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===Units=== It's worth noting that the Fearless, Magic Weapon, and Weapon Master abilities are extremely common in Menoth. Every Exemplar unit has all three, so you don't have to worry about them breaking and running, and they can throw down with some surprisingly durable units due to the bonus damage from Weapon Master. *'''Choir of Menoth:''' '''The''' Protectorate unit. This is the unit that makes Menoth what it is, and it's not an exaggeration to say that almost every Menite army list, outside of themed ones, will run ''at least'' a minimum unit of Choir. They are flat-out, indisputably, inarguably the best 'jack support unit in the game. If you're taking any warjacks at all, odds are that your list would be made better by the inclusion of a Choir, and here's why: every turn, the Choir chooses a Hymn to sing, and then each Choir member can individually apply that Hymn's effect to a friendly warjack within 3". The three Hymns you have access to make your 'jacks immune to non-magical ranged attacks, immune to magic, or ''absurdly'' killy (to the tune of +2 to attack ''and'' damage rolls) for one round. The power of the Choir cannot be overstated. This is the unit that makes Menoth ''work''. You will use them, you will love them, and you will watch them die ''en masse'' because everyone and their grandmother has it out for these unlucky sons of bitches. Being single-wound infantry with tissue paper for armor, they're fairly easy to kill, too. Keep them safe, and they will bring you victory. *'''Daughters of the Flame:''' Fast, fragile, chew through single-wound infantry faster than blinking. They ''can'' use Combined Melee Attack, so ''technically'' you could use them to crack a heavier unit open, but they're probably going to die if you try it. They're generally considered situational at best, unless you'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's battlegroup, which lets you do 3" advance and melee attack if one of your models gets destroyed. Also Thyra'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. *'''Flame Bringers:''' 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 precision means that unit designed to kill infantry won't be really killing infantry. P+S 9 won'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" charge, max 4" move from side steps, 5" move from light cavalry mean that in optimal case the Bringers have movement of 21" in a turn) but they lack distinctively in their damage dealing part. They're slightly (or severely, depending on comparision) more squishy than regular cavalry with def 14 and arm 15. *'''Deliverers:''' Basically the infantry equivalent of the Redeemer light warjack, these guys exist to throw incredibly inaccurate AOE attacks in the enemy'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 Deliverers is pKreoss due to his knockdown ability, which in turn makes the Deliverers hit most of the time. Well, half of the time. Who came up with the idea to hire drunk Khadorian gunners into Menoth's Blessed artillery corps? *'''Deliverer Sunburst Crew:''' A rather cheap artillery unit that's basically just a Deliverer rocket platform. Really, these guys aren't worth using most of the time, since their role is just to eat through infantry, which Menoth already does plenty well. You'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. *'''Exemplar Bastions:''' the Protectorate's medium-based infantry. They'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're gonna take a while to get where they're going, but once they're there, nobody's movin' 'em. Period. Probably the best units that eKreoss can take, beside Errants. Also due to sanguine bond splitting damage, a Exemplar Bastion Seneschal 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 dislodge from objective s or zone. *'''Exemplar Cinerators:''' 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've got Flame Burst, which causes enemies within 1" 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're not awful, but they're vastly overshadowed by other units. Cool models, though. Generally not advised. *'''Exemplar Vengers:''' 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'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 front 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 Impact attacks with her AoE Carnage buff, and her normally lackluster Feat can be useful to lodge Vengers off melee should they get bogged down. *'''Exemplar Errants:''' Along with the Devout and the Choir, the Errants are nearly omnipresent in Menite tournament lists, and it's not hard to see why. They are a frankly amazing tarpit unit/general purpose infantry. They don'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's way. **'''Exemplar Errant Officer & Standard:''' Absolutely mandatory if you'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't as game-changing. On top of this, the Standard Bearer prevents enemy spells from targeting them - but not yours, so slap that Defender's Ward on them and enjoy your DEF 14, ARM 18 twelve-man unit that only dies when you want them to. This UA takes the Errants from "good" to "incredible". Errants are good in any Menite Warcaster list. *'''Flameguard Cleansers:''' Flamethrowers on legs. Not strictly awful, but Menoth has better options for clearing massed infantry. *'''Knights Exemplar:''' Menoth's premiere elite melee infantry. The Exemplars Errant exist to screen your valuable troops. The Knights Exemplar exist to ''be'' those valuable troops. They're fairly fragile (to start), but will rapidly chew their way through anything that they get into melee with, so stick them behind a screening unit and escort them to the fray. Once they reach melee and start dropping, their Bond of Brotherhood ability kicks in - every time one of them hits the dirt, the rest of them get a cumulative bonus to STR and ARM, so the more of them that have died, the harder the rest are to kill, and the harder they hit. Basically, if they reach melee, they ''will'' put in work. It's getting them there that's tricky. *'''Holy Zealots:''' Cheap and capable of putting out a lot of damage with their thrown firebombs, the Zealots' main downside is that they lack Fearless and will evaporate in just a round or so if anything gets into melee with them. Their stat line is abysmal, but they can choose to recite one of two prayers during their turn to mitigate this, granting themselves either increased damage (which you'll be doing most of the time) or rendering themselves immune to spells. Their firebombs are short range and can deviate back into their lines, so watch out for that, but despite all of this, the Zealots are actually a fairly solid unit - because, again, they're cheap, and they're capable of putting out a ''lot'' of damage unless your opponent has an answer. [[DISTRACTION_CARNIFEX|Put them on a flank and watch the opposing battle lines crumble while they try to gun the Zealots down before they get within grenade range.]] **'''Monolith Bearer:''' 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's really no reason ''not'' to take him if you're running a unit of Zealots. He makes them a hell of a lot better for just 2 points. *'''Idrian Skirmishers:''' 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. **'''Idrian Skirmisher Chieftain & Guide:''' 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 Skirms start their activation within 10" of the target they get +2 that activation. they also get +2 to attack, and when that target dies, you get to mark another one. *'''Temple Flameguard:''' 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'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. **'''Temple Flameguard Officer & Standard:''' Like the Exemplars Errant, there's really no excuse for ''not'' taking the Flameguard'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. ====Character Units==== *'''Visgoth Juviah Rhoven & Honor Guard:''' Kinda schizophrenic, really. Rhoven wants to stick back and use his special actions to support your army, but the Exemplars want to charge shit and kill it. Still good if you're up against an army with a lot of Stealth, as Menoth doesn't really have any other way of dealing with it other than throwing templates at it and hoping one stays on target. Furthermore, he can make continuous effects and animi expire and remove Focus and Fury from enemy models. These three abilities makes him a fairly versatile support unit that can cover up some holes in a list.
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