Typhon: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
m (1 revision imported)
mNo edit summary
 
Line 1: Line 1:
{{Legbox|{{Legion}} {{Character}} {{Heavy Warbeast}} }} [[Category: Model]]
[[:Category:Legion of Everblight|Legion of Everblight]] [[:Category:Dragon's Host|Dragon's Host]] [[:Category:Ravens of War|Ravens of War]] [[:Category:Dragonspawn|Dragonspawn]] [[:Category:Heavy|Heavy]] [[:Category:Warbeast|Warbeast]]
{{4P|'''Dragon's Host'''}}
 
[[Category:Prime]]
[[Category:Legacy]]
[[Category:Legion of Everblight]]
[[Category:Dragon's Host]]
[[Category:Ravens of War]]
[[Category:Heavy]]
[[Category:Warbeast]]
[[Category:Dragonspawn]]
 
==Model stats and abilities==
{{Model-stats
| name  = Chiron
| base  = 50mm
| hp    = 30
| spd  = 6
| mat  = 7
|rat=6
| def  = 12
| arm  = 18
| fury  = 4
| thr  = 9
| fa    = C
| cost  = 16
| abilities =
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Slam Power Attack}}
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Dual Attack}}
{{AbilityMultiPlainText|main=Bond(Xekaar)|sub1=If Chiron begins the game in Xekaar's battlegroup, it is bonded to him. Chiron is not considered to be bonded while under your opponent's control. While Chiron is bonded to Xekaar and in his control range, it gains boosted ranged attack rolls.}}
{{AbilityOptions|Special Action|Dig In}}
{{AbilityLeadership|main=Leadership|model1=Basilisks|oc=When it ends its activation within 10 inches of this model|sub1=you can remove 1 fury point from that model.|sub1a=text}}
}}
 
=Weapons=
{{Weapon | weapon= Destructive Gaze| type = R | rng = Sp 10 | rof = 1| aoe = - | pow = 15| loc = -| abilities =  {{AbilitySingle|Damage Type:Magical}}{{AbilitySingle|Inflict Pain}} }}
{{Weapon | weapon= Bite| type = M | rng = 1 | rof = - | aoe = - | pow =16| loc = -| abilities =}}
{{Weapon | weapon= Claws| type = M | rng = 1 | rof = - | aoe = - | pow = 14| loc = -| abilities =  {{AbilitySingle|Throw Power Attack}} }}
 
==Warbeast Rules==
{{Category:Warbeast|Warbeast}}
===Animus===
{{Spellbox|Counterblast}}
 
==Errata==
No Errata specifically for this model.
 
 
==Changes and Updates==
===Mk3 to Mk4===
 
==Lore==
 
===Trivia===
 
==Battle Reports==
 
==Videos==
 


''This truly monstrous creature bears little resemblance to any beast arisen in nature. It is the organic consequence of a malevolent intelligence bent on creating weapons spawned of its own blood, flesh, and bone. All three of its heads move of their own accord, seeking victims to rip apart with their powerful jaws or breathing out concentrated streams of superheated ash.''
''This truly monstrous creature bears little resemblance to any beast arisen in nature. It is the organic consequence of a malevolent intelligence bent on creating weapons spawned of its own blood, flesh, and bone. All three of its heads move of their own accord, seeking victims to rip apart with their powerful jaws or breathing out concentrated streams of superheated ash.''

Latest revision as of 05:22, 10 February 2024

Legion of Everblight Dragon's Host Ravens of War Dragonspawn Heavy Warbeast

Model stats and abilities

Model Statistics

Base size = 50mmSPDMATRATDEFARMFURYTHR
Health = 30
FA = C
Cost = 16676121849
-
-

Model Advantages and Abilities


Trample Power Attack
Trample Power Attack
This model can make a trample power attack.

No errata for Trample Power Attack (Create)

Slam Power Attack
Slam Power Attack
This model can make slam power attacks.

No errata for Slam Power Attack (Create)

Headbutt Power Attack
Headbutt Power Attack
This model can make Headbutt power attacks.


No errata for Headbutt Power Attack (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



Bond(Xekaar)
  • If Chiron begins the game in Xekaar's battlegroup, it is bonded to him. Chiron is not considered to be bonded while under your opponent's control. While Chiron is bonded to Xekaar and in his control range, it gains boosted ranged attack rolls.
Special Action
A model can make one of the following special action(s) during its Combat Action if it meets the requirements for the special action's use:


Dig In - A model with Dig In gains cover, Resistance:Blast, and does not block Line of Sight (LOS). The model remains dug in until it moves, is placed, or is engaged.

A model with cover gains a +4 DEF bonus against ranged and arcane attack rolls. Cover provides no benefit against spray attacks. Cover is not cumulative with Concealment, but is cumulative with other effects that modify a model's DEF. Extra-large and Huge-based models never gain DEF bonuses from cover.
No errata for Cover (Create)


Resistance-Blast Resistance-Blast:
When this model suffers a blast damage roll, remove one die from the damage roll.
No errata for Resistance-Blast (Create)
No errata for Special Action (Create)
No errata for Dig In (Create)
Leadership

Leadership grants the following to Basilisks models within {{{d}}} of this model (see below). Leadership can affect this model, if it has the appropriate tag. Leadership can stack with Veteran Leader, since they are different abilities.



Abilities/bonuses gained: you can remove 1 fury point from that model.




Weapons

Destructive Gaze
 RNG   ROF   AOE   POW   LOCATION 
Sp 10 1 - 15 -

Damage Type:Magical
This weapon causes magical damage.

No errata for Damage Type:Magical (Create)


Inflict Pain
When this model hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.

No errata for Inflict Pain (Create)

Bite
 RNG   ROF   AOE   POW   LOCATION 
1 - - 16 -
Claws
 RNG   ROF   AOE   POW   LOCATION 
1 - - 14 -
Throw Power Attack
Throw Power Attack
  • This weapon can be used to make Throw power attacks.
  • A warjack cannot use this weapon to make a Throw Power attack if this weapon is crippled.

No errata for Throw Power Attack (Create)


Warbeast Rules

Warbeast Rules

Warbeast Animus

  Errata-Animus (2023-07-11)
Question: Are Animi considered spells for all rules that affect spells (or that trigger when a spell is cast?
Answer: An Animus that is cast is a spell for other effects.
Explanation: 
Infernal Ruling: DarkLegacy Infernal - PP Community forum



Animus

Counterblast Cost RNG AOE POW DUR OFF
1 Self - - Rnd No
When an enemy model advances and ends its movement or is placed within 5 inches of the spellcaster, the spellcaster can make one basic melee or ranged attack targeting theat model, then Counterblast expires. Counterblast lasts for one round.
No errata for Counterblast (Create)


Errata

No Errata specifically for this model.


Changes and Updates

Mk3 to Mk4

Lore

Trivia

Battle Reports

Videos

This truly monstrous creature bears little resemblance to any beast arisen in nature. It is the organic consequence of a malevolent intelligence bent on creating weapons spawned of its own blood, flesh, and bone. All three of its heads move of their own accord, seeking victims to rip apart with their powerful jaws or breathing out concentrated streams of superheated ash.

Basic Info

Template:Infobox-Model

Template:Warbeast

Abilities

Weapons

Blight Breath
File:Gun icon.jpg  RNG   ROF   AOE   POW 
SP 8 1 Template:Star Template:- 14
Bite
File:Sword icon.jpg  RNG   POW   P+S 
1 6 17

Animus

{{Category: Template:Excessive Healing }}[[Category: Template:Excessive Healing ]]


Theme Forces


Thoughts on Typhon

Typhon in a nutshell

Typhon is quite simply put, an absolute powerhouse. Like many Legion warbeasts, he's fairly powerful, versatile, expensive, has a slew of special rules, and trades durability to acheive all of these things. Unfortunately, he also pays for it with a confusing lack of pathfinder. Especially for a beast that is huge, scary, and has a lot of limbs. Don't let it deter you though: Typhon is arguably the strongest and most flexible beast Legion can field, and also one of the coolest (if you like dragon hydras). The Multiple Heads rule is what truly makes Typhon shine. Three initial attacks and the choice of each initial to be a solid MAT high POW melee strike OR a decent RAT/POW 8" spray allows Typhon to deal with just about any scenario. Lots of infantry? Sprays for days. Big target? Melee to your heart's content. Backing this up is the power of the Fury mechanic on one of the few warbeasts in Hordes with a FURY stat of 5. While most beasts settle for 3 or 4, Typhon cranks it up to 11. Typhon can put out an absurd amount of attacks just by himself, and with gunfighter to boot he can set up many opportunistic sprays on models your opponent may have thought were safe. It's sometimes not a bad idea to charge a hard target, spray squishy models behind it with the other initials, and finish the turn by chewing the melee target to pieces.

While his animus may be SELF range only, it's still a solid animus. Typhon's base ARM may not be great, but the healing can be thought of as an "effective" +2 ARM on a large enough spread of rolls. It also is amazing against a series of small attacks as doing 1-3 points with each attack is essentially irrelevant. This can make Typhon much harder to remove than his ARM values may suggest. Plus, his higher than average DEF means average attackers may miss a swing or two, adding further to his survivability. To top it all off, with his aformentioned best in class FURY and Rapid Healing's low cost he's very likely to severely damage (or kill) his quarry and still have the space to spare for defenses, something that other beasts like the Carnivean cannot. If you can stack a DEF or ARM buff on top of Typhon's animus, your opponent has to put a disproportionate amount of effort into killing Typhon, lest he continue wreaking havoc.

Typhon is balance by his highest cost for a heavy beast in the faction, and is hampered by lack of pathfinder. Like many Legion beasts, accurate shooting is still something to worry about too. Despite that, he will almost always perform if you keep him safe.

Combos & Synergies

File:Thagrosh1.jpg
Thagrosh1
File:Thagrosh2.png
Thagrosh2

Thagrosh

  • Thagrosh1 - Usually, Typhon is your first choice for a list with him. He is the most expensive beast you can bring back with Dark Revival if you're looking to maximize the value of your feat. Death Shroud is basically +2 ARM in melee, and Fog of War keeps him at effective DEF15 against shooting on the advance. He's a perfect centerpiece model for his +2 STR upkeep as well. Eight P+S 19 attacks is not to be trifled with. Thanks to Attuned Spirits Thags can also drop a free Wraithbane from the Naga onto Typhon, if you really want to wreck a spell-protected enemy.
  • Thagrosh2 - Dragon's Blood stacks nice with Rapid Healing - especially if you cast Aggravator earlier. The enemy will likely won't bother shooting Typhon at all - unless they set up a trap for him. Manifest Destiny helps the whole battlegroup as well, and a Scourge on a key target means usually Death Sentence, if Typhon can follow up.

Children of the Dragon combos

Consider warlocks with RAT and mobility fixing, so Typhon do the most work he possibly can.

  • Fyanna2 brings almost everything Typhon wants as well. A +3 DEF boost on the feat helps him survive past his expiration date while dug in the front lines, and she can ensure basically anything will die if she puts Fury on him, as it brings him to P+S20. Admonition can help him stay a little safer on non-feat turns. Overtake is a little less useful since he'll probably be killing infantry with a stray spray, but it can't hurt to have.
  • Abby2 - She offers him a solution for his lack of pathfinder with her feat, and buffs basically every stat on him except RAT. On her feat turn, he's SPD8, RNG2 P+S19 at MAT9, and has wings. He is a great target for her ARM buff, and Psycho Surgery helps keep him alive even longer when combined with Regeneration and Rapid Healing.
  • Abby1 - Playing God elevates the threat of Typhon onto new levels. Flying over your enemy lines with the actual SPD of the Angelius, while hitting as hard as the Archangel is truly a sight to behold. Or just simply cast Wild Aggression on it, and spend all your FURY to damage boosts and extra attacks (if you don't want to spray around).
  • Rhyas1 - Typhon can be a great Rapport target, as it buffs his RAT as well as his MAT. It also gives him a longer leash from Rhyas's tiny control range. Getting up to nine attacks on the feat with the additional teleport is nothing to sneeze at either.
  • Vayl2 is Legion's other warlock who can let Typhon overcome his greatest weakness: no pathfinder. Boundless Charge offers him pathfinder, something that most Legion beasts don't care about, but Typhon gets the whole package from her. She also offers DEF debuff which helps both his MAT AND RAT.
  • Bethayne2 Transmutation gives him much needed Pathfinder and a 15/18 defensive statline is quite amazing as well, as are P+S 19 bites. With the animus and feat up, if he takes damage you can transfer it away and still Rapid Heal, as Typhon still counts as being damaged.

General combos

  • Seraph - Threat extension + attack roll fix? Yes please.
  • Naga - Incorporeal models, and units with Blur, Quicken, Arcane Shield and the like won't escape your sprays and blows.
  • Mekanoshredder - free charge + threat extension and pathfinder while charging construct models.

Drawbacks & Downsides

  • A glaring lack of pathfinder in a faction known for native pathfinder or wings on even their most basic infantry.
  • Lower than desired ARM value for a heavy warbeast of his price value, and also vulnerable for pop&drop tricks.
  • Multiple heads does not get around the Gunfighter rules and their restrictions when charging. If you charge and leave no models in Typhon's melee range, you can't just keep on spraying at other models (You'd need Dual Attack for that).
  • High cost.
  • Grievous Wounds and likewise effects (Entropic Force, etc.) can shut down Rapid Healing, completely negating the point of casting it.

Tricks & Tips

  • Critical Pitch is optional. Do not trigger it if you want to whack the target with follow-up attacks - unless you intend to drop a spray on its head from your initials, that is.
  • Hyper Aggressive from Thagrosh2's Aggravator works, even if you healed back the lost damage points with Rapid Healing.

Other

Trivia

  • Released in Hordes: Metamorphosis (2009)
  • It's TyPHON, not TyPHOON.
    • His name is based on Greek Mythology, not a Pacific Ocean storm system.
    • In Greek the meaning of the name Typhon is: A child of the Titans.

Other Legion models

Template:Index Legion

Rules Clarifications

Template:RC Fire Template:RC Pitch

Template:RC Warbeast Template:RC Eyeless Sight Template:RC Gunfighter Template:RC Soulless Template:RC Bond Template:RC Circular Vision Template:RC Multiple Heads Template:RC Regeneration

Template:RC Rapid Healing