Prime Axiom

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The colossals of the Convergence of Cyriss inspire awe and fear among the armies of the Iron Kingdoms. To confront these machines is to behold the inevitability of the Great Work and the terrifying power made possible by the guiding hand of Cyriss. The weapons of the Prime Axiom are designed to rip through screening troops, dismantle warjacks, and send servitors deep into the heart of battle. The Prime Conflux is a true wonder of design, able to convert latent atmospheric energies into electricity before unleashing them in a torrent of destruction.

Basic Info

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Template:Warjack

Template:Colossal

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Abilities

Weapons

Accelespiker
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 5 Template:- 11
Tow Cable (x2)
File:Gun icon.jpg  RNG   ROF   AOE   POW 
11 1 Template:- -
Drill Vice (x2)
File:Sword icon.jpg  RNG   POW   P+S 
2 4 21

Theme Forces

  • Other Factions
    • There are three Convergence Partisan models that, between them, can take this warjack in a plethora of Mercenary, Cryx, and Cygnar themes.
    • These models are Aurora2, Asphyxious4, and Nemo4.


Thoughts on Prime Axiom

Prime Axiom in a nutshell

Prime Axiom is a salvation to all Convergence players, yet a scourge to everyone else. It is the most-feared-Gargossal in entire game, and in MKIII, the Prime Axiom is still a nefarious death-dealing machine. You can expect to see the Prime Axiom in nearly every Convergence army, most of the time scrapping jacks and dragging people around.

Tow Cables FAQ

  • Can I tow huge-based models? It says I can push an equal-sized model?
    No. As of 2021.02 all types of huge-based models in the game have a "cannot be pushed" rule.
    The reason it says you can push an equal- or smaller-based model is because Drag is a rule shared by lots of models.
  • Do I have to pay for melee attack?
    No, the first one is a free attack.
  • When do I do the melee attack? When do I do the additional melee attacks?
    If you're making Tow Cable attacks, you've used your Combat Action to "make initial ranged attacks".
    If you hit with the first Tow Cable, it auto-damages and then you immediately drag the enemy into B2B, then make one free melee attack.
    You then fire your next gun.
    If you hit with the second Tow Cable, it auto-damages and then you immediately drag the enemy into B2B, then make one free melee attack.
    You then fire your next gun.
    Only once you've fired all your guns, can you can start buying additional melee attacks.

Combos & Synergies

Prime Axiom is the best weapon convergence has, mainly because it has synergy with almost every 'Caster in convergence.

  • Forge Master Syntherion : Hot Shot to make Axiom's accelespiker hit like a primary weapon, yet firing 5 shots in one activation. Synergy brings the Axiom's punch to stellar levels. On top of that, Magnetic Hold to make axiom charge even farther. His feat? well, 11-attacks in one activation plus bought extras, including charging, anyone?
  • Axis, The Harmonic Enforcer : Due to his low RAT, Axiom isn't a great fit with Axis. Still, Axis' feat and Iron Aggression helps Axiom, making it hit with extreme precision, triggering Sustained Attack, which is enough to scrap a colossal.
  • Iron Mother Directrix : Fire group makes Axiom's already terrifying drag attacks into something more. Domination can further extend that range and her decent ranged attack can clear out pesky infantry to give a clear drag-line. When feated, Axiom can hit almost everything by itself, including casters. When you want Axiom to be a ranged nightmare She's the caster you need.
  • Father Lucant, Divinity Architect : Makes Axiom nearly invincible. Moreover, the colossal itself becomes a gigantic shield guard. Lucant's average RAT is enough to drag key 'Jacks to dismantle, and in melee Axiom hits almost like Axis. Lucant-Axiom duo were a well-known MKII tournament combination, and that has stayed the same in MKIII.
  • Orion1 with the highest Rat in faction (admittedly at the cost of Mat) spellpiercer, magic bullet (to kill models blocking drag lanes) and a feat that boosts either damage or accuracy Orion has a lot of tools to make the Axiom work.
  • Aurora1 : Pretty much the only caster with no synergy. Aurora's tricks are giving bonus movement outside of normal movement, which Colossals can't benefit from. The feat does help it, but its not much.
  • Mitigator - Even Axis' colossal won't have problems hitting a knocked-down target
  • Attunement Servitors - to help drag in high def stuff, like warpwolves.

Nemo4

Nemo4 can work for 3 different Factions and can take an Axiom in any of them, which opens up quite a few combos for it:

  • Nemo4 himself synergises well with the Axiom. Watcher will make it able to launch fully boosted drag cables at enemies who enter a 6" bubble in Nemo's front arc. lightning Shroud puts it at P+S 23.
  • Magnus1 can put Snipe or Death Ward on it.
  • MacBain - Fail Safe is great on colossals, though it is much better used on a Blockader.
  • Hermit, Aiyana & Holt and Ragman improve its damage. Dark Shroud from Ragman is especially nifty with drag.
  • Orin1 or Alexia2 - Huge bases are big debuffable targets. These two eat spells flung at it.

Drawbacks & Downsides

  • Drag sounds good until you consider stealth, Shield Guard, Sacrificial Pawn, stuff that can’t be moved, walls/terrain/other models ... it’s a long list.
  • The usual problems with rock-bottom DEF - it serves great starting point for attacks with secondary damage, like electro leap, Spine Burst, Ashes to ashes, etc. Keep your support solos away.
  • Most of its effectiveness is tied to shooting - anything that forbids that (Submerge, Swamp Pit, Zerkova's feat, Wind Blast, etc), will make it run for its points.
  • to have the most tactical flexibility you actually need to own every kind of servitor (or your opponent needs to be ok with proxies)

Tricks & Tips

  • Try to memorise what stops pushes.
  • Watch out for things that trigger when you damage an enemy. Some of them allow the target to move and dodge the drag (such as Enliven and Troll Whelps).


Other

Trivia

Other Convergence models

Template:Index Convergence

Rules Clarifications

Template:RC Puncture Template:RC Drag Template:RC Open Fist Template:RC Sustained Attack

Template:RC Colossal Template:RC Vector Template:RC Warjack Template:RC Construct Template:RC Pathfinder Template:RC Launch Servitor