So you have seen the light and accepted the Creator of Man as your one true god. Congratulations and welcome to the team!
Over the next week or two, I will be chiming in with this reoccuring segment on how to build a basic starter army for any Warcaster in the Protectorate. To keep things simple these will be 25pt lists with no specific interest toward theme tiers. These articles are designed at helping those new to the game, or to the Protectorate get their lists under way.
Building an Army is always the first step in getting ready to play Warmachine, and versus other wargames, the leader of our army, our Warcaster, plays a pretty big role in how the rest of the list will turn out. Warcasters range from back field to front line, and from jack enthusiasts to troop generals. Spells, Feat, Special Rules and Stats will all play a part in helping us see where each 'caster like to play, and what they like to play with.
Here are our first six Warcaster choices (the next six will be in Part 2):
High Allegiant Amon Ad-Raza
Spells: Every spell Amon gets affects 'jacks, himself or his Battlegroup.
Feat: Amon's feat affects only 'jacks.
Special Rules: Amon's special rules affect only himself, deal with movement and defenses against Combined Attacks, Free Strikes, Back Strikes, and curb some disadvantages of being knocked down.
Stats: Amon is a 6 Focus Caster, offers 6 Warjack Points, a high Defense for a Protectorate Warcaster, a low armor for a Protectorate Warcaster, and a solid damage pool. Amon does not have a ranged attack besides his spell Convection.
Results: Amon loves 'jacks, LOVES them. If Amon and Warjacks were in third grade the other kids would be singing about them sitting in a tree. Amon's spell list allows him to turn 2 focus into 1 focus for each 'jack (if he can kill a model with Convection), offers them Pathfinder and +2Spd, and the unique spell Synergy which gives models in his battlegroup +x on attack rolls and +x on damage rolls where x is equal to the number of models who have hit an enemy model with a melee attack while in Amon's control area.
Amon wants to stick close to the front line, and move with his group. The speed increase and his lack of range weapons makes him really shine mid army or front line, just be aware of assassination attempts if he is forward.
Feora, Priestess of the Flame (aka pFeora or Feora1)
Spells: pFeora has only one spell which requires 'jacks but not troops, that said she only offers one buff to her troops (Ignite).
Feat: pFeora's feat affects all enemy models.
Special Rules: Flameguard Units never flee and immediately rally while in her command range.
Stats: Double Flamethrowers (SP 8) and Double Melee weapons make pFeora a solid threat in general combat with a 16" threat range on the Flamethrowers, 11" on the Melee Weapons. Ties for second highest Defense and ties for highest Armor of the Menoth 'casters, solid Damage Boxes (16). Offers the 6 Focus, 6 'jack points that are completely average for Menoth 'casters.
Results: pFeora wants troops on her side, the Flameguard work well with the addition of pseudo-Fearless, but don't fall into a trap of only taking Flameguard Units. Exemplars hit hard, if the Temple Flameguard are your shield, let the Bastions/Errants/Knights Exemplar be your sword. She runs well with a few jacks, as Burning Effigy will provide an auto-hit Pow 14 to every enemy within 2" of a 'jack she casts it on; we don't want to overload her list with 'jacks though. pFeora plays well forward, she ties the highest total base survivability (Def + Arm + Dam) of our casters with a 48 total score.
Feora, Protector of the Flame (aka eFeora or Feora2)
Spells: Versus her Priestess version, this Feora offers a spell which is beneficial to 'jacks giving them extra movement and herself +2 Arm if one of her jacks are within 3" of her. She also gains Convection which we saw on Amon. All in all, the weight shifts from supporting infantry and using jacks that we saw with pFeora to supporting jacks and using infantry.
Feat: eFeora's feat requires enemies to be on fire, popping her feat will allow her to gain a decent amount of focus and allocate it immediately to her Warjacks if she chooses. After that, she can rearrange the Fire continuous effect, moving it from any number of enemy models to an equal amount of enemy models.
Special Rules: Caustic Presence means things stay lit on Fire in her control area, she keeps the pseudo-Fearless for Flameguard units, snags an ability that causes any enemy model who ends their activation within 2" of her to suffer the Fire continuous effect, and gets a bonded Warjack whose weapons will now cause the Fire continuous effect.
Stats: 6 Focus and 6 Warjack points, she trades the two SP8 Flamethrowers of pFeora for a single SP10 Flamethrower and ditches her wrist blades for a Magical Reach weapon with Critical Fire.
Results: eFeora also plays well forward, as her base survivability (Def + Arm + Dam) stays at the best we get (48). Add in the +2Arm from Escort and you are looking at a very VERY tough Warcaster to crack. SP10 on the Flamethrower lets her sit back a bit more than pFeora's Flamethrowers, but you still want this lady toward the front. A bonded Redeemer helps get a lot of Continuous Effect: Fire out on the board, and eFeora's feat helps reposition those effects if need be. eFeora wants a solid set of 'jacks to make use of Escort, Convection, and her feat.
The Harbinger of Menoth
Spells: The Harbinger's friendly spells target models/units making them suitable for casting on Warjacks or Troops.
Feat: The Harbinger's hits any enemy who ended their activation closer to her than they were when they started with a solid Fire attack (assuming they are in her control range).
Special Rules: Harby's special rules revolve around her, except for Martyrdom which lets her take a d3 damage to heal a warrior model in her control range who has just become disabled.
Stats: Here is where the big guns come in, The Harbinger may only offer 5 Warjack points for list building, but she totally makes up for it with an unprecedented 10 Focus! She only carries a melee weapon, but it is magical and automatically hits.
Results: Harb runs well any way you slice her. Because of Martyrdom she is ever so slightly more troop focused, but her 10 Focus stat plug generic targeting on her beneficial spells makes her a solid 'jack support caster. She has a fairly low Def + Arm + Damage score, but makes up for it with the ability to overboost to 24 Armor and living models being at -2 to attack her while in her command range (10). Harbinger probably wants to stay toward the back, just keep in mind that with her large base you are going to need a Heavy Warjack to break LOS.
The High Reclaimer
Spells: High Reclaimer's spells are mostly without bias, though Sacrificial Lamb does require a trooper sacrifice to allocate each 'jack in HR's battlegroup 1 focus.
Feat: HR's feat allows him to bring some friendly faction trooper models back to life as long as their unit is still on the board.
Special Rules: The High Reclaimer's Special Rules all affect him, though it is worthy to note that for Reclaim and Soulstorm to function properly, he needs friendly Faction warrior models to die in his control area.
Stats: 5 Focus / 6 Warjack Points, The High Reclaimer carries only a melee weapon, but it is magic, has reach, and sets people on fire.
Results: HR wants troops, LOTS of troops. The more friendly Faction warrior models that die in his control area, the more Soul Tokens he gets. The more Soul Tokens he gets, the more Focus he has next turn, this helps to facilitate assassination of your enemy 'caster and helps to prevent assassination of the High Reclaimer. A common tactic with his feat is to resurrect troopers behind the enemy Warcaster, bypassing models between the Warcaster and the rest of your army and giving them a charge with backstrike. High Reclaimer's Def + Arm + Damage Boxes are fairly standard for Menoth, but Souls converted to Focus overboosting him makes him one of the most defensive casters under ideal conditions. Terror also adds to survivability against a solid number of units in the game, though it should not be relied upon.
Testament of Menoth
Spells: Testament's spells are all defensive with Dust to Dust providing his damaging spell and Hallowed Avenger requiring a Warjack as its target.
Feat: Testament of Menoth gives friendly faction models Incorporeal.
Special Rules: Testament still gets Reclaim, giving him a Soul Token for each friendly living faction warrior model destroyed in his control area. He also gains Omegus, preventing any enemy model from gaining souls in his control area and he also gains a short range teleport (3").
Stats: 5 Focus / 6 Warjack Points, like his former incarnation, the Testament of Menoth carries only a melee weapon, which is also magic, also has reach, and also sets people on fire.
Results: Like The High Reclaimer, the Testament of Menoth wants lots of troops so he can have lots of souls (for the same reasons). Due to his gaining of Sacrificial Lamb, Testament can run Warjacks a little easier than The High Reclaimer and comes in just a tad more survivable than him with a slightly higher Def + Arm + Damage Boxes plus Souls converted to Focus for Overboosting plus Terror.