High Allegiant Amon Ad-Raza
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| High Allegiant Amon Ad-Raza |
Emerging from behind temple walls to answer Menoth's call to war, High Allegiant Amon Ad-Raza takes his place at the forefront of the crusade. His amazing guidance of troops and warjacks is only equaled by his feats of martial prowess and instruction he performs as a member of Menoth's Order of the Fist.
- 1 Basic Info
- 2 Thoughts on Amon
- 3 List Building Advice
- 4 Other
- 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 : Union
For each focus point Amon spends this activation, allocate 1 focus point to a warjack in his battlegroup that was in his control range when he spent the focus.
- Field Marshal [Parry] - Warbeasts/warjacks in this model's battlegroup gain Parry.
- Preternatural Reflexes - This model cannot be targeted by CRAs or CMAs. Models do not gain back strike bonuses against this model.
- Steady - This model cannot become knocked down.
- Oblivion- 2" reach, P+S 14 melee weapon.
|When Convection destroys a living enemy model, you can give 1 focus point to a warjack in the spellcaster's balttlegroup that is in its control range.|
| Flashing Blade
|The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.|
|Target warjack in the spellcaster's battlegroup gains +2 ARM. The affected model and any friendly model B2B with it cannot be knocked down, be pushed, or be moved by a slam.|
|Models in the spellcaster's battlegroup that are currently in its control range gain +2 SPD and Pathfinder for one turn.|
|While in the spellcaster's control range, models in this model's battlegroup gain a +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in the spellcaster's control range. This cumulative bonus cannot exceed +3.|
- 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
Warriors of the Old Faith
Thoughts on Amon
Amon in a nutshell
Amon is the best jack caster in the Protectorate, bar none. He has fix for everything in his battlegroup:
- Synergy for accuracy and damage
- Mobility for speeding them up and negotiate rough terrain patches
- Fortify for ARM boost and countering pushing/slamming tricks, and Field Marshal: Parry to exploit your increased mobility.
All that result in a very mobile, and hard-hitting and resilient battlegroup. He himself is an elusive, yet fragile caster. He has above-average defensive measures against the most common ways of getting around his high DEF, namely immunity against CRA/CMA and knockdown, but stationary effects, continuous fire and boosted blast damages are still valid dangers.
Bearing some resemblance with Nemo2's feat, this one gives one turn with incredible FOCUS efficiency. It allows you excellent piece trades and usually gets you ahead of the attrition game. To master this feat is to find the balance between the necessary resources to kill your target and overkill. It is a typical rookie mistake to get carried away, deplete Amon's FOCUS pool, and leave no focus for self-defence, while his jacks linger around with unspent FOCUS. Also, in some cases you are not allowed to, or not encouraged to spend FOCUS by casting spells (like Goreshade2's Arcane Consumption, Psychic Vampire, etc). In such cases just allocate, or buy/boost attacks. Special mention to Reznik1's feat, which counters FOCUS allocation, and sets you on fire, if you cast spells.
- Convection - normally a dead spell on a caster's list, as spending 2 focus (sometimes 3 or 4 with boosting) for getting 1 back is rarely a good trade.
Not with Amon's feat though; if you have focus to spare, 2 focus points will get you 2 to allocate, and one extra if you killed a living model with it.
- More than the ARM bonus, it stops your battle-line from getting slammed back.
- Amon can still be damaged by the slam attack, even though he cannot be knocked down, but it is one less danger you must be aware of.
- Keep in mind, that jacks can still be thrown, or placed.
- Synergy - Your bread & butter spell. Cast it first turn and upkeep always. If dispelled, re-cast it at the first opportunity, unless you've run out of jacks. You don't know the pure destructive potential in this spell 'til you've seen it in action. One hit equals a Veteran Leader bonus for your battlegroup (for your damage rolls too). 2 is as if you put Prey on their targets. 3 is the combination of both. Add in the other jack supports of the Protectorate, and you're all set.
- Mobility - Protectorate jacks bear notoriously low stats in terms of SPD and DEF; making them susceptible for SPD de-buff spells and rough terrains. With this spell you usually just laugh at those attempts.
- Flashing Blade - Often combined with your Trip attack; knocking down a screening model which blocks your LOS, then hitting the ones behind with your next casting. With chain weapon and a good P+S it is great at killing infantry in Shield Wall/Wall of Steel. You'll rarely have focus for it, though, but is perhaps your best tool against jamming infantry.
Drawbacks & Downsides
- Vulnerable to Anti-Magic and Anti-Upkeep techs.
- Feats, spells and abilities which counter/punish focus spending (Garryth, Doomie1, Goreshade2, Morghul1, Reznik1, etc.) and things that strip your FOCUS (Eiryss1) can shut down your feat.
- VERY fragile. A buffed, charging heavy can often kill Amon in one hit, even with FOCUS reinforcement.
- Minimal support outside his battlegroup.
Tricks & Tips
- Synergy bonus works every turn, so you can build it up with Defensive Strikes and free strikes during the enemy turn. It resets to zero when your turn starts.
List Building Advice
Amon's gameplay revolves around Synergy, boiling down to attrition - and in some cases, assassination. With it, your light jacks can efficiently threaten heavies, and a single heavy of yours can often finish off, or badly damage 2 enemy heavies. Building up a maximum Synergy bonus should be Amon's priority every turn. Identify the most important targets and attack them with your heavy jacks only once other warjacks have amassed the maximum bonus available. A synergy chain often begins with Amon hitting a target with Trip attack, setting them up for the rest of his army. Amon is a capable warrior himself, but be careful not to overextend him as he is fairly fragile. Every turn try to end your moves so he has some focus to spare, and so that he's
- behind a wall of warjacks (preferably a Fortified warjack) or terrain, or
- behind a Vigilant and B2B with it, or
- in Shield Guard range, of a Devout
Amon is in a very lucky situation, as all the current theme forces offer a varying degree of support for warjacks; the main element of Amon's lists. He's so good at running warjacks that players often run him without any combat infantry or solos - but that makes scoring in SR2017 scenarios all the more difficult.
Amon's army is almost unimaginable without support models, that are available in all/most themes.
- Choir of Menoth - Under full Synergy and Hymn of Battle bonus light warjacks threaten serious damage to even the most heavily armoured enemies. Trampling around with heavies is just as dangerous. And giving the warjacks additional resistance to shooting or spells is even more important when there may be little more in the army than warjacks.
- Vassal of Menoth - Amon's battlegroup can always use some additional focus. What's more, thanks to the Parry ability, Enliven works excellently as it denies enemy the free strike he would get when the target warjack leaves his Melee Range. Setting up Enlivened and Fortified heavy forward as bait is a good way to make the enemy make some tough decisions.
- Wrack - Amon really needs all the additional focus he can get. Running a large battlegroup and casting important spells every turn is costly, even with the Hierophant's help.
- Vassal Mechanik - Keep those jacks running.
The Creator's Might
Start the game with upkeeps in play, and have Reposition on your Choir members to keep them in a safe position. Also, it comes with the full spectrum of support solos are at your disposal, as well as access to three character warjacks: The Avatar of Menoth, Blessing of Vengeance, and Scourge of Heresy, although you're only likely to want to use Scourge. (Blessing only really sings with Severius, while none of Amon's battlegroup spells will affect the Avatar.)
- Hierophant - Though Madelyn can be appealing due to her Parlay to counter melee assassinations, the spare focus from Harmonious Exaltation and the occasional healing leaves few room for measuring.
- The Covenant of Menoth - Defend your battlegroup from stationary, and spread Amon's knockdown immunity to them.
- Exemplar Warder - A nice Shield Guard you can take as a requisition option. Besides being a solo that will stick around, having one Bodyguard Amon will increase his DEF in melee to 18, meaning even many boosted elite-level attacks will miss him.
- Severius0 - Although his warjack won't benefit from Synergy or Fortify, Eye of Menoth is a serious buff to warjacks, allowing you to start a Synergy chain off at a higher starting point while within his CTRL.
The Faithful Masses
Bring some chaff Idrian Skirmishers, Deliverer Skyhammers, or Holy Zealots to sacrifice their lives for the greater good, and enjoy Hand of Vengeance upon their demise. Combining HoV with Synergy makes an absolute murder machine even from the weakest heavy warjack, making them hitting with the strength of a Colossal.
- Allegiant of the Order of the Fist - A fluffy choice for Amon, and also great for contesting scenario elements far away.
- Initiates of the Order of the Wall - A durable unit of Shield Guards that are immune to most control effects. They're great at protecting your warjacks from shots, blocking charge lanes, scoring zones, and dying to trigger Hand of Vengeance. Since they're free with requisition points, you need a compelling reason not to take them.
- Hand of Silence - Bring him around to collect the souls of the infantry to convert into Focus for your warjacks.
Guardians of the Temple
A less appealing theme, where you have to give up on the Hierophant, the Wracks and the Book, but it gives you access to three character warjacks (Blood of Martyrs, Eye of Truth, Hand of Vengeance), as well as cheap jamming infantry that don't need warcaster support.
- Reclaimer Gatekeeper - Both Future Sight and Ashen Veil are very useful for Amon and his jacks.
- Hand of Silence - Fulfills the same purpose in Guardians as he does in Faithful Masses.
- Blood of Martyrs - Essentially a super-Dervish. Getting Parry from Amon's Field Marshal solves the problem of it taking free strikes off of Side Step, and Hand of Vengeance ups both its accuracy and hitting power. Additionally, it's one of the few models in faction with Grievous Wounds.
- Eye of Truth - An expensive warjack, but comes with plenty of tricks. Its high ARM is supplemented with Oracular Vision and Ashen Veil, while Holy Light essentially grants Blessed to all models within 5" of it. Already hard-hitting, Synergy will allow it to one-round most enemy models. Pricy, but definitely worth considering.
Blessed ensures, that not even buffed models will survive your Synergy-enhanced jacks. However, as a mostly infantry-focused theme, Amon will do little to support Exemplar models. However, it does allow both Fire of Salvation and Severius0 to be taken.
- Fire of Salvation - Essentially a souped-up Crusader. For four extra points, you get MAT 8, SPD 5, a 3" move if any infantry were destroyed within 5" of it, and Dispel on hit, as well as Relentless Charge. If you're running Amon in Interdiction for some reason, there's really no reason not to take Fire of Salvation.
- Exemplar Warder - Serves the same purpose as it does in Creator's Might.
- Severius0 - Serves the same purpose as he does in Creator's Might.
All warjacks become excellent with numerous buffs he provides to his battlegroup, but there are some that deserve special mention.
- Dervish - A warjack often associated with Amon. Despite being very cheap it has incredible damage potential: with full Synergy bonus, Choir of Menoth Hymn of Battle and Combo Strike his P+S is considerably higher than ARM of a Khador heavy!
- Purifier - Thanks to Parry and with the Mobility bonus it can run 14" deep into the enemy formation, not caring about free strikes and spreading fire to everything it touches on the way. Slightly more survivable against living enemy models because of Ashen Veil, and Overtake allows it a bit of maneuverability.
- Crusader - One of the cheapest heavies in the game, Amon improves its sluggish SPD and average MAT, and since it's already hard-hitting at a base POW of 18, it will reliably kill other heavies under both Battle and a full Synergy chain.
- Castigator - Relatively cheap but very powerful under Amon's spells, this heavy is also useful as it may kill enemy infantry jamming your lines with Combustion. Once again Parry and Mobility let it go much deeper into the enemy formation than it would be able to without those bonuses.
- Vigilant - Staying alive is much easier for Amon if he can hide behind this little jack, as the cover bonus it provides is enough to put Amon's DEF in the "absurd" category.
- Devout - Shield Guard with Defensive Strike, as well as Spell Barrier, make it a great bodyguard for Amon.
In general a good mix of light and heavy warjacks is the way to go, ones with SPD5 or movement tricks (Side Step and Beat Back) being especially interesting as they are able to out-threat many enemy heavies instead of just breaking even against their threat ranges.
- Released in Warmachine: Apotheosis (2005)
- He is the one of the few warcasters (the others being Vlad and Harbinger) without a steam pack. He is powered by the strength of his faith instead.
Video Battle Reports
- 2019.04 Connor's Retribution Analysis, vs Vyros2
- 2019.04 Connor's Retribution Analysis, vs Abyslonia2
- 2018.04 Guerilla Miniature Games, vs Harkevich1
- See also Category: Video Battle Reports for more casters with videos.
Other Protectorate models
|* 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)
|Resolving the attack|
Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too
Flashing Blade only