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![[Post New]](/s/i/i.gif) 2009/12/03 09:12:08
Subject: Starting Warmachine... Menoth advice
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Stormin' Stompa
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At my FLGS is a bunch of cheap WM stuff, because absolutely no one plays. The mechandise actually came from another local store that folded last year or so.
For 75% off I can get a box of Flameguard Cleansers, Holy Zealots and Deliverers... out of what is available I like the look and theme of the Protectorate the most, but currently have no idea on game mechanics whatsoever. Could anyone tell me what I could build around these units, and explain a little of their strengths and weaknesses in basic game terms?
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![[Post New]](/s/i/i.gif) 2009/12/03 13:50:11
Subject: Starting Warmachine... Menoth advice
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[MOD]
Madrak Ironhide
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Arctik_Firangi wrote:At my FLGS is a bunch of cheap WM stuff, because absolutely no one plays. The mechandise actually came from another local store that folded last year or so.
For 75% off I can get a box of Flameguard Cleansers, Holy Zealots and Deliverers... out of what is available I like the look and theme of the Protectorate the most, but currently have no idea on game mechanics whatsoever. Could anyone tell me what I could build around these units, and explain a little of their strengths and weaknesses in basic game terms?
Cleansers- Spray Attacks. In WM you roll to see if sprays hit, the spray template is kind
of smaller than you're used to in 40k. They're immune to fire, cause fire, and can create
a cloud effect that damages models inside it. Box is 6 guys. Get two more blisters for
a full ten.
Zealots- CHEAP infantry with defenses made of paper. They have a special action that
protects them from magic spells and their grenades are fire based attacks. Short range,
higher than average power when they use an offensive power (not as high as in MK1,
however). Box is 6 guys. Get two more blisters for a full ten. There's a Unit Attachment
you can buy in a blister called the Monolith Bearer that ups their survivability a bit.
Deliverers- Long range inaccurate rockets that are the same power as zealot grenades. The
unit can combine fire for greater accuracy, power, and area.
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![[Post New]](/s/i/i.gif) 2009/12/03 17:56:58
Subject: Starting Warmachine... Menoth advice
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Fixture of Dakka
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Do you have any Warjacks or a Warcaster yet? The Menoth starter actually has a good range of Warjacks in MkII.
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![[Post New]](/s/i/i.gif) 2009/12/03 23:50:47
Subject: Starting Warmachine... Menoth advice
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Stormin' Stompa
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I'm guessing I can make shooty force of averagely survivable units, then? Sounds good.
Sorry for knowing next to nothing, but the warjacks are the larger walker/battlesuit things, right? I'd appreciate suggestions for what would make good support units around the shooty/burny core I have access to.
Malfred, am I correct in my understanding that the flameguard will be setting people on fire at close range, and hence will require close-quarters backup? Also the 'combine fire' you mention for increasing the effectiveness of deliverers... It this a unit combination, a special ability, or the simple strategy of firing the whole unit at one target? Can units split fire in WM?
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![[Post New]](/s/i/i.gif) 2009/12/04 03:05:48
Subject: Re:Starting Warmachine... Menoth advice
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Shas'ui with Bonding Knife
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get the battle box... great caster, good cheep heavy jack, an arc node, the repenter is meh.
holy zelots are fething amazing... but you NEED the unit attachment... the battle box casters feat is that he knocks the bad guys down. so you feat, then completaly destroy any unit or heavy jack with the zelots fire bombs.
though as people have said, low def and low arm make for an easy target. so if you can, have a unit like temple flamguard shieldwalling in front of them. shield wall + one of battle box casters spell makes for a tough nut to crack at DEF 14 or 15 and ARM over 20.
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![[Post New]](/s/i/i.gif) 2009/12/04 03:29:17
Subject: Starting Warmachine... Menoth advice
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[MOD]
Madrak Ironhide
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Arctik_Firangi wrote:I'm guessing I can make shooty force of averagely survivable units, then? Sounds good.
Sorry for knowing next to nothing, but the warjacks are the larger walker/battlesuit things, right? I'd appreciate suggestions for what would make good support units around the shooty/burny core I have access to.
Malfred, am I correct in my understanding that the flameguard will be setting people on fire at close range, and hence will require close-quarters backup? Also the 'combine fire' you mention for increasing the effectiveness of deliverers... It this a unit combination, a special ability, or the simple strategy of firing the whole unit at one target? Can units split fire in WM?
*ponders a moment*
Yeah, I guess they're kind of average. Shooty menoth, who'da thunk?
Combine fire is a unit ability. I think its called Rocket Volley.
You can't shoot through units, so Shieldwalling can be suspect. However, Temple Flameguard
with the UA makes it so that you CAN shoot through the Temple Flameguard. It's a rather
nice ability to have.
Models shoot individually. Some models/units have the capability to combine their fire.
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![[Post New]](/s/i/i.gif) 2009/12/04 06:37:23
Subject: Starting Warmachine... Menoth advice
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Stormin' Stompa
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There is also a box of just 'Flameguard' (not Cleansers) - are these the 'Temple Flameguard' or something else again?
Are you being sarcastic, or are Menoth's strengths outside of shooting?
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![[Post New]](/s/i/i.gif) 2009/12/04 06:43:29
Subject: Starting Warmachine... Menoth advice
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Paingiver
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Arctik_Firangi wrote:There is also a box of just 'Flameguard' (not Cleansers) - are these the 'Temple Flameguard' or something else again?
Yes they would be the temple flameguard.
Arctik_Firangi wrote:Are you being sarcastic, or are Menoth's strengths outside of shooting?
Menoth's strenght is in numbers and synergies/ denial. They can have a lot of shooting, but it tends to be in accurate and cover a lot of area. The factions with strong shooting (retribution and cygnar) can and usually will contain a lot more effective and accurate shooting than menoth.
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![[Post New]](/s/i/i.gif) 2009/12/04 11:30:20
Subject: Starting Warmachine... Menoth advice
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[MOD]
Madrak Ironhide
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Sorry, their ranged attacks got better in MK2 with the Rocket Volley, but Menoth is
more about attrition/denial/synergy than ranged attacks.
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![[Post New]](/s/i/i.gif) 2009/12/09 06:09:57
Subject: Re:Starting Warmachine... Menoth advice
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Painting Within the Lines
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With PoM, deliverers are best used to soften the enemy up, or to force them forward so you can beat them with sticks and angry knights.
Zealots are a unit of really weak and cheaps, but can be significantly buffed by the monolith bearer.
Flameguard are kind of a close range option, used best in a defensive role.
I would actually look at the warcasters Feora, Severius, and the Harbinger. These casters are all good with troops, and with the addition of a couple smashy jacks like the castigator or reckoner, you are in business.
The general rule of thumb with the protectorate is to do your homework. No faction has the synergistic combinations that PoM does, and it can be a bit of a headache to keep track of, at first, but the payoff is a nearly unstoppable army that throws more curveballs than most enemy 'casters can easily deal with.
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![[Post New]](/s/i/i.gif) 2009/12/26 22:36:13
Subject: Starting Warmachine... Menoth advice
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Knight Exemplar
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Temple Flamguard are your basic Unit.
they are pretty much pseudo military trained milita who wear robes with helmets and carry Spears.
In the game, they are the kind of unit you will stick infront everything else, because it will get in the way and cause trouble for your enemy
generally weaker then most but VERY cheap.
(this is just a pretty basic description of them as when you learn more about the game i can assure you, you'll be able to turn these dudes into killing machines)
the Flameguard Cleansers are from the same Order of that the Temple Flameguard are from, As menoth doesnt really have a true military its just loads of people being taught by higher ranking people for a 'just' cause.
The flameguard Cleansers are your Backup troopers due to having short range flamethrowers (personally these guys are my favorite inline with Knights exemplar)
If theres one thing you will learn about warmachine, Spray templates Are damn AWESOME. of course with a little tactics
because they arent very good in melee and also relativly weak, keep them behind everything else. then say you did have your unit of temple flameguard engaged with some bad guys, your cleansers will walk up behind them, And Flame EVERYTHING.
because the one thing with sprays is, they ignore every non-magical Defensive benefit in the game. meaning your going to roast some people
thats a little insight on how menoth works, Shoot your own men in the back if it means victory in the name menoth  and how cleansers are Very deadly if used right.
though they arent everyone elses first choice, If your getting them for cheap, then you will find a use for them
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This message was edited 1 time. Last update was at 2009/12/26 22:38:11
Warmachine: Menoth/Cygnar/Mercenaries
40k: Tyranids!
Fantasy: Dark elves
Wood elves! |
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![[Post New]](/s/i/i.gif) 2009/12/26 22:53:37
Subject: Starting Warmachine... Menoth advice
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[MOD]
Madrak Ironhide
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Doesn't work very well any more, actually. They took away explody cleansers and
made them ARM 14 spray attackers with fire typed damage and an incinerate order.
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