The Mule. It needs no introduction.
"Get me a dozen shoeing nails, a pair of rivets, and a quart of pitch tar. The Mule's down, and we'll prolly be needin' her t'morrow" ~Grover Hollenbach, Devil Dog mechanik
NOTE: I posted this thread so that people can share their experiences. Please be more constructive in criticism if you indeed thing "this model sucks." Post something that helps the community.
This is another fantastic jack (along with my Mangler write up). I really like this jack. It performs very well in combat or at range. Its just a fun jack to have. Its critical devastation is a fantastic tool for upsetting formations and causing second wave damage by blowing the first wave into the second. AOE 4 means you get a decent sized pie plate.
Furthermore I love the fluff in that this jack is just a hodge-podge collection of old chassis and countless repairs. I refer to my Mules as "Frank" in honor of Frankenstein. He looks like he's seen better days. I've been working on battle damage painting tactics to just add to him. I like the pack mule aspect with crates tied to him.
Now, enough chatter.
Almost Cygnaran jack stats with lower DEF. This jack is easy to hit, but moves quickly for a heavy and has a decent MAT. The RAT is a little on the low side, but it's a jack. Boost the attack. As far as Attack power, this jack holds good melee options and the most prized possession, it's ranged attack.
The Mace is just a typical mace. Nothing special. It does great damage for having a high pow ranged attack option as well. It also has reach which I think some people forget. It's a great option given his decent speed for a heavy jack, +3" for charge, + 2" reach, and + any other movement shenanigans you can squeeze out of jack marshalls or spell/feat effects.
Steam Cannon. The bread and butter of this jack. This is a fantastic ranged weapon. Crit devastation is all too much fun and is great for punching those holes in the front lines to push through. It also has an ability to forfeit movement for not only the aiming bonus but for +4 RNG. This is great, especially coupled with out of turn movement shenanigans like Pronto or Godspeed. Moves out of turn allow you to garner range, distance, and the aiming bonus. Use the tactics they're what make the Mule great. Don't forget Arcing fire will allow you to pick off back field targets like the Choir, Arcanists, or Long range models like Long Gunners, Striders, or Stormfall Archers. Things behind the lines that are hacking your army to death without reprisal.
The full effect:
Magnus1: Magnus loves this jack. Snipe gives it a decent Range 16" with an aiming bonus or 17" if it has to move. And he can upkeep the spell for free. Not to mention Temper Metal to give it a little bit of staying power. My Mules tend to get targeted by heavy ranged models. So to keep it in line… I use TM.
Magnus2: I dont' own him, but I'll update this when I get him. I'm sure he loves giving mobility to this jack so it has a threat range of 15". Also calamity is gravy on anything. Movement shenanigans with Bullet Dodger could never be a bad thing.
Bart: Bart loves this Jack because of Broadside. Being able to lob 2 steam shells is awesome. However with the nerf to the steam pressure rule, he doesn't get 2 high range shots. This jack works on the Moderate level with Bart, but it's still good. I enjoy a Mariner or 2 with Bart over a Mule, but just because the Range is constant.
Shae: Godspeed will allow this jack to move up and park to fire a bit further getting that important aiming bonus. Coup de Main is always good for jack efficiency. Coup De Main gives a Mule a threat range of 12” on the charge.
Fiona, Macbain!, & Damiano I don't own and just haven't played enough with to know good strategies here. Read below for other forum help. I’ll update this too when I get these models and play with them.