Warmachine/Tactics/Protectorate of Menoth: Difference between revisions

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====Light Warjacks====
====Light Warjacks====


*'''Dervish:''' Coming soon.
*'''Dervish:''' A cheap light, at 4 points, with access to two attacks, or one really bit hit with combo strike.  A little bit of mobility once it gets stuck in with Sidestep means that it can shift to get another model in melee range, or get out of the way to let something else charge what it charged.  Most often seen in an Amon Ad-Raza list, these little assholes can build up the Synergy chain very quickly.
*'''Devout:''' Coming soon.
*'''Devout:''' Most often seen as a shield guard for your Warcaster, this scrappy little light jack can jab at something at enters its melee range with Defensive Strike, and can intercept ranged shots headed for your caster (as long as they are in base contact).  Harbinger loves her a Devout companion, especially against ranged-heavy forces like Cygnar - eating a Hunter's armor-piercing shot can be lethal.
*'''Redeemer:''' Coming soon.
*'''Redeemer:''' Most famous for its application in the pKreoss "pop'n'drop" ranged assassination technique, this relatively expensive light can put out up to 3 small AOEs, even though they are Inaccurate, for an unbuffed RAT 1.  Very popular with any list can can produce a knockdown effect at range (pKreoss, eeKreoss with Force Hammer, etc), and also commonly seen bonded to eFeora for 3 continuous fire AOEs to fuel her feat.
*'''Repenter:''' Coming soon.
*'''Repenter:''' A very cheap flamethrower with legs.  Has a very good ranged weapon, but is kinda slow, not very durable, and is probably best for solo hunting or setting fire to lots of people.
*'''Revenger:''' Coming soon.
*'''Revenger:''' One of 3 arc nodes in faction, this is by far the cheapest.  Its shield is also worthy of mention, as when it his someone with the shield, or is hit by an enemy attack, the enemy is bumped 1" backwards.  Really trolly when a fully loaded jack charges it, hits it once and is bumped back. Almost like a mini-enliven. 
*'''Vigilant:''' Coming soon.
*'''Vigilant:''' A seldom used light jack, the Vigilant has two shields, putting him up to ARM21 as a light.  He's quite pillow-fisted, but Daughters of the Flame like him for blast immunity, and he can toss around other light jacks with his two open fists.


====Heavy Warjacks====
====Heavy Warjacks====


*'''Castigator:''' Coming soon.
*'''Castigator:''' A nifty 8pt heavy that in unfortunately outshone by our other 8pt choices.  Has two open fists with continuous fire, and a special attack that causes a POW12 damage roll and Fire cont. effect to anything within reach distance of him.
*'''Crusader:''' At 6 points this Warjack is one of the best for its cost. With a p+s weapon of 18 with a choir you are looking at a 20 weapon that can cause fire on a crit. Not a lot of tactics with this guy just point him towards an enemy and he can usually go toe to toe with them. Has access to most power attacks via his open fist.
*'''Crusader:''' At 6 points this Warjack is one of the best for its cost. With a p+s weapon of 18 with a choir you are looking at a 20 weapon that can cause fire on a crit. Not a lot of tactics with this guy just point him towards an enemy and he can usually go toe to toe with them. Has access to most power attacks via his open fist.
*'''Guardian:''' Coming soon.
*'''Guardian:''' Clocking in at 9 points, this is the only heavy jack in the game with an arc node.  He also has a neat-o spear with critical pitch, meaning he can toss his enemy d6" away and knock them down.  Useful if you have some way to boost the to-hit roll, for a 50% shot at that beautiful crit.
*'''Reckoner:''' Coming soon.
*'''Reckoner:''' Our best non-character jack, and only 8 points!  He has a great big stick to beat people with, but his utility comes from Ashen Veil and his Condemner flaregun.  Ashen Veil grants him Concealment, putting him at effective DEF12, and causes living enemy models within 2" to have -2 to attack rolls.  His flaregun really seals the deal though.  POW15 with the choir, crit fire, Assault (so you can fire it during a charge) and if it hits, applies a -2DEF debuff to enemies.  He's in just about every Menoth list ever, and there are reasons for that.
*'''Templar:''' Coming soon.
*'''Templar:''' Another 8pt heavy beatstick.  POW17 reach flail, a shield, and the Beatback rule to push deeper into enemy lines, he's everything we could ask for (short of SPD5).  Slow but powerful.
*'''Vanquisher:''' Coming soon.
*'''Vanquisher:''' Rounding out the 8pt heavy slots, the Vanquisher has a shitty melee weapon, but an awesome gun.  A 4" AOE of continuous fire?  Yes please.  Great for troop killing, lighting shit on fire, and killing shieldwall infantry.
*'''Sanctifier:''' Coming soon.
*'''Sanctifier:''' 9 points for a mediocre heavy, the Sanctifier is pretty cool but often underused. A magical POW17 reach weapon, takes away incorporeal from enemies within 5", and most importantly, he vacuums up your friendly units' souls and converts them to focus.  Run him up behind some Temple Flameguard, and watch as he uses their souls for fuel the next turn and scraps something.  A great choice in troops-heavy armies, or armies with low FOC (like Silent Bob and Silent ToM). 
 
====Colossals====
====Colossals====
*'''Judicator:''' Coming soon.
*'''Judicator:''' Coming soon.

Revision as of 20:15, 29 August 2013

This article is a stub. You can help 1d4chan by expanding it

Note that this page is, for the most part, a placeholder, and will be added to over the coming months. This page is now up to date with all models that have been released in official books. There are several models that have been released (Bastion Seneschal, etc) but are not in a book yet; they will be included SOON(tm).

Why Play Protectorate?

Do you like fire? Do you like gigantic robots? Do you like fire AND gigantic robots? Protectorate is a perfect army for you then. These guys are all about working together and wrecking shit up. Remember, just because you have kickass warjacks doesn't mean that you can beat the living hell out of every army. Each model and unit needs some sort of synergy, whether it be from warcaster, unit, or warjack.

General Strategy

Unit Analysis

Warcasters

  • High Allegiant Amon Ad-Raza: Coming soon.
  • Feora, Priestess of the Flame (pFeora): Coming soon.
  • Feora, Protector of the Flame (eFeora): Coming soon.
  • Harbinger of Menoth: Coming soon.
  • High Reclaimer: Coming soon.
  • Testament of Menoth: Coming soon.
  • High Exemplar Kreoss (pKreoss): Coming soon.
  • Grand Exemplar Kreoss (eKreoss): Coming soon.
  • High Executioner Servath Reznik: Coming soon.
  • Grand Scrutator Severius (pSevvy): Coming soon.
  • Hierarch Severius (eSevvy): Coming soon.
  • Vice Scrutator Vindictus: Coming soon.
  • Thyra, Flame of Sorrow: Coming soon.
  • Intercessor Kreoss (Threeoss, Kreoss3): Coming soon.

Warjacks

Light Warjacks

  • Dervish: A cheap light, at 4 points, with access to two attacks, or one really bit hit with combo strike. A little bit of mobility once it gets stuck in with Sidestep means that it can shift to get another model in melee range, or get out of the way to let something else charge what it charged. Most often seen in an Amon Ad-Raza list, these little assholes can build up the Synergy chain very quickly.
  • Devout: Most often seen as a shield guard for your Warcaster, this scrappy little light jack can jab at something at enters its melee range with Defensive Strike, and can intercept ranged shots headed for your caster (as long as they are in base contact). Harbinger loves her a Devout companion, especially against ranged-heavy forces like Cygnar - eating a Hunter's armor-piercing shot can be lethal.
  • Redeemer: Most famous for its application in the pKreoss "pop'n'drop" ranged assassination technique, this relatively expensive light can put out up to 3 small AOEs, even though they are Inaccurate, for an unbuffed RAT 1. Very popular with any list can can produce a knockdown effect at range (pKreoss, eeKreoss with Force Hammer, etc), and also commonly seen bonded to eFeora for 3 continuous fire AOEs to fuel her feat.
  • Repenter: A very cheap flamethrower with legs. Has a very good ranged weapon, but is kinda slow, not very durable, and is probably best for solo hunting or setting fire to lots of people.
  • Revenger: One of 3 arc nodes in faction, this is by far the cheapest. Its shield is also worthy of mention, as when it his someone with the shield, or is hit by an enemy attack, the enemy is bumped 1" backwards. Really trolly when a fully loaded jack charges it, hits it once and is bumped back. Almost like a mini-enliven.
  • Vigilant: A seldom used light jack, the Vigilant has two shields, putting him up to ARM21 as a light. He's quite pillow-fisted, but Daughters of the Flame like him for blast immunity, and he can toss around other light jacks with his two open fists.

Heavy Warjacks

  • Castigator: A nifty 8pt heavy that in unfortunately outshone by our other 8pt choices. Has two open fists with continuous fire, and a special attack that causes a POW12 damage roll and Fire cont. effect to anything within reach distance of him.
  • Crusader: At 6 points this Warjack is one of the best for its cost. With a p+s weapon of 18 with a choir you are looking at a 20 weapon that can cause fire on a crit. Not a lot of tactics with this guy just point him towards an enemy and he can usually go toe to toe with them. Has access to most power attacks via his open fist.
  • Guardian: Clocking in at 9 points, this is the only heavy jack in the game with an arc node. He also has a neat-o spear with critical pitch, meaning he can toss his enemy d6" away and knock them down. Useful if you have some way to boost the to-hit roll, for a 50% shot at that beautiful crit.
  • Reckoner: Our best non-character jack, and only 8 points! He has a great big stick to beat people with, but his utility comes from Ashen Veil and his Condemner flaregun. Ashen Veil grants him Concealment, putting him at effective DEF12, and causes living enemy models within 2" to have -2 to attack rolls. His flaregun really seals the deal though. POW15 with the choir, crit fire, Assault (so you can fire it during a charge) and if it hits, applies a -2DEF debuff to enemies. He's in just about every Menoth list ever, and there are reasons for that.
  • Templar: Another 8pt heavy beatstick. POW17 reach flail, a shield, and the Beatback rule to push deeper into enemy lines, he's everything we could ask for (short of SPD5). Slow but powerful.
  • Vanquisher: Rounding out the 8pt heavy slots, the Vanquisher has a shitty melee weapon, but an awesome gun. A 4" AOE of continuous fire? Yes please. Great for troop killing, lighting shit on fire, and killing shieldwall infantry.
  • Sanctifier: 9 points for a mediocre heavy, the Sanctifier is pretty cool but often underused. A magical POW17 reach weapon, takes away incorporeal from enemies within 5", and most importantly, he vacuums up your friendly units' souls and converts them to focus. Run him up behind some Temple Flameguard, and watch as he uses their souls for fuel the next turn and scraps something. A great choice in troops-heavy armies, or armies with low FOC (like Silent Bob and Silent ToM).

Colossals

  • Judicator: Coming soon.

Character Warjacks

  • Avatar of Menoth: God's own personal robot. Unlike other jacks the Avatar can't be part of a battlegroup. Has no Cortex so not giving it focus but its ok since it gets 2-4 focus each turn. It can spend a focus to force enemy model to only be able to move towards the avatar with its heavy jack stats and shield makes it a great tank, plus the enemy can't cast spells on it.
  • Blessing of Vengeance: Coming soon.
  • Fire of Salvation: Coming soon.
  • Blood of Martyrs: Coming soon.
  • Scourge of Heresy: Coming soon.

Battle Engines

  • Vessel of Judgment: Coming soon.

Units

  • Choir of Menoth: Do you want a Choir of Menoth? Yes, you want a Choir. This is one of the first things you should buy when starting Protectorate, since Choirs have a place in every Menite list outside tier lists. Yes, they provide that much utility.
  • Daughters of the Flame: Coming soon.
  • Deliverers: Coming soon.
  • Deliverer Sunburst Crew: Coming soon.
  • Exemplar Bastions: Coming soon.
  • Exemplar Cinerators: Coming soon.
  • Exemplar Vengers: Coming soon.
  • Exemplar Errants: Coming soon.
    • Exemplar Errant Officer & Standard: Coming soon.
  • Flameguard Cleansers: Coming soon.
  • Knights Exemplar: Exemplars are fairly good at many things, but I find that they're good at two things: Tieing up units that are stronger than them and hunting down big targets. This is one unit that you want to die, just because of their brotherhood rule, which adds +1 to their ARM and POW for each model that dies. They get three dice when rolling for damage due to weapon master and can really wreck a warjack/warbeast if you can get them there, which means that single model you have left from them just became a walking storm of death. Given that they're fearless means that they can lose loads of men, but can still keep on the field and become a threat if they're not killed on the spot. But, they do only have one damage, meaning that they can get their asses handed to them if they're not careful.
  • Holy Zealots: Coming soon.
    • Monolith Bearer: Coming soon.
  • Idrian Skirmishers: Coming soon.
    • Idrian Skirmisher Chieftain & Guide: Coming soon.
  • Temple Flameguard: Coming soon.
    • Temple Flameguard Officer & Standard: Coming soon.

Character Units

  • Visgoth Juviah Rhoven & Honor Guard: Coming soon.

Solos

  • Allegiant of the Order of the First: Coming soon.
  • Covenant of Menoth: Coming soon.
  • Exemplar Errant Seneschal: Coming soon.
  • Hierophant: Hierophants are fairly amazing when you put them out with a warcaster. They not only give your warcaster a +2" spell range when your warcaster is the source of the spell (i.e not using an arc node) but this guy can heal wounds off your warcaster OR decrease the cost of a single spell by one focus! Amazing when using high focus spells or keeping your warcaster alive long enough to kill the other warcaster. Expect much fire to hit the Hierophant if you're not careful.
  • Knights Exemplar Seneschal: Coming soon.
  • Paladin of the Order of the Wall: Arguably one of the best non character solos in the game. Has a high damage weapon and with their stances can have 21 arm. Use them to hunt other solos or to clear out light infantry. Another good use for them is to have them camp an objective as they can live for a long time without taking to much damage.
  • Reclaimer: Coming soon.
  • Vassal Mechanik: Coming soon.
  • Vassal of Menoth: Coming soon.
  • Wracks: Coming soon.
  • Attendant Priest: Coming soon.

Character Solos

  • High Exemplar Gravus: Coming soon.
  • High Paladin Dartan Vilmon: Coming soon.
  • Nicia, Tear of Vengeance: Coming soon.