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  1. #1
    Lord Xalys
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    Exclamation The Gorgon: an in-depth discussion

    Hello people,

    After the motivating responses to my first instalment about the Ghost Sniper, here is the second one in line: the Gorgon. This little myrmidon has caused a lot of people headaches as how to use it. I won?t pretend to be an expert, but I?d like to give some pointers.

    Here we go!


    Gorgon

    ?Force is the antithesis of freedom, but force must be used, if only to defend against other force.?




    Stats
    The Gorgon has the same statline as the other light myrmidons, which is a lot different than people might expect. It takes some getting used to, but I believe the overall assets outweigh the disadvantages when played correctly (political correct answer, I know). A light myrmidon?s best stats are its SPD and MAT, which make the fairly speedy and capable of hitting DEF13 on average in melee (unboosted). This opens up a lot more agile targets, like infantry or Cryxian helljacks.
    The DEF of all light myrmidons is what makes most people sad. Those who thought our lights would be zippy and thus hard to hit were wrong: light myrmidons are not bonejacks. Still, they have almost the exact same statline as the Talon (just one more RAT), and those are perfectly playable. The ARM of 16 is passable, but won?t stand up to much punishment by a heavy hitter.
    The Gorgon is the only light myrmidon with a ranged attack. Its RAT5 isn?t terrific, but I?d say its perfectly sufficient for the weapon?s intended target (DEF10-12). Being a myrmidon, the Gorgon also has a 6hp force field for the enemy to chew through before it takes structural damage. With a cost of 5, the Gorgon hovers between the other two light myrmidons in price.

    Weapons & Attacks
    The Gorgon has a unique ranged weapon in its Polarity Cannon. This gun is obviously not intended for wholesale slaughter at unprecedented range, regarding its POW and RNG of 10, even though you could kill a trooper or low-ARM solo with a boosted shot. No, the Polarity Cannon?s applications are mainly tactical (which is essentially what the Gorgon is all about: tactics). Every model hit (not damaged, which is good considering the low POW) by the Polarity Cannon suffers Kinetic Grip and cannot charge the Gorgon for one round. The ideal target for this is the first heavy ?jack or ?beast bearing down on your position, but really every hard-hitting medium or large based model deserves a PC shot to the chest! Denying a heavy hitter the extra 3? movement and the boosted damage (not to mention abilities like Brutal Charge, Powerful Charge and Cavalry Charge) can be game saving. Especially cavalry relies on the charge to bring their heaviest weapons to bear, and to get boosted damage. Just by standing point in front of your lines, you can dictate your opponent?s movements and deny a decent chunk of damage to your myrmidon. Finally, remember that the Polarity Cannon is a Magical Weapon: Incorporeal models and Shielded Menite ?jacks are not safe!
    The Gorgon isn?t defenceless in melee either. Like the Chimera, it has two Glaives which hit for a nice P+S12 each. Single attacks should be used for low-ARM targets like troopers and solos though, as the Gorgon can also use its Combo Strike *Attack for a fierce P+S16. This is the hitting power of a heavy ?jack or ? beast, albeit for one strike. When in doubt, against a hard target, always lead with the Combo Strike! Also, don?t forget that the arm-mounted Glaives causes the Gorgon to have two Open Fists, opening up (double-handed) throws of small and medium based targets. For Warmachine this is quite new, but Hordes players already know the joy of having lights that can throw.

    Skills & Abilities
    The Gorgon has two ?skills? with Field Dependent and Force Lock.
    Field Dependent is not so much an skill, as a disadvantage shared which each myrmidon: if you loose the Field Generator system, you loose some abilities and attacks. In the case of the Gorgon a fried generator cancels Force Lock and attacks with the Polarity Cannon. Have an Arcanist close by whenever possible, because you want to keep this system running! Out of all light myrmidons the Gorgon actually suffers most from losing the generator, as it powers its primary function.
    Force Lock then is the other asset along with the Polarity Cannon that makes the Gorgon worth taking. Enemy models in the Gorgon?s melee range can not advance, except to change facing. This is a passive ability, with huge tactical uses. Force Lock basically denies models every mode of movement, be it during activation or otherwise, except from placement effects. So while Caine can Teleport out of the Force Lock, a Deathjack with Admonition on it cannot. Laugh when a Khadoran War Dog Counter Charges you and finds it cannot Return to its master. Chuckle as you approach a Menite heavy and it cannot move away through Enliven. Feel your opponent?s frustration as you deny him his Deathripper?s arc node. Smirk as that overextended Warpwolf can?t evade you with Vigilance. You get the point. While trapping a ?jack or ?beast can be crucial, also do not forget that you can lock multiple zippy small based models in place by clever positioning. I don?t know about you, but running up to a unit of Striders or Kayazy Assassins and stalling them for at least a turn sounds good to me.
    The Gorgon also excels in denying fringe-running solos, especially those that rely on ranged attacks to do considerable damage to your high-priority models: run up to Eiryss or a Deathstalker and pin them in place. Next turn, shank them! The fact that Force Lock is a passive ability makes running to engage ideal, giving the Gorgon a lockdown threat range of at least 12,5?.

    Synergy & Sample Tactics

    • The Gorgon synergizes remarkably well with the many ?jacks marshals in the Retribution, as none of its abilities require focus. The Sentinel UA?s Pronto Drive extends its threat range and flexibility, while the Scyir?s Reroll Drive increases the likelihood of that crucial Combo Strike hitting home. While the Invictors don?t have a Drive, having the Gorgon nearby to pin the enemy in place and provide the Flank bonus gives me a warm feeling all the same (also consider Rahn's Polarity Shield on the Invictors, to negate charges from the front arc entirely).


    • Vyros? Mobility adds +2 SPD to the Gorgon, extending its ?catchment? when running to engage with 4?. Bird?s Eye lets the Gorgon move and shoot in all directions, ignoring forests, clouds and intervening models for the purpose of LOS at the same time. Last, but certainly not least: Bird's Eye gives the Gorgon a 360 degrees front arc, and thus lets Force Lock affect every enemy model within 0.5" of the Gorgon (thanks to thecsharian for this addendum). This means a Gorgon is even more of a royal pain in the butt under command of the Dawnlord.


    • Ravyn?s Locomotion can add up to 3? to the Gorgon?s threat range when going for the Force Lock, while Snipe extends the Polarity Cannon?s RNG to 14 (situational, but handy against models with insane treat ranges like a rampaging Dire Troll on eDoomshaper?s feat turn).


    • Kaelyssa?s Backlash on a Force Locked ?jack is quite funny, especially with a Mage Hunter Strike Force coming in.


    • Rahn again increases the Gorgon?s threat range with Telekinesis. It can also be used to change the position of the ?jack during a Force Lock, which can force a target to turn around to hit the Gorgon and thereby exposing its back to other elements of your army. You could also vice versa TK a target into the arms of a waiting Gorgon?


    • Garryth basically does the same for the Gorgon as Rahn with Mirage, but without him having to activate first. His feat also enhances the Force Lock, as it denies placements effects (no, Caine, you stay right here). In a pinch you could even use Gallows to pull a priority target into a Force Lock.


    • The Gorgon is myrmidon-wise the Manticore?s best buddy. Not only does it pin a model in place, ready to be torn apart by the Manticore (preferably preceded by the Gorgon?s P+S16 Combo Strike), but at range these two have an interesting interaction as well: the Covering Fire *Attack of the Manticore?s Cyclone Cannon deals a POW12 at its current RNG (so extendable by Snipe) to every model that enters or ends its activation within the 3? AOE? which can be laid over a group of hard-to-hit models Force Locked by the Gorgon! Situational? Sure, but taking out a (few) high-DEF model(s) that specialize in surgical strikes on your most important models can be amazing. Seeing as how the Cyclone Cannon is a Magical Weapon as well, this works great against Pistol Wraiths or Blackbane?s Raiders.


    • Houseguard Riflemen with UA can make good use of the Gorgon, as they can CRA into melee while their Force Locked target can?t get away. If you are ?lucky? enough to have Ravyn in said melee, with Vortex of Destruction up, well?


    Scyir Darryth Nyarr remained steadfast in position as the Woldwarden came crashing through the forest. With but a gesture, a bolt of energy came screeching over his shoulder and slammed into the construct?s torso. As the stone giant was visibly taken aback by the impact, Darryth started to sing: ?Slowly decreasing. Decelerating. Slowing down. Losing momentum. Losing momentum. Stop.? At the final word he thrust his fist forward, upon which signal his Gorgon came charging towards the forest edge. The myrmidon?s arm-mounted glaives struck the Woldwarden simultaneously, shattering a glowing stone panel on its chest. The construct tried to back away, but found itself held firmly in place. The Scyir afforded himself a faint smile and gave the order: ?Riflemen! Ready, aim, fire!?

    Cheers,

    LX
    Last edited by Lord Xalys; 12-19-2009 at 04:00 AM.

  2. #2
    Darik
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    Great writing, and very in-depth strategy.
    Correct me if I'm wrong (and I may be) but since the Force Lock ability is all about keeping the enemy in the Gorgon's threat range, do you have any thoughts about making the myrmidon a tougher nut to crack so he can hang in there longer to keep an opponent locked down for greater periods of time?
    In my mind, the Force Lock tactic is a great one, but stymied a bit by the fact that if the enemy is in YOUR threat range, you are probably in THEIRS. With the low defenses (relatively low, mind you) of the Gorgon, aren't you concerned that those - let's say Khadoran - 'jacks are just going to pulp the Gorgon and then be free to move about as they were before?

    It's a cool tactic and perhaps delaying a key enemy unit can lead to a turn where the enemy 'caster is unexpectedly vulnerable and all of that. Thoughts?

  3. #3
    knight_actual
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    I like to think of the gorgon as a secondary threat management system. I don't use it to hold up something like a juggernaut. I like to use it to hold up the likes of vilmon, mounted Drakhun, Anastasia, Eyriss, Hawk, etc. Yes, they will in 2 -3 turns scrap the thing, but by that time, the game's over.

    Out of turn movement shenanigans denial have also paid off handsomely in the past for me as well.

    And worst comes to worst, he's another flank source for the invictors and vyros.

  4. #4
    Lord Xalys
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    Quote Originally Posted by Darik View Post
    Great writing, and very in-depth strategy.
    Correct me if I'm wrong (and I may be) but since the Force Lock ability is all about keeping the enemy in the Gorgon's threat range, do you have any thoughts about making the myrmidon a tougher nut to crack so he can hang in there longer to keep an opponent locked down for greater periods of time?
    In my mind, the Force Lock tactic is a great one, but stymied a bit by the fact that if the enemy is in YOUR threat range, you are probably in THEIRS. With the low defenses (relatively low, mind you) of the Gorgon, aren't you concerned that those - let's say Khadoran - 'jacks are just going to pulp the Gorgon and then be free to move about as they were before?

    It's a cool tactic and perhaps delaying a key enemy unit can lead to a turn where the enemy 'caster is unexpectedly vulnerable and all of that. Thoughts?
    Well, just the fact that a Khador 'jack (who undoubtedly will be more expensive than the Gorgon) needs to spend one activation to crush the myrm, makes it work IMHO. Still, it never hurts to negate as much offensive power against the Gorgon as possible: use the Polarity Cannon to negate a charge (especially with a Khador 'jack, this takes away a lot of damage and +3" of movement). Vyros can also use Inviolable Resolve to give the Gorgon ARM18...

    Still, start your game with the notion that your Gorgon is a tactical piece that will not make it to the end of the battle. Let go of the urge to have it survice at all costs, and it will pay back its costs handsomely in pure annoyance on your opponent's behalf!

    Cheers,
    LX

  5. #5
    DrunkenTiefling
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    A few more things to take into account with the Gorgon, namely involving its compatibility with the Scyir.


    • The Gorgon is the only one of our jacks that can effectively run without focus. None of its abilities are focus dependent, so it doesn't lose out on any options when marshaled.
    • The Scyir's Coordinated Strike ability creates a rather interesting and unique tactical relationship between both marshal and warjack that cannot be exploited as well when paired with the other lights. First off, the Scyir can use the Gorgon to block enemy LOS to it during their advances. If anything charges them, it will be forced to charge the Gorgon and find itself force-locked down. In addition to this, anything that enters into melee (as long as they remain b2b) with the Gorgon, will also be engaged by the Scyir due to the Gorgon not blocking LOS for him.
    • Figure in the above maneuver and the polarity cannon becomes even more valuable as you're not only protecting the Gorgon but the Scyir he is escorting too.
    • Pairing him with a Scyir gives much more than a disposable distraction but a high threat combination that can hit incredibly hard. The Gorgon charges a target and does its combo-strike for POW 16. Immediately afterwards the Scyir charges the same target, but in such a way that he comes into contact with the Gorgon's back, blocking said target's LOS between he and the jack. He's engaging the target, but it is not engaging him (in most cases). If it doesn't get smeared with the following 4d6+12 POW hit, whatever unfortunate slob the two have ganged up on is stuck trying to deal with the Gorgon, unable to reposition to pose any threat to the Scyir.
    • When already engaged, the Scyir's drive ability is more valuable with the Gorgon than our other lights. Rerolling that combo-strike? Yes please. When advancing, there's no reason you can't activate the Scyir first if you know where you plan on going (since the two can move through eachother), which means you can also make effective use of his Drive to make certain that a needed polarity shot hits home.

    Edit: Scyir cannot strike through the Gorgon as it is not a Dawnguard model, Coordinated Strike doesn't quite work that way. However, you should still be able to engage it with the target and keep the Scyir out of melee and out of danger without any issues. The Gorgon can still provide good cover to the Scyir during advances as well, so pretty much all of this still stands as valid, it only slightly changes application.


    All things considered ,the Gorgon more-so than any of our other jacks looks as if it was meant to be marshaled and can be done so both efficiently and effectively. The Griffin can be great in this regard, sure, but you lose out on some of its abilities. The Gorgon? Nothing at all.

    Scyir + Gorgon = BFFs
    Last edited by DrunkenTiefling; 12-03-2009 at 10:04 AM.

  6. #6
    Lord Xalys
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    Quote Originally Posted by DrunkenTiefling View Post
    A few more things to take into account with the Gorgon, namely involving its compatibility with the Scyir.


    • The Gorgon is the only one of our jacks that can effectively run without focus. None of its abilities are focus dependent, so it doesn't lose out on any options when marshaled.
    • The Scyir's Coordinated Strike ability creates a rather interesting and unique tactical relationship between both marshal and warjack that cannot be exploited as well when paired with the other lights. First off, the Scyir can use the Gorgon to block enemy LOS to it during their advances. If anything charges them, it will be forced to charge the Gorgon and find itself force-locked down. In addition to this, anything that enters into melee (as long as they remain b2b) with the Gorgon, will also be engaged by the Scyir due to the Gorgon not blocking LOS for him.
    • Figure in the above maneuver and the polarity cannon becomes even more valuable as you're not only protecting the Gorgon but the Scyir he is escorting too.
    • Pairing him with a Scyir gives much more than a disposable distraction but a high threat combination that can hit incredibly hard. The Gorgon charges a target and does its combo-strike for POW 16. Immediately afterwards the Scyir charges the same target, but in such a way that he comes into contact with the Gorgon's back, blocking said target's LOS between he and the jack. He's engaging the target, but it is not engaging him (in most cases). If it doesn't get smeared with the following 4d6+12 POW hit, whatever unfortunate slob the two have ganged up on is stuck trying to deal with the Gorgon, unable to reposition to pose any threat to the Scyir.
    • When already engaged, the Scyir's drive ability is more valuable with the Gorgon than our other lights. Rerolling that combo-strike? Yes please.

    All things considered ,the Gorgon more-so than any of our other jacks looks as if it was meant to be marshaled and can be done so both efficiently and effectively. The Griffin can be great in this regard, sure, but you lose out on some of its abilities. The Gorgon? Nothing at all.

    Scyir + Gorgon = BFFs
    Good points you bring up! While I did mention the Scyir, you thought it more through. I'll integrate your comments when my article about the Scyir is due.

    Still, I'm not entirely sure if we're reading Coordinated Strike the same. As written, the Gorgon can walk through the Scyir and ignore him for LOS purposes... but the Scyir cannot ignore the Gorgon for purposes of LOS nor walk through it: 'friendly Dawnguard models' are ignored, which the Gorgon isn't.

    LX

  7. #7
    DrunkenTiefling
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    Quote Originally Posted by Lord Xalys View Post
    Still, I'm not entirely sure if we're reading Coordinated Strike the same. As written, the Gorgon can walk through the Scyir and ignore him for LOS purposes... but the Scyir cannot ignore the Gorgon for purposes of LOS nor walk through it: 'friendly Dawnguard models' are ignored, which the Gorgon isn't.

    LX
    Drat! You're right about Coordinated Strike, I think I got excited and my eyes saw what they wanted; the Scyir cannot strike through the Gorgon as it is not a dawnguard model...so simple and I missed that, tsk tsk.

    Even then however, all of the points should be pretty much valid. The Scyir won't be able to strike through him, but you can still deny charges on him with placement, and he can be positioned in most of his own charges so attacks by the enemy will be denied -- at least as long as they don't have Reach or you can land outside their arc.

    Even with Coordinated Strike not working the way I thought it did with my initial reading I still believe this should be pretty solid.

  8. #8
    FranzGrenstein
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    I don?t know if this has been touched on, but I am going to use the gorgon as an assassin magnet. Those things that have high mobility and have and ability to ignore free strikes, and other models; i.e. acrobatics, wings, parry. They charge my caster have to get into the gorgon?s melee range the lock kicks in failed charge; hello counter charge.

    To tell the truth, I see me taking the gorgon against Legion lists all the time, in I am seriously thinking of picking up a second one.

    I can also something to lock down counter charge, for instance I played Vayl if I had not turned her into a pin cushion, I would have run the gorgon up to lock down the carnivean, so dark sentinel would not screw up my charge lanes.

  9. #9
    barrel
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    Great to tie up bonejacks or to stop ghost walk also

  10. #10
    thecsharian
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    Does the force lock prevent all movement (including turning?) or can the effected model only move zero inches?

    As mentioned previously, the ability doesn't seem to be so much about keeping heavies at bay and stopping them destroying things for a while, but about keeping an assassination target in position while you move up (I imagine this would be great with sentinels - pronto move then run for a 15inch? move) or stopping Beast 09 from killing you while you side step him into the heart of the enemy. It's forced positioning, leave it too die and use the extra turn you've gained to win.

    It'd also be great against some of the armies out there relying on movement abilities - Vayls feat, counterchargers and even things like vengeance.


    Anyway, main thing I wanted to point out is that Vyros extends its front arcs to 360 degrees, so it can hold any model within 1/2 an inch in place... and any non-reach units that try to hurt it, have to kill it, or they'll be spending at least one whole other turn stuck by it.
    -what I mean is there is no way to attack it in melee (outside of reach) without getting stuck on it.
    This may seem quite minimal, but I imagine it has quite a lot of in game potential, along with Mobility, etc for abuse.

    ...also, if it ever gets swarmed, since it has low DEF you could probably use it as a target for Stormfall archer fire AOEs... it'll be especially easy to hit if it's movement has gone
    Last edited by thecsharian; 12-19-2009 at 03:41 AM.

  11. #11
    Lord Xalys
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    Quote Originally Posted by thecsharian View Post
    Does the force lock prevent all movement (including turning?) or can the effected model only move zero inches?

    As mentioned previously, the ability doesn't seem to be so much about keeping heavies at bay and stopping them destroying things for a while, but about keeping an assassination target in position while you move up (I imagine this would be great with sentinels - pronto move then run for a 15inch? move) or stopping Beast 09 from killing you while you side step him into the heart of the enemy. It's forced positioning, leave it too die and use the extra turn you've gained to win.

    It'd also be great against some of the armies out there relying on movement abilities - Vayls feat, counterchargers and even things like vengeance.


    Anyway, main thing I wanted to point out is that Vyros extends its front arcs to 360 degrees, so it can hold any model within 1/2 an inch in place... and any non-reach units that try to hurt it, have to kill it, or they'll be spending at least one whole other turn stuck by it.
    -what I mean is there is no way to attack it in melee (outside of reach) without getting stuck on it.
    This may seem quite minimal, but I imagine it has quite a lot of in game potential, along with Mobility, etc for abuse.

    ...also, if it ever gets swarmed, since it has low DEF you could probably use it as a target for Stormfall archer fire AOEs... it'll be especially easy to hit if it's movement has gone
    Some great points!

    To answer your first question: no, Force Lock doesn't deny changing facing. It's the only thing a caught model can do, though, as all forms of movement that are (based on) advancing are denied. So yes, things like Vengeance are countered but things like Apparition (placement) are not.

    The part about 360 degrees front arc on the Gorgon... fantastic, hadn't even though about that! I'll integrate it at once (with regards to you of course).

    LX

  12. #12
    CyrDraconis
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    My two coppers, a 'wish I'd had one' moment in a recent game against fieldtest Skorne.

    Suffice to say, Mollik Karn under eMakeda is stupid fast with Leash and Road to War. If the Scyir had been driving a Gorgon instead of a Griffon, he'd have spent a turn killing the myr instead of Kaelyssa. Must remember that for next time!

  13. #13
    Annihilator possiblyarowbot's Avatar
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    Here's something to think about:

    With the change to facing and knockdown, if you can get a Gorgon "behind" a knocked down model, they cannot attack him unless an outside effect allows that model to stand up, i.e. spending a focus or a spell, etc.

    When a model is knocked down it keeps the same facing as when it was standing up. When said model stands back up from the knocked down position, they have the exact same facing. If no outside force caused the knocked model to stand the only thing it can do is change facing, which counts as its action.
    When you find yourself outnumbered, outmanned, outgunned and outclassed... do something stupid.


  14. #14
    Annihilator Golfballfred's Avatar
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    A Gorgon would be a good Jack to use to arm or headlock with. If marshaled, use an arcanist to give focus for the power attack.

    Garryth, Rahvyn and Vyros can provide extra movement to get him in play and Rahn can use telekinesis shenanigans to be really evil. Turn the target around and arm lock from behind. An arm locked model cannot advance or use any special attacks. No changing facing, no rain of death, etc. Even if the target breaks free you have neutered them for a turn, longer if you can do it again next turn.

    It may be situational, but you can really ruin someones day when you stop a character, unique or expensive Jack/beast with your unintimidating, "worst model".
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  15. #15
    Conqueror
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    I simply wanted to point out that the Gorgon won me my game today. Deathjack was close to Kaelyssa, with admonition. Gorgon runs up and combostrikes. Followed by a charge from Discordia w/Concentrated power, he goes to admonition away... Not this time buddy. Found a new use for it other then the gorgon trick with garryth and letting kaelyssa get a little closer to lines for shooting. Taking away pesky out of turn movement on jacks and beasts.

  16. #16
    Destroyer of Worlds Col_Festus's Avatar
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    I don't want to necro this thread but I found a pretty nice tatical application with the Gorgon for Garryth. Especially since people like to play him with sentinels. You can jack marshal the gorgon to the sentinels for pronto, followed by a run for a 18" move. You can simply run and engage the enemy caster, move up Garryth behind it and feat from up to 18" away as well (21 if you charge something or a trooper in the back). The enemy cannot buy attacks with its focus or fury (I dont know if any casters that could 1 shot the gorgon without focus or fury) nor can it move away with placement effects or normal movement. The following turn assuming the Gorgon is still alive (which it should be if done correctly) you can headbutt the caster boosting to hit with the jack marshal ability. Leaving them vulnerable to Garryth's charge next turn who autohits said down model. Just something to mull over for this niche myrmidon.

  17. #17
    Conqueror
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    I would have to check, but I don't believe a marshaled Jack would be able to perform a headbutt. Mostly still sound though. I really like Gorgon's just wish they were easier to talk myself into taking more often.

  18. #18
    Destroyer of Worlds Kallas's Avatar
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    You're right.
    They only get to charge/run, or else I'd start taking them JM'd all the time to use the back arc lock trick.
    Quote Originally Posted by AJ the Ronin View Post
    Kallas, you are very odd person. I mean that in the best possible way.
    Quote Originally Posted by Dawnlord Ed View Post
    Kallas is pretty awesome.
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  19. #19
    Destroyer of Worlds Demeritus's Avatar
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    AFAIK, you cannot use a marshal ability to do power attacks so it would require an arcanist but it is a sound tactic.


  20. #20
    Destroyer of Worlds Col_Festus's Avatar
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    Ah Ok, Sorry I come from Khador... we have no lights, and rarely marshal lol. Guess I'll have to power boost it if possible. Still no headbutt is really needed. Garryth should still be able to seal the deal.

  21. #21

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    Quote Originally Posted by Col_Festus View Post
    I don't want to necro this thread but I found a pretty nice tatical application with the Gorgon for Garryth. Especially since people like to play him with sentinels. You can jack marshal the gorgon to the sentinels for pronto, followed by a run for a 18" move. You can simply run and engage the enemy caster, move up Garryth behind it and feat from up to 18" away as well (21 if you charge something or a trooper in the back). The enemy cannot buy attacks with its focus or fury (I dont know if any casters that could 1 shot the gorgon without focus or fury) nor can it move away with placement effects or normal movement. The following turn assuming the Gorgon is still alive (which it should be if done correctly) you can headbutt the caster boosting to hit with the jack marshal ability. Leaving them vulnerable to Garryth's charge next turn who autohits said down model. Just something to mull over for this niche myrmidon.
    Garryth's feat does not say you can't spend fury (this is why he can be a little disappointing in all-comer play)... So any Hordes Warlock could still destroy it. Also, in Hordes they'd probably just call a beast over and have it munch the Gorgon first. Against Warmachine though it could work well.

  22. #22
    Destroyer of Worlds
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    ive tried the gorgon hugging caster garryth feat thing over and over again and you really need 2 of them to get there for it to work and unless its a fun list its kind of a stretch to have 10 pts worth of models to just to that.

    Note that they arent screwed if your gorgon gets there. All they need to do is either kill it, damage it enough to destroy its generator, or kd/stationary it (no melee range). It does screw up order of activation a bit but you need to work so had just to get him to the enemy caster that its often not worth it.
    Quote Originally Posted by Zombied00d View Post
    Sir as most anyone who's ever played 40k cometetivly in Chicago can tell you: "Spirit of the Game" is the battle cry of the loser.
    http://isyw.wordpress.com

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