Temple Flameguard: Difference between revisions

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{{Protbox2
[[Protectorate of Menoth]] [[Temple Guardians]] [[Unit]]
|Temple {{Flameguard}}
 
|{{Protectorate}} {{Unit}}
[[Category:Protectorate of Menoth]]
|Officer & Standard
[[Category:Temple Guardians]]
|[[Command Attachment]]
[[Category:Legacy]]
}} [[Category: Model]]
[[Category:Prime]]
{{4P|'''Temple Guardians'''}}
[[Category:Unit]]


''The unwavering Temple Flameguard comprises the Protectorate of Menoth’s much-vaunted last line of defense. This blazing tide of devoted warriors washes over their foes, swiftly striking down those who dare to oppose the divine will of the Creator.''


=Basic Info=
==Model stats and abilities==
{{Infobox-Model
{{Model-stats
| name  = {{PAGENAME}}
| name  = Grunt
| image = TempleFlameguard.jpg
| base  = 30mm
| base  = Small
| hp    = 1
| spd  = 6
| spd  = 6
| str  = 6
| mat  = 6
| mat  = 6
| rat  irrelevant
| def  = 13
| def  = 13
| arm  = 13
| arm  = 13
| cmd  = 7
| fa = 4
| hp    = 1
| cost = 5
| size  = 6{{or}}10 +2 CA
| cpm = 1 (5 grunts)
| cost  = 7{{or}}11 +3 CA
|abilities=
| cost_note = 1.2 pts each
{{AbilitySingle|Combined Melee Attack}}
| fa    = U
{{AbilitySingle|Set Defense}}
{{AbilitySingle|Shield Wall}}
}}
}}
== Weapons ==
===Abilities===
{{Weapon|weapon=Flame Spear|type = M |rng =2|rof = - |aoe = - |pow =10| loc = -| abilities ={{AbilitySingle|Critical Fire}}}}
* '''''Everyone except Standard Bearer
{{Weapon|weapon=Shield|type = M |rng =1|rof = - |aoe = - |pow =8| loc = -| abilities =}}
** {{CMA}}
** {{Relentless Charge}}
** {{Set Defense}}
** {{Shield Wall}}


* '''''Officer only
** The Officer has +1 MAT
** {{Officer|Hide_Cat=<!---YES--->}}
** {{Granted|Hide_Cat=<!---YES--->|Practiced Maneuvers|Hide_ability=}} (''{{Practiced Maneuvers|Hide_Cat=}}'')
** {{Iron Zeal|Hide_Cat=<!---YES--->}}


* '''''Standard Bearer only
== Unit Rules ==
** {{Standard Bearer|Hide_Cat=<!---YES--->}}
{{Category:Unit}}
** {{Take Up|Hide_Cat=<!---YES--->}}


===Weapons ===  
== Changes and Updates ==
* '''''Everyone except Standard Bearer
===Release Trivia===
** '''Flame Spear''' - 2" reach, {{small|POW 5}}, P+S 11 melee weapon.
* Released in [[Warmachine: Prime]] (2003)
*** {{Critical Continuous Fire}}
==Lore==
 
''The unwavering Temple Flameguard comprises the Protectorate of Menoth’s much-vaunted last line of defense. This blazing tide of devoted warriors washes over their foes, swiftly striking down those who dare to oppose the divine will of the Creator.''
* '''''Standard Bearer
** {{Unarmed|Hide_Cat=}}
 
===Theme Forces ===
* '''''Protectorate
** {{Guardians of the Temple}}. In this theme and while B2B with another model in their unit, they gain [[Tough]] and cannot become [[knocked down]].
 
* '''''Other Factions
** '''[[Infernal]]''' players can use this unit in the {{Hearts of Darkness|notbold=}} theme, but only if [[Feora]] is leading the army.
** '''[[Mercenary]]''' players can use this unit in the {{Llaelese Resistance|notbold=}} theme. They become Llaelese models and gain [[Pathfinder]].
 
 
=Thoughts on {{PAGENAME}}=
[[File:TempleFlameguardOfficerandStandard.jpg|thumb|Temple Flameguard Officer and Standard]]
==={{PAGENAME}} in a nutshell===
Temple Flameguard are the cheapest troops in the Protectorate. Huddling together to stay safe, Shield Wall and Tough make them surprisingly resilient against shooting while Set Defense makes them able to take a charge.
 
===Thoughts on adding the CA===
The Officer and his standard bring a larger command bubble and two very situational buffs in Practiced Maneuvers is ironically named as just having practice manoeuvring your models on the table physically can do a lot to compensate for its lack. Iron Zeal is only relevant against small arms fire and will not protect them from common ways to deal with single-wound infantry. This, plus inflating their cheap price point artificially, makes the CA not recommended.
 
===Combos & Synergies===
* Anyone with Defender's Ward or Sacred Ward. They are cannon fodder/tar pit, but pretty good one, they are one of the best units to get Defenders Ward on as it pushes their defence to respectable 15 and makes them annoying, really annoying for armies without accuracy buffs,  to charge with another +2DEF from set defense and they are not so easy to kill with low POW guns (blasts) and spells thanks to Zeal or shield wall and DW makes it a bit harder.
* [[Pyrrhus, Flameguard Hero]] - Standing next to them keeps Pyrrhus alive and in return he passively gives out Rapid Strike. Their P+S 11 spears are nothing to write home about but you can field so many of them, that eventually you can clobber anything to death if you just have enough attacks. And with damage buffs they can actually reach dangerous levels of power.
* They are chaff unit so anyone who benefits from friendlies dying near them (all [[Reclaimer]]s, [[Sanctifier]], [[Menite Archon]], [[Shrine of the Lawgiver]]) will like them as dying is their sole job compared to the more important solos and warjacks.
* They can still be relatively effective to clear enemy expendables back or even charge them if supported by, depending on a type of enemy, either with accuracy buffs ([[Thyra]]) or damage buffs (anyone with [[Ignite]] and Thyra) as a two man CMA is pretty precise and has relatively good POW to clear one wound infantry.  [[Severius1]] helps with both just by being in their general vicinity and he has Defender's Ward AND some of his lists really like fairly cheap body of man to catch bullets for him.
* [[Feora1]] has Veteran Leader and Ignite for them. Under Dauntless Resolve and Shiled Wall they become tougher than any chaff infantry has any right to be.
* [[Rhupert]] gives them Concealment. Pathfinder and Tough are less relevant now, but can still be used if you want to run through a forest, or enjoy tough outside of b2b contact.
 
===Drawbacks & Downsides===
* Shield Wall is a double edged sword, slowing them down and making them much more tempting for AoE and Spray attacks. Especially since ARM 17 doesn't safe them from anything except blast damage. Even a mildly spiked POW 10 shot still does them in. To things like a [[Void Archon]] they look like a buffet.
* They die trivially when not in shield wall.
* The CA is FA 3, the unit isn't, so anything beyond 3 units need to go without one.
 
===Tricks & Tips===
* Shield Wall is a sometimes ability. It slows them down and doesn't help them survive charges.
 
=Other=
===Trivia===
* Released way back in [[Warmachine: Prime]] (2003)
 
===Other Protectorate models===
{{Index Menoth}}
 
===Rules Clarifications===
{{RC Fire}}
{{RC Unarmed}}
{{RC CMA}}
{{RC Relentless Charge}}
{{RC Set Defense}}
{{RC Shield Wall}}
 
{{RC Officer}}
{{RC Granted}}
{{RC Practiced Maneuvers}}
{{RC Iron Zeal}}
{{RC Standard Bearer}}
{{RC Take Up}}
 
{{Edbox|To edit the CA's tagged abilities, [{{FULLURL: Temple Flameguard : Officer & Standard (CA) |action=edit}} Click here]}}

Latest revision as of 01:22, 29 December 2024

Protectorate of Menoth Temple Guardians Unit


Model stats and abilities

Model Statistics

Base size = 30mmSPDMATDEFARM
Health = 1
FA = 4
Cost = 5661313
Cost per model = 1 (5 grunts)
-

Model Advantages and Abilities

Combined Melee Attack
Combined Melee Attack
This model can participate in combined melee attacks with other models in its unit.

Making Combined Melee Attacks (CMA)

Participation In order to participate, a trooper must:

  • be able to declare a melee attack against the intended target
  • have the intended target within its melee range.

Steps

  1. Choose one model in the attacking group to be the primary attacker.
  2. Make one melee attack roll for the group, using the primary attacker's MAT and any bonuses.
  3. Add +1 to the attack and damage rolls for each model in the group participating in the CMA, including the parimary attacker.
  4. Any other bonuses and penalties are applied based on the primary attacker.

Interactions with other rules Charging The CMA is only a charge attack if all the contributed attacks are charge attacks. Unit Combat Action

  • Units with CMA ignore the rule that one trooper's Combat Action cannot begin until the previous model's Combat Action is resolved.
  • Troopers with multiple melee attacks can divide them among eligible targets and participate in multiple combined melee attacks.

Dual Attack

  • Units with CMA ignore the rule that one trooper's Combat Action cannot begin until the previous model's Combat Action is resolved.
  • Troopers with Dual Attack can make melee and ranged attacks, grouping the melee attacks in any way.

  Errata-Combined Melee Attack (2024-2-11)
Question: Does a model have to be in melee range with a weapon to sacrifice it for a combined melee attack, or only in their melee range in general? The text of CMA says that you only need to be able “to declare a melee attack against the target” and “have the intended target in melee range”. And melee range is defined as the range of the longest reach weapon the model has.
Answer: To combine an attack the weapon in question must be available to be used.
Explanation: For example, a unit of Karax move into range of a Stryker, each Karax at 2" melee. If the controlling player chooses to make a 2-trooper combined melee attack, they’d have to use the spear for both those models.
Infernal Ruling: elswickchuck - PP Community forum



Set Defense
Models suffer -2 on charge and slam power attack rolls against this model.

No errata for Set Defense (Create)


Shield Wall
While this model is Base-to-Base (B2B) with one or more models in its unit, it gains +2 ARM and cannot be knocked down.

No errata for Shield Wall (Create)


Weapons

Flame Spear
 RNG   ROF   AOE   POW   LOCATION 
2 - - 10 -
Critical Fire
Critical Fire
On a critical hit, the model hit by this attack suffers the Fire continuous effect.

No errata for Critical Fire (Create)

Shield
 RNG   ROF   AOE   POW   LOCATION 
1 - - 8 -


Unit Rules

A unit is a group of models that band together. They've got special deployment rules and activation rules.

  • All models of a unit are Trooper models.
  Errata-Unit-Advance (2023-12-07)
Question: When something triggers because an "advancing enemy model that ends their movement" is within a given distance something, and the enemy model advancing is part of a unit, does the trigger only affect the moving model, or does it also affect the troopers that are placed?
Answer: Only the model moved counts for triggering when something advances into an area.
Explanation: We are aware of the situation. Currently looking at what the wording of the feats should be as well as the bigger question at hand here. For now it would be just the models that actually moved, not were placed. This is just for these right now amd not looking at other aspects of unit movement. When there is any update for wording i will post. As stated until we have a wording update this ruling is applying here. So for now just the model that was actually moved and not the ones placed will be affected.
Infernal Ruling: elswickchuck Infernal - PP Community forum



Changes and Updates

Release Trivia

Lore

The unwavering Temple Flameguard comprises the Protectorate of Menoth’s much-vaunted last line of defense. This blazing tide of devoted warriors washes over their foes, swiftly striking down those who dare to oppose the divine will of the Creator.