Thursday, June 14, 2012

Galleon and Bart


 So the Galleon is awesome with Bart. He can boost all ranged damage rolls including the blast damage rolls from the 2-6 AOEs this thing puts out a turn and can take it up to ARM 22. I'm just not sure what else to take in the list with it. Lets have a look at what I think should be the core of the list:

Mercenaries Highborn Covenant or Four Star Syndicate PCs: 30
  • {00} Captain Bartolo Montador (0 / 5 WJ remaining)
    • {02} Sylys Wyshnalyrr, the Seeker
    • {18} Galleon
  • {02} Ragman
  • {02} Thor Steinhammer
    • {03} Grundback Blaster
  • {02} Master Gunner Dougal Macnaile
  • {02} Dirty Meg
  • {04} Lady Aiyana & Master Holt 
So why all this crap? Lets take it in reverse order of importance. Sylys for focus efficiency. Ragman can models within 3" dark shroud, dark shroud means any enemy models within 2" of the Galleon suffer -2 ARM. The big base means he should be able to do this from a relatively safe position. Thor and Meg can repair the Galleon. You might not need both of them but to start off I'm looking at both. The Blaster is there because blasters are awesome and if you are going to take Thor it's probably worth taking something to pronto and tune up. Aiyana and Holt get used mostly for kiss of Lylys but that isn't the main reason they make this list. Aiyana has another ability she can give a model/unit magical attacks. There are a lot of ways you can avoid non-magical attacks, the most common being the choir of Menoth (who can stop all their warjacks from being targeted by non-magical shooting) but there are also incorporeal models, wind wall the spell, etc. If you don't need magical attacks though you can always put the kiss on something. If you combine that with ragman the main melee weapon of the Galleon is hitting at the equivalent of P+S 25 which is pretty good. Lastly Dougal, he gives the Galleon +2 to hit on all it's rapid fire shots and lets it reroll distance or direction should you manage to still miss some how. He can also give all your shooting stuff +2 RNG one turn once a game.

So what else to take? I've used up a bunch of points there but I feel I get for that the ability to both shred infantry, and kill the heaviest stuff in the game. Even Terminus isn't going to be so tough when he's -4 ARM and facing a Galleon. If I was confident of getting multiple drags to work (Bart has broadsides which will let me shoot again out of activation) then I'd want to take something that can take advantage of dark shroud and trash a dragged in heavy. That could be Wrong Eye and Snapjaw. I could then add in a bull snapper and make the Galleon ARM 24. Snapjaw will drop an already damaged heavy with -2 ARM pretty easily. That's 12 points. Alternately I could take Rocinante, it would take advantage of the +3 ARM from Batten down the hatches and guard dog would be useful for Bart as that spell causes him to lose 2 DEF. Plus if I do cast broadsides then Rocinante could shoot twice as well. If I take him in highborn then I can take gun mages, they'll let me push stuff around in addition to the drag which could complement the drag nicely (push screening models out of the way or the target out from behind a wall or use them along with the drag to clear out an objective)...

Mercenaries Four Star Syndicate
PCs: 50 / 50
15 models
  • {00} Captain Bartolo Montador (0 / 5 WJ remaining)
    • {02} Sylys Wyshnalyrr, the Seeker
    • {18} Galleon
  • {02} Orin Midwinter, Rogue Inquisitor
  • {02} Ragman
  • {02} Thor Steinhammer
    • {06} Ghordson Driller
    • {03} Grundback Blaster
  • {02} Master Gunner Dougal Macnaile
  • {02} Dirty Meg
  • {09} Wrong Eye
    • {00} Snapjaw (Companion)
    • {03} Bull Snapper
  • {04} Lady Aiyana & Master Holt
Maybe... needs more thought

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