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![[Post New]](/s/i/i.gif) 2009/01/05 05:01:17
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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This message was edited 42 times. Last update was at 2010/08/15 04:58:03
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![[Post New]](/s/i/i.gif) 2009/01/06 06:19:49
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Castigator added.
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![[Post New]](/s/i/i.gif) 2009/01/10 09:25:43
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Added Warmachine Kung Fu articles.
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![[Post New]](/s/i/i.gif) 2009/01/10 20:21:50
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Added three more Warcasters
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![[Post New]](/s/i/i.gif) 2009/01/11 07:13:31
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Temple Flameguard Unit added. Still incomplete.
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![[Post New]](/s/i/i.gif) 2009/01/12 12:09:19
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Cleansers and TFG UA added
Incomplete
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![[Post New]](/s/i/i.gif) 2009/01/16 03:01:51
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Created Daughters of the Flame entry. Need to think about this one
a bit (they always die before I can make them useful.
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![[Post New]](/s/i/i.gif) 2009/01/16 03:07:50
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Added basic Knights Exemplar entry. Need to fill it out, too.
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![[Post New]](/s/i/i.gif) 2009/01/18 14:58:20
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Skirmishers and Guide entry started.
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![[Post New]](/s/i/i.gif) 2009/01/20 02:39:53
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Avatar of Menoth started.
Skirmishers and Guide entries pretty much done.
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![[Post New]](/s/i/i.gif) 2009/01/22 04:22:19
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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eFeora
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![[Post New]](/s/i/i.gif) 2009/01/22 06:45:18
Subject: Re:Protectorate of Menoth Articles
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Painlord Titan Princeps of Slaanesh
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Gaze of Menoth is slightly incorrect. If only they couldn't end their activation further away than they started! It in fact only affects their normal move, meaning if someone can jump or teleport or use a spell to move before actually moving, they can push themselves out of the effective radius, or if they can move after attacking [light cavalry] they can in fact charge the avatar, attack it, then jump away as much as they like. Or move in a wide circle around it [staying the same distance away], then use their second move to move quite far away after that [because it is not a normal move].
This is how it has been explained to me - particularly by hordes players [Skhorne and Everblight light cav exploit me all the time].
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2009/01/22 11:51:13
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Ah, okay. My problem with that interpretation is the wording says ends its
activation, not movement, but I see that's how it's ruled.
Blech.
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![[Post New]](/s/i/i.gif) 2009/01/22 11:55:25
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Erratum: Apotheosis p.59 : Menoth's Gaze
Replace the text of Menoth's Gaze with the following:
"During its activation, the Avatar of Menoth may spend a focus point to activate Menoth’s Gaze. Enemy models within 8” of the Avatar of Menoth beginning their activation with the Avatar of Menoth within their LOS cannot end their normal movement farther from the Avatar of Menoth than they started their normal movement. Affected models within 8” of the Avatar of Menoth cannot give or receive orders. Menoth’s Gaze lasts for one round."
Ah. That explains it.
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![[Post New]](/s/i/i.gif) 2009/01/23 05:52:27
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Paladin of the Order of the Wall Solo added
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![[Post New]](/s/i/i.gif) 2009/01/27 07:09:46
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Exemplar Vengers
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![[Post New]](/s/i/i.gif) 2009/01/31 03:32:19
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Zealots and Mono Bearer
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![[Post New]](/s/i/i.gif) 2009/01/31 04:22:50
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Exemplar Seneschal
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![[Post New]](/s/i/i.gif) 2009/02/07 11:25:06
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Blessing of Vengeance added.
I think I'm going to leave out synergies for now and simply work on
getting all the regular entries done.
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![[Post New]](/s/i/i.gif) 2009/02/08 06:20:09
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Crusader added
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![[Post New]](/s/i/i.gif) 2009/02/15 05:33:33
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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![[Post New]](/s/i/i.gif) 2009/02/15 14:24:49
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Guardian added under warjacks.
By my count, there are at least 19 models left to enter for the Protectorate. My current goal
is to finish the basic entries in two weeks before I move on to another faction.
edit: I'm thinking it might be Khador for the lone fact that oomiestompa is deeply familiar
with them. However, I have very few painted models to use for photos and the like, so I
probably won't write Warmachine Kung Fu articles for them yet.
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This message was edited 1 time. Last update was at 2009/02/15 14:27:00
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![[Post New]](/s/i/i.gif) 2009/02/16 06:05:32
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Reckoner added.
Redeemer added.
Repenter added.
Vanquisher added.
I think all the warjacks are done. /cheer.
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This message was edited 3 times. Last update was at 2009/02/16 06:34:50
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![[Post New]](/s/i/i.gif) 2010/05/08 14:21:02
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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Knights Exemplar added.
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![[Post New]](/s/i/i.gif) 2010/05/10 14:45:52
Subject: Re:Protectorate of Menoth Articles
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Evasive Eshin Assassin
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hi malfred. do you know you have exemplars twice?
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![[Post New]](/s/i/i.gif) 2010/05/16 05:58:24
Subject: Re:Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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usernamesareannoying wrote:hi malfred. do you know you have exemplars twice?
Thanks for the catch.
http://www.dakkadakka.com/wiki/en/Exemplar_Errants_Unit
Errants! Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Exemplar_Bastions_Unit
Bastions added Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Exemplar_Vengers_Unit
Vengers!
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This message was edited 2 times. Last update was at 2010/05/16 06:46:37
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![[Post New]](/s/i/i.gif) 2010/05/18 05:44:24
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Temple_Flameguard_Unit
Strengths
* Defensive Unit: Set the unit up with its Shield Wall Order and then the unit can stand against charges with its Set Defense Ability boosting each model up to DEF 15 ARM 17 against charges.
* Combining: Using Combined Melee Attack with its Reach Weapon adds a great deal of utility to the unit. Hit models with high DEF or combine to damage things like warjacks.
[Edit]
Weaknesses
* Still squishy in the end: Temple Flameguard, despite its Shield Wall Order, have no real way of staying alive.
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![[Post New]](/s/i/i.gif) 2010/06/07 15:55:37
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Temple_Flameguard_Officer_and_Standard_Unit_Attachment
Strengths
* Defensive Roadblock: The Officer and Standard make a strong defensive unit even stronger. With Ranked Attacks, they can stand in front of your lines and give LOS to ranged elements behind them while being protected by Set Defense and a Shield Wall Order. When the Officer uses Iron Zeal, the unit becomes near undroppable against anything other than high Powered attacks.
* Offensive Applications: Rather than trying to kill things or hold them off, Temple Flameguard with an Officer can opt to set as many things as they can on Fire and give the fire time to do its work while they stand in a Shield Wall Order. They can even use their Terror offensively as it triggers on entering melee range, and with Reach they can trigger command checks out to 14".
[Edit]
Weaknesses
* Officer: Losing the Officer Model loses you both the Ranked Attacks ability and the Mini-feat Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Daughters_of_the_Flame_Unit
Strengths
* Fast models in a slow man's army: Daughters start 6" closer to the enemy thanks to Advance Deployment, and when they run, they run 14", easily putting them in charge range of key models.
* Pick off your enemy one by one: Choose your Combined Melee Attacks carefully as you can use their two weapons to cause multiple casualties among living models by using Anatomical Precision, or you can combine to hit high DEF models multiple times (though you lose the charge bonus if you combine charge and non-charging attacks) and thereby increase your chances of dealing actual damage. Against a warcaster, for instance, you can charge with three daughters, combine their three attacks, and hit with an effective MAT 9, P+S 12 charge. Then you can swing with the second sword for MAT 9 P+S 12 non-charge. Or if you fancy your chances of hitting, swing twice with each of three daughters and deal 12 points of damage.
* Charge lane? What charge lane?: SPD 7 and Acrobatics gives them a 10" charge that can go wherever they can fit their bases.
[Edit]
Weaknesses
* Not as Fast as You'd Like: Even with a 10" charge, Daughters suffer from the Protectorate's biggest weakness: lack of Pathfinder.
* Shoot Them All to Hell: DEF 15 without Stealth is not insurmountable, and their ARM leaves them susceptible to most blast effects.
* Small Unit with a Combined Attack: Even though the unit has multiple weapons and Combined Melee Attack, six models is easier to eliminate than ten, and they will have fewer models they can target with all their special abilities. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Flameguard_Cleansers_Unit
Strengths
* Burninating the Countryside: Flameguard Cleansers use their spray attack to clear out models, and their Incinerate Order to protect themselves with a damaging cloud effect. If need be, the unit can simply center the attack on a member of its unit in order to better place the cloud effect on the table.
* Walk Through the Fire: Immunity to Fire adds flexibility to where you want to place fire effects on the table.
[Edit]
Weaknesses
* Not a true Combined Range Attack: The Incinerate Order isn't as good as a Combined Ranged Attack because adding participants doesn't increase the POW of the attack, but it does let you reliably target with a 4" template that doubles as a cloud effect. However, the unit can only make one per turn.
* Slow and Shootable: In a spray on spray fight, expect Cleansers to lose as their DEF makes them hittable and their SPD makes it easier to get the jump on them. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Deliverers_Unit
Strengths
* Ranged Anti-Infantry: When advancing, a unit of Deliverers can their small rockets out to 21" into the heart of whatever light infantry support that the enemy is using.
* When You Need to Hit, Hit Big: A unit of deliverers can make any number of Rocket Volleys like a normal combined ranged attack. Therefore, you can launch large templates with 6 members of the unit and a medium template with the remaining 4, or you can launch multiple medium sized templates by combining groups of three, etc. Combining by 6 also gives you a large template, while firing it with an effective RAT of 7 (9 when aiming).
[Edit]
Weaknesses
* The Rule is called Inaccurate for a Reason: The ranges at which Deliverers operate, combined with the Inaccurate special rule, means that if you're not using a rocket volley, you better plan around missing your target. If the target is a single model at a long distance, you will have very poor chances of hitting it with the blast effect without a Rocket Volley.
* Lower CMD radius and LOS: Even Zealots have more room to maneuver than the CMD 7 Deliverers. Their small CMD radius and their primary target (small based infantry) will mean you'll have trouble picking one position to receive the aiming bonus from all game.
* Losing the AOE Battle: When faced with ranged elements, the Deliverers lose out due to their low DEF, SPD and very poor ARM.
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This message was edited 3 times. Last update was at 2010/06/07 21:14:26
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![[Post New]](/s/i/i.gif) 2010/06/24 20:23:28
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Deliverer_Sunburst_Crew_Unit
[Edit]
Strengths
* Accurate, long ranged, high POW AOE: The Sunburst shoots at a RAT 7 and causes a POW 8 blast to a medium sized area. Its range is the same as other versions of the Deliverer, including the Redeemer and the Deliverers.
* Anti-Jack: Against a Khadoran heavy, the Sunburst does dice -4 points of damage per roll, and hits most of the time with Range Finder. The Sunburst should be able to get two or three shots in even if the heavy can make a bee-line to the artillery unit.
* Anti-Infantry: Accurate and long ranged, the high POW goes alone nicely with the Sunburst's medium AOE to deal with most lightly armored infantry.
[Edit]
Weaknesses
* Lightly Armored Gun Crew: In a ranged firefight against similarly equipped models, Deliverer Sunburst Crewmen should die and lose out. Drifting AOE templates will catch the larger base and easily damage or kill one or more crew members.
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![[Post New]](/s/i/i.gif) 2010/08/10 05:14:37
Subject: Protectorate of Menoth Articles
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[MOD]
Madrak Ironhide
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http://www.dakkadakka.com/wiki/en/Choir_of_Menoth_Unit
Strengths
* Low-cost warjack support: For two points you can support up to four warjacks and for three points you can support up to six. Buy multiple minimum units and you are still only spending four points on models that can support as many as eight warjacks or support much fewer while still taking casualties.
* Menite 'Jacks: Menite warjacks are typically middle of the road. their DEF doesn't match Cygnar or Cryx, their ARM doesn't match Khador, and their SPD is somewhere between Cygnar and Khador. Choir keep them alive and make them dangerous fighters.
* Two Turn Leapfrog: Choir can advance as far as 4" and still buff their warjacks by turning slightly sideways to keep the warjacks in LOS. Then when you run the Warjacks, they will be 4" ahead ( SPD 4 'jacks) or 6" ahead ( SPD 5 'jacks), which is close enough for the Choir to advance and buff the warjacks on the following turn.
[Edit]
Weaknesses
* Chewy center: Canny opponents will find ways to squish the choir. Though it might be difficult with interposing Menite 'jacks, if there's a way to get at the Choir it's usually worth the effort as the 'jacks become much diminished without their hymns.
* 1 'Jack per 1 Choir: Since Hymns affect 'jacks on a 1 to 1 basis, losing Choir models will start to limit the 'jacks you support.
* Keeping 'jacks together vs. Spreading them Out: Spreading the 'jacks apart means you're either going to overextend and expose the choir or you have multiple choir. By using choir you essentially tether your 'jack models into a constrained area that opponents should look to exploit. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Visgoth_Juviah_Rhoven_and_Honor_Guard_Unit
Strengths
* Protection Unit: The ability to expire continuous effects will be useful to warcasters who aren't immune to Fire.
* Anti-Hordes: The ability to remove Fury from models can easily starve a fury dependent warlock if Rhoven can get enough warbeasts into his CMD range.
* Ranged Attacks: Increase the chances of dealing with enemy threats at range by making a ranged model (warjack or solo) ignore Stealth.
[Edit]
Weaknesses
* Getting shot all the time: Set Defense means that the enemy will use other means to get to Gius and Cassian if they can't get to Rhoven. At DEF 12, the unit is a sitting duck.
* Limited usefulness of Cleanse: Of the continuous effects, the one most well known for eliminating Protectorate troops is the Corrosion Effect, and by the time Rhoven is able to activate and cleanse his troops, it will have been too late.
* Menoth's Sight is Limited: In fact, it only allows a single faction model to ignore Stealth and cloud effects. Automatically Appended Next Post: http://www.dakkadakka.com/wiki/en/Allegiant_of_the_Order_of_the_Fist_Solo
Strengths
* Speed: A high base SPD combined with its Perfect Balance and Shifting Sands stance means that the Allegiant can potentially move 14" while raising its DEF against incoming attacks. This movement is unimpeded by free strikes.
* Out of activation movement: Moving on your opponent's turn can help you react to his threats.
* Tough, Perfect Balance, and Groundwork: When an Allegiant passes its Tough check, it is knocked down. Once it is knocked down, Groundwork keeps its DEF high. Finally, on its activation, the Allegiant will use Perfect Balance to stand up for free and activate normally.
[Edit]
Weaknesses
* Sometimes the Best DEF is a high ARM: The Allegiant's low ARM makes it susceptible to AOEs as it will not move until the attack is fully resolved.
* Shifting Sands Can Be Ignored: Players have a options for dealing with an Allegiant. One of them will be to just kill the model outright, but another way is to not attack it and give the player the satisfaction of foiling your plans with shifting sands movement.
* No Iron Fists: Even with Weapon Master, the punching fists simply won't hit hard enough to deal with most things other than infantry.
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This message was edited 2 times. Last update was at 2010/08/10 06:02:17
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