Archdomina Makeda
Template:Skornebox This model is playable only in an Unlimited format.
Currently the leader and archdomina of House Balaash. Her destiny as the ruler of skorne is yet unfulfilled.
Basic Info
- This model is a Warlock.
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Warlock Rules
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Feat : Defiance of the Void
Those loyal to Makeda meet every threat head-on, responding with flashes of finely honed steel. Not even death releases a soldier from obligations in service of the archdomina. Makeda can force the living spirit to linger and fight even after the heart has ceased to beat and the lungs can no longer capture breath.
- While in Makeda's Template:CTRL range, friendly living models gain Retaliatory Strike.
- Additionally, when a friendly living warrior model in Makeda's Template:CTRL range is disabled, Makeda can suffer 1 damage point to remove 1 damage point from the disabled model. This damage cannot be transferred.
- Defiance of the Void lasts for one round.
Abilities
- Template:Blood Quenched
- Field Marshal [ [[:Category:{{{ability}}}|{{{ability}}}]] ]
[[Category:{{{ability}}}]] (Template:Shield Guard-alt)
Weapons
- Sword of Balaash (x2) - 1" reach, Template:Small, P+S 12 melee weapons.
Spells
{{Category: Template:CarnageTemplate:JackhammerTemplate:The LashTemplate:Quicken }}[[Category: Template:CarnageTemplate:JackhammerTemplate:The LashTemplate:Quicken ]]
Theme Forces
Makeda bonded warbeast, Molik Karn, she can take in any theme.
- Template:Disciples of Agony
- Template:Masters of War. She gains "Optional Take Down" in this theme
- Template:The Exalted
- Template:Winds of Death
Thoughts on Makeda1
Makeda1 in a Nutshell
Archdomina Makeda backstops the metagame, able to stop any shooting list cold, and doing nasty things to attempts at running DEF-skew lists. She's going to be spamming Carnage (at its low cost it's extremely good value), making her entire battle group shield guards, and trying to Quicken units into the fray on her terms. She also makes infantry very obnoxious to kill for one turn.
Maximizing Feat and Spells
- Quicken you cast early and upkeep, the other spells are obvious.
- The key thing to remember about her feat is that the only damage point that truly matters is the last one.
Drawbacks & Downsides
- Her feat loses to effects like Grievous Wounds that prevent healing.
- Fury is tight especially if she wants to cycle Quicken.
Tips & Tricks
- Between Quicken and The Lash she can move a model 4" in a turn. This can be huge.
- She can cast Jackhammer on herself to either unjam herself or, if she's given up her combat action, she can walk in and use Jackhammer in the way other casters might Flashing Blade rather than attack.
- A beast can run in position before you make it jackhammer something else. Or you can use Jackhammer to unjam it before it charge a high value target. You even can jackhammer, then use The Leash, then jackhammer some more, then activate.
- Tough Rolls and Feat heals happens at the same time, both triggering on disabled. This means you get to choose which one to use first and which second. It's usually better to use tough first, but if you don't want the model knocked down, then there are times when you want to use the feat first and never trigger tough.
List Building Advice
Strategy
Makeda is absurdly flexible so there isn't really a typical strategy with her. She is difficult to talk about coherently because she works well with just about anything; it's almost at the point that as long as you have enough Beast Handlers you can pull an army of random living models out of the bag and it will work effectively with her.
Makeda1 supports just about anything. From providing Shield Guards to make sure that nothing valuable gets shot; to a feat that gets her infantry in there and keeps it there; to using Jackhammer to finish off anything your normal attacks failed to. Oddly enough her feat doesn't specify Friendly Faction (although her spells all do).
She likes low-MAT infantry (who can be boosted by Carnage) and ones that benefit from a speed buff.
Theme Thoughts
Makeda likes to have a fair amount of living infantry for her feat - which means she doesn't play The Exalted because her feat won't keep them alive.
This is her natural home. She helps everything you're allowed here. She does like a bigger than minimal battlegroup here, like Molik, a gladiator and an Archidon.
- Praetorian Swordsmen love Quicken as a delivery method.
- Praetorian Ferox - A speed buff, help to avoid being shot off the board, and a MAT buff. That's their Christmas wishlist even before her feat turn makes them tougher to get rid of than they are under Makeda2!
- Tyrant Commander & Standard Bearer - Works well with all the above, further leveraging her strengths.
This is the other good theme for her. Animantarax and minion infantry work well for the feat, and making Tyrant Zaadesh immortal for a turn allow to use him as a beatstick. She has all the minion units (and both Nihilators and Slaughterhousers love Retalliatory Strike) and a wide range of beasts.
It's a bit of an unusual match but she still works well with it, allowing the infantry to even hurt enemy infantry in melee.
- Venator Reivers - With Quicken they not only have an absurd threat range on minifeat turn, they are hard to hit by return fire (even without shield guards)
- Venator Flayer Cannon Crew and Venator Catapult Crew - Long Range protected by shield guarded Scarabs to prevent return fire.
- Praetorian Karax - The Skorne's cheapest combat infantry suffer badly from a low MAT. That's what Carnage is for (and their blast immunity helps her shut down gunlines.
- Immortal Vessel so can channeling - and +2 to hit for The Lash makes it much more usable.
- While the feat doesn't do anything for your constructs, you can use it to keep your Extoller Novitiates and Extoller Advocates alive in addition to any Minion solos you bring (say, an Incorporeal and Stealth Gremlin Swarm or the Hermit of Henge Hold that can suddenly take even more attacks to kill)
- Quicken goes well on any of the models/units allowed in the theme.
- Quicken, combined with The Lash can make for surprisingly speedy statues - Hakaar, Ancestral Guardians and Supreme Guardians all love speed boosts.
- Immortals enjoy Carnage a lot since you can't get Hakaar in every spot on the table all the time. This can also make sure you have more souls available on your Advocates to reroll the damage, go incorporeal or gain +2 DEF.
- Points are very tight in this theme though, chances are you'll have to make some difficult choices in list building.
- Paingiver Beast Handlers - Carnage fixes their MAT so they can mix it up in melee with enemy infantry.
- Gremlin Swarm - It's that rare thing: a living incorporeal model. Which means that on Makeda's feat turn it is spectacularly hard to kill, able to singlehandedly hold a scenario zone against an entire army, in some match ups.
- Hermit of Henge Hold - takes a lot of attacks to kill, and with Makeda's feat can take even more. He also synergises well with most themes and lists. He can make sure your gargantuan stays alive with Mad Visions, make both their shooting and melee more effective with Master of Ruin and with Telemetry he can aid you in having The Lash hit. Even more, in DoA you can take a Paingiver Task Master to give him Reposition (3") or Tough for extra mobility/durability.
- Farrow Slaughterhousers - They hit really hard and have built-in Tough, Relentless Charge, and Take Down. With a Taskmaster, they are obnoxious to kill normally, and on feat turn, they won't die (unless the opponent has anti-healing).
Battlegroup
- Molik Karn is her pet warbeast that she can take in any theme. A side stepping, Quickened, Rushed Molik Karn is an awesome threat to enemy casters - especially now that if he doesn't finish the job she can bring Jackhammer down.
- Scarab Pack - One to three of the little pests all with Shield Guard and any warjack or warbeast gunline spam that isn't full of sprays (especially spam involving the Hunter) is going to be wasting almost all its shots on very cheap models with carapaces and a lot of hit boxes.
- Cyclops Shaman - An extra 2" of range on her Jackhammers can make all the difference in the world for assassinations.
- Mammoth - a common pick when she's played in Imperial Warhost. A Quickened, Rushed Mammoth can run 14" and engage a target 17" away. At MAT 8 (Carnage), POW 20 (with Enrage; 21 with fists, but threats 'only' 16") it's a great Jackhammer target. Keep in mind it has Bulldoze so it can threaten assassinations well depending on the opponent's list, jamming capability, defensive stats and camp. With the Pain Maddened rule it's also a great Shield Guard - if the opponent triggers this the threat ranges go up to 21" with the tusks and 20" with the fists, with the aforementioned buffs. Keep in mind that Jackhammer is only RNG 6 and Carnage requires the enemy model to be in her CTRL.
- Aradus Soldier - arm 23 vs guns and shield guard fits nicely, also using pull and jackhammer to clear charge lanes is a thing.
Other
Trivia
- Makeda is named after the Queen of Sheba.
- Released way back in Primal Mk1 (2006)
Video Battle Reports
Other Skorne models
Rules Clarifications
Template:RC Magical Weapon Template:RC Warlock Template:RC Side Step Template:RC Blood Quenched Template:RC Field Marshal Template:RC Shield Guard Template:RC Retaliatory Strike
Template:RC Carnage Template:RC The Lash Template:RC Quicken Template:RC Jackhammer