Sovereign Tristan Durant
Sovereign Tristan Durant |
Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page. Note that the rest of this page is about the model's Mark III rules. |
Stepping out of the shadows and after his time learning his craft, Tristan Durant has been promoted to the forefront of the fight against the heathen. His insight and undertsanding of the enemy has made him a valued commander both by the leadership of the faith and those who follow him for the glory of Menoth.
Basic Info
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Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : Prayers of War
- Warjacks in Durant's battlegroup currently in his control range gain 1 focus point.
- Durant gains 1 focus per battlegroup warjack currently in his control range. He cannot have more focus points than his current FOCUS as a result of Prayers of War.
Abilities
- True Sight - This model ignores cloud effects when determining LOS. This model also ignores Stealth.
- Field Marshal [True Sight] - Warbeasts/warjacks in this model's battlegroup gain True Sight.
Weapons
- Veritas - 2" reach, P+S 12 melee weapon.
- Damage Type: Magical
- Critical Dispel - On a critical hit, upkeep spells and animi on the model/unit hit immediately expire.
Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Chasten
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2 | 8 | - | 12 | - | Yes | |
Enemy upkeep spells and animi on target model/unit damaged by this attack expire. | |||||||
Cleansing Fire
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3 | 8 | 3 | 14 (Fire) | - | Yes | |
Cleansing Fire deals fire damage. On a critical hit, models hit suffer continuous fire. | |||||||
Hand of the Creator
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3 | SELF | Control | - | - | No | |
Remove d3 damage points from each friendly Faction model currently in the spellcaster's control range. This spell can be cast only once per activation. | |||||||
Inviolable Resolve
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction model/unit gains +2 ARM and cannot be moved by a push or a slam. Models are not affected while out of formation. | |||||||
Manifest Destiny
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3 | SELF | Control | - | Turn | No | |
While in the spellcaster's control range, models in its battlegroup gain an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll. Manifest Destiny lasts for one turn. |
Theme Forces
- Exemplar Interdiction
- Guardians of the Temple
- The Creator's Might. He can start the game with upkeeps in play, and upkeep them for free in turn 1, in this theme.
- The Faithful Masses
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Warriors of the Old Faith
Thoughts on Durant2
Durant2 in a nutshell
Tristan Durant is primarily a warjack caster with a good mix of options and spells.
- He has an excellent spell for his battlegroup (Manifest Destiny), and a feat that can make good use of it.
- He has tools to play the war of attrition with multi-wound models (Inviolable Resolve and Hand of the Creator).
- He has de-buffing abilities (Field-Marshal:True Sight plus Chasten).
His field marshal ability has limited application as it will give Tristan Durant an edge against lists which use cloud walls to stop charges (e.g. Trencher smoke with Haley3 or with the Llaelese Resistance, Jarl, The King of Nothing, etc), or to scalpel out stealthed solos trying to score on flags. There is some skornergy between having True Sight on his battlegroup, and having the Manifest Destiny spell, as jacks that are both good in combat and ranged are expensive (e.g. the Reckoner). However, the Judicator may be a good choice for both shooting on the way in then coming in hard with adding two dice and dropping the two lowest in melee (under the spell and the Judicator's S-System). You are more likely to be taking a melee army than ranged one, but the option is nice to have on a few jacks. It should be noted that True Sight allows spell arcing with no regard to Stealth or clouds, as both Tristan and his arc nodes ignore Stealth.
In general, Tristan is a somewhat fragile caster, who likes to hang back, and support his force from the backfield by arcing spells forth, and loading up his battlegroup on a crucial turn.
Feat thoughts
Tristan's feat allows him to fully fuel his warjacks for one turn (assuming he has no upkeeps or doesn't want to cast Manifest Destiny). This will generally allow you to get the maximum output out of your workhorse warjacks. Don't try to allocate fully to all your warjacks - try to maximize the extra resources you've been given. Having Focus aids like Wracks and Vassals can help get peak efficiency out of your battlegroup.
Additionally, the extra Focus gained from the feat can allow him to get a spell assassination in, although it's probably not worth it due to low odds against everyone but the squishiest of warcasters/warlocks. You can also use some of the extra Focus to camp and protect him better.
Spell thoughts
- Chasten - Cheap enough to be cast multiple times on feat turn and the benefit of removing enemy upkeeps. It may be worthwhile keeping an Arc Node around to keep the threat deep into the enemy lines.
- Cleansing Fire - Typical caster ranged AOE spell with reasonable POW and possibly setting things on fire.
- Hand of the Creator - Mass healing is always useful. Be careful though, this is best used to keep a damaged battlegroup active and hitting hard by repairing crippled systems. It can also help keep solos and medium based infantry alive, but it's main use is likely to be keeping key, but badly wounded, 'jacks in the fight.
- Inviolable Resolve - Useful buff spell to make any infantry screen more durable, or simply make an already tough 'jack even tougher to remove, for example the Templar gets to levels of ARM that make it hard to remove while still hitting hard - enough to make Khadoran clamjacks weep in jealousy.
- Manifest Destiny - This is Tristan's go-to spell. It just makes his battlegroup hit more often, and hit harder. It is hard to imagine playing him without this spell active.
Drawbacks & Downsides
- He has little to improve movement - rough terrain and SPD de-buffs and rough terrain patches could be a headache.
- Expensive spells, plus a bias toward a larger battlegroup can leave you focus strapped, and vulnerable to tricks that increase casting spell cost (Arcane Suppression, Lamentation, etc).
- A Focus-related feat is pretty vulnerable to counter-feats and abilities, which mess with Focus and allocation:
- Sevvy1's feat can greatly decrease the effectiveness of yours, dropping you to Focus 5, while simultaneously stopping spell casting and arcing (but not buying extra attacks, or allocating)
- Garryth shuts down spellcasting and focus spending altogether
- Disruption won't allow jacks to gain Focus from whatever source
- Morghul1's feat will stop your jacks spending their accumulated Focus.
- As a battlegroup caster, Amon supports his army slightly better than Tristan (a combat buff and and a movement buff).
Tricks & Tips
- If you happen to play against Reznik1, remember that your jacks under his feat can still collect focus both from power-up and Prayers of War, as none of them are allocations.
List Building Advice
Strategy
Tristan's strategy is to push up the field with his warjacks and keep them functional with Hand of the Creator. Once his battlegroup is in position, he'll feat, cast Manifest Destiny, and hopefully land a crippling blow on the opponent. He's mainly a backline warcaster due to his stats and mediocre combat ability. If worst comes to worst he can go into melee (Manifest Destiny works on him as well) and do some work, but he's certainly no Kreoss2 or Thyra when it comes to combat.
Tristan will want to be taking more 'jacks than usual for a typical Protectorate caster, to maximise his spells and feat. Seven is the ideal for trying to 'live the dream' on his feat turn. But more typically will be 4-6 'jacks and likely a mix of heavies and lights and suitable support. He will most likely be used in The Creator's Might which is almost exclusively a warjack army. The warjacks in his battlegroup too are likely to primarily be melee orientated, but probably the best builds are those taking a variety of 'jacks.
Theme Thoughts
As mentioned above, Durant will probably be in this theme because he likes to have a big battlegroup.
- Visgoth Juviah Rhoven & Honor Guard are the only real infantry he may take in this theme. A few more Shield Guards never go amiss.
- The Exemplar Warder is also a Shield Guard, and his Bodyguard ability can keep Durant a little safer in melee.
- Scourge of Heresy can be taken in the theme. Although pricey, it's an elite warjack who can provide extra protection against spells via Arcane Vortex, amongst other abilities.
- There is a temptation to take Exemplar Cinerators or better yet Exemplar Bastions who can be healed via the Exemplar Bastion Seneschal and the Hand of the Creator to stay alive. This can work, but it is an expensive option and with only 5 hit boxes these days, it's not necessarily a good option.
- Visgoth Juviah Rhoven & Honor Guard, mentioned above, can also go in this theme.
- Fire of Salvation can be taken in the theme. A souped-up Crusader with several good abilities, there's no reason not to take it if you're playing Durant in EI.
- Flame Bringers are surprisingly robust and may work well - if they already have not run out of his control range and so can be healed via his spell and keep on much longer than the enemy would like.
- Guardians of the Temple allows you to take Blood of Martyrs, Hand of Judgement, and Eye of Truth:
- Blood acts as a souped-up Dervish with Grievous Wounds and Hand of Vengeance, and appreciates Manifest Destiny improving its mediocre starting POW.
- Eye of Truth essentially provides Blessed for surrounding models, and becomes extra tanky with the healing Tristan provides. Pricey, but it can be worth taking.
- You're unlikely to take Hand of Judgement due to its somewhat mediocre combat abilities and high cost, but it might be worthwhile if you're taking Flameguard Cleansers.
With the theme granting Hand of Vengeance, it tunes your warjacks up to an entirely new level. It's also highly thematic, being the kind of army Tristan leads in the final battle of Godless.
- Paladin models, such as the Champion of the Order of the Wall, Paladin of the Order of the Wall, and Initiates of the Order of the Wall, all appreciate the healing Durant provides.
- The Avatar of Menoth won't benefit from Tristan's feat or Manifest Destiny, but greatly appreciates Hand of the Creator and Inviolable Resolve, allowing it to operate as a heavy hitter independent of Durant's battlegroup.
Other models - Various themes
- It almost goes without saying that you will not be leaving home with Tristan without a Choir of Menoth and most likely two min units. Additionally, given two of his important spells are not cheap, a Hierophant or a Wrack or two may help alleviate his focus burden. A Vassal of Menoth or two also aid in focus distribution to the 'jacks and as mentioned above help Dervishes become really tricksy things to pin down.
- The Covenant of Menoth becomes even more obnoxious when it can be healed, and provides useful utility for Durant's army.
- The Menite Archon becomes tankier with Hand of the Creator and Inviolable Resolve, supporting its nature as a powerful, durable beatstick.
- The Shrine of the Lawgiver brings back models at one box, which Tristan can heal back up with Hand of the Creator. The Shrine itself will appreciate the healing and Inviolable Resolve.
Battlegroup
- Light
- Dervish - A very effective light 'jack, and with parry it is a very good target for a Vassal of Menoth's Enliven ability, able to walk away without free strikes after being hit. Its sidestepping ability means it can get deeper to annoy the enemy or do well in clearing infantry. At its good price/performance ratio it is always worth considering.
- Repenter - A perennial solid light 'jack. The spray adds some extra ranged options and infantry clearing, i.e. increases the diversity of his battlegroup, and another 'jack to approach that magic number of seven for a relatively inexpensive price. While Tristan prefers melee orientated warjacks, thischeap ranged options to deal with infantry on the approach. In melee the Repenter brings a Chain weapon to also get past infantry cowering behinds shields/shieldwalls.
- Revenger - If you can't afford a Guardian for an Arc Node, then a Revenger may be worth considering for that flexibility that Tristan thrives on.
- Heavy
- Templar - With its shield and a good target for Inviolable Resolve this 'jack will be difficult to remove and likely to be around to keep hitting after some suitable healing from Hand of the Creator. As a Shield Guard it can help keep Tristan alive, as he marginally on the weaker side in terms of survivability.
- Guardian - Tristan will like an arc node, but he doesn't rely on one, so this heavy has good melee range and hits hard as well as providing Tristan with a way to cast Chasten deep into the enemy.
- Reckoner - While only having one initial melee attack, it is a powerful one and the Reckoner's gun is always useful in closing with the enemy, it rounds out a battlegroup of diversity well, and can help mark a high DEF/stealth target via its Flare.
- Castigator - Two open fists are always useful for board control and the combustion ability can assist in clearing out infantry, which Tristan definitely needs.
- Crusader - As a cheap beatstick it will likely often see service for a caster who wants a larger battlegroup and is getting pushed for points. It is solid and cheap and if your enemy is spending resources on removing it, it is resources not being spent removing more specialised elements of your army.
- Colossal
- Judicator - The Judicator has now become an interesting option for Tristan, especially in melee, able to 'double dip' the additional die, drop the two lowest in a similar manner to the High Reclaimer. This double effect only works in melee, but the Judicator's ranged game is useful on the approach and could make use of True Sight at long ranges.
Other
Trivia
- Released at the start of mk3 2016.06
- Durant1 is a "Junior" Warcaster, released in the 2014 Kickstarter.
Other Protectorate models
Rules Clarifications
Rules Clarification: : Magical Damage (Edit) | |
* 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)
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Rules Clarification : Dispel (Edit)
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Rules Clarification: : Warcaster (Edit) | |||||
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Rules Clarification : True Sight (Edit)
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Rules Clarification : Field Marshal (Edit)
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Rules Clarification : Chasten (Edit)
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Rules Clarification : Cleansing Fire (Edit)
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Rules Clarification : Hand of the Creator - None yet. (Edit)
Rules Clarification : Inviolable Resolve - None yet. (Edit)
Rules Clarification : Hand of Fate and/or Manifest Destiny and/or Signs & Portents (Edit)
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