WarmaZone #22: Bulldog/Dante/Tommy

Sorry to change up the order of things on you like this, but instead of doing a review of the Wolfbane Master Pathfinder, I thought I’d return to warjacks in order to strengthen your battlegroups and give you some more firepower in the field. We’ll be getting back to solos and warcasters in due time, so don’t worry, but a warcaster is nothing without his warjacks to back him up.

The first one is the Bulldog, based on the Hyperion BUL Loader and partially inspired by the dwarven Ghordson Avalancher:

  • Unit Composition: 1 Heavy Warjack
  • Cost: 17 points
  • Force Allocation: Unlimited
  • Stats: SPD-5, STR-11, MAT-6, RAT-5, DEF-11, ARM-18, HP-30
  • Weapons:

-Rivet Gun: RNG-8, ROF-1, POW-15

-Assault Shield: RNG-1, POW-3, P+S-14

Shield

  • Special Rules:

-Bulldoze

-Construct

-Shield Guard

-Siege Mode: Spend 1 FOC to activate Siege Mode. In this form, the warjack becomes ARM-23, and its melee weapon gains Critical: Smite, but it loses Shield Guard. If it makes a ranged attack, it loses Siege Mode. Lasts for one turn.

-Steady

-Warjack

This is only one of the many melee beatsticks available to Imperial, though the Bulldog is mainly used for keeping your warcaster alive. He’s got decent ARM and a big shield for keeping enemy fire off of your warcaster, so he can shrug off the worst the enemy can throw at him, and he can plow his way through their intervening forces. He’s Steady, so your enemy won’t be knocking him down for cheap shots, and he can keep soaking up hits. If you want to send him into melee, you can spend a focus to transform into Siege Mode, essentially turning him into a bulldozer, and sending him barrelling into the enemy with a huge ARM boost. The Bulldog is pretty much the Imperial version of the Khadoran clamjack, slow and tanky, and capable of soaking up ridiculous amounts of damage, but with no real ranged game. He does have a high-powered Rivet Gun for popping off shots at sneaky enemy troops, but it’s not exceptionally useful, especially when compared to the guns on other warjacks. Bringing along a mechanik or other unit with Repair is a necessity with the Bulldog, as he will be taking a lot of damage and you’ll want to keep him repaired and running, or your warcaster will lose Shield Guard.

For an offensive option, you also have the Dante, based on the HOT Loader:

  • Unit Composition: 1 Heavy Warjack
  • Cost: 15 points
  • Force Allocation: Unlimited
  • Stats: SPD-5, STR-11, MAT-6, RAT-5, DEF-11, ARM-18, HP-30
  • Weapons:

-Flamethrower: RNG-SP8, ROF-1, POW-14

Continuous Fire

Damage Type: Fire

-Open Fist: RNG-1, POW-3, P+S-14

Open Fist

  • Special Rules:

-Construct

-Immunity: Fire

-Warjack

Burn it down, baby! The Dante doesn’t have as much of a defensive game, but is really good offensively, packing a solidly strong Open Fist for power attacks and a Flamethrower, which you’ll want to use most of the time. Unless you’re fighting Assault Kommandos or the Protectorate of Menoth, the Dante is deadly against infantry swarms, clearing out massed troops and opening up charge lanes. Thanks to Immunity Fire, you won’t need to worry about inadvertently setting another Dante on fire, or being set on fire yourself. The only problems with the Dante are that it lacks a melee game, and dedicated melee ‘jacks can easily scrap it, and not many Imperial units have Immunity: Fire. Unless you play the Dante really close to the front of your forces, you run the risk of setting your own men on fire when attacking, unless you feel like gambling with your dice rolls. I was contemplating giving this guy Death Burst, like the HOT Loader from Borderlands, but since this feature has been largely removed from Warmachine MKIII, I decided to scrap it.

Finally is Imperial’s second mass-produced unit, the Tommy. It’s based on the GUN Loader and is produced in numbers comparable to the Loader, although designed specially for combat.

  • Unit Composition: 1 Heavy Warjack
  • Cost: 12 points
  • Force Allocation: Unlimited
  • Stats: SPD-5, STR-11, MAT-6, RAT-5, DEF-11, ARM-18, HP-30
  • Weapons:

-Slugger: RNG-10, ROF-D3, POW-13

-Open Fist: RNG-1, POW-3, P+S-14

Open Fist

  • Special Rules:

-Construct

-Warjack

If you’re not familiar with the slang of WW1, a Tommy was British slang for a foot soldier or grunt, and that’s pretty much what the Tommy is. Its stats are the same as the other mass-produced combat units, has an Open Fist for melee and power attacks, and has a short-ranged Slugger gun for ranged combat. These ‘jacks are pretty much the mechanikal equivalent of Trenchers, fielded in large numbers to provide covering fire for their comrades and not much else, while still providing a wall of iron for their comrades to hide behind. The Tommy benefits greatly from ranged attack or damage buffs, as they help it to hit and kill more accurately, but this unit is best reserved for the rear lines to pick off enemies that sneak through your defensive lines. You can field it forward if you wish, but a lack of a melee game and Gunfighter means it won’t be doing an awful lot.

Now onto your parts list. I’m going to divide this up into four major categories, being the chassis and the specialized weapons for each variant. All parts can be bought from the Privateer Press online store, and for those from outside sources, I’ll provide a link.

-Chassis

  • 1X Mariner Left Leg
  • 1X Mariner Right Leg
  • 1X Mule Left Shoulder
  • 1X Mule Right Shoulder
  • 1X Mule Shoulder Spikes
  • 1X Mule Torso
  • 1X Nomad Waist
  • 1X Road Hog Backpack
  • 1X Talon Head

-Bulldog

  • 1X Ghordson Avalancher Shield
  • 1X Ghordon Avalancher Wrist
  • 1X Ghordson Driller Upper Arm
  • 1X Wroughthammer Rockram Gun Arm
  • 1X Wroughthammer Rockram Gun Parts

-Dante

-Tommy

That’s all there is for this little detour, and hopefully this gave you some more ideas for your battlegroups. There will be more coming in the future, and they will be posted as soon as I have rules and part lists for them. If you’re fielding these guys in the MOW army list, looking at vehicle and warjack sponsorship would not be a bad idea, as they can benefit from all of the upgrades Imperial has to offer. It is also helpful to hire plenty of mechaniks, either mercenaries or NCO Benjamin Taylor (also coming soon) to ensure your machines stay up and running. Next time on WarmaZone, we’ll go back to the Wolfbanes and get back on schedule to finish their starter box and look at the Master Pathfinder. Coming up after that, we’ll look at Timothy MacGuire, the second MOW warcaster, and then delve into the solos for hire in the Imperial corporation. There will be some more warjacks interspersed here and there, so stay tuned for those. That’s all for today. God’s blessings on the rest of your weekend!

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