Daughters of the Flame

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Protectorate Logo.jpg Daughters of the Flame

Protectorate Flameguard Unit

Mk4 icon.png
Prime
This model is available in one Prime Army, Temple Guardians. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

Daughters of the Flame are the widows of fallen Menite soldiers. Possessing peerless grace, they become blurs of fluid motion in battle as they strike with synchronized precision. Their origins shrouded in mystery, the Daughters of the Flame have become a surgical tool for removing threats to the Protectorate both from within and without.

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See also Category: Daughters of the Flame for other models that count as Daughters.

Basic Info

Daughters of the Flame
Missing Info
Daughters Of The Flame32046.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 5
MAT 6
RAT 4
M.A. N/A
DEF 14
ARM 12
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 6
COST 8
1.3 pts each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • AD symbol.jpg Advance Deployment
  • CMA symbol.jpg Combined Melee Attack
  • Parry symbol.jpg Parry
  • Stealth symbol.jpg Stealth
  • Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
  • Anatomical Precision - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.
  • Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.

Weapons

Sword (x2)
Sword icon.jpg  RNG   POW   P+S 
0.5 4 9

Theme Forces

Thoughts on Daughters of the Flame

Daughters of the Flame in a nutshell

Much like the Blightblades, or the Infiltrators, Daughters of the Flame are your fast, advance deploying skirmishing unit, with a handy toolkit to remove enemy warriors with the same purpose. With an excellent toolkit for manoeuvring (Acrobatics, Parry, Stealth, Advance Deployment and Reposition [5”]) they will be getting most places easily. They have Anatomical Precision, complemented nicely by CMA, if the target demands.

As ambushers when in Guardians of the Temple they offer a really important control based niche (or at least 1 unit does) threatening 13.5inches from either board edge means that your opponent often needs to either sacrifice scenario advantage by bunching up OR take a charge from these angry widows on the chin.

Combos & Synergies

The Daughters operate far forward in the front, and with their toolkit they are likely to get the job done on their own. Putting spells like [Defender's Ward]] will pump up their DEF to elite levels in combat, but usually, you'll have better targets for that. If you have plans with them beyond getting stuck in, consider the following casters:

  • Feora3 - out of her 3 incarnation she can make the most out of the girls' presence. Under her feat you can sit back and watch the world burn, while your untouchable girls leave a 14" long flaming trail among the enemy ranks.
  • Reznik2 - Death March rewards you with deadly accuracy, and Spellpiercer will help you deal with pesky incorporeal units and solos.
  • Kreoss2 - They are downright savage under his feat. With the extra attack and auto-hits you can scale your offensive output anywhere between 18 single strikes, (each causing 1 point of damage against living targets), and 3 hits at +6/+6 from CMA. Inviolable Resolve can push up their durability to the level, where they start to survive blast damage. If you go second, you may rather want to cast Sacrosanct on them instead. If you run them up, the enemy must either take their free strikes by walking away, or risk knock down from the spell.
  • Thyra - their superior; beyond Elite Cadre, Carnage is the answer for elusive models, while Silence of Death can counter recursive mechanisms on chaff infantry units.
  • Nicia, Tear of Vengeance - she grants them Blast Resistance.

Drawbacks & Downsides

  • A bit expensive for a jamming unit
  • Die to blasts and anything that bypasses their DEF
  • Not very effective against undead or constructs.

Tricks & Tips

  • The first turn is usually AoE lobbing - spread out, so you won't set themselves up to be the first models shot off the board.
  • Try and engage 2-3 enemy models, if possible, and overlap your engagement. That way you keep your options open in terms of CMAs and/or using your 2nd attack.
  • If your distance is not enough to charge, running behind single-wound targets and engaging them can be just as effective. With Acrobatics, no infantry screen will stand in your way.

Getting the most out of your 2 initials, CMA and Anatomic Precision can be a bit confusing. The rule of thumb "when in doubt, double-CMA" is kind of true, but doing this can decrease seriously the volume of attacks for this unit. Here is a short guide, whether you should use single, double or triple attacks for the best effect. If you, or your target gets any modifier on the rolls, adjust values accordingly.

  • If your enemy is single-wound living target, beating DEF is your only consideration. Use single attacks against targets up to DEF 12 (and oddly, against DEF16 targets), double CMA for DEF13-15, and triple CMA for DEF 17-20.
  • Against single-wound non-living target, almost irrespectively from DEF, use single attacks up to ARM 16, double CMA up to ARM18, and triple CMA above.
  • Against living models with multiple wounds, volume of attacks often win. Use single attacks Up to ARM 17 and DEF 16, and double CMA Up to ARM 17 and DEF 17-18. Over Over that, alvays stick to single Attacks.
  • Against non-living models with multiple wounds, if ARM is under 16,use single attacks. For ARM 16-17 and up to DEF16 use double CMA. If any of the target's stats are higher than that, use triple CMA.

Other

Trivia

Released in Warmachine: Superiority (2006)

Other Protectorate models

Protectorate Logo.jpg       Protectorate Index       (Edit)          
Battlegroup & Similar
Warcasters

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Covenant1 - Covenant2 - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
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Rules Clarification : Combined Melee Attack      (Edit)

  • Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
  • Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
    • If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
  • A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
  • CMA for units that have more than one melee weapon (the short version)
    • Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
      1. A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
      2. For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
    • These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
CMA for units with more than one weapon (the long version) (Edit)
The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
  • Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
  • If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
    • For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
    • then for the second CMA have raider B the "primary attacker" and raider A the "participant".
    • Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
  • Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
  • Combined Melee Attack and charging
    • Remember the 2 rules above?
    • Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
    • Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
    • but wait, there's more!
    • However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
      • Model A performs its charge attack.
      • Model B performs its charge attack. (Interrupting A)
      • Model C performs its charge attack. (Interrupting B)
      • CMA using A, B & C's remaining attack.

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
RC symbol.png

Rules Clarification : Acrobatics      (Edit)

  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
RC symbol.png

Rules Clarification : Blight Storm and/or Anatomical Precision and/or Affliction     (Edit)

  • With an AOE, only the model directly hit by the AOE will take auto-damage, other models in the AOE take normal damage.
  • You don't get auto-damage on stuff which isn't an attack, like Electro Leap and Flak Field.
  • If someone is immune to damage, you can't trigger the auto-damage vs them. Because you never got a damage roll in the first place. (Infernal Ruling)
  • When this ability is triggered by a spell (ie Blight Storm or Affliction) then that does not change the source of the damage to the caster, nor change the damage type to magical.
    It merely changes the result of a damage roll. (Infernal Ruling)
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.