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