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===Solos=== *'''Allegiant of the Order of the Fist:''' Sort of an assassin equivalent for the Protectorate. Not bad, as such - it just doesn't really work well with any other Menite units, which is a real problem for a faction that's all about synergy. *'''Exemplar Errant Seneschal:''' Basically a second UA for Exemplars Errant. Like the Officer in the regular UA, he's just a slightly more dangerous Errant. The real reason you'd take him is for Hunter, which he grants to any Errants in play, effectively making cover useless against them. Situational, but useful against armies that like to spend a lot of time camping terrain. *'''Hierophant:''' Another incredible support unit. This one is intended to buff your warcaster directly. Technically speaking, he has the ability to heal your 'caster (nice, but situational) as well as boost the range of their spells (so long as they aren't channeling through an arc node, which makes this essentially useless for any 'caster that actually cares about slinging spells), but you're taking this guy for Harmonious Exaltation. Basically, the Hierophant is one free focus for your warcaster to spend on spells every turn. Well worth the cost. *'''Knights Exemplar Seneschal:''' Like the Errant Seneschal, this is basically just an extra Knight Exemplar that is slightly more dangerous than the rest. He'll do some ''serious'' damage if he gets into melee, and is surprisingly durable due to the fact that he can heal (and gains STR and ARM, like regular Knights) when a friendly infantry model dies nearby. The Testament of Menoth in particular loves these guys. Harbinger of Menoth makes them most annoying solo in the game (they must be killed last to avoid them healing b/c friendly exemplar died nearby, and if you kill them last then Harby can just suffer D3 points of damage to heal the senechal 1 point) *'''Paladin of the Order of the Wall:''' Arguably one of the best non character solos in the game. Has a high damage weapon on top of the ability to sacrifice its movement or action to increase its ARM to an incredible 21 for the round. Use them to hunt other solos, clear out light infantry, or just sit on an objective - it's not like anything's gonna kill 'em. *'''Reclaimer:''' A slow infantry solo that can take soul tokens from any friendly infantry that die nearby, then shove those into friendly 'jacks as bonus focus. Not awful, but the 'casters that most often need the extra focus are the High Reclaimer and Testament of Menoth, who are going to be collecting souls anyway, so this unit is usually left unused. Reznik might find some use tho, if he runs jack-heavy list... but why would he? *'''Vassal Mechanik:''' Menoth's primary 'jack repairman. Not a unit, unlike most equivalents in other armies, which comes with its own set of pros and cons. On the one hand, there's nobody to help him keep your warjacks in working condition. On the other, he's actually got some health boxes, so he's a little less fragile. He's still mostly unused, though, because, if there's one thing that Menoth is spoiled for choice on, it's 'jack support. eReznik might want one or two of these guys though, as they can heal him (as eReznik is Battle Engine) should his plan go tits-up. *'''Vassal of Menoth:''' The Choir of Menoth is the single best warjack support unit in the game. The Vassal is the second-best. It's a must-have in almost every list with warjacks, and, combined with a Choir, will turn the Protectorate's rustbuckets into absolute monsters. It has the ability to throw a middling-power magic missile, but you'll never use it. The Vassal exists to use Enliven or Ancillary Attack, depending on whether you need defense and mobility or sheer damage output this turn. Enliven allows your 'jacks to move after being hit, ignoring free strikes, which makes them incredibly hard to kill in melee, while Ancillary Attack allows the target 'jack to take a free swing or shot with any weapon it has, ignoring ROF. Stick this guy to a Vanquisher's ass and watch the murder happen. *'''Wracks:''' Three crucified people for a single point. They're unarmed and immobile. Their only function is to grant an extra focus to your Warcaster upon demand (with a 50/50 chance of exploding in a massive fireball afterwards). They're either an auto-include or something to throw in when you've got points to spare, depending on the warcaster you're using. Both Reznik's love these guys like no tomorrow. *'''Attendant Priest:''' A unit attachment solo which is added to any Mercenary unit, turning them into a friendly faction unit and allowing them to benefit from some of the Protectorate's buffs. Situational, but it has its place. ====Character Solos==== *'''Covenant of Menoth:''' One of the Protectorate's top-tier support units, the Covenant is another of those models that manages to find its way into a staggering number of tournament lists - and, again, it's easy to see why. It's cheap, it's durable, and it brings incredible utility that you can't get from anything else. It can grant the Continuous Fire ability to a unit, stop all enemy spellcasting within its command range, or render your army outright immune to knockdown and stationary effects. The last one alone is generally considered well worth the cost of admission, with the rest just being gravy. It also makes Butcher3 cry tears of salt. *'''High Exemplar Gravus:''' Functionally an Exemplar Venger, only not terrible. For starters, he's a Dragoon rather than Cavalry, so he doesn't die immediately if the horse gets shot. The main draw, though, is that he gets soul tokens from any Exemplar units that die near him, which he can then use to boost his attacks (or by extra ones, of course). He hits like a truck, but is of debatable actual use due to his cost - an intimidating 5 points. There are generally better options available for less, but he's not completely irredeemable if you want to field an Exemplar-themed force (such as Kreoss3, as other units, namely Covenant, that give knockdown immunities often tend to lag too far behind to benefit Vengers) *'''High Paladin Dartan Vilmon:''' A beefed up Paladin that hits even harder in melee, and brings Reach in to boot. Also brings a new stance for him and his Paladin buddies to use, making them immune to all non-magical melee and ranged damage. This ability makes them even more of pain to get off of any objective that they've set up camp on. Like the regular Paladins, he's an excellent solo, both as a character hunter and as an immovable body to hold an objective - but also like the Paladins, if you want him to do any damage, you need to get him into melee first. *'''Nicia, Tear of Vengeance:''' Nicia is a true assasin equivalent for the Protectorate. She's extremely squishy, but incredibly effective in hit and run tactics. Her initial attacks with Quick Work and Sprint effectively allow you to charge with a threat range of 12", kill whatever needs to be killed with Weapon Master and the charge boost, get a free shooting attack just 'cause you killed someone and then make a full advance of 7" back to safety. Works very well with Flameguard as they can provide solid cover for her. In general, she seems more effective when she's working with the rest of the formation rather than going by her self on a flank, which is a bit odd for an assassin, but is certainly effective. She's somewhat situational, though, because there are generally better options for 3 points. *'''Initiate Tristan Durant:''' The Protectorate's Journeyman Warcaster. While not being the best of the lot, he definitely has a place in many Protectorate lists. He was a decent nuke spell in Immolation and an armour buff in Fortify. Usually his only job will be to fuel one of our warjacks with three focus, spending the fourth to upkeep Fortify. He works especially well with a Redeemer, as it's a very focus hungry warjack that can quickly drain your actual Warcaster, which means he has a solid spot in many pKreoss lists. He can also works well with a Templar or, of course, a Reckoner. His main problem is that the more warjacks you give him the larger a target he becomes, as he's very easy to kill. But that goes for almost all of the Journeyman Warcasters. Stick him with a Redeemer, or possibly two, and blast template your enemy into submission. [[Category: Warmachine Tactics]]
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