Order of Illumination Vigilants

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File:Mercenary Logo.jpg File:Cygnar Logo.jpg Template:FH2

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The Church of Morrow’s Order of Illumination investigates occult threats and, when force of arms is required, dispatches specialist strike teams to eliminate them and limit harm to the general populace. Among these zealous soldiers are the vigilants, small teams of tireless hunters trained to stalk and dispatch unnatural predators, including otherworldly horrors summoned by infernalists. The prayers woven into their weapons and whispered on their lips empower their strikes with the light of Morrow.

Basic Info

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Mercenary - Order of Illumination Vigilants will work for Template:Crucible Guard Mercenary, Template:Cygnar Mercenary, or Template:Khador Mercenary.

Abilities

Weapons

Heavy Crossbow
File:Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 Template:- 12
Great Sword
File:Sword icon.jpg  RNG   POW   P+S 
1 5 11

Theme Forces


Thoughts on Order of Illumination Vigilants

Order of Illumination Vigilants in a nutshell

Vigilants are a light skirmish unit that have a niche in countering skirmish units similar to themselves. They have a good mix of ranged and melee weapons, much like their Order of Illumination Resolutes brethren.

Advance Deployment, Pathfinder, and Stealth mean they are going where they please and are usually pretty safe when they go there. Their heavy crossbow can put a dent into most non-jack/beast targets, and Gang lets them get in close and put the hurt on when needed.

Combos & Synergies

Non-warcaster models

  • The Flame in the Darkness theme gives them Vengeance.
  • Glyn Cormier lets them ignore Stealth and means they can stay behind clouds and still shoot or charge with impunity.
  • The Morrowan Archon has Veteran Leader for them, allowing them to tackle high defense targets easily.
  • The Thamarite Archon can generate a cloud wall for them to hide behind.
  • Grand Master Gabriel Throne brings his Battle Plans and Tactician, meaning they can charge or shoot through a tangled down melee unit (i.e. Precursor Knights) and unjam them, allowing the melee unit to charge their intended target and do work.

Cygnar and Mercenary Warcasters

  • Crosse2 can let them shrug off blast damage with Dauntless Resolve, and feat induced Run & Gun lets them back off after shooting something to death.
  • Any caster with Snipe (I.e. Stryker1, Maddox), so they can stay farther away from the action.
  • Jakes2 feat allows them to deliver 5 attacks and 5 electro-leaps to potentially wipe a unit twice as large as they are.
  • Kraye - Like units with guns very much as he needs them to apply his feat for his battlegroup. Under the presence of Glyn Cormier Vigilants can do this even through a cloudwall thanks to Leadership: True Sight.
  • Siege1 makes them very difficult to remove if they live in his Foxhole since it removes opportunistic AoE weapons taking out more than one at a time.

Khador Warcasters

  • Khador has a number of buffs for them, all of which they really appreciate. Most such combos require them to be friendly Faction so you need to either run Zerkova in the Flame of Darkness theme, or attach Valachev to the Vigilants in the Wolves of Winter theme. Valachev gives them pseudo-reposition with his Zephyr spell.
    • Zerkova1 can generate a cloud wall for them to hide behind.
    • Butcher1 - He can feat on them, turning them into POW 12 Blessed Weapon Masters, making for some scary shooting that you otherwise have no access to in theme. He can also put Fury on them, which when stacked with Gang makes them very scary in melee. Alternatively, Iron Flesh makes them resistant to their bane, blast damage, by increasing their ARM against such to 18, which stacks nicely with Stealth for some good deliverability.
    • Kozlov packs Fury, too, but also has Tactical Supremacy, giving them much needed Reposition (on top of Zephyr movement). The +2 SPD from his feat is also very much appreciated.

Drawbacks & Downsides

  • Single wound and poor defenses, they die easily.
  • Relatively expensive - they pay a tax to boast good melee and decent shooting on the same model.
  • Small unit size means they lack the volume of attacks to completely wipe out a unit even in otherwise perfect circumstances. Five models means that they can't pair up to deliver gang-boosted attacks to more than two enemies, unless the enemy bunches up.
  • Even using Gang they are only POW 13 on the charge; they don't break armor on their own.

Tricks & Tips

  • Know when to gang and when to spread out for survival.
  • Treat them as a melee unit with guns, rather than a ranged unit with swords. Their damage output on a charge is extremely impressive and thanks to Blessed and Magical they circumvent a lot of conventional defensive buffs.

Other

Trivia

  • Released 2019.10
  • There is a short story, A Glimmer of Hope by Matt Goetz 2019.10, about some Vigilants trying to slow the Infernal invasion.

Other Theme Forces

Template:CG merc unit themes Template:Khador merc unit themes

Other Faction models

Template:Index Cygnar Template:Index Mercs

Rules Clarifications

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Template:RC Advance Deployment Template:RC Pathfinder Template:RC Stealth Template:RC Gang

Template:RC Magical Damage Template:RC Blessed