Aside from Gun Mages, I’m not a huge fan of Cygnar infantry. Consequently, I find myself often looking at Mercenary options for ways to build up the base of my army. Today I’ll be looking at what has come to be known as The Pirate Module, how it works, and why it’s effective.
|Sea Dog Crew|
|Mr. Walls, Quartermaster|
The second piece of the puzzle is their Unit Attachment, Mr. Walls, the Quartermaster, who is armed with a pair of RNG 8, POW 12 Heavy Pistols and boasts a slightly higher MAT value than his subordinates. Walls brings two very important abilities to the Sea Dogs: Advance Deployment and No Quarter. Advance Deployment allows the unit to be placed after normal deployment and an additional 6″ up the board from the normal deployment zone, allowing optimal placement when choosing what you want to send them after as well as a nice forward position that can allow you to more quickly jam them down your opponent’s throat. No Quarter is a once-per-game ability that gives the unit Pathfinder, Fearless, Terror, and an additional 2″ of movement, making them more mobile and immune to fear-inducing effects, further increasing the speed at which they can engage the enemy. Walls additionally has the Monkey Bite rule, which reduces melee attack rolls by living models engaged with him by 2.
|Sea Dog Rifleman|
|Doc Killingsworth and Bosun Grogspar|
|First Mate Hawk|