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				<title>Mercenaries: Playin' It Old Skool MkII</title>
				<description><![CDATA[ I found this old thread of mine from a while back and thought I'd revive the challenge. <a href="http://www.dakkadakka.com/dakkaforum/posts/list/234376.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/234376.page</a><br /> <br /> Build a good (or at least functional) list for Mercenaries using only the models available from Prime and Escalation. <br /> <br /> To keep this up to date you may also use Theme lists but you are still restricted to the models below. These are the models and Contracts available to you: <br /> <br /> <blockquote class="uncited"><div><b>4 Star Syndicate </b><br /> Magnus the Traitor <br /> Mangler <br /> Renegade <br /> Talon <br /> Nomad <br /> Gorten Grundback <br /> Ghordson Driller <br /> Grundback Gunner <br /> Boomhowler & Co. <br /> Sam MacHorne & Devil Dogs <br /> Herne & Jonne <br /> Eiryss <br /> Gorman di Wolfe <br /> Reinholt <br /> Rupert Carvolo, Piper of Ord <br /> <br /> <b>Highborn Covenant</b> (* = Can Advance Deploy ** = Jack Marshal to Sam MacHorne only) <br /> Gorten Grundback <br /> Ghordson Driller <br /> Grundback Gunner <br /> Talon **<br /> Nomad **<br /> Mangler  **<br /> Sam MacHorne & Devil Dogs <br /> Herne & Jonne <br /> Eiryss <br /> Gorman di Wolfe * <br /> Reinholt * <br /> Rupert Carvolo, Piper of Ord * <br /> <br /> <b>Magnus Most Wanted</b> (Formerly Magnus Agenda)<br /> Magnus the Traitor <br /> Mangler <br /> Renegade <br /> Talon <br /> Nomad <br /> Boomhowler & Co. <br /> Long gunners or Trenchers <br /> Gorman di Wolfe <br /> <br /> <b>Searforge</b> <br /> Gorten Grundback <br /> Ghordson Driller <br /> Grundback Gunner <br /> Herne & Jonne</div></blockquote><br /> <br /> This is my list from last time, revised for MkII legality<br /> <br /> 4 Star Syndicate 25/25 <br /> <br /> Magnus the Traitor<br /> Nomad <br /> Renegade <br /> Renegade <br /> Eiryss, Mage Hunter of Ios <br /> Gorman Di Wulfe, Rogue Alchemist <br /> Herne and Jonne <br /> (min) Sam MacHorne and the Devil Dogs<br /> <br /> I had to drop two Devil Dogs from the list to make the unit legal in MkII. I'll try to rework this and boost it up to 35 or 50 points.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 4 Feb 2012 01:20:50]]> GMT</pubDate>
				<author><![CDATA[ George Spiggott]]></author>
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				<title>Mercenaries: Playin' It Old Skool MkII</title>
				<description><![CDATA[ Technically, you don't have contracts until after Escalation, so none would be legal (and Ashlynn, hammerfall, and steelheads (and I think the mule?) were in the same issue that contracts were first published in). <br /> <br /> At Escalation, people were just running everything in one unofficial faction, which is why Four Star includes the Devil Dogs (the only mercs at the time that weren't available to Khador and/or Cryx)<br /> <br /> Furthermore, Searforge and Magnus' Agenda were both later additions.<br /> <br /> And you seem to be using the old versions of the theme lists?<br /> <br /> However, assuming these strange parameters which would have never existed:<br /> <br /> Magnus<br /> -2x Renegades<br /> -Nomad<br /> -Mangler<br /> Boomhowler (full)<br /> Gorman<br /> Longgunners (min)<br /> <br /> 35 points<br /> <br /> The Long Gunners aren't ideal, and I'd swap them for some steelheads, a mule, or solos if I had the choice, but this is fairly close to how I've run Magnus, with fairly good success.<br /> <br /> Snipe the Longgunners to harass, the rest is pretty obvious. I don't generally use the Renegades for assassination, but for making it easier in later turns.]]></description>
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				<pubDate><![CDATA[Wed, 15 Feb 2012 00:41:07]]> GMT</pubDate>
				<author><![CDATA[ spiralingcadaver]]></author>
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				<title>Mercenaries: Playin' It Old Skool MkII</title>
				<description><![CDATA[ <blockquote><div><cite>spiralingcadaver wrote:</cite>Technically, you don't have contracts until after Escalation, so none would be legal... ...However, assuming these strange parameters which would have never existed:</div></blockquote>Think of this like one of those 'Prime only' tournament builds except it's Prime and Escalation since a Prime only Mercenaries build would be a poor thing indeed.<br /> <br /> <blockquote><div><cite>spiralingcadaver wrote:</cite>Magnus<br /> -2x Renegades<br /> -Nomad<br /> -Mangler<br /> Boomhowler (full)<br /> Gorman<br /> Longgunners (min)<br /> <br /> 35 points<br /> <br /> The Long Gunners aren't ideal, and I'd swap them for some steelheads, a mule, or solos if I had the choice, but this is fairly close to how I've run Magnus, with fairly good success.<br /> <br /> Snipe the Longgunners to harass, the rest is pretty obvious. I don't generally use the Renegades for assassination, but for making it easier in later turns.</div></blockquote><br /> Nice list, clever. Sure you could take better things if you had more options but a good use of the tier one Magnus bonus (Renegades at -1 point). <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 25 Feb 2012 19:12:02]]> GMT</pubDate>
				<author><![CDATA[ George Spiggott]]></author>
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				<title>Re:Mercenaries: Playin' It Old Skool MkII</title>
				<description><![CDATA[ "Okay, so, I'm going to take Boomhowler, Reinholdt, Eiryss, Herne and Jonne, umm, that's sixteen points, I'll just play nineteen points down, with no <span class="glossaryitem" onmouseover='gp(195);'>WC</span> and no <span class="glossaryitem" onmouseover='gp(196);'>WJ</span> points! …aww, wait, Reinholdt needs a warcaster. I'm out."<br /> <br /> And thanks re: the list. I love playing Magnus, though I really, <i>really, <b>really</b></i>  wish he had a good way of dealing with stealth.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 25 Feb 2012 21:35:22]]> GMT</pubDate>
				<author><![CDATA[ spiralingcadaver]]></author>
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