Anson Durst, Rock of the Faith
Anson Durst, Rock of the Faith
Anson Durst is the rock on which the enemies of the Protectorate break, a bulwark to the faithful who weathers tides of violence to keep blameless Menites safe. He earned his epithet fighting alongside the theocracy’s defenders to repel wave after wave of invading soldiers. Countless times he used his powers and a steel wall of warjacks to prevent harm to his men. Fuelled by faith and his devotion to the code of the Order of the Wall, Anson Durst is all but undefeatable when committed to the defence of his people.
- 1 Basic Info
- 2 Thoughts on Anson Durst, Rock of the Faith
- 3 Other
|See also How to Read the statblock|
- Recompense - 2" reach, P+S 14 melee weapon.
- Damage Type: Magical - This weapon can damage incorporeal models.
- Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
- Eruption of Ash - When a model is boxed by this weapon, center a 3" AOE cloud on it then RFP it. Enemy models within the AOE when it is put into play suffer a POW 12 fire damage roll. The AOE remains in play for one round. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
- Sturdy - This model cannot be pushed.
- Brace For Impact - This model is not moved when slammed.
- Retaliatory Strike - Once per turn when an enemy hits this model in melee, it can hit back. Once.
Feat : Bastion of Faith
While in Durst's control range, his warjacks gain +4 ARM and Brace for Impact (as above). Also, while B2B with one of his warjacks, Faction warrior models may pass off direct hits onto warjacks (and the effects of the hit). Bastion lasts for a round.
- Boundless Charge - Cost 2, 6" range
- Target friendly Faction model can charge for free and gains +2" movement and Pathfinder when it charges for one turn.
- Bulwark - Cost 2, Upkeep
- If two members of Durst's battlegroup are B2B and in his control range, they gain +2 DEF and cannot become knocked down.
- Cleansing Fire - Cost 3, 8" range, 3" AOE, POW 14
- Deceleration - Cost 3
- For one round, friendly Faction models in the caster's CTRL range gain +2 ARM against ranged and magic attacks.
- Hallowed Avenger - Cost 2, 6" range, Upkeep
- Target friendly Faction warjack gains Righteous Vengeance. (Righteous Vengeance - If a friendly Faction model dies within 5" model, next turn this model gets a free 3" move and melee attack during the maintenance phase.)
Thoughts on Anson Durst, Rock of the Faith
Comparison to Mk2
Broadly similar to his Mk 2 incarnation, Durst was released late in the Mk 2 cycle, and was probably designed with an eye to his play under Mk 3 which was under final development. To summarise:
- Lost a point of STR, and consequently the P+S of his weapon is one lower than previously.
- Lost his Rampant Guardian Stance and instead gained natural Brace For Impact and Sturdy, some of the benefits of the former stance without needing to be B2B with battlegroup models, and sacrificing a movement or action to stance.
- His feat now gives one less ARM buff to his 'jacks.
- Deflection became Deceleration, which affects all friendly Faction models, not just warrior models as it did before.
- Wall of Steel became Bulwark - just a name change.
Anson Durst, Rock of the Faith in a nutshell
Understanding how Durst and his feat and his spells interacts with his army, how to keep him safe, and how to manouevre him and his battlegroup for best threat (and safety for Durst) can take some practice. There is more he can do than just run a large battlegroup forward, feat as they close with the enemy and take an alpha strike fairly safely and then ht back harder - that works, but digging deeper can be rewarding and set your opponent questions that are difficult to answer.
Maximising his feat and spells
Anson likes to be a brick, and his feat not only delivers him and his battlegroup, but help protects his army. This looks slightly better written down than in practice, as you can only snuggle up so many models to his 'jacks on feat turn. The feat is best used to make your 'jacks almost unkillable for a turn, especially if absorbing an enemy alpha strike. A Templar with shield under his feat gets to ARM 25! Durst too looks very protected under the feat, able to play aggressively and closer to the front lines than most other casters. This is possible, but has its risks depending on who you are facing (See Downsides and Drawbacks below).
The feat coupled with Bulwark should be used to keep the battlegroup safe for a turn, and some key solos or support (e.g. Choir of Menoth). But note only damage from direct hits can be transferred to the 'jack a model is B2B with, squishy choirboys and other solos may still be caught in blasts nearby or on direct hits on the 'jacks they are close to, and they will still take this indirect (blast) damage.
Typical Army & Strategy
Durst's main win condition is probably attrition. He buffs the defense of his jacks and the armour of everybody in his control against shooting. Then, his feat turns that protection up to 11. Your best bet is to grind down your opponent and push them off control points.
Durst loves his 'jacks. Templars in particular get to outrageous levels of ARM on his feat turn, but all the Protectorate jacks, including the lights will be getting over ARM 20. With the right use of his feat you can deliver a large number of hard-hitting 'jacks straight to the enemy's face. Now which 'jacks you take is a matter of personal preference and play style. But for the beginner a good selection would be 4 or so melee heavy 'jacks such as the Templar some Crusaders a Castigator possibly. To help Durst survive up nearer the front lines a Vigilant or Devout may also be useful, to take some ranged hits from him or provide cover.
With the release of the Faithful Masses theme, Sanctifiers have become an attractive option for his battlegroup. Ashen Veil along with Bulwark will push them to Def14 against shooting and living models in melee. The biggest drawback was their relatively low POW but (Hand of Vengeance - When one or more friendly Faction warrior models are destroyed or RFP'd by enemy attacks while within 5" of this model, this model gains +2 to melee attack & damage rolls for one round.) with choir support puts that to a healthy 20.
To help clear enemy infantry that might jam up his battlegroup from making contact where it wants, you could add some infantry clearing options like a couple of Repenters - but this stretches his focus resources yet further. A better approach is to take some infantry. Ones that benefit more from Deceleration are a good choice, for example Temple Flameguard who can achieve a high ARM through Shield Wall or their Iron Zeal minifeat. Exemplar Errants offer accurate attacks, both from range and in meele, and while they are relatively low POW, it's usually enought to deal with enemy infantry. Their self-sacrifice can prevent many nasty effects or just makes them general nuisance. Their Officer also gives them assault, to make them even better to clean enemy mobs. Also, crossbows are magical and blessed, which can come in handy. Or you can just buy Vanquisher.
The Champion of the Order of the Wall will give Durst girded, which, while not always necessary, can help protect your fragile choir boys from blast damage.
Drawbacks & Downsides
His feat is good, but also rather tricky to manage. Durst behind two Templars B2B, looks very safe, can't be moved in slams and under Bulwark safe from being knocked down, but two 'jacks with an open fist or two can throw the Templars out of the way, leaving Anson very exposed near the front of your lines. The feat also doesn't protect from blast damage so don't commit too many choirboys to get close to the 'jacks if the enemy has AOEs he can chuck at the jacks, as he will be going after them if he cannot really remove the 'jacks themselves that turn.
He is a high ARM caster, with good MAT and is a weaponmaster with a fairly powerful reach melee attack. He can remove an enemy heavy warbeast or warjack by himself if need be. And will kill an enemy caster easily if he can get close. But the temptation is to push him too hard, use him when you can and can protect him, guard him other times and use the threat he poses to your enemy to keep them on the back foot.
Tricks & Tips
- Eruption of Ash from your melee attack is not optional. Be careful not to block unintentionally your LOS to targets with the newly placed clouds (for example if you want to cast an offensive spell afterwards). You should also refrain from melee attacks with this weapon, if you want to use those targets to fuel your soul/corpse gathering mechanisms.
- This entry first appeared in Warmachine: Reckoning (2015)
- Sculptor = Shawn Bruner
Themes for any & all casters (Edit)
- The Creator's Might - (Article) (Category)
- Exemplar Interdiction - (Article) (Category)
- The Faithful Masses - (Article) (Category)
- Guardians of the Temple - (Article) (Category)
Other Protectorate models
|Warcasters||Ashlynn - Bartolo - Damiano - MacBain - Durgen - Ossrum - Magnus1 - Magnus2|
Requires a 2+ caster game
|Other Controllers||Mini-casters||Gastone Crosse - Rorsh & Brine|
|Marshals||Colbie Sterling - Dirty Meg - Rutger Shaw|
|Warjacks & Warbeasts||The mercenary battlegroup members you can include in a Protectorate army depends entirely on which mercenary 'caster is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.|
|Mercenary Units, Solos, & Battle Engines|
|Units|| Horgenhold Artillery - Horgenhold Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Thorn Gun Mages|
Captain Sam & the Devildogs - Croe's Cutthroats - Blythe & Bull - Herne & Jonne - Aiyana & Holt
|Solos||Alten Ashley - Anastasia - Bradigan - Grogspar - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Bailoch - Rockbottom - Dougal - Orin - Rhupert - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Taryn|
|Warcaster attachments||Madelyn Corbeau|
Rules Clarification : Feat : Bastion of Faith
| * The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)