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Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Protectorate_of_Menoth

http://www.dakkadakka.com/wiki/en/High_Exemplar_Kreoss

Strengths

* Magical Denial: The Lamentation upkeep spell is one of the most annoying spells in the game. Low FOC 'casters hate it as it makes it impossible to cast certain spells and maintain upkeeps, and high focus 'casters hate it for preventing them from spamming offensive spells. And if a particular upkeep bothers Kreoss, he can either hit a model in the unit with Dispel on his appropriately named Spellbreaker, or he can drop Lamentation and cast Purification during his activation.
* Defender's Ward: Just this upkeep spell alone is worth casting and re-casting if necessary. Protectorate of Menoth has trouble keeping their models from dying, or at least it has trouble keeping only so many models from dying, and Defender's Ward prevents an entire unit from being wiped out on a whim.
* A Powerful Feat: Menoth's Wrath is one of the best feats in the game as it's simple and direct. Use it to protect the approach of Kreoss's army. Use it to open LOS and drop an enemy warcaster with ranged attacks. If you aren't planning (or able) to use this feat during a game, you're losing out.

[Edit]
Weaknesses

* Kreoss Gets Assassinated : Aside from his magical protections, Kreoss is a very average SPD 5, low DEF/ARM warcaster. Though he can overboost his powerfield to ARM 22, chances are he's using that focus to upkeep spells and power his warjacks. Ranged attacks murder him, and any combat troops that makes it through his lines will murder him again.
* Self Buff Elimination: Casting the Purification control area spell cancels out his own upkeep spells. Plan accordingly.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Grand_Exemplar_Kreoss

Strengths

* Melee Support: Strength of Arms has a wide variety of uses in Kreoss's army. It can be used to support melee warjacks, Reach troops, cavalry making impact attacks. It can guarantee his own armor piercing attack or his smite. During his feat turn, deliver a P+S 16 armor piercing initial attack followed by his free P+S 14 attack. If he's saved all his focus, he can then deliver up to 7 more auto-hitting P+S14 attacks.
* Magic Denial: Aegis and his Elite Cadre pretty much deny any spell based corrosion effect or fire effect from sticking to his army, while Castigate gives him some freedom to advance against arc nodes.
* Attrition: Sacrosanct and Inviolable Resolve offer up protection to get troops into combat, and Aegis prevents corrosion effect or fire effect from taking out his elite troops before they can get stuck in. If the enemy goes after Kreoss piecemeal, deaths in his army will heal him on top of things, making it easier for him to bring Justifier and his feat into melee combat.

[Edit]
Weaknesses

* Average Statline Defenses: While his special rules protect him from Offensive Spells and continuous effects, Kreoss will die to ranged attacks. If he upkeeps two spells a turn, and casts Chasten to debuff the enemy once in a while, that leaves him with three or less focus to assign to warjacks and overboost his powerfield.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/The_High_Reclaimer

Strengths

* Potentially High Focus: There is no cap on focus Reclaimed, making it possible for the High reclaimer to rock out with as much as 10-15 focus on a given turn. He can feed warjacks focus this way, or he can use the focus to Immolate an enemy. Finally, he use the focus to finish off his rival in melee combat.
* Denial: The High Reclaimer can limit how much of his army dies by creating cloud effects to block charge lanes and incoming AOE attacks. He can even place the cloud effect directly on an enemy to make it harder for them to successfully attack is troops. Use Soulstorm as a deterrent a single wound models will not be able to close in on the High Reclaimer without dying before they get to attack. Then use Resurrection to chain trooper models in a unit closer to the warcaster or warlock so that they can activate with the unit and finish off the commander.
* Skewed Toward Infantry: Soul tokens favor infantry in his armies as he generates focus from their deaths. However, he can also run warjacks to a certain degree by relying on Sacrificial Lamb and an errant Choir boy to provide the focus.
* Multi-Wound Models: Models brought back by Resurrection regain all their wounds, forcing the opposing player to kill the model all over again. Place these models outside of melee so that they can get at something else or keep them to tie up enemy models.

[Edit]
Weaknesses

* Low Base Focus: Even though he can technically achieve infinite focus (or whatever the maximum number of infantry models that can fit in his control area) but the point is his control area is small, the base number for his spell attacks are small, and his warjacks are always constrained to his focus area no matter how much focus he has to allocate to them.
* Poor DEF and ARM: The High Reclaimer needs Burning Ash to protect himself and his army from ranged attacks. Soulstorm can only keep so many models away (and certainly not warjacks), while his focus total will always rely on his opponent's actions rather than his own.
* Attrition based Army with no Commander: Lack of Commander means that once his troops start dying, they will rely on their own CMD to stay fighting. If fielding many non-Fearless troops, include commanders to bolster the ranks.
* Activation Order: Sacrificial Lamb can help a large battlegroup, but Burning Ash will make ranged warjacks unable to draw LOS unless you decide to only use them to cover himself.
* Unit Wipe Outs: Even though the High Reclaimer gains focus from their deaths, wiping out a unit in its entirety precludes the High Reclaimer from using Resurrection to bring them back.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Testament_of_Menoth

Strengths

* Surprisingly Mobile: With the souls of the dead from Reclaim, the Testament can gain 3" of movement every turn, positioning himself for an Essence of Dust charge. He also positions his warjack for this charge with the help of Hallowed Avenger.
* Bringing back the Dead: Revive a model every turn with three focus points. Keep multi-wound units on the table by protecting them from ranged attacks and living models with Ashen Veil and then reviving them each turn.
* Essence of Death Charge: Give the Testament multiple charge vectors for his melee based army to use for Essence of Dust as the entire army within 10" of Testament will move through the enemy and converge on the their underbelly. Cast Revive to place troops closer as you bring them back. Many times, you'll be using the Feat and Urcaen's Gate to deliver the Testament himself into combat. Save his focus for boosted P+S 14 attacks (he'll need to boost the attack rolls with MAT 6).
* Soul Supremacy: In desperate situations, cast Dust to Dust to remove models from the table without triggering death effects and use the Omegus to prevent enemies reliant on souls from gaining them.

[Edit]
Weaknesses

* Magical Melee Weapons Wreck his Feat: Essence of Dust can be stopped with a line of melee troops armed with Reach Magical Weapons as they take freestrikes against the Testament's Incorporeal army. The Testament should use a wide area of angles to attack from, eliminate magical weapon threats, or simply charge himself through with Reclaimed Focus pushing his ARM up to the 20s and 30s.
* Rate of Return on Revive: The Testament spends focus. 2-3 for Ashen Veil and Revive and 3 more to return a single model to play. If three souls died to bring that one soul back, you're losing two souls per turn. Bring his efficiency back up by reviving multi-wound models and making use of the Protectorate's focus tools.
* Setting up Hallowed Avenger: If you put killable models in front of the target warjack, it won't get to charge very far. If you don't put killable models out there, the enemy might just go after the warjack itself, nullifying the effects of Hallowed Avenger or simply threatening the warjack with a free strike attack. Keep the troops close, but not too close, in the way, but not.
* Low magical attack potential: Beyond his magical weapon, the Testament doesn't have the focus or low cost offensive spells to become a spell assassin.

This message was edited 2 times. Last update was at 2010/02/12 09:21:20


DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Grand_Scrutator_Severius

Strengths

* Magical and Warcaster Denial: Divine Might not only protects Severius from magical spells the following turn, but it also opens the way for assassination runs against warcasters overboosting their powerfields. Even if the enemy has focus to cast spells by being outside of his control area, they won't be able to directly spell assassinate Severius due to his Sacred Ward.
* Army Wide Buff: Though it doesn't state "Army Wide", Eye of Menoth works in his control area guaranteeing that most of Severius's army will be inside its range at 16". The spell's bonus seems meager at first, but it applies to every model making an attack while in that wide area, so it leans Severius towards models/units that can make lots of attacks through multiple weapons or multiple attacks through high model counts. Infantry rules the day, and Defender's Ward will keep a solid line of troops in the way between Severius and the enemy.
* Spell Attacks: With some focus help, Severius can cast Immolation and Ashes to Ashes every turn. Eye of Menoth bonuses apply to him, and so his spells start out doing POW 13 and POW 11 and start out with a magical attack of 9. Use an Arc Node to keep him safe from the action.
* Convert the Heathen!: He becomes yours for the entire game! It must be done!

[Edit]
Weaknesses

* He's Nicknamed the Old Man for a Reason: His low DEF/ARM means that you have to keep him safely behind the rest of your army. If you can get away with it, keep him back, way back. His control area should be sufficient to support your army. If you have to cast Vision on him to keep him alive, you're going to be in trouble anyway.
* Ashes to Ashes SHOULD clear out some troops: But you're counting on a single d6 to determine how many additional auto-hits you get.
* Conversion Limitations: CMD range means that the target has to be close. You're also counting on dice. Finally, the available targets go down as you consider that you can't steal mean solos away from Khador or Cygnar, etc.
* Lotta Upkeeps: If you're throwing upkeeps around, you're casting Eye of Menoth and Defender's First Turn, then trying to Death Sentence and Vision an important model next turn. Pretty soon Severius runs into focus resource issues.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Hierarch_Severius

Strengths

* Ranged Warjack Advantages: Awareness gives Hierarch Severius a ranged advantage with his arc nodes and ranged attack warjacks. Casting Awareness is almost like getting Arcing Fire for his warjacks and spellcasting. On a turn when he casts Awareness, he can use an arc node to channel Hex Blast to eliminate any annoying upkeeps that would reduce his warjacks' odds of hitting and or damaging models. The ability to see through models can also give you LOS without moving, adding the aiming bonus to your ranged 'jack attack rolls. Leverage these abilities with Choir and Vassals.
* Magical Denial: Upkeep Holy Ward on a frontline unit to keep it safe from enemy spell effects and to keep them from being hit by ranged attacks or melee. Use Hex Blast before any major offensive to give his troops and 'jacks the ability to hit and kill well buffed enemy models and units.
* He's In Your Army, Taking Over Your Dudes: Fires of Communion is a tricky feat to use well, but a lot of it relies on Hierarch Severius's 16" control area. Models to take over: models that do not rely on unit granted abilities in order to performs, models in the back arc of the enemy 'caster or 'lock, models with the ability to completely eliminate support models in the opponent's army. And if the army is undead? Take one hit on the warcaster/warlock if he/she is undead, target key solos you think you can finish off if the roll is bad, and Incorporeal or Officer models are all good choices. Fear of God can also downright limit the danger or a unit that cannot charge or use powerful attacks such as Thresher Attack or a Combo Strike Attack.
* Command 10: You don't have to rely on Fearless troops to hold the center. You can keep other things on the table so long as a model in the unit is up to 10" away from Severius.

[Edit]
Weaknesses

* Awareness isn't an Upkeep Spell: Every turn you cast Awareness, you're leaving only five focus to allocate to 'jacks, and even less if you wanted to do some other spellcasting on this turn.
* The Dirty Secret of Creator's Wrath: If Severius is spending focus to upkeep Creator's Wrath, then the game becomes your opponent's to lose. The Hierarch has no chance to survive if he advances too far, and if he's trying to use Creator's Wrath offensively, there should at least be a turn or two where he will be exposed. Average troops can hit him, and elite troops will kill him. Even with an exposed opponent, the Hierarch swings at MAT 4.
* High Focus stat, not Really a Spammer: The high focus stat on Hierarch Severius represents his wide control area and the accuracy of his spells. In the early game, he absolutely could target models with Influence, but if your opponent is aware of this ability then they shouldn't be leaving warrior models behind their 'caster or 'lock as the Hierarch will just be able to cast Influence multiple times and then finish off with Fires of Communion to take over the models in question and kill the 'caster. Ranged assassination is the surer bet.

This message was edited 1 time. Last update was at 2010/02/13 02:50:28


DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Feora%2C_Priestess_of_the_Flame

Strengths

* Burning up the Infantry: While all off Feora's weapons are capable of causing Fire Damage and the Fire Effect with two melee weapons and two spray attacks, she is most known for Scorched Earth, an ability that needs no to-hit roll. She can charge up to 11" with Engine of Destruction and then use her feat to light everything in her control area with the Fire Effect. Early in the game, she can use Blazing Effigy on a friendly warjack to clear out infantry without needing to roll to-hit rolls, either.
* Hits Like a Warjack: When Feora casts Engine of Destruction, her two melee attacks become P+S 17 that swing with a MAT 10. If she switches Ignite from one of her friendlies and casts it on herself, her attacks go up to P+S 19. Warcasters who leave themselves open to a charge from her deserve whatever they get.
* Softening the Spell Casters: If her opponent needs to get close in to use their spells, then Hex Hammer might be something to upkeep to damage them as they try to come in close to Feora's army.
* Wall Placement: Discourage runners moving up to tie down Feora's troops or charges from high DEF/low ARM infantry by placing a Wall of Fire in their path. Though they can go around it, it limits the number that can make a direct beeline to Feora's troops and limits charges.

[Edit]
Weaknesses

* Focus Hog: Engine of Destruction is not an upkeep spell, and Feora has to cast it on any turn that she's attempting to get stuck into combat with something well armored. If she's upkeeping Ignite, Wall of Fire, Hex Hammer or even all three upkeep spells, then that leaves her 1 or less focus to buy attacks or to allocate to warjacks. Do not expect to have the resources to often cast Blazing Effigy or Immolation

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Feora%2C_Protector_of_the_Flame

Strengths

* Fanning the Flames for Wild Fire: Generating Fire Tokens for her feat takes some doing, but her Warjack Bond is part of the key to getting it done. If Feora doesn't want to count on other models for fire effects, then use her heavy flame thrower, Fire Step, or her Righteous Flames to force enemy models to deal with her and generate more fire tokens.
* Combined Arms Approach: Warjacks in Feora's battlegroup gain movement from Escort and give Feora an ARM of 19. Her Warjack Bond fuels potential focus for Wild Fire, and her Inspiration for the Flameguard is legendary. Ignite can be leveraged by casting it on a large unit of Temple Flameguard.
* Mobility: Fire Step gives Feora an impressive threat range and Escort helps her warjacks keep up with her.
* Anti-Infantry: Select 'jacks on your ability to deal out the fire effect first, but then select warjacks that punch through armor. Her spells and abilities favor her against infantry, but she should have more trouble dealing with heavy warbeasts and 'jacks.
* Flame Dance: It's like auto-hitting. Against a high DEF warcaster/warlock, get them into Feora's control area, use Wild Fire, and then use it to move fire tokens from some enemy models to high DEF/low ARM models to try to kill/burn them on their next turn.

[Edit]
Weaknesses

* Fire Burns Up: While Fire Effects can't burn OUT in Feora's control area, they can burn up whatever fuel they are using at the time. When the model is killed, that's one less Fire token for Wild Fire.
* Feat Timing: It can be difficult to decide whether or not Feora will have the focus from Wild Fire to win the game before allocating focus gained from the feat to her 'jacks.
* Fire Immunity: Enemy armies themed around fire immunity stop Feora (pun intended) Cold.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/The%20Harbinger%20of%20Menoth

Strengths

* Leading the Melee Infantry to War: Both Guided Hand and Crusader's Call give the Harbinger buffs for troops they otherwise can't find much in the Protectorate army. And on any given turn, she can cast both spells, and then give Guided Hand to up to two more units before running out of Focus.
* Cataclysm Bomb: If a target is in charge range of the Harbinger (and remember, she can extend that charge range out to 11" with Crusader's Call), she can charge the model and drop an automatically hitting Cataclysm on its head for POW 20 on the target and POW 10 against enemy models around it. If the model is in charge range, also consider buying five boosted POW 12 melee attack rolls.
* Denial: Godhead prevents regular infantry from coming too close, and slows down warjacks/warbeasts or at least makes them pause. Warcasters and warlocks probably do not want to be on the receiving end of Godhead, which is difficult to avoid due to the Harbinger's prodigious control area. On top of that, Awe and Martyrdom make it difficult for the enemy to handle troops within her command area, and Fear of God and Purification mess with enemy attacks and spells (though you probably want to cast Purification before casting Fear of God.

[Edit]
Weaknesses

* Ranged Combat: The Harbinger's large base exposes her to ranged attacks, and her low DEF/ARM and Martyrdom damage guarantee that she'll be in danger much of the time. She has to toy with using her focus offensively, to heal, or to boost her powerfield. In addition, she sometimes has to use Godhead defensively if the enemy has troops/'jacks just out of range and must advance in order to shoot her. Boostable ranged attacks should be enough to finish her off.
* Non-upkeep friendly spells: Though they would contradict with Purification, the Harbinger's lack of upkeep spells means that her focus is always split among recasting buffs, allocating warjacks. Add the burden of healing after bouts of Martyrdom, and you have a problem.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/High_Allegiant_Amon_Ad-Raza

Strengths

* Fighting with melee warjacks: Upkeep Synergy throughout the game to make the 'jacks hit harder. As each warjack hits with a melee warjack, it cumulatively improves the melee attack and damage rolls of the next melee warjack (or even Amon). Mobility gives slow Warjacks a 9" charge range, and the faster Protectorate warjacks a 10" charge range. After four models have activated and hit, the last model is hitting at +4/+4 attack/damage rolls and pretty much guaranteeing it will kill an average warcaster. The bonuses encourage Amon to field either multiple warjacks or warjacks with multiple weapons.
* Focus Generator: Union creates focus out of thin air as Amon can push the generated focus up to 8 by dropping all upkeeps, using his feat and then casting Mobility and Synergy during his feat turn. Pull a focus off a Wrack, reduce the cost of a spell with a Hierophant and cast Convection and boost to hit a living enemy model to generate that extra 8 focus for Amon's warjacks.
* Host of melee options: High DEF, Perfect Balance, Pathfinder, Mobility, and Reach give Amon a 13" threat range in a straight line while ignoring free strikes. Chain Weaponand his Thresher Attack gives Amon plenty of options versus Shield Walls and smite gives him a directional slam he can use to handle tougher models by slamming them and letting his warjacks dogpile. He can also cast Flagellation for himself on his feat turn to handle Tough models and then end his turn with Synergy so that his warjacks can benefit from stacking bonuses.
* Mobile Army: Union gives Amon's army Perfect Balance, so they can get up while knocked down for free. Mobility makes all his warjacks fast and dangerous with Pathfinder and additional SPD. Most of the time, his warjacks will not even need to charge as Mobility grants distance and Synergy adds to the overall attack/damage bonuses.

[Edit]
Weaknesses

* Tough call on Flagellation: If you cast or upkeep Flagellation then you're not benefiting from or upkeeping Synergy. You might have to use Flagellation to assassinate a high DEF 'caster or a warlock, but then there's no real way to guarantee Amon will have the focus to finish the job.
* Mobility is no free charge: While Mobility, Synergy, and Union make for a striking combination, a warjack that needs to charge still has to spend a focus point to do so, limiting the number of additional attacks that it can derive from Amon's free focus. Most of the time, it will be enough. Other times, however, you will feel the pain of needing to charge.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/High_Executioner_Servath_Reznik

Strengths

* Burn the Witch!: Judgment Day can be a specific hazard to Hordes's warlocks with their reliance on fury and close spell ranges without arc nodes. Witch Hound buys Reznik's army extra mobility as certain offensive spells are typically designed to be used against high ARM models such as warjacks. And Reznik's Confessor can really put the hurt on a model/unit bearing an upkeep spell if he casts Engine of Destruction to hit at MAT 11 and P+S 18 with an additional die on his rolls. Cast Hex Blast if the target is out of reach of Reznik.
* Combat Warcaster: With ARM 17, Reznik is a beefy warcaster who can use Engine of Destruction to hit at MAT 11 / P+S 18 and charge 10" for a 12" threat range. He can plan charges around Excruciator, targeting a living model in order to place a lane blocking Wrack for protection from counter charges. If he upkeeps Ignite on himself, that becomes P+S 20.
* Warjack Support: Reznik's spells and abilities support warjacks in a limited fashion. While Witch Hound and Perdition can give his warjacks extra out of activation movement, his real benefit is the casting of Iron Aggression on a hard hitting 'jack. The ability saves focus on critical trample power attack turns by giving it boosted attack rolls on the trample. A Warjack with Iron Aggression is also an excellent assassination tool.

[Edit]
Weaknesses

* Low Focus Efficiency: Reznik will want to upkeep both Iron Aggression and Ignite to maintain his offensive potential for his warjacks and (possibly) himself or a nearby unit. However, on the turn he wants to fight, he has to cast Engine of Destruction leaving him with just two focus to buy, boost or allocate. He has to make those two focus points count by getting the most out of his upkeeps.
* High Executioner? More like the WIDE Executioner!: Reznik's medium base makes him an easier target for ranged and magical attacks and opens him up to Armor Piercing or other similar base size attacks.
* He's an Executioner, not a Leader: Low CMD means that support units such as Choir have poorer chances for staying active against losses. Use other model's with the Commander Ability to keep that choir reliable.

This message was edited 1 time. Last update was at 2010/02/20 14:15:28


DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Dervish_Warjack

Strengths

* Low Cost Hit and Run 'Jack: The Dervish is a light warjack that can Side Step from target to target or use the extra movement to engage enemies up to 4.5" away from the initial target.
* P+S 17 single strike: Use the Dervish's Combo Attack and low point cost to deliver waves of P+S 17 models at the opposing army, charging and striking and then getting out of the way so that the next Dervish can get a turn.

[Edit]
Weaknesses

* Easily damaged: It doesn't take much damage to drop a Dervish. At ARM 16 with a light armor grid, a Dervish needs to get the charge or else it's toast. It only takes 7 or 8 damage boxes to severely reduce its effectiveness.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Devout_Warjack

Strengths

* Warcaster bodyguard: A warcaster can be protected from initial ranged attacks with Shield Guard, an incoming melee attacker with Defensive Strike, or magical spells with its Spell Barrier. Warcasters with Devouts ready will fight closer to the front or with more assurances from the back.
* Non-Reach or Advancing models: A model without Reach will be attacked if it is out of melee range of the Devout and if it wishes to come close enough to attack the Devout due to its Defensive Strike Ability.
* Respectable Defenses: DEF 13 and ARM 18 is a potent defensive statline for a Protectorate Warjack.

[Edit]
Weaknesses

* Defensive Strike Doesn't Really stop Much: Other than solos, units will simply have enough bodies to come in, and warjacks will have too many damage boxes for defensive strike to matter.
* Setting up the spell barrier: Allocating focus and timing movement to activate the spell barrier can be tricky if you want to use the Devout to charge. It must end or begin its movement in base contact, which can make charging difficult.
* One shot: Shield Guard can only block one shot. Part of using Shield Guard properly is making it an intervening model for the warcaster in question.

This message was edited 1 time. Last update was at 2010/02/26 04:57:59


DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Redeemer_Warjack

Strengths

* Long Range Barrages: The Redeemer launches its rockets out to 16", giving it maximum deviation for its small AOEs. Plan focus allocation based on the desired effect of the salvo. Taking out lightly armored troops in loose formation, simply assign two focus and fire three rockets. Hitting something accurately: Assign at least two to boost attack and damage rolls. Praying for something to boost damage against: 3 focus, buy two rockets and boost damage as required.

[Edit]
Weaknesses

* Wide Deviations: Closely packed troops might even be able to ignore the worst of this template as they tend to be troops with Shield Wall or Defensive Line and so the Redeemer's inaccurate fire will deviate the maximum distance.
* Inaccuracy: Without some kind of mitigating factor, the Redeemer is firing at RAT 1, RAT 3 if it aims and only RAT 5 with the Choir. It is not a warjack to assassinate with unless you can effect a knockdown before the barrage.
* Focus Hungry: To make the most use out of an inaccurate redeemer, you want to give it multiple focus points to buy rocket attacks, boost some attack rolls and not others, and boost some damage rolls and not others.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Repenter_Warjack

Strengths

* Low Cost Spray that Lights Things on Fire: The Repenter's spray attack has the additional benefit of lighting models on fire, so when determining targets it has a choice of going after low ARM models relying on Stealth or terrain to protect it from attacks or high ARM models that will take continuous damage from its Fire Effect. Models highly susceptible to the Fire Effect include low ARM warcasters and models with the Shield Wall Order. Though they might survive the initial hit, fire over time is likely to kill them.
* Chain Weapon Benefits: There is more to Chain Weapon than a POW advantage against models with shields. Chain weapons ignore the advantages of shields altogether, allowing it to avoid any benefit listed under the shield's abilities.

[Edit]
Weaknesses

* Reliance on the Fickle Nature of Fire: The Repenter's stock in trade is its spray attack, and a model with Immunity to Fire Damage will go a long way to nullifying the advantage of fielding a Repenter. Also, Fires go out 33% of the time.

This message was edited 1 time. Last update was at 2010/03/01 02:25:59


DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Revenger_Warjack

Strengths

* Spell Extension: Aided by choir, a Revenger can safely extend the range of channeled spell with its arc node. Provide a Revenger one focus and it can run before the warcaster activates.
* Sturdy for a Light: The combination of a Shield and its Repel Push effect keeps a Revenger safe from turns that would totally wreck it otherwise. Non Reach models only ever get one attack, and Reach models have to make sure they're within 1" if they want to make two attacks.
* Focus Saving Charge: When charging with a Revenger, Powerful Charge gives it an effective MAT 8 (10 with Choir), saving it from having to use a focus point to boost the attack roll against most targets. Hit the target with
* Extended Range Upkeep or other spells: Friendly buffs tend to be short range spells, so a fast moving unit or one that operates on its own can easily benefit from upkeep spells even if the unit has the advance deployment ability.

[Edit]
Weaknesses

* Rolling a '1' Location: A particularly powerful attack such as a combo attack that hits a Revenger's first column is highly likely to take out its shield, its ARM bonus and its Repel ability. After that, it's only a matter of time before the warjack gets wrecked.
* Push Blocking: An enemy can create a situation where the push effect keeps a model behind the attacker so that the REpel on the shield doesn't kick in.

[Edit]



Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Blessing_of_Vengeance_Warjack

Strengths

* Spell Extension: Aided by choir, Blessing of Vengeance can safely extend the range of channeled spell with its arc node. Provide it one focus and it can run before the warcaster activates.
* Sturdy for a Light: The combination of a Shield and its Repel Push effect keeps a Revenger safe from turns that would totally wreck it otherwise. Non Reach models only ever get one attack, and Reach models have to make sure they're within 1" if they want to make two attacks. Add Defensive Strike and its amazing that anything ever gets through at all.
* Focus Saving Charge: When charging with Blessing of Vengeance, Powerful Charge gives it an effective MAT 9 (11 with Choir), saving it from having to use a focus point to boost the attack roll against most targets. Hit the target with
* Extended Range Upkeep or other spells: Friendly buffs tend to be short range spells, so a fast moving unit or one that operates on its own can easily benefit from upkeep spells even if the unit has the advance deployment ability.
* Only One Point More: While you may or may not need that one point for something important (say, Wracks), one extra point is all it costs to get Defensive Strike, Bushwhack, and a powerful MAT 7.

[Edit]
Weaknesses

* Rolling a '1' Location: A particularly powerful attack such as a combo attack that hits a Revenger's first column is highly likely to take out its shield, its ARM bonus and its Repel ability. After that, it's only a matter of time before the warjack gets wrecked.
* Push Blocking: An enemy can create a situation where the push effect keeps a model behind the attacker so that the REpel on the shield doesn't kick in.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Castigator%20Warjack

Strengths

* Two Flaming Fists: The Castigator can execute board control maneuvers by making a double-hand throw power attack against heavy warjacks. These attacks are also P+S 16 each, if it chooses to just punch at its targets.
* Dealing with High DEF low ARM infantry: Combustion's fire damage automatically hits and can be used to specific targets on fire, such as warcasters and warlocks.

[Edit]
Weaknesses

* Combustion Limitations: Since Combustion isn't on a weapon system, the Castigator cannot charge and use Combustion. In addition, if the Castigator needs to deal more damage than Combustion alone can offer, it has to start spending focus to do so.

This message was edited 2 times. Last update was at 2010/03/05 07:26:18


DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Crusader_Warjack

Strengths

* Basic and cheap heavy warjack: Its powerful inferno mace hits at P+S 18, strong enough to bypass even Khadoran armor in most circumstances. Its cost makes two Crusaders almost the equal of including a specialist character 'jack such as the Avatar. Start with a Crusader and decide if you want to spend more points based on the role you need your warjack to fill.
* Open Fist options: When the Inferno Mace won't be enough, a Crusader can be assigned focus to use its Open Fist to attempt to Throw Power Attack in place of trying to wreck a 'jack or 'beast.

[Edit]
Weaknesses

* Kills before it can burn: Burns things that it can't kill. Putting the critical fire effect on a P+S 18 weapon is almost usually overkill as the POW 12 fire isn't enough to bypass most armor that the P+S 18 couldn't finish off itself.
* Slow heavy: It's as slow as a Khadoran heavy, but with less ARM.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Guardian%20Warjack

Strengths

* High Powered Throw: Critical: Pitch bypasses the need for a strength test and allows the Guardian to add the POW of the weapon to the throw damage made against the thrown model. Reach gives its throw extra threat range, and it should trigger during free strikes as well, preventing well armored foes from simply bypassing the Guardian.
* Heavily Armored Arc Node: The Guardian's arc node is well guarded by its ARM 19 and damage grid with extra hull boxes.
* Unnecessary to Boost the Charge Attack: Even if you don't want to Critical: Pitch your target, a charge all by itself makes the Guardian an effective MAT 8 which can be boosted against models such as warcaster's and warlocks, or not boosted against heavy models.

[Edit]
Weaknesses

* Slow Arc Node: SPD 4 means you're not planning on using its Arc Node to deliver threats to the sides or rear. Your spells go straight up the front. Luckily, the Guardian's armor gives it a chance to survive several shots long enough to deliver either its spear or the warcaster's spells.
* Relying on a Critical Hit: Means you're gambling with a limited focus pool. Don't count on a Critical: Pitch ever occurring and try to make the maximum gain for those times when it does come up. Remember that you can choose to ignore the critical in this case.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Reckoner%20Warjack

Strengths

* DEF Debuff at range: Hitting with the Reckoner's gun is almost as good as boosting attack rolls for anything else attacking that model. It helps its own Assault attacks, and it helps the attacks of friendly ranged, magical, or melee attacks. With Assault, the threat range of Flare is 20" and requires two focus, one to charge and one to boost the attack roll.
* Supports army with living model debuff: The Choking Veil can be used to protect small based models from non-Reach attackers. It can also be used against powerful living models such as melee warcasters and warbeasts.
* Decent SPD heavy: SPD 5 is a vast improvement over SPD 4.

[Edit]
Weaknesses

* Concealment on a DEF 10 heavy: Concealment doesn't really help a DEF 10 heavy. It makes it an effective DEF 12, but the DEF is low enough that trash models can take it on.
* Focus hog: If you're making full use out of Assault you're spending two focus minimum . Charge, boost ranged attack, swing with melee and then buy a second melee attack.
* Wasted Fire: Unless you're angling for a maintenance phase assassination, anything you put fire on is wasted if you consider that Flare makes it much easier to finish off in that very same turn.

This message was edited 2 times. Last update was at 2010/03/06 04:02:45


DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Avatar_of_Menoth_Warjack

Strengths

* Its Own Built In Choir: Spell Ward and its high base MAT and P+S melee attacks are like having its own choir.
* High Durability: Its Shield gives it a base ARM 21 that can't be targeted by spells. In addition, the enemy can never strip it of focus as it has no cortex and its focus reception is not considered focus allocation.
* Crowd Control: Lock enemies in place with Menoth's Gaze, light crowds of them with the Fire Effect from Flame Burst, and cause a Terror check simply by advancing into combat with them.
* Ease the Focus Burden: An Avatar immediately takes on the focus burden of its warcaster by generating its own, freeing focus for ranged warjacks, spells, or the warcaster's own attacks.
* Anti-Armor: It doesn't really need to boost attacks against heavy armor due to its MAT 8, and its weapons start at P+S 19, bypassing most armor. Use its free focus to buy additional attacks.

[Edit]
Weaknesses

* Gaze Limitations: The Effect of the gaze is limited to this model's LOS, so small and medium based models hiding behind other models in this unit can still operate freely. It also doesn't prevent orders.
* Random Focus: On turns when you need 4, you'll always roll for 2 focus, and on turns when you only need to run, you'll always roll for 4 focus. You're not allowed to complain, though. It's free focus.
* Not in your Battlegroup: By not being in your warcaster's battlegroup, the Avatar isn't affected by Battlegroup Spells. It also doesn't count toward your warjack points.


Automatically Appended Next Post:
http://www.dakkadakka.com/wiki/en/Fire_of_Salvation_Warjack

Strengths

* Supports the Infantry: Its Righteous Vengeane movement in the maintenance can discourage an opponent from electing to kill infantry models within 5" of the Fire of Salvation.
* Wipe out Infantry: Two focus is all the Fire of Salvation needs to Trample Power Attack and hit/kill all the small based infantry in its path. In melee, it can swing three boosted P+S 18 attack rolls and one boosted P+S 14 attack roll with three focus.
* Faster than a Crusader: For three points, you get a higher SPD, MAT, boostable attacks, an affinity and an out of activation movement.

[Edit]
Weaknesses

* More expensive than a Crusader: If you don't need its special abilities, settle for a cheaper 'jack or the really cheap Crusader.

This message was edited 1 time. Last update was at 2010/03/06 19:47:49


DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Holy%20Zealots%20Unit

Strengths

* Close Range Anti-Infantry: With the Prayer of Fervor, Holy Zealots throw their bombs with an effective RAT 6, POW 14/blast POW 8. Due to the close range of the attack, the Zealot should be able to throw it to best effect either against low DEF heavy ARM targets, or trust in Menoth for a useful deviation (easy to do from 5" away).
* Spell Denial: The Prayer of Warding protects the unit from high powered offensive spells.
* Cheap Infantry: Holy Zealots can be counted on to get in the way, provide souls and other effects for models in the Protectorate of Menoth when they die, and take something out before getting wiped off the table.

[Edit]
Weaknesses

* They WILL die: DEF 12 ARM 12 is not a good survivor's statistic. Even average AOE damage will eliminate multiple zealots, and the most casual combined ranged attack should take out a good portion of the unit before they can get near enough to throw their Fire Bombs.
* Not Quite Strong Enough: The Zealots only have POW 14 and RAT 6 with their Fire Bombs when they have the Prayer of Fervor up, which means they shouldn't be able to take on a heavy warjack even in the best of circumstances. Instead, use them as a distraction, as fodder, and as a way to soften up the enemy before your heavy warjacks move in for the kill.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







http://www.dakkadakka.com/wiki/en/Monolith_Bearer_Unit_Attachment

Strengths

* Enhanced Survivability of a Weak Unit: Greater Destiny, Holy Monolith, and the Zealot's own Prayer of Warding can all combine to make the inexpensive light infantry into a light tarpit/attrition unit. Use Greater Destiny and the Prayer of Warding to make them immune to anything except a feat.

[Edit]
Weaknesses

* Sorry, hands are Full: The Monolith Bearer himself doesn't carry any fire bombs, which is a shame as his RAT is higher than a regular zealot's.
* Officer: As an Officer, the Monolith Bearer can be killed to remove Fearless from the Zealots and to strip their ability to gain buffs from unit deaths.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
 
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