Protectorate of Menoth

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Protectorate of Menoth Faction overview[edit]

Led by their clergy, the devout and devoted populous of the Protectorate has marched to war to return humanity to its true allegiance. Too many centuries of adherence to heresies has lead to the current sad state of affairs, and only the burning, undiluted flame of the True Law can preserve mankind and restore the proper course of civilisation. Blessed by Menoth's divine mandate and empowered by His holy fire, the nation marches to a war not of conquest but of redemption, one not fought for the aggrandisement of the few but for the salvation of all. The humans of Western Immoren will remember and embrace their true master, or they will burn.

Glory to Menoth! Death to the infidels!

Protectorate of Menoth for Beginners[edit]

The Protectorate is about faith, fire and denial. The faction has more models that can set things on fire than all the other factions combined. The faction also has more models that are immune to fire. Also a number of models and abilities are related to the power of faith, from the bolstering hymns of the choir empowering the warjacks, to gathering the souls of the faithful who have fallen in battle to gain more attacks or protections. Traditionally the Protectorate has been one of denial (stopping your enemy from doing what he wants) and synergy (layering abilities and buffs and unit/model combinations to hit harder and more effectively), though while this role of synergy/denial is not as strong as in previous editions it is still significant.

Warcasters A wide range of warcasters are available in the faction, and few are complex to understand, but the best ones for a beginner to consider are:

  • Malekus, The Burning Truth - The new battlebox caster, and is likely the first caster most beginners will experience. He epitomises many of the flavors of the Protectorate: fire, denial and synergy. He can get more work done from his battlegroup with Open Fire, and can buff attacks from warriors or warjacks using Ignite.
  • High Allegiant Amon Ad-Raza - A caster who loves to run lots of warjacks. Through his Synergy spell he can make them hit harder and more accurately in combat getting better and better as each warjack activates, he also makes them move faster and has a very fast style of play that hits hard.
  • High Exemplar Kreoss - A caster who was the main battlebox caster in Mk 2. His feat to Knockdown enemies is very powerful, and with a good amount of focus he can spend it on a good size battlegroup, or using his very strong anti-magic spells to limit what the enemy caster can do.
  • Grand Scrutator Severius - An all-round support caster who can help his army, in many ways and make it fight better. He one of the most vulnerable of the Protectorate casters, and is unlikely to be picking a fight with the enemy caster, but his high amount of focus means he can take plenty of warjacks if needed and control them safely from the back.

Warjacks The Protectorate warjacks are not particularly advanced, tough, or fast; but they tend to be inexpensive, have good armour, and hit very hard - even more so when granted a boost from Hymn of Battle from the Choir of Menoth. None of the warjacks stand out as being especially preferred for beginners, though the character warjacks are all worth considering investing in as your army grows. The 'jacks you take depends on your warcaster. For example, Malekus likes fire, so the Hand of Judgment, Vanquishers and Repenters work well with his abilities. Severius1 also likes to take hisfavoured character 'jack: Blessing of Vengeance as Severius1 does like to take an arcnode, often a Revenger if the Blessing of Vengeance is not available.

But good warjacks for a beginner get familiar with are: The Crusader - a solid and very cheap heavy warjack with no fancy extras, which Amon can make even better with Synergy and a speed increase; the Castigator - is also cheap and with two open fists useful for making throws and can set nearby infantry alight. Even the star warjack of Mk2: the Reckoner; while not quite as amazing as it was before, still is a sturdy heavy that can hit hard, shoot hard, and debuff the enemy. The Templar is a good dark horse to consider as it's Shield Guard ability to protect key models or the caster, and the beatback on its weapon can generate opportunities or ways to score in scenarios that opponents haven't considered. For light warjacks, the Repenter is a solid utility light with a decent spray and chain attack that makes enemy shield walls trembl, the Vigilant is literally a mobile roadblock that your caster can lurk behind and be harder to hit by enemy spells or gunfire, the Dervish is fast accurate and can move into good positions with his Side Step, and not to forget the Devout a shield guard for when you don't want or can't afford a Templar, which also helps keep your caster safe from spells..

Units The Protectorate has both large units of the faithful who are not particularly skilled but try to overwhelm with numbers such as Holy Zealots and Deliverer Skyhammers, and elite troops who are highly skilled in combat (such as Daughters of the Flame) and often are weaponmasters too, able to hit very hard in combat (such as Knights Exemplar). While there are troops with ranged attack abilities, the Protectorate favours melee combat over gunlines, and the ranged units tend to support the combat ones in a more combined-arms approach. Special mention should go to the Choir of Menoth. These faithful priests are present in nearly every Protectorate army. Their hymns are vital to help protect the warjacks from spells or ranged attacks, or to increase their melee or ranged damage.

Protectorate of Menoth Models and Units[edit]

Warcasters[edit]

Warjacks[edit]

Light[edit]

Character Light

Heavy[edit]

Character Heavy

Colossal[edit]

Battle Engines[edit]

Units[edit]

Character Units

Mercenary Units Attachment

Solos[edit]

Character Solos

Protectorate of Menoth Theme Forces[edit]

Protectorate of Menoth Deep Lore[edit]

Unknown eons ago, Menoth created mankind. Tossed into a world dominated by hardier species (trollkin, ogrun) and more sophisticated cultures ( dwarves), humanity needed help. Menoth provided that in the form of divine power, holy fire, and the beginnings of civilisation. Then He went back to hunting the Devourer Wurm, the primordial divinity of chaos and the wilderness. Only uncompromising adherence to Menoth's True Law stood between humans and the howling horrors beyond their stout walls, and the Menite priest-kings zealously enforced this law while carving out a place for their people in Immoren. Menoth forbade humans from using arcane magic, and the rigid Menite societies naturally saw a lot of people grasping selfishly for more of everything they could get by whatever means they could get it. Eventually, two humans ascended to godhood through their own efforts: Morrow—who teaches that anyone can better their station through hard work and assistance—and his twin sister Thamar, who teaches that individual achievement is all and must be accomplished by whatever means necessary. The more uplifting faith of the Twins swept Immoren, displacing Menoth's loyal followers and relegating them to second-class status in nations like Cygnar.

Cygnaran Menites finally decided to break from their increasingly blasphemous countrymen and chart their own course according to the righteous tenants of the True Law. This resulted in a civil war that saw the nation's inhospitable southern regions separated from the rest as a "protectorate" reserved for the Menites and administered by the Cygnaran crown. This Protectorate of Menoth paid lip service to Cygnaran law while biding its time and building its forces. Though unable and unwilling to use the arcane power needed to create mechanika, the Protectorate has developed or stole the techniques necessary to create a modern military to rival any major nation among the Iron Kingdoms.