Good point, I'll add the note about free strikes.To the description of Veil of Mist, maybe a word, that while it allows to move through models, it does not allow to ignore free strikes. With Grogspar around, privateers can keep on moving/running/complete their charge, after surviving a tough check, though, which can be useful to get some feisty club hits at pesky enemy support solos, hiding behind the lines, or simply to get a few bodies towards an onslaughting Hawk, that finds herself threatened by CRAs, a lot of shooty solos, or even a shooty caster like Caine.
Well sure, if you take pains to avoid one of your greatest strengths and what is probably one of the best "deathstar" style units in the game with all the 1 point support solos, a Mangler will do you a lot of good. Still MAT6 is a little shaky when it comes to threshing most infantry, and even a unit of Press Gangers with Payday (as you presumably don't have the Sea Dog Crew hogging coins) will likely do a lot better.And, as I said about the Mangler in the other thread: Shae can successfully run a lot of jacks, even at small points, but he will be strapped on points for Infantry, and Infantry-clearing power (and probably the benefits from tiers 2-4, if he completely avoids them and therefor not includes Mr. Walls), when he does.
In this special case, and if not playing Mangled Metal, the Mangler can be far superior to the Nomad, because Tresher and Reach allow him to free himself of tarpit units.
Ultimately, I think playing Mangled Metal + Commodore Shae is about as much of a trap as running Sea Dog infantry horde with nary a Nomad in sight, albeit probably a lot less common. Balance is the key, but then that's just my opinion.
Against Protectorate they're worth their weight in gold as Lady Aiyana will magic up the Commodore Cannon so you can do the regular jack billiards routine that they were trying desperately to avoid with Passage. Apart from that, Kiss of Lyliss is your only universal damage buff here and she is very accurate with it, you can often even tag warcasters with that Magic Ability 8, and jacks are almost a sure thing (before applying copious amounts of Battleblade between the eyes). Other turns Lady Aiyana has Stealth so you feel she's still doing something, and Master Holt should be shooting stuff every round and missing most of the time with that RAT8 if you're me.However, I am still trying to figure out how to run Aiyana and Holt to make them worth their points. I must be missing something. I have no idea what to do with them at all
Of course, they might not be useful if you're playing, say, against single wound infantry spam all the time. After all 4 is a lot of points in a Pirate's Life list and buys you Meg + Buccaneer or a minimum pressganger unit, etc. By all means, leave them at home for a few games and try to count the number of times you think "If only I had magical weapons / +2 damage against this thing / a couple RAT 8 handcannons". Maybe it will not be much and you're better off. Perhaps more likely, you'll see the situations where they'd have been useful so you can put A&H in your list again and then miss the things you had to take out to fit them instead