Let me preface this with I haven't tested this yet, have zero expectations this is pure theory that I think if nothing else, should at least be fun and let me get models on the table that I don't usually play or play together.
I've been one of the loudest voices saying Garryth needs to play as a support caster first and only go for the melee kill himself if they hand it to you. We don't have reliable speed buffs or ways to grant incorporeal or acrobatics etc to make movement shenanigans getting him to the caster a reliable strategy.
But, every time I have gotten Garryth into melee with a caster, the Caster died, every time. I honestly think there is no surer thing in the game at putting a caster down than Garryth, he ignores both of the defensive mechanisms casters have to keep them safe (camped focus, transfers)
So instead Lets try to bring the caster to Garryth
In the past when others suggested using battle mages to pull casters to Garryth, my response was magic ability 6 is hard to hit many casters with (def 16). This was largely before the Vyre jacks. Came out.
Enter the Sphinx, the Sphinx can effectively make them magic ability 8 which isn't too shabby, but now the sphinx needs to hit the caster himself first, his rat 5 means he needs an 11 to hit, not too reliable.
Enter The sentinels and pronto. with pronto you can hopefully get the Sphinx to be able to aim, not you need a 9, which is much easier. Sentinels already have good syngergy with Garryth as is.
So enough blabbing, list ideas.
Sentinels + UA
2x Battle Mages
MHSF + UA
The last two points I was thinking corbeau Or Ryssal I can't decide.
You basically have miraged MHSF in the early game which keep them aiming, let them disengage to shoot things that ran to engage etc.
switch that to sentinels later.
After that the list would function somwhat like a rahn list, debuffs from sphinxes, mages pulling jacks/beasts to the awaiting sentinels.
Then the idea is ultimately to drag the caster close to Garryth so he can seal the deal.
corbeau helps Garryth with the 3 inches of movement, Ryssal lets garryth charge 2 more inches. These are both useful, Ryssal also lets your sentinels charge 2 more inches too which can be useful.
The list should also be good in scenarios that you have to control zones because you should be able to push/pull things out of zones similar to how you do with Rahn with the mages and gallows.
You have the MHSF for infantry clearing and high defense (helped by death sentence if need be)
sentinels for heavy armor (sphinx's with the arcanist buff are servicable at pow 18 as well)
you have lots of magic attacks for incorporeal or windwall
and for mass stealth/bane spam, whichever unit has mirage out-threats the banes. Or you cann spread your mhsf and sents to have a few models in the front line take the charge, the ones that died die, the ones that didn't, mirage away and counter shoot.
I half wish I could get an arnode in here to arc death sentence, but we don't have a cheap option. And outside of the last two points I don't know what I would take out. I would marshall both Sphinxes if it would fit.
At least sylys is here to make DS 12 range, easier to hit with and do more damage.
Do I think I'm winning gencon with this list?
Do I think it can win some games and be fun?