Anson Durst, Rock of the Faith
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| Anson Durst, Rock of the Faith |
Anson Durst is the rock on which the enemies of the Protectorate break, a bulwark to the faithful who weathers tides of violence to keep blameless Menites safe. He earned his epithet fighting alongside the theocracy’s defenders to repel wave after wave of invading soldiers. Countless times he used his powers and a steel wall of warjacks to prevent harm to his men. Fuelled by faith and his devotion to the code of the Order of the Wall, Anson Durst is all but undefeatable when committed to the defence of his people.
- 1 Basic Info
- 2 Thoughts on Anson Durst
- 3 List Building Advice
- 4 Other
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
- Sturdy - This model cannot be pushed.
- Brace For Impact - This model is not moved when slammed.
- Retaliatory Strike - If a model with Retaliatory Strike is hit by a melee attack made by an enemy model during your opponent's turn, after that attack is resolved the model with Retaliatory Strike can immediately make one basic melee attack against that model. A model can make one Retaliatory Strike per turn.
- Recompense - 2" reach, P+S 14 melee weapon.
- Damage Type: Magical - This weapon deals Magical damage.
- Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
- Eruption of Ash - If a model is boxed by an attack made with this weapon, center a 3" AOE cloud on it then RFP it. The AOE is a hazard that remains in play for one round. Enemy models within the AOE when it is put into play suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll.
| Boundless Charge
|During its activation, target friendly Faction model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.|
|If two models in the caster's battlegroup are B2B and in the caster's control range, they gain +2 DEF and cannot become knocked down.|
| Cleansing Fire
|This spell deals fire damage. Also, on a critical hit, models hit suffer continuous fire.|
|While in the caster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Lasts for one round.|
| Hallowed Avenger
|Target friendly Faction warjack gains Righteous Vengeance.
Feat : Bastion of Faith
This feat has 2 effects:
- While in Durst's control range, his warjacks gain +4 ARM and Brace for Impact (as above).
- While B2B with one of his warjacks, Protectorate warrior models may pass off direct hits onto warjacks (and the effects of the hit).
Lasts for one round.
- The Creator's Might. He can start the game with upkeep in play, and upkeep them for free in turn 1, in this theme.
- Exemplar Interdiction
- The Faithful Masses
- Guardians of the Temple
- Warriors of the Old Faith. Durst gains access to Khador models, including their warjacks, in this theme.
Thoughts on Anson Durst
Anson Durst in a nutshell
Durst is a battlegroup caster, who makes his army nigh-unkillable.
Understanding how Durst and his feat and his spells interacts with his army, how to keep him safe, and how to maneuver him and his battlegroup for best threat (and safety for Durst) can take some practice. There is more he can do than just run a large battlegroup forward, feat as they close with the enemy and take an alpha strike fairly safely and then ht back harder - that works, but digging deeper can be rewarding and set your opponent questions that are difficult to answer.
Anson likes to be a brick, and his feat not only delivers him and his battlegroup, but help protects his army. This looks slightly better written down than in practice, as you can only snuggle up so many models to his 'jacks on feat turn. The feat is best used to make your 'jacks almost unkillable for a turn, especially if absorbing an enemy alpha strike. A Templar with shield under his feat gets to ARM 25! Durst too looks very protected under the feat, able to play aggressively and closer to the front lines than most other casters. This is possible, but has its risks depending on who you are facing (See Downsides and Drawbacks below).
The feat coupled with Bulwark should be used to keep the battlegroup safe for a turn, and some key solos or support (e.g. Choir of Menoth). But note only damage from direct hits can be transferred to the 'jack a model is B2B with, squishy choirboys and other solos may still be caught in blasts nearby or on direct hits on the 'jacks they are close to, and they will still take this indirect (blast) damage.
- Boundless Charge is your basic threat extender. Cast it when you want to get a model from Point A to B faster regardless of terrain. Although you'll usually want to put it on a warjack, putting it on a high-value combat model like a Knight Exemplar Seneschal or Durst himself can be a good idea.
- Bulwark will be most useful if you can stack other defensive bonuses, like being behind a wall. It'll be most useful on light warjacks or those with Ashen Veil, but even raising the DEF of "naked" heavy warjacks like the Crusader from 10 to 12 can be useful against models with MAT 6.
- Cleansing Fire is a standard nuke. Durst's Focus is too low for him to want to cast it often, especially as since he has two upkeeps; it's best used to deal with a pesky Incorporeal solo blocking a charge lane or contesting a zone.
- Deceleration is an army-wide defensive buff against ranged shooting. It's great when you can't put Passage up on your warjacks, or for hardy models like Paladins or Exemplar Cinerators.
- Hallowed Avenger grants a Vengeance-like ability to a warjack, increasing its offensive output and threat range. It's good for putting on your slower warjacks. As it's not battlegroup specific, you can put it on a journeyman warcaster's warjack to speed them up.
Drawbacks & Downsides
His feat is good, but also rather tricky to manage. Durst behind two Templars B2B, looks very safe, can't be moved in slams and under Bulwark safe from being knocked down, but two 'jacks with an open fist or two can throw the Templars out of the way, leaving Anson very exposed near the front of your lines. The feat also doesn't protect from blast damage so don't commit too many choirboys to get close to the 'jacks if the enemy has AOEs he can chuck at the jacks, as he will be going after them if he cannot really remove the 'jacks themselves that turn.
He is a high ARM caster, with good MAT and is a weaponmaster with a fairly powerful reach melee attack. He can remove an enemy heavy warbeast or warjack by himself if need be. And will kill an enemy caster easily if he can get close. But the temptation is to push him too hard, use him when you can and can protect him, guard him other times and use the threat he poses to your enemy to keep them on the back foot.
Tricks & Tips
- Eruption of Ash from your melee attack is not optional.
- Be careful not to unintentionally block your LOS to targets with the newly placed clouds (for example if you want to cast an offensive spell afterwards).
- You should also refrain from melee attacks with this weapon if you want to use those targets to fuel your soul/corpse gathering mechanisms.
List Building Advice
Durst's main win condition is mainly attrition. He buffs the defense of his jacks and the armour of everybody in his control against shooting. Then, his feat increases that even more and you can jam key models like the Covenent of Menoth right up front, maximising their impact and being close to unkillable on that feat turn. That really does mess up hordes in particular. Break out after the feat you should be well positioned to kill key enemy pieces and get to needed control points to score or contest.
To help clear enemy infantry that might jam up his battlegroup from making contact where it wants, you could add some infantry clearing options like a couple of Repenters - but this stretches his focus resources yet further. A better approach is to take some infantry (refer to the #Theme thoughts section below). Ones that benefit more from Deceleration are a good choice.
In fact 'pods' of 3 lights base to base, such as 3 Devouts or 2 Devouts and Dervish, is an efficient way of maximising his protection spells.
The Creator's Might
You'll probably want to take light warjacks to hold scenario, as many of your warjacks will be too slow to effectively hold it against faster armies. Consider taking a Colossal; they'll provide powerful fire support to deal with infantry in a more effective way than other options available in theme. Round out your list with Exemplar Warders to hold zones and flags, as well as giving Durst a bit more protection in melee. Anastasia di Bray is a great Mercenary option due to Ambush and her high SPD, allowing you to contest far-off zones and flags.
Although Durst's feat only affects his battlegroup, consider putting Severius0 in your list. Eye of Menoth is an excellent buff for your warjacks, while a warjack with Boundless Charge and Warpath gets an additional 5" of threat extension. If you can somehow get Hand of Vengeance triggered, that's 8", the biggest swing possible in the entire faction, with 6" of it being non-linear.
If you're going in this theme, the Sanctifier becomes an attractive addition to Durst's battlegroup. Ashen Veil along with Bulwark will push Sanctifiers to DEF 14 against shooting and living models in melee, and the Hand of Vengeance benefit from the theme plus some choir support fixes the Sanctifier's biggest drawback, its relatively low base POW. Starting with a wall in play can help keep Durst and his squishier support models safe.
Zealots serve as cheap fuel for Hand of Vengeance and Sanctifiers, are fast enough to get into scenario. Their mini-feat allows a bit of recursion so they can do it all again. Additionally, their ARM can go to 18 against shooting with the Monolith Bearer, keeping them safe against blast and small-arms shooting. Idrians can kill infantry and damage harder targets with their guns, especially against their Prey target, and with Pathfinder and Advance Deploy offer a solid scenario presence compared to your slower warjacks.
Guardians of the Temple
Temple Flameguard like his Deceleration spell, in combination with their Shield Wall order and their Iron Zeal minifeat. Daughters of the Flame can give you a stronger scenario presence with or without Ambush. You can also protect the Shrine of the Lawgiver from shooting with Deceleration, and it provides anti-infantry measures via its gun.
Exemplar Errants like his Deceleration spell. They offer accurate attacks, both from range and in melee, and while they are relatively low POW, it's usually enough to deal with enemy infantry. Their self-sacrifice can prevent many nasty effects or just makes them general nuisance. Their Officer also gives them Quick Work, to make them even better to clean enemy mobs. Also, crossbows are magical and blessed, which can come in handy.
Exemplar Cinerators and Exemplar Bastions also love Deceleration. Cinerators are already hardy with Shield Wall that gets even better against shooting thanks to Deceleration and have volume of attacks with Vengeance; under the feat, they form a solid wall around warjacks that many armies will be hard pressed to remove. Bastions at ARM 18 against shooting prevents them from being picked off as easily by small arms, and under feat form an imposing barrier for your opponent to enter thanks to Defensive Strike.
The Exemplar Warder allows Durst to really get into melee and use his powerful combat stats with less fear; with Bulwark, Durst's DEF goes to 17 in melee. Consider taking him if you want him to mix it up.
Warriors of the Old Faith
Durst's already good ability to absorb damage with his 'jacks gets even sillier when he's using heavy ARM Khador 'jacks.
Durst loves his 'jacks. Templars and Indictors in particular get to outrageous levels of ARM on his feat turn, but all the Protectorate jacks, including the lights will be getting over ARM 20. With the right use of his feat you can deliver a large number of hard-hitting 'jacks straight to the enemy's face. Now which 'jacks you take is a matter of personal preference and play style. But for the beginner a good selection would be
- 4 or so melee heavy 'jacks such as the Templar, Indictor, Crusader, Sanctifier (Durst has focus problems) or possibly even a Castigator.
- To help Durst survive up nearer the front lines a Vigilant or Devout may also be useful, to take some ranged hits from him or provide cover.
- The 2018.08 changes to the Purifier after the Exemplar CID cycle make that jack a potential for Durst, as with Ashen Veil and Bulwark the Purifier can be effectively DEF 17 to shooting, and also DEF 17 in combat to living enemies (15 to non living) while Bulwark is in effect.
- Released in Warmachine: Reckoning (2015)
- Sculptor = Shawn Bruner
Video Battle Reports
- 2018.09 Not Snakes Gaming, vs Siege1
- See also Category: Video Battle Reports for more casters with videos.
Other Protectorate models
Rules Clarification : Feat : Bastion of Faith
| * The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)