Editing
Warmachine/Tactics/Protectorate of Menoth
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Heavy Warjacks==== *'''Castigator:''' A nifty 8pt heavy that is unfortunately outshone by our other 8pt choices. Has two open fists with Continuous Fire, and a special attack that causes a POW 12 damage roll and Continuous Fire effect to anything within reach distance of him. eFeora could potentially get some use out of this warjack, but still... there is vanquisher. *'''Crusader:''' Simple, straightforward, cheap, effective. The Crusader clocks in at an extremely affordable 6 points, making it one of the cheapest heavy 'jacks the Protectorate can field. For those 6 points, you get a straightforward, solid beatstick of a heavy. The Crusader brings with it a giant fucking club with which to beat things into paste. Its mace swings at P+S 18, which means that, with a Choir backing it up, it's going to put the serious hurt on anything unlucky enough to get into melee with it. It also brings an Open Fist for added utility, though most of the time you're going to be spending any focus on boosting and buying mace swings. The aforementioned straightforwardness is also its biggest weakness, however; while it's a real danger in melee, it's often going to have issues getting there due to its low speed and complete lack of any special abilities. *'''Guardian:''' Clocking in at 9 points, this is the only heavy jack in the Protectorate with an arc node, which is awesome. Unfortunately, it's of debatable use, since it's so goddamn huge and easily gets caught up in infantry blocks. The moment it gets engaged, that arc node becomes useless, which means that you basically just dropped 9 points for a slightly weaker Crusader. The Revenger is almost always a better arc node option. His Spear has critical that lets you throw the enemy, which can be useful to get enemies into positions or clear of charge lanes. Specifically those annoying Tough units that refuse to die. He is also little sturdier than regular heavy 'jack with more hitpoints. Nevertheless, unless you have list that can make use of this jack's arc node and pitches, it's usability is questionable. *'''Reckoner:''' The Protectorate's 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 DEF 12, and causes living enemy models within 2" to have -2 to attack rolls. His flaregun really seals the deal though. POW 15 with the Choir's buff, Critical Fire, Assault (so you can fire it during a charge) and if it hits, applies a -2 DEF debuff to enemies for the entire turn, making them a sitting duck for other attackers. On top of that, his giant bat swings at an intensely terrifying P+S 17, making him even more terrifying than the Crusader on the charge. Flat-out one of the best ways to destroy heavy 'jacks in the game. He's in just about every Menoth list ever, and there are reasons for that. *'''Templar:''' Another 8pt heavy beatstick. P+S 17 Reach flail, a Shield, and the Beat Back rule to push deeper into enemy lines. Slow but powerful. The main downside of taking a Templar is that you aren't taking a Reckoner instead. *'''Vanquisher:''' The last of the Protectorate's 8 point heavies, and the only one generally considered to be as good as the Reckoner for the cost. Its flail is far from awful, but let's be perfectly clear here: you take the Vanquisher for its Flame Belcher. POW 14, 4" AOE, Continuous Fire. Yeah. And that's ''without'' factoring in the buffs you'll be pouring onto it. This thing absolutely wrecks whatever you point it at, ''especially'' if what you point it at is infantry. The only real issue is that it only gets one shot per turn, but this is easily fixed by having a Vassal tag along with it for regular injections of Ancillary Attack. *'''Sanctifier:''' 9 points for a mediocre heavy, the Sanctifier is pretty cool but rarely used. It brings a magical P+S 17 Reach weapon, takes away Incorporeal from enemies within 5", and most importantly, vacuums up your friendly units' souls and converts them to focus. Run it up behind some Temple Flameguard, and watch as it uses their souls for fuel the next turn and scraps something. A solid choice in troops-heavy armies, or armies with low FOC (like Silent Bob and Silent ToM) - but once again, if you're taking one of these, you're not taking a Reckoner or Vanquisher instead.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information