Daughters of the Flame
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.
|Daughters of the Flame|
|See also How to Read the statblock|
- Sword (x2) - 0.5" reach, P+S 9 melee weapons.
- Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
- Combined Melee Attack - This unit can combine their melee attacks to get a bonus on accuracy and damage.
- Parry - This model cannot be targeted by free strikes.
- Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
- 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.
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, and Advance Deployment) they will be getting most places easily. They have Anatomical Precision, complemented nicely by CMA, if the target demands.
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.
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.
Originally released in Warmachine: Superiority (2006)
Other Protectorate models