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| Drake MacBain |
Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.
- 1 Basic Info
- 2 Thoughts on Drake
- 3 List Building Advice
- 4 Other
- Mercenary - In a 2+ caster game, he can work for Cryx, Crucible Guard, Cygnar, Khador, or Protectorate.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
- Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
- Gang Fighter - When making a melee attack targeting an enemy model in the melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
- Dual Hand Cannon - 12" range, ROF 2, POW 12 ranged weapon.
- Both Barrels (★ Attack) - This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it used Both Barrels.
- Undertaker - 1" reach, P+S 13 melee weapon.
|While within 5" of target friendly Faction model/unit, enemy models cannot make ranged attacks.|
|Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation.|
|Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems.|
|Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.|
|Target model in the spellcaster's battlegroup immediately makes one basic melee attack.|
|The AOE is rough terrain and remains in play for one round.|
Feat : True Grit
(Also called "God Mode" or "Ultimate Tough").
Choose d6+5 non-warcaster friendly Mercenary warrior models currently within Drake's control range. For one round, when they're disabled, they instead auto-heal 1 damage point and become knocked down.
Thoughts on Drake
Drake MacBain in a nutshell
The mercenary's mercenary. Drake MacBain is a control and support warcaster who himself doesn't do that much, but whose feat allows the Mercenary all stars to employ their abilities without dying and make your opponent's life quite difficult. His spells and feat are not exceptionally powerful compared to many, but can occasionally be devastating. He's fairly average in all facets, and worthless if the enemy can stop healing or remove upkeeps.
How you use Macbain's feat goes quite a long way to determining whether you win or lose. The most common plan is to feat on several members of your Countermeasure unit, run them forward and create a wall beyond which the enemy cannot shoot, then move your army up behind it. This forces the opponent to move up and not shoot or kill anything and take the alpha strike on the chin, or back up and cede scenario play.
Feating on Large or Medium bases can create a wall the enemy cannot bypass and could possibly be used to get far up on scenario.
It is also helpful to have a way around the knockdown effect.
- A Freebooter, Swabber or the Morrowan Archons can prevent knockdown on feat turn.
- Boomhowler's Reveille fell call can remove knockdown from models the turn after you feat, even solos and other units. This is integral to a strong Macbain list.
- A unit of Press Gangers with Bosun Grogspar won't be knocked down on feat turn.
- Countermeasure - Macbain's signature spell. This spell is best used on whatever obnoxious advance deploying unit you have. Feat on that unit and run it way up the board. If the model chosen has Stealth, only Melee and Magic Attacks from further than 5' could be used against it.
- Energizer - Energizer is a wonderful spell, but whether Macbain uses it or not depends on whether you brought a Blockader or Nomads.
- Fail Safe - Best used on Blockaders as they become more difficult to remove and dangerous until completely destroyed. Far less effective on other warjacks, but you'll want to put it on something.
- Fortune - Macbain's hit buff. As hit buffs go, it's one of the weaker ones, but it goes well with combined ranged/melee attacks and Jackhammer.
- Jackhammer - This is Macbain's damage buff. Most effective when paired with a Blockader.
- Rift - Used only in the late game when Macbain has to get things done himself or if you really need some rough terrain.
Drawbacks & Downsides
- With Jackhammer as his only damage buff, he has a bit of trouble with lots of ARM unless he brings help.
- Failsafe is his only defensive spell for when the lines close and shooting becomes less important.
- Upkeep removal ruins his day. Watch out for Repudiate and Purification.
- Anything that prevents healing, like Grievous Wounds or Entropic Force, shuts down his feat. Makeda3, Void Archons, Wretches, Death Knells, Mortality and Crucible Guard are bad news. These are very common sights.
- Continuous effects like Fire or Corrosion can kill your unkillable models at the start of your turn.
- Unless you have a way to prevent knockdown (Archons) or stand things up (Boomhowler1), all of your feated models are going to end up face down and have a garbage turn anyway.
- His army support is below average for a support caster, which is what he is.
Tricks & Tips
- An unboosted Both Barrels attack is likely to do about the same amount of damage as a boosted-for-free charge attack, but has the added bonus of keeping you a lot further away from the enemy.
- Use power models like Boomhowler, Eiryss1, Croe, Eilish and Orin to create no-shoot, no-magic bubbles that can't be killed and threaten assassination to create layers of control your opponent will have to chew clock to unravel.
List Building Advice
Macbain plays well into most gun lines by creating an unkillable jamming wall of anti-shooting with his feat and countermeasure followed by a big alpha strike. He can also jam melee armies by putting unkillable bodies in their way to get the alpha. Watch out for Grievous Wounds, Entropic Force and Mortality.
With the advent of SR 2017, Macbain is in the unique position of being able to cheat the scenarios to some extent. With his feat, he can send a speedy model like a Kayazy Eliminator or a meager Press Ganger into your opponent's backfield to contest a zone or flag, and if they do not have a way to stop healing or to move that model, they will not score points on their turn. In scenarios like Spread the Net, this allows Macbain to get up on points extremely fast. This forces your opponent into a terrible position as they will need to sacrifice models to stay in the game and you will not be losing anything if you play Macbain's feat turn well.
Macbain has three upkeeps, Fortune, Fail-Safe and Countermeasures. With 6 FOC to spend between those spells, his army needs to be constructed with a plan in mind because you can't use all his tools. If you bring a Galleon for Failsafe and Jackhammer, that's probably the only jack you'll have the focus to run. If you want to use Energizer with Nomads, you won't bring the Galleon.
If you really want to crank a Blockader up to eleven, this is the theme/caster combiantion to do it with!
- The Menite Archon (or two) brings Fuel the Flames for his Blockader, and also will not die under his feat as Archons are unable to be knocked down (so long as you kill all enemy sources of Grievous Wounds beforehand).
- Thorn Gun Mages are pretty meh outside of this theme but here they gain Pathfinder and Sniper, since you will bring Menite Archons anyway you can also leverage them for very powerful Incendiary shots.
- The Choir of Menoth - Their buff combined with Fuel for The Flames and Fail Save really makes the Blockader shine like nothing else.
- If you are unsure what you second protecturate unit should be consider the following:
- Flame Bringers are fast and have a crit effect and thus either good Countermeasure or Fortune target.
- Daughters of the Flame - SPD7, Stealth, Advnce Depolyment. Exactly the package of abilities that makes for great Countermeasure targets.
- Flameguard Cleansers or Holy Zealots - If you really, REALLY want to leverage Fuel for the Flames. Fortune'd 10" Sprays are hilarious, if clock-intensive.
- If you are unsure what you second protecturate unit should be consider the following:
- Rangers are a tremendous target for Countermeasure because they run 14", Advance Deploy and give a hit boost to his colossal.
- * Trencher Infantry are fine targets for Fortune. They can also hide him with clouds and prevent his colossal from being charged to death.
Here MacBain has access to Rangers, Trencher Infantry and Long Gunners. Boomhowlers gain ambush, but you would want him in the board center for Reveille. Furthermore models/units gain Feign Death, which can be handy with his feat.
- The Steelhead Ironhead can crane him around and the Steelhead Arcanist eases his focus burden.
- Croe's Cutthroats will also accept Fortune or Countermeasures gladly.
- Kayazy Eliminators are great for feating and contesting zones, especially if you can get Boomhowler to stand them up.
- There are a lot of damage fixers in this theme, which you won't get elsewhere. This is good because MacBain has none himself. In particular these are Aiyana and Holt, Ragman, Gabriel Throne and Gorman
- Croe's Cutthroats can also be here and are your best Countermeasures target, because of SPD 6, Stealth and AD. Kayazy Assassins can be tempting but they are slow and don't have AD, not to mention that they are overcosted.
Here you can bring the full Steelhead boat, including the non-character solos missing from Irregulars. Solos mark targets for your Colossal of choice. However, the theme lacks units with Stealth and Advance Deployment, which means there are no good Countermeasure targets here.
- Greygore Boomhowler is a good pick thanks to Reveille standing up the models that get knocked down on Macbain's feat turn as well as an unkillable Cacaphony bubble if you can pull it off. They also gain Ambush in Kingmakers, for all that's worth.
- Fortune on Eiryss1 wins games.
- If you feat on Eilish Garrity and run him up, he could remove your opponent's upkeeps the following turn.
- Sylys - MacBain has 3 upkeeps, not having to pay for one of them eases his focus burden.
Drake has no particular preferences for when it comes to his battlegroup but below are a few of the options to consider:
- Blockader - Jackhammer + Colossals is always fun. On top of that fortune is a very focus efficient way of making the Heavy Fire Breathers capable of hitting a lot of infantry.
- Nomad/Toro - Cheap and cheerful melee jacks that all Mercenary casters generally like.
- Freebooter - The freebooter has two reasons to be included with Drake:
- Lash can keep your feat targets on their feet
- Merc jacks aren't accurate, however the freebooters have the speed to run where they need to be for jackhammering onto a knocked down target to deal maximum damage with their Trash.
Released in Forces of Warmachine: Mercenaries (July 2010)
Video Battle Reports
- 2018.07 Arcane Assist 75 points vs Barnabas2
- See also Category: Video Battle Reports for more casters with videos.
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
|* 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)