Captain Bartolo Montador
Captain Bartolo Montador |
Prime This model is available in one Prime Army, Talion Charter. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page. Note that the rest of this page is about the model's Mark III rules. |
Loud, bombastic and bigger than life, Bartolo 'Broadsides Bart' Montador has used his beloved cannons and warjacks to win fame and admiration with audacity, skill, and charisma. Though jovial and magnanimous, Bart truly is a bloody-minded, ruthless combatant who carries a legitimate letter of marque signed by the Ordic king. Few captains walk the delicate line between pirate and privateer with as much style as Broadsides Bart.
Basic Info
Montador1 | |||||||||||||||||||||||||||||||
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Mercenary - In a 2+ caster game, he can work for Cryx, Crucible Guard, Cygnar, Khador, and Protectorate.
Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : Typhoon
- Advancing enemy models that end their movement within Montador's control range become Knocked Down.
- While in Montador's control range, enemy models suffer -2 to attack rolls.
- Typhoon lasts for one round.
Abilities
- Tough
- Blood-Quenched - This model gains a cumulative +1 STR and ARM for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
- Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".
Weapons
Ace | ||||||||||||||
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RNG | ROF | AOE | POW | |||||||||||
SP 8 | 1 | - | 12 | |||||||||||
Red Tide | ||||||||||||||
RNG | POW | P+S | ||||||||||||
0.5 | 8 | 14 | ||||||||||||
Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Batten Down the Hatches
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3 | SELF | Control | - | Round | No | |
While in the spellcaster's control range, models in its battlegroup cannot become knocked down and gain +3 ARM, but suffer -2 DEF. Batten Down the Hatches lasts for one round. | |||||||
Broadside
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3 | SELF | Control | - | - | No | |
Models in the spellcaster's battlegroup currently in its control range can immediately make one basic ranged attack. Broadside can be cast only once per activation. | |||||||
Deadweight
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2 | 8 | - | 12 | (★) | Yes | |
When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of it. The chosen model must forfeit either its Normal Movement or its Combat Action during its next activation, as its controller chooses. | |||||||
Hot-Shot
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2 | 6 | - | - | Upkeep | No | |
Target model in the spellcaster's battlegroup gains boosted ranged attack damage rolls. | |||||||
Powder Keg
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3 | 8 | 5 | 14 | (★) | Yes | |
On a critical hit, models hit lose their initial attacks and cannot make power attacks or special attacks for one round. |
Theme Forces
- Soldiers of Fortune
- The Irregulars
- The Kingmaker's Army. Bart gains Feign Death in this theme.
- The Talion Charter
Thoughts on Captain Bartolo Montador
Captain Bartolo Montador in a nutshell
If you want to run both a Blockader and a Galleon, you should probably pick Bart because nobody does it better or even well except for him. Bart is the only caster in Mercenaries who really makes the Galleon shine with his Hot Shot spell. Meantime his Batten Down the Hatches spell makes his army a tough nut to crack, though not insurmountably so. The trick to playing Bart is to find the right balance between defense and offense. Play too many warjacks and you won't have the focus or quality of attacks to quickly eliminate the enemy. Play too few and you don't get the most from his spells. It tends to work out that double Colossal is the most effective mix of efficiency and output.
Feat thoughts
Typhoon amounts to a big bubble of area denial. Combined with Batten, it allows you to push into the board center, armor up against shooting, and deny entry to any opposing model that lacks knockdown immunity. If the opposing force has no Steady models, they are left in a weak scenario position, and usually set up to get charged by your entire army. If they can't be knocked down, you don't have much of a feat. A vast array of armies have an out for this, but more than a few don't.
Spell thoughts
- Batten Down the Hatches - This is cast almost every turn to withstand incoming shooting and keep the attrition swing in your favor once the lines close.
- Broadside - Most of the time you will be casting Batten and handing out focus. Rarely, you will run Galleon and cast this to drag something in to its doom, or use this to get that one last shot you need to put you into winning position.
- Deadweight - Every once in awhile this spell provides a chance to keep your Galleon safe from an opposing heavy or colossal.
- Hot-Shot - This spell is best used on a Galleon and is the main source of Bart's focus efficiency turning a 1 focus upkeep into multiple boosted damage rolls.
- Powder Keg - This is a a useful tool when you have incorporeal models to deal with or are facing a ton of infantry. With Sylys and a boost to hit, it can potentially stop an opposing colossal from making initial attacks, and AOE 5 can catch a lot of targets. Enemy infantry will have to bunch up to take out your warjacks, which may just make you want to cast this to help Galleon with the AOE hate.
Drawbacks & Downsides
- Anything that shuts down shooting shuts down Bart.
- If Galleon has a couple of bad shooting turns in a row, or has to spend a turn running or not shooting, he's in trouble.
- He has some trouble contesting in games where objectives or zones are spread out due to his control area.
- Blast immunity is bad news, thankfully that's a rare ability nowadays.
- Blessed weapons are bad news. Watch out for Protectorate, Legion and Circle.
- Immunity to knockdown or push is also bad news.
- Cavalry heavy armies can get around behind his force and put him in a bad spot.
- Batten encourages you to bring a large battlegroup which he does not have the focus to run, hampering your offensive output. Even Powder Monkeys only help this so much. He struggles to kill things fast enough. If he does not bring a large battlegroup, he offers little support to his army.
- He is very easy to kill since he never camps. Always hide behind your colossals.
Tricks & Tips
- Broadside is normally best cast either at the very start or the very end of your turn. Plan it out first.
- The Bart Assassination run is to use the Galleon to throw a model 8.5" directly away such that it lands on top of the opposing caster using the rules for throw positioning. If done properly, Least Disturbance pushes the caster into position to be dragged (and they eat a POW 17 damage roll), then cast Broadsides, to hit them with a boosted POW 15 from the harpoon, drag them in and hit them with a POW 22.
List Building Advice
Strategy
Bart brings a Galleon for Hot Shot and after that it gets tricky. His feat (usually) buys his army a turn free from melee retaliation. He then hopes the Galleon blows away enough of the opposing army that his force rolls over everything. Once it was one of the best ARM skews in the games but is now nothing special. The key is to ensure your army is capable of dishing out massive damage because presenting a whole lot of high ARM models and hoping to weather the storm and grind it out is not going to work.
Theme Thoughts
Pirate troops themselves require a lot of support solos to function, and Bart wants to spend a lot of points on jacks, so the army does not run as well on its own as Irregulars.
However you get excellent support solos to such as Powder Monkeys for extra focus and attacks, Scharde Dirge Seers for Eyeless Sight and Magic Weapon, Aiyana and Holt for an ARM debuff, and Dougal for Double Powder Ration and Artillerist.
- Powder Monkey - a 2 point solo with Ancilliary Attack and Empower for solos is amazing, and only allowed in Talion Charter and the ancilliary attack only working with Privateer jacks. Very helpful.
- Scharde Dirge Seers provide Eyeless Sight and Magical Weapons in the Talion Charter only.
- Master Gunner Dougal MacNaile provides more AoE fun with Artillerist, stealth removal and ranged threat extension via Double Powder Ration.
- Lady Aiyana & Master Holt provide a damage buff, magic weapon and are Privateers - always good.
- Dirty Meg has Repair d6.
- Swamp Gobber River Raiders are excellent little contesting pieces and every so often they'll hit a weaken on a Warbeast skewing your army's ARM even further. They are fairly vital for contesting scenario in a Bart army.
- Press Gangers ambush and make more of them selves. Thus they are vital for contesting far away zones.
Highly recommended to play in this theme as it solves nearly all his problems for him. You can debuff ARM, DEF, remove stealth, grant magic weapon and contest with individual pieces.
This theme has all the characters you could ever want. For Bart, he likes Anastasia, Sylys, Orin1, the Hermit, Widget1, Bamfist, Harlowe, Gorman1, Dougal, and Ragman as very attractive options, though you can't fit them all in a single list. You can and should also bring Aiyana and Holt.
The best thing about Irregulars is bringing Kayazy Eliminators to stay in scenario.
- Note: Any character solo recommended in the other themes is also recommended for this theme.
- Gobber Tinker is cheap, good at repairs and wonderful for contesting.
- Widget, Tinker Extraordinaire is a speedy mechanic with a nasty Ancillary Attack for the colossals. She was a game changer for Bart. Auto include.
- Sylys Wyshnalyrr upkeeps Hot Shot for free allowing Bart to either hand extra focus out or to cycle Hot Shot - or to both Broadside and Batten. He also increases the chances of a crit when you use Powder Keg. As close to auto include as it gets.
- Orin1 protects Galleon from spells like Blinding Light or Parasite and uses Chain Lightning to clear out single wound targets the colossals can't be bothered with. Auto Include.
- Hermit of Henge Hold is another game changer. He enjoys Power Lifter, and his aura helps the Galleon's ranged game enormously. It also lets your colossal shrug off a damage roll once per game. Auto include.
- Gorman di Wulfe provides Blind, an ARM debuff against constructs, and a cloud for Bart.
- Ragman works very well in conjunction with colossals. Especially the Blockader, because Dark Shroud buffs the first 4" of its spry during its activation.
- Harlowe Holdemhigh is simply excellent damage output every turn without needing any help, and can remove Incorporeal. He likes Dougal, who can remove stealth.
- Kayazy Eliminators get up the board to contest and put out significant damage on their own. Bring two units and they will keep you in scenario as your big robots blast away from safety.
- Balthazar Bamfist provides Empower, but little else for 4 points. Between him and Sylys, you can fully fuel two colossals and still cast Batten. Pretty important.
- Scythe provides outstanding ranged damage output with no help from Bart. She pairs well with Hermit and can be kept safe.
- Asphyxious4 and Nemo4 run independent battlegroups and take out threats to his Galleon, which ain't too bad.
You get Mark the Target on solos to go with your Galleon or Blockader. However, there aren't any solos you'd want to take that can also act as Mark Target bots. Also, since Bart does not support Steelheads at all, they will die very fast.
Overall, not a great fit for Bart.
- Steelhead Arcanists are less-efficient Powder Monkeys, but you can bring 3 and Sylys in this theme granting the highest possible focus pool to work with.
- Steelhead Ironheads provide repair, and melee threat extension to his jacks, though that isn't really his game.
- All solos have Mark the Target, which helps the ranged game, though you probably won't want to take any solos you're willing to throw away just for that.
This theme includes Steelhead Arcanists to Empower his battlegroup, Orin1 to keep spells off your Galleon and ex-Cygnaran Rangers to increase the accuracy of the Galleon's shooting.
It is worthy of consideration and a much better choice than Soldiers of Fortune. The downside is no ARM debuffs, and none of the butt-kicking solos from Irregulars.
- Rangers provide Mark the Target without having to give up valuable solos and you still get access to Steelhead Arcanists, but no Sylys.
Battlegroup
Bart is a jack caster through and through; Batten works best with already tough jacks, Broadside with ranged jacks, and The Talion Charter and Powder Monkeys like Privateer jacks.
His battlegroup is very important to him. It should be large enough to get good use out of Batten, but not so large that it can't kill a lot of the opposing force in a turn.
- Galleon - a tough ranged Privateer jack that's an amazing recipient of Hot Shot, Bart works amazingly well with the Galleon. This is probably the whole reason you're playing Bart.
- Blockader - the second choice Privateer Colossal. It has a large melee threat and better accuracy with the sprays at close range. It is also able to handle targets Galleon can't and vice-versa. They complement each other very well and two ARM 22 colossals is daunting. One of each colossal is a fine way to strike a balance between destructive output and focus efficiency.
- Mariner - an excellent all-round ranged Privateer jack (but not that tough), the Mariner is the cheaper broadside option and works effectively with Bart. Between Bart, Broadside, Hot Shot, and a Powder Monkey, it's possible for a single Mariner in the Talion Charter to dish out three 4" AoEs, all with boosted damage in a single turn. Still it's not what he's looking to do. He will never have the focus to invest in its activation.
- Swabber - a tough ranged Privateer jack and a great recipient of Broadside when no Galleon is present (boosting the harpoon damage on out of activation shots is great), the Swabber would be excellent if it wasn't so pillow fisted in melee. It is useful as a Shield Guard for the Galleon against certain types of ranged attacks.
- Freebooter - it's officially a Privateer Heavy - in practice it's a light on steroids. Fast and effective for its cost. The Galleon gets it 2" further up the table for it to cause trouble, but Bart does not have the focus to run it.
- Buccaneer - Superb for knockdowns. Helps the Galleon a ton. One is worth taking if you have the points as it requires no help to do its thing.
- Swashbuckler - has a gun, but it’s too short ranged to get much use out of it, batten down the hatches also weakens dodge. It’s not a jack Bart should be reaching for often but it is the cheapest Privateer jack with a damaging ranged weapon.
There are a few non-Privateer jacks he works well with.
- Rover - Bart's favourite non-Privateer jack is both tough and has a ranged attack, but Bart can't support it.
- Toro - a melee warjack with a shield and counter-charge, the Toro is neither ranged, nor a privateer and Bart will never have the focus to hand off to it.
- Mule - A worse version of the Mariner for Bart.
- Talon - It brings lots of ARM and boxes at a bargain price and has high MAT on the charge making it a solid pick though its offense is lacking.
Assume you took two colossals for your battlegroup. You need to support them, stay in scenario with contesting pieces and dish out the pain with the rest of the army, which Bart will do nothing to support.
Other
Trivia
- Released in Forces of Warmachine: Pirates of the Broken Coast (2007)
- Bart was last seen helping Magnus "liberate" Fellig from Khador so Magnus could stage his military operations in Cygnar.
- Bart personally commissioned the design of the first Mercenary colosals, the Galleons, and Magus promptly bought out the first two created from under his nose.
Warjacks he can take
With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:
Mercenary Warjacks (Human) (Edit) | |
Light | Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard |
Heavy | Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber |
Colossal | Blockader - Galleon |
- Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.
Other Mercenary models
Rules Clarifications
Rules Clarification: : Magical Damage (Edit) | |
* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
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Rules Clarification: : Warcaster (Edit) | |||||
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Rules Clarification : Blood-Quenched - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Swift Hunter and/or Overtake (Edit)
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Rules Clarification : Batten Down the Hatches - None yet. (Edit)
Rules Clarification : Broadside and/or Abattoir (Edit)
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Rules Clarification : Deadweight - None yet. (Edit)
Rules Clarification : Hot-Shot - None yet. (Edit)
Rules Clarification : Powder Keg - None yet. (Edit)
- Mercenary
- Ordic
- Privateer
- Model
- Does have Mk4 rules
- Cryx Mercenary
- Crucible Guard Mercenary
- Cygnar Mercenary
- Khador Mercenary
- Protectorate of Menoth Mercenary
- Warcaster
- Knockdown Feat
- Tough
- Blood-Quenched
- Overtake
- Magical Damage
- Batten Down the Hatches
- Broadside
- Deadweight
- Hot-Shot
- Powder Keg
- Soldiers of Fortune
- The Irregulars
- The Kingmaker's Army
- The Talion Charter