most scenarios, this model can be deployed after normal deployment, up to three inches beyond the established deployment zone.
Reposition - At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3 inches, then its activation ends.
No errata for Granted (Create)
No errata for Advance Deployment (Create)
No errata for Reposition (Create)



Weapons

Crossbow
 RNG   ROF   AOE   POW   LOCATION 
12 1 - 10 -
Blessed
Blessed
Attacks with this weapon ignore bonuses from spells, including animi, that add to a model's ARM or DEF.

No errata for Blessed (Create)

Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

  Errata-Pistol (2023-09-17)
Question: Does the pistol benefit apply to models not in melee with the attacking model when the pistol is on a spray?
Answer: No, it only applies to models with which the attacking model is in melee.
Explanation: The intent is that a model only ignore the penalty for being in melee with the models that model is in melee with. Pistol only works against the models in the melee with the attacking model.
Infernal Ruling: Dark Legacy - PP Community forum


Weapon Master
Weapon Master
When resolving an attack with this weapon, add an additional die to damage rolls.

No errata for Weapon Master (Create)


Dispel
When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire.

No errata for Dispel (Create)

Saber
 RNG   ROF   AOE   POW   LOCATION 
1 - - 9 -
Blessed
Blessed
Attacks with this weapon ignore bonuses from spells, including animi, that add to a model's ARM or DEF.

No errata for Blessed (Create)

Weapon Master
Weapon Master
When resolving an attack with this weapon, add an additional die to damage rolls.

No errata for Weapon Master (Create)


Dispel
When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire.

No errata for Dispel (Create)

Bayonet
 RNG   ROF   AOE   POW   LOCATION 
1 - - 7 -
Blessed
Blessed
Attacks with this weapon ignore bonuses from spells, including animi, that add to a model's ARM or DEF.

No errata for Blessed (Create)

Weapon Master
Weapon Master
When resolving an attack with this weapon, add an additional die to damage rolls.

No errata for Weapon Master (Create)


Command Attachment Rules

This model is a Command Attachment. It can be added to the following:


Changes and Updates

Release Trivia

Lore

From Eiryss, Angel of Retribution: Eiryss has spent years cutting down humans who would profane Caen and her goddess with foul sorceries, but she has seen first-hand that the wars and magics of mankind threaten to destroy her people and her gods. Eiryss has returned to her lonely fight with renewed conviction and new tools to hunt and slay human spell-casters and their perverse machines.

Eiryss, Mage Hunter Commander: After years of hunting human spellcasters and gathering intelligence on the armies of mankind as a mercenary, Eiryss has returned to her proper place as one of the foremost leaders of the Retribution. Now she takes to the field leading other mage hunters, inspiring them to feats of incredible bravery and peerless precision while lending her own deadly skills to rid the world of humanity’s blasphemy against Scyrah.

Eiryss, Mage Hunter of Ios Loyal only to her own convictions, the Mage Hunter character sells her sword and crossbow to any army that provides an opportunity to eliminate a Warcaster from her world.

Theme Forces


Thoughts on Mage Hunter Infiltrators

Mage Hunter Infiltrators in a nutshell

Cheapish, stealthy, nimble jamming infantry that ambush with weak but numerous attacks - where did I hear this before? Individually they have strictly average combat potential, but this is amended by Gang, Combo Strike and Blessed weapons. With plenty of attacks from such a budget unit you may either hunt light infantry and squishy solos with them, or throw them into the thick of it to jam the advance of your opponent. Gang is both a boon and bane; it will boost their attack capabilities (making them effectively MAT8 and P+S 11), but forces you to bunch up leaving you vulnerable to AoEs, the addition of Reposition 5 helps mitigate the bunching up a fair bit but long reach infantry still cause an issue.

Ambush gives them a 13.5 inch threat from either board edge which can make your opponents feel quite pressured in scenario based games.

Thoughts on adding the CA

You will pretty much always shove at least a minimum units of Infiltrators in your list just for the ambush, and you should always put Eiryss on that unit; unless you bring a different incarnation of her. This is so you can threaten the focus stripping crossbow bolts from the sides of the table with a 22 inch threat range. This pretty much forces your opponent to keep shield guards by their caster. The whole unit then becomes her delivery system.

Separately she grants them Mark Target setting up her own shots as well as ranged models in your list such as Mage Hunter Strike Forces, Scythe, Nyss Hunters or your warjacks / warcasters. Handing out Tough also means that sometimes they will not die to random AOEs and will continue being in the way, which is sometimes all you need from models with Mark Target and good speed.

Thought's on adding the WA

He's an extra body to set up Gang, even though he does not benefit from it himself he protects the unit from spellcasters that ignore Stealth.

There will also be cases where the escort not having Stealth and having 2 less defence causes more problems than he is worth, such as when you are facing an AOE gun line (just space accordingly), a caster with Witch Mark, electro- leap or powerful debuffs (such as Garryth2).

In general they are excellent point filers though and in this unit the benefit from Eiryss's buffs if you brought her. A neat trick is ambushing your unit and having the escort run towards you caster, while the rest of the unit charges and does their thing. That way you can put buffs on the unit like Fury without exposing your caster too much by advancing towards the infiltrators. Just keep in mind the escort still needs to be in formation for this to work.

Combos & Synergies

  • They want to get stuck in, and will then die in droves. As such they're good to fuel mechanisms like Righteous Vengeance, the feats of both Vyros and Goreshade4 and either Void Archons or a Death Archon.
  • Thyron makes them extremely accurate under his feat, while they can dig deep into the enemy lines with sidestep, especially as the enemy will probably try to clump up in order to minimize the damage the ambushers can do.
  • Models that prefer the enemy to be clumped up love ambushers, because they cause the enemy to be just that. These are mostly jacks with AOE guns or Sprays, the Daemon, Gorgon or Hyperion come to mind, but also Mage Hunter Assassins. Manticores can be used to place Covering Fire templates to whittle down clumped up opponents on the approach.
    • Incidentally Elara1 runs these kinds of jacks really well (well not the Hyperion exactly).

Drawbacks & Downsides

  • Struggle against hard targets, and will likely bounce off from tougher shield walls.
  • In order to jam for your Strike Forces, you are encouraged to field two units and attach Eiryss3 to one of them, which can get pricey.
  • Tissue-paper armour - AOEs, fire, blast damage and electro leaps decimate them.

Tricks & Tips

  • The psychological threat of ambushing Infiltrators will cause the enemy to avoid table edges and clump up. Use this to your advantage on scenario, or with blasts, sprays and the like.
  • they gain Take Down in their theme, so use them to neuter recursion and/or soul collecting tactics.
  • The Infiltrators are known to have some absolutely terrible contact points. When gluing their sword-hands to their wrists, consider a pinning tool... or an industrial-grade bonding agent.

Other

Trivia

Other Retribution models

Template:Retribution Index

Rules Clarifications

Template:RC Blessed Template:RC Combo Strike

Template:RC Pathfinder Template:RC Stealth Template:RC Gang Template:RC Ambush Template:RC Reposition

Template:RC Weapon Master Template:RC Magical Weapon

Template:RC Eiryss3