Daughters of the Flame: Difference between revisions

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{{Protbox
[[Protectorate of Menoth]] [[Temple Guardians]] [[Unit]]
|n={{Daughters of the Flame}}
|{{Protectorate}} {{Flameguard}} {{Unit}} }} [[Category: Model]]
{{4P|'''Temple Guardians'''}}


''Daughters of the Flame are the widows of fallen Menite soldiers. Possessing peerless grace, they become blurs of fluid motion in battle as they strike with synchronized precision. Their origins shrouded in mystery, the Daughters of the Flame have become a surgical tool for removing threats to the Protectorate both from within and without.''
[[Category:Protectorate of Menoth]]
[[Category:Temple Guardians]]
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Unit]]


{{TOC-rightbox|{{SamePage|See also '''[[:Category: Daughters of the Flame]]''' for other models that count as Daughters.}}
}}


=Basic Info=
==Model stats and abilities==
{{Infobox-Model
{{Model-stats
| name  = {{PAGENAME}}
| name  = Grunt
| image = Daughters_Of_The_Flame32046.png
| base  = 30 mm
| base  = Small
| hp    = 1
| spd  = 7
| spd  = 7
| str  = 5
| mat  = 7
| mat  = 6
| rat  = 4
| def  = 14
| def  = 14
| arm  = 12
| arm  = 12
| cmd  = 8
| fa = 2
| hp    = 1
| cost = 7
| size  = 6
| cpm = 1.4 (5 grunts)
| cost  = 8
|abilities=
| cost_note = 1.3 pts each
{{AbilitySingle|Unstoppable}}
| fa    = 2
{{AbilitySingle|Stealth}}
{{AbilitySingle|Pathfinder}}
{{AbilitySingle|Ambush}}
{{AbilitySingle|Advance Deployment}}
{{AbilitySingle|Acrobatics}}
{{AbilitySingle|Anatomical Precision}}
 
}}
== Weapons ==
{{Weapon|weapon=Sword|type = M |rng =1|rof = - |aoe = - |pow = 9| loc = X2| abilities ={{AbilityOptions|Special Attack|Combo Strike}}
}}
}}


===Abilities===
== Unit Rules ==
* {{Advance Deployment}}
{{Category:Unit}}
* {{CMA}}
* {{Parry}}
* {{Stealth}}
* {{Acrobatics}}
* {{Anatomical Precision}}
* {{Reposition 5}}


===Weapons ===  
== Changes and Updates ==
{| class="wikitable"
===Release Trivia===
{{Melee|Sword (x2)|0.5|4|9|}}
Released in [[Warmachine: Superiority]] (2006)  
|}


===Theme Forces ===
==Lore==
* '''''Protectorate
** {{Guardians of the Temple}}. Up to one unit can gain [[Ambush]] in this theme.


* '''''Other Factions
''Daughters of the Flame are the widows of fallen Menite soldiers. Possessing peerless grace, they become blurs of fluid motion in battle as they strike with synchronized precision. Their origins shrouded in mystery, the Daughters of the Flame have become a surgical tool for removing threats to the Protectorate both from within and without.''
** '''[[Infernal]]''' players can take this unit in the {{Hearts of Darkness|notbold=}} theme, but only if [[Feora]] is leading the army.
** '''[[Mercenary]]''' players can take this unit in the {{Llaelese Resistance|notbold=}} theme. They become Llaelese models in this theme and gain [[Pathfinder]].
 
=Thoughts on {{PAGENAME}}=
==={{PAGENAME}} in a nutshell===
Much like the [[Strider Blightblades|Blightblades]], or the [[Mage Hunter Infiltrators|Infiltrators]], Daughters of the Flame are your fast, advance deploying skirmishing unit, with a handy toolkit to remove enemy warriors with the same purpose. With an excellent toolkit for manoeuvring (Acrobatics, Parry, Stealth, Advance Deployment and Reposition [5”]) they will be getting most places easily.  They have Anatomical Precision, complemented nicely by CMA, if the target demands.
 
As ambushers when in Guardians of the Temple they offer a really important control based niche (or at least 1 unit does) threatening 13.5inches from either board edge means that your opponent often needs to either sacrifice scenario advantage by bunching up OR take a charge from these angry widows on the chin.
 
===Combos & Synergies===
The Daughters operate far forward in the front, and with their toolkit they are likely to get the job done on their own. Putting spells like [Defender's Ward]] will pump up their DEF to elite levels in combat, but usually, you'll have better targets for that. If you have plans with them beyond getting stuck in, consider the following casters:
* [[Feora,_The_Conquering_Flame|Feora3]] - out of her 3 incarnation she can make the most out of the girls' presence. Under her feat you can sit back and watch the world burn, while your untouchable girls leave a 14" long flaming trail among the enemy ranks.
* [[Servath_Reznik,_Wrath_of_Ages|Reznik2]] - Death March rewards you with deadly accuracy, and Spellpiercer will help you deal with pesky [[incorporeal]] units and solos.
* [[Kreoss2]] - They are downright savage under his feat. With the extra attack and auto-hits you can scale your offensive output anywhere between 18 single strikes, (each causing 1 point of damage against living targets),  and 3 hits at +6/+6 from CMA. Inviolable Resolve can push up their durability to the level, where they start to survive blast damage. If you go second, you may rather want to cast Sacrosanct on them instead. If you run them up, the enemy must either take their free strikes by walking away, or risk knock down from the spell.
* [[Thyra,_Flame_of_Sorrow|Thyra]] - their superior; beyond Elite Cadre, Carnage is the answer for elusive models, while Silence of Death can counter recursive mechanisms on chaff infantry units.
* [[Nicia, Tear of Vengeance]] - she grants them [[Blast Resistance]].
 
===Drawbacks & Downsides===
* A bit expensive for a jamming unit
* Die to blasts and anything that bypasses their DEF
* Not very effective against undead or constructs.
 
===Tricks & Tips===
* The first turn is usually AoE lobbing - spread out, so you won't set themselves up to be the first models shot off the board.
* Try and engage 2-3 enemy models, if possible, and overlap your engagement. That way you keep your options open in terms of CMAs and/or using your 2nd attack.
* If your distance is not enough to charge, running behind single-wound targets and engaging them can be just as effective. With Acrobatics, no infantry screen will stand in your way.
 
Getting the most out of your 2 initials, CMA and Anatomic Precision can be a bit confusing. The rule of thumb "when in doubt, double-CMA" is kind of true, but doing this can decrease seriously the volume of attacks for this unit. Here is a short guide, whether you should use single, double or triple attacks for the best effect. If you, or your target gets any modifier on the rolls, adjust values accordingly.
* If your enemy is single-wound living target, beating DEF is your only consideration. Use '''single attacks''' against targets up to DEF 12 (and oddly, against DEF16 targets), '''double CMA''' for DEF13-15, and '''triple CMA''' for DEF 17-20.
* Against single-wound non-living target, almost irrespectively from DEF, use '''single attacks''' up to ARM 16, '''double CMA''' up to ARM18, and '''triple CMA''' above.
* Against living models with multiple wounds, volume of attacks often win. Use '''single attacks''' Up to ARM 17 and DEF 16, and '''double CMA''' Up to ARM 17 and DEF 17-18. Over Over that, alvays stick to single Attacks.
* Against non-living models with multiple wounds, if ARM is under 16,use '''single attacks'''. For ARM 16-17 and up to DEF16 use '''double CMA'''. If any of the target's stats are higher than that, use '''triple CMA'''.
 
=Other=
===Trivia===
Released in [[Warmachine: Superiority]] (2006)
===Other Protectorate models===
{{Index Menoth}}
 
===Rules Clarifications===
{{RC Advance Deployment}}
{{RC CMA}}
{{RC Parry}}
{{RC Stealth}}
{{RC Acrobatics}}
{{RC Anatomical Precision}}
{{RC Reposition}}

Latest revision as of 20:40, 28 December 2024

Protectorate of Menoth Temple Guardians Unit


Model stats and abilities

Model Statistics

Base size = 30 mmSPDMATDEFARM
Health = 1
FA = 2
Cost = 7771412
Cost per model = 1.4 (5 grunts)
-

Model Advantages and Abilities

Unstoppable
Unstoppable
This model does not have to forfeit its Combat Action when it advances or is placed out of one or more enemy models' melee ranges during its Normal Movement.

No errata for Unstoppable (Create)

Stealth
Stealth
Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.‎

No errata for Stealth (Create)

Pathfinder
Pathfinder
This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.

No errata for Pathfinder (Create)

Ambush
Ambush
In most scenarios, this model/unit does not have to be deployed at the start of the game. Instead, it can be placed at the end of any of your Control Phases after the first round.
  • Choose any table edge except the back of your opponent's deployment zone.
  • Place the models/units completely within 3 inches of the chosen table edge.
  • Place so that every model in the unit is within 3 inches of every other model in the unit.
  • Ambushing models/units must forfeit either their Normal Movement or Combat Action during the turn they are put into play.

  Errata-Ambush (2024-1-16)
Question: When can Ambush happen - the rule book conflicts with app.
Answer: End of Control after the first round.
Explanation: N/A
Infernal Ruling: pps_Loren Privateer Press Staff/Dev - PP Community forum


Advance Deployment
Advance Deployment
In most scenarios, this model can be deployed after normal deployment, up to three inches beyond the established deployment zone.

No errata for Advance Deployment (Create)


Acrobatics
This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.

No errata for Acrobatics (Create)


Anatomical Precision
When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.

No errata for Anatomical Precision (Create)


Weapons

Sword
 RNG   ROF   AOE   POW   LOCATION 
1 - - 9 X2
Special Attack
A model can make a special attack during its Combat Action if it meets the requirements for the special action or attack's use.
Combo Strike - This model gains +4 to the damage roll for this attack.
No errata for Special Attack (Create)
No errata for Combo Strike (Create)


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

Released in Warmachine: Superiority (2006)

Lore

Daughters of the Flame are the widows of fallen Menite soldiers. Possessing peerless grace, they become blurs of fluid motion in battle as they strike with synchronized precision. Their origins shrouded in mystery, the Daughters of the Flame have become a surgical tool for removing threats to the Protectorate both from within and without.