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Gorgon – Retribution Light Myrmidon
The Gorgon exists to dictate the flow of battle by depriving the enemy of mobility. Its integral force cannon unleashes blasts of energy capable of forestalling an enemy’s forward momentum. Its more powerful fields 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 punishing blows with its arm-mounted glaives.
The Gorgon has the same stat line as the other light myrmidons, boasting considerable SPD, medium MAT, and average DEF and ARM. It's similar to a Cygnar light 'jack, but with the 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.
Weapons and Attacks
– This gun has low stats across the board, but you don't take it to kill stuff. It's not worth boosting damage, but you might want to boost the attack against higher-DEF targets like helljacks.
– When a model is hit by the Polarity Cannon, it cannot charge the Gorgon for one round.
– Like the
, it has two Glaives with decent P+S.
Combo Strike (★Attack)
– Puts a dent in heavies, but don't expect this 'jack to bring a
down on its own.
– Not so much a skill as a disadvantage shared by all Shyeel-chassis myrmidons. If the Gorgon's Field Generator system is crippled, it loses the Force Lock ability and can't attack with the Polarity Cannon. Have an
close by whenever possible, because you want to keep this system running!
– Enemy models in the Gorgon’s melee range cannot advance, except to change facing. This passive ability has huge tactical uses (see below).
Thoughts on the Gorgon
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
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
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
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
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”.
’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
and the Cavalry attack roll bonus) can be game-saving. Cavalry models especially 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 rolls.
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.
The Gorgon works remarkably well with the many ‘jacks marshals available to the Retribution, as none of its abilities require focus. The
’s Pronto Drive extends its threat range and flexibility, while the
’s Reroll Drive increases the likelihood of that crucial Combo Strike hitting home. While the
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
on the Invictors will negate most charges entirely).
’ 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.
’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
’s feat turn).
’s Backlash on a Force Locked ‘jack is quite funny, especially with a
Mage 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
, 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.
again increases the Gorgon’s threat range with
. 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 Gorgon.
basically does the same for the Gorgon as Rahn with
, but without him having to activate first. His feat also enhances the Force Lock, as it denies placements effects (no,
, you stay right here). In a pinch you could even use
to pull a priority target into a Force Lock.
Myrmidon-wise, the Gorgon is the
’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
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
Blackbane’s Ghost Raiders
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…
Dealing with Force Lock
The exact text (FoW: RoS, p. 67) reads: "Enemy models in this model's melee range cannot advance except to change facing."
From the MKII rules, p. 44: "Advancing refers to any movement a model intentionally makes, not to any movement caused by other effects such as being pushed or being slammed."
So, as soon as your model enters the Gorgon's melee range, that model cannot
walk/run/charge away. The only ways to get out of this myrmidon's loving embrace is to:
Disable its Generator system.
Slam/push/throw/teleport the Gorgon so it is not in melee range anymore.
Get slammed/pushed/placed/thrown out of the Gorgon's melee range yourself;
Knock the Gorgon down with a spell effect, weapon effect,
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 (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
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
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. 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.
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