Last week, we finished off the Khador models currently available. There are a few more on the horizon, including the Bear Riding Warcaster and the Mastodon, our Colossal. Today we’ll be looking at the 2 80mm merc models that everyone can take, Magnus the Unstoppable and Carver Ultimus. Both are similar in a number of ways. Both are lesser Warnouns with a single model in their battlegroup (Invictus and War Boar respectively), and can’t take any other cohort models. They both cost 20 points and fill a similar role in terms of being additional high armour models, that are focus-independent and have a pretty good amount of output. Naturally, they hate each other, so it’s one or the other, not both. Let’s dig in.
Magnus the Unstoppable and Invictus
Magnus 3, and his walking scrap heap that he calls a Warjack, are a 20 pt merc duo that work for every faction in the game. Magnus is a journeyman Warcaster with a decent statline of SPD 5, AAT 6, MAT 7, RAT 6, DEF 14, ARM 17, ARC 5, CTRL 12 and 10 boxes, whilst Invictus is rocking SPD 5, MAT 7, RAT 6, DEF 9 ARM 20 and 34 boxes. This base statline is pretty decent, making both models pretty tanky and reasonably accurate. They both compare pretty well to our own jacks, with Invictus being about as hard to kill as a Great Bear, whilst Magnus himself can tank a few shots, especially with a camp of 1 or 2. MAT 7 and RAT 6 on both also makes them pretty accurate, especially when comparing their ranged output to our own. Invictus is also an 80mm base, which has a number of benefits, such as destroying Defenses and Scatter terrain.
Adding to this theme of durability and threat are the spells and abilities. Magnus has Hellwrought, Energiser and Convection, meaning that Invictus is usually going to be ARM 22, effective SPD 7 and will get a vengeance move if he gets attacked. This means that Invictus can potentially threat 16 inches without any interaction from our own models. The abilities are also interesting. Magnus himself has Tough and Dual Attack, as well as Feign Death (making him potentially very difficult to deal with if he toughs), whilst Invictus has all the usual power attacks, as well as an Arc Node, Unstoppable and Retaliatory Strike. This raises a few things of note, including that, with his 3 inch melee, Invictus is almost always going to get his Retaliatory Strike, but also that he doesn’t natively have any way to gain Pathfinder. Obviously, he can receive the Pathfinder command card, but we can also put Weald Secrets on him for the double whammy of Pathfinder and Prowl. Potentially worthwhile for a high output model like Invictus.
As important as the abilities and Spells are, the weapons are what we are really interested in, and both models have 4 initials each, 2 ranged, 2 melee. Magnus has a RNG 14, AOE 2 POW 14/8 rocket launcher, a Spray 6, POW 12 shotgun, a RNG 1, POW 12 sword with * Attack Armour Piercing and Powerful attack and a RNG 1 POW 12 Fist with Beatback. This array of weapons means that Magnus is pretty useful at all ranges. He is probably not going to be one rounding heavies by himself, but he can put serious dents into them from range and in melee. He also threatens a reasonable distance at 11 inches with an Energiser in melee or 21 at range with his Rocket Launcher. Just remember that his Rocket Launcher has Cumbersome and his Armor piercing is a special attack. If you use either, you don’t get your other initials (you also can’t buy melee attacks if you fire the Rocket Launcher. Potentially, it could be worth slapping Puissance on him to get him to POW 14, but it’s generally not going to be worth it, except maybe in the very late game.
Invictus also has a suite of weapons, but unlike Magnus, he can generally always use them. He has an Obliterator at RNG 12, AOE 3 POW 15/8 with Crit Knockdown and Arcing Fire; a RNG 8, POW 12 Flamethrower; a RNG 3, POW 18 Flail with Chain Weapon, Crit Knockdown and Thresher; and a RNG 2, POW 18 Scrap Saw with Crit Shred. In terms of melee output, this puts Invictus in the same realm of an unbuffed Medvitsa, but has the option of a RNG 3 POW 18 thresher, making Invictus dangerous to both heavies and heavier infantry. His large base means that he can hit a lot of models with a single thresher. Again, remember that a * Attack sacrifices your other initials. In Winter Korp, he can also receive Puissance, taking his weapons to POW 20. Combined with his potential 16 inch threat range, this makes him a dangerous melee threat that can lead the charge. His ranged output is also pretty reasonable. RNG 12, SPD 5 and access to Energiser means that Invictus can potentially threaten 19 inches with his big gun, or threaten 17 inches and then back up a bit. A single POW 15 is good but not amazing, but combines well with Magnus’ POW 14 and the other shooting we have in faction. Whilst he lacks a stealth out, (although we can put Guidance on him) having a AOE 3 on Invictus and an AOE 2 on Magnus means that they have options for dealing with stealth and high defence models.
Overall, Magnus the Unstoppable and Invictus are an interesting option in Winter Korp. To start with, we have a few spells that can actually affect the pair. Guidance, Puissance, Fog of War, Weald Secrets, Banishing Ward and Kill Order can all affect one or the other, meaning that we can give out some buffs to this already solid duo. The main skornergy is that a lot of these are Upkeeps, which means that Invictus cannot have, for example, Puissance and Hellwrought at the same time. In terms of Warcasters who will actually want to take Magnus and Invictus, it’s a little more specialised. 20 pts is a full 5th of a 100 pt list, meaning that this duo needs to be getting a lot of work done in a match up, and should ideally be both supported by the list, as well as supporting the list in turn. The most obvious caster for this case is Ekaterina, for a number of reasons. She has the most rack slots and best ability to cast buffs onto them (Banishing ward on Invictus can be incredible depending on the match up), but they also benefit massively from her feat. They also fit very well into her game plan, being both resilient and hard hitting, whilst also being self fueling. Ekatarina, ideally, doesn’t want to have to fuel her own jacks, and Magnus does a very good job of contributing in that realm.
For our other 3 casters, Magnus is a bit of a harder sell. Boris mostly wants jacks in his own battlegroup, 20 points is a lot of infantry that Savaryn isn’t taking and, whilst she does like the ranged support and resilience of the duo, Tatiana doesn’t support them at all and gets more mileage out of taking Winter Korp models.
War Boar MMD47 and Carver Ultimus
The other merc pair that are willing to work for any and everyone. The only caveat being that they won’t work with that bastard Magnus. This duo are a bit more recent than the walking scrap heap and friend, but are similar enough in role. A big, hard to kill heavy that is fueled by a solo. Where the pigs differ from the scrap is that, where Invictus is clearly focused on melee (vengeance moves, energiser, 3 inch melee range threshers, etc) the Double Baconwich is much more about that ranged threat. Don’t misunderstand, they are both capable in both areas, but the Warboar gets more shots at a higher POW and Invictus threats further in melee.
First things first, Carver has a pretty decent statline. 20 pts gets you a SPD 5, AAT 6, MAT 7, RAT 6, DEF 13, ARM 19, ARC 5 lesser Warlock with 12 boxes, and a SPD 4, MAT 7, RAT 6, DEF 10, ARM 19, Fury 5 Extra large heavy with 35 boxes. Thats an good statline, especially on Carver, but it really comes together with the abilities. Carver is rocking Tough and Hyper Aggressive, with the Spells: Batten Down the Hatches (-2 Def, +3 Arm, Immune to knockdown for battlegroup), Quagmire (Models b2b suffer -2 DEF and can’t advance) and Torment (RNG 10, POW 12, damaged models lose tough, can’t heal and can’t transfer). The Pig has all the normal power attacks, plus Eyeless Sight, Gladiator, Bulldoze, Exhaust Fumes and Full Boar, with an animus that grants Swift Hunter. Taken together, the duo is going to be high armour (22 on each) with a few tricks up their sleeves. For example, putting Quagmire on the Pig means that flying or ghostly models can’t charge through the War Boar. The armour spell not being an upkeep is important as well, as there are many more instances of upkeep removal than blessed in the game at the moment, meaning that that armour 22 is hard to get around.
But wait, there’s more. Whats the point of these models being durable if they can’t contribute. Carver himself is strictly a melee threat. Unlike Magnus, he isn’t going to be contributing early game, as his ranged options include a RNG 6, POW 12 Spray with ROF 2 and Both Barrels, as well as his RNG 10 nuke, that, again unlike Magnus, he can’t channel. Were he does shine over Magnus is in the Melee department. Carver is Fury 5 with a POW 15 RNG 2 Cleaver and a RNG 1 POW 13 Swine Ripper. He can mix it up with heavies and can either finish off wounded models, or deal with a bunch of bunched up infantry. He typically won’t be doing this until late game, however, so his main job throughout the game is to hang back and cast Batten every turn. He has some cute plays with Torment, such as tagging a Warlock late game to enable an assassination, and can receive the odd buff (faction dependent) to get to the point of killing heavies himself. One interaction to look for is the Jaga Jaga list, where she can feat on him to deliver boosted Signs and Portents POW 19 to something you love and care about.
The star attraction is definitely the War Boar. He is toting 2 Volley Cannons, that are RNG 12, ROF D3, POW 13 with Pistol and Volume Fire, alongside RNG 1 POW 18 Chain Tusks with Crit Shred. These guns are, frankly, ridiculous. Threatening 18 inches (RNG 12 + SPD 4 + Full Boar) with up to 6 POW 15 shots and 5 boosts is the level of output that straight-up kills the average heavy. It generally won’t one round a Khador jack, but it is a tonne of damage. This is not even counting the various debuffs and non faction buffs that it can receive. For example, in the above mentioned Jaga Jaga list, the Warboar can receive Rage to be POW 17, Signs and Portents and Enliven, making him a absolute beast at range. Most factions have some sort of similar pig shit they can do with him as well, particularly Orgoth, Dusk and Blindwater Congregation.
He is also incredible in melee. Although he only has the one melee initial, he is still fury 5, meaning that, without outside help, he can charge 10 inches and deliver 5 POW 18 attacks (assuming no crits) and 2d3 POW 15s, due to the pistol nature of his guns. All of this is backed up by his abilities, Eyeless sight to ignore stealth and see through clouds, Swift Hunter to move a heinously far distance with his shooting (I’ve seen a Pig charge a unit of Shocktroopers, kill them all with shooting and moving 6 inches to then murder a Dire Wolf) and Bulldoze/Unstoppable to make it hard to lock him down.
At the moment, I would say that Carver Ultimus is the more powerful of the 2 merc duos, and this is born out in the pig appearing in most factions and most pairings that I have seen lately. He is expensive but does a ton of work. Winter Korp has some interesting synergies with him, for example:
- Katarina feat can help to protect the Pig, and it ties in very nicely to her game plan of Shoot, Feat, Charge. She can also put Banishing Ward on it, making it very difficult for certain factions to take it down.
- Boris can use it to trigger Prowl trivially, and its firepower is a welcome addition to the combined arms, heavy heavy-centric lists he wants to take.
- Savaryn can bring shield guards aplenty to help cover for the pig, and can get Carver to POW 19 between Kill Order and Puissance
- Tatiana doesn’t bring much to the pig, but it does fit well with her game plan of high armour and high damage output. It also gives her some much needed ranged firepower if she wants it.
- A few of the spells on the rack also benefit the mountain of Pork. Puissance is a given for POW 20 on the melee, but Weald Secrets is also very welcome on the Pig, due to it lacking Pathfinder and getting a kick out of Prowl. Remember, it can benefit from Stealth, but not from Concealment.
We also have a couple of Casters that are particularly good at dealing with the Pig from the other side of the table. Boris stands out, due to his turn-by-turn access to Blessed and Magical, as well as a list built around killing heavies from range. Barring a mass quantity of shield guards (like 4 +), he can generally kill the pig before it gets to shoot, or at least cripple and Grevious Wounds it. By the same metric, Savaryn is pretty decent at dealing with the pig as well. Lots of Shield Guards, and Suppressors reach the ideal damage range of Dice off 3 on the feat turn. Finally, Ekat can cripple the pig for a turn (SPD 4, RNG 8 is a poor statline), whilst also threatening it with Gallows. Tatiana disdains such things as “tactics” or “Strategy” and hits hard enough to just kill the damn thing if she gets to it, but struggles a bit to lock it down or prevent it from doing its damage. The 4+ shield guards she usually takes do help, however.
Overall, the 2 merc duos are interesting additions to the game. The fact they work for everyone means that they can be very different depending on the faction they are taken in. They can work very well in Khador, mostly with Ekatarina, but the primary question you should be asking yourself is around seeing it on the other side of the table. 20 pts is the 5th of a list, meaning that the performance of the Duo chosen is going to impact the game heavily. When you see one or the other in the list, take a moment and try to figure out what its doing there. What role is it playing? What buffs/debuffs can your opponent use to help it? How central is it going to be to their game plan? How are you going to deal with it? If you can answer these questions early on, you will have a much easier time dealing with Invictus or the War Pig.
For the Motherland!
PS: Heres a spoiler for what we are discussing next time.