Drake MacBain: Difference between revisions

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{{Mercbox|{{Mercenary}} {{Ordic}} [[Warcaster]]}} [[Category: Model]]
[[FACTION]] [[Category:FACTION]] [[ARMY|ARMY]][[Category:ARMY]] [[:Category:Warcaster|Warcaster]][[Category:Warcaster]]
{{4P|Soldiers of Fortune}}
 
 
==Model stats and abilities==
 
<table>
  <tr>
      <td style = "border: 1px solid grey; vertical-align: top;">
{{Model-stats
| name  = Hellyth
| base  = 30 mm
| hp    = 15
| spd  = 7
| aat  = 6
| mat  = 6
| rat  = 7
| def  = 14
| arm  = 17
| arc  = 7
| ctrl  = 12
}}
</td>
      <td style = "border: 1px solid grey; vertical-align: top;"> <table >
          {{Model Advantage | advantage = Resistance Fire | icon = Resistance Fire}}
          {{Model Advantage | advantage = Resistance Corrosion| icon = Resistance Corrosion}}
          {{Model Advantage | advantage = Pathfinder| icon = Pathfinder}}                  
          {{Model Advantage | advantage = Dual Attack | icon = Dual_attack}} Corrosion}}
          {{Model Advantage | advantage = Tough| icon = Tough}} 
          {{Model Advantage | advantage = Undead | icon = Undead}}
          {{Field Marshal | ability = Hyper-Aggressive}}           
          {{Model Ability | ability = Arcane Machinery}}
          {{Model Ability | ability = Arcane Calibrations}}
          {{Model Ability | ability = Ionization}}
          {{Model Ability | ability = Vexing Alignment}}
          {{Star Attack | ability = Death Rattle}}
          {{Star Attack| ability = Marionette}}
          {{Star Action| ability = Pupppet Master}}
          {{Model Ability | ability = Prowl}}
          {{Model Ability | ability = Reposition}}
          {{Model Ability | ability = Take Down}}
          {{Veteran Leader | ability = Assault Kommando}}
 
      </table> </td>
</table>
 
{{Warcaster}}
 
==Weapons==
  <table style="border-collapse: collapse;>      <tr>
<th>Weapon</th><th>Type</th><th>Stats</th><th>Specials</th>
  </tr>
        {WEAPONNAME1}}
        {WEAPONNAME2}}
 
</table>
 
==Feat==
FEATNAME
{{#ifexist: Template:Errata-FEATNAME|
{{Template:Errata-FEATNAME}}
| }}
 
==Spells==
{{SPELLNAME}}
{{SPELLNAME}}
 
===Spell Rack (Slots 2)===
 
 
==Errata==
No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).
 
==Changes and Updates==
 
==Lore==
 
==Trivia==
 
==Battle Reports==
 
==Videos==
 
 
************* LEGACY **********


''Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.''
''Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.''

Revision as of 16:01, 14 January 2024

FACTION ARMY Warcaster


Model stats and abilities

Template:Veteran Leader

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********

Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.

Basic Info

Template:Infobox-Model

Mercenary - In a 2+ caster game, he can work for Template:Cryx mercenary, Template:Crucible Guard mercenary, Template:Cygnar mercenary, Template:Khador mercenary, or Template:Menoth mercenary.

Warcaster abilities:


Feat : True Grit

Choose d6 + 5 non-warcaster friendly Faction warrior models currently in MacBain's Template:CTRL range. When a chosen model is disabled, it removes 1 damage point and becomes knocked down. True Grit lasts for one round. Template:Tipbox

Abilities

Weapons

Dual Hand Cannon
File:Gun icon.jpg  RNG   ROF   AOE   POW 
12 2 Template:- 12
Undertaker
File:Sword icon.jpg  RNG   POW   P+S 
1 6 13

Spells

{{Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift }}[[Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift ]]


Theme Forces


Thoughts on Drake

Drake MacBain in a nutshell

The mercenary's mercenary. Drake MacBain is a control and support warcaster who himself doesn't do that much, but whose feat allows the Mercenary all stars to employ their abilities without dying and make your opponent's life quite difficult. His spells and feat are not exceptionally powerful compared to many, but can occasionally be devastating. He's fairly average in all facets, and in big trouble if the enemy can stop healing or remove upkeeps.

Feat thoughts

How you use MacBain's feat goes quite a long way to determining whether you win or lose. The most common plan is to feat on several members of your Countermeasure unit, run them forward and create a wall beyond which the enemy cannot shoot, then move your army up behind it. This forces the opponent to move up and not shoot or kill anything and take the alpha strike on the chin, or back up and cede scenario play.

Feating on Large or Medium bases can create a wall the enemy cannot bypass and could possibly be used to get far up on scenario.

It is also helpful to have a way around the knockdown effect.

Spell thoughts

  • Countermeasure - Macbain's signature spell. This spell is best used on whatever obnoxious advance deploying unit you have. Feat on that unit and run it way up the board. If the model chosen has Stealth, only Melee and and Spray Ranged Attacks from further than 5' could be used against it. Or Magical Attacks within 5".
  • Energizer - Energizer is a wonderful spell, but whether MacBain uses it or not depends on whether you brought a Blockader or Nomads.
  • Fail Safe - Best used on Blockaders as they become more difficult to remove and dangerous until completely destroyed. Far less effective on other warjacks, but you'll want to put it on something.
  • Fortune - MacBain's hit buff. As hit buffs go, it's one of the weaker ones, but it goes well with combined ranged/melee attacks and Jackhammer.
  • Jackhammer - This is MacBain's damage buff. Most effective when paired with a Blockader.
  • Rift - Used only in the late game when MacBain has to get things done himself or if you really need some rough terrain.

Drawbacks & Downsides

  • Upkeep removal ruins his day. Watch out for Repudiate and Purification.
  • Anything that prevents healing, like Grievous Wounds or Entropic Force, shuts down his feat. Makeda3, Void Archons, Wretches, Death Knells, Mortality and Vulcans are bad, bad news. These are very common sights.
  • Continuous effects like Fire or Corrosion can kill your unkillable models at the start of your turn.
  • Unless you have a way to prevent knockdown (Archons) or stand things up (Boomhowler1), all of your feated models are going to end up face down and have a garbage turn anyway.

Tricks & Tips

  • An unboosted Both Barrels attack is likely to do about the same amount of damage as a boosted-for-free charge attack, but has the added bonus of keeping you a lot further away from the enemy.
  • Use power models like Boomhowler, Eiryss1, Croe, Eilish and Orin to create no-shoot, no-magic bubbles that can't be killed and threaten assassination to create layers of control your opponent will have to chew clock to unravel.

List Building Advice

Strategy

Macbain plays well into most gun lines by creating an unkillable jamming wall of anti-shooting with his feat and countermeasure followed by a big alpha strike. He can also jam melee armies by putting unkillable bodies in their way to get the alpha. This assumes your opponent cannot remove Countermeasure or prevent Healing.

With the advent of SR 2017, Macbain is in the unique position of being able to cheat the scenarios to some extent. With his feat, he can send a speedy model like a Kayazy Eliminator or a meager Press Ganger into your opponent's backfield to contest a zone or flag, and if they do not have a way to stop healing or to move that model, they will not score points on their turn. In scenarios like Spread the Net, this allows Macbain to get up on points extremely fast. This forces your opponent into a terrible position as they will need to sacrifice models to stay in the game and you will not be losing anything if you play Macbain's feat turn well.

Macbain has three upkeeps, Fortune, Fail-Safe and Countermeasures. With 6 FOC to spend between those spells, his army needs to be constructed with a plan in mind because you can't use all his tools. If you bring a Blockader for Failsafe and Jackhammer, that's probably the only jack you'll have the focus to run. If you want to use Energizer with Nomads, you won't bring the Blockader.

Theme thoughts

Template:Header

This is a great theme for him, as you can bring up to four Archons who make excellent feat targets.

  • The Menite Archon are geart independent models for his feat. They buff the Blockader's sprays quite well, but that should not be the main thing your army wants to do.
  • Thamarite Archons are great independent gun platfroms that love the feat. Morrowan Archons have a DEF buff and are resilient shield guards.
  • Malvin & Mayhem are the perfect target for Fortune, and the Choir you already brought goes great with them. You'll have to bring a Gobber Tinker but he can fix your Blockader for you.
  • Thorn Gun Mages are pretty meh outside of this theme but here they gain Pathfinder and Sniper, if you bring Menite Archons anyway you can also leverage them for very powerful Incendiary shots.
  • Gastone Crosse runs another heavy that will also be boosted by the Choir.
  • Gorman1 is a good feat target and if he rust bombs a Construct, Blockader gets to effective POW 20.
  • Eilish Garrity under Macbain's feat can run forward, not die and then remove all enemy upkeeps within 5" if you do it right. He should definitely be in any Macbain army.
  • Boss Machorne Is a good feat target and generally useful. She can run another jack for you that will receive choir boosts if you want her to, but she's a decent solo in her own right as well.
  • The Choir of Menoth - Their Battle Hymn combined with Fuel for The Flames and Fail Save really makes the Blockader sprays shine like nothing else. Youa re probably better of going into melee with it though. The Hymn of Passage is another layer of safety from shooting for Blockader and Mayhem.
    • If you are unsure what you second protectorate unit should be consider the following:
      • Flame Bringers are fast and have a crit effect and thus either good Countermeasure or Fortune target.
      • Daughters of the Flame - SPD 7, Stealth and Advance Deployment. Exactly the package of abilities that makes for great Countermeasure targets.
      • Flameguard Cleansers or Holy Zealots - If you really, REALLY want to leverage Fuel for the Flames. Fortune'd 10" Sprays are hilarious, if clock-intensive, but they die like flies and MacBain does little to change that outside of feat.
  • Rangers Mark the Target for his colossal, and they project Countermeasure waaaaay up the board. Feat on 4 of them and you won't get shot.

Template:Header

Here MacBain has access to Rangers, Trencher Infantry and Long Gunners. Boomhowlers gain ambush, but you would want him in the board center for Reveille. Furthermore models/units gain Feign Death, which can be handy with his feat.

  • The Steelhead Ironhead can crane things around and the Steelhead Arcanist eases his focus burden.
  • Rangers are also in this theme.
  • Boomhowler1 can yell Cacaphony and run forward under feat to create a no-magic bubble in addition to a wall of no shooting. He can then Reveille the knocked down models. Another good reason to bring an Ironhead.

Template:Header

  • Kayazy Eliminators are great for feating and contesting zones, especially if you can get Boomhowler to stand them up.
  • There are a lot of damage fixers in this theme, which you won't get elsewhere. This is good because MacBain has none himself. In particular these are Aiyana and Holt, Ragman, Gabriel Throne and Gorman
  • Croe's Cutthroats can also be here and are your best Countermeasures target, because of SPD 6, Stealth and AD. You only want six though. Kayazy Assassins can be tempting but they are slow and don't have AD, not to mention that they are overcosted.
  • Unkillable Asphyxious4 is the other main selling point. Asphyxious is usually guaranteed to kill a heavy by himself at least once per game, so if you can send him in and make him unkillable, you might just pick up two.

Template:Header

Here you can bring the full Steelhead boat, including the non-character solos missing from Irregulars. Solos mark targets for your Blockader or Galleon. However, the theme lacks units with Stealth, Pathfinder and Advance Deployment, which means there are no good Countermeasure targets here. Instead you would play multiple heavies with lots of Ironheads and Arcanists and exploit Energizer and Power Lifter for 4" threat extension, which would amount to a weaker version of a Magnus2 list. You have access to a different flavour of Archon here, the Death Archon who takes care of enemy infantry very well, or you can use their chain attack to set up jack hammers.

Template:Header

  • Greygore Boomhowler is a good pick thanks to Reveille standing up the models that get knocked down on Macbain's feat turn as well as an unkillable Cacaphony bubble if you can pull it off. They also gain Ambush in Kingmakers, for all that's worth.
  • Sylys - MacBain has 3 upkeeps, not having to pay for one of them eases his focus burden.

Battlegroup

Drake has no particular preferences for when it comes to his battlegroup but below are a few of the options to consider:

  • Blockader - Jackhammer + Colossals is always fun. On top of that fortune is a very focus efficient way of making the Heavy Fire Breathers capable of hitting a lot of infantry.
  • Galleon - As tough as a Blockader, but more ranged power and utility in Crane and Drag. Fortune is a great way to make the Drags connect.
  • Nomad/Toro - Cheap and cheerful melee jacks that all Mercenary casters generally like.
  • Freebooter - The freebooter has two reasons to be included with Drake:
    • Lash can keep your feat targets on their feet
    • Merc jacks aren't accurate, however the freebooters have the speed to run where they need to be for jackhammering onto a knocked down target to deal maximum damage with their Trash.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - The Irregulars

Drake MacBain: [+30 WJP]
Dez & Gubbin, Dynamite Duo: [Free] Template:Grey
Princess Delores Graciela: [6 pts]
Harlowe Holdemhigh: [3 pts]
Anastasia di Bray: [3 pts]
Gobber Tinker: [2 pts]
Lady Aiyana & Master Holt: [7 pts]
Kayazy Eliminators: [4 pts]


Template:Brawl

Other

Trivia

File:MiniCrate DrakeMcBain.jpg
Drake "Kiltlifter" Macbain; Minicrate Exclusive.

Video Battle Reports

Warjacks he can take

Template:Index Mercenary Warjacks

Other Mercenary models

Template:Index Mercs

Rules Clarifications

Template:RC Magical Weapon Template:RC Both Barrels Template:RC Knockdown

Template:RC Warcaster Template:RC Grievous Wounds Template:RC Gang Fighter Template:RC Tough Template:RC Dodge

Template:RC Jackhammer Template:RC Energizer Template:RC Countermeasure Template:RC Fortune Template:RC Fail Safe Template:RC Rift

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********

Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.

Basic Info

Template:Infobox-Model

Mercenary - In a 2+ caster game, he can work for Template:Cryx mercenary, Template:Crucible Guard mercenary, Template:Cygnar mercenary, Template:Khador mercenary, or Template:Menoth mercenary.

Warcaster abilities:


Feat : True Grit

Choose d6 + 5 non-warcaster friendly Faction warrior models currently in MacBain's Template:CTRL range. When a chosen model is disabled, it removes 1 damage point and becomes knocked down. True Grit lasts for one round. Template:Tipbox

Abilities

Weapons

Dual Hand Cannon
File:Gun icon.jpg  RNG   ROF   AOE   POW 
12 2 Template:- 12
Undertaker
File:Sword icon.jpg  RNG   POW   P+S 
1 6 13

Spells

{{Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift }}[[Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift ]]


Theme Forces


Thoughts on Drake

Drake MacBain in a nutshell

The mercenary's mercenary. Drake MacBain is a control and support warcaster who himself doesn't do that much, but whose feat allows the Mercenary all stars to employ their abilities without dying and make your opponent's life quite difficult. His spells and feat are not exceptionally powerful compared to many, but can occasionally be devastating. He's fairly average in all facets, and in big trouble if the enemy can stop healing or remove upkeeps.

Feat thoughts

How you use MacBain's feat goes quite a long way to determining whether you win or lose. The most common plan is to feat on several members of your Countermeasure unit, run them forward and create a wall beyond which the enemy cannot shoot, then move your army up behind it. This forces the opponent to move up and not shoot or kill anything and take the alpha strike on the chin, or back up and cede scenario play.

Feating on Large or Medium bases can create a wall the enemy cannot bypass and could possibly be used to get far up on scenario.

It is also helpful to have a way around the knockdown effect.

Spell thoughts

  • Countermeasure - Macbain's signature spell. This spell is best used on whatever obnoxious advance deploying unit you have. Feat on that unit and run it way up the board. If the model chosen has Stealth, only Melee and and Spray Ranged Attacks from further than 5' could be used against it. Or Magical Attacks within 5".
  • Energizer - Energizer is a wonderful spell, but whether MacBain uses it or not depends on whether you brought a Blockader or Nomads.
  • Fail Safe - Best used on Blockaders as they become more difficult to remove and dangerous until completely destroyed. Far less effective on other warjacks, but you'll want to put it on something.
  • Fortune - MacBain's hit buff. As hit buffs go, it's one of the weaker ones, but it goes well with combined ranged/melee attacks and Jackhammer.
  • Jackhammer - This is MacBain's damage buff. Most effective when paired with a Blockader.
  • Rift - Used only in the late game when MacBain has to get things done himself or if you really need some rough terrain.

Drawbacks & Downsides

  • Upkeep removal ruins his day. Watch out for Repudiate and Purification.
  • Anything that prevents healing, like Grievous Wounds or Entropic Force, shuts down his feat. Makeda3, Void Archons, Wretches, Death Knells, Mortality and Vulcans are bad, bad news. These are very common sights.
  • Continuous effects like Fire or Corrosion can kill your unkillable models at the start of your turn.
  • Unless you have a way to prevent knockdown (Archons) or stand things up (Boomhowler1), all of your feated models are going to end up face down and have a garbage turn anyway.

Tricks & Tips

  • An unboosted Both Barrels attack is likely to do about the same amount of damage as a boosted-for-free charge attack, but has the added bonus of keeping you a lot further away from the enemy.
  • Use power models like Boomhowler, Eiryss1, Croe, Eilish and Orin to create no-shoot, no-magic bubbles that can't be killed and threaten assassination to create layers of control your opponent will have to chew clock to unravel.

List Building Advice

Strategy

Macbain plays well into most gun lines by creating an unkillable jamming wall of anti-shooting with his feat and countermeasure followed by a big alpha strike. He can also jam melee armies by putting unkillable bodies in their way to get the alpha. This assumes your opponent cannot remove Countermeasure or prevent Healing.

With the advent of SR 2017, Macbain is in the unique position of being able to cheat the scenarios to some extent. With his feat, he can send a speedy model like a Kayazy Eliminator or a meager Press Ganger into your opponent's backfield to contest a zone or flag, and if they do not have a way to stop healing or to move that model, they will not score points on their turn. In scenarios like Spread the Net, this allows Macbain to get up on points extremely fast. This forces your opponent into a terrible position as they will need to sacrifice models to stay in the game and you will not be losing anything if you play Macbain's feat turn well.

Macbain has three upkeeps, Fortune, Fail-Safe and Countermeasures. With 6 FOC to spend between those spells, his army needs to be constructed with a plan in mind because you can't use all his tools. If you bring a Blockader for Failsafe and Jackhammer, that's probably the only jack you'll have the focus to run. If you want to use Energizer with Nomads, you won't bring the Blockader.

Theme thoughts

Template:Header

This is a great theme for him, as you can bring up to four Archons who make excellent feat targets.

  • The Menite Archon are geart independent models for his feat. They buff the Blockader's sprays quite well, but that should not be the main thing your army wants to do.
  • Thamarite Archons are great independent gun platfroms that love the feat. Morrowan Archons have a DEF buff and are resilient shield guards.
  • Malvin & Mayhem are the perfect target for Fortune, and the Choir you already brought goes great with them. You'll have to bring a Gobber Tinker but he can fix your Blockader for you.
  • Thorn Gun Mages are pretty meh outside of this theme but here they gain Pathfinder and Sniper, if you bring Menite Archons anyway you can also leverage them for very powerful Incendiary shots.
  • Gastone Crosse runs another heavy that will also be boosted by the Choir.
  • Gorman1 is a good feat target and if he rust bombs a Construct, Blockader gets to effective POW 20.
  • Eilish Garrity under Macbain's feat can run forward, not die and then remove all enemy upkeeps within 5" if you do it right. He should definitely be in any Macbain army.
  • Boss Machorne Is a good feat target and generally useful. She can run another jack for you that will receive choir boosts if you want her to, but she's a decent solo in her own right as well.
  • The Choir of Menoth - Their Battle Hymn combined with Fuel for The Flames and Fail Save really makes the Blockader sprays shine like nothing else. Youa re probably better of going into melee with it though. The Hymn of Passage is another layer of safety from shooting for Blockader and Mayhem.
    • If you are unsure what you second protectorate unit should be consider the following:
      • Flame Bringers are fast and have a crit effect and thus either good Countermeasure or Fortune target.
      • Daughters of the Flame - SPD 7, Stealth and Advance Deployment. Exactly the package of abilities that makes for great Countermeasure targets.
      • Flameguard Cleansers or Holy Zealots - If you really, REALLY want to leverage Fuel for the Flames. Fortune'd 10" Sprays are hilarious, if clock-intensive, but they die like flies and MacBain does little to change that outside of feat.
  • Rangers Mark the Target for his colossal, and they project Countermeasure waaaaay up the board. Feat on 4 of them and you won't get shot.

Template:Header

Here MacBain has access to Rangers, Trencher Infantry and Long Gunners. Boomhowlers gain ambush, but you would want him in the board center for Reveille. Furthermore models/units gain Feign Death, which can be handy with his feat.

  • The Steelhead Ironhead can crane things around and the Steelhead Arcanist eases his focus burden.
  • Rangers are also in this theme.
  • Boomhowler1 can yell Cacaphony and run forward under feat to create a no-magic bubble in addition to a wall of no shooting. He can then Reveille the knocked down models. Another good reason to bring an Ironhead.

Template:Header

  • Kayazy Eliminators are great for feating and contesting zones, especially if you can get Boomhowler to stand them up.
  • There are a lot of damage fixers in this theme, which you won't get elsewhere. This is good because MacBain has none himself. In particular these are Aiyana and Holt, Ragman, Gabriel Throne and Gorman
  • Croe's Cutthroats can also be here and are your best Countermeasures target, because of SPD 6, Stealth and AD. You only want six though. Kayazy Assassins can be tempting but they are slow and don't have AD, not to mention that they are overcosted.
  • Unkillable Asphyxious4 is the other main selling point. Asphyxious is usually guaranteed to kill a heavy by himself at least once per game, so if you can send him in and make him unkillable, you might just pick up two.

Template:Header

Here you can bring the full Steelhead boat, including the non-character solos missing from Irregulars. Solos mark targets for your Blockader or Galleon. However, the theme lacks units with Stealth, Pathfinder and Advance Deployment, which means there are no good Countermeasure targets here. Instead you would play multiple heavies with lots of Ironheads and Arcanists and exploit Energizer and Power Lifter for 4" threat extension, which would amount to a weaker version of a Magnus2 list. You have access to a different flavour of Archon here, the Death Archon who takes care of enemy infantry very well, or you can use their chain attack to set up jack hammers.

Template:Header

  • Greygore Boomhowler is a good pick thanks to Reveille standing up the models that get knocked down on Macbain's feat turn as well as an unkillable Cacaphony bubble if you can pull it off. They also gain Ambush in Kingmakers, for all that's worth.
  • Sylys - MacBain has 3 upkeeps, not having to pay for one of them eases his focus burden.

Battlegroup

Drake has no particular preferences for when it comes to his battlegroup but below are a few of the options to consider:

  • Blockader - Jackhammer + Colossals is always fun. On top of that fortune is a very focus efficient way of making the Heavy Fire Breathers capable of hitting a lot of infantry.
  • Galleon - As tough as a Blockader, but more ranged power and utility in Crane and Drag. Fortune is a great way to make the Drags connect.
  • Nomad/Toro - Cheap and cheerful melee jacks that all Mercenary casters generally like.
  • Freebooter - The freebooter has two reasons to be included with Drake:
    • Lash can keep your feat targets on their feet
    • Merc jacks aren't accurate, however the freebooters have the speed to run where they need to be for jackhammering onto a knocked down target to deal maximum damage with their Trash.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - The Irregulars

Drake MacBain: [+30 WJP]
Dez & Gubbin, Dynamite Duo: [Free] Template:Grey
Princess Delores Graciela: [6 pts]
Harlowe Holdemhigh: [3 pts]
Anastasia di Bray: [3 pts]
Gobber Tinker: [2 pts]
Lady Aiyana & Master Holt: [7 pts]
Kayazy Eliminators: [4 pts]


Template:Brawl

Other

Trivia

File:MiniCrate DrakeMcBain.jpg
Drake "Kiltlifter" Macbain; Minicrate Exclusive.

Video Battle Reports

Warjacks he can take

Template:Index Mercenary Warjacks

Other Mercenary models

Template:Index Mercs

Rules Clarifications

Template:RC Magical Weapon Template:RC Both Barrels Template:RC Knockdown

Template:RC Warcaster Template:RC Grievous Wounds Template:RC Gang Fighter Template:RC Tough Template:RC Dodge

Template:RC Jackhammer Template:RC Energizer Template:RC Countermeasure Template:RC Fortune Template:RC Fail Safe Template:RC Rift

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********

Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.

Basic Info

Template:Infobox-Model

Mercenary - In a 2+ caster game, he can work for Template:Cryx mercenary, Template:Crucible Guard mercenary, Template:Cygnar mercenary, Template:Khador mercenary, or Template:Menoth mercenary.

Warcaster abilities:


Feat : True Grit

Choose d6 + 5 non-warcaster friendly Faction warrior models currently in MacBain's Template:CTRL range. When a chosen model is disabled, it removes 1 damage point and becomes knocked down. True Grit lasts for one round. Template:Tipbox

Abilities

Weapons

Dual Hand Cannon
File:Gun icon.jpg  RNG   ROF   AOE   POW 
12 2 Template:- 12
Undertaker
File:Sword icon.jpg  RNG   POW   P+S 
1 6 13

Spells

{{Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift }}[[Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift ]]


Theme Forces


Thoughts on Drake

Drake MacBain in a nutshell

The mercenary's mercenary. Drake MacBain is a control and support warcaster who himself doesn't do that much, but whose feat allows the Mercenary all stars to employ their abilities without dying and make your opponent's life quite difficult. His spells and feat are not exceptionally powerful compared to many, but can occasionally be devastating. He's fairly average in all facets, and in big trouble if the enemy can stop healing or remove upkeeps.

Feat thoughts

How you use MacBain's feat goes quite a long way to determining whether you win or lose. The most common plan is to feat on several members of your Countermeasure unit, run them forward and create a wall beyond which the enemy cannot shoot, then move your army up behind it. This forces the opponent to move up and not shoot or kill anything and take the alpha strike on the chin, or back up and cede scenario play.

Feating on Large or Medium bases can create a wall the enemy cannot bypass and could possibly be used to get far up on scenario.

It is also helpful to have a way around the knockdown effect.

Spell thoughts

  • Countermeasure - Macbain's signature spell. This spell is best used on whatever obnoxious advance deploying unit you have. Feat on that unit and run it way up the board. If the model chosen has Stealth, only Melee and and Spray Ranged Attacks from further than 5' could be used against it. Or Magical Attacks within 5".
  • Energizer - Energizer is a wonderful spell, but whether MacBain uses it or not depends on whether you brought a Blockader or Nomads.
  • Fail Safe - Best used on Blockaders as they become more difficult to remove and dangerous until completely destroyed. Far less effective on other warjacks, but you'll want to put it on something.
  • Fortune - MacBain's hit buff. As hit buffs go, it's one of the weaker ones, but it goes well with combined ranged/melee attacks and Jackhammer.
  • Jackhammer - This is MacBain's damage buff. Most effective when paired with a Blockader.
  • Rift - Used only in the late game when MacBain has to get things done himself or if you really need some rough terrain.

Drawbacks & Downsides

  • Upkeep removal ruins his day. Watch out for Repudiate and Purification.
  • Anything that prevents healing, like Grievous Wounds or Entropic Force, shuts down his feat. Makeda3, Void Archons, Wretches, Death Knells, Mortality and Vulcans are bad, bad news. These are very common sights.
  • Continuous effects like Fire or Corrosion can kill your unkillable models at the start of your turn.
  • Unless you have a way to prevent knockdown (Archons) or stand things up (Boomhowler1), all of your feated models are going to end up face down and have a garbage turn anyway.

Tricks & Tips

  • An unboosted Both Barrels attack is likely to do about the same amount of damage as a boosted-for-free charge attack, but has the added bonus of keeping you a lot further away from the enemy.
  • Use power models like Boomhowler, Eiryss1, Croe, Eilish and Orin to create no-shoot, no-magic bubbles that can't be killed and threaten assassination to create layers of control your opponent will have to chew clock to unravel.

List Building Advice

Strategy

Macbain plays well into most gun lines by creating an unkillable jamming wall of anti-shooting with his feat and countermeasure followed by a big alpha strike. He can also jam melee armies by putting unkillable bodies in their way to get the alpha. This assumes your opponent cannot remove Countermeasure or prevent Healing.

With the advent of SR 2017, Macbain is in the unique position of being able to cheat the scenarios to some extent. With his feat, he can send a speedy model like a Kayazy Eliminator or a meager Press Ganger into your opponent's backfield to contest a zone or flag, and if they do not have a way to stop healing or to move that model, they will not score points on their turn. In scenarios like Spread the Net, this allows Macbain to get up on points extremely fast. This forces your opponent into a terrible position as they will need to sacrifice models to stay in the game and you will not be losing anything if you play Macbain's feat turn well.

Macbain has three upkeeps, Fortune, Fail-Safe and Countermeasures. With 6 FOC to spend between those spells, his army needs to be constructed with a plan in mind because you can't use all his tools. If you bring a Blockader for Failsafe and Jackhammer, that's probably the only jack you'll have the focus to run. If you want to use Energizer with Nomads, you won't bring the Blockader.

Theme thoughts

Template:Header

This is a great theme for him, as you can bring up to four Archons who make excellent feat targets.

  • The Menite Archon are geart independent models for his feat. They buff the Blockader's sprays quite well, but that should not be the main thing your army wants to do.
  • Thamarite Archons are great independent gun platfroms that love the feat. Morrowan Archons have a DEF buff and are resilient shield guards.
  • Malvin & Mayhem are the perfect target for Fortune, and the Choir you already brought goes great with them. You'll have to bring a Gobber Tinker but he can fix your Blockader for you.
  • Thorn Gun Mages are pretty meh outside of this theme but here they gain Pathfinder and Sniper, if you bring Menite Archons anyway you can also leverage them for very powerful Incendiary shots.
  • Gastone Crosse runs another heavy that will also be boosted by the Choir.
  • Gorman1 is a good feat target and if he rust bombs a Construct, Blockader gets to effective POW 20.
  • Eilish Garrity under Macbain's feat can run forward, not die and then remove all enemy upkeeps within 5" if you do it right. He should definitely be in any Macbain army.
  • Boss Machorne Is a good feat target and generally useful. She can run another jack for you that will receive choir boosts if you want her to, but she's a decent solo in her own right as well.
  • The Choir of Menoth - Their Battle Hymn combined with Fuel for The Flames and Fail Save really makes the Blockader sprays shine like nothing else. Youa re probably better of going into melee with it though. The Hymn of Passage is another layer of safety from shooting for Blockader and Mayhem.
    • If you are unsure what you second protectorate unit should be consider the following:
      • Flame Bringers are fast and have a crit effect and thus either good Countermeasure or Fortune target.
      • Daughters of the Flame - SPD 7, Stealth and Advance Deployment. Exactly the package of abilities that makes for great Countermeasure targets.
      • Flameguard Cleansers or Holy Zealots - If you really, REALLY want to leverage Fuel for the Flames. Fortune'd 10" Sprays are hilarious, if clock-intensive, but they die like flies and MacBain does little to change that outside of feat.
  • Rangers Mark the Target for his colossal, and they project Countermeasure waaaaay up the board. Feat on 4 of them and you won't get shot.

Template:Header

Here MacBain has access to Rangers, Trencher Infantry and Long Gunners. Boomhowlers gain ambush, but you would want him in the board center for Reveille. Furthermore models/units gain Feign Death, which can be handy with his feat.

  • The Steelhead Ironhead can crane things around and the Steelhead Arcanist eases his focus burden.
  • Rangers are also in this theme.
  • Boomhowler1 can yell Cacaphony and run forward under feat to create a no-magic bubble in addition to a wall of no shooting. He can then Reveille the knocked down models. Another good reason to bring an Ironhead.

Template:Header

  • Kayazy Eliminators are great for feating and contesting zones, especially if you can get Boomhowler to stand them up.
  • There are a lot of damage fixers in this theme, which you won't get elsewhere. This is good because MacBain has none himself. In particular these are Aiyana and Holt, Ragman, Gabriel Throne and Gorman
  • Croe's Cutthroats can also be here and are your best Countermeasures target, because of SPD 6, Stealth and AD. You only want six though. Kayazy Assassins can be tempting but they are slow and don't have AD, not to mention that they are overcosted.
  • Unkillable Asphyxious4 is the other main selling point. Asphyxious is usually guaranteed to kill a heavy by himself at least once per game, so if you can send him in and make him unkillable, you might just pick up two.

Template:Header

Here you can bring the full Steelhead boat, including the non-character solos missing from Irregulars. Solos mark targets for your Blockader or Galleon. However, the theme lacks units with Stealth, Pathfinder and Advance Deployment, which means there are no good Countermeasure targets here. Instead you would play multiple heavies with lots of Ironheads and Arcanists and exploit Energizer and Power Lifter for 4" threat extension, which would amount to a weaker version of a Magnus2 list. You have access to a different flavour of Archon here, the Death Archon who takes care of enemy infantry very well, or you can use their chain attack to set up jack hammers.

Template:Header

  • Greygore Boomhowler is a good pick thanks to Reveille standing up the models that get knocked down on Macbain's feat turn as well as an unkillable Cacaphony bubble if you can pull it off. They also gain Ambush in Kingmakers, for all that's worth.
  • Sylys - MacBain has 3 upkeeps, not having to pay for one of them eases his focus burden.

Battlegroup

Drake has no particular preferences for when it comes to his battlegroup but below are a few of the options to consider:

  • Blockader - Jackhammer + Colossals is always fun. On top of that fortune is a very focus efficient way of making the Heavy Fire Breathers capable of hitting a lot of infantry.
  • Galleon - As tough as a Blockader, but more ranged power and utility in Crane and Drag. Fortune is a great way to make the Drags connect.
  • Nomad/Toro - Cheap and cheerful melee jacks that all Mercenary casters generally like.
  • Freebooter - The freebooter has two reasons to be included with Drake:
    • Lash can keep your feat targets on their feet
    • Merc jacks aren't accurate, however the freebooters have the speed to run where they need to be for jackhammering onto a knocked down target to deal maximum damage with their Trash.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - The Irregulars

Drake MacBain: [+30 WJP]
Dez & Gubbin, Dynamite Duo: [Free] Template:Grey
Princess Delores Graciela: [6 pts]
Harlowe Holdemhigh: [3 pts]
Anastasia di Bray: [3 pts]
Gobber Tinker: [2 pts]
Lady Aiyana & Master Holt: [7 pts]
Kayazy Eliminators: [4 pts]


Template:Brawl

Other

Trivia

File:MiniCrate DrakeMcBain.jpg
Drake "Kiltlifter" Macbain; Minicrate Exclusive.

Video Battle Reports

Warjacks he can take

Template:Index Mercenary Warjacks

Other Mercenary models

Template:Index Mercs

Rules Clarifications

Template:RC Magical Weapon Template:RC Both Barrels Template:RC Knockdown

Template:RC Warcaster Template:RC Grievous Wounds Template:RC Gang Fighter Template:RC Tough Template:RC Dodge

Template:RC Jackhammer Template:RC Energizer Template:RC Countermeasure Template:RC Fortune Template:RC Fail Safe Template:RC Rift

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********

Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.

Basic Info

Template:Infobox-Model

Mercenary - In a 2+ caster game, he can work for Template:Cryx mercenary, Template:Crucible Guard mercenary, Template:Cygnar mercenary, Template:Khador mercenary, or Template:Menoth mercenary.

Warcaster abilities:


Feat : True Grit

Choose d6 + 5 non-warcaster friendly Faction warrior models currently in MacBain's Template:CTRL range. When a chosen model is disabled, it removes 1 damage point and becomes knocked down. True Grit lasts for one round. Template:Tipbox

Abilities

Weapons

Dual Hand Cannon
File:Gun icon.jpg  RNG   ROF   AOE   POW 
12 2 Template:- 12
Undertaker
File:Sword icon.jpg  RNG   POW   P+S 
1 6 13

Spells

{{Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift }}[[Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift ]]


Theme Forces


Thoughts on Drake

Drake MacBain in a nutshell

The mercenary's mercenary. Drake MacBain is a control and support warcaster who himself doesn't do that much, but whose feat allows the Mercenary all stars to employ their abilities without dying and make your opponent's life quite difficult. His spells and feat are not exceptionally powerful compared to many, but can occasionally be devastating. He's fairly average in all facets, and in big trouble if the enemy can stop healing or remove upkeeps.

Feat thoughts

How you use MacBain's feat goes quite a long way to determining whether you win or lose. The most common plan is to feat on several members of your Countermeasure unit, run them forward and create a wall beyond which the enemy cannot shoot, then move your army up behind it. This forces the opponent to move up and not shoot or kill anything and take the alpha strike on the chin, or back up and cede scenario play.

Feating on Large or Medium bases can create a wall the enemy cannot bypass and could possibly be used to get far up on scenario.

It is also helpful to have a way around the knockdown effect.

Spell thoughts

  • Countermeasure - Macbain's signature spell. This spell is best used on whatever obnoxious advance deploying unit you have. Feat on that unit and run it way up the board. If the model chosen has Stealth, only Melee and and Spray Ranged Attacks from further than 5' could be used against it. Or Magical Attacks within 5".
  • Energizer - Energizer is a wonderful spell, but whether MacBain uses it or not depends on whether you brought a Blockader or Nomads.
  • Fail Safe - Best used on Blockaders as they become more difficult to remove and dangerous until completely destroyed. Far less effective on other warjacks, but you'll want to put it on something.
  • Fortune - MacBain's hit buff. As hit buffs go, it's one of the weaker ones, but it goes well with combined ranged/melee attacks and Jackhammer.
  • Jackhammer - This is MacBain's damage buff. Most effective when paired with a Blockader.
  • Rift - Used only in the late game when MacBain has to get things done himself or if you really need some rough terrain.

Drawbacks & Downsides

  • Upkeep removal ruins his day. Watch out for Repudiate and Purification.
  • Anything that prevents healing, like Grievous Wounds or Entropic Force, shuts down his feat. Makeda3, Void Archons, Wretches, Death Knells, Mortality and Vulcans are bad, bad news. These are very common sights.
  • Continuous effects like Fire or Corrosion can kill your unkillable models at the start of your turn.
  • Unless you have a way to prevent knockdown (Archons) or stand things up (Boomhowler1), all of your feated models are going to end up face down and have a garbage turn anyway.

Tricks & Tips

  • An unboosted Both Barrels attack is likely to do about the same amount of damage as a boosted-for-free charge attack, but has the added bonus of keeping you a lot further away from the enemy.
  • Use power models like Boomhowler, Eiryss1, Croe, Eilish and Orin to create no-shoot, no-magic bubbles that can't be killed and threaten assassination to create layers of control your opponent will have to chew clock to unravel.

List Building Advice

Strategy

Macbain plays well into most gun lines by creating an unkillable jamming wall of anti-shooting with his feat and countermeasure followed by a big alpha strike. He can also jam melee armies by putting unkillable bodies in their way to get the alpha. This assumes your opponent cannot remove Countermeasure or prevent Healing.

With the advent of SR 2017, Macbain is in the unique position of being able to cheat the scenarios to some extent. With his feat, he can send a speedy model like a Kayazy Eliminator or a meager Press Ganger into your opponent's backfield to contest a zone or flag, and if they do not have a way to stop healing or to move that model, they will not score points on their turn. In scenarios like Spread the Net, this allows Macbain to get up on points extremely fast. This forces your opponent into a terrible position as they will need to sacrifice models to stay in the game and you will not be losing anything if you play Macbain's feat turn well.

Macbain has three upkeeps, Fortune, Fail-Safe and Countermeasures. With 6 FOC to spend between those spells, his army needs to be constructed with a plan in mind because you can't use all his tools. If you bring a Blockader for Failsafe and Jackhammer, that's probably the only jack you'll have the focus to run. If you want to use Energizer with Nomads, you won't bring the Blockader.

Theme thoughts

Template:Header

This is a great theme for him, as you can bring up to four Archons who make excellent feat targets.

  • The Menite Archon are geart independent models for his feat. They buff the Blockader's sprays quite well, but that should not be the main thing your army wants to do.
  • Thamarite Archons are great independent gun platfroms that love the feat. Morrowan Archons have a DEF buff and are resilient shield guards.
  • Malvin & Mayhem are the perfect target for Fortune, and the Choir you already brought goes great with them. You'll have to bring a Gobber Tinker but he can fix your Blockader for you.
  • Thorn Gun Mages are pretty meh outside of this theme but here they gain Pathfinder and Sniper, if you bring Menite Archons anyway you can also leverage them for very powerful Incendiary shots.
  • Gastone Crosse runs another heavy that will also be boosted by the Choir.
  • Gorman1 is a good feat target and if he rust bombs a Construct, Blockader gets to effective POW 20.
  • Eilish Garrity under Macbain's feat can run forward, not die and then remove all enemy upkeeps within 5" if you do it right. He should definitely be in any Macbain army.
  • Boss Machorne Is a good feat target and generally useful. She can run another jack for you that will receive choir boosts if you want her to, but she's a decent solo in her own right as well.
  • The Choir of Menoth - Their Battle Hymn combined with Fuel for The Flames and Fail Save really makes the Blockader sprays shine like nothing else. Youa re probably better of going into melee with it though. The Hymn of Passage is another layer of safety from shooting for Blockader and Mayhem.
    • If you are unsure what you second protectorate unit should be consider the following:
      • Flame Bringers are fast and have a crit effect and thus either good Countermeasure or Fortune target.
      • Daughters of the Flame - SPD 7, Stealth and Advance Deployment. Exactly the package of abilities that makes for great Countermeasure targets.
      • Flameguard Cleansers or Holy Zealots - If you really, REALLY want to leverage Fuel for the Flames. Fortune'd 10" Sprays are hilarious, if clock-intensive, but they die like flies and MacBain does little to change that outside of feat.
  • Rangers Mark the Target for his colossal, and they project Countermeasure waaaaay up the board. Feat on 4 of them and you won't get shot.

Template:Header

Here MacBain has access to Rangers, Trencher Infantry and Long Gunners. Boomhowlers gain ambush, but you would want him in the board center for Reveille. Furthermore models/units gain Feign Death, which can be handy with his feat.

  • The Steelhead Ironhead can crane things around and the Steelhead Arcanist eases his focus burden.
  • Rangers are also in this theme.
  • Boomhowler1 can yell Cacaphony and run forward under feat to create a no-magic bubble in addition to a wall of no shooting. He can then Reveille the knocked down models. Another good reason to bring an Ironhead.

Template:Header

  • Kayazy Eliminators are great for feating and contesting zones, especially if you can get Boomhowler to stand them up.
  • There are a lot of damage fixers in this theme, which you won't get elsewhere. This is good because MacBain has none himself. In particular these are Aiyana and Holt, Ragman, Gabriel Throne and Gorman
  • Croe's Cutthroats can also be here and are your best Countermeasures target, because of SPD 6, Stealth and AD. You only want six though. Kayazy Assassins can be tempting but they are slow and don't have AD, not to mention that they are overcosted.
  • Unkillable Asphyxious4 is the other main selling point. Asphyxious is usually guaranteed to kill a heavy by himself at least once per game, so if you can send him in and make him unkillable, you might just pick up two.

Template:Header

Here you can bring the full Steelhead boat, including the non-character solos missing from Irregulars. Solos mark targets for your Blockader or Galleon. However, the theme lacks units with Stealth, Pathfinder and Advance Deployment, which means there are no good Countermeasure targets here. Instead you would play multiple heavies with lots of Ironheads and Arcanists and exploit Energizer and Power Lifter for 4" threat extension, which would amount to a weaker version of a Magnus2 list. You have access to a different flavour of Archon here, the Death Archon who takes care of enemy infantry very well, or you can use their chain attack to set up jack hammers.

Template:Header

  • Greygore Boomhowler is a good pick thanks to Reveille standing up the models that get knocked down on Macbain's feat turn as well as an unkillable Cacaphony bubble if you can pull it off. They also gain Ambush in Kingmakers, for all that's worth.
  • Sylys - MacBain has 3 upkeeps, not having to pay for one of them eases his focus burden.

Battlegroup

Drake has no particular preferences for when it comes to his battlegroup but below are a few of the options to consider:

  • Blockader - Jackhammer + Colossals is always fun. On top of that fortune is a very focus efficient way of making the Heavy Fire Breathers capable of hitting a lot of infantry.
  • Galleon - As tough as a Blockader, but more ranged power and utility in Crane and Drag. Fortune is a great way to make the Drags connect.
  • Nomad/Toro - Cheap and cheerful melee jacks that all Mercenary casters generally like.
  • Freebooter - The freebooter has two reasons to be included with Drake:
    • Lash can keep your feat targets on their feet
    • Merc jacks aren't accurate, however the freebooters have the speed to run where they need to be for jackhammering onto a knocked down target to deal maximum damage with their Trash.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - The Irregulars

Drake MacBain: [+30 WJP]
Dez & Gubbin, Dynamite Duo: [Free] Template:Grey
Princess Delores Graciela: [6 pts]
Harlowe Holdemhigh: [3 pts]
Anastasia di Bray: [3 pts]
Gobber Tinker: [2 pts]
Lady Aiyana & Master Holt: [7 pts]
Kayazy Eliminators: [4 pts]


Template:Brawl

Other

Trivia

File:MiniCrate DrakeMcBain.jpg
Drake "Kiltlifter" Macbain; Minicrate Exclusive.

Video Battle Reports

Warjacks he can take

Template:Index Mercenary Warjacks

Other Mercenary models

Template:Index Mercs

Rules Clarifications

Template:RC Magical Weapon Template:RC Both Barrels Template:RC Knockdown

Template:RC Warcaster Template:RC Grievous Wounds Template:RC Gang Fighter Template:RC Tough Template:RC Dodge

Template:RC Jackhammer Template:RC Energizer Template:RC Countermeasure Template:RC Fortune Template:RC Fail Safe Template:RC Rift

Corrosion}}
         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********

Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.

Basic Info

Template:Infobox-Model

Mercenary - In a 2+ caster game, he can work for Template:Cryx mercenary, Template:Crucible Guard mercenary, Template:Cygnar mercenary, Template:Khador mercenary, or Template:Menoth mercenary.

Warcaster abilities:


Feat : True Grit

Choose d6 + 5 non-warcaster friendly Faction warrior models currently in MacBain's Template:CTRL range. When a chosen model is disabled, it removes 1 damage point and becomes knocked down. True Grit lasts for one round. Template:Tipbox

Abilities

Weapons

Dual Hand Cannon
File:Gun icon.jpg  RNG   ROF   AOE   POW 
12 2 Template:- 12
Undertaker
File:Sword icon.jpg  RNG   POW   P+S 
1 6 13

Spells

{{Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift }}[[Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift ]]


Theme Forces


Thoughts on Drake

Drake MacBain in a nutshell

The mercenary's mercenary. Drake MacBain is a control and support warcaster who himself doesn't do that much, but whose feat allows the Mercenary all stars to employ their abilities without dying and make your opponent's life quite difficult. His spells and feat are not exceptionally powerful compared to many, but can occasionally be devastating. He's fairly average in all facets, and in big trouble if the enemy can stop healing or remove upkeeps.

Feat thoughts

How you use MacBain's feat goes quite a long way to determining whether you win or lose. The most common plan is to feat on several members of your Countermeasure unit, run them forward and create a wall beyond which the enemy cannot shoot, then move your army up behind it. This forces the opponent to move up and not shoot or kill anything and take the alpha strike on the chin, or back up and cede scenario play.

Feating on Large or Medium bases can create a wall the enemy cannot bypass and could possibly be used to get far up on scenario.

It is also helpful to have a way around the knockdown effect.

Spell thoughts

  • Countermeasure - Macbain's signature spell. This spell is best used on whatever obnoxious advance deploying unit you have. Feat on that unit and run it way up the board. If the model chosen has Stealth, only Melee and and Spray Ranged Attacks from further than 5' could be used against it. Or Magical Attacks within 5".
  • Energizer - Energizer is a wonderful spell, but whether MacBain uses it or not depends on whether you brought a Blockader or Nomads.
  • Fail Safe - Best used on Blockaders as they become more difficult to remove and dangerous until completely destroyed. Far less effective on other warjacks, but you'll want to put it on something.
  • Fortune - MacBain's hit buff. As hit buffs go, it's one of the weaker ones, but it goes well with combined ranged/melee attacks and Jackhammer.
  • Jackhammer - This is MacBain's damage buff. Most effective when paired with a Blockader.
  • Rift - Used only in the late game when MacBain has to get things done himself or if you really need some rough terrain.

Drawbacks & Downsides

  • Upkeep removal ruins his day. Watch out for Repudiate and Purification.
  • Anything that prevents healing, like Grievous Wounds or Entropic Force, shuts down his feat. Makeda3, Void Archons, Wretches, Death Knells, Mortality and Vulcans are bad, bad news. These are very common sights.
  • Continuous effects like Fire or Corrosion can kill your unkillable models at the start of your turn.
  • Unless you have a way to prevent knockdown (Archons) or stand things up (Boomhowler1), all of your feated models are going to end up face down and have a garbage turn anyway.

Tricks & Tips

  • An unboosted Both Barrels attack is likely to do about the same amount of damage as a boosted-for-free charge attack, but has the added bonus of keeping you a lot further away from the enemy.
  • Use power models like Boomhowler, Eiryss1, Croe, Eilish and Orin to create no-shoot, no-magic bubbles that can't be killed and threaten assassination to create layers of control your opponent will have to chew clock to unravel.

List Building Advice

Strategy

Macbain plays well into most gun lines by creating an unkillable jamming wall of anti-shooting with his feat and countermeasure followed by a big alpha strike. He can also jam melee armies by putting unkillable bodies in their way to get the alpha. This assumes your opponent cannot remove Countermeasure or prevent Healing.

With the advent of SR 2017, Macbain is in the unique position of being able to cheat the scenarios to some extent. With his feat, he can send a speedy model like a Kayazy Eliminator or a meager Press Ganger into your opponent's backfield to contest a zone or flag, and if they do not have a way to stop healing or to move that model, they will not score points on their turn. In scenarios like Spread the Net, this allows Macbain to get up on points extremely fast. This forces your opponent into a terrible position as they will need to sacrifice models to stay in the game and you will not be losing anything if you play Macbain's feat turn well.

Macbain has three upkeeps, Fortune, Fail-Safe and Countermeasures. With 6 FOC to spend between those spells, his army needs to be constructed with a plan in mind because you can't use all his tools. If you bring a Blockader for Failsafe and Jackhammer, that's probably the only jack you'll have the focus to run. If you want to use Energizer with Nomads, you won't bring the Blockader.

Theme thoughts

Template:Header

This is a great theme for him, as you can bring up to four Archons who make excellent feat targets.

  • The Menite Archon are geart independent models for his feat. They buff the Blockader's sprays quite well, but that should not be the main thing your army wants to do.
  • Thamarite Archons are great independent gun platfroms that love the feat. Morrowan Archons have a DEF buff and are resilient shield guards.
  • Malvin & Mayhem are the perfect target for Fortune, and the Choir you already brought goes great with them. You'll have to bring a Gobber Tinker but he can fix your Blockader for you.
  • Thorn Gun Mages are pretty meh outside of this theme but here they gain Pathfinder and Sniper, if you bring Menite Archons anyway you can also leverage them for very powerful Incendiary shots.
  • Gastone Crosse runs another heavy that will also be boosted by the Choir.
  • Gorman1 is a good feat target and if he rust bombs a Construct, Blockader gets to effective POW 20.
  • Eilish Garrity under Macbain's feat can run forward, not die and then remove all enemy upkeeps within 5" if you do it right. He should definitely be in any Macbain army.
  • Boss Machorne Is a good feat target and generally useful. She can run another jack for you that will receive choir boosts if you want her to, but she's a decent solo in her own right as well.
  • The Choir of Menoth - Their Battle Hymn combined with Fuel for The Flames and Fail Save really makes the Blockader sprays shine like nothing else. Youa re probably better of going into melee with it though. The Hymn of Passage is another layer of safety from shooting for Blockader and Mayhem.
    • If you are unsure what you second protectorate unit should be consider the following:
      • Flame Bringers are fast and have a crit effect and thus either good Countermeasure or Fortune target.
      • Daughters of the Flame - SPD 7, Stealth and Advance Deployment. Exactly the package of abilities that makes for great Countermeasure targets.
      • Flameguard Cleansers or Holy Zealots - If you really, REALLY want to leverage Fuel for the Flames. Fortune'd 10" Sprays are hilarious, if clock-intensive, but they die like flies and MacBain does little to change that outside of feat.
  • Rangers Mark the Target for his colossal, and they project Countermeasure waaaaay up the board. Feat on 4 of them and you won't get shot.

Template:Header

Here MacBain has access to Rangers, Trencher Infantry and Long Gunners. Boomhowlers gain ambush, but you would want him in the board center for Reveille. Furthermore models/units gain Feign Death, which can be handy with his feat.

  • The Steelhead Ironhead can crane things around and the Steelhead Arcanist eases his focus burden.
  • Rangers are also in this theme.
  • Boomhowler1 can yell Cacaphony and run forward under feat to create a no-magic bubble in addition to a wall of no shooting. He can then Reveille the knocked down models. Another good reason to bring an Ironhead.

Template:Header

  • Kayazy Eliminators are great for feating and contesting zones, especially if you can get Boomhowler to stand them up.
  • There are a lot of damage fixers in this theme, which you won't get elsewhere. This is good because MacBain has none himself. In particular these are Aiyana and Holt, Ragman, Gabriel Throne and Gorman
  • Croe's Cutthroats can also be here and are your best Countermeasures target, because of SPD 6, Stealth and AD. You only want six though. Kayazy Assassins can be tempting but they are slow and don't have AD, not to mention that they are overcosted.
  • Unkillable Asphyxious4 is the other main selling point. Asphyxious is usually guaranteed to kill a heavy by himself at least once per game, so if you can send him in and make him unkillable, you might just pick up two.

Template:Header

Here you can bring the full Steelhead boat, including the non-character solos missing from Irregulars. Solos mark targets for your Blockader or Galleon. However, the theme lacks units with Stealth, Pathfinder and Advance Deployment, which means there are no good Countermeasure targets here. Instead you would play multiple heavies with lots of Ironheads and Arcanists and exploit Energizer and Power Lifter for 4" threat extension, which would amount to a weaker version of a Magnus2 list. You have access to a different flavour of Archon here, the Death Archon who takes care of enemy infantry very well, or you can use their chain attack to set up jack hammers.

Template:Header

  • Greygore Boomhowler is a good pick thanks to Reveille standing up the models that get knocked down on Macbain's feat turn as well as an unkillable Cacaphony bubble if you can pull it off. They also gain Ambush in Kingmakers, for all that's worth.
  • Sylys - MacBain has 3 upkeeps, not having to pay for one of them eases his focus burden.

Battlegroup

Drake has no particular preferences for when it comes to his battlegroup but below are a few of the options to consider:

  • Blockader - Jackhammer + Colossals is always fun. On top of that fortune is a very focus efficient way of making the Heavy Fire Breathers capable of hitting a lot of infantry.
  • Galleon - As tough as a Blockader, but more ranged power and utility in Crane and Drag. Fortune is a great way to make the Drags connect.
  • Nomad/Toro - Cheap and cheerful melee jacks that all Mercenary casters generally like.
  • Freebooter - The freebooter has two reasons to be included with Drake:
    • Lash can keep your feat targets on their feet
    • Merc jacks aren't accurate, however the freebooters have the speed to run where they need to be for jackhammering onto a knocked down target to deal maximum damage with their Trash.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - The Irregulars

Drake MacBain: [+30 WJP]
Dez & Gubbin, Dynamite Duo: [Free] Template:Grey
Princess Delores Graciela: [6 pts]
Harlowe Holdemhigh: [3 pts]
Anastasia di Bray: [3 pts]
Gobber Tinker: [2 pts]
Lady Aiyana & Master Holt: [7 pts]
Kayazy Eliminators: [4 pts]


Template:Brawl

Other

Trivia

File:MiniCrate DrakeMcBain.jpg
Drake "Kiltlifter" Macbain; Minicrate Exclusive.

Video Battle Reports

Warjacks he can take

Template:Index Mercenary Warjacks

Other Mercenary models

Template:Index Mercs

Rules Clarifications

Template:RC Magical Weapon Template:RC Both Barrels Template:RC Knockdown

Template:RC Warcaster Template:RC Grievous Wounds Template:RC Gang Fighter Template:RC Tough Template:RC Dodge

Template:RC Jackhammer Template:RC Energizer Template:RC Countermeasure Template:RC Fortune Template:RC Fail Safe Template:RC Rift

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. FACTION ARMY Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********

Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.

Basic Info

Template:Infobox-Model

Mercenary - In a 2+ caster game, he can work for Template:Cryx mercenary, Template:Crucible Guard mercenary, Template:Cygnar mercenary, Template:Khador mercenary, or Template:Menoth mercenary.

Warcaster abilities:


Feat : True Grit

Choose d6 + 5 non-warcaster friendly Faction warrior models currently in MacBain's Template:CTRL range. When a chosen model is disabled, it removes 1 damage point and becomes knocked down. True Grit lasts for one round. Template:Tipbox

Abilities

Weapons

Dual Hand Cannon
File:Gun icon.jpg  RNG   ROF   AOE   POW 
12 2 Template:- 12
Undertaker
File:Sword icon.jpg  RNG   POW   P+S 
1 6 13

Spells

{{Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift }}[[Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift ]]


Theme Forces


Thoughts on Drake

Drake MacBain in a nutshell

The mercenary's mercenary. Drake MacBain is a control and support warcaster who himself doesn't do that much, but whose feat allows the Mercenary all stars to employ their abilities without dying and make your opponent's life quite difficult. His spells and feat are not exceptionally powerful compared to many, but can occasionally be devastating. He's fairly average in all facets, and in big trouble if the enemy can stop healing or remove upkeeps.

Feat thoughts

How you use MacBain's feat goes quite a long way to determining whether you win or lose. The most common plan is to feat on several members of your Countermeasure unit, run them forward and create a wall beyond which the enemy cannot shoot, then move your army up behind it. This forces the opponent to move up and not shoot or kill anything and take the alpha strike on the chin, or back up and cede scenario play.

Feating on Large or Medium bases can create a wall the enemy cannot bypass and could possibly be used to get far up on scenario.

It is also helpful to have a way around the knockdown effect.

Spell thoughts

  • Countermeasure - Macbain's signature spell. This spell is best used on whatever obnoxious advance deploying unit you have. Feat on that unit and run it way up the board. If the model chosen has Stealth, only Melee and and Spray Ranged Attacks from further than 5' could be used against it. Or Magical Attacks within 5".
  • Energizer - Energizer is a wonderful spell, but whether MacBain uses it or not depends on whether you brought a Blockader or Nomads.
  • Fail Safe - Best used on Blockaders as they become more difficult to remove and dangerous until completely destroyed. Far less effective on other warjacks, but you'll want to put it on something.
  • Fortune - MacBain's hit buff. As hit buffs go, it's one of the weaker ones, but it goes well with combined ranged/melee attacks and Jackhammer.
  • Jackhammer - This is MacBain's damage buff. Most effective when paired with a Blockader.
  • Rift - Used only in the late game when MacBain has to get things done himself or if you really need some rough terrain.

Drawbacks & Downsides

  • Upkeep removal ruins his day. Watch out for Repudiate and Purification.
  • Anything that prevents healing, like Grievous Wounds or Entropic Force, shuts down his feat. Makeda3, Void Archons, Wretches, Death Knells, Mortality and Vulcans are bad, bad news. These are very common sights.
  • Continuous effects like Fire or Corrosion can kill your unkillable models at the start of your turn.
  • Unless you have a way to prevent knockdown (Archons) or stand things up (Boomhowler1), all of your feated models are going to end up face down and have a garbage turn anyway.

Tricks & Tips

  • An unboosted Both Barrels attack is likely to do about the same amount of damage as a boosted-for-free charge attack, but has the added bonus of keeping you a lot further away from the enemy.
  • Use power models like Boomhowler, Eiryss1, Croe, Eilish and Orin to create no-shoot, no-magic bubbles that can't be killed and threaten assassination to create layers of control your opponent will have to chew clock to unravel.

List Building Advice

Strategy

Macbain plays well into most gun lines by creating an unkillable jamming wall of anti-shooting with his feat and countermeasure followed by a big alpha strike. He can also jam melee armies by putting unkillable bodies in their way to get the alpha. This assumes your opponent cannot remove Countermeasure or prevent Healing.

With the advent of SR 2017, Macbain is in the unique position of being able to cheat the scenarios to some extent. With his feat, he can send a speedy model like a Kayazy Eliminator or a meager Press Ganger into your opponent's backfield to contest a zone or flag, and if they do not have a way to stop healing or to move that model, they will not score points on their turn. In scenarios like Spread the Net, this allows Macbain to get up on points extremely fast. This forces your opponent into a terrible position as they will need to sacrifice models to stay in the game and you will not be losing anything if you play Macbain's feat turn well.

Macbain has three upkeeps, Fortune, Fail-Safe and Countermeasures. With 6 FOC to spend between those spells, his army needs to be constructed with a plan in mind because you can't use all his tools. If you bring a Blockader for Failsafe and Jackhammer, that's probably the only jack you'll have the focus to run. If you want to use Energizer with Nomads, you won't bring the Blockader.

Theme thoughts

Template:Header

This is a great theme for him, as you can bring up to four Archons who make excellent feat targets.

  • The Menite Archon are geart independent models for his feat. They buff the Blockader's sprays quite well, but that should not be the main thing your army wants to do.
  • Thamarite Archons are great independent gun platfroms that love the feat. Morrowan Archons have a DEF buff and are resilient shield guards.
  • Malvin & Mayhem are the perfect target for Fortune, and the Choir you already brought goes great with them. You'll have to bring a Gobber Tinker but he can fix your Blockader for you.
  • Thorn Gun Mages are pretty meh outside of this theme but here they gain Pathfinder and Sniper, if you bring Menite Archons anyway you can also leverage them for very powerful Incendiary shots.
  • Gastone Crosse runs another heavy that will also be boosted by the Choir.
  • Gorman1 is a good feat target and if he rust bombs a Construct, Blockader gets to effective POW 20.
  • Eilish Garrity under Macbain's feat can run forward, not die and then remove all enemy upkeeps within 5" if you do it right. He should definitely be in any Macbain army.
  • Boss Machorne Is a good feat target and generally useful. She can run another jack for you that will receive choir boosts if you want her to, but she's a decent solo in her own right as well.
  • The Choir of Menoth - Their Battle Hymn combined with Fuel for The Flames and Fail Save really makes the Blockader sprays shine like nothing else. Youa re probably better of going into melee with it though. The Hymn of Passage is another layer of safety from shooting for Blockader and Mayhem.
    • If you are unsure what you second protectorate unit should be consider the following:
      • Flame Bringers are fast and have a crit effect and thus either good Countermeasure or Fortune target.
      • Daughters of the Flame - SPD 7, Stealth and Advance Deployment. Exactly the package of abilities that makes for great Countermeasure targets.
      • Flameguard Cleansers or Holy Zealots - If you really, REALLY want to leverage Fuel for the Flames. Fortune'd 10" Sprays are hilarious, if clock-intensive, but they die like flies and MacBain does little to change that outside of feat.
  • Rangers Mark the Target for his colossal, and they project Countermeasure waaaaay up the board. Feat on 4 of them and you won't get shot.

Template:Header

Here MacBain has access to Rangers, Trencher Infantry and Long Gunners. Boomhowlers gain ambush, but you would want him in the board center for Reveille. Furthermore models/units gain Feign Death, which can be handy with his feat.

  • The Steelhead Ironhead can crane things around and the Steelhead Arcanist eases his focus burden.
  • Rangers are also in this theme.
  • Boomhowler1 can yell Cacaphony and run forward under feat to create a no-magic bubble in addition to a wall of no shooting. He can then Reveille the knocked down models. Another good reason to bring an Ironhead.

Template:Header

  • Kayazy Eliminators are great for feating and contesting zones, especially if you can get Boomhowler to stand them up.
  • There are a lot of damage fixers in this theme, which you won't get elsewhere. This is good because MacBain has none himself. In particular these are Aiyana and Holt, Ragman, Gabriel Throne and Gorman
  • Croe's Cutthroats can also be here and are your best Countermeasures target, because of SPD 6, Stealth and AD. You only want six though. Kayazy Assassins can be tempting but they are slow and don't have AD, not to mention that they are overcosted.
  • Unkillable Asphyxious4 is the other main selling point. Asphyxious is usually guaranteed to kill a heavy by himself at least once per game, so if you can send him in and make him unkillable, you might just pick up two.

Template:Header

Here you can bring the full Steelhead boat, including the non-character solos missing from Irregulars. Solos mark targets for your Blockader or Galleon. However, the theme lacks units with Stealth, Pathfinder and Advance Deployment, which means there are no good Countermeasure targets here. Instead you would play multiple heavies with lots of Ironheads and Arcanists and exploit Energizer and Power Lifter for 4" threat extension, which would amount to a weaker version of a Magnus2 list. You have access to a different flavour of Archon here, the Death Archon who takes care of enemy infantry very well, or you can use their chain attack to set up jack hammers.

Template:Header

  • Greygore Boomhowler is a good pick thanks to Reveille standing up the models that get knocked down on Macbain's feat turn as well as an unkillable Cacaphony bubble if you can pull it off. They also gain Ambush in Kingmakers, for all that's worth.
  • Sylys - MacBain has 3 upkeeps, not having to pay for one of them eases his focus burden.

Battlegroup

Drake has no particular preferences for when it comes to his battlegroup but below are a few of the options to consider:

  • Blockader - Jackhammer + Colossals is always fun. On top of that fortune is a very focus efficient way of making the Heavy Fire Breathers capable of hitting a lot of infantry.
  • Galleon - As tough as a Blockader, but more ranged power and utility in Crane and Drag. Fortune is a great way to make the Drags connect.
  • Nomad/Toro - Cheap and cheerful melee jacks that all Mercenary casters generally like.
  • Freebooter - The freebooter has two reasons to be included with Drake:
    • Lash can keep your feat targets on their feet
    • Merc jacks aren't accurate, however the freebooters have the speed to run where they need to be for jackhammering onto a knocked down target to deal maximum damage with their Trash.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - The Irregulars

Drake MacBain: [+30 WJP]
Dez & Gubbin, Dynamite Duo: [Free] Template:Grey
Princess Delores Graciela: [6 pts]
Harlowe Holdemhigh: [3 pts]
Anastasia di Bray: [3 pts]
Gobber Tinker: [2 pts]
Lady Aiyana & Master Holt: [7 pts]
Kayazy Eliminators: [4 pts]


Template:Brawl

Other

Trivia

File:MiniCrate DrakeMcBain.jpg
Drake "Kiltlifter" Macbain; Minicrate Exclusive.

Video Battle Reports

Warjacks he can take

Template:Index Mercenary Warjacks

Other Mercenary models

Template:Index Mercs

Rules Clarifications

Template:RC Magical Weapon Template:RC Both Barrels Template:RC Knockdown

Template:RC Warcaster Template:RC Grievous Wounds Template:RC Gang Fighter Template:RC Tough Template:RC Dodge

Template:RC Jackhammer Template:RC Energizer Template:RC Countermeasure Template:RC Fortune Template:RC Fail Safe Template:RC Rift

Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********

Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.

Basic Info

Template:Infobox-Model

Mercenary - In a 2+ caster game, he can work for Template:Cryx mercenary, Template:Crucible Guard mercenary, Template:Cygnar mercenary, Template:Khador mercenary, or Template:Menoth mercenary.

Warcaster abilities:


Feat : True Grit

Choose d6 + 5 non-warcaster friendly Faction warrior models currently in MacBain's Template:CTRL range. When a chosen model is disabled, it removes 1 damage point and becomes knocked down. True Grit lasts for one round. Template:Tipbox

Abilities

Weapons

Dual Hand Cannon
File:Gun icon.jpg  RNG   ROF   AOE   POW 
12 2 Template:- 12
Undertaker
File:Sword icon.jpg  RNG   POW   P+S 
1 6 13

Spells

{{Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift }}[[Category: Template:CountermeasuresTemplate:EnergizerTemplate:Fail-SafeTemplate:FortuneTemplate:JackhammerTemplate:Rift ]]


Theme Forces


Thoughts on Drake

Drake MacBain in a nutshell

The mercenary's mercenary. Drake MacBain is a control and support warcaster who himself doesn't do that much, but whose feat allows the Mercenary all stars to employ their abilities without dying and make your opponent's life quite difficult. His spells and feat are not exceptionally powerful compared to many, but can occasionally be devastating. He's fairly average in all facets, and in big trouble if the enemy can stop healing or remove upkeeps.

Feat thoughts

How you use MacBain's feat goes quite a long way to determining whether you win or lose. The most common plan is to feat on several members of your Countermeasure unit, run them forward and create a wall beyond which the enemy cannot shoot, then move your army up behind it. This forces the opponent to move up and not shoot or kill anything and take the alpha strike on the chin, or back up and cede scenario play.

Feating on Large or Medium bases can create a wall the enemy cannot bypass and could possibly be used to get far up on scenario.

It is also helpful to have a way around the knockdown effect.

Spell thoughts

  • Countermeasure - Macbain's signature spell. This spell is best used on whatever obnoxious advance deploying unit you have. Feat on that unit and run it way up the board. If the model chosen has Stealth, only Melee and and Spray Ranged Attacks from further than 5' could be used against it. Or Magical Attacks within 5".
  • Energizer - Energizer is a wonderful spell, but whether MacBain uses it or not depends on whether you brought a Blockader or Nomads.
  • Fail Safe - Best used on Blockaders as they become more difficult to remove and dangerous until completely destroyed. Far less effective on other warjacks, but you'll want to put it on something.
  • Fortune - MacBain's hit buff. As hit buffs go, it's one of the weaker ones, but it goes well with combined ranged/melee attacks and Jackhammer.
  • Jackhammer - This is MacBain's damage buff. Most effective when paired with a Blockader.
  • Rift - Used only in the late game when MacBain has to get things done himself or if you really need some rough terrain.

Drawbacks & Downsides

  • Upkeep removal ruins his day. Watch out for Repudiate and Purification.
  • Anything that prevents healing, like Grievous Wounds or Entropic Force, shuts down his feat. Makeda3, Void Archons, Wretches, Death Knells, Mortality and Vulcans are bad, bad news. These are very common sights.
  • Continuous effects like Fire or Corrosion can kill your unkillable models at the start of your turn.
  • Unless you have a way to prevent knockdown (Archons) or stand things up (Boomhowler1), all of your feated models are going to end up face down and have a garbage turn anyway.

Tricks & Tips

  • An unboosted Both Barrels attack is likely to do about the same amount of damage as a boosted-for-free charge attack, but has the added bonus of keeping you a lot further away from the enemy.
  • Use power models like Boomhowler, Eiryss1, Croe, Eilish and Orin to create no-shoot, no-magic bubbles that can't be killed and threaten assassination to create layers of control your opponent will have to chew clock to unravel.

List Building Advice

Strategy

Macbain plays well into most gun lines by creating an unkillable jamming wall of anti-shooting with his feat and countermeasure followed by a big alpha strike. He can also jam melee armies by putting unkillable bodies in their way to get the alpha. This assumes your opponent cannot remove Countermeasure or prevent Healing.

With the advent of SR 2017, Macbain is in the unique position of being able to cheat the scenarios to some extent. With his feat, he can send a speedy model like a Kayazy Eliminator or a meager Press Ganger into your opponent's backfield to contest a zone or flag, and if they do not have a way to stop healing or to move that model, they will not score points on their turn. In scenarios like Spread the Net, this allows Macbain to get up on points extremely fast. This forces your opponent into a terrible position as they will need to sacrifice models to stay in the game and you will not be losing anything if you play Macbain's feat turn well.

Macbain has three upkeeps, Fortune, Fail-Safe and Countermeasures. With 6 FOC to spend between those spells, his army needs to be constructed with a plan in mind because you can't use all his tools. If you bring a Blockader for Failsafe and Jackhammer, that's probably the only jack you'll have the focus to run. If you want to use Energizer with Nomads, you won't bring the Blockader.

Theme thoughts

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This is a great theme for him, as you can bring up to four Archons who make excellent feat targets.

  • The Menite Archon are geart independent models for his feat. They buff the Blockader's sprays quite well, but that should not be the main thing your army wants to do.
  • Thamarite Archons are great independent gun platfroms that love the feat. Morrowan Archons have a DEF buff and are resilient shield guards.
  • Malvin & Mayhem are the perfect target for Fortune, and the Choir you already brought goes great with them. You'll have to bring a Gobber Tinker but he can fix your Blockader for you.
  • Thorn Gun Mages are pretty meh outside of this theme but here they gain Pathfinder and Sniper, if you bring Menite Archons anyway you can also leverage them for very powerful Incendiary shots.
  • Gastone Crosse runs another heavy that will also be boosted by the Choir.
  • Gorman1 is a good feat target and if he rust bombs a Construct, Blockader gets to effective POW 20.
  • Eilish Garrity under Macbain's feat can run forward, not die and then remove all enemy upkeeps within 5" if you do it right. He should definitely be in any Macbain army.
  • Boss Machorne Is a good feat target and generally useful. She can run another jack for you that will receive choir boosts if you want her to, but she's a decent solo in her own right as well.
  • The Choir of Menoth - Their Battle Hymn combined with Fuel for The Flames and Fail Save really makes the Blockader sprays shine like nothing else. Youa re probably better of going into melee with it though. The Hymn of Passage is another layer of safety from shooting for Blockader and Mayhem.
    • If you are unsure what you second protectorate unit should be consider the following:
      • Flame Bringers are fast and have a crit effect and thus either good Countermeasure or Fortune target.
      • Daughters of the Flame - SPD 7, Stealth and Advance Deployment. Exactly the package of abilities that makes for great Countermeasure targets.
      • Flameguard Cleansers or Holy Zealots - If you really, REALLY want to leverage Fuel for the Flames. Fortune'd 10" Sprays are hilarious, if clock-intensive, but they die like flies and MacBain does little to change that outside of feat.
  • Rangers Mark the Target for his colossal, and they project Countermeasure waaaaay up the board. Feat on 4 of them and you won't get shot.

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Here MacBain has access to Rangers, Trencher Infantry and Long Gunners. Boomhowlers gain ambush, but you would want him in the board center for Reveille. Furthermore models/units gain Feign Death, which can be handy with his feat.

  • The Steelhead Ironhead can crane things around and the Steelhead Arcanist eases his focus burden.
  • Rangers are also in this theme.
  • Boomhowler1 can yell Cacaphony and run forward under feat to create a no-magic bubble in addition to a wall of no shooting. He can then Reveille the knocked down models. Another good reason to bring an Ironhead.

Template:Header

  • Kayazy Eliminators are great for feating and contesting zones, especially if you can get Boomhowler to stand them up.
  • There are a lot of damage fixers in this theme, which you won't get elsewhere. This is good because MacBain has none himself. In particular these are Aiyana and Holt, Ragman, Gabriel Throne and Gorman
  • Croe's Cutthroats can also be here and are your best Countermeasures target, because of SPD 6, Stealth and AD. You only want six though. Kayazy Assassins can be tempting but they are slow and don't have AD, not to mention that they are overcosted.
  • Unkillable Asphyxious4 is the other main selling point. Asphyxious is usually guaranteed to kill a heavy by himself at least once per game, so if you can send him in and make him unkillable, you might just pick up two.

Template:Header

Here you can bring the full Steelhead boat, including the non-character solos missing from Irregulars. Solos mark targets for your Blockader or Galleon. However, the theme lacks units with Stealth, Pathfinder and Advance Deployment, which means there are no good Countermeasure targets here. Instead you would play multiple heavies with lots of Ironheads and Arcanists and exploit Energizer and Power Lifter for 4" threat extension, which would amount to a weaker version of a Magnus2 list. You have access to a different flavour of Archon here, the Death Archon who takes care of enemy infantry very well, or you can use their chain attack to set up jack hammers.

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  • Greygore Boomhowler is a good pick thanks to Reveille standing up the models that get knocked down on Macbain's feat turn as well as an unkillable Cacaphony bubble if you can pull it off. They also gain Ambush in Kingmakers, for all that's worth.
  • Sylys - MacBain has 3 upkeeps, not having to pay for one of them eases his focus burden.

Battlegroup

Drake has no particular preferences for when it comes to his battlegroup but below are a few of the options to consider:

  • Blockader - Jackhammer + Colossals is always fun. On top of that fortune is a very focus efficient way of making the Heavy Fire Breathers capable of hitting a lot of infantry.
  • Galleon - As tough as a Blockader, but more ranged power and utility in Crane and Drag. Fortune is a great way to make the Drags connect.
  • Nomad/Toro - Cheap and cheerful melee jacks that all Mercenary casters generally like.
  • Freebooter - The freebooter has two reasons to be included with Drake:
    • Lash can keep your feat targets on their feet
    • Merc jacks aren't accurate, however the freebooters have the speed to run where they need to be for jackhammering onto a knocked down target to deal maximum damage with their Trash.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - The Irregulars

Drake MacBain: [+30 WJP]
Dez & Gubbin, Dynamite Duo: [Free] Template:Grey
Princess Delores Graciela: [6 pts]
Harlowe Holdemhigh: [3 pts]
Anastasia di Bray: [3 pts]
Gobber Tinker: [2 pts]
Lady Aiyana & Master Holt: [7 pts]
Kayazy Eliminators: [4 pts]


Template:Brawl

Other

Trivia

File:MiniCrate DrakeMcBain.jpg
Drake "Kiltlifter" Macbain; Minicrate Exclusive.

Video Battle Reports

Warjacks he can take

Template:Index Mercenary Warjacks

Other Mercenary models

Template:Index Mercs

Rules Clarifications

Template:RC Magical Weapon Template:RC Both Barrels Template:RC Knockdown

Template:RC Warcaster Template:RC Grievous Wounds Template:RC Gang Fighter Template:RC Tough Template:RC Dodge

Template:RC Jackhammer Template:RC Energizer Template:RC Countermeasure Template:RC Fortune Template:RC Fail Safe Template:RC Rift