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Gorgon  Edit  5  46 …

Search Gorgon – Retribution Light Myrmidon

The Gorgon exists to dictate the flow

of battle by depriving the enemy of
mobility. Its integral force cannon
Models listed by Faction unleashes blasts of energy capable of
Models listed by Expansion forestalling an enemy’s forward
List of Spells momentum. Its more powerful fields
List of Special Abilities require close proximity, and the
Gorgon will rush forward to seize
even larger and more powerful ’jacks
or myrmidons to pin them in place.
While its force-locked prey struggles
to extract itself, the Gorgon deals
Cryx punishing blows with its arm-
mounted glaives.

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Protectorate of Menoth
Retribution of Scyrah
Convergence of Cyriss Basic Info
Four Star Syndicate Statistic
Highborn Covenant The Gorgon has the same stat line as the other light myrmidons, boasting considerable SPD,
Puppet Masters
medium MAT, and average DEF and ARM. It's similar to a Cygnar light 'jack, but with the
Searforge Commission
Talion Charter force field adding some protection to its damage boxes. It has fairly low RAT for a mostly
ranged-focused warjack, but as its main targets will be heavies with low DEF it'll be fine.

SPD Average
MAT Average
RAT Average
DEF Average
ARM Average
Circle Orboros Hitpoints Average
Legion of Everblight Base size Medium
Weapons & Attacks
Blindwater Congregation Polarity Cannon – Ranged weapon with below average RNG and POW
Thornfall Alliance Magical Weapon - This weapon can damage incorporeal models.
Kinetic Grip - Models hit by this weapon cannot charge this model for one
Field Dependent - This weapon stops working if the Field Generator is
Glaive (x2) – Like the Chimera, it has two Glaives with average P+S.
Newbie Page Open Fist - Grants access to more Power Attacks.
Faction Overview Combo Strike (★Attack) - Instead of making two initial attacks, you may
General Strategies make a single attack with the weapon's POW doubled.
Scenario Play
Tournament Analysis
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Tournament Analysis Special Abilities
Army List Builders Force Lock - Enemy models in this model's melee range cannot advance except to
Army List Archive change facing.
Theme Forces Field Dependent - This ability can't be used if the Field Generator is crippled.
Glossary of Abbreviations

Thoughts on the Gorgon

Gorgon in a Nutshell
Rules for Editors
The Gorgon holds an interesting place in the Retribution. It's sole purpose at a glance is to
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tie up enemy models and interfere with the enemy plan. While it brings little offensively to a
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list it has some subtle uses that create big opportunities for its allies.
How to Edit
Combos and Synergies
Other The Gorgon works remarkably well with the many ‘jacks marshals available to the
Mk I Archive Retribution, as none of its abilities require focus. The Sentinel UA’s Pronto Drive
Terrain Archive extends its threat range and flexibility, while the Dawnguard Scyir’s Reroll Drive
increases the likelihood of that crucial Combo Strike hitting home. While the
Dawnguard Invictors don’t have a Drive, having the Gorgon nearby to pin the
enemy in place and provide a Flank bonus works pretty well (if taken with Adeptis
Rahn, Polarity Shield on the Invictors will negate most charges entirely).
Vyros’ Mobility gives the Gorgon extra SPD, extending its threat range when
running to engage by 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.
Ravyn’s Locomotion can add up to 3” to the Gorgon’s threat range when running
for Force Lock, while Snipe extends the Polarity Cannon’s range to 14" (situational,
but handy against models with insane threat ranges like a rampaging Dire Troll on
Doomshaper2’s feat turn).
Kaelyssa’s Backlash on a Force Locked ‘jack is quite funny, especially with a Mage
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Hunter Strike Force coming in. Her Witch Hound ability really makes this myrmidon
shine, as the ability to make out-of-activation movement with the Gorgon can really
upset someone's plans! You can deny a charge or slam, or engage models/units
before they can activate. Their only option then is to attack the Gorgon, diverting
resources from their primary targets that turn.
Rahn again increases the Gorgon’s threat range with Telekinesis. It can also be used
to change the position of the Gorgon during a Force Lock, which can force a target
to turn around to hit the Gorgon and thereby expose its back to other elements of
your army. You could use the spell to move a target into the arms of a waiting
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, Caine1, you stay right here). In a pinch you could even use
Gallows to pull a priority target into a Force Lock.
Myrmidon-wise, the Gorgon is 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 Manticore's Covering Fire deals auto-hitting damage rolls to
every model that enters or ends its activation within the small 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. This works great against Pistol Wraiths
or Blackbane’s Ghost Raiders.
Houseguard Riflemen with their 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...
Elara's counter-charge ability can be used to halt the after-action movement of
models like Molik Karn, Warpwolf Stalkers, or Archidons.

Drawbacks and Downsides

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The Gorgon must be used in conjunction with other models, it has very low offensive
power. It's defensive stats leave it highly vulnerable to being destroyed and having the
disruption it causes be significantly lessened.

Tricks and Tactics

The Gorgon will not down heavies on its own, but that's not why it exists. You bring the
Gorgon to stop the enemy's biggest threats in their tracks while your Mage Hunter Strike
Force units and/or heavy myrmidons amble around the pile of locked-down front-liners and
smack some squishies. That said, if you really need to put a little more damage on a hard
target, a good Combo Strike can do the job.

Force Lock basically denies enemy models every mode of movement except for place
effects. Laugh when a War Dog Counter Charges a Gorgon and finds it cannot Return to its
master. Giggle as a Gorgon runs up to a Menite heavy and it cannot move away through
Enliven. Feel your opponent’s frustration as a Deathripper’s arc node is locked down tight.
You get the point. While trapping a ‘jack or ‘beast can be crucial, do not forget that you can
lock multiple zippy small-based models through clever positioning. I don’t know about you,
but running up to a unit of Strider Rangers 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 to engage Eiryss1 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”.

The Polarity Cannon’s applications are mainly tactical). Ideal targets for this weapon are the
first heavy ‘jack or ‘beast bearing down on your position, but really any hard-hitting
medium- or large-based model deserves a shot to the chest! Denying a heavy hitter the extra
3” of movement and boosted damage (not to mention abilities like Brutal Charge, Powerful
Charge and the Cavalry attack roll bonus) can be game-saving. Cavalry models especially
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rely on charging to bring their heaviest weapons to bear. Just by standing in front of your
lines, you can dictate your opponent’s movements and deny a decent number of boosted

Gorgons work best in groups (if you have the points and focus to support them). Place two
of them fairly close together in an important charge lane, and have them both shoot a couple
of big targets. Voila; you have just sealed that lane.The enemy can't charge through and
can't pass the Gorgons.

About Force Lock

So, as soon as your model enters the Gorgon's melee range, that model cannot intentionally
walk/run/charge away. The only ways to get out of this myrmidon's loving embrace is to:
1. Disable its Generator system.
2. Slam/push/throw/teleport the Gorgon so it is not in melee range anymore.
3. Get slammed/pushed/placed/thrown out of the Gorgon's melee range yourself;
4. Knock the Gorgon down with a spell effect, weapon effect, headbutt or other
method, as a knocked-down model has no melee range.

A lot of these options require either another model to help or a good part of the stuck
model's activation. In both instances the Gorgon has already made a good nuisance of itself
and likely screwed with your opponent's plans. In order to get the most out of your Gorgon,
appraise the enemy's abilities to achieve the above beforehand!

Slamming is one of the easiest ways to evade Force Lock, and that's where the Polarity
Cannon becomes important. Kinetic Grip forbids a struck target from charging the Gorgon,
which also makes it unable to slam the Gorgon. Imagine a situation where you want to Force
Lock a certain model, but there's another slam-capable model near that could whoop your
Iosan ass out of Force Lock range. In this case you could shoot the slam-capable model,
thus denying the charge/slam, and then move into Force Lock range with the desired target
by means of e.g. the Sentinel UA's Pronto Drive. A sidenote: a model with an ability like
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(Critical/Combo) Smite can still slam the Gorgon, regardless if it has been shot by the
Polarity Cannon! Kinetic Grip prevents a model from charging/slamming, but the Gorgon can
still be slammed by other means.

It is highly important to look for the enemy's ways to achieve knockdown. If a Gorgon is
knocked down, it has no melee range; ergo, it cannot Force Lock. Most of the time this
requires a combo on your opponent's part to pull off, but when there's only your Gorgon
standing between your 'caster and an imprinted Fire of Salvation, you don't want to have
the Gorgon knocked down beforehand.

The Gorgon is named after a (Greek) mythological creature, like all myrmidons. The tale of
the Gorgon becomes legend in 700 BC, when the poet Hesiod writes about the three Gorgon
sisters: Medusa, Euryale and Stheno. The latter two were immortal, the first one wasn't. All
three had venemous snakes for hair and the power to turn a living being to stone with their
terrible gaze, which Kinectic Grip's effect might be in reference to. Medusa became the most
famous of these three when she was killed by the hero Perseus (using a mirrored shield to
defeat her, as her reflection was harmless), who later used her cut-off head as a weapon.
One story recounts how either he or the goddess Athena uses Medusa's head to turn the
giant Atlas into stone, thus creating the Atlas mountain range that still stands today.

Theme Forces this is a member of

Garryth1 - Assassins
Issyria1 - Dawnbringers
Kaylessa1 - Force Wall
Kaylessa1 - Shadows of Retribution
Rahn1 - Charge of the Battle Mages
Rahn1 - Fires From On High
Ravyn1 - Will of the Nine Voices
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Thyron1 - Rush of Battle
Vyros1 - Dawn's Talon
Vyros1 - Legions of the Dawn
Vyros2 - Guardians of the Gate


################## Retribution Index

Warcasters Garryth - - Issyria - - Kaelyssa
- - Ossyan - - Rahn - - Ravyn -
- Thyron - - Vyros 1 - - Vyros
Warjacks - Light Aspis - - Chimera - - Gorgon -
(Light Myrmidion) - Griffon
Warjacks – Heavy Banshee - - Daemon - - Hydra
(Heavy Myrmidion) - - Manticore - - Phoenix - -
Discordia - - Hypnos - -
Warjacks - Colossals Helios - - Hyperion
(Colossal Myrmidion)
Units Dawnguard Destors - -
Dawnguard Invictors (UA) - -
Dawnguard Sentinels (UA) - -
Battle Mages - - Houseguard
Halberdiers (UA) - -
Electromancers - - Heavy Rifle
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Team - - Houseguard Riflemen
(UA) - - Mage Hunter
Infiltrators (UA) - - Mage
Hunter Strike Force (UA) (UA)
- - Stormfall Archers
Special Weapon Attachment:
Soulless Escort
Special Unit Attachment:
Solos Arcanist - - Dawnguard
Destor Thane - - Dawnguard
Scyir - - Ghost Sniper - -
Artificer - - Magister - -
Houseguard Thane - - Mage
Hunter Assassin - - Soulless
Eiryss1 - - Eiryss2 - - Skeryth
Issyen - - Narn - - Nayl
Warcaster Attachment: Sylys
Journeyman Warcaster: Elara
Battle Engines Arcantrik Force Generator


Retribution Mercenary
Mercenary None at present

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Mercenary Different types of
Warjacks Mercenary warjacks
can only be taken by
specific Mercenary
models ... which means
there's too many
permutations to list
here (in any sort of
meaningful way).

However, note that the

following Retribution
mercenary models can
warjacks/warbeasts (in
addition to the
Mercenary Warcasters
listed above):
Dahlia Hallyr &
Mercenary Nyss Hunters • Lady
Units Aiyana & Master Holt
Mercenary Lanyssa Ryssyll •
Solos Madelyn Corbeau •
Dahlia Hallyr &

Note: To field a mercenary warcaster with Retribution (ha ha ha ha), you need to
be playing a game which allows 2 (or more) warcasters.

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Or see the Retribution Theme Forces


Tags: combo strike field dependent force field force lock kinetic grip light magical w eapon myrmidon non-
character open fist retribution retribution of scryah w arjack

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