Jaden gives his first thoughts on the SR 2018 CID packet!Read More
The Paladin is a fairly simple and straightforward Protectorate combat solo. On its own, a Paladin brings an extremely high MAT, decent threat range, very high P+S weapon master attack and a single defensive ability to get it up the table. In conjunction with High Paladin Dartan Vilmon and his Elite Cadre, the solo gains a new dimension of options and flexibility. So... how do we Paladin?Read More
What Canon of the True Law could be complete without the Book itself?
Lovingly (or hatefully) referred to by most players as 'The Book', the Covenant of Menoth is a character support solo in the Protectorate arsenal that exemplifies many of the qualities of what makes the faction great. A combination utility/scenario piece, the Covenant is an easy pick as a solo in any of the themes he is available in (at the moment Creator's Might and The Faithful Masses), and when played well will leave your opponents tearing their hair out in frustration.
So what do we do with The Book?
The book is a SPD 5, DEF 10, ARM 12 character solo with five wounds. It has MAT and RAT scores but those are irrelevant, and it has five wounds which is... of a particular relevance for this model which we'll bring up in a moment. It only costs 4 points.
What we bring the book for, though, is not the front of its card, but the back. Firstly it sports Ancient Shroud, one of the most frustrating rules in the game to deal with if you don't have very specific and uncommon tools. Ancient Shroud says when a damage roll against this model exceeds its ARM, it suffers 1 damage point instead of the total rolled. This means, in most cases, the book will take five attacks to chew through, making it actually among the more survivable solos in the game, which you wouldn't expect given its extremely poor defensive stats. That said, it goes down extremely quickly when the opponent decides to put the attacks into it, so keep in mind that it isn't invulnerable. The big things to watch out for are models that do damage without actually having to crack your armor; this means things like Kell Bailoch, Eiryss1, Ghost Snipers, etc, these all have the rule Deadly Shot which causes 3 damage instead of making a damage roll, making them extremely adept at killing the book quickly, since Ancient Shroud doesn't trigger if no damage roll is made. Just a good thing to watch out for if you're dropping the Book into a matchup.
The Book also has Spell Ward, meaning it can not be targeted by any spells at all, including your own. You can't bounce Ashes to Ashes off of it or things like that, and you can't put spell buffs on it, although frankly I'm not sure why you would. I've never had Spell Ward feel like a detriment and it's randomly helpful into some matchups.
Man-Sized is kind of an awkward fluff rule, but isn't a huge deal unless you forget about it at the wrong time. Essentially, the Covenant of Menoth is treated as a small based model for all purposes. If something effects a small based model, it works on the Covenant. Of particular relevance here is effects like Consume, such as the critical effect on the Hyperion's main gun or innate Consume on the Archangel; it removes small based models from play, and the Covenant is a small based model, therefore this will remove it instantly. Also, it does not block line of sight to medium or large based models behind it, so don't put it in front of Harbinger and expect that to work. However, it does still take up the full diameter of its base, which means it can block off multiple small based models potentially; it's just not very tall.
Lastly, the Book has its three spells, which we will break down individually!
The Blessings of Menoth
The Book brings with it three spell options, each of them acting as strong support or denial tools depending on the situation.
Flames of Wrath is probably the least used of the three, but that definitely doesn't mean it's ineffective. Using this ability, the Book can give a friendly faction model/unit continuous fire on direct hits with their melee or ranged attacks for a round, as long as they stay within the Book's command bubble of 10". Typically I have used this on things like Idrians into feats that give extreme defensive buffs to infantry, such as against Makeda who keeps her troops alive for that turn, anyone with an ARM buff that will end before their turn starts like Iron Zeal or certain feats. Another place this can work well is against factions like Trollbloods, whose Krielstone's Protective Aura only lasts a round, meaning their infantry are rather vulnerable during the Maintenance Phase when fire can get some work done. Most of the time if you're directly hitting something with an attack and it's something that would be vulnerable to fire damage rolls, you probably already killed it with your attack, but it definitely has its uses if you keep an eye out for them.
Lawgiver's Creed is the highly frustrating denial ability of the Book, creating a 10" bubble where opponent's models can not cast spells. This applies to the Animi of warbeasts, which means when the Book is placed aggressively (which it can often do due to Ancient Shroud), it can really mess with certain Hordes lists that are relying on animi to get certain things done. Often, especially if the opponent is low on attacks and can't reasonably kill it, the Book will start crowding out casters in its no spell aura, which can create some really awful situations for opponents going into the late game.
Power of Faith is an extremely good defensive tool, making friendly faction models immune to knock down and stationary for a round while they're within 5" of the Book. Most commonly this is combined with Tough using models like Rhupert, but is also great defensive tech for our typically a bit squishy warcasters. This is one of the most easily applicable no-knockdown bubbles in the game, and it's one we're known for enough that most people assume that knockdown-centric tech just won't work into Protectorate lists. Some casters and feats are shut down pretty hard by this effect, but it's a small radius so it's about knowing where it needs to be applied.
Of Special Note
There are a few just general things to note about this particular model that don't really fit into a general explanation category, so here we go.
Firstly, the Book is a whole different beast when used in Creator's Might. For one, it's just a decent scenario piece since it can be kind of annoying to remove, and Creator's Might is hurting for those in most instances. The big thing, though, is giving it Reposition 3, which seriously extends how far it can reach with its various effects and can seriously be a nightmare to deal with. The Reposition effect on the Book has consistently proven to be extremely powerful, and I never run Creator's Might without it.
Next, any effects that heal your models have a pretty ridiculous effect on the book. Often people will work it down over multiple turns, maybe lighting it on fire or corroding it or just having a solo or two take shots at it in order to kill it in a couple of turns; if you're able to heal it, it basically has to be fully one rounded, and especially in a close game it's pretty rare anyone has the attacks to spare. The Vessel of Judgement, Sovereign Tristan Durant, or just Harbinger incessantly keeping it alive can seriously be a headache for opponents.
Also, think about its positioning vs. the rest of your army. The Book is both extremely survivable and extremely fragile depending on a balance of positioning, army composition, and knowing your opponent. If you put the book in a position where a handful of enemy shooting infantry can shoot at it but have no other reasonable targets... it's going to die. Either saturate threat up the table along with it so they can't afford to put shots elsewhere, or keep it in a safer location in the back or midfield of your army. This positioning game with the Book is often key to it getting the most bang for its buck, and the longer the game goes, the more attrition whittles armies down, the more the Book starts to turn into something that just can not be dealt with. When there's only a few models left on the table, it can even block charge lanes for enemy heavies and, when there's not much left, there's just not much people can do about it.
Some casters to think about the book with!
I want to start off with saying that the Book is going to be worth it with basically any Warcaster and list style; the utility the Book brings to the table is useful for nearly anyone, especially given that our typically low stats on Warcasters means we're just a knockdown away from getting obliterated by small arms fire. Casters like Durst, Amon ad-Raza, or Harbinger definitely don't care as much about the knockdown immunity, but it's still useful for avoiding Stationary effects. Reznik2 doesn't care about either, so the book is less of a warcaster defense and more about utility as a whole, but still useful.
Durst is a good caster because he tends to have innate scenario issues by design, and also his feat means you can place the book extremely aggressively on a turn if you so desire.
Durant2 works well with his ability to heal the Book every turn, making it basically impossible to whittle down.
Feora2 is notable because it gives you very easy access to continuous fire beyond just her kit, so you can get more use out of her feat if you wish. However, Flames of Wrath doesn't really work well with any of our warjacks so you're taking troops to use it on, which she doesn't support all that well.
Harbinger likes the book quite a bit; Martyrdom makes it so most people won't even try to attack it since the number of attacks you'll need is just madness. However, don't make the mistake many people do early on and try to use it to block line of sight to her, because Man-Sized makes it useless for this role in a Harby list.
Malekus has some synergy in that his feat makes fire damage rolls off Flames of Wrath triggers much stronger and definitely going to happen rather than rolling to find out. If you're running troop centric versions of him, though, it's mostly with things that already light their targets on fire in a lot of instances so isn't really super important, and for battlegroup heavy builds the issues with warjacks mentioned about with Feora2 apply.
The Covenant of Menoth is a very powerful piece in the Protectorate arsenal, and one that has almost defined certain aspects of the faction on its own for a very long time. It's not an easy piece to use, though, and its power might not be evident in early play; stick with it and keep trying it out in new situations, and it may surprise you!
Thank you for reading, and we'll see you next time!
There's no piece more foundational and basic to the way the Protectorate functions in battle than the Choir of Menoth, a piece more ubiquitous to Protectorate list design than perhaps any model in any faction.Read More
As my faction of choice, I want to take some time on the Protectorate Active Duty Roster, in part because it's a viciously strong lineup and I'd like to go into a little bit of why. We're going to touch on it caster by caster, then talk a little bit about likely pairings based on this roster you might see. I'll be saving the best for last!Read More
After many reader requests (and a lot longer than expected, sorry!) Jaden finally sits down and goes through his four "basic" types of units in Warmachine and Hordes and how to play with them.Read More
We've all hit events uncertain about our own ability, nervous about the strength of the competition, or just worried we'll hit the wrong matchup or scenario and lose without feeling like we have a say in the outcome. To push yourself to the next level, you need to overcome that most insidious of foes: your own mind!Read More
You're at a tournament, lists already set and ready to go. You've got water, snacks, widgets and tokens and templates galore, and you're ready to introduce civilized folks to the arms of the devourer wurm.
The pairings go up, you find your table, introduce yourself to your opponent, and after choosing lists, you roll off for who goes first and who picks side.
This can be the most important decision you make in the entirety of that game.
With the shift over to mark III, Privateer Press has issued new rules for terrain in the new Steamroller packets. Here are a couple of key points lifted right from the Steamroller 2016 rules. If your TO or EO isn't following these, I'd suggest talking to them as mark III is meant to be played with much more terrain in much more annoying places than mark II was. (Emphasis mine)
- Terrain pieces should present a meaningful choice for the player that wins the starting roll.
- An average table should have six to eight pieces of terrain placed closely enough to eliminate large open areas without unduly restricting movement.
- Do not place terrain within 6" of any table edge.
And then a couple of paraphrased things:
- Restricted terrain can now be placed in zones.
- Huge bases should be able to interact with most of the table, and all of the important parts of it.
I am notorious for building tables that are extremely terrain dense. This hails back nearly two years to my late Trollblood and early Cygnar days. Even when the terrain doesn't benefit your specific army, it always makes a more interesting game, and I am a staunch proponent of games being interesting.
This article will be focusing on tables built with the above rules in mind, where there is plentiful terrain placed in the middle of the table, and where one side has an advantageous piece of terrain or two. It is still appropriate for other games, but it will not be nearly so impactful.
I will divide it into two broad parts, covering the different approaches I use when I go first vs. when I go second. I'm going to assume you win the dice roll and get to make this choice because making this choice is the catalyst for the rest of the material.
This is a huge question and is largely based off of list composition and the scenario.
To give some examples, if I am playing Wurmwood and the scenario is the pit, I *always* want to go second. It allows me to choose the table edge I want, allows me to score on my second turn and protect that advantage with my feat, and it also allows me to deploy my models opposite the ones I want them "fighting".
To contrast this, if I am playing an aggressive list with big threat ranges, I will almost always choose to go first so that I can dictate where my opponents models go on their first turn. A good example here is a Tannith list with a bunch of Scarsfell Griffons. The list can run 14 inches turn one and sit at the 21 inch line with a 10.5 inch threat for the following turn, meaning your opponent has to choose whether he wants to advance his models up past his/her 16.5 inches line (a 6.5 inch advance for models on their normal deployment line) and get charged by primaled Griffons or not advance into your threat and give you a huge scenario advantage.
Again, this choice will be highly dependent on your list, your opponents list, the terrain, and the scenario. I usually ask myself these questions before the game starts when I win the roll off.
1) Is there one table edge that is flat-out superior to the other? (Multiple walls or hills against a shooting list, lots of rough terrain on one side of the field etc)
2) Am I playing a scenario that is incredibly live? (meaning that it's very easy to win/lose on - this will usually mean a killbox is in effect and there are multiple scoring options)
3) Am I depending on my feat/other models' threat ranges to control my opponent's movement?
4) Does my list prefer to win on scenario, assassination, or attrition (which devolves into scenario).
All of these questions combine into my final decision, and each of them is a topic that can have a lot more discussion put into them.
There are many things to consider when you're deploying your models.
1) What are my models really good counters to in his list?
Example being Keltarri vs. unboostable shooting units.
2) What terrain is going to get in my way?
Putting non- pathfinder heavies right behind a big forest, piece of rough terrain, or wall can be a serious mistake that can cost you the game.
3) What terrain is going to benefit me?
Are there any hills, trenches, or walls to hide my caster behind/on/in? Are there any big pieces of ugly on my opponents side that he's going to definitely skirt around?
4) How can I dictate where my opponents models go on his deployment and turn 1?
Your opponent is going to have models specifically designed to prey on specific parts of your list. Good lists have things that are tooled to murder infantry, take down heavies, or disable things so that controlling their threat-ranges is easy.
For example, Nihilators are designed to destroy single-box infantry units with vicious ease. With that in mind, if you've only got one unit (like most lists do lately), put it down on the table so that the Nihilators are going to have to work to get to you. Put a forest between your deployed unit and where they'd want to deploy their Nihilators to counter you. Make sure that you have walls or patches of rough terrain where you place your unit so that the pathfinder-less Nihilators have less threat than you do.
You can do this with other situations/model types as well, but the Nihilator one is a good example. Even if the opponent has spells to make the Nihilators not care about the forest/rough terrain, make them spend the resources there rather than giving them free reign to do what they want. Make the terrain work for you.
If you go second:
When deploying second, there are also some questions I ask myself.
1) Which of my models really prey on his, and where are they going to be placed.
This can generate tremendous board control just by placing models on the table. I've played a few games recently against Irusk with my Wurmwood list, and in every game that I've gone second, my Brigands get deployed opposite his Uhlans and then they choose the Uhlans as prey.
All of a sudden, his Uhlans need to be extremely careful. They can't charge up the field with impunity because my Brigands out-threat them by two inches (which is really easy to measure now) and if they run to engage, I can always just put Curse of Shadows on them and watch my Brigands back up and murder the entire unit in one activation (Dice -3 = 4 damage per Brigand, or roughly 1 dead Uhlan for every 1.5 Brigands).
This has resulted in my opponent flanking his Uhlans hard down the side so they don't get shot to death, but this also means that they don't add any relevant threats to the board until the game is pretty much decided, usually late turn 3 or 4. The last game I played against them, they were only able to get 1 charge off, killing an almost dead Warpwolf Stalker, before being gunned down by the Brigands the following turn.
2) How can I exploit the terrain?
This is a continuation of your pre-game thoughts, and since you've gotten to go second, you should have chosen the side with terrain that benefits you most.
Look for central forests/obstructions that will force your opponent to split his army up. Make sure to take away as much defensive tech as possible, and also do your best to find a way to make the terrain protect your army. I'll cover this more as I get into example boards.
3) What is my opponents game plan?
This is a complex question, and one that takes some practice to get down quickly. There are generally three game plans - scenario, assassination, and attrition.
If your opponent is going for scenario, oftentimes his list will skew extremely hard to one side of the table or the other (for a split zone/flag scenario) and he will run his army up extremely aggressively on that side of the table to put pressure on that zone immediately.
You can counter this in a number of ways. If your warlock/caster has a good control feat (anything that reduces speed, makes their activations worse, or prevents LOS/charging - good examples include Haley 2, Rask, Wurmwood, Irusk 2, Baldur 1) then deploying them opposite your opponents list with a similar skew can be extremely potent.
You can also counter deploy to rush their zone. Remember as the second player you get to score first, which means that if you clear their zone and contest your own on turn 2, you'll get points and they won't, and their force will be so committed to the other side of the table that they won't be able to contest fast enough to do anything about it, while you can afford to keep some models central and contest turn after turn.
If your opponent is going for assassination, they're going to broadcast it by first playing a list with an extremely strong assassination caster (Caine 2, Butcher 3, etc.) and secondly by deploying pretty centrally with little regard for the scenario. These lists will form a triangle with the important assassination threats inside, protected, for the first couple of turns so that they can launch their missile at your warlock/warcaster from the center of the board.
Countering this is difficult. If it's a killbox scenario, that makes it even more so, and it becomes incredibly important which side of the board you chose. Against Caine, having a forest to hide behind can mean the difference between winning and losing for example. Butcher can't pull you over walls with Impending Doom. All of these things need to be taken into account before the game starts.
The good news here is that it's oftentimes possible to win on scenario while delaying getting your warcaster/lock killed, and eventually your opponent will have to turn their game ending abilities on your other models to avoid losing themselves.
If your opponent is going to play for attrition, they're going to deploy in a line and keep their line for most of the first few turns so that their models can all get the maximum threat range possible.
Unless you attrition significantly better than their list, you're going to want to avoid getting into a slog-fest if at all possible. There are some interesting things you can do with unit placement to avoid losing much of your unit on the charge and then being able to retaliate with greater force, taking out more of your opponents models than they killed of your own.
As I said, most attrition based lists will have their army in a line to maximize the number of models that will get to charge/shoot. If you're playing against a ranged attrition list, run at them! Don't bother trying to get attacks in until after the majority of their models haven't been able to shoot for a turn, and shooting based models that have to make melee attacks are, generally, going to be in sad shape.
If you're playing against a melee attrition list, you can place your units in a diamond shape with the point facing at the unit. With good spacing, you can make it so that the enemy unit only gets to 3-4 models with their charge, while you retaliate with the remaining 6-7 troopers in your unit, killing off substantially more than they did.
All of these are worthy of their own article, and perhaps will get one in the future.
Each of these game plans requires a different type of deployment to counter it, and the nature of this pre-game exchange is one of the reasons that going second can be a big advantage.
Example tables and my pre-game thoughts:
|Please note that the 3" AOE is a premeasured AOE, not Dense Fog.|