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	<id>http://2d4chan.org/mediawiki/index.php?action=history&amp;feed=atom&amp;title=Warmachine%2FTactics%2FProtectorate_of_Menoth</id>
	<title>Warmachine/Tactics/Protectorate of Menoth - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/index.php?action=history&amp;feed=atom&amp;title=Warmachine%2FTactics%2FProtectorate_of_Menoth"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;action=history"/>
	<updated>2026-06-24T18:48:40Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559767&amp;oldid=prev</id>
		<title>imported&gt;Administrator: 110 revisions imported</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559767&amp;oldid=prev"/>
		<updated>2023-06-23T16:55:11Z</updated>

		<summary type="html">&lt;p&gt;110 revisions imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:55, 23 June 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>imported&gt;Administrator</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559656&amp;oldid=prev</id>
		<title>imported&gt;Administrator: 1 revision imported</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559656&amp;oldid=prev"/>
		<updated>2023-06-19T15:25:48Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 15:25, 19 June 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>imported&gt;Administrator</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559655&amp;oldid=prev</id>
		<title>75.55.84.107: /* Units */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559655&amp;oldid=prev"/>
		<updated>2020-02-16T09:27:38Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Units&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:27, 16 February 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l114&quot;&gt;Line 114:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 114:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Monolith Bearer:&amp;#039;&amp;#039;&amp;#039; Want Fearless Zealots that can also become immune to all non-spell damage for a turn? Of course you do. The Monolith Bearer is your man. There&amp;#039;s really no reason &amp;#039;&amp;#039;not&amp;#039;&amp;#039; to take him if you&amp;#039;re running a unit of Zealots. He makes them a hell of a lot better for just 2 points.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Monolith Bearer:&amp;#039;&amp;#039;&amp;#039; Want Fearless Zealots that can also become immune to all non-spell damage for a turn? Of course you do. The Monolith Bearer is your man. There&amp;#039;s really no reason &amp;#039;&amp;#039;not&amp;#039;&amp;#039; to take him if you&amp;#039;re running a unit of Zealots. He makes them a hell of a lot better for just 2 points.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Idrian Skirmishers:&amp;#039;&amp;#039;&amp;#039; A somewhat more rare unit. Skirmishers are one of the only Protectorate units that have Pathfinder. They also have CRA and Camo which can make them interesting to use.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Idrian Skirmishers:&amp;#039;&amp;#039;&amp;#039; A somewhat more rare unit. Skirmishers are one of the only Protectorate units that have Pathfinder. They also have CRA and Camo which can make them interesting to use.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&#039;&#039;&#039;Idrian Skirmisher Chieftain &amp;amp; Guide:&#039;&#039;&#039; This Officer add-on grants the Idrian Skirmishers the Assault-and-Battery order. This means you can fire your ranged weapons first (keep in mind that they have CRA) then charge. The Idrian Guide provides two abilities. First Go to Ground makes these guys immune to blast damage and they also do not block LOS while this is active, as well as giving them cover. The second ability is Huntsman that marks one enemy model/unit for death. If the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Skrims &lt;/del&gt;start their activation within 10&quot; of the target they get +2 that activation. they also get +2 to attack, when that target dies mark another one.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&#039;&#039;&#039;Idrian Skirmisher Chieftain &amp;amp; Guide:&#039;&#039;&#039; This Officer add-on grants the Idrian Skirmishers the Assault-and-Battery order. This means you can fire your ranged weapons first (keep in mind that they have CRA) then charge. The Idrian Guide provides two abilities. First&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;- &lt;/ins&gt;Go to Ground makes these guys immune to blast damage and they also do not block LOS while this is active, as well as giving them cover. The second ability is Huntsman that marks one enemy model/unit for death. If the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Skirms &lt;/ins&gt;start their activation within 10&quot; of the target they get +2 that activation. they also get +2 to attack, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;when that target dies&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, you get to &lt;/ins&gt;mark another one.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Temple Flameguard:&amp;#039;&amp;#039;&amp;#039; This is your primary alternative to the Exemplars Errant as your frontline screening unit. The Flameguard are an incredibly well rounded, tough unit that truly shines when combined with their UA. Using Shield Wall, their mini-feat, and Defender&amp;#039;s Ward, they can reach an incredible DEF 15 + ARM 23 for one round, which is of debatable practical use but is absolutely hilarious anyway. Their damage output is more on the low-to-average side, although the UA gives them the Fire continuous effect, which boosts their damage potential substantially. All in all, the unit excels as a tarpit, as it can withstand tremendous punishment. Definitely a very solid unit that comes at a very good price.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Temple Flameguard:&amp;#039;&amp;#039;&amp;#039; This is your primary alternative to the Exemplars Errant as your frontline screening unit. The Flameguard are an incredibly well rounded, tough unit that truly shines when combined with their UA. Using Shield Wall, their mini-feat, and Defender&amp;#039;s Ward, they can reach an incredible DEF 15 + ARM 23 for one round, which is of debatable practical use but is absolutely hilarious anyway. Their damage output is more on the low-to-average side, although the UA gives them the Fire continuous effect, which boosts their damage potential substantially. All in all, the unit excels as a tarpit, as it can withstand tremendous punishment. Definitely a very solid unit that comes at a very good price.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Temple Flameguard Officer &amp;amp; Standard:&amp;#039;&amp;#039;&amp;#039; Like the Exemplars Errant, there&amp;#039;s really no excuse for &amp;#039;&amp;#039;not&amp;#039;&amp;#039; taking the Flameguard&amp;#039;s UA. It provides the unit with Ranked Attack, Combined Melee Attack, Continuous Fire, and Terror, which turns them from a respectable damage-soaking unit into a truly monstrous tarpit that will chew up and spit back out whatever the opponent wants to throw into it. It also comes with a mini-feat that allows you to gain +4 ARM for one round, which can turn the course of the game all on its own. Very cost effective, and an absolute must-have.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Temple Flameguard Officer &amp;amp; Standard:&amp;#039;&amp;#039;&amp;#039; Like the Exemplars Errant, there&amp;#039;s really no excuse for &amp;#039;&amp;#039;not&amp;#039;&amp;#039; taking the Flameguard&amp;#039;s UA. It provides the unit with Ranked Attack, Combined Melee Attack, Continuous Fire, and Terror, which turns them from a respectable damage-soaking unit into a truly monstrous tarpit that will chew up and spit back out whatever the opponent wants to throw into it. It also comes with a mini-feat that allows you to gain +4 ARM for one round, which can turn the course of the game all on its own. Very cost effective, and an absolute must-have.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>75.55.84.107</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559766&amp;oldid=prev</id>
		<title>75.55.84.107: /* Units */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559766&amp;oldid=prev"/>
		<updated>2020-02-16T09:06:00Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Units&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:06, 16 February 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l101&quot;&gt;Line 101:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 101:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Choir of Menoth:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;The&amp;#039;&amp;#039;&amp;#039; Protectorate unit. This is the unit that makes Menoth what it is, and it&amp;#039;s not an exaggeration to say that almost every Menite army list, outside of themed ones, will run &amp;#039;&amp;#039;at least&amp;#039;&amp;#039; a minimum unit of Choir. They are flat-out, indisputably, inarguably the best &amp;#039;jack support unit in the game. If you&amp;#039;re taking any warjacks at all, odds are that your list would be made better by the inclusion of a Choir, and here&amp;#039;s why: every turn, the Choir chooses a Hymn to sing, and then each Choir member can individually apply that Hymn&amp;#039;s effect to a friendly warjack within 3&amp;quot;. The three Hymns you have access to make your &amp;#039;jacks immune to non-magical ranged attacks, immune to magic, or &amp;#039;&amp;#039;absurdly&amp;#039;&amp;#039; killy (to the tune of +2 to attack &amp;#039;&amp;#039;and&amp;#039;&amp;#039; damage rolls) for one round. The power of the Choir cannot be overstated. This is the unit that makes Menoth &amp;#039;&amp;#039;work&amp;#039;&amp;#039;. You will use them, you will love them, and you will watch them die &amp;#039;&amp;#039;en masse&amp;#039;&amp;#039; because everyone and their grandmother has it out for these unlucky sons of bitches. Being single-wound infantry with tissue paper for armor, they&amp;#039;re fairly easy to kill, too. Keep them safe, and they will bring you victory.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Choir of Menoth:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;The&amp;#039;&amp;#039;&amp;#039; Protectorate unit. This is the unit that makes Menoth what it is, and it&amp;#039;s not an exaggeration to say that almost every Menite army list, outside of themed ones, will run &amp;#039;&amp;#039;at least&amp;#039;&amp;#039; a minimum unit of Choir. They are flat-out, indisputably, inarguably the best &amp;#039;jack support unit in the game. If you&amp;#039;re taking any warjacks at all, odds are that your list would be made better by the inclusion of a Choir, and here&amp;#039;s why: every turn, the Choir chooses a Hymn to sing, and then each Choir member can individually apply that Hymn&amp;#039;s effect to a friendly warjack within 3&amp;quot;. The three Hymns you have access to make your &amp;#039;jacks immune to non-magical ranged attacks, immune to magic, or &amp;#039;&amp;#039;absurdly&amp;#039;&amp;#039; killy (to the tune of +2 to attack &amp;#039;&amp;#039;and&amp;#039;&amp;#039; damage rolls) for one round. The power of the Choir cannot be overstated. This is the unit that makes Menoth &amp;#039;&amp;#039;work&amp;#039;&amp;#039;. You will use them, you will love them, and you will watch them die &amp;#039;&amp;#039;en masse&amp;#039;&amp;#039; because everyone and their grandmother has it out for these unlucky sons of bitches. Being single-wound infantry with tissue paper for armor, they&amp;#039;re fairly easy to kill, too. Keep them safe, and they will bring you victory.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Daughters of the Flame:&amp;#039;&amp;#039;&amp;#039; Fast, fragile, chew through single-wound infantry faster than blinking. They &amp;#039;&amp;#039;can&amp;#039;&amp;#039; use Combined Melee Attack, so &amp;#039;&amp;#039;technically&amp;#039;&amp;#039; you could use them to crack a heavier unit open, but they&amp;#039;re probably going to die if you try it. They&amp;#039;re generally considered situational at best, unless you&amp;#039;re running Kreoss2 as your warcaster. His feat makes them absolutely brutal, and he can bump up their pathetic ARM to a level where the enemy will at least have to do more than look at them funny to get them off the table. He loves these ladies. Thyra also gets use out of Daughters, but refrain from placing too much pressure on them since these girls are extremely fragile. However, a cunning warcaster uses that to her advantage since Daughters get vengeance while in Thyra&amp;#039;s battlegroup, which lets you do 3&amp;quot; advance and melee attack if one of your models gets destroyed. Also Thyra&amp;#039;s Carnage means that they do not neccessarily need to get their enemy Knocked Down in order to hit them. There is one thing that makes daughters really not worth the time or effort outside pKreoss or Thyra lists, and that is their low MAT 6: In anti-infantry role, an unbuffed Mat 6 is not up to snuff against most one-damage infantry that you might want to send these girls against.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Daughters of the Flame:&amp;#039;&amp;#039;&amp;#039; Fast, fragile, chew through single-wound infantry faster than blinking. They &amp;#039;&amp;#039;can&amp;#039;&amp;#039; use Combined Melee Attack, so &amp;#039;&amp;#039;technically&amp;#039;&amp;#039; you could use them to crack a heavier unit open, but they&amp;#039;re probably going to die if you try it. They&amp;#039;re generally considered situational at best, unless you&amp;#039;re running Kreoss2 as your warcaster. His feat makes them absolutely brutal, and he can bump up their pathetic ARM to a level where the enemy will at least have to do more than look at them funny to get them off the table. He loves these ladies. Thyra also gets use out of Daughters, but refrain from placing too much pressure on them since these girls are extremely fragile. However, a cunning warcaster uses that to her advantage since Daughters get vengeance while in Thyra&amp;#039;s battlegroup, which lets you do 3&amp;quot; advance and melee attack if one of your models gets destroyed. Also Thyra&amp;#039;s Carnage means that they do not neccessarily need to get their enemy Knocked Down in order to hit them. There is one thing that makes daughters really not worth the time or effort outside pKreoss or Thyra lists, and that is their low MAT 6: In anti-infantry role, an unbuffed Mat 6 is not up to snuff against most one-damage infantry that you might want to send these girls against.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Flame Bringers:&#039;&#039;&#039; Daughters of the Flame on horses. Light cavalry, 5 bases for 10 points would imagine that these girls were good, but nope. Same MAT 6 as the Daughters, speed 9 and lack of anatomical &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;prescision &lt;/del&gt;means that unit designed to kill infantry won&#039;t be really killing infantry. P+S 9 won&#039;t get far against other equivalent-cost models, and Daughters are better overall. Side Step, 2 attacks and light cavalry with SPD9 mean that these models move extremely unpredicatably (12.5&quot; charge, max 4&quot; move from side steps, 5&quot; move from light cavalry mean that in optimal case the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Brigners &lt;/del&gt;have movement of 21&quot; in a turn) but they lack distinctively in their damage dealing part. They&#039;re slightly (or severely, depending on comparision) more squishy than regular cavalry with def 14 and arm 15.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Flame Bringers:&#039;&#039;&#039; Daughters of the Flame on horses. Light cavalry, 5 bases for 10 points would imagine that these girls were good, but nope. Same MAT 6 as the Daughters, speed 9 and lack of anatomical &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;precision &lt;/ins&gt;means that unit designed to kill infantry won&#039;t be really killing infantry. P+S 9 won&#039;t get far against other equivalent-cost models, and Daughters are better overall. Side Step, 2 attacks and light cavalry with SPD9 mean that these models move extremely unpredicatably (12.5&quot; charge, max 4&quot; move from side steps, 5&quot; move from light cavalry mean that in optimal case the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bringers &lt;/ins&gt;have movement of 21&quot; in a turn) but they lack distinctively in their damage dealing part. They&#039;re slightly (or severely, depending on comparision) more squishy than regular cavalry with def 14 and arm 15.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Deliverers:&#039;&#039;&#039; Basically the infantry equivalent of the Redeemer light warjack, these guys exist to throw incredibly inaccurate AOE attacks in the enemy&#039;s general direction and pray. Reasonably effective, but there are also generally better options, including the Redeemer itself. The only caster that wants to take &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deliveres &lt;/del&gt;is pKreoss due to his knockdown ability, which in turn makes the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deliverers &lt;/del&gt;hit most of the time. Well, half of the time. Who came up with the idea to hire drunk &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Khaldorian &lt;/del&gt;gunners into Menoth&#039;s Blessed artillery corps?&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Deliverers:&#039;&#039;&#039; Basically the infantry equivalent of the Redeemer light warjack, these guys exist to throw incredibly inaccurate AOE attacks in the enemy&#039;s general direction and pray. Reasonably effective, but there are also generally better options, including the Redeemer itself. The only caster that wants to take &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deliverers &lt;/ins&gt;is pKreoss due to his knockdown ability, which in turn makes the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deliverers &lt;/ins&gt;hit most of the time. Well, half of the time. Who came up with the idea to hire drunk &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Khadorian &lt;/ins&gt;gunners into Menoth&#039;s Blessed artillery corps?&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Deliverer Sunburst Crew:&amp;#039;&amp;#039;&amp;#039; A rather cheap artillery unit that&amp;#039;s basically just a Deliverer rocket platform. Really, these guys aren&amp;#039;t worth using most of the time, since their role is just to eat through infantry, which Menoth already does plenty well. You&amp;#039;ll generally be better served by leaving them off the list and just letting your masses of other AOE and Continuous Fire weapons do the work.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Deliverer Sunburst Crew:&amp;#039;&amp;#039;&amp;#039; A rather cheap artillery unit that&amp;#039;s basically just a Deliverer rocket platform. Really, these guys aren&amp;#039;t worth using most of the time, since their role is just to eat through infantry, which Menoth already does plenty well. You&amp;#039;ll generally be better served by leaving them off the list and just letting your masses of other AOE and Continuous Fire weapons do the work.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Exemplar Bastions:&#039;&#039;&#039; the Protectorate&#039;s medium-based infantry. They&#039;re badass. Good P+S Blessed magical weapons with Reach and decent DEF and ARM. What makes them special is their Sanguine Bond rule, which allows you to divide damage received between the units in the unit. So if Bastion A takes five wounds, you can choose to give one wound to each Bastion, which means the unit can take 35 wounds before having to off a single model. Slow as all hell, but durable enough to make Plague Marines blush. They&#039;re gonna take a while to get where they&#039;re going, but once they&#039;re there, nobody&#039;s movin&#039; &#039;em. Period. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Propably &lt;/del&gt;best units that eKreoss can take, beside Errants. Also due to sanguine bond splitting damage, a Exemplar Bastion &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sensencal &lt;/del&gt;is good pick since you can potentially heal 5 points of damage from your bastions each turn, making them even more of an pain to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lodge &lt;/del&gt;from objective or zone.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Exemplar Bastions:&#039;&#039;&#039; the Protectorate&#039;s medium-based infantry. They&#039;re badass. Good P+S Blessed magical weapons with Reach and decent DEF and ARM. What makes them special is their Sanguine Bond rule, which allows you to divide damage received between the units in the unit. So if Bastion A takes five wounds, you can choose to give one wound to each Bastion, which means the unit can take 35 wounds before having to off a single model. Slow as all hell, but durable enough to make Plague Marines blush. They&#039;re gonna take a while to get where they&#039;re going, but once they&#039;re there, nobody&#039;s movin&#039; &#039;em. Period. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Probably the &lt;/ins&gt;best units that eKreoss can take, beside Errants. Also due to sanguine bond splitting damage, a Exemplar Bastion &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Seneschal &lt;/ins&gt;is good pick since you can potentially heal 5 points of damage from your bastions each turn, making them even more of an pain to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dislodge &lt;/ins&gt;from objective &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s &lt;/ins&gt;or zone.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Exemplar Cinerators:&#039;&#039;&#039; The second flavour of Bastions. They exchange the halberds for shields for one extra point of armour and swords without anything that makes Bastions good. Instead they&#039;ve got Flame Burst, which &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sets &lt;/del&gt;enemies within 1&quot; of slain enemies to be set on fire. They also exchange Sanguine Bond for Relentless Advance, which gives them a SPD boost when they take damage. They&#039;re not awful, but they&#039;re vastly overshadowed by other units. Cool models, though. Generally not advised.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Exemplar Cinerators:&#039;&#039;&#039; The second flavour of Bastions. They exchange the halberds for shields for one extra point of armour and swords without anything that makes Bastions good. Instead they&#039;ve got Flame Burst, which &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;causes &lt;/ins&gt;enemies within 1&quot; of slain enemies to be set on fire. They also exchange Sanguine Bond for Relentless Advance, which gives them a SPD boost when they take damage. They&#039;re not awful, but they&#039;re vastly overshadowed by other units. Cool models, though. Generally not advised.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Exemplar Vengers:&#039;&#039;&#039; Generally considered pretty much useless in every respect, in most lists. Expensive, and for a unit that relies so heavily on charging in order to deal damage, they just don&#039;t actually deliver - not to mention the lack of Pathfinder and their large bases making terrain absolute hell to navigate. Kreoss3 has some use for them, though. They can get Pathfinder, however, by either getting damaged by enemy attack (not likely, as the vengers want to stay away from the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for &lt;/del&gt;until their charge) or by having Piper of Ord sing a song to them. The Piper can do that since the Vengers want to use their full mobility only once in the game, during the charge. Kreoss3 tier list makes Vengers UA:U, but you generally only want 1-2 small units of vengers at the most to clear clusters of enemies with ride-by attacks and charges. Thyra is also good caster for Vengers, as she can buff the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Inpact &lt;/del&gt;attacks with her AoE Carnage buff, and her normally lackluster Feat can be useful to lodge Vengers off melee should they get bogged down.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Exemplar Vengers:&#039;&#039;&#039; Generally considered pretty much useless in every respect, in most lists. Expensive, and for a unit that relies so heavily on charging in order to deal damage, they just don&#039;t actually deliver - not to mention the lack of Pathfinder and their large bases making terrain absolute hell to navigate. Kreoss3 has some use for them, though. They can get Pathfinder, however, by either getting damaged by enemy attack (not likely, as the vengers want to stay away from the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;front &lt;/ins&gt;until their charge) or by having Piper of Ord sing a song to them. The Piper can do that since the Vengers want to use their full mobility only once in the game, during the charge. Kreoss3 tier list makes Vengers UA:U, but you generally only want 1-2 small units of vengers at the most to clear clusters of enemies with ride-by attacks and charges. Thyra is also good caster for Vengers, as she can buff the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Impact &lt;/ins&gt;attacks with her AoE Carnage buff, and her normally lackluster Feat can be useful to lodge Vengers off melee should they get bogged down.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Exemplar Errants:&amp;#039;&amp;#039;&amp;#039; Along with the Devout and the Choir, the Errants are nearly omnipresent in Menite tournament lists, and it&amp;#039;s not hard to see why. They are a frankly amazing tarpit unit/general purpose infantry. They don&amp;#039;t hit as hard as Knight Exemplars in melee, but they have one more point of ARM, come in a larger unit, and have POW 10 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&amp;#039;s way.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Exemplar Errants:&amp;#039;&amp;#039;&amp;#039; Along with the Devout and the Choir, the Errants are nearly omnipresent in Menite tournament lists, and it&amp;#039;s not hard to see why. They are a frankly amazing tarpit unit/general purpose infantry. They don&amp;#039;t hit as hard as Knight Exemplars in melee, but they have one more point of ARM, come in a larger unit, and have POW 10 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&amp;#039;s way.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Exemplar Errant Officer &amp;amp; Standard:&amp;#039;&amp;#039;&amp;#039; Absolutely mandatory if you&amp;#039;re taking the Errants. The officer gives your unit Pathfinder, which is worth the price all on its own, along with Quick Work, which is a nice bonus even if it isn&amp;#039;t as game-changing. On top of this, the Standard Bearer prevents enemy spells from targeting them - but not yours, so slap that Defender&amp;#039;s Ward on them and enjoy your DEF 14, ARM 18 twelve-man unit that only dies when you want them to. This UA takes the Errants from &amp;quot;good&amp;quot; to &amp;quot;incredible&amp;quot;. Errants are good in any Menite Warcaster list.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**&amp;#039;&amp;#039;&amp;#039;Exemplar Errant Officer &amp;amp; Standard:&amp;#039;&amp;#039;&amp;#039; Absolutely mandatory if you&amp;#039;re taking the Errants. The officer gives your unit Pathfinder, which is worth the price all on its own, along with Quick Work, which is a nice bonus even if it isn&amp;#039;t as game-changing. On top of this, the Standard Bearer prevents enemy spells from targeting them - but not yours, so slap that Defender&amp;#039;s Ward on them and enjoy your DEF 14, ARM 18 twelve-man unit that only dies when you want them to. This UA takes the Errants from &amp;quot;good&amp;quot; to &amp;quot;incredible&amp;quot;. Errants are good in any Menite Warcaster list.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>75.55.84.107</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559765&amp;oldid=prev</id>
		<title>75.55.84.107: /* Warcasters */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559765&amp;oldid=prev"/>
		<updated>2020-02-16T05:04:05Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Warcasters&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:04, 16 February 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l46&quot;&gt;Line 46:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Intercessor Kreoss (Threeoss, Kreoss3):&amp;#039;&amp;#039;&amp;#039; The Intercessor is a bit hard to get a solid handle on. Like pSeverius, there isn&amp;#039;t much that he doesn&amp;#039;t work with, and he can field almost any kind of army and do so fairly well. He&amp;#039;ll have a little bit of trouble with larger groups of &amp;#039;jacks, though, because he&amp;#039;s fairly focus-hungry. He also quite likes Exemplar Vengers, but Vengers are such a rarely-used unit that it&amp;#039;s hard to know whether or not this is a good thing. He himself is also mounted on a large base, which makes screening him hard and makes him deceptively squishy - his ARM is high, but he&amp;#039;s big and likes to spend a lot of focus, and as such vulnerable to massed fire. On the other hand, he does solve a lot of Menoth&amp;#039;s mobility issues with his Warpath spell, and between Holy Ward and Ignite, he can both keep his units safe and allow them to pump out some serious damage. His feat allows him to cast his upkeeps without spending focus and makes enemy spells/upkeeps/animi dispel in his Control area. In layman&amp;#039;s terms this means that misplaced Holy Ward and Ignite can be cast to affect more deserving unit. This may or may not be Kreoss himself, specifically with Holy Ward, should he find himself in a place where he might not want to be. Ignite is one of the things that makes full units of Vengers somewhat useful, as 5 models that hit P+S 18 on charge, P+S 20 with enrage, and has Divine Inspiraion is not strictly bad. Remember that Ignite affects mount attacks!&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Intercessor Kreoss (Threeoss, Kreoss3):&amp;#039;&amp;#039;&amp;#039; The Intercessor is a bit hard to get a solid handle on. Like pSeverius, there isn&amp;#039;t much that he doesn&amp;#039;t work with, and he can field almost any kind of army and do so fairly well. He&amp;#039;ll have a little bit of trouble with larger groups of &amp;#039;jacks, though, because he&amp;#039;s fairly focus-hungry. He also quite likes Exemplar Vengers, but Vengers are such a rarely-used unit that it&amp;#039;s hard to know whether or not this is a good thing. He himself is also mounted on a large base, which makes screening him hard and makes him deceptively squishy - his ARM is high, but he&amp;#039;s big and likes to spend a lot of focus, and as such vulnerable to massed fire. On the other hand, he does solve a lot of Menoth&amp;#039;s mobility issues with his Warpath spell, and between Holy Ward and Ignite, he can both keep his units safe and allow them to pump out some serious damage. His feat allows him to cast his upkeeps without spending focus and makes enemy spells/upkeeps/animi dispel in his Control area. In layman&amp;#039;s terms this means that misplaced Holy Ward and Ignite can be cast to affect more deserving unit. This may or may not be Kreoss himself, specifically with Holy Ward, should he find himself in a place where he might not want to be. Ignite is one of the things that makes full units of Vengers somewhat useful, as 5 models that hit P+S 18 on charge, P+S 20 with enrage, and has Divine Inspiraion is not strictly bad. Remember that Ignite affects mount attacks!&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;High Executioner Servath Reznik (pReznik):&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;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. He has some &amp;#039;jack synergy with his Iron Agression (see eReznik below) and Perdition, which is an OFF spell that gives one jack full advance should it deal damage towards nearest enemy.  However, his buffs are entirely offensive in nature, and he doesn&amp;#039;t really have much to support infantry other than throwing Ignite on them.  You will typically win by assassination, or die trying. One fun gimmick that Reznik can do is that he can box model with his attack and place a wrack within 3&amp;quot; of himself. Then someone else can shoot and kill the wrack, making it explode with POW 14 5&amp;quot; blast. This can give Reznik some more offensive power and give some unexpected kills. Remember that you can only wrack enemy models though!  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;High Executioner Servath Reznik (pReznik):&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;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. He has some &amp;#039;jack synergy with his Iron Agression (see eReznik below) and Perdition, which is an OFF spell that gives one jack full advance should it deal damage towards nearest enemy.  However, his buffs are entirely offensive in nature, and he doesn&amp;#039;t really have much to support infantry other than throwing Ignite on them.  You will typically win by assassination, or die trying. One fun gimmick that Reznik can do is that he can box model with his attack and place a wrack within 3&amp;quot; of himself. Then someone else can shoot and kill the wrack, making it explode with POW 14 5&amp;quot; blast. This can give Reznik some more offensive power and give some unexpected kills. Remember that you can only wrack enemy models though!  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Servath Reznik, Wrath of Ages (eReznik):&#039;&#039;&#039; Reznik decided walking is for heretics and got himself a giant chariot. His spell-list is at odds with his focus pool of 7, containing a weird mix of 3-cost spells. He&#039;s got hands down the coolest model in the faction, but unfortunately he&#039;s barely playable in more competive circles. However, he has some niffy things that are often overlooked: One is that even though he has only 7 focus to cast his 3-cost spells, all of the spells minus Flesh is Weak (a POW 12 AOE 4 meh spell) are upkeep spells. The Iron Aggression is extremely powerful buff when upkept, since you give one warjack boosted attack and damage rolls, and warjack can charge, trample, slam or run without spending focus. This means that Reznik basically spends 1 focus after turn 1 to give 3 focus to warjack, and also means that if you &quot;overboost&quot; the warjack by giving him 3 focus on top of Iron Aggression, you&#039;re looking at a warjack that charges, hits his base attacks with boost and attacks 3 more times with boosts (plus anicilliary attacks from Vassals etc...). &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gettign &lt;/del&gt;the &#039;Jack into combat might prove difficult though, and you might want to hold eReznik back until he gets his upkeeps up and the buffjack gets into position. Oddily enough, Guardian is okay choice for the buffjack as while you won&#039;t get much use out of the Arc Node, the Critical Pitch (remember that all of the attacks are boosted) can help to shove &#039;jakcs off eReznik&#039;s charge lane, plus Guardian has enough boxes to not die as easily as other heavy jacks. Alternate would be Reckoner to help eReznik survive his charge and to just straight out blast the obstructions out of the way instead of trying to dislodge them. Also keep in mind that the Death March is not neccessary in most cases, and Lamentation is extremely powerful upkeep to shut down heavy spellcasters or casters that rely on focus (Butcher3, for example loses 50% of his potency by just being close to Reznik). Some units that specifically benefit eReznik are Wracks, which help him get his upkeep spells up in time, as well as gain additional focus for those moments that you need to gain more attacks, and Vassal Mechanicks since being a battle engine, they can repair him for D6 points of damage. That can be lifesaver if eReznik&#039;s charge goes tits-up. eReznik&#039;s base offensive is lackluster with only P+S 13 Verdict that has magical weapon, Reach and Flame Burst (models within 1&quot; of model boxed by reznik burst into flames), but if you combine that with Creator&#039;s Wrath (other upkeep that you should keep on all the time) you have +D6 to attack and damage rolls, meaning that there is very few models that you cannot hit (note that it applies to mount impact hits), and you can further boost the damage of the attack as the Creator&#039;s wrath does not say &quot;boosted&quot; but &quot;additional die&quot; so you&#039;re looking at impact hits with average P+S 13+10 (23), and weapon hits with boost to P+S 13+14 (27). Given good rolls, eReznik can hit like runaway train on stereoids. But! There is one big, stinky But! in the cogs: Huge base, Def 13 and Arm 17. Quite literally, once the eReznik does his charge, it&#039;s all in: either you kill everything in cascade of fire and shrapnel, or you fail to kill that one model who gets free strike at eReznik and kills him in few hits. Also Huge base means that his mobility is extremely predictable if you were not planning on ploughing through your own troops in order to get into combat with the enemy (not bad idea, by the way, to charge your way through thin line of friendlies since with back strike bonus, you can gurantee passage). Tier 1 list is advisable to get unlimited wracks to overboost the focus of Reznik and get all of his upkeeps at turn 1, and to make that one &quot;do or die&quot; feat+ charge turn even more devastating. All in all, eReznik is like his younger counterpart in the role he plays: All in, do or die.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Servath Reznik, Wrath of Ages (eReznik):&#039;&#039;&#039; Reznik decided walking is for heretics and got himself a giant chariot. His spell-list is at odds with his focus pool of 7, containing a weird mix of 3-cost spells. He&#039;s got hands down the coolest model in the faction, but unfortunately he&#039;s barely playable in more competive circles. However, he has some niffy things that are often overlooked: One is that even though he has only 7 focus to cast his 3-cost spells, all of the spells minus Flesh is Weak (a POW 12 AOE 4 meh spell) are upkeep spells. The Iron Aggression is extremely powerful buff when upkept, since you give one warjack boosted attack and damage rolls, and warjack can charge, trample, slam or run without spending focus. This means that Reznik basically spends 1 focus after turn 1 to give 3 focus to warjack, and also means that if you &quot;overboost&quot; the warjack by giving him 3 focus on top of Iron Aggression, you&#039;re looking at a warjack that charges, hits his base attacks with boost and attacks 3 more times with boosts (plus anicilliary attacks from Vassals etc...). &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Getting &lt;/ins&gt;the &#039;Jack into combat might prove difficult though, and you might want to hold eReznik back until he gets his upkeeps up and the buffjack gets into position. Oddily enough, Guardian is okay choice for the buffjack as while you won&#039;t get much use out of the Arc Node, the Critical Pitch (remember that all of the attacks are boosted) can help to shove &#039;jakcs off eReznik&#039;s charge lane, plus Guardian has enough boxes to not die as easily as other heavy jacks. Alternate would be Reckoner to help eReznik survive his charge and to just straight out blast the obstructions out of the way instead of trying to dislodge them. Also keep in mind that the Death March is not neccessary in most cases, and Lamentation is extremely powerful upkeep to shut down heavy spellcasters or casters that rely on focus (Butcher3, for example loses 50% of his potency by just being close to Reznik). Some units that specifically benefit eReznik are Wracks, which help him get his upkeep spells up in time, as well as gain additional focus for those moments that you need to gain more attacks, and Vassal Mechanicks since being a battle engine, they can repair him for D6 points of damage. That can be lifesaver if eReznik&#039;s charge goes tits-up. eReznik&#039;s base offensive is lackluster with only P+S 13 Verdict that has magical weapon, Reach and Flame Burst (models within 1&quot; of model boxed by reznik burst into flames), but if you combine that with Creator&#039;s Wrath (other upkeep that you should keep on all the time) you have +D6 to attack and damage rolls, meaning that there is very few models that you cannot hit (note that it applies to mount impact hits), and you can further boost the damage of the attack as the Creator&#039;s wrath does not say &quot;boosted&quot; but &quot;additional die&quot; so you&#039;re looking at impact hits with average P+S 13+10 (23), and weapon hits with boost to P+S 13+14 (27). Given good rolls, eReznik can hit like runaway train on stereoids. But! There is one big, stinky But! in the cogs: Huge base, Def 13 and Arm 17. Quite literally, once the eReznik does his charge, it&#039;s all in: either you kill everything in cascade of fire and shrapnel, or you fail to kill that one model who gets free strike at eReznik and kills him in few hits. Also Huge base means that his mobility is extremely predictable if you were not planning on ploughing through your own troops in order to get into combat with the enemy (not bad idea, by the way, to charge your way through thin line of friendlies since with back strike bonus, you can gurantee passage). Tier 1 list is advisable to get unlimited wracks to overboost the focus of Reznik and get all of his upkeeps at turn 1, and to make that one &quot;do or die&quot; feat+ charge turn even more devastating. All in all, eReznik is like his younger counterpart in the role he plays: All in, do or die.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Grand Scrutator Severius (pSevvy):&amp;#039;&amp;#039;&amp;#039; The Protectorate&amp;#039;s answer to Lord Voldemort, Sevvy is Menoth&amp;#039;s premiere blasting mage. He has an absolutely brutal spell list that can drop solid damage to all types of targets, an excellent FOCUS of 8, and a feat that can completely crush the enemy in a single stroke (it completely denies the enemy warcaster their focus allotment for next turn). If you want a warcaster than can throw fireballs with the best of them, he&amp;#039;s your man. On top of this, he comes with two of the Protectorate&amp;#039;s best buffs: the Eye of Menoth, which grants +1 to attack &amp;#039;&amp;#039;and&amp;#039;&amp;#039; damage rolls for &amp;#039;&amp;#039;all&amp;#039;&amp;#039; friendly units in his control area and should be upkept every single turn, and Defender&amp;#039;s Ward, which grants a +2 bonus to both DEF and ARM for a single model or unit, turning your Exemplars Errant from &amp;quot;annoying tarpit&amp;quot; to &amp;quot;OH GOD WHY WON&amp;#039;T THEY JUST GO AWAY&amp;quot;. His primary weakness is that he&amp;#039;s made of paper even by Protectorate standards, so he absolutely must be kept back. As such, at least one arc node is mandatory for any pSevvy army, and two is more common - in particular, it&amp;#039;s a rare Severius list that isn&amp;#039;t sporting the Blessing of Vengeance, which is his signature warjack. Other than that, though, there really isn&amp;#039;t anything that Severius doesn&amp;#039;t work with. Between Defender&amp;#039;s Ward and Eye of Menoth, he simply makes everything that the Protectorate has better all around.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Grand Scrutator Severius (pSevvy):&amp;#039;&amp;#039;&amp;#039; The Protectorate&amp;#039;s answer to Lord Voldemort, Sevvy is Menoth&amp;#039;s premiere blasting mage. He has an absolutely brutal spell list that can drop solid damage to all types of targets, an excellent FOCUS of 8, and a feat that can completely crush the enemy in a single stroke (it completely denies the enemy warcaster their focus allotment for next turn). If you want a warcaster than can throw fireballs with the best of them, he&amp;#039;s your man. On top of this, he comes with two of the Protectorate&amp;#039;s best buffs: the Eye of Menoth, which grants +1 to attack &amp;#039;&amp;#039;and&amp;#039;&amp;#039; damage rolls for &amp;#039;&amp;#039;all&amp;#039;&amp;#039; friendly units in his control area and should be upkept every single turn, and Defender&amp;#039;s Ward, which grants a +2 bonus to both DEF and ARM for a single model or unit, turning your Exemplars Errant from &amp;quot;annoying tarpit&amp;quot; to &amp;quot;OH GOD WHY WON&amp;#039;T THEY JUST GO AWAY&amp;quot;. His primary weakness is that he&amp;#039;s made of paper even by Protectorate standards, so he absolutely must be kept back. As such, at least one arc node is mandatory for any pSevvy army, and two is more common - in particular, it&amp;#039;s a rare Severius list that isn&amp;#039;t sporting the Blessing of Vengeance, which is his signature warjack. Other than that, though, there really isn&amp;#039;t anything that Severius doesn&amp;#039;t work with. Between Defender&amp;#039;s Ward and Eye of Menoth, he simply makes everything that the Protectorate has better all around.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>75.55.84.107</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559764&amp;oldid=prev</id>
		<title>24.179.76.70: /* General Strategy */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559764&amp;oldid=prev"/>
		<updated>2017-02-08T22:56:38Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;General Strategy&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:56, 8 February 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l21&quot;&gt;Line 21:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 21:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Fortunately, this is where Menoth&amp;#039;s &amp;#039;&amp;#039;other&amp;#039;&amp;#039; strengths come in: tarpits and denial.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Fortunately, this is where Menoth&amp;#039;s &amp;#039;&amp;#039;other&amp;#039;&amp;#039; strengths come in: tarpits and denial.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;ard &lt;/del&gt;- thirty-five damage to kill a single model &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;ard&lt;/del&gt;, in fact). Menoth is almost spoiled for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;choice &lt;/del&gt;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&#039;t going into your warjacks or supports.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tough &lt;/ins&gt;- thirty-five damage to kill a single model &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tough&lt;/ins&gt;, in fact). Menoth is almost spoiled for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;choices &lt;/ins&gt;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&#039;t going into your warjacks or supports.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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&amp;#039;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.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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&amp;#039;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.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>24.179.76.70</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559763&amp;oldid=prev</id>
		<title>24.179.76.70: /* General Strategy */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559763&amp;oldid=prev"/>
		<updated>2017-02-08T22:55:11Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;General Strategy&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:55, 8 February 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l15&quot;&gt;Line 15:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 15:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==General Strategy==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==General Strategy==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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&#039;re as slow as Khadoran &#039;jacks, but not as heavily armored and not as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crushingly &lt;/del&gt;strong in melee, and their guns aren&#039;t awful, but don&#039;t have the range or firepower of Cygnar&#039;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&#039;s buffs, and these take Menite &#039;jacks from subpar to incredible - so long as you can keep your support units alive.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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&#039;re as slow as Khadoran &#039;jacks, but not as heavily armored and not as strong in melee, and their guns aren&#039;t awful, but don&#039;t have the range or firepower of Cygnar&#039;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&#039;s buffs, and these take Menite &#039;jacks from subpar to incredible - so long as you can keep your support units alive.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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&amp;#039;s face. It&amp;#039;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.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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&amp;#039;s face. It&amp;#039;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.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>24.179.76.70</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559762&amp;oldid=prev</id>
		<title>24.179.76.70: /* General Strategy */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559762&amp;oldid=prev"/>
		<updated>2017-01-29T06:50:45Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;General Strategy&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:50, 29 January 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l15&quot;&gt;Line 15:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 15:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==General Strategy==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==General Strategy==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in a vacuum&lt;/del&gt;; they&#039;re as slow as Khadoran &#039;jacks, but not as heavily armored and not as crushingly strong in melee, and their guns aren&#039;t awful, but don&#039;t have the range or firepower of Cygnar&#039;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&#039;s buffs, and these take Menite &#039;jacks from subpar to incredible - so long as you can keep your support units alive.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by themselves&lt;/ins&gt;; they&#039;re as slow as Khadoran &#039;jacks, but not as heavily armored and not as crushingly strong in melee, and their guns aren&#039;t awful, but don&#039;t have the range or firepower of Cygnar&#039;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&#039;s buffs, and these take Menite &#039;jacks from subpar to incredible - so long as you can keep your support units alive.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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&amp;#039;s face. It&amp;#039;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.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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&amp;#039;s face. It&amp;#039;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.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>24.179.76.70</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559761&amp;oldid=prev</id>
		<title>69.115.252.9: Corrected Amon, since you can cast Mobility and Synergy and neither expire due to Synergy being an upkeep and Mobility not being an upkeep. Corrected Guardian, as Ret heavies have arc nodes.</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559761&amp;oldid=prev"/>
		<updated>2016-04-08T02:12:27Z</updated>

		<summary type="html">&lt;p&gt;Corrected Amon, since you can cast Mobility and Synergy and neither expire due to Synergy being an upkeep and Mobility not being an upkeep. Corrected Guardian, as Ret heavies have arc nodes.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:12, 8 April 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l36&quot;&gt;Line 36:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 36:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Anson Durst, Rock of the Faith:&amp;#039;&amp;#039;&amp;#039; The most recently released Protectorate paladin warcaster, Anson is a long awaited gift from Menoth. Big, tanky, and with a lot of emphasis on defense, Anson is early enough in his career than no list has yet unlocked his ultimate potential. What &amp;#039;&amp;#039;is&amp;#039;&amp;#039; known is that he can actually survive some heavy firepower, which is pretty much unique among Protectorate &amp;#039;casters. He is blessed with the highest base armor of any Warcaster in the Protectorate&amp;#039;s and a weapon which has earned him the moniker &amp;quot;Butcher&amp;#039;s little brother.&amp;quot; Two distinct play styles seem favored. One levies Deflection to deliver infantry to frustrated ranged armies. The other allows some of the largest battlegroups in the Protectorate access to Boundless Charge, gives the Protectorate &amp;#039;jacks a non-Amon option for difficult terrain and a bonus movement bump. Focus support is needed as his mediocre (for Protectorate) Focus stat makes running jack heavy tough. Reclaimer solos and Sanctifiers have increased stock due to this need. Anson&amp;#039;s feat basically keeps everything important alive and even the most potent of attacks become nothing more than scratched paint when 8-point jacks can get up to 14/24 stats under this paladin&amp;#039;s holy guidance. He is not, however, of the Order of the Wall, so Vilmon does not grant him immunity to all but magic attacks. Standing base to base with a pair of Reckoners with his stance up does give him a 17/24 stat line vs living melee, 17/25 vs shooting and magic, and neither he nor his jacks b2b can be pushed, placed, moved, or knocked down. Watch for throws.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Anson Durst, Rock of the Faith:&amp;#039;&amp;#039;&amp;#039; The most recently released Protectorate paladin warcaster, Anson is a long awaited gift from Menoth. Big, tanky, and with a lot of emphasis on defense, Anson is early enough in his career than no list has yet unlocked his ultimate potential. What &amp;#039;&amp;#039;is&amp;#039;&amp;#039; known is that he can actually survive some heavy firepower, which is pretty much unique among Protectorate &amp;#039;casters. He is blessed with the highest base armor of any Warcaster in the Protectorate&amp;#039;s and a weapon which has earned him the moniker &amp;quot;Butcher&amp;#039;s little brother.&amp;quot; Two distinct play styles seem favored. One levies Deflection to deliver infantry to frustrated ranged armies. The other allows some of the largest battlegroups in the Protectorate access to Boundless Charge, gives the Protectorate &amp;#039;jacks a non-Amon option for difficult terrain and a bonus movement bump. Focus support is needed as his mediocre (for Protectorate) Focus stat makes running jack heavy tough. Reclaimer solos and Sanctifiers have increased stock due to this need. Anson&amp;#039;s feat basically keeps everything important alive and even the most potent of attacks become nothing more than scratched paint when 8-point jacks can get up to 14/24 stats under this paladin&amp;#039;s holy guidance. He is not, however, of the Order of the Wall, so Vilmon does not grant him immunity to all but magic attacks. Standing base to base with a pair of Reckoners with his stance up does give him a 17/24 stat line vs living melee, 17/25 vs shooting and magic, and neither he nor his jacks b2b can be pushed, placed, moved, or knocked down. Watch for throws.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;High Allegiant Amon Ad-Raza:&#039;&#039;&#039; One of the Protectorate&#039;s premiere &#039;jack casters. Amon puts crazy amounts of emphasis on light warjack play, particularly Dervishes and Devouts, because he has a spell called Synergy which applies a &#039;&#039;cumulative&#039;&#039; bonus to attack and damage rolls for all &#039;jacks in his control area. This can let even your lightest &#039;jacks hit like a Khador heavy. He also makes his &#039;jacks much more mobile than they would otherwise be, since he has another spell that gives them a SPD boost and delicious, delicious Pathfinder. Even his feat makes his &#039;jacks more mobile and more choppy, so the basic idea is to get a big pile of Dervishes together and then mince your way across the table. Unfortunately, he does nothing for infantry, and his FOCUS is fairly low, so he needs to be dangerously close to the front lines in order to keep his &#039;jacks murdering efficiently. As he&#039;s not particularly durable (he wants to spend a lot of his Focus points, especially on his feat turn), this makes him risky, but he can certainly do a lot of damage&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Remember that his Synergy and Mobility are both &quot;SELF&quot; spells, so only one of them can be active at a time, as casting another would cause the first one to expire&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;High Allegiant Amon Ad-Raza:&#039;&#039;&#039; One of the Protectorate&#039;s premiere &#039;jack casters. Amon puts crazy amounts of emphasis on light warjack play, particularly Dervishes and Devouts, because he has a spell called Synergy which applies a &#039;&#039;cumulative&#039;&#039; bonus to attack and damage rolls for all &#039;jacks in his control area. This can let even your lightest &#039;jacks hit like a Khador heavy. He also makes his &#039;jacks much more mobile than they would otherwise be, since he has another spell that gives them a SPD boost and delicious, delicious Pathfinder. Even his feat makes his &#039;jacks more mobile and more choppy, so the basic idea is to get a big pile of Dervishes together and then mince your way across the table. Unfortunately, he does nothing for infantry, and his FOCUS is fairly low, so he needs to be dangerously close to the front lines in order to keep his &#039;jacks murdering efficiently. As he&#039;s not particularly durable (he wants to spend a lot of his Focus points, especially on his feat turn), this makes him risky, but he can certainly do a lot of damage.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Feora, Priestess of the Flame (pFeora):&amp;#039;&amp;#039;&amp;#039; Aggression, aggression, aggression. pFeora is all about murdering everything, generally up close and personal. To facilitate this, she has a much more solid statline than your standard Menite &amp;#039;caster, and her signature spell, Engine of Destruction, makes her an absolute monster on the charge. It&amp;#039;s a rare turn that you won&amp;#039;t want to pay for the Engine. On top of this, she has access to Ignite, which gives a solid +2 to damage rolls and Critical: Continuous Fire to a unit, so she can pump out even more damage. Oh, and also fire. Lots and lots and &amp;#039;&amp;#039;&amp;#039;lots&amp;#039;&amp;#039;&amp;#039; of fire. Seriously, there will be &amp;#039;&amp;#039;so much fire&amp;#039;&amp;#039; on the table if pFeora is in play. Even her feat just &amp;#039;&amp;#039;sets everything on fire&amp;#039;&amp;#039;. Take her with some Temple Flameguard and some heavier solos, cast Engine of Destruction, camp the rest of your focus to keep yourself at a comfortable ARM 21, and just get stuck in to burn some heretics.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Feora, Priestess of the Flame (pFeora):&amp;#039;&amp;#039;&amp;#039; Aggression, aggression, aggression. pFeora is all about murdering everything, generally up close and personal. To facilitate this, she has a much more solid statline than your standard Menite &amp;#039;caster, and her signature spell, Engine of Destruction, makes her an absolute monster on the charge. It&amp;#039;s a rare turn that you won&amp;#039;t want to pay for the Engine. On top of this, she has access to Ignite, which gives a solid +2 to damage rolls and Critical: Continuous Fire to a unit, so she can pump out even more damage. Oh, and also fire. Lots and lots and &amp;#039;&amp;#039;&amp;#039;lots&amp;#039;&amp;#039;&amp;#039; of fire. Seriously, there will be &amp;#039;&amp;#039;so much fire&amp;#039;&amp;#039; on the table if pFeora is in play. Even her feat just &amp;#039;&amp;#039;sets everything on fire&amp;#039;&amp;#039;. Take her with some Temple Flameguard and some heavier solos, cast Engine of Destruction, camp the rest of your focus to keep yourself at a comfortable ARM 21, and just get stuck in to burn some heretics.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Feora, Protector of the Flame (eFeora):&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;t going out anytime soon. Her spell list is also pretty beast, with escort giving all warjacks in her force &amp;lt;strike&amp;gt;+3 speed&amp;lt;/strike&amp;gt; +2 movement (there IS a difference, people). 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&amp;#039;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&amp;#039; spray. She can also make flameguard fearless in her command range, which is also a godsend at times.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Feora, Protector of the Flame (eFeora):&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;t going out anytime soon. Her spell list is also pretty beast, with escort giving all warjacks in her force &amp;lt;strike&amp;gt;+3 speed&amp;lt;/strike&amp;gt; +2 movement (there IS a difference, people). 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&amp;#039;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&amp;#039; spray. She can also make flameguard fearless in her command range, which is also a godsend at times.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l71&quot;&gt;Line 71:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 71:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Castigator:&amp;#039;&amp;#039;&amp;#039; 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.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Castigator:&amp;#039;&amp;#039;&amp;#039; 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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Crusader:&amp;#039;&amp;#039;&amp;#039; Simple, straightforward, cheap, effective. The Crusader clocks in at an extremely affordable 6 points, making it one of the cheapest heavy &amp;#039;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&amp;#039;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&amp;#039;re going to be spending any focus on boosting and buying mace swings. The aforementioned straightforwardness is also its biggest weakness, however; while it&amp;#039;s a real danger in melee, it&amp;#039;s often going to have issues getting there due to its low speed and complete lack of any special abilities.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Crusader:&amp;#039;&amp;#039;&amp;#039; Simple, straightforward, cheap, effective. The Crusader clocks in at an extremely affordable 6 points, making it one of the cheapest heavy &amp;#039;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&amp;#039;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&amp;#039;re going to be spending any focus on boosting and buying mace swings. The aforementioned straightforwardness is also its biggest weakness, however; while it&amp;#039;s a real danger in melee, it&amp;#039;s often going to have issues getting there due to its low speed and complete lack of any special abilities.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Guardian:&#039;&#039;&#039; Clocking in at 9 points, this is the only heavy jack in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game &lt;/del&gt;with an arc node, which is awesome. Unfortunately, it&#039;s of debatable use, since it&#039;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 &#039;jack with more hitpoints. Nevertheless, unless you have list that can make use of this jack&#039;s arc node and pitches, it&#039;s usability is questionable.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Guardian:&#039;&#039;&#039; Clocking in at 9 points, this is the only heavy jack in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Protectorate &lt;/ins&gt;with an arc node, which is awesome. Unfortunately, it&#039;s of debatable use, since it&#039;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 &#039;jack with more hitpoints. Nevertheless, unless you have list that can make use of this jack&#039;s arc node and pitches, it&#039;s usability is questionable.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Reckoner:&amp;#039;&amp;#039;&amp;#039; The Protectorate&amp;#039;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&amp;quot; to have -2 to attack rolls.  His flaregun really seals the deal though. POW 15 with the Choir&amp;#039;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 &amp;#039;jacks in the game. He&amp;#039;s in just about every Menoth list ever, and there are reasons for that.   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Reckoner:&amp;#039;&amp;#039;&amp;#039; The Protectorate&amp;#039;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&amp;quot; to have -2 to attack rolls.  His flaregun really seals the deal though. POW 15 with the Choir&amp;#039;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 &amp;#039;jacks in the game. He&amp;#039;s in just about every Menoth list ever, and there are reasons for that.   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Templar:&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;t taking a Reckoner instead.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Templar:&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;t taking a Reckoner instead.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l79&quot;&gt;Line 79:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 79:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Colossals====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Colossals====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Judicator:&#039;&#039;&#039; Basically a gigantic Redeemer. It needs a lot of support to keep it protected and pumping out those rockets, but it&#039;s certainly far from a bad choice, and forms the centerpiece of a good number of Menite armies - mostly because the sheer number of AOEs it puts out means it&#039;s basically capable of leveling a city.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Judicator:&#039;&#039;&#039; Basically a gigantic Redeemer &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mixed with a pair of Repenters&lt;/ins&gt;. It needs a lot of support to keep it protected and pumping out those rockets, but it&#039;s certainly far from a bad choice, and forms the centerpiece of a good number of Menite armies - mostly because the sheer number of AOEs it puts out means it&#039;s basically capable of leveling a city.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Revalator:&#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If Judicator is gigantic Redeemer, then Judicator &lt;/del&gt;is gigantic &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Vanquisher&lt;/del&gt;. That means Revalator is inherently more awesome. It is one of the few models in Menite arsenal that see through Stealth and it&#039;s nipple cannons remove stealth from models that it hits. It&#039;s main 2 guns are POW15 4&quot; with 10 RNG. Models directly hit get 4&quot; plate under them for 1 round, causing fire continous effect and POW12 roll if you end activation within or enter the AOE. If Judicator is capable of levelling a city, Revalator is capable of burning it.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Revalator:&#039;&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Revelator &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like two &lt;/ins&gt;gigantic &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Vanquishers&lt;/ins&gt;. That means Revalator is inherently more awesome. It is one of the few models in Menite arsenal that see through Stealth and it&#039;s nipple cannons remove stealth from models that it hits. It&#039;s main 2 guns are POW15 4&quot; with 10 RNG. Models directly hit get 4&quot; plate under them for 1 round, causing fire continous effect and POW12 roll if you end activation within or enter the AOE. If Judicator is capable of levelling a city, Revalator is capable of burning it.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Character Warjacks====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Character Warjacks====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>69.115.252.9</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559760&amp;oldid=prev</id>
		<title>50.46.246.68: /* Warjacks */ The devout isn&#039;t used more than the Reckoner.</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Protectorate_of_Menoth&amp;diff=559760&amp;oldid=prev"/>
		<updated>2016-03-21T22:02:30Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Warjacks: &lt;/span&gt; The devout isn&amp;#039;t used more than the Reckoner.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:02, 21 March 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l60&quot;&gt;Line 60:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 60:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Dervish:&amp;#039;&amp;#039;&amp;#039; A cheap light with access to either two attacks of middling strength 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, but generally aren&amp;#039;t used in large numbers by other warcasters.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Dervish:&amp;#039;&amp;#039;&amp;#039; A cheap light with access to either two attacks of middling strength 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, but generally aren&amp;#039;t used in large numbers by other warcasters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Devout:&#039;&#039;&#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The single most common Protectorate warjack of any type in tournament lists. It&#039;s a rare Menite list that doesn&#039;t count a Devout amongst its ranks, and for good reason: &lt;/del&gt;Protectorate warcasters tend to be squishy and vulnerable to assassination runs, and the Devout is designed explicitly to play bodyguard. It can intercept ranged attacks intended for your warcaster, and anybody trying to get close will have to try and force their way through a surprisingly durable little &#039;jack with Reach and Shield to take its ARM up to a solid 18. It can also render your warcaster immune to enemy spells so long as you have it base-to-base. It&#039;s solid, it&#039;s cheap, and it mitigates one of Menoth&#039;s most pronounced weaknesses. The Devout is plainly awesome.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&#039;&#039;&#039;Devout:&#039;&#039;&#039; Protectorate warcasters tend to be squishy and vulnerable to assassination runs, and the Devout is designed explicitly to play bodyguard. It can intercept ranged attacks intended for your warcaster, and anybody trying to get close will have to try and force their way through a surprisingly durable little &#039;jack with Reach and Shield to take its ARM up to a solid 18. It can also render your warcaster immune to enemy spells so long as you have it base-to-base. It&#039;s solid, it&#039;s cheap, and it mitigates one of Menoth&#039;s most pronounced weaknesses. The Devout is plainly awesome.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Purifier:&amp;#039;&amp;#039;&amp;#039; The most burny light warjack to date. It&amp;#039;s dual flails set everything on fire. If it hits something enough times it sets everything else on fire. When it walks into base-to-base with something it sets it on fire. Who let Feora near the blueprint table? For only five points it will undoubtedly find it&amp;#039;s place in some lists as something that runs up the table to light every enemy model it can reach on glorious, holy, fire.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Purifier:&amp;#039;&amp;#039;&amp;#039; The most burny light warjack to date. It&amp;#039;s dual flails set everything on fire. If it hits something enough times it sets everything else on fire. When it walks into base-to-base with something it sets it on fire. Who let Feora near the blueprint table? For only five points it will undoubtedly find it&amp;#039;s place in some lists as something that runs up the table to light every enemy model it can reach on glorious, holy, fire.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Redeemer:&amp;#039;&amp;#039;&amp;#039; Most famous for its application in the pKreoss &amp;quot;pop&amp;#039;n&amp;#039;drop&amp;quot; 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&amp;#039;n&amp;#039;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&amp;#039;t block LOS. 4) Demolish the caster with POW14&amp;#039;s from up to 16&amp;quot; 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. They are, however, extremely focus-hungry if you want them to be able to hit the broad side of a barn.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Redeemer:&amp;#039;&amp;#039;&amp;#039; Most famous for its application in the pKreoss &amp;quot;pop&amp;#039;n&amp;#039;drop&amp;quot; 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&amp;#039;n&amp;#039;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&amp;#039;t block LOS. 4) Demolish the caster with POW14&amp;#039;s from up to 16&amp;quot; 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. They are, however, extremely focus-hungry if you want them to be able to hit the broad side of a barn.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>50.46.246.68</name></author>
	</entry>
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