Siege Animantarax: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
wmu>Juckto
No edit summary
 
mNo edit summary
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
{{Skornebox|{{Skorne}} [[Battle Engine]] }} [[Category:Model]]
[[Skorne]] [[Army of the Western Reaches]] [[Battle Engine]]  
{{4P|Army of the Western Reaches}}
 
[[Category:Skorne]]
[[Category:Army of the Western Reaches]]
[[Category:Prime]]
[[Category:Legacy]]
[[Category:Battle Engine]]


''Lumbering inexorably across the battlefield, animantaraxes are living siege engines. The ornate houdaas atop their backs bristle with veteran crews of Praetorians wielding spears and Venators manning double-combed reiver guns. Incoming fire serves only to enrage these giant beasts, and their handlers gladly indulge their anger and watch with grim satisfaction as the behemoths smash through their foes and deliver death to everything within reach.''


=Basic Info=
== Model stats and abilities ==
{{Infobox-Model
{{Model-stats
| name = Siege Animantarax
|name = Animantarax
| image = Siege_Animatarax.jpg
|base = 120 mm
| base  = Huge
|fa = 2
| spd  = 8
|hp = 35
| str  = 15
|spd = 7
| mat   = 6
|mat = 6
| rat   = 5
|rat=5
| def   = 10
|def = 10
| arm   = 20
|arm = 19
| hp    = 35
|cost = 14
| cost  = 17
|abilities =
| fa    = 2
{{AbilitySingle|Unstoppable}}
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Pathfinder}}
{{AbilitySingle|Dual Attack}}
{{AbilityComplex|main=Rage Fueled|sub1=Brutality|sub2=Painmonger}}
{{AbilitySingle|Reposition|3}}
{{AbilitySingle|Shield Guard}}
}}
}}
* {{Battle Engine}}
==== Weapons ====
 
{{Weapon | weapon=Double Reiver| type = R | rng =12| rof = D3+1| aoe = - | pow =13| loc =-| abilities = {{AbilitySingle|Pistol}} {{AbilitySingle|Volume Fire}} }}
===Abilities===
{{Weapon | weapon=Spear| type = M | rng =2| rof = - | aoe = - | pow =11| loc =X2| abilities = }}
* {{Cavalry}}
{{Weapon | weapon=Club Tail| type = M | rng =2| rof = - | aoe = - | pow =18| loc =-| abilities = {{AbilitySingle|Knockdown}}}}
* {{Pathfinder}}
* {{Beast}}
* {{Dual Attack}}
* {{Reposition 3}}
* {{Trample Power Attack}}
* {{Cantankerous}}
 
===Weapons===
* '''Double Reiver''' - 12" range, ROF d3+1, POW 13 ranged attack
** {{Volume Fire}}
 
* '''Club Tail''' - 2" reach, P+S 18 melee attack
** {{Knockdown}}
 
* '''Mount''' - 1" reach, POW 15 mount attack
 
* '''Spear (x2)''' - 2" reach, P+S 11 melee attacks
** {{Independent Attack|6|5|11}}
 
===Theme Forces===
* {{Disciples of Agony}}
* {{Winds of Death}}
 
 
=Thoughts on the {{PAGENAME}}=
==={{PAGENAME}} in a nutshell===
The Siege Animantarax battle engine works as if someone stuck a [[Venator Flayer Cannon]] on the back of a [[Rhinodon]], gave it an injection of nitrous oxide, then cut it loose from the battlegroup; it neither needs, nor can receive much in the way of caster support. It shoots like artillery, with volume fire making up for any loss of aim bonus. It is faster than an unbuffed [[Archidon]], has a POW 18 with auto knockdown, gets free charges with boosted attack rolls (thanks to the Cavalry rule), the ability to buy three extra attacks is as good as most heavies, and it has no leash.
 
The alternative comparison is that it's the [[Titan Cannoneer]]'s battlegroup-independent cousin, costing the same and with fairly similar stats other than its speed; cantankerous tokens replace Fury.
 
===Combos & Synergies===
* [[Paingiver Beast Handlers]] - Whip (Anatomical Precision) then medicate the Animantarax on turn 1 to max out rage tokens; the paingivers can concentrate on the battlegroup for the rest of the game.
* [[Paingiver Bloodrunners]] can't medicate the Animantarax - but they can stab it just as well as the beast handlers can whip it to give it those sweet rage tokens. And then they are an excellent screen.
* [[Lord Arbiter Hexeris]] - Black Spot allows you to "launder" your attacks. Killing enemy infantry with the spears, the Reivers, or even impact attacks to get extra attacks from the tail onto an enemy heavy.
* [[Lord Tyrant Hexeris]] - Parasite makes for unpleasantly hard hitting Reivers.
* [[Lord Assassin Morghoul]] - Mortality to allow him to kill his target. Shadow play to go through obstructions. And frankly if the Animantarax starts in 13" of the enemy caster and has a landing spot that brings them within 2" then a boosted knockdown charge will leave most casters about to die.
* [[Makeda & the Exalted Court]] - Incite - a flat +2/+2 on to hit and damage on enemy models within Makeda3's CMD.
* [[Lord Tyrant Zaadesh]] makes the Animantarax really scary on feat turn. MAT 8 P+S 20 auto-knockdown defensive strike is not at all what anyone wants to see coming the other way.
* [[Basilisk Krea]] - because no one likes facing a huge base, ARM 22 vs shooting (ARM 12 vs Armor Piercing), and 12" range charge coming back at them (since only a mount attack can be used for a Calvary charge). Also, the Animantarax loves being able to land that first hit on a heavy warbeast without boosting, so paralyze them.
 
===Drawbacks & Downsides===
* While huge bases can be jammed, keep in mind that independent attacks from the spears may help unjam the battle engine before it begins its charge (at MAT 6, P+S 11 you may need to boost attack and/or damage rolls against high DEF or ARM models) and, after moving at least 3", impact attacks may help clear the path to the target with MAT 6, POW 15 melee attacks.
* Landing a huge base after a trample almost never happens.
** Spd 8 certainly helps.
* Recharging the cantankerous tokens when it's charged in can be a problem. Of course if the enemy isn't attacking it, you win anyway.
* Don't work very well in double (debatable). While sheer speed mitigate their speed, they still are bulky, and you will have your paingivers severely taxed if you need to fill them both although a single unit ''can'' manage six hits between two Animantaraxes (leaving them unmedicated).


===Tricks & Tips===
==Battle Engine Rules==
* Three paingiver whips (Anatomical Precision) and a medicate mean it's fully charged and down 0-2 health boxes. At that point it hits harder than some collosals.
{{Category:Battle Engine}}
* Trample and shoot for that bit of extra movement (counting reposition it's almost as much as you get from running).
* Knockdown on it mean your army can fire on his target without penalty. Assuming the Animantarax isn't in the way of course...
* Thanks to its almost 5" base you can run it on turn 1 to about the 12" line, then have Paingivers whip it.
* Don't forget that the Animantarax is cavalry so its charge attack roll is boosted.
* It is also one of the rare living battle engines, so affected by rules and abilities which interact with such models (Life drinker, Bleed, Butcher 3's feat, Poison, Annoyance, Burning Ash, etc.)


=Other=
==Changes and Updates==
===Trivia===
===Initial Release===
* Released in [[Hordes: Domination]], 2011 November
* Released in [[Hordes: Domination]], 2011 November
* This model has been reworked possibly more than any other in Warmachine. In Mk2 it was given a complete overhaul because the original version was terrible. In Mk3 it was given an overhaul both as part of the Great Skorne Errata (2017.01) and then again as part of the Great Battle Engine Errata (2017.07).


===Other Skorne models===
==Lore==
{{Index Skorne}}
''Lumbering inexorably across the battlefield, animantaraxes are living siege engines. The ornate houdaas atop their backs bristle with veteran crews of Praetorians wielding spears and Venators manning double-combed reiver guns. Incoming fire serves only to enrage these giant beasts, and their handlers gladly indulge their anger and watch with grim satisfaction as the behemoths smash through their foes and deliver death to everything within reach.''
 
===Rules Clarifications===
{{RC Volume Fire}}
{{RC Knockdown}}
{{RC Independent Attack}}
 
{{RC Battle Engine}}
{{RC Cavalry}}
{{RC Pathfinder}}
{{RC Beast}}
{{RC Dual Attack}}
{{RC Reposition}}
{{RC Trample Power Attack}}
{{RC Cantankerous}}

Latest revision as of 06:33, 26 December 2024

Skorne Army of the Western Reaches Battle Engine


Model stats and abilities

Model Statistics

Base size = 120 mmSPDMATRATDEFARM
Health = 35
FA = 2
Cost = 147651019
-
-

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)

Trample Power Attack
Trample Power Attack
This model can make a trample power attack.

No errata for Trample Power Attack (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)

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum



Rage Fueled
When this model is damaged by an enemy attack, it gains one rage token. This model can have up to three rage tokens at any time. This model gains +1 to its melee attack and melee damage rolls for each rage token on it. This model can spend rage tokens for the following:
Brutality - During its Combat Action, this model can spend rage tokens to make additional melee attacks. It can make one additional attack for each token spent.
Painmonger - At any time during its activation, this model can spend rage tokens to remove d3+1 damage points for each token spent.
No errata for Rage Fueled (Create)
No errata for Brutality (Create)
No errata for Painmonger (Create)



Reposition
At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3 inches, then its activation ends.

No errata for Reposition (Create)


Shield Guard
When a friendly model is directly hit by a non-spray ranged attack while within 3 inches of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead.
  1. That model is automatically hit and suffers all damage and effects.
  2. A model can use Shield Guard only once per round.
  3. A model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
  4. Shield Guard can only be used once per attack.

    No errata for Shield Guard (Create)


Weapons

Double Reiver
 RNG   ROF   AOE   POW   LOCATION 
12 D3+1 - 13 -
Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

  Errata-Pistol (2023-09-17)
Question: Does the pistol benefit apply to models not in melee with the attacking model when the pistol is on a spray?
Answer: No, it only applies to models with which the attacking model is in melee.
Explanation: The intent is that a model only ignore the penalty for being in melee with the models that model is in melee with. Pistol only works against the models in the melee with the attacking model.
Infernal Ruling: Dark Legacy - PP Community forum



Volume Fire
Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger based models.

No errata for Volume Fire (Create)

Spear
 RNG   ROF   AOE   POW   LOCATION 
2 - - 11 X2
Club Tail
 RNG   ROF   AOE   POW   LOCATION 
2 - - 18 -

Knockdown
When a model is hit by an attack with this weapon, it becomes knocked down.

No errata for Knockdown (Create)


Battle Engine Rules

Battle engines are always 120mm based, independent models.

  • Never considered Warrior Models (even if the model is a Leader).
  • Might be living, undead, or construct.

Battle engines are Massive:

  • Cannot be pushed, knocked down, or stationary
  • Cannot be moved by a slam or throw
  • Not affected by rule of least disturbance
  • Cannot be affected by Grievous Wounds

Huge based models (120mm)

  • Never have LOS drawn to them blocked by cloud effects.
  • Never gain the DEF bonus from concealment or cover.
  • Never gain the DEF bonus from being a Target in Melee.
  • Can have Combined Range attacks target them even when the huge-based model is in melee.
  • Gains an additional 2 inches to throw distance when making a Throw Power Attack against a smaller model.
  • Gains an additional 2 inches to moving a smaller based models by a Slam Power Attack.
  • Headbutt, and Slam Power Attacks have a 2 inch melee range.

Battle engines are restricted from the following point sized games:

  • Recon (30 points)
  • Skirmish (50 points)

Total War games allow 1 to 3 huge-based Cohort models and battle engines for free.

Changes and Updates

Initial Release

Lore

Lumbering inexorably across the battlefield, animantaraxes are living siege engines. The ornate houdaas atop their backs bristle with veteran crews of Praetorians wielding spears and Venators manning double-combed reiver guns. Incoming fire serves only to enrage these giant beasts, and their handlers gladly indulge their anger and watch with grim satisfaction as the behemoths smash through their foes and deliver death to everything within reach.