Difference between revisions of "High Allegiant Amon Ad-Raza"
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==Tricks & Tips== | ==Tricks & Tips== | ||
− | *Synergy bonus works every turn, so you | + | *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. |
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==Comparison to Mk2== | ==Comparison to Mk2== |
Revision as of 00:13, 2 January 2017
fluff blurb
Basic Info
Amon1 | ||
---|---|---|
300px | ||
SPD | AVerage | |
MAT | High | |
DEF | High | |
ARM | Average | |
FOCUS | Average | |
Relative HP | Average | |
WJP | High |
Weapons and Attacks
- Oblivion- A good POW melee weapon with good range.
- Damage Type: Magical
- Chain Weapon
- Trip (★ Attack) - If this attack hits, the target becomes knocked down.
Special Abilities
- 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.
- Parry
- Pathfinder
- Tough
- 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.
Feat : Union
- Every time Amon spends focus, he gets to allocate 1 focus to 1 warjack.
Spells
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Convection ! style="border-top: 1px solid #A8A8A8;"| 2
! 10
! -
! 12
! -
! Yes
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|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.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Flashing Blade ! style="border-top: 1px solid #A8A8A8;"| 1
! SELF
! -
! -
! -
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|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.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Fortify ! style="border-top: 1px solid #A8A8A8;"| 2
! 6
! -
! -
! Upkeep
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|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.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Mobility ! style="border-top: 1px solid #A8A8A8;"| 3
! SELF
! -
! -
! Turn
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Models in the spellcaster's battlegroup that are currently in its control range gain +2 SPD and Pathfinder for one turn.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Synergy ! style="border-top: 1px solid #A8A8A8;"| 2
! SELF
! Control
! -
! Upkeep
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|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.
Thoughts on High Allegiant Amon Ad-Raza
High Allegiant Amon Ad-Raza in a nutshell
Between Synergy, Field Marshal Parry, and Mobility Amon is arguably the best warjack caster in the Protectorate - especially in a warjack vs warjack beatdown where his jacks move fast and hit extremely hard. Difficulty rating: Moderate
Thoughts on when & how to use his feat and spells
Feat
Placeholder
Spells
- Convection - can be used on the Feat turn if you have Focus to spare - 2 focus points spent will allocate 3 focus points to Amon's warjacks.
- Flashing Blade
- Fortify
- Mobility
- Synergy - cast it first turn and upkeep always. If dispelled, re-cast it at the first opportunity, unless you've run out of jacks.
Typical Army & Strategy
Strategy
- Building up a maximum Synergy bonus should be Amon's priority every turn. Identify the most important targets and attack them with your heavy hitters only once other warjacks have amassed the maximum bonus available.
- Amon is a capable warrior himself, but be careful not to overextend him as he is fairly fragile. If enemies venture close to his position, there's no reason not to use his attacks, though. You may want to:
- cast Flashing Blade to clear jamming infantry off your warjacks as it (unlike other such methods like Thresher or Combustion) ignores friendlies
- use the trip Special Attack to set up a target for your warjacks
- just randomly hit something to build up Synergy bonus for your battlegroup
- Keep Amon safe! Every turn try to end your moves 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, or
- protected from spells by a Devout or Scourge of Heresy
with some Focus to spare.
Combine the above depending on what the enemy force threatens you with.
Army
Amon is an excellent warjack caster so you want a lot of warjacks in his battlegroup. He offers a movement bonus (with the all important Pathfinder, gives Parry, buffs both attack and damage rolls and even provides an ARM buff. He's so good at running warjacks that you may even want to run him without any combat infantry or solos - just jacks and jack support.
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 enemy formation, not caring about free strikes and spreading fire to everything it touches on the way.
- 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 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 "almost unhittable" territory
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 their threat ranges.
Amon's army can benefit a lot from certain support models like
- Choir of Menoth - Under full Synergy and Hymn of Battle bonus even light warjacks threaten serious damage to even the most heavily armoured enemies. 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.
- Hierophant and Wracks - Amon really needs all the additional focus he can get. Running a large battlegroup and casting important spells every turn is costly!
- Allegiant of the Order of the Fist - the monk is not only a suitable fluff choice for Amon as with mostly his battlegroup in the army and relatively small CTRL range Amon may have problems with contesting far scenario elements. Having a difficult to remove, cheap independent models to use on the flanks and contest distant flags or zones may be very useful.
- Wrack because extra focus is always good.
Drawbacks & Downsides
- VERY fragile. His DEF is very good but still it's not that difficult to hit by models with access to boosting. Also, even low POW attacks (like Blast Damage) can hurt Amon so it's good to keep some focus to reinforce, but do not think camping can save him from a dedicated attack. A buffed, charging heavy can even kill Amon in one hit with some luck, whether he reinforces his power field or not.
- Doesn't help warrior models in any way, so units and solos that rely on warcaster buffs aren't particularly good options with him.
- Relies heavily on spells so things that make spellcasting/upkeeping spells more difficult (like, for example Lamentation) seriously limit what he can achieve.
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.
Comparison to Mk2
Amon gained a lot in the Mk3 transition. Although he himself remains largely unchanged, he gained Flashing Blade, which gives him a bit more melee power.
However, he gained a lot from the addition of Power Up - Probably more than any other caster. Amon's playstyle encourages you to take a lot of melee warjacks, which was previously impractical due to his low focus. Amon only saw play in Mk2 with gimmick lists composed of huge numbers of light warjacks, which would allow him to build their Synergy up to ridiculous proportions.
Although this is no longer possible, as Synergy is capped at +3, it is now practical to run lists with five, six, and even seven heavy warjacks in a 75 point game.
Field Marshal : Parry is another excellent bonus that Amon received. It makes having his battlegroup jammed with enemy infantry a bit less of a problem, and getting to the important targets easier
Amon went from being a rather poor niche caster in Mk2, to being one of the Protectorate's star casters in Mk3.
Other
Trivia
Placeholder
Theme Forces this is a member of
Protectorate Theme Forces will be available from Jan 2017 in the 'Forces of Warmachine: Protectorate of Menoth Command' book.
Other faction 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: : Warcaster (Edit) | |||||
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Rules Clarification : Chain Weapon - None yet. (Edit)
Rules Clarification : Field Marshal (Edit)
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Rules Clarification : Parry - None yet. (Edit)
Rules Clarification : Preternatural Reflexes - None yet. (Edit)
Rules Clarification : Steady (Edit)
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Rules Clarification : Convection (Edit)
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Rules Clarification : Flashing Blade (Edit)
Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities: [Show/Hide]
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Rules Clarification : Fortify and/or Bracer (Edit)
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Rules Clarification : Mobility (Edit)
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Rules Clarification : Synergy (Edit)
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