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    Default Soldier of Fortune: an introduction to Drake MacBain

    Soldier of Fortune: an introduction to Drake MacBain

    So, you have taken an interest in the mercenary warcaster known as Drake MacBain. This article is intended to give a very basic summary of what to expect should you decide to use him on the field of battle.

    Since everyone plays warcasters their own way, comments and gaming suggestions from other MacBain players are very welcome. I don't claim exhaustive knowledge.

    Drake MacBain is a capable warcaster with a wide range of tricks and abilities. He doesn't excel in any particular area, but will have an answer to almost any situation. Don't think you can do everything at once with him though, concentrate on what he needs to do.

    What's on the Card:

    Offensive stats:
    Nothing special, a slight emphasis on melée or a slight penalty to ranged, depending on your point of view. He can get bonuses in melee with 'Gang fighter'.

    Defensive stats:
    Sat at the point where neither DEF or ARM are quite good enough on their own to rely on when things go wrong, although armour gets a slight boost in melee. The stats are a bit better than the Menoth Prime casters and with Tough to get you out of trouble too, if you happen to be lucky. As a warcaster, he is still quite hard to kill, but don't expect to get stuck into the enemy and survive without thinking carefully first.

    Weapons:
    A handcannon and a sword with reach and grievous wounds, providing some help against Hordes armies or those with a lot of tough stuff.

    Other stuff:
    Will work for all Warmachine factions except Retribution. Focus and WJ points: mercenary average values.

    Spells:
    A bit of a mixed bag, 3 Warjack based (2 can be used with MacBain as well), 2 general and one offensive. All short ranged though, so you'll need to be fairly close to the action.

    Countermeasure: Prevents nearby enemy models from making ranged attacks, can be very useful. Radius off effect ties in nicely with Stealth units. Cast this one first turn on a first wave unit to maximise coverage. You may not need to upkeep this one for the whole game. It can be dropped when most ranged units are dead or most targets are in melee.

    Energizer: A very handy battlegroup spell and the only one of Drake's spells with a good range. Provides out of activation movement to your models, so synergies well with the Mule and Merc melee heavy warjacks for extra threat range. Drake comes along for the ride too.

    Fail Safe: An outstanding defensive buff for any important warjack. A boost to ARM and the ability to ignore the effects of its disabled systems will mean that anything less than complete destruction won't be enough for your opponent.

    Fortune: A simple re-roll buff for a unit's attacks. Not always necessary, but can come in handy.

    Jackhammer: Extra melee attacks for a model in the battlegroup. Two uses here, either clearing away models sent to tie you up in melee, before activating as normal, or for more attacks with a jack. This means you can get round disruption/cortex damage or deliberately under-allocate focus to a jack and use jackhammer to dish out exactly the right amount of beating to a target rather than over-allocate and waste focus.

    Rift: The offensive AOE spell with a rough terrain effect too. Situationally useful, but rarely used (by me anyway).

    The Feat:
    True Grit
    Unlike MacBain's spell list, his feat only affects friendly faction warrior models. It essentially makes the affected models 'tough' for one round, but a 'tough' where you always roll high enough for it to work. The feat affects more models when MacBain has more focus on himself, so try to pop the feat before casting spells if you can. The feat comes in really useful for keeping key solos alive for 'one more turn' and getting a second bite of the cherry with them. Gorman di Wulfe, Orin Midwinter and either Eiryss are good examples. The other option is keeping grunts alive in key positions, i.e. objectives and blocking charge lanes.

    The Army:

    Battlegroup:
    You'll need to have a think about how many warjacks you want to take with MacBain. His Warjack points mean you may as well take one (I would suggest a melee heavy here and jackhammer just makes me think that more). As for going beyond that MacBain's focus will get stretched quickly and I would say 3 is a sensible limit on the number of warjacks he can control. A larger battlegroup also means more efficiency from Energizer. So 1-3 warjacks with at least one melee-heavy, the others take your pick.

    The rest of the army:
    At the time of writing I only play MacBain in a tier 1 theme force. This is character-unit heavy and fun to use and not that pillow fisted either. I don't think it's a tournament winning killer list either, but it does fine in casual play. Because of this, I think it best other players give advice from their experience using Highborn Covenant, 4-Star Syndicate and Soldier of Fortune tier 2-4 lists.

    Other good advice:
    Read here: CLICK HERE

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  2. #2
    Destroyer of Worlds vytzka's Avatar
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    A nice summary. Are you going to expand a bit? Say, a jack/unit/solo breakdown, even if only for the theme force? (Consider that a nudge )
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    Destroyer of Worlds Da-Rock's Avatar
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    I know you can run more than one Warjack with MacBain, but honestly with MacBain being so good with troops & Solos I have found 1 Warjack more then enough to handle Focus wise.

    On the turn you feet most will want the full 11 bodies covered, (well 25 and up games) so you can't give any Focus to jacks if you want that - (this is where Jackhammer is nice as you can burn 1 Focus to them so they can charge and then after the Feat, use Jackhammer to pound away.

  4. #4

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    I'm sure constance will rock just as well, but if Gallant can have friendly spells cast on it it could benefit from failsafe, energizer, free focus from nearby morrowans (Versh and knights), and jackhammer. On paper it looks like MacBain could run that jack pretty hard. Add in lanyssa (or whoever the Nyss sorceress is) for free jack charges, as I understand that's how one of her spells works. Kind of over-buffing and all theory, but I've been eyeing that jack carefully lately :P His feat is awesome for keeping mini-feat units actually around to perform said mini-feat.

  5. #5
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    Quote Originally Posted by eReinholdt View Post
    His feat is awesome for keeping mini-feat units actually around to perform said mini-feat.
    I've found he's great with precursors: Run them in, Feat, take it, pound away.

  6. #6
    Destroyer of Worlds Da-Rock's Avatar
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    we should add "Tricks of the Trade" to MacBain's intro

    Post some tricks used for his spells and the Feat along with the units used. I have seen this on Casters like Caine where they break down assassination runs with his spells etc.

  7. #7
    Annihilator Asheth's Avatar
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    Countermeasure on Kayazy Assassins. This will shut down a ranged heavy army completely. Stealth prevents most targeting on the way in and Countermeasure prevents all shooting within 5" of any model in the unit. Extremely frustrating for the opponent. They will struggle to clear out the Kayazy in melee as well due to def. 16 (so long as you took the underboss.)

  8. #8
    Destroyer of Worlds vytzka's Avatar
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    There are people who take the Kayazy without the Underboss?
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  9. #9
    Destroyer of Worlds Valkine's Avatar
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    Looks good. Added it to the sticky.

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    Destroyer of Worlds John of Arc's Avatar
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    Wait, he has Fail Safe? And Energizer? Those are two of my favorite jack spells in the game! I really need to take a closer look at this MacBaine person....

  11. #11
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    They are great jack spells, but with 6 focus, 3 upkeeps, that leaves 3 focus for energize, then zero for the jack, tis not that impressive most of the time.

    My favorite unit with macbain is boomhowlers, they are tough with or without the feat, they cover a huge surface area with countermeasures and if you feat on them your opponent can't trample deeper into your line. Also fortune helps their mid mat and low rat if you need it. Also after the feat turn if they are knocked down and you don't want them to be, you can stand them up.
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    Just played a fun game where I ran a Nomad into combat and then Jackhammered four attacks into the opposing heavy. Having never played Darius I haven't had the joy of using that spell before but what a hoot.

    I've always played Drake with one heavy but after this last game I'm more keen to run two [2 heavies or 1 heavy and a light]. One gets Fail Safe of course while I'm toying with the idea of running Fortune on the other. So one focus to either Charge or Run in combat and then go to town with re-rollable Jackhammer attacks. I know it sounds rather banal but the turn after the initial contact can really open up some charge lines. For example Run in gaining more distance, move Drake up with a Vanguard in toe with Fail Safe to help protect Drake. Cast multiple Jackhammers on the Jack that ran in with Fortune. Jackhammer again the next turn if still engaged to help clear a path and then advance the still unactivated Jack to "punch" through their line.

    Much fun to be had when you also mix in a bunch of annoying solos and troops with the auto tough feat. So playing this combo Drake can really push a few points and perhaps open up some holes. Fun times and perhaps one of my favourite casters.
    Last edited by cannonball; 06-19-2011 at 02:22 AM.
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  13. #13
    Destroyer of Worlds MagnustheJust's Avatar
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    I have to put a nod in for going 4-Star with the Main Mustache as well, as Kayazy Assassins {with the Underboss, of course!!} are just dirty good fun with MacBain!!

    I usually take two heavies with him, a mix & match between the Mangler & Nomad... Although, I will be throwing the Rover into the mix ASAP. I personally have no problems taking two heavies, because I usually do not have more than two of Drake's upkeeps going at once.

    Also, Kell Bailoch and Harlan Versh together have yet to fail me in keeping those pesky solos at bay...
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  14. #14
    Annihilator Osito's Avatar
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    Quote Originally Posted by absent View Post
    My favorite unit with macbain is boomhowlers, they are tough with or without the feat, they cover a huge surface area with countermeasures and if you feat on them your opponent can't trample deeper into your line. Also fortune helps their mid mat and low rat if you need it. Also after the feat turn if they are knocked down and you don't want them to be, you can stand them up.
    I find them great as well with MacBain!!! but the unit I really like to get in his army is Croe's Cutthroats. I feel they benefit greatly from fortune, and they have the added bonus of being great with Countermeasure. They benefit greatly from both of his infantry spells, and lets be honest they could use the help.
    In addition I find I play him with 2 heavies in most of my lists. A nomad and a mangler or nomad and a mule or 2 nomads are my usual loadouts. I can see Rocinante also being great with him, but I don't own him yet. Gorman, Orin, and Alexia all play very nicely with him as well primarily because of his feat.
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  15. #15

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    What do people think of taking Thor + a Gun Bunny with Macbain?

  16. #16
    Destroyer of Worlds MagnustheJust's Avatar
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    Quote Originally Posted by mightyspacepope View Post
    What do people think of taking Thor + a Gun Bunny with Macbain?

    I haven't tried that yet personally... I have been toying with a MacBain!! list using two heavies, Wrong Eye & Snackjaw, and Thor with either a pair of blasters or a Basher along with a few choice solos and units...

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  17. #17
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    I was playing a Tier 1 Macbain list for A slowgrow league. At an awkward 30pt level, I put in Thor and a Blaster. I actually found it tremendously helpful, as I could sort of move them up a flank, and since they didn't appear as threatening as the center / other flank, they made theselves known late game every time.

    Really not much advice here, other than it can work out well - but this will obviously be dictated by playstyle. I haven't tried it yet, but it occurs to me since I like a few jacks in my MacBain list, that Thor is the only in tier mechanic which can definately come in handy. I could see running him behind an infantry wave close to your other jacks to help out. Then Pronto'ing a bunny into just the right spot when it is going to really hurt.

  18. #18

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    I find against infantry heavy lists a mangler with fortune upkept is invaluble and quite focus efficient for MacBain!
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  19. #19
    Destroyer of Worlds HRViolation's Avatar
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    MacBain really is a well designed Merc caster as he is really useful with a lot of units, and really any solo you like. The only common idea is that he doesn't run jacks very well, except he runs 1 Jack VERY well. Gasp he is the only caster I actually use a Talon with, but a Bucc or Vanguard work as well (Reach + Energizer + Gang)

    That said, I like running him with the both WE&SJ and R&B at the same time. Throw a Mule on MacBain!!! for some anti-highdef and some metagame denial and fun ensues.

    I like him with Orin Midwinter. I like him with a Bokur.

    Haven't tried him with Precursor Knights for whatever reason, but I will agree with a previous poster that is potentially fairly mean.
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  20. #20
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    MacBain's one of my favorite Merc casters; he truly has a tool for nearly every situation, and, with the right support, he is one of the most competent Mercs in melee. I will second the Rover as a very solid choice with him (actually, I like the Rover with nearly everyone, but that's just me). Fail Safe makes the Rover rock-hard, and Energizer helps mitigate its shortish charge range. My go-to battlegroup with the Main Stache lately has been a Rover and a Mule, as Energizer is a very slick way to get extra threat range out of the Steam Lobber without sacrificing Steam Pressure. Sometimes, I'll tack on the Talon as a cheap, durable tie-up piece; Fail Safe is a neat trick with him, too, as is Jackhammer with his reach spear and good MAT.

    Croe's + Fortune is another great combo, but one which I only bust out at 35-points and above; they're just too squishy and finesse-heavy for me at lower-point games. I always run a fat block of Steelheads with him, of course; cheap Reach troops are a great way to get Gang Fighter off. Drop Countermeasure on them and rush them up to stymie your opponent's long-range plans (and their short-range plans, with Reach and Set Defense). The Piper is also an excellent supplement to MacBain's feat, as Tough on the approach helps keep your troops in fighting trim until the proper moment. I've been experimenting with the Bokur, too, as he seems like a perfect battle buddy for MacBain, what with Shield Guard, Client, Reach, Gang Fighter, and the Feat to keep him safe. But my experiences have been mixed.
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  21. #21
    Destroyer of Worlds Joasht's Avatar
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    I personally find it difficult to comprehend list building with him, since he seems to want to take everything; solos work particularly well with his feat, but you can't take too many of them lest your army be too tiny. He also seems to want jacks, in which case you'd also end up with the risk of your army being too tiny. So he might want infantry; but if he randomly takes just a little bit of infantry they will die before his feat is popped, so he might want numbers....but he doesn't have points for them if he took many solos or jacks.

    I'm thinking of doing the usual route of "pretending some abilities don't exist", e.g. take just one jack and you may rarely find a use for Energizer. Seems to make the most sense, I would think.
    While its a whole lot easier figuring the mess out at 50 points, it seems quite difficult at 35 points.

  22. #22
    Conqueror Stretch Ink's Avatar
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    It really isn't too hard, in my experience. MacBain likes a balanced army, the downside of which is that you have to play a bit more carefully than you otherwise might. Steelheads are your friends in the troops department; they're cheap, effective, and incredibly annoying under the Feat. Here's a 35-point list I ran not too long ago:

    Drake MacBain (+6)
    --Mule (8)
    --Rover (8)
    --Talon (4)
    Boomhowler & Company (Full) (9)
    Steelhead Halberdiers (Full) (6)
    Gorman di Wulfe (2)
    Kell Bailoch (2)
    Rhupert Carvolo (2)

    A mix of troops, jacks, and support solos. Nothing too fancy, but there are good targets for all of MacBain's spells, and a generous batch of bodies for his Feat and Gang Fighter. Speaking of the Feat, a nice trick is to catch Boomhowler himself in it, then spread the rest of the love to the Steelheads and/or solos. Boomhowler's Fell Calls are sure to survive for another round, and you don't have to waste that super-tough on grunts with 50% tough normally. You won't use every spell in every game, but that's the beauty of MacBain: You have the options if you need them, but you never feel obligated to use all of them. I know I rarely use Rift, for example; but that's because I'm leery of any 3-cost offensive spell on a 6-FOC caster.
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  23. #23
    Annihilator Pydracor's Avatar
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    Just recently got Boomhowler and his guys assembled, will have to try them with MacBain. Sounds amazingly annoying, thanks for the hint!

    I'm a bit surprised, that hardly anyone here mentioned pAlexia. I have had SO much fun with her in a MacBain list!
    Feat her and run her straight into the enemy army, along with all of her Risen for multiple benefit:
    Have her in a good position to collect corpse tokens
    Eventually catch the enemy Caster in her pseudo-lamentation-bubble
    Have her in a good position to either wreak havoc herself the next turn, if she wasn't knocked down during feat turn, or to have a Thrall Warrior pop up in a nasty position behind enemy lines the next turn
    Have loads of Risen stuffed right into the enemy lines the next turn; I have always had something around 4 - 6 new Risen after the feat turn.
    Put countermeasure on the unit and in certain situations, the opponent will HAVE to deal with those pesky Risen or be unable to shoot with most of his stuff.

    Similar, but not quite as effective due to the lack of pseudo-lamentation and corpse-token-limit: eAlexia as a feat target. Haven't tried that, yet, but definately look forward to it.
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  24. #24

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    I rather enjoy the flanking team of eAlexia and an Ogrun Bokur. It's not necessarily actually good, especially because lists that are heavy on jacks, Legion beats or undead make eAlexia cry, but it's a lot of fun as a fast, solid team that can pick off solos with Hellfire, get weird slam angles for the Bokur, turn invincible on feat turn, and present the threat of an 8" advance followed by 3 charging Thralls. Fortune isn't bad on her either, especially when she gets into melee and can start buying attacks.

  25. #25
    Destroyer of Worlds Joasht's Avatar
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    When do you guys usually pop the feat? Turn 1? Turn 2? Or it very much depends on the situation?

  26. #26
    Conqueror Stretch Ink's Avatar
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    It kind of depends on the situation, but I like to use it just before the two front lines collide, in that crucial period when your opponent can bring lots of guns to bear and your troops get within charge range. If I get the drop on the enemy, or if the enemy doesn't have a lot of guns, I use the Feat on the turn I charge in. Think of it like the Monolith Bearer's mini-feat: you want to use it to preserve your numbers for the big push, not to stem your losses after the game has turned your way. Use the Piper on the lead-up to keep your point unit safe, and pack naturally durable/secure troops, like Precursor Knights, Boomhowler, and Stealth units. That way, you can minimize your losses on the approach so you can use the Feat when it matters most.

    On the Feat turn, it is very important to neutralize any nearby models/units that can remove your models from play, like Dire Trolls (Snacking) or anything with Take Down, because these abilities will get around your ultra-Tough; I've used Black Oil specifically to Blind an Earthborn on the Feat turn, even if I didn't have enough stuff in range to KO the brute (don't worry about ol' Gorman; he had a good dose of True Grit that round ).

    A final word on the Feat: it is trickier than it seems to use. It relies on the number of Focus points on MacBain, so you have to consider how many upkeeps you're running and what you want to do with your jacks on that turn. Sure, you could drop your upkeeps then recast them after using the Feat, but I feel like that is a case of gaining tempo only to lose it again, and MacBain's Feat range is longer than his spell range, so you will often be unable to recast on the original target unit. You don't want your jacks to just languish for a turn, either. Jackhammer can be a useful out, since it lets you buy extra attacks for an engaged jack on your turn, but your troops are generally going to be out in front, so the odds of your heavy being engaged on the Feat turn is slim. A Focus-light jack, such as the Mule, is another good possibility; allocate one Focus for a boosted Steam Lobber attack, upkeep two spells, and you still have 8 targets for the Feat, which is enough to catch the leading edge of your. The Galleon, with its Drag, will be an especially fine option for MacBain: hog Focus on the Feat turn, have the Galleon drag in an enemy target, then have MacBain actrivate, Feat, and use Jackhammer to turn the Dragged target into scrap. Win-win.
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