I found an old article I did on Dougal MacNaile. I've touched it up a bit, and added some recent ideas, but if you already read my post on Privateer Press about Dougal, you can safely skip this.
Master Gunner Dougal MacNaile, is one of the hardest mercenaries to use well, but also one of the most rewarding models in the game, if you can manage it. The first time you pick up Dougal, you'll notice that he has a ridiculous amount of abilities, and unfortunately you need to remember ALL of them to make him work.
This will not happen often though, because Dougal usually get's shot by a random rifleman, and fails his tough check, around a minute into turn two. I cannot stress it enough, that Dougal needs babysitting. He needs cover, an Ogrun Bokur nearby, Gorman's clouds, and anything else you happen to include that can hide, buff, or otherwise keep him alive. If you take care of Dougal, he will take care of business, but if you don't, he's a waste of time and points.
Master Gunner Dougal MacNaile, is one of the hardest mercenaries to use well, but also one of the most rewarding models in the game, if you can manage it. The first time you pick up Dougal, you'll notice that he has a ridiculous amount of abilities, and unfortunately you need to remember ALL of them to make him work.
Dougal MacNaile: AbilitiesI'll allow the Battlecollege to explain his abilities, but he has so many that I need to walk through them anyway. Dougal is slow, but that's not a bad thing, since you really don't want him up in front anyway. He has a sword, and he's not to bad in melee, but if Dougal is involved in a melee you're probably going down anyway. Dougal is of course a ranged solo, and as such he has ranged solo statistics, with a high defense and average armor. He also has a couple of defensive abilities, but I've never seen them save him, so priority one with Dougal MacNaile, is keeping him alive.
- Hit the deck. This ability is his only real defense, and one day it will save his life. Dougal cannot be hit by AoE attacks, and if he's hit anyway (he can still be targeted and shot at), he's simply knocked down.
- Artillerist. This special action has so many applications, that the mere thought makes me dizzy. One friendly faction model in Dougals rather high CMD range, receives +2 to Ranged attack rolls with AoE attacks, and may re-roll deviation dice.
- Double Powder Ration. This is a mini-feat, so he can abuse his plethora of options while doing this as well, and the real abuse begins. Friendly Faction models in his CMD range gain +2 RNG on ranged attacks, which is awesome.
Dougal MacNaile: Why bring him?The models/units that find Dougal hilarious. There are many other possible combinations, but these few are worth remembering.
- Croe's Cutthroats: The increase in range is an enormous boon for this unit, and can take them from piss poor to average, or from average to incredible for some casters. It often means they suddenly have the ability to aim as well, which makes up for their terrible RAT.
- Nyss Hunters: Increased range on their bows, allow a unit of Nyss to engage and destroy from fourteen inches away. It keeps them safe from melee retaliation, and often gives them the opportunity to strike from a position behind cover. Increased range also makes them able to assassinate most casters, even those hiding behind an army.
- Boomhowlers: Guess who get's bumped from poor to average range for a round? If your caster can manage some defensive debuffs, they actually become a scary ranged unit for a round.
- Bosun Grogspar: Long ranged accurate AoE attack.
- Gorman di Wulfe: Increased range and accuracy rocks.
- Increasing his chance to hit: If you can get Dougal some increased accuracy, or in range to aim, he becomes an avatar of destruction, ripping small units apart, or killing squishy casters on his own.
- Increasing his damage output: If you can get some increased output his way, his high amount of attacks will really make it shine. This is hard for most factions, but guess who has this in abundance?
- Survivability: If you DO have a way of keeping him safe, by all means do it. Loosing him early ruins a lot of opportunities, so it's effort well spent.
This will not happen often though, because Dougal usually get's shot by a random rifleman, and fails his tough check, around a minute into turn two. I cannot stress it enough, that Dougal needs babysitting. He needs cover, an Ogrun Bokur nearby, Gorman's clouds, and anything else you happen to include that can hide, buff, or otherwise keep him alive. If you take care of Dougal, he will take care of business, but if you don't, he's a waste of time and points.
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