Broadside Bart
"I love my women like I love my cannons: large, loud, and full of fire!" - Broadside Bart
Captain Bartolo "Broadside Bart" is the first of several leaders I wanted to explore for the Talion Charter.
Initial List
Initial List
My list focuses heavily on the Broadside spell, combo-ing with the powder monkeys for up to 3 shots per model (not including Galleon). I would have used 3x mules, but I only own one and I also love the model for the mariner. The idea is that the list present a ton of long range pressure clearing off objectives and forcing opponents to try and engage. The turn I expect them to do so, you use Barts feat Typhoon to make it a problem for them. after 2-3 turns of shooting the list can then engage in melee to clean up. The list uses far fewer units due to the jack focus meaning you are playing a bit differently from the standard Talion Charter tactic of infantry spam. But hey, if 3/4 of the leaders do infantry, why shouldn't I try the leader who loves his cannons?
Model Breakdown:
- Bart: Starting with the leader, Bart brings a few key things to the table.

Bart has respectable stats but only arc 3 which is a large limiter for him. His initial abilities make him look like he wants to be in combat along with his jacks, but this is just one playstyle which we are not leaning into heavily.

He has some respectable weapons, but they are secondary to his spell list. - Batten Down the Hatches: Makes your jacks easier to hit (spoiler they already are easy to hit) and makes their armor much better. This spell is really to use the turn you plan on engaging the enemy so you can outlast whatever survived your bombardments.
- Broadsides: Speaking of, this spell is what turns a few blast focused jacks into an army firing squad. Running multiple jacks to get max benefit is how we will earn the nickname of "broadside"
- Deadweight: A control spell that will rarely be used unless an opportunity arises, but don't underestimate it. if they have infantry near a jack, you can kill the infantry then affect the jack then slam the jack away either with the commadore or a slam power attack.
- Hot-Shot: Your other main spell for this build. The flow will be turn one cast is on the mule or mariner before they run up the board. Second turn you activate that jack and fire, use the powder monkey on that jack, activate Bart then broadside then cast this spell on another jack, then repeat the jack+monkey activation. Lots of boosted blasts since the spell affects all the damage rolls from the attack.
- Powderkeg, another control spell although meant to target a big model. Harder to get to go off as it required s a critical for its effect, but you can technically boost is for 4 dice on the attack, but then you have no focus for Batten Down or really anything else.
Bart has respectable stats but only arc 3 which is a large limiter for him. His initial abilities make him look like he wants to be in combat along with his jacks, but this is just one playstyle which we are not leaning into heavily.
He has some respectable weapons, but they are secondary to his spell list.
- Batten Down the Hatches: Makes your jacks easier to hit (spoiler they already are easy to hit) and makes their armor much better. This spell is really to use the turn you plan on engaging the enemy so you can outlast whatever survived your bombardments.
- Broadsides: Speaking of, this spell is what turns a few blast focused jacks into an army firing squad. Running multiple jacks to get max benefit is how we will earn the nickname of "broadside"
- Deadweight: A control spell that will rarely be used unless an opportunity arises, but don't underestimate it. if they have infantry near a jack, you can kill the infantry then affect the jack then slam the jack away either with the commadore or a slam power attack.
- Hot-Shot: Your other main spell for this build. The flow will be turn one cast is on the mule or mariner before they run up the board. Second turn you activate that jack and fire, use the powder monkey on that jack, activate Bart then broadside then cast this spell on another jack, then repeat the jack+monkey activation. Lots of boosted blasts since the spell affects all the damage rolls from the attack.
- Powderkeg, another control spell although meant to target a big model. Harder to get to go off as it required s a critical for its effect, but you can technically boost is for 4 dice on the attack, but then you have no focus for Batten Down or really anything else.
Bart's feat, Typhoon, is dependent on enemies advancing into it, so you need to position where if they try to engage your models or contest the central objectives, they will be knocked down and as your mercy. The -2 to hit is nice, but I have generally found it to be mostly irrelevant especially as batten down give you -2 DEF.
Cohort
- Galleon: The Galleon is this list's Colossal. 58 boxes but no structure, it isn't the most defensive at base stats. Bart helps this, but the point is to bombard the enemy to the point where they do not have enough to deal with it come time to engage.
Good abilities, Bulldoze helps to bully things off of objectives and crane helps with repositioning and moving things like the commodore further up the board to be in range
The guns are where this shines. Melee is fine with a nice POW21 attack, but really you want the 2x D3 attacks to obliterate any non-heavily armored infantry. This is also a real threat to the enemy caster should they get into range. Hot-shot can make these do a terrifying amount of damage to something, even heavily armored if you are willing to focus them all. And after the bombardment, you can harpoon the target and bring it in to finish it off. Add in McNaile's mini-feat and you have a nasty threat at 12". - Mule: The mule is a great and affordable range attacker.
Respectable heath and armor, Tried and true is nice but not the main thing you care about, although does guarantee Meg will always heal as least 2 boxes.
Steam Lobber is the real gem. Arcing fire is nice to allow you other jacks to be better positioned OR you can use it to bombard backline support models or their warcaster. Steam pressure is great, but you only get the benefits during its turn, not during Bart's spell or the Ancillary Attack from the monkeys. Where you really like this model is its Crit Devastation. The ability to spam a shot that can force people off of objectives and bypass blast resistance is fantastic. It alone would make me run 3 if I had more (will work on acquiring them). Add Barts Hot-Shot and boosted pow15/8 is looking really good. - Mariner: The Mariner is carrying around a ship's cannon... 'nuff said... Ok but seriously it has a range 15, POW14/8 attack. That is pretty darn good. Add in that it has lash to help any infantry, and its great, although admittedly less useful in this list.
The key difference between this jack and other is its Thresher. If there are any infantry left, this can really mess them up when you go to engage them.
Overall, the focus on these jacks allows a ranged bombardment strategy, particularly if we get to be on the defense side.
Solos
Our solos are some key support pieces.
- Dirty Meg: It is always valuable to have a repair action in a jack focused list. Meg is around just for that, but her Stall attack might be useful, but she sits at rat 4 so not likely. Just keep her behind the colossal to provide the repair.
- Master Gunner Dougal McNaile: This guy is to remove stealth on a key target and to buff a jack.
The actions are where this guy shines. Being able to ensure you can obliterate a stealth target comes up rather often. However, the main action you use is Artillerist, making any of your jacks rat 7 before aiming.
His weapons aren't anything to sing about, but not bad either. If your jacks are all engaged then he might want to tall a grenade into infantry or shoot something with his Quad-Iron. - Powder Monkey: These are your key support pieces in this strategy. Run them behind the jacks to push them to fire fire fire! Once the jacks are engaged, you can judge whether or not the focus or an attack is more needed in the moment.
Be careful as their explosion can cause just as many problems for you as it can for your opponent... - Swamp Gobber River Raider: These are a mix between point filler and contester. Being 1-cost solos, they can still hold flags and ambush to contest. They help you still push the scenario and even can help with their melee debuff. If all they do is sit on a flag all game, they are worth it, but don't forget their other untility!
Units
We are only running a couple units for very specific reasons. Firstly we obviously are focusing on the jacks, but then each has their own purpose.
- Lady Aiyana and Master Holt: These two are more about Aiyana than Holt. She provides eyeless site plus magic weapons and an ever crucial damage buff spell targeting enemies.
Holt just has some decent attacks, but keep this unit safe for Ayaina's sake. - The Commodore Cannon and Crew: A cannon... and what a cannon. This thing has massive range that is a decently powerful attack along with built in slam! use this to knock down targets before you trop your other attacks into them or prior to a charge. The Incendiary Shot is another good option when you don't need the slam. Put it somewhere reasonably safe. It can't shoot when it moves so turn one use the crane on the Galleon to move one of its grunt up just a bit more to maximize their positioning turn one.
- Sea Dog Pirates: This slot could be a couple different units and it may change in the future. I wanted a unit that could hold objectives for me and have a chance of living if anything got to them, or they could themselves rush into the fray. I am unsure if I will take them out in favor of something else, but right now I will see how they do for me.
They have awful stats and no infantry buffs in this list. That is why I am considering swapping them for a unit of gunners and a deck gun, perhaps even two deck guns and another Gobber! We will see if they prove to fill the role needed. Another option is to include the Devil's Shadow Mutineers, but again they have no support so are middling at best.
In Summary
This list is looking to be fun but has a few key weaknesses. We will see how it fares and I will update it after I get some more games in with it. I have a June event and want to get some practice before hand.