Galleon

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The raw might of a naval ironhull now walks the lands as the Galleon. The colossal fires a rolling broadside before reaching out with its enormous cargo claw to toss warjacks like rag dolls. It can also use its massive trident to reel in foes and finish them off at close range with a series of punishing blows. The Galleon commands a high price, but for those mercenaries who have the fortune to spend, it fights as a symbol of unquestionable affluence and might.

Basic Info[edit]

Galleon

Mercenary Privateer Colossal Warjack

41094 GalleonWEB.jpg
SPD 5
STR 17
MAT 6
RAT 5
DEF 9
ARM 19
HP 58
Cost 39

Weapons and Attacks[edit]

  • Trident Strike - 2" range, P+S 22 melee weapon
  • Cargo Claw - 2" range, P+S 20 melee weapon
  • Gun port (x2) - 14" range, ROF D3, AOE 3, POW 13 ranged weapons.
  • Harpoon Cannon - 10" range, POW 15 ranged weapon
    • Drag - If this weapon damages an enemy, you can push it closer and then make a free melee attack against it.

Special Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Colossal - Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules.
  • Construct - This model is a construct and is not a living model.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.

Thoughts on Galleon[edit]

Galleon in a nutshell[edit]

The Galleon is among the better colossals in the game, and probably the best overall when run by Bart. It's dangerous to everything and has the ranged output it needs to justify its price tag. On most turns, its combat action should consist of firing the Gun Ports, then using the Harpoon Gun to drag in a heavy and stabbing it with the Harpoon melee weapon.

Combos & Synergies[edit]

  • Captain Bartolo Montador turns the Galleon into the single most powerful model in the game. Batten Down the Hatches and his feat make the Galleon a very tough out for a lot of armies. Hot Shot boosts every single ranged attack damage roll it makes, while Broadside gives a free ranged attack, which can catch opponents off guard if you run the Galleon and cast this spell.
  • Drake MacBain can use Fail Safe to make it hard to kill and Jackhammer for smashing things after a Drag. There is no better target for these spells than the Galleon Fortune is always fun for making sure attacks hit as well, though usually you'll have Fail Safe on the Galleon.
  • Magnus the Traitor can make it tough to disable systems with Death Ward, while Iron Aggression makes it even more of a beast in Melee. Or he can just add Snipe to give it that much more reach with its ranged attacks.
  • Captain Phinneus Shae can use Phantasm to make enemies have to draw close to shoot it, then Coup De Main to give it that extra charge range to get into melee.
  • Ashlynn D'Elyse's feat makes the Galleon accurate, which if paired with Crosse's Fire Group spell, Dougal's Double Powder Ration and Quicken gives her an assassination threat that could catch somebody off guard.

Rangers give it a valuable hit fixer in the Kingmaker theme

In terms of useful solo combinations:

Drawbacks & Downsides[edit]

  • It's 1 or 2 points too expensive, but that's not a huge deal.
  • It has low MAT and RAT, which means it gets less done under Macbain or Magnus1 than you'd like since you'll be boosting to hit.

Tricks & Tips[edit]

  • Galleon throws models 8.5". If your opponent has left a model within 8.5" of their caster that Galleon can reach with a directly-away throw (review your throw rules), you should look for the knockdown assassination, especially if you can have Bart cast Broadsides to drag the caster in after the throw.

Other[edit]

Trivia[edit]

  • In MKII Warmachine, the Galleon (and other colossals) were frequently the first (and only) player choice over the equivalent point value of warjacks. Now, the increased warjack points and Power Up rule in MKIII make non-colossal warjacks arguably more useful.
  • Originally released in the Warmachine: Colossals expansion (2012).

How can I include this model in my army?[edit]

To include this mercenary warjack in your army, it must be controlled by one of the following warcasters or marshals. Thus, to include this jack you first need to find a controller that works for your army.

Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Gastone2 - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs

Theme Forces this is a member of[edit]

For a Mercenary warjack to be taken in a Theme Force, not only does the 'jack have to meet the theme criteria but it's controller does too. With that in mind, Galleon can be taken in:

Other Mercenary models[edit]

MercenariesLogo.jpg

(Edit)

Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Gastone2 - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Marshals Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
  M  
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Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Ogrun Assault Corps - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator
Character Units Alexia1 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos Cephalyx Agitator - Gobber Tinker - Ogrun Bokur - Swamp Gobber River Raider
Character Solos Alexia2 - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun & Lug - Colbie - Dahlia & Skarath - Dirty Meg - Doc Killingsworth - Eilish Garrity - Eiryss1 - Eiryss2 - Hawk - Gastone1 - Gorman - Gudrun - Harlan Versh - Hutchuk - Kell Bailoch - Lanyssa - Rockbottom - Major Harrison Gibbs - Dougal - Orin - Ragman - Raluk - Rhupert - Rorsh & Brine - Rutger - Savio - Saxon - Sergeant Nick - Stannis - Taryn - Thor - Viktor - Wrong Eye & Snapjaw
Battle Engines Hammerfall Siege Crawler
 
Theme Forces (Edit)
Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater

Rules Clarifications[edit]

Rules Clarification : Warjack      (Edit)

  • Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.

Rules Clarification : Construct - None yet. (Edit)

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • See the Throw article for a recap of the core Throw rules.
  • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
  • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
  • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
  • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.

Rules Clarification : Drag , Pull, and/or Catch     (Edit)

  • Please refer to the Drag page for a full list. It was too long to repeat here.

Rules Clarification : Warjack      (Edit)

  • Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.

Rules Clarification : Construct - None yet. (Edit)