Warmachine/Tactics/Protectorate of Menoth
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.
The Protectorate is the most synergistic of factions in Warmachine. We have support units that buff friendly warjacks, can make them immune to shooting or magic, we can make our units immune to knockdown, and we can let our models move out of melee range when hit. A lot of players say that Menoth is the faction of "NO." No is our favorite word - no, you can't knock that guy down. No, my caster is going to take d3 damage and then this dude won't die. No, you can't target my jacks without magical weapons. No, you can't cast spells. And no, your continuous fire on your Warcaster doesn't go out, and yes, he's going to die from it.
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): And you thought pFeora was bad. This crazy woman loves fire more than her Prime self. So much so, that she can GAIN FOCUS AND TRANSFER FIRE ON HER FEAT. She can also be bound to a jack to make its attacks cause fire as well. Perfect with fire spray warjacks and can be used to create fire shenanigans. Get within her feat range with an enemy warcaster, put a tough thing on fire, pop feat, put said fire on enemy warcaster, watch as the warcaster runs around, flailing his arms around while slowly figuring out that that fire isn't going out anytime soon. Her spell list is also pretty beast, with escort giving all warjacks in her force +3 speed. Fiery step is also a very good way of getting out of combat and still killing or hurting something before she can even move. And, if a single damage model comes within two inches of her, they combust into flames that can't be taken off in her command range. Lull the enemy warcaster into a false of security then fire step before you move and charge his smug prick face. Unfortunately, she lost her double sprays in favor of a SP10' spray. She can also make flameguard fearless in her command range, which is also a godsend at times.
- Harbinger of Menoth: Coming soon.
- High Reclaimer: Coming soon.
- Testament of Menoth: Coming soon.
- High Exemplar Kreoss (pKreoss): Our battlebox caster, and not half bad at that. His spell list is well-rounded for both defense and offense, his FOC stat of 7 is pretty good and ties in well with his feat, which knocks down every enemy model within his control area. This makes assassinations very easy as it can free up models to move in for the kill, or more frequently, give LOS to ranged models (often a Redeemer with full focus) to gun the enemy warcaster/warlock down. Be warned though; the moment you put pKreoss on the table, people will know what you're doing, and will plan accordingly. Also, if the opponent has knockdown immunity, that can throw a major wrench in your plan. His defensive stats are also kind of ass (DEF 14 ARM 15).
- Grand Exemplar Kreoss (eKreoss): Coming soon.
- High Executioner Servath Reznik: While not balls-crushingly competitive, Reznik is still fun to play. Purgation+Engine of Destruction can be utterly terrifying against a warcaster/lock who has an upkeep on him/herself, and Witch Hound can definitely throw a wrench in your opponent's plan. Laugh as someone with Telekinesis tries to pull your warjack forward to be charged, only for you to turn them right back around and end up FURTHER back than when they started. However, his buffs are entirely offensive in nature, and he doesn't really have much to support infantry other than throwing Ignite on them. You will typically win by assassination, or die trying.
- Grand Scrutator Severius (pSevvy): Essentially the grumpy old man of the faction, Severius is made of paper, but has a great spell list, 8 focus, and a brutal feat for warcasters (NO FOCUS FOR YOU!). Defender's Ward is amazing on Errants, Flameguard, or any infantry unit used as a tarpit, Death Sentence is great for those pesky high DEF warcasters/warlocks like Caine or Morghul, and Eye of Menoth gives +1 to ALL attack and damage rolls you make in your control area. Also, don't be put off by the high cost and low damage of Ashes to Ashes. A heirophant can cut the cost down to 3, and Blessing of Vengeance's affinity (you are running BoV with pSevvy, right?) can put the damage roll at POW 13 (You are upkeeping EoM, right?). Again though, he is made of paper, so use that 16 inch control area properly and keep him the hell back.
- 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 big 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, at HUGE range and dealing some very serious damage. 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. The pop'n'drop is done as such: 1) load up the Redeemer with 3 focus. 2) sing Hymn of Battle on the Redeemer. 3) Pop feat on enemy caster; all screening models and the caster are knocked down (thus DEF5) and the screening models don't block LOS. 4) Demolish the caster with POW14's from up to 16" away. Follow up with Reckoner or Vanquisher shots if you need moar dakka. This can also be done with Deliverers, but Redeemers have the distinct advantage of not sucking.
- 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. Slow as shit though, and he doesn't have reach, so he can have trouble getting to his target.
- 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. The giant sword it carries also packs the highest P+S of any Menoth jack aside from the Judicator.
- Blessing of Vengeance: Old Man Severius's personal arc node. His Affinity with Sevvy gives a +2 to the damage rolls of the first spell arc'd through every turn, meaning Ashes to Ashes is a superpowerful nuke now. Otherwise, he's functionally identical to the Revenger. He also has Bushwhack, which lets him take his combat action before his move action. Useful to stab something and then back up to let spells arc through him.
- Fire of Salvation: Kreoss's personal smashy Crusader. Gains +1 SPD and cont. fire on the mace, as well as a MAT increase. 9 points, required for most of Kreoss's theme lists, and a freaking expensive model. Worth every penny though. He has Vengeance, so if stuff dies around him, he can make a full advance and smack something during the Maintenance Phase. He finds his home in Kreoss2's excellent Theme List, Crusaders of Sul, where he's often the only jack.
- Blood of Martyrs: Thyra's personal angerbot. Has two swords, gains Sidestep when in Thyra's Battlegroup, and is pretty cool overall. Not much to look at normally, but fielded alongside Thyra it's a murder death machine that can take a long, nonlinear path to some juicy bits and murder them.
- Scourge of Heresy: Reznik's personal smiter jack. Has a HUGE melee damage potential, gains bonus dice to hit and damage on things with upkeeps on them (hello, Arcane Shielded Stormwall!) but suffers from low threat range, no Reach, and having this huge crosshair right on his boilerplate. He can also negate spells cast near him, and by far his scariest ability is the ability to ignore focus points overboosting a caster's shield. If you get him within 0.5" of a caster, they die horribly, but good luck getting him there.
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. They can buff the accuracy and damage of your jacks, make your jacks immune to ranged attacks, or make your jacks unable to be targeted by spells. Be advised; they are every enemy's FIRST, SECOND and probably THIRD target, and you will hold lots of funerals for your poor choirboys, because they're very easy to kill.
- 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: Amazing tarpit unit/general purpose infantry. They don't hit as hard as regular exemplars in melee, but they have one more point of ARM, can come in a larger unit, and have POW10 crossbows that ignore spells that buff DEF and ARM. Plus, their Self-Sacrifice makes them amazing at blocking charges against your warjacks. Cackle in glee as your opponent devotes a huge amount of resources to clear a path, just to have one Errant still blocking his beatstick's way.
- Exemplar Errant Officer & Standard: The officer gives your unit Pathfinder (which is a godsend for a unit with Advanced Deployment), Quick Work (kill a dude in melee, take a shot with your ranged weapon) which isn't amazing given the amount of Reach infantry in the game, and the Standard Bearer prevents enemy spells from targeting them (but not yours, so slap that Defender's Ward on them and enjoy your DEF 14 ARM 18 12 man unit that only dies when you want them to)
- Flameguard Cleansers: Coming soon.
- Knights Exemplar: Exemplars are fairly good at many things, but I find that they're good at two things: Tying 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. HOWEVER, if a multitude of your Exemplars are being killed by a single attack, THEY DO NOT GAIN THEIR BROTHERHOOD BONUS TILL AFTER THE ATTACK. So, all in all, watch out for sprays and pie plates for their day will be fucked up in an instant if you're not careful with them.
- Holy Zealots: MENOTH AKBAR! Fire bomb throwing zealots that cause crit fire on anything it doesn't kill. They can also do the equivalent to choir singing battle on a jack, but it only affects the zealots. Pretty shnazzy when killing off units and light jacks. They're not fearless, unless you put a monolith bearer in the squad. Oh, and don't put them into combat with ANYTHING if you don't want them reminding you what red jam looks like.
- Monolith Bearer: Want Zealots to be fearless and have a small feat that keep ignore ALL NON SPELL DAMAGE? Then I give you the Monolith Bearer. Gives the zealots fearless and a mini feat that helps them survive for an extra turn if they're in a pickle.
- Idrian Skirmishers: Coming soon.
- Idrian Skirmisher Chieftain & Guide: Coming soon.
- Temple Flameguard: An incredibly well rounded, tough unit that truly shines when combined with their UA as they can potentially, with shield wall, mini-feat and a Defender's Ward, reach an incredible 15 DEF 23ARM for one round. The damage output is more on the low average side, although the UA gives them the fire continuous effect which boost their damage potential substantially. All in all, the unit excels in the role of the "brick wall" as it can withstand tremendous punishment. Definitely a very solid unit that comes at a very good price.
- Temple Flameguard Officer & Standard: This UA of the Temple Flameguard really makes the unit shine. It provides the unit with ranked attacks, combined melee attacks, continuous fire effect and Terror which effectively boosts the potential damage of the unit. It also comes with a mini-feat that allows you to gain +4 ARM for one round, thus making most units struggle to damage you. Very cost effective unit attachment and definitely a must have with the Temple Flameguard.
Character Units
- Visgoth Juviah Rhoven & Honor Guard: Kinda schizophrenic, really. Rhoven wants to stick back and use his special actions to support your army, but the Exemplars want to charge shit and kill it. Still good if you're up against an army with a lot of Stealth, as we don't really have any other way of dealing with it other than throwing templates at it and hoping one stays on target.
Solos
- Allegiant of the Order of the First: Sort of an assassin equivalent for the Protectorate, not bad as such as just not synergistic with the rest of the faction which is all about the synergies.
- 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: Definitely a must have in almost every list. Like the Choir their abilities target warjacks, allowing them to fire an ancillary attack out of activation or get out of harm's way if the warjack gets damaged. A very good utility solo that along with a Choir will boost your warjacks to their full potential while being priced at a good 2 pts.
- Wracks: Coming soon.
- Attendant Priest: Coming soon.
Character Solos
- High Exemplar Gravus: Coming soon.
- High Paladin Dartan Vilmon: A beefed up Paladin that trades in his shield for a stronger sword, but he still has the stance for extra armor. 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.
- Nicia, Tear of Vengeance: Nicia is a true assasin equivalent for the Protectorate, very squishy but incredibly effective in hit and run tactics. Her 2 initial attacks with Quickwork and Sprint effectively allows you to charge with a threat range of 12", kill whatever needs to be killed with weapon master and boosted damage from charging, 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 Flame Guard as they can provide really good cover for her. In general she seems more effective when she is working with the rest of the formation rather than going by her self on a flank. A little pricey though at 3pts.