cassus
Junior Strategist
Posts: 156
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Post by cassus on Nov 30, 2017 18:17:17 GMT
I'm not currently a Menoth player but I am eyeing it as a potential second faction and I was hoping some players would be able to help me understand what Menoth is all about. Whats the factions strengths and weaknesses?
Thanks!
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Post by paradox on Nov 30, 2017 18:19:15 GMT
What makes you interested in playing the faction?
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Post by thehoffman2787 on Nov 30, 2017 18:36:31 GMT
Because if you don't you'll burn!
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cassus
Junior Strategist
Posts: 156
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Post by cassus on Nov 30, 2017 18:37:30 GMT
The look of the faction right now is the biggest draw for me. I currently play Skorne and am looking for a warmachine faction to pick up as a second faction so that I can experience and play with both sides of the game.
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Post by macdaddy on Nov 30, 2017 18:37:52 GMT
Well first of all we have some really cool laws and our women are the most faithful and make the best wives.....Don't get me started on the workdays and benefits edit: I see you answered that already To give the most generic of answers. We are a buff faction mostly right now. Lots of spells, feats, and support to make things like zealots deadly. EG: Feora 3 can make zealots rat 7 and Pow 18 on their bombs. The faction has a lot of options. We have a very expansive stable of solid choices and because of that list building is always challenging because there are so many choices. I think that's the biggest struggle for me. Do you like a particular branch of the faction? 1: Flameguard 2: Exemplar 3: Bands of peasents 4: Jacks
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Nov 30, 2017 18:48:18 GMT
More Synergy instead of Skornergy (guessing you are a Skorne player?).
This is also a denial faction. Mostly spell denial. We have lots of ways to punish you for casting spells, whether it be getting rid of them or making it harder for your opponent to actually cast spells. We are a very clockwork style faction where you usually have to worry about your order of operations to get the most out of your turns. When you look at our faction on paper, they are on the weaker side most of the time, but then you take into effect all of the random buffs you can get from our casters, attachments, and solos, it really changes the dynamics of your list building. All of our casters are good. A few really stand out as amazing, but almost none of them (depending on who you talk to) are bad. We are lucky in that sense. Many of them are spell slingers, almost all of them have support for our army and some of them are even aggressive, in-your-face style casters. We have elite troops and garbage conscripts, but even the conscripts are good. I guess our biggest weakness is how slow many of our troops are without many ways to increase them.
And finally:
Fire is a huge part of our theme. Burninate the World! Or bow down to the glory of Menoth!
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Post by paradox on Nov 30, 2017 18:51:16 GMT
The look of the faction right now is the biggest draw for me. I currently play Skorne and am looking for a warmachine faction to pick up as a second faction so that I can experience and play with both sides of the game. I think you'll find Skorne and Menoth share a number of similar play experiences, mechanically. So it should feel pretty familiar. Thus, I'll echo the above - aesthetically, which sub-types do you like? What kind of "theme" of models do you want to play?
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Post by W0lfBane on Nov 30, 2017 20:31:46 GMT
Menoth is about strict adherence to hoods laws amd complete devotion to him and only. Strict obedience to him and only him is needed to succeed in life. The path to his love is difficult and arduous but following it will make you a better person through your hardship. That is what menoth is about.
Or did i misunderstand the question
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Post by killroundears on Nov 30, 2017 20:58:25 GMT
I'm not currently a Menoth player but I am eyeing it as a potential second faction and I was hoping some players would be able to help me understand what Menoth is all about. Whats the factions strengths and weaknesses? Thanks! i'm a skorne player whos picking up menoth as a secondary faction. the weakness of the faction is outside of a few specific lists, like thyra based lists, the faction can be pretty sluggishly slow. SPD5 infantry with half inch or one inch melee weapons for example. you'll sorely miss Rush on your SPD4/5 jacks, and the pathfinder aspect of it in particular on SR2017 As a mixed strength and weakness, Menoth has arc nodes for every caster, which skorne definitely doesn't. However its partially a weakness, because their nodes are (relatively speaking) slow and expensive. the strengths of the faction are getting to play serious denial in many cases. For example, Exemplar Errants can use self sacrifice to avoid triggering certain enemy effects by having another model die instead. Or if two troops charge two errants, errant #1 can self sac and kill errant #2 and it makes the second charging trooper irrelevant. theres a whole lot of anti spell tech, and generally speaking there's more buffing going on than in skorne. Defenders Ward or some kind of "ward" is fairly common to see. many menoth casters can feel quite powerful at spell slinging in a way that Skorne ones often don't. Severius2 can be described as like hexeris2, except with better turn to turn spell slinging, more control effects, but less access to nodes. Although Sev2's feat outclasses hexeris2's in terms of scalpel. i think the other interesting Protectorate strength is in their solo roster. Skorne's solo roster is pretty small, and filled with a lot of utility like willbreakers, extollers etc. Menoth has quite a list of solos that cover hugely different areas in scope. Everything from punch monks whos one job is to be insanely annoying to the classic support models like vassal of menoth, wracks etc. Two choices of dragoon too, good characters in Nicia, Pyrrhus and elias gade and vilmon.
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Post by greytemplar on Dec 1, 2017 6:25:58 GMT
Caveat, "Serious Denial" isn't actually serious. It's more that we can layer minor, and a few major, inconveniences on top of each other so that you have to consider a bunch of little interactions when plotting your turn out, and failure to remember some of these can hamper you.
A lot of things trigger when stuff dies. Other stuff gets stronger, heals, becomes tougher, etc... It's a faction where everything works together to achieve goals. Stuff rarely acts in a vacuum.
Problems with the faction might be that the above identity is not properly implimented right now. A lot of the inter-play is rather weak relative to the inputs. It's still functional of course, but it lacks the sheer power of many other factions. It's not flashy and sometimes it's boring, but it gets the job done.
Hopefully we get the Denial part of our identity back that we lost in mk3. Hope and faith in Menoth will see us through!
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Provengreil
Junior Strategist
Choir Kills: 12
Posts: 850
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Post by Provengreil on Dec 2, 2017 1:38:39 GMT
grey templar pretty much has it.
Our ultimate weakness(even when we were stronger in relation) is that we are a faction of defenses in a game that rewards aggression: we're almost always on the backfoot of a game and have to receive an alpha*. We can usually take it successfully though, and punish those who would dare strike us; and at that point, whatever god you pray to had better help you 'cause ours certainly won't. We can also neutralize many caster rather effectively through some fairly serious spell hate.
*recent power creep has been exceptionally problematic for us, as more casters or even whole factions casually get the tools to circumvent every meaningful defense we can muster. I had durst assassinated at range under his own feat turn last wednesday, and the opponent (Orion double TEP) didn't even have to try too hard.
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