Protectorate of Menoth

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CommandBook Menoth.jpg

Menoth is the god that (supposedly) created mankind, and he is an unforgiving god who demands strict adherence to the True Law which he gave to mankind before departing the mortal realm of Caen. Worship of Menoth dates back to pre-Orgoth times and there are many followers spread throughout the Iron Kingdoms, but the vast majority are found within the Protectorate.

Before the Protectorate became a nation it was a religous group within the borders of Cygnar, but when they became firmly entrenched in their "Burn all the Heretics" mindset they were kicked out of Cygnar and given a desert area to the Southeast, which became what is now the Protectorate of Menoth. They are a belligerent and aggressive nation able to contend with their larger neighbors thanks to the indomitable faith of their people. In recent years they have started large crusades outside their borders and have established a large enclave in war-torn Llael, far to the north.

Led by their clergy, the devout and devoted populous of the Protectorate has marched to war to return humanity to its true allegiance. Too many centuries of adherence to heresies has lead to the current sad state of affairs, and only the burning, undiluted flame of the True Law can preserve mankind and restore the proper course of civilisation. Blessed by Menoth's divine mandate and empowered by his holy fire, the nation marches to a war not of conquest but of redemption, one not fought for the aggrandisement of the few but for the salvation of all. The humans of Western Immoren will remember and embrace their true master, or they will burn.

Glory to Menoth! Death to the infidels!

Protectorate for Beginners[edit]

Aesthetic[edit]

Spanish Inquistion meets robots meets knights of the Holy Crusade.

Playstyle[edit]

The Protectorate is about faith, fire and denial. The faction has more access to fire-based weapons/spells/immunities than all the other factions combined. Plenty of models have abilities that are related to the power of their faith, from the bolstering hymns of the choir empowering the warjacks, to gathering the souls of the faithful who have fallen in battle to gain more attacks or protections. Traditionally the Protectorate has been one of denial (stopping your enemy from doing what he wants) and synergy (layering abilities and buffs and unit/model combinations to hit harder and more effectively), though while this role of synergy/denial is not as strong as in previous editions it is still significant.

Starter Sets[edit]

Starter Set

Mk3 Battlegroup Set

Contents: Malekus the Burning Truth warcaster, Repenter light warjack, Revenger light warjack, and a Castigator heavy warjack. Plus a bunch of peripheral stuff (see picture).

It is a good way to meet the defining traits of Protectorate; fire. Malekus loves it. He epitomises many of the flavors of the Protectorate: fire, denial and synergy. He can get more work done from his battlegroup with Open Fire, and can buff attacks from warriors or warjacks using Ignite (once you expand past the starter).

Theme Force Starter - Exemplar Interdiction

Contents: A 5-man unit of Exemplar Cinerators plus their command attachment, a 6-man unit of Knights Exemplar plus their command attachment, and an Exemplar Warder solo.

This one is designed to be an add-on to one of the other starter sets, rather than be one all by itself - you'll note it doesn't include a warcaster or any warjacks. It is roughly 35 points.

2017 Protectorate Army Box (limited availability)

Contents: Vice Scrutator Vindictus warcaster, two Sanctifier heavy warjacks, a Redeemer light warjack, a 10-man unit of Exemplar Errants, a 6-man unit of Knights Exemplar, a Choir of Menoth, and the character unit Visgoth Juviah Rhoven & Honor Guard.

You may not be able to find this any more, as it has gone out of production. This box unleashes the whole rulebook upon you - from units to power attacks and solos. Its 50 points limit is slightly behind the most popular 75 pts tournament formats, but prepares you well for such a challenge.

Other good early purchases[edit]

Warcasters
In addituon to Malekus from the starter set, the best caster for a beginner to consider are:

  • High Allegiant Amon Ad-Raza - A caster who loves to run lots of warjacks. Through his Synergy spell he can make them hit harder and more accurately in combat getting better and better as each warjack activates, he also makes them move faster and has a very fast style of play that hits hard.
  • High Exemplar Kreoss - A caster who was the main battlebox caster in Mk 2. His feat to Knockdown enemies is very powerful, and with a good amount of focus he can spend it on a good size battlegroup, or using his very strong anti-magic spells to limit what the enemy caster can do.
  • Grand Scrutator Severius - An all-round support caster who can help his army, in many ways and make it fight better. He one of the most vulnerable of the Protectorate casters, and is unlikely to be picking a fight with the enemy caster, but his high amount of focus means he can take plenty of warjacks if needed and control them safely from the back.

Warjacks
The Protectorate warjacks are not particularly advanced, tough, or fast; but they tend to be inexpensive, have good armour, and hit very hard - even more so when granted a boost from Hymn of Battle from the Choir of Menoth. None of the warjacks stand out as being especially preferred for beginners, though the character warjacks are all worth considering investing in as your army grows. The 'jacks you take depends on your warcaster. For example, Malekus likes fire, so the Hand of Judgment, Vanquishers and Repenters work well with his abilities. Severius1 also likes to take hisfavoured character 'jack: Blessing of Vengeance as Severius1 does like to take an arcnode, often a Revenger if the Blessing of Vengeance is not available.

But good warjacks for a beginner get familiar with are: The Crusader - a solid and very cheap heavy warjack with no fancy extras, which Amon can make even better with Synergy and a speed increase; the Castigator - is also cheap and with two open fists useful for making throws and can set nearby infantry alight. Even the star warjack of Mk2: the Reckoner; while not quite as amazing as it was before, still is a sturdy heavy that can hit hard, shoot hard, and debuff the enemy. The Templar is a good dark horse to consider as it's Shield Guard ability to protect key models or the caster, and the beatback on its weapon can generate opportunities or ways to score in scenarios that opponents haven't considered. For light warjacks, the Repenter is a solid utility light with a decent spray and chain attack that makes enemy shield walls tremble, the Vigilant is literally a mobile roadblock that your caster can lurk behind and be harder to hit by enemy spells or gunfire, the Dervish is fast accurate and can move into good positions with his Side Step, and not to forget the Devout a shield guard for when you don't want or can't afford a Templar, which also helps keep your caster safe from spells..

Units
The Protectorate has both large units of the faithful who are not particularly skilled but try to overwhelm with numbers such as Holy Zealots and Deliverer Skyhammers, and elite troops who are highly skilled in combat (such as Daughters of the Flame) and often are weaponmasters too, able to hit very hard in combat (such as Knights Exemplar). While there are troops with ranged attack abilities, the Protectorate favours melee combat over gunlines, and the ranged units tend to support the combat ones in a more combined-arms approach.

Special mention should go to the Choir of Menoth. These faithful priests are present in nearly every Protectorate army. Their hymns are vital to help protect the warjacks from spells or ranged attacks, or to increase their melee or ranged damage.

Starting a Theme Force[edit]

Theme Forces "compartmentalize" the full range of your Faction's models into smaller subsets that are thematically related to one another. By restricting yourself to a narrower range of models, you unlock additional in-game benefits which vary from theme to theme.

Theme Forces aren't compulsory, but the benefits of playing in-theme are so great that most players never play out-of-theme.

When you first start playing you should ignore theme forces, and just buy and play a few models you like the look of. Also, you can't even use Theme Force rules in games under 25 points.

However you should start looking into themes sooner rather than later, because otherwise you might end up owning, say, 80 points worth of models but can only field a 25 point theme force (because very little of your collection work together in the same theme). You should focus on collecting just one or two themes to begin with, not every single one in the Faction (unless you're a "Collector Completionist").

Theme Forces[edit]

The Creator's Might[edit]

Models allowed in The Creator's Might   (Edit)  
This list was last updated: 2018.12

Warcasters

  • All Protectorate warcasters

Warjacks

  • All non-character Protectorate warjacks
  • Avatar
  • Other character warjacks can be taken, but only if they're in their bonded model's battlegroup.

Units

Solos

Battle Engines

Structures

Mercenaries

  • One solo
  • One unit
This is the Protectorate's warjack-centric theme.

The Faithful Masses[edit]

This theme is full of cheap infantry, and paladins. It's like a civilian militia plus nutjobs.

The models allowed in The Faithful Masses are:   [Show/Hide]

This list was last updated: 2019.01   (Edit)

Warcasters

  • All Protectorate warcasters

Warjacks

  • All non-character Protectorate warjacks
  • Avatar of Menoth
  • Other character warjacks can be taken, but only if they're in their bonded model's battlegroup.

Units

Solos

Structures

Mercenaries

  • One solo
  • One unit

(★) Because Idrians are specifically allowed in this theme, they don't use up your Mercenary slot.

Guardians of the Temple[edit]

Models allowed in Guardians of the Temple   (Edit)  
This list was last updated: 2018.07

Warcasters

  • All Protectorate warcasters

Warjacks

  • All non-character Protectorate warjacks
  • Character warjacks can be taken, but only if they're in their bonded model's battlegroup.

Units

Solos

Structures

Mercenaries

  • One solo
  • One unit
This theme deals in the Flameguard. These are specialized troops that each serve a specific purpose.

Exemplar Interdiction[edit]

Models allowed in Exemplar Interdiction   (Edit)  
This list was last updated: 2018.07

Warcasters

  • All Protectorate warcasters

Warjacks

  • All non-character Protectorate warjacks
  • Fire of Salvation
  • Other character warjacks can be taken, but only if they're in their bonded model's battlegroup.

Units

Solos

Battle Engines

Structures

Mercenaries

  • One solo
  • One unit
Exemplars, as the name would imply, are Protectorate's most highly-trained and well-equipped troops.

Models[edit]

Unreleased Models[edit]

Last Updated: 2019.02

  • None at the moment

Warcasters[edit]

Amon1 High Allegiant Amon Ad-Raza
Cyrenia1 High Exemplar Cyrenia
Durant1 Refer to Protectorate solos, below
Durant2 Sovereign Tristan Durant
Durst1 Anson Durst, Rock of the Faith
Feora1 Feora, Priestess of the Flame
Feora2 Feora, Protector of the Flame
Feora3 Feora, The Conquering Flame
Harbinger1 The Harbinger of Menoth
High Reclaimer1 The High Reclaimer
High Reclaimer2 Testament of Menoth
     
Kreoss1 High Exemplar Kreoss
Kreoss2 Grand Exemplar Kreoss
Kreoss3 Intercessor Kreoss
Malekus1 Malekus, The Burning Truth
Reznik1 High Executioner Servath Reznik
Reznik2 Servath Reznik, Wrath of Ages
Severius0 Refer to Protectorate solos, below
Severius1 Grand Scrutator Severius
Severius2 Hierarch Severius
Thyra1 Thyra, Flame of Sorrow
Vindictus1 Vice Scrutator Vindictus
Vladimir-1 Vladimir Tzpesci, Champion of the Old Faith (Not tournament legal)

Warjacks[edit]

Light

Character Light

Colossal

Heavy

Character Heavy

Battle Engines & Structures[edit]

Units[edit]

Character Units

Ranking Officers

Solos[edit]

Character Solos

Mercenaries that will work for the Protectorate[edit]

Refer to Who works for Whom and/or Category: Protectorate of Menoth Mercenary

Other[edit]

Deep Lore[edit]

Unknown eons ago, Menoth created mankind. Tossed into a world dominated by hardier species (trollkin, ogrun) and more sophisticated cultures (dwarves), humanity needed help. Menoth provided that in the form of divine power, holy fire, and the beginnings of civilisation. Then He went back to hunting the Devourer Wurm, the primordial divinity of chaos and the wilderness. Only uncompromising adherence to Menoth's True Law stood between humans and the howling horrors beyond their stout walls, and the Menite priest-kings zealously enforced this law while carving out a place for their people in Immoren. After millennia of victory and order the barbarian Orgoth conquered Immoren and overturned the True Law. The oppressed people abandoned Menoth for the heretical Church of Morrow and its uplifting philosophies, displacing Menoth's loyal followers and reducing them to a minority in the civilization they had built.

After centuries of violent clashes and persecutions the visionary Visgoth Sulon called all Menites to migrate to the eastern half of the city of Caspia, a place that had been a haven for the Menite minority. Before a jubilant crowd of thousands Sulon took the title of Hierarch over the faithful. The Cygnaran military attempted to disperse the believers, but their interference sparked riots. The conflict spiraled into the First Cygnaran Civil War, which ravaged the kingdom for two years. Sulon was killed in the war and the Menites ultimately compromised for peace. The Protectorate of Menoth was established as a homeland for the Menites but was under the authority of the Cygnaran crown. The Menites were forbidden weapons and were made to pay taxes to Cygnar. Over a century the faithful bided their time, amassing wealth and secret armories as they trained for war. When Cygnar and Khador clashed, Hierarch Voyle declared a great crusade to retake Immoren. After driving off Cygnaran attempts at invasion Menite forces penetrated the walls of Caspia but were ultimately thrown back after the death of Voyle. Severius was named Hierarch and he directed the Menite armies to crusade north in Llael, the battleground of Khador, Cygnar, and Cryx. The Protectorate is a small and upstart nation, but its people have fought the armies of the old Iron Kingdoms and emerged victorious. The Protectorate of Menoth is independent and resurgent, and crusades to reclaim the world for their god with fire and faith.

Fanmade Lore wikis[edit]

These are two fanmade wiki sites dedicated to the lore of Warmachine and Hordes.

Official Short Stories[edit]