Sea Dog Pirates

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Mercenary Privateer Sea Dog Unit

Mustered together from disreputable coastal taverns and wharves, the Sea Dogs are motley pirates hungry for spoils. Armed with swords and pistols and barely kept in check by grizzled mates, the Sea Dogs serve any master with sufficient coin. What they lack in training and manners they make up for with frightening bluster, enthusiastic avarice, and drunken debauchery.

Rifleman - Weapon Attachment

fluff blurb

Mr. Walls - Character Command Attachment

Fluff blurb

Basic Info[edit]

Sea Dog Crew
Sea Dog Crew.jpeg
SPD 6
MAT 5
RAT 4
DEF 13
ARM 11
CMD 7
Unit Size 6/10
+0 to 3 WA
+ 1 CA
Cost 8/13
+2 per WA
+4 CA
1.3 each (base unit)
1.6 each (full unit)
See also How to Read the statblock

Weapons[edit]

  • Leader & Grunts
    • Hand Weapon - 0.5" reach, P+S 8 melee weapon
    • Pistol - 8" range, POW 10 gun
  • Riflemen (WA)
    • Hand Weapon - As above
    • Long Rifle - 14" range, POW 10 gun
  • Mr. Walls (CA)
    • Heavy Pistol (x2) - 8" range, POW 12 guns

Abilities[edit]

  • Entire Unit
  • Riflemen only (WA)
    • Take Up - If this model is killed you may instead remove a Grunt within 1". Remove any effects on this model, and apply any effects that were on the old grunt.
    • Black Penny - this weapon/attack ignores the "target in melee" DEF bonus.
  • Mr Walls only (CA)
    • He has +1 STR, MAT, +2 CMD, and 5 hitpoints
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
    • No Quarter (Minifeat) - Once per game, for one turn the unit gains Pathfinder and +2" to their charge movement.
    • Tactics: Advance Deployment - The unit gains Advance Deployment.
    • Monkey Bite - While in melee with Mr. Walls, living enemy models suffer -2 to melee attack rolls.


Thoughts on Sea Dog Pirates[edit]

Sea Dog Pirates in a nutshell[edit]

The Sea Dog Pirates require a lot of support solos to operate at their full potential, and that makes them into an absurdly overpriced infantry unit with awful stats and no staying power. Unless you spend the 12-20 points on their support solos they will simply die, and those support solos generally aren't good enough to stop that from happening anyway. They are, however, integral in any pirate list that wants to focus on killing the other caster.

Thoughts on adding the CA & WA[edit]

Adding Riflemen - Riflemen have excellent range so the main reason to take them is to use Money Shot from Rockbottom, Double Powder Ration from Dougal and Coup de Main from Shae to make them shoot really far and kill the opposing caster with POW 12's once you've knocked them down.

Adding Walls - walls grants Advance Deployment and one turn of pathfinder, which should be the turn you are trying to kill the other caster. If assassination is your plan, this should be your goal.

Combos & Synergies[edit]

Drawbacks and Downsides[edit]

  • Unsupported they will die to pretty much everything and barely put up a fight in return.
  • Enemies who can snipe out solos can cripple them back to as weak as their stat line would indicate.

Tricks and Tips[edit]

  • You normally only want one unit and that with all the trimmings.
  • Play them with Shae. Use his feat, Coup De Main, some way to knock down the opposing caster (Buccaneer net, Commodore Cannon slam, Freebooter throw), Money Shot, Double Powder Ration and No Quarter and a bunch of POW 12 shots to kill the opposing caster.

Other[edit]

Trivia[edit]

Released in Forces of Warmachine: Pirates of the Broken Coast (2007)

Theme Forces[edit]

Mercenary

Cryx (Edit)
Cygnar (Edit) Khador (Edit)
Protectorate of Menoth (Edit)

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
Cannot take Colossals
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 : Gang and/or Gang Fighter     (Edit)

  • You can gain the Gang bonus vs knocked down/stationary models (refer to the latest Errata).
  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.

Rules Clarification : Point-Blank      (Edit)

  • If your first attack is with your Point-Blank gun used as a melee attack, you count as choosing "make initial melee attacks". (Infernal Ruling)
  • Since Point-Blank only works during your activation, you can't use it on free strikes or other out-of-activation melee attacks.
  • Point-Blank + AOE weapon - This two work together just fine. If you miss, the AOE will deviate per normal (although only a very short distance, considering you're at most 2" from your target.
  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.

Rules Clarification : Take Up - None yet. (Edit)

Rules Clarification : Black Penny      (Edit)

  • You ignore the "Target in Melee" DEF bonus, but if you miss you still need to randomly reassign the shot as per normal.


Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Tough - None yet. (Edit)

Rules Clarification : No Quarter      (Edit)

Rules Clarification : Pathfinder      (Edit)

Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : Advance Deployment - None yet. (Edit)
Rules Clarification : Monkey Bite - None yet. (Edit)


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Note to Editors
To edit the WA's tagged abilities, Click here

To edit the CA's tagged abilities, Click here