Supreme Archdomina Makeda

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Skorne Logo.jpg Supreme Archdomina Makeda

Skorne Warlock

Makeda has risen in the skorne people’s hour of need as a peerless leader whose vision of their mutual destiny has inspired her soldiers to ever greater efforts. Makeda has vowed to impose order and forge the seeds of a new nation. Solidarity will be the key to rising from the ashes and leading an empire which spans the continent. Any who defy her conviction will fall to the wayside or feel her boots trampling them underfoot.

Basic Info

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Makeda2
Missing Info
Supreme Archdomina Makeda.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +27
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA C
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Elite Cadre [Praetorian Swordsmen] - Friendly Praetorian Swordsmen models gain Vengeance. (Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.)
  • Stay Death - When a friendly living non-warlock Skorne warrior model in Makeda's command is disabled, she can spend 1 fury point to remove 1 damage point from the disabled model.

Weapons

  • Sword of Balaash (x2) - 1" reach, POW 5, P+S 12 melee attack
    • Damage Type: Magical
    • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Giving a total P+S = 17)

Spells

COST RNG AOE POW DUR OFF


Dash

2 SELF - - Turn -
The spellcaster and friendly Faction warrior models activating in its control range gain +1 SPD. While in the spellcaster's control range, friendly Faction warrior models gain Parry. Dash lasts for one turn.
Deflection

3 SELF - - Round -
While in the caster's control range, friendly Faction models gain +2 DEF vs ranged and magic attacks. Lasts for one round.
Prostration

2 8 - 12 - Yes
Target model hit becomes knocked down.
Storm Rager

3 6 - - Upkeep -
Target friendly Faction warrior model gains +2 STR, MAT, and ARM and cannot be targeted by CRA or CMA.

Feat : Instruments of War

Manifesting her undeniable command over life and death, Makeda seizes control of her army, both body and soul. Soldiers and warbeasts alike become instruments of her will, moving under her absolute control with flawless precision and unrelenting exactness.

While in Makeda2's control range, friendly Skorne models gain boosted melee attack rolls and cannot become knocked down. Instruments of War lasts for one round.

Theme Forces

Thoughts on Makeda2

Makeda2 in a Nutshell

Supreme Archdomina Makeda, patron saint of the Skorne empire, has a number of combat modes - with the big question being how much Fury does she keep back to Stay Death her infantry and by doing so how much risk of assassination is she taking. She has the tools to create or improve an unlikely assassin, between Dash and Storm Rager and her feat. She's also capable of doing the dirty work herself.

Maximising her Feat & Spells

Her feat is one of two things. Either attrition into a high DEF army or an assassination run against a really high DEF caster. (Very occasionally it's used to block a feat).

  • Deflection keeps infantry, and some warbeasts alive against shooting. It protects her army and stacks with the Basilisk Krea
  • Dash is a useful buff both for threat ranges and for picking your target.
  • Storm Rager is pretty obvious in what it does,
  • Prostration is a nice set-up spell and a zap. It's often worth risking Marketh, or even Makeda herself, if you think you have an assassination run on the table.

Drawbacks & Downsides

  • She's a special order model.
  • She has a very deep toolbox - but you need to pick the right parts of it. There's always more you want to do with her than you have Fury for.
  • It's easy to burn her stack saving all of your infantry, which leaves her open to assassination.

Tips & Tricks

  • The Ferox assassination-leap has been covered under that entry.
  • You can do some really interesting things jamming charge lanes with Makeda.
  • An assassination via Prostration and then auto-hitting the now knocked down caster isn't plan A, but it's one of the many plans she has.
  • Dash, Deflection and Stay Death are all costly, and should be used when needed, not automatically.
  • A common misplay is spending too much on Stay Death, then getting assassinated.


List Building Advice

Strategy

Her main method of winning is attrition. There are basically two approaches to her winning the attrition game:

  • Saving all your Fury to keep models alive (generally Praetorian Ferox) - but this is cancelled by Grievous Wounds
  • Protecting her army from shooting by Deflection, and getting the alpha strike with the help of Dash.

Makeda does little for battlegroups other than Deflection (and that's hardly a spell that helps Skorne beasts) and is almost entirely an infantry caster. Molik Karn, however, is a strong choice for her first warbeast because with Side Step he is brutal.

She however does get a lot of good choices for troops and as should be obvious she works really well with the Masters of War theme.

Theme Thoughts

  • Masters of War might as well have been made for the Supreme Archdomina; she was running lists with two units of Praetorian Ferox even before they came with free TyComs and winning tournaments into the teeth of some of the best theme forces, and Masters of War has almost everything she could possibly want including her Vengeance Swordsmen.
  • The Exalted gives her an offbeat list. It works well even if it's not Masters of War as Stay Death keeps the unit attachments alive, and her feat lets the incorporeal assassination connect.
  • Disciples of Agony would be an interesting choice. It's not that either Nihilators or Bloodrunners are bad - but they have nothing like the threat profile of Praetorian Swordsmen with her.
  • Winds of Death lacks melee infantry. Pass.


    Masters of War    

  • Praetorian Ferox Between Dash and her Feat, Ferox can go even further than normal. And three cats taking flying leaps with boosted attack rolls will kill a startling number of casters. A great Stay Death target as well. Even before the Masters of War theme gave the Ferox free Tyrant Commanders and Removed from Play effects "Makeda2 Kit-Kat"/Miaokeda (Makeda with two units of Ferox) was a strong Skorne tournament list. Currently, they may often feel too soft to strong ranged attacks and to anti-healing tech.
  • Cataphract Cetrati - why not make them even harder to kill? Spell immunity protect them against Mortality in particular, and their UA is a decent target for Storm Rager.
  • Praetorian Swordsmen - They get Vengeance, which is great, and Stay Death can improve the Vengeance payback quantity. And since the errata they've been all round excellent as single wound melee infantry. Makeda can if she chooses absolutely spam them and use Deflection to keep them alive - or Dash to let them dive deeply in.
  • Legends of Halaak - A very nice unit to Stay Death or even give Storm Rager to.
  • Praetorian Keltarii - Deflection + Force Barrier + Blade Shield gets them to DEF 19 vs ranged attacks and DEF 17 vs magic attacks, meaning that they're untouchable if you throw Carax into them. Under dash they can jam up to 18" away. They do have the recurring problem of not bringing the pain, so be sure to have an hammer before taking thoses.
  • Tyrant Rhadeim - An excellent target for Storm Rager and who works well with the Ferox.
  • Tyrant Zaadesh - Her brother. Can buy decent quality attacks, so Storm Rager help quite a bit. Once upon a time she could not save character, but now Zaadesh with Transfer *and* stay death is a top notch contester.
  • Hakaar the Destroyer - Can buy better quality attack than Zaadesh, and he is allowed in Master of War. Remember he cannot be Stay Death, as he isn't living.

    The Exalted    

  • Immortals - On feat turns these guys are assassins. Turning incorporeal and launching boosted attacks at the enemy caster. The rest of the time Deflection helps get them in and Stay Death keeps their support alive.
  • Hakaar the Destroyer - With five attacks in a turn an even better Storm Rager target.
  • Ancestral Guardian - A backup for Hakaar - but if you have so many souls flying around why not use these guys?

Battlegroup

Molik Karn is her pet warbeast that she can take in any theme.
  • Molik Karn is her pet warbeast that she can take in any theme.
  • Basilisk Krea stacks with Deflection.
  • Cyclops Brute help her not die if she's too ambitious with Stay Death, and play into her anti-shooting toolkit.
  • Despoiler is probably too expansive for her use, but free upkeep for Storm Rager is useful, and her feat play well with his critical effect.
  • She don't really support beasts, so generally you will look at a minimal battlegroup. Shooting is probably an interesting possibility overall.

Supporting Crew

  • Aptimus Marketh help with her fury consumption. Boosted Prostration is also sometime nice to have in your backpocket.
  • Hermit of Henge Hold mean you alway have an emergency transfert for Makeda. Stay death mean your opponent is less likely to have 5-6 spare attack to get rid of him, and his anti-armor aura can have some use too.
  • Swamp Gobber Chef : Makeda often want to have more fury on her beast than what she can retrieve, to not cut too much if Stay Death was triggered a lot. The Chef allow to avoid frenzy when this backfire by eating a *skorne* warrior. (remember that the swamp gobber himself can only be eaten by minion warbeasts).

Other

Trivia

Video Battle Reports

Other Skorne Models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Rasheth1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock)
Lesser Lesser Warbeasts: Agonizer - Aradus Scarab - Reptile Hounds
Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy Aradus Sentinel - Aradus Soldier - Archidon - Bronzeback Titan - Rhinodon - Titan Cannoneer - Titan Gladiator - Titan Sentry
Chiron - Despoiler - Molik Karn - Tiberion
Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2019.09

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Combo Strike - None yet. (Edit)


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unitor Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcastersor Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Elite Cadre     (Edit)

  • Elite Cadre bonuses persist even after the model dies.
  • Elite Cadre bonuses can apply to teammates in multiplayer games.
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Rules Clarification : Vengeanceand/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Out of formation models cannot make attacks.
  • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
    • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
    • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)

Rules Clarification : Stay Death - None yet. (Edit)


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Rules Clarification : Dash     (Edit)

  • Non-warrior casters (such as Skarre3) will benefit from the extra SPD, but not Parry.

Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Deflection - None yet. (Edit)

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Rules Clarification : Prostration     (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Storm Rager - None yet. (Edit)