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==General Strategy== The basic idea for Menoth, as you might have gathered from the above, is that their units all work much better as a group than individually. As a general rule, Menite warjacks are rather lackluster if examined by themselves; they're as slow as Khadoran 'jacks, but not as heavily armored and not as strong in melee, and their guns aren't awful, but don't have the range or firepower of Cygnar's. They make up for this by fielding hands-down the best support units in the game. No other army comes close to a Menite line's buffs, and these take Menite 'jacks from subpar to incredible - so long as you can keep your support units alive. As such, Menite strategy generally revolves around forming a solid core of units which synergize well with your chosen supports, turning this army into a brick, and then throwing it at your opponent's face. It's simple in theory, but takes some serious thought in practice, as Menite support units tend to be very vulnerable and require protection in order to stay on the board for long. Fortunately, this is where Menoth's ''other'' strengths come in: tarpits and denial. On the more mundane side of things, Menoth has some of the best tarpit units in the game. Even its basic infantry tend to be pretty damn tough to remove from the board. They tend to be cheap and reasonably durable, and usually come with a selection of special abilities which can make them difficult to dislodge from crucial positions (and if you want to spend a few more points, they can get incredibly tough - thirty-five damage to kill a single model tough, in fact). Menoth is almost spoiled for choices when it comes to infantry that are practically designed to walk in front of your important units and soak a frankly ludicrous amount of hits for their cost. Slap them down in front of your main army and send them forth to die, secure in the knowledge that those bullets aren't going into your warjacks or supports. Looking at the more magical side, Menoth has some serious denial capability that can often outright eliminate one or more of your strategic options. To start, many of the Protectorate's warcasters have feats which, whether directly or indirectly, make their control areas a no-fly zone for most vital enemy models. Add on to this the fact that many of its units can make friendly models immune to knockdown, magic, shooting, or any number of other things. Whatever tricks your opponent has up their sleeve, odds are that Menoth has a way to shut it down. On the other hand, the Protectorate does have its fair share of weaknesses. First and foremost, Menite units tend to be fairly immobile. Low SPD stats abound, and there's precious little Pathfinder to spare, so Menite forces have to negotiate terrain carefully. This also leaves them vulnerable to outflanking, which is especially dangerous because of the Protectorate's desperate need to protect its backline. If the support units are placed under fire, the rest of the battle line suddenly becomes much weaker - and this is even without considering that Menite warcasters tend to have somewhat subpar statlines. It's vital to always keep an eye on your flanks, lest a rogue Mage Hunter Assassin suddenly dive in and steal the game from under your nose. Ball up, protect your support units, and watch your flanks. It might take you a while to get where you're going, but if you get there with your buffs in place, your opponent is going to have a bad day.
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