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.
Basic Info
Amon1 | ||
---|---|---|
SPD | 6 | |
STR | 8 | |
MAT | 7 | |
RAT | 4 | |
DEF | 16 | |
ARM | 14 | |
FOCUS | 6 | |
HP | 17 | |
WJP | +29 |
Weapons
- Oblivion- 2" reach, P+S 14 melee weapon.
- Damage Type: Magical
- Chain Weapon
- Trip (★ Attack) - If this attack hits, the target becomes knocked down.
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
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.
Feat thoughts
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.
Spell thoughts
- 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. - Fortify - 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, so 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 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.
Strategy
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
Army
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.
- 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, this is the only one, where you get free stuff from your warjacks, and the full spectrum of support solos are at your disposal.
- 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.
- 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. Plus, the wall template gives good hiding spot for Amon in the first turn.
- Allegiant of the Order of the Fist - A fluffy choice for Amon, and also great for contesting scenario elements far away.
- 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 protection for your fragile Daughters from blasts, plus it counters Ambushers, getting into your juicy Choir support.
- Reclaimer Gatekeeper - Both Future Sight and Ashen Veil are very useful for Amon and his jacks.
- Exemplar Interdiction - Blessed ensures, that not even buffed models will survive your Synergy-enhanced jacks. 2" extra deployment for SPD4/5 heavy jacks are also strong argument on this theme's behalf.
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 "absurd" category.
- Devout - Shield Guard with Defensive Strike - however, its spell barrier is not something you want to exploit with an ARM 14 caster.
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 is almost unimaginable without support models:
- 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.
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.
Other
Trivia
- Originally released in Warmachine: Apotheosis (2005)
- He is the only Protectorate warcaster without a steam pack
Theme Forces
Other Protectorate models
Video Battle Reports
- 2018.04 Guerilla Miniature Games 75 points vs Harkevich1
- See also Category: Video Battle Reports for more casters with videos.
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 : Chain Weapon - None yet. (Edit)
Rules Clarification: : Warcaster (Edit) | |||||
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Rules Clarification : Parry - None yet. (Edit)
Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Field Marshal (Edit)
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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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