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Everblight still dreams of the time when he took to wing and spread death like a god; now his longing has been made manifest in the archangel. His most perfect spawn, the archangel courses through the sky and unleashes gouts of flame to spread across the earth. It scorches the enemies of its master, coming to ground only to feast upon those who would defy him. Where the archangel goes, so goes Everblight’s legion—and with it, the future Everblight envisions.
Basic Info
| Archangel |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Huge |
| SPD |
7 |
| STR |
14 |
| MAT |
6 |
| RAT |
6 |
| M.A. |
N/A |
| DEF |
11 |
| ARM |
19 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
4 |
| THRS |
9 |
| HP |
50 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
N/A |
| COST |
35 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.
Gargantuan - Gargantuans are mega-warbeasts, even bigger and stompier. They use nearly all the same rules as normal warbeasts but with a few alterations. These changes are summarized here or can be read in full here.
Abilities
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Eyeless Sight
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Flight
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Pathfinder
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Soulless
- Deceptively Mobile - At the end of an activation in which it didn't run or fail a charge, this model can advance up to 3", then its activation ends. This model can move outside its Normal Movement as a result of Deceptively Mobile.
- Flying High - Ranged attacks targeting this model with a RNG greater than 8" suffer –3 RNG, to a minimum of 8. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight.
Weapons
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| Dragon Breath
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RNG
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ROF
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AOE
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POW
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12
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3
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3
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14
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| Bite
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RNG
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POW
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P+S
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2
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7
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21
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- Consume - If this attack hits a small-based non-warcaster, non-warlock model, the model hit is RFP'd.
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| Claws (x2)
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RNG
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POW
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P+S
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2
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3
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17
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Animus
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Draconic Aura
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1
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SELF
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-
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-
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Round
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No
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| (1) When an enemy model suffers a fire damage roll while within 10˝ of this model, add +2 to the roll. (2) Fire Continuous effects that affect enemy models within 10˝ of this model cannot expire. (3) Draconic Aura lasts for one round.
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Theme Forces
Recent Changes
No changes since 2021.10
Thoughts on Archangel
Archangel in a nutshell
If you read the fluff blurb, it perfectly encapsulates the Archangel's essence: it is a fast-moving gunship that breathes fiery death all over the map and once the immediate threats are gone, it swoops in to get up close and personal.
The Archangel is the fastest among the Gargantuans/Colossi in the game - tied only with the Storm Raptor who is the electricity-focused version of it. Thanks to Flying High it does not jam your battlelines the same way other huge-based models do and more importantly, it keeps its frail form safe from most of the enemy guns. Deceptively Mobile is also a unique rule that you may want to use every turn since currently, it's the only way to move a gargantuan outside its normal movement.
All that nimbleness comes with a price though - and that is durability. The Archangel is the most fragile among its peers, to such degree that sometimes even a single fully loaded and buffed heavy can one-round it. This is why you want to control with the above-mentioned extra move who can retaliate against the Archangel once it made the strafing run with its formidable gun.
The Archangel rewards patient, grindy play and may feel counter-intuitive if you got used to all-in alpha strikes. It can certainly do that too, but it's a much riskier play considering the point costs associated with committing such an expensive model early into the game. If you play the Archangel this way, make sure you kill enough to make it worth your while, or you'll have a very sad, very dead dragon. On the bright side, its P+S 21 bite is the strongest Gargantuan attack you can get by default (though many can match and even surpass it with buffs), enabling you credible melee threat once lines close in.
Combos & Synergies
As a centerpiece model with a self-supporting damage buff, the Archangel makes a solid addition to any warlock's list and even more so if they can further amp its hitting power.
'Non-warlock synergy'
- Nephilim Bloodseer - The range of the Archangel's animus is notably smaller than the range of its gun. If you want to avoid exposing it too much, consider the Bloodseer as a remote animus relay. It may also help your other Fire-based attacks (even more so since it works on non-friendly faction models' attacks too).
- Blight Archon - Dragon's Blood is a great ARM buff if you need extra protection for your Archangel. Impending doom can set up clusters of enemies for your AoEs and it can also efficiently manage the support beasts you might take.
- Thagrosh0 - He is one of the best options to run an AA thanks to Ethrubnal's Guidance giving it re-rolls on missed attack rolls. He is one of the toughest lesser warlocks in the game, so he should be quite safe hidden behind a huge base so it's unlikely that the Angel goes wild if he dies.
- Some Fury management is strongly advised in the form of a posse of Shepherds or a Forsaken; unless it's your only warbeast or you outsourced the support beasts under the Blight Archon.
- Croak Raiders can oil up a bunch of enemy models, making the Archangel's gun incredibly efficient on damage, freeing up fury to boost to hit. In corner cases, they make its animus potentially deadly, though their point cost prevents them from being auto-includes.
- Naga Nightlurker - It would be a real shame if you could not shoot those Protectorate jacks right next to a Menite Archon because of Hymn of Passage... thankfully the Naga provides you with a way to do just that.
- A Blighted Nyss Sorceress can help save him fury. If you bring other flyers along her stock continues to rise. The same goes with the Mekanoshredder - it's fully up to your personal preference.
- Blackfrost Shard - Damage and accuracy fix all at once. Unbinding helps if a nasty upkeep had been placed on your dragon.
- Hermit - ARM de-buff, plus he may help you to home in blasts thanks to his low DEF and Ancient Shroud by standing close to an otherwise non-targetable enemy.
'Warlocks'
- Kryssa - She loves the Archangel's animus, even more so with the combination of Primal Magic and Telemetry from the Bloodseer. With it she packs a really, really good spray. Additionally her feat and Ignite gives it the usual +5 damage swing to its melee attacks, making the Archangel fully capable of trading with other colossi and gargantuans. Draconic Aura also ensures that whatever was touched by your units' melee attacks during feat will get a POW14 fire damage roll if they happen to survive.
- Bethayne1 - 2 spells, Blood Thorn and Disintegration provide awesome damage boosts while Deceleration helps it not get shot to pieces on the way in. Hex Blast can also be crucial in stripping enemy defensive buffs.
- Bethayne2 - The other contender for best Archangel caster; her feat makes it pretty much flat out unkillable for one turn and Transmutation gives it a very good statline, while Withering Death can debuff choice targets for the Angel (note that putting Transmutation on something else and Dissolve on the AA is also a valid move.) She can also heal it with Psycho Surgery and it is also a very valid Spell Driver target.
- She especially likes the Archangel in Ravens of War for free Harriers since they both serve as accuracy fixers and Spell Drivers.
- Lylyth1 - RAT6 and MAT6 are not outstanding stats - Lylyth1's feat can help that immensely. Also, Parasite allows you a respectable +5 damage swing with the Draconic Aura on a crucial target.
- Absylonia1's feat gets the most out of an Archangel if it has taken a lot of hits on the way in, considering his large health pool. Gargantuans also can never be affected by Grievous Wounds, so they are pressed to throw in other, less common anti-healing stuff like Entropic Force. Wild Aggression makes him more fury efficient in melee as well if you decide to go all in. Forced Evolution's Ashen Veil can force a few boosts or misses to reduce the opponent's chances of one rounding, and adds some extra punch to boot. It's also a nice threat extender.
- Thagrosh1 can make the Archangel more durable in melee with Death Shroud, though he can't offer it concealment with Fog of War due to Gargantuan special rules. Draconic Blessing on the Archangel is a nice melee boost while placing it on a friendly unit makes that unit invincible to the Angel's shots, allowing them to set up opportune blast damage on jamming infantry. Keep in mind that Thags can't resurrect huge base models with his feat.
- Kallus2 is all about setting things ablaze for his feat, and the Archangel's Dragon Breath is a great way to accomplish this. It also has 3 melee attacks for his field marshal and a ROF3 weapon for triggering Overrun. If you set targets on fire already, the Archangel will have a threat range of 15" and change for free. Lastly, its animus feeds right into his playstyle as well.
- Vayl2 can crank the Archangel's threat range to 14" on the charge with Boundless Charge (or 16" against constructs with the Mekanoshredder's animus - pretty ridiculous for a Gargantuan), and saves him a fury in the process too. Thanks to its naturally high P+S it doesn't struggle too much with dishing it out, and if necessary she can debuff enemy DEF to help it out in the accuracy department. The Archangel is also a valuable channeling option for her Oraculus - it won't care about taking a POW8 ranged attack and the huge base adds roughly 5" to her arcing range.
- Lylyth3 - With Battle Host, Reposition on her, and Deceptively Mobile on the Archangels this list offers a much bigger movement freedom than you would expect from 3 Huge Based models. Also once targets are being hit under her feat, it is nearly impossible to miss, freeing Fury for damage boosts.
- Lylyth4 Mortality is a spell everything loves, her feat makes it a very potent gun platform and Broadside can be used effectively due to the Angels quality gun. She also has a discount version of Bethayne1's Deceleration spell.
Drawbacks & Downsides
- One of the most fragile Gargantuan with average ARM; a few heavies can even one-round it on a good day.
- DEF 11 is also fairly easy to hit with not much in the way of improving it within the faction.
- Consequently, without proper maneuvering it won't be on the table for long (and a huge base won't make that easy either).
- Its usefulness drops greatly against enemies with Fire Immunity (a common theme with Legion guns).
Tips & Tricks
- While not every list will have models that can pose a melee threat at 13", plenty of gunlines can and will shoot the Archangel off the table if not careful. Consider Shield Guards, or making sure you take out the enemy's best guns first.
- Consume on your bite attack is usually more of a nice gimmick than an actually useful trait - except in very corner-case situations where you can eat a Hermit, lingering near to a model he wants to protect with Mad Visions. It also stops Dark Prophecy from triggering.
Other
Trivia
- In Christian and Jewish mythology/tradition, Archangels are among the highest-ranking Angelic beings.
- Released in Hordes: Gargantuans (2013)
Other Legion models
Rules Clarifications
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Rules Clarification : Fire (Edit)
- If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
- In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Consume (Edit)
- Consume triggers on all hits, not just direct ones. So if you trigger Consume on an AOE weapon (such as Hyperion) it will RFP every model in the AOE. (Infernal Ruling)
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Gargantuan (Edit)
- Warroom
- 2017 bug: Gargantuan's have their animus labelled as "spells". Despite this, it's an animus and as such the warlock can cast it. This is a known bug. (Staff Comment)
- 2020 bug: The animus doesn't show up at all. You'll have to go to the official card database instead.
- Refer to the Gargantuan article for a recap of their rules.
Huge Base (Edit)
- But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
- Fields of Fire
- Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
- Concealment, Cover, LOS
- Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
- Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
- Page 87 Forests - Forests do not block line of sight to huge-based models.
- Huge-Based models in melee
- Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
- Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
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Rules Clarification: : Warbeast (Edit) (Click Expand to read)
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See also the Warbeast page for a recap of the core warbeast rules.
- Forcing
- If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
- Animi
- A single Animus can be on several models at the same time. (Infernal Ruling)
- Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
- An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
- Transferring Damage
- If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
- Frenzy (Edit)
- You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
- You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
- A warbeast may not make an Assault shot as part of a Frenzy activation.
- If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
- If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
- If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification : Eyeless Sight (Edit)
- A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
- This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
- Blind vs Eyeless Sight (Edit)
- If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
- Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
- Anti-Cloud abilities vs Burning Earth (Edit)
- If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
- If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
- If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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Rules Clarification: : Flight (Edit) (Click Expand to read)
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- Flight doesn't ignore:
- Impassable terrain.
- Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
- Templates that stay in play and do damage to models moving through them (such as a Scather).
- Free strikes.
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Charging through models (Edit)
- You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
- Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
- Your melee range only extends to your front arc. Refer to the latest errata.
- You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Soulless - None yet. (Edit)
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Rules Clarification : Deceptively Mobile (Edit)
- This rule doesn't give you carte blanche to move whenever you like, and doesn't work with stuff like Overrun.
When it says "can move [...] as a result of Deceptively Mobile" it means it can move while applying that rule. (Locked thread)
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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Rules Clarification : Flying High - None yet. (Edit)
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Rules Clarification : Draconic Aura (Edit)
- Draconic Aura trumps abilities/spells that make continuous effects expire, because "cannot expire" trumps "expires."
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