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The Best Mercenaries You Never See


The Zinc Lich

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I've been wandering around on the forums for a while now, and I can't help but notice that there is a surprisingly small number of mercenary models that people actually talk about using. I see plenty of people talking about Killjoy (the killiest thing you can bring), Johan (discount condition removal), and Bishop (with anyone who can enable double flurries or who appreciates WP attacks). I even see the humble performer showing up fairly frequently for crews that can make use of her swiss army knife suite of abilities. However, I don't hear about any of the other mercenaries, and I think there are a couple of real winners that get mostly ignored.

 

Ronin- They are solid melee minions in general, but they also bring a cheap, armor-ignoring flurry to factions that don't traditionally have them, such as Guild or Gremlins. They also bring Seppuku to help balance out the increased cost of bringing them. Lucius players, especially, should consider spending the SS on them, as I constantly hear about the lack of melee killing power his lists are prone to.

 

Freikorps Trappers- I've heard plenty of Neverborn players talk about bringing Hans along for ranged support, but I feel like the humble Trapper should get more love than it does. On a table with a nice-looking vantage point, the Trapper's From the Shadows can be worth its weight in gold for crews looking for shooting support, while they also clock in considerably cheaper than Hans does.

 

Burt Jebson- I don't know why this guy doesn't get more attention. Anyone who brings along a sizable number of blasts (Sonnia and Rasputina come to mind) can get a ridiculous amount of mileage out of Crackerjack Timing; I can't think of another movement effect with more possible impact than it (Admittedly, the simple test does typically prevent it from running at 100%, but that one time in ten it does...). Thanks to Slippery, he is pretty much guaranteed to be the last thing that dies around him, and his gun has a decent output, especially if you hit his Trigger Crazy triggers. I'm going to go on a bit of a rant about the finer points of Burt Jebson in a separate thread, but sufficed to say, he's good.

 

Torakage- On boards with a lot of short sight lines, these guys are gods. While the Shuriken don't exactly have a lot of killing power, creative Leaf Steps movements mean you can ping a model while still moving the Torakage to the most annoying place imaginable. They can't be tied down in melee, they are irritating to hit at ranged, and they will simply kill most 4-5 stone minions that get sent after them. On top of all that, they have a really nice, solid stat line. Even if they don't really do much against 8+ stone models, you can always be guaranteed to get at least 7 stones of use out of them.

 

Of the four Mercenaries that, in my experience, have been underutilized by the players I've talked to, three of them are 7ss and one is 8. I suppose that the mid-weight minion is a difficult space to occupy in most lists; pretty much everyone I know either spends more stones to get a Henchman or someone else equally menacing, or they want to take a 4-5 stone minion to run schemes at a discount. Do you all think that the 7-8 slot is underutilized in your meta, or is my experience an outlier?

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Part of it also has to do with sheer efficiency. The Merc tax is 1 ss no matter what. So, say you had a 1 SS Mercenary, it just doubled in cost. But that 100 ss Mercenary only went up by 1%.

 

Obviously those are ridiculous scenarios but they help to highlight that more expensive Mercs will always make more efficient use of the 1 SS tax. Additionally, most crews have a good number of midrange models so unless it's something really specialized (Like Johan) most people likely pass.

 

That said, this is a really cool thread and I'm curious to see people's responses. I have thus far been surprised to see the prevalence of Performers and also surprised not to see Burt more, so I agree with you there.

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Additionally, most crews have a good number of midrange models so unless it's something really specialized (Like Johan) most people likely pass.

 

Johan is also quite unique in that (aside from in some Leveticus crews) he gains abilities as a mercenary in certain factions (guild and arcanists with their M&SU members). 

 

I just picked up McTavish and look forward to using him in my Marcus crews for a swampfiend heavy crew.

 

It's disappointing desperate mercs don't come cheap anymore, as they're pretty underwhelming even with outcasts.

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Part of it also has to do with sheer efficiency. The Merc tax is 1 ss no matter what. So, say you had a 1 SS Mercenary, it just doubled in cost. But that 100 ss Mercenary only went up by 1%.

 

Obviously those are ridiculous scenarios but they help to highlight that more expensive Mercs will always make more efficient use of the 1 SS tax. Additionally, most crews have a good number of midrange models so unless it's something really specialized (Like Johan) most people likely pass.

 

That said, this is a really cool thread and I'm curious to see people's responses. I have thus far been surprised to see the prevalence of Performers and also surprised not to see Burt more, so I agree with you there.

I've mixed feelings about this. It would be definitely be a thing if you had to pay an extra SS for all your models, but since it at most two models you can look at it from the other way and say that your crew is capped at 49 SS (98%) if you have one mercenary and 48 SS (96%) if you have two. No model exist in a vacuum after all and you take a specific mercenary to make you whole crew better.

 

I also think Malifaux Child gets talked about at least as much as some of the other examples and he is the cheapest merc at 2 SS.

 

When it comes to Hans vs Trapper I'm surprised not more people take Hans, Reference the field guild lets him pretty much always ignore armour or incorporeal and Smile can really mes with some combos.

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For me it's the cost. For 7 SS as Neverborn I'd rather have an Illuminated rather than a convict gunslinger or ronin. That point bracket is pretty heavily contested in all my crews/lists.

 

Oh, I don't think that I would ever recommend the Ronin to a Neverborn player. The Illuminated is a top-notch minion. I also think that Ronin don't really have a place in Ressurectionist crews either, thanks to the Punk Zombie doing the Ronin's job better in faction. However, the Guild doesn't really have a minion that can hit like a Ronin or an Illuminated (with some kind of Brilliance support); all of their melee power is on henchmen and enforcers. Arcanist upgrades are so good that you want to take a model that has access to them. Ronin do ignore armor, which is something that Gremlins have a very real problem against aside from Wong.

 

Having a minion that can "punch up" in weight class is actually a very relevant ability to have, as there are a surprising number of buffs and effects that, for power purposes, only effect Minions.  Those buffs can tip a minion that is already doing an enforcer's job into something really impressive. Look at Lady Justice's Inspiring Swordplay. No Guild Minions benefit from Inspiring Swordplay like the Ronin do. They already do the same job that the Executioner is supposed to for cheaper and they also get mileage out of Inspiring Swordplay. If you want to run a Justice-led, melee-oriented, face-smash list, the Ronin lets you do so, and I think they deserve some respect for it.

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Raise your hand if you would use more mercs that arent outcasts if you played the factions that offered them. I suspect some of it is just efficiency in purchasing. Players may prefer to fill out a Guild shelf at home before seeking Burt out as their sole Gremlin purchase.

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Yeah, the merc tax means that I'm looking for something I can't do as well in my native faction, and it does hurt less when it's proportional to expense.

 

However, I often am willing to take the 1-2 SS upgrade to open thematic options up from another faction, which usually only has a situational ability tacked on, so it's not very different than paying said tax.

 

I'd say that right now, my go-to mercs are:

Hannah (strong beater plus spell duplication)

Johan (think he's very good for 6, so 7 doesn't feel that expensive)

Killjoy or Bishop for a strong melee piece with retaliatory damage if not accessible in a faction. Also maybe Taelor, since she's reliable if I'm trying something otherwise new.

 

...umm, that's it. The tax kills most options under 6ss (while basic friekorps are good, they're not worth 6 to me, and I barely consider Desperate mercs worth it at 4 so wouldn't take them for next weight class at 5, for instance), and that leaves expensive specialists that fill a niche. the Performer's pseudo-Expunge on a decent model means she can find a place the right list, and the Trapper is nice if you only have a few points for a ranged element, but that's about it in my repertoire.

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Just to uphold the status quo, the only merc I've used is the Performer and that's primarily for one ability, 'don't mind me'. I don't have access to that ability in faction (Thunders) without taking Brewy and Fingers and it's good for shortcutting certain interacts which can otherwise take multiple models AP to set up. Now we're playing Headhunter I can see her hitting the table more. I know our Gremlin player picked her up primarily for the pseudo-expunge.

 

Otherwise Hans and Ronin sit in the benches, everytime I put them in a list something else bumps them.

 

Have faced Burt a few times but never really took much notice of him. Crackerjack Timing looks really interesting and I always like abilities that can potentially deplete an opponents hand for minimal cost. Never noticed that Gracie was a merc before now.

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Part of it also has to do with sheer efficiency. The Merc tax is 1 ss no matter what. So, say you had a 1 SS Mercenary, it just doubled in cost. But that 100 ss Mercenary only went up by 1%.

 

Obviously those are ridiculous scenarios but they help to highlight that more expensive Mercs will always make more efficient use of the 1 SS tax. Additionally, most crews have a good number of midrange models so unless it's something really specialized (Like Johan) most people likely pass.

 

That said, this is a really cool thread and I'm curious to see people's responses. I have thus far been surprised to see the prevalence of Performers and also surprised not to see Burt more, so I agree with you there.

 

Would you ever consider changing this by making the trait mercenary (x) where x is the value to hire it out of faction?

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I am surprised no one has mentioned Ama No Zako. I find she is a great denial and scheme runner. Mainly because who wants to go near a model that does 3/5/7 and heals. Or eats you or obeys you. Or makes you take hazardous. And has walk 6 flight. Highly mobile highly deadly. Also threat range of 9 for charging.

Thoughts?

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I have tinkered with Mercs a few times with Neverborn, but that is generally with Zoraida as I want to be able to make the most of Obey.  For a while alot of people around here had things that could do 3-4 damage per hit fairly easily so Teddies did not have quite the lifespan I had wanted so I ended up using my Strongarm Suit or Ama No Zaku for larger threats.  I did have a list for her that had Hans too though to be honest if I was to try it again I would drop him for the Trapper instead likely.

 

For my other factions I have not used Mercs as much as those models are already part of the factions *Ama No Zaku with Outcasts and 10T or playing outcast itself*.  With Guild I have had little need either *I love the Warden or a pair of Guild Hounds for 6ss or a Witchling Stalker for 5ss so little need to go Merc*.

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Would you ever consider changing this by making the trait mercenary (x) where x is the value to hire it out of faction?

 

Naw.

 

The lowest that number would be is 1, and that's where it's at.

 

I think you should have to pay some sort of premium to get things out of Faction.

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In my experience, people use mercenaries to fill in holes in their crew they can't get in their native faction.  So they're generally looking for a specific type of ability.  For example, one of my friends tends to use Johan a lot in his Arcanist crews for the healing and condition removal and another uses Bishop with his 10T crews for some toolbox-style beating.

 

I play Outcasts, so most of the mercenaries are in faction for me.  However, I've been thinking about using a Performer/Oiran with my Viks, and I'm toying with some ideas to maximize Burt Jebsen's abilities.  Other than that, there really aren't too many unique things I can't find in the Outcast faction.

 

@OP:  I completely agree with your points about the Friekorps trapper.  If you're looking for a sniper just for damage purposes, he really can't be beat at the price outside of Katanaka Snipers and Guild Pathfinders.  I'm surprised more people don't take him.

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Naw.

 

The lowest that number would be is 1, and that's where it's at.

 

I think you should have to pay some sort of premium to get things out of Faction.

 

Sorry not sure I expressed that well - I guess you could have it higher, so for example you could add Merc (2) to the Trappers, so they are still an option in faction no problem but become less seen all the time - for example Trappers when Vendetta is in the scheme pool. 

 

I've never loved the merc rule to be honest - I like that some factions struggle to do certain things as it leads to game balance. Having a not very expensive option to 1SS was a high tax in 1 /1.5 because the SS count was lower. Now that the game has moved up in points the 1SS tax is not nearly as much of a tax as it used to be. 

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Lower cost Mercs are rarely a good investment.  The pricing is pretty spot on in-Faction for most models, so paying a higher percentage "tax" is troublesome.  (Just re-stating Justin's argument from above)

 

But the question is best Mercs you never see...    the Friekorps Specialist.

 

I see FK Trappers, I have seen Hans and CGS.   I've used Hannah and the Librarian in the past. (and you should, too) 

 

But I never see the Specialist, who when used right, is, imo, undercosted at 8ss and worth the extra stone to certain Crews and Masters.  A shooting model with decent range that ignores cover, spreads burning around, can generate Blasts (that also spread burning), has a couple killer triggers -and- has limited condition removal and limited marker removal is just that good.

 

Once plastic Kaeris arrives I will be starting with a Specialist most games...  and if you are playing Sonnia you could be considering two of them!

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Sorry not sure I expressed that well - I guess you could have it higher, so for example you could add Merc (2) to the Trappers, so they are still an option in faction no problem but become less seen all the time - for example Trappers when Vendetta is in the scheme pool. 

 

I've never loved the merc rule to be honest - I like that some factions struggle to do certain things as it leads to game balance. Having a not very expensive option to 1SS was a high tax in 1 /1.5 because the SS count was lower. Now that the game has moved up in points the 1SS tax is not nearly as much of a tax as it used to be. 

 

I... don't really agree with this. Having each faction with defined weaknesses is a fine idea. I like it. However, I feel that a 1ss tax on taking things that are good at things your faction is not is just about spot on. Penalizing Ressurectionists and Neverborn *even more* for trying to take a gun isn't really good for the game, in my opinion. There are some situations where a projectile attack is just exactly what you need.

 

There's also the fact that you can only ever take two mercenaries. That, more than the soulstone tax, is what keeps the faction's strengths and weaknesses from bleeding together. I've heard tell of a mythical gunline using Guild Autopsies and Nicodem, but I'll believe it when I see it. Until I do, the hard cap on mercenaries is going to keep Ressurectionists from ever running a shooting-based crew.

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Lower cost Mercs are rarely a good investment.  The pricing is pretty spot on in-Faction for most models, so paying a higher percentage "tax" is troublesome.  (Just re-stating Justin's argument from above)

 

But the question is best Mercs you never see...    the Friekorps Specialist.

 

I see FK Trappers, I have seen Hans and CGS.   I've used Hannah and the Librarian in the past. (and you should, too) 

 

But I never see the Specialist, who when used right, is, imo, undercosted at 8ss and worth the extra stone to certain Crews and Masters.  A shooting model with decent range that ignores cover, spreads burning around, can generate Blasts (that also spread burning), has a couple killer triggers -and- has limited condition removal and limited marker removal is just that good.

 

Once plastic Kaeris arrives I will be starting with a Specialist most games...  and if you are playing Sonnia you could be considering two of them!

I would say that the main situations for fielding the Specialist is when you either have great synergy with burning or when you have a reliable way of moving him around. Otherwise I find, even in an Outcast crew, that he's just too slow to be very effective. Especially since that he's completely trapped and effectively removed from play if engaged.

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So, this seems like as good a place as any to as a random question.  What's the point of the Mercenary trait on the Hog Whisperer?  Does it actually really do anything out of faction that I'm missing besides a few minor things with Gracie?

 

Primarily, it is there so that Marcus can have a pig crew if he so desires.

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