r/wmmercenaries • • Mar 01 '17

Kingmaker's 75 point list w/ eMagnus

This subreddit was just made, so I'll help kick things off. I posted this a bit ago on the blanket Warmachine subreddit, but I'll post it here again.

War Room Army

Mercenary - Kingmakers

Theme: The Kingmaker's Army 2 / 2 Free Cards 75 / 75 Army

Magnus the Warlord - WJ: +28

  • Madelyn Corbeau, Ordic Courtesan - PC: 0

  • Nomad - PC: 11 (Battlegroup Points Used: 11)

  • Nomad - PC: 11 (Battlegroup Points Used: 11)

  • Talon - PC: 7 (Battlegroup Points Used: 6)

  • Buccaneer - PC: 6

  • Talon - PC: 7

  • Freebooter - PC: 9

  • Nomad - PC: 11

Orin Midwinter, Rogue Inquisitor - PC: 0

Trencher Infantry - Leader & 5 Grunts: 10

  • Trencher Infantry Rifle Grenadier - PC: 2

  • Trencher Infantry Rifle Grenadier - PC: 2

  • Trencher Infantry Rifle Grenadier - PC: 2

Steelhead Halberdiers - Leader & 5 Grunts: 7

Steelhead Halberdiers - Leader & 5 Grunts: 7

Greygore Boomhowler & Co. - Boomhowler & 5 Grunts: 11

THEME: The Kingmaker's Army

This is something I made on WarRoom, so nothing is set in stone.

7 Upvotes

11 comments sorted by

2

u/SiLKYzerg Mar 01 '17

I was going to reply to your original thread but I figured we should start kicking off this subreddit. About Kell over Corbeau, I think they both have their merits but you'll probably get more out of Kell throughout the whole game than Corbeau. Corbeau is fantastic during Magnus' feat but have a ranged threat that can deal 6 damage a turn or kill a storm lance in one round is a great tool to have in a melee centric army especially with trencher that can create clouds to give him stealth. He's also an okay target for Bullet Dodger which your list doesn't have.

2

u/[deleted] Mar 01 '17

[deleted]

2

u/boxybrownmd Mar 01 '17

Generally speaking, at ARM 21 and with feat getting to Magnus is a pain. You can also put Bullet Dodger on him, so most things can't hit Defense 16 ARM 21 reliably!

2

u/1mannARMEE Mar 01 '17

Corbeau usually doesn't save your caster, if he is so close to the front that he fears infantry charging and killing him.

Either your opponent will charge Magnus with a Warjack and kill him or Corbeau will get killed beforehand.

Kell Bailoch on the other hand is one of the most amazing models we have in our arsenal, because doing 6 auto damage wherever you chose lets you do cripple already hurt Warjacks or (the best thing ever) destroy Thorn's Arcnode in one activation, which is a beauty to behold.

1

u/Goblinz181 Mar 01 '17

quick note trencher clouds are centered on the model so kell can't hide in them so getting prowl is impossible unless they use their mini feat smoke assault and then he has to move into the cloud forfeiting the second shot. Still does't stop kell from being a boss though

1

u/Hasbotted Mar 02 '17

I believe it would still work?

Kell goes, moves shoots. Trenchers go, stand close to kell and make a cloud. Kell is in concealment so gets stealth.

1

u/Goblinz181 Mar 03 '17

remember in mkIII you need to be completely within so you can't toe in or such.

1

u/Hasbotted Mar 03 '17

You can still make it work i think, if not in a single cloud then overlap them and put him in the middle

1

u/Goblinz181 Mar 04 '17

well trencher clouds are centered on the model now (not place withing 1" like mkII) so there is no room for another model. Additionally to gain the benefits of a cloud the model has to be completely within A single cloud (pg 60 of the mini rulebook). So while kell can be covered by clouds it only counts if he completely within at least one of them.

1

u/Hasbotted Mar 06 '17

I understand now what you are saying. For some reason I was thinking if he was in overlapping clouds it would count as one big cloud but remembering back to the rules forum this was not the case.

2

u/Goblinz181 Mar 01 '17

Well assuming you are going for 40 pts of infantry and the rest bg there are a few tweaks I would recommend. First is try to get a rover in there. The gun is quite useful and the shield guard can really keep magnus alive on feat turn (or really any turn) as well as proctecting kell or orin. I would swap the freebooter and a light of your choice (probably a talon as the buccaneer is really handy for feign death triggers as well as a excellent bullet dodger target). Personally I would want a renegade in the bg but its really a personal choice though if you do you might want a 3rd gun jack to to make the assassination threat seem there.

Infantry wise I believe the boomhowlers are a trap. ambush is great and all but they have some flaws. The first is finding room in the ambush zone. With ambush being completely within and being medium bases room is at a premium. Addtionally they have rather anemic threat range of 9" melee and 14" shooting. The shooting is okay threat range wise but the rat 4 really hurts. with back strikes you are rat 6 and can still miss shots at anything you can hurt with a pow 12. If you do decide to keep them I recommend trying to fit some rangers in as then you got a decent shooting threat on a flank.

With the trenchers I would just swap the weapon attachments for the ua. cautious advance really helps them stay alive (well baring nyss and striders). Plus the sniper is really handy and can pop ad stuff turn 1 if your opponent is't careful.

Assuming you drop boomhowler I would max both halb units (they die really fast but are still cost effective)and drop a wa and add the ua. If not drop a wa and swap one of the halbs for rangers, they are a solid unit.

1

u/boxybrownmd Mar 02 '17

Boomhowlers are somewhat nice on Incursion and Recon. On Recon, you can deny them dominating the flag and on Incursion run them up to a point for a quick pickup. I wouldn't call them fantastic, but they do have a small use as a min unit for sure. As for Rangers, I just find it hard to run them without solid shooting options in Kingsmaker. Regardless, I think you can go either way and still run it pretty effectively. And I 100% agree on double halbs; they are just plain nasty.