Now let’s turn our attention to the high seas of the Iron Kingdoms. In particular, a warcaster named Bartolo Montador.
I have seen many lists written for him where it is the typical gun line and it gets boring after a while. That is why I write these articles about the lists and models you might not normally see and show how they can be effective. I got the inspiration for this list at Gencon 2011 during the Rites of Passage tournament while I was judging.
Four Star Syndicate
Rorsh and Brine 9
Wrong Eye and Snapjaw 9
Bull Snapper 3
10 Kayazy Assassins with Underboss 10
First lets take a look at Bart.
He has good SPD, above average MAT, average RAT, average DEF/ARM and average FOC for the non-spellcasting warcaster. He has an 8″ spray with average POW, but with his above average melee POW and one of his special abilities to combine with it, he will more than likely be using his melee weapon. He has Overtake, Tough, and Red Tide. Whenever Bart destroys an enemy model with a melee attack he gains a cumulative STR and ARM bonus, combine this with Overtake, and he can walk through most units. If you are facing one of the types of armies that ignore focus adding to ARM and spells that add to ARM, then it is better to buy the attacks to destroy enemy models since the ARM bonus from Red Tide is not ignored.
He has a decent spell list, though with the above list build you won’t be using many of them.
He has Deadweight, average range and POW with a low cost to cast, and if you destroy a living or undead model with this it, you get to choose a model within 2″ of the destroyed model and the chosen model must forfeit its movement or action next turn.
His next spell is Powder Keg, high cost, decent AOE, high POW, and it comes with a critical effect where models in the AOE lose their initial attacks and can’t make special attacks. Since this spell costs so much, especially if you are trying to get the critical effect off, you normally won’t be using it.
He has an upkeep spell called Hot Shot, where a model in his battlegroup gets boosted damage rolls on ranged attacks. I usually like to upkeep it on Bart for two reasons, one because he is the only model in his battlegroup with a ranged weapon, and two, why not? You never know when it will come in handy on a 8″ spray attack.
He has a spell called Broadsides, which allows all models in his battlegroup to make another ranged attack regardless of ROF. So with this list build it will cost you half of your FOC resources to cast to let Bart take another shot. A good spell, just not with this list.
His last spell is the bread and butter of this list build: Batten Down the Hatches. This spell effects battlegroup models only and it lowers their DEF but gives a great boost to their ARM as well as giving immunity to knockdown.
In his feat, models that advance and end their movement in his control area are knocked down. Also, enemy models in his control area suffer -3 on their attack rolls.
As for what I do with the list. Some people might be wondering, “Why Wrong Eye with a Bull Snapper in there?” Because though the Bull Snapper is a Minion model and he can’t cast his animus on non-Minion models, Wrong Eye can. Wrong Eye is a Mercenary model and a Minion model, so if he casts the spell then it affects Mercs and Minions alike.
He spends all his fury casting the Bull Snapper’s animus upon the Manglers, which gives a bonus to ARM and any time a warjack/warbeast hits an affected model, the attacking model takes damage as long as the affected model is not destroyed by the enemy model. The Bull Snapper casts its animus on Wrong Eye so he will have an ARM stat as great as a Protectorate heavy warjack. The animus on the Manglers combined with Batten Down the Hatches gives the Manglers ARM +5 which puts them 1 ARM shy of Khadoran Devastator ARM and every time enemy warjacks/warbeasts attack them, they take damage.
Snapjaw is able to handle living infantry models, which is where I send him, as, because of their bond, every time Snapjaw removes an enemy model from play, Wrong Eye heals damage. If needed, Snapjaw can go after some heavies to soften them up, and he is more than capable of handling lights, but I still prefer to send him after living models. He charges farther after them, and if they are warrior models he charges them for free.
With Bart and his battlegroup, along with Wrong Eye and his, moving up the center of the field, my next choice in models came based on models that can function on their own without support from the caster.
Rorsh and Brine are able to handle living models well and have surprising long-range charge distance. Rorsh has a special action where he centers an AOE on him and all other models in it other than him and Brine take blast damage. If him or Brine were in the AOE, they get to advance their SPD ignoring free strikes. With this, Brine has a 13″ charge range, pretty good for a heavy. Rorsh himself can shoot three times in one activation as he has a ROF 2 gun with average range and POW, and he has dynamite sticks that he can also throw. They have above average POW and AOE, though low range. Brine’s animus gives him an additional damage die against living models, which makes him very good with managing his fury.
The only unit in the list are the Kayazy Assassins – more models Bart doesn’t do anything for, but are very effective on their own. They are stealth models that have above average MAT before Gang kicks in, as well as their above average DEF which goes even higher in melee combat. They have a once per game ability to where they can move through other models, allowing them to get to casters/locks and support models, as well as the ability to tie up other models.
The Piper was added because I had two points left and I thought, why not make the Assassins that much better? He is able to give out Pathfinder, Tough, Fearless, and even add to their already high DEF.
This is a list I think would be great for hardcore as it has a low model count, order of operation is simple, and you are less likely to get timed out. Give it a try, and let me know what you think.