Michael's Swords

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You are playing as Michael’s Sword, a detachment of veteran troops in the Legio Sancti sent by Archangel Michael to purge the country of the brigands that roam on your master’s land. For the past two weeks, you have been hunting a group of mercenaries who have have begun to rampage the area near Castres in Lengadòc. As you near the hamlet of Saint-Germier, you can finally catch up to your enemy and ready for battle.


Army Tips:

  • With Dominicani, Minores and a Marrenne, you have excellent healing opportunities at your disposal. They can make your melee units last much longer than they normally would.
  • Your Mangonel should allow you to disband enemy Longbowmen or Ympes that prefer to pepper your troops from a distance.
  • Use the cheap Vileins and the hardened Serjants to lock the enemy in a melee before committing your elite Franc Chevalers and Evocati.
  • The Knight Baneret and Franc Chevalers have a truly devastating charge. Use them wisely, and in a flank if possible. Beware, however, of the Baneret’s “For Glory” special rule…
  • Your Decurion general and his retinue of Evocati are deadly in close-combat and can fly over enemies to reach behind their lines. But keep an eye on their Fatigue level: flying with heavy armour is quite tiring, and elite troops are not much better than cheap ones when exhausted.


Decurion

- Strengthens and heals his Retinue
- His spells cost life
- Shines against strong foes

Heroic Power:

  • Avenger: Damage increases progressively as the Decurion loses Retinue members.
Vengeful Strike Benediction Retinue Healing
Only usable from ground. Half of this weapon's damage is dealt as light damage proportionally to the amount of life lost. Increases the Decurion and his Retinue's accuracy over 3 turns. The Decurion heals his Retinue unit.


Evocati

- Powerful unit in close combat
- Can fly
- Can heal itself

Special Rule:

  • Meditation: The action Wait gives back to this unit 75% of its accumulated Fatigue and Veil instead of 50%.
Divine Strike Ravaging Charge Heal
Each miniature performs a powerful melee attack dealing Light damage. Flying only. A charge with a drastic Accuracy penalty allowing a second attack if the first one hits. Heals the unit.


Serjants (Sword)

- Core offensive infantry
- Shines in prolonged melees
- Excellent against lightly armoured foes

Special Rule:

  • Common: Only suffers from 50% of muster penalties.
  • Generic: Basic Leadership of allied Heroes is increased by 50% toward this unit.
Shield Bash Disciplined Strike Double Attack
Does not break Stance. A weak melee attack denying opponents their chances to Evade or Deflect. A melee attack adding no Fatigue, but having no chance of rolling Lucks. Each miniature attacks twice, but with a considerable Accuracy penalty.


Minores

- Healers
- Wide area support
- Defensive effects

Special Rule:
Chants:

  • Verses affect every allied unit within a range of 2 zones.
  • Verses' effects are continuous, as long as the unit does not perform any action other than a Verse, or becomes engaged.
  • A same Verse cast by 2 different units has a cumulative effect.
  • A Finale's power is proportional to the number of Verses used by this unit, but ends all active Verses.
Verse of Life Restoration Verse of Vigour
Verse. Range 0-2. Every friendly unit in range is progressively healed over time. Finale. Range 0-2. Heals a large amount of life to target friendly unit. Verse. Range 0-2. Every friendly unit in range receives a Toughness bonus.


Knight Baneret

- Excellent against enemy Heroes
- Can lead numerous armies from France, England or Scotland
- Perfect with Noble units

Special Rule:

Heroic Power:

Heroic Charge Boast Daring Advance
A charge with a drastic accuracy penalty allowing a second attack if the first one hit. The second attack has increased chances of targeting an enemy Hero. The Baneret halves the highest enemy Leadership in his zone and converts it to a morale bonus for his unit. The Baneret attacks the closest enemy Hero in melee, but receives attacks from enemy miniatures in his way beforehand.


Franc Chevalers

- Elite heavy cavalry
- Truly devastating charge
- Not at its best in long melees

Special Rule:

Ravaging Charge Glorious Stand Wedge Charge
A charge with a drastic Accuracy penalty allowing a second attack if the first one hits. Defensive Stance. Gives a morale bonus to this unit. A less accurate charge lowering enemy units' morale.


Marrenne

- Powerful support caster
- Efficient against crowds
- Can heal

Heroic Power:

Gust Flora Aspect Regenerate
Range 1-2. Every miniature in target zone takes a small Wind damage. The Marrenne is always the last miniature to be attacked in close combat. Lasts the whole game. Range 0-1. Every friendly miniature in target zone progressively regains life over 3 turns.


Arbalestiers

- Slow but powerful shooters
- Can shoot while engaged
- Very well protected from enemy shooting

Special Rule:

  • Reload: Crossbowmen need to Reload between each shot.
  • Pavises: Arbalestiers are almost immune to enemy shooting but moving is more tiring.
  • Generic: Basic Leadership of allied Heroes is increased by 50% toward this unit.
Point Blank Jolt Concentrate
Close combat shooting. More powerful than a normal shooting attack. The unit charges their crossbows with electricity. Next shot deals additional Lightning damage. Range 1. Unengaged target. Concentrated shooting towards a specific enemy unit.


Vileins

- Cannon fodder
- Abilities based on morale
- Can be surprisingly efficient

Special Rule:

  • Cowards: Unless acting as a Retinue, this unit cannot charge unengaged enemies.
  • Generic: Basic Leadership of allied Heroes is increased by 50% toward this unit.
Jab Stand Prepare
Confident morale state only. A drastically more accurate attack. Defensive Stance. Neutral morale state only. Sets a charge reaction with high priority. Defensive Stance. Shaky morale state only. Miniatures perform a powerful death strike if defeated.


Dominicani

- Healers
- Wide area support
- Offensive effects

Special Rule:
Chants:

  • Verses affect every allied unit within a range of 2 zones.
  • Verses' effects are continuous, as long as the unit does not perform any action other than a Verse, or becomes engaged.
  • A same Verse cast by 2 different units has a cumulative effect.
  • A Finale's power is proportional to the number of Verses used by this unit, but ends all active Verses.
Verse of Life Restoration Verse of Aggression
Verse. Range 0-2. Every friendly unit in range is progressively healed over time. Finale. Range 0-2. Heals a large amount of target friendly unit's life. Verse. Range 0-2. Every friendly unit in range receives a Melee Accuracy bonus.


Mangonel

- Field artillery
- Slow, inaccurate but deadly unit
- Long-ranged projectiles

Special Rule:

  • Laborious Movements: Moving requires twice the usual time. The unit cannot charge or retreat. When it flees, it is considered destroyed.
  • Psychological Weapon: Inflicts a slight morale penalty to every unit in the target zone.
  • Artillery: Must reload between each shot. Each consecutive shot in the same zone scatters less. Damage caused by Artillery is not affected by Armour and Toughness. Heroes are less likely to be hit.
  • Generic: Basic Leadership of allied Heroes is increased by 50% toward this unit.
Boulder Adjustments Rocks
Range 2-4. The most devastating projectile in terms of sheer destruction. Significantly reduces the next shot’s Scatter in the selected zone. Range 1-3. Shoots small stones and is more similar to a hail of arrows than standard artillery shooting.


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