You are not a member of this wiki.
Pages and Files
How can I help?
How to Edit
Army List Builders
Army List Archive
Glossary of Abbreviations
Rules & Abilities Archive
Protectorate of Menoth
Retribution of Scyrah
Convergence of Cyriss
Four Star Syndicate
Legion of Everblight
Blindwater Congregation Minion Pact
Thornfall Alliance Minion Pact
Models listed by Expansion
Mk I Archive
Galleon - Mercenary Colossal
The raw might of a naval ironhull now walks the lands as the Galleon. The colossal fires a rolling broadside before reaching out with its enormous cargo claw to toss warjacks like rag dolls. It can also use its massive trident to reel in foes and finish them off at close range with a series of punishing blows. The Galleon commands a high price, but for those mercenaries who have the fortune to spend, it fights as a symbol of unquestionable affluence and might.
Overall, a fairly average statline, not really surprising for a mercenary Colossal. It has pretty good ARM, and the abysmal DEF that you'd expect from something this large. It is important to note that, unlike the other Colossals, the Galleon does not possess a Superstructure system.
Weapons and Attacks
– Pretty good POW, though mediocre range.
- This makes this gun excellent. When the Galleon damages a model of equal or smaller base size, it can
that model directly towards itself, then make a single melee attack against it (note; even though the rule could theoretically work on huge-based models, in practice it can't, because both Colossals and Battle Engines can't be pushed). This allows the Galleon to shoot all of its guns and make melee attacks in the same activation!
2x Gun Port
– Identical stats to the
– When making initial attacks with this ranged weapon, the Galleon makes d3 attacks.
– Less POW than the trident.
– The Galleon only has a single Open Fist, but this is not a big problem since its STR is huge.
– The Galleon can also use its harpoon gun to stab stuff. It has more POW than the claw and is more powerful than most heavy warjack weapons.
Thoughts on the Galleon
At first glance it looks like a winner, lots of infantry destroying AOEs with great range and the ability to drag a heavy warjack long distances (considering the range buffs available) and then trash it and/or throw. On most turns, your combat action should consist of firing the gun ports, then using the Harpoon Gun to drag, then stab the enemy with the Harpoon attack.
The first thing we should get out of the way is a very nasty and oft-complained-about Mercenary list with the Galleon as its centrepiece. The list includes
Master Gunner MacNaile
Wrongeye & Snapjaw
, and of course the Galleon; it costs 27 points if you include Bart's warjack points, and you can drop MacNaile if you feel cruel enough to try that list in a 25-point game. A few other models go well with this list, like
, but those guys are the core of it.
The basic theory is that all of the non-Galleon models hide behind the Galleon at deployment to protect themselves from enemy attacks. Bart upkeeps Hotshot on the Galleon and casts Battern Down the Hatches and Broadside every turn, MacNaile uses Artillerist and Double Powder Ration on the Galleon, and Wrongeye cast Spiny Growth to boost the Galleon's ARM (Wrong Eye has to cast it because the Bull Snapper is a Minion, where SG says Friendly Faction. Wrong Eye is a Mercenary Minion, so it works). This gives the Galleon amazing accuracy and damage without needing a single focus point, as well as very high ARM and a sting in the tail for any warjack or warbeast who manages to get into melee with it. This list is beatable, but I certainly haven't figured out how yet :(
To get to a few more mundane synergies; several of
spells go well on the Galleon. Snipe is particularly nasty, because with
minifeat, you should be able to yank an enemy heavy into the Galleon's base on the second turn, and not many strategies in the game can work around that one.
can also find a place for the Galleon, because casting Fail Safe on something with this many health boxes is really pretty horrible, and Jackhammer is fun after a successful Drag attack. Even infantry casters like
may find a use for its high POW attacks, ability to destroy high DEF infantry and survivability.
Synergies with certain Solos/Casters in short:
: Artillerist and Double Powder Ration make the Gallon more dangerous
: Repairing is always helpful
: Death field on a model with huge base and the drag ability is just evil
: as mentioned already with spiny Growth Galleon suddenly gets really hard - throw in an additional armor buff (as mentioned later: Bartolo,Magnus,MacBain,Damiano) and Galleon can absorb much damage till he gets into danger
: Hotshot and Batten Down The Hatches (BDTH) are very good spells for the Galleon - combined with a feat turn you get two turns of shooting and a really hard to remove Galleon, Broadside opens the possibility to drag two targets in one turn or put in that last crucial shot to finish something off.
: Failsafe makes - like BDTH - the Galleon very hard and keeps him running till the bitter end. Combining Jackhammer and the Drag ability is very nice and when push comes to shove with Fortune you can make that crucial hit a tad more possible
Magnus the Traitor
: Snipe makes the Gallon reach far - very far, Iron Aggression makes him deadly in melee and Temper Metal hard to remove. Remember that pMagnus does not need to pay for upkeeps in his BattleGroup and that saves Focus for Galleon.
Magnus the Warlord
: Mobility and and Evil Feat combined with Calamity means the Galleon will be at the opponents face and getting two turns of shooting and smashing the enemy into the ground
: Deadeye means hitting and the Feat will either make the Galleon wreck anything or become more stable or both. Sadly Warpath does not work and Damiano rather support troops - so be carefull. But Surefoot on a huge base means a lot of area covered for your infantery that will screen the big boy from counterattacks
Fione the Black
: Nonokrion Brand means nothing can hide from the Galleon - and her feat means he might be missed and for a lot of stuff will only take scratches
: Phantasm can protect the Galleon from being softened up by range and Coup de Main means he will charge without costs and further. Vail of Mist will allow to move through obstructions and other models which can come quite in handy when combined with coup de main - costy but an option to keep in mind
: Quicken and her Feat nothing to say much. But there is an opportunity with Sylys: Gallow reaches 12 inches - further than galleons drag - use it to pull your target into range and let galleon then drag it to you to finish it off. Could help - esspecially when considering that pulling something out of cover/behind an obstruction could be done - Druids of Highborn anyone?
help on how to format text
what links here?
Contributions to http://battlecollege.wikispaces.com/ are licensed under a
Creative Commons Attribution Non-Commercial 3.0 License
Portions not contributed by visitors are Copyright 2014 Tangient LLC
Privateer Press, Iron Kingdoms, The Witchfire Trilogy, WARMACHINE, HORDES, Warcaster, Warjack, Cygnar, Khador, Cryx, Menoth, Protectorate of Menoth, Protectorate, Trollblood, Circle Orboros, Legion of Everblight, Skorne, Full Metal Fantasy™, Steam Powered Miniatures Combat, Monstrous Miniatures Combat and all other character names, their distinctive likenesses, and faction symbols are property of
Privateer Press, Inc.
and © 2000-2008 Privateer Press. Some text and images presented here are the property of Privateer Press, Inc. Used with permission.
Turn off "Getting Started"