Mangler

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Mercenary Heavy Warjack

After fleeing Cygnar, Magnus used looted components to assemble what he considered to be the deadliest combination of strength, ability, and durability he could afford the Mangler. Its massive wrecking ball and three-foot tempered punching spike make it as formidable as any warjack created by Cygnar's finest engineers.

Basic Info[edit]

Mangler
Mangler.jpeg
SPD 5
MAT 6
DEF 11
ARM 19
HP 30
Cost 15
See also How to Read the statblock

Weapons[edit]

  • Wrecker - 2" reach, P+S 18 melee weapon.
    • Chain Weapon - This weapon ignores Buckler, Shield and Shield Wall.
    • Thresher (★ Attack) - Make a simultaneous melee attack against each model within its LOS and within melee range of this weapon.
  • Punching Spike - 1" reach, P+S 16 melee weapon.

Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.
  • Aggressive - This model can run or charge for free.


Thoughts on Mangler[edit]

Mangler in a nutshell[edit]

The Mangler is the premier melee heavy in mercenaries if for no other reason than there isn't anything better out there.

At MAT 6 and POW 18 it's pretty much a Nomad with a free charge, Chain Weapon and Thresher. This was not enough for most players to take one over a Nomad and spend the 4 points elsewhere until the Irregulars theme force came out.

The Mangler is the only jack that can charge AND use the Crush bonus when marshaled (assuming no outside help). Coupled with Flank, the marshaled Mangler is the most powerful melee platform in the faction save for the Colossals. It is quite capable of downing an ARM 20 heavy in one round with no help.

Combos & Synergies[edit]

  • Jack Marshals: Dirty Meg is best due to her excellent drive and low cost. In Irregulars it hits like a truck with Flank and Crush. Or it can do a MAT 10 Thresher.
  • Captain Sam MacHorne & The Devil Dogs can inflict knockdown all over the place to set up a superb Thresh attack.
  • Magnus the Traitor can boost its melee rolls and let it power attack for free with Iron Aggression, or use Death Ward to make it very hard to disable its systems.
  • Magnus the Warlord Escort makes the Mangler much more likely to get free charges off or have enough control over placement to thresh multiple targets, and the Mangler likes becoming Unyielding.

Drawbacks and Downsides[edit]

  • The Mangler costs a third more than the Nomad and the Nomad is almost as good under most conditions. This is most drastically felt when taken in multiples. Four Nomads is one point less than three Manglers. Except in very rare circumstances, the Nomad is a much better choice. Thus, the Mangler only finds its way into lists where you can't come up with a better way to spend 4 points. The times when the Mangler is significantly more dangerous than a Nomad and possibly worth the price are:
    • If the Mangler charges it gets an extra attack (or at least a free boost) whereas the Nomad doesn't
    • The Mangler does much more damage against multi-wound models with Shield Wall. In a heavy on heavy brawl this can make a huge difference.
    • Thresher mangles densely packed infantry
    • Thresher can also let it focus on its first target while dishing out a nasty attack to another enemy jack or beast almost for free. And this is in addition to its free charge
  • Going up against models with high DEF it gets a bit focus hungry, though this is offset somewhat by Power Up and free charges.
  • 15 points is too high for a MAT 6 warjack with no gun.

Tricks and Tips[edit]

  • The Mangler was made for destroying shielded infantry and jacks, this is where it really shines.
  • Iron Aggression affects each individual attack from thresher, vastly improving the viability of sending the Mangler after higher def units.


Other[edit]

Trivia[edit]

Released in Warmachine: Escalation (2004)

Who can take this warjack[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[edit]

Within mercenaries, this warjack can be used in:

Outside of mercenaries, this warjack can be taken in just about every theme force, because there is nearly always at least one merc jack marshal that'll work for any given theme.

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 - The Talion Charter - Llaelese Resistance

Rules Clarifications[edit]

Rules Clarification : Chain Weapon - None yet. (Edit)

Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
Warning: This is a long one.

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was sitll as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.

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 : 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 : Aggressive - None yet. (Edit)