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Post by gobber on Aug 18, 2017 4:18:51 GMT
They weren't in today's update. Party Foul posted a picture of the card and models on their facebook page.
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Post by Rowdy Dragon on Aug 18, 2017 4:24:34 GMT
I noticed they Added sabotage to the trencher mechanics. That's pretty neat at least. It was a suggestion but at least it gives them a different niche. If you ever encountered Gremlins, they can strip down a warjack shockingly fast. Do you have thr Mechanics in your War Room? They aren't showing up in mine. The power of jelousy moves faster then light. Check out the Khadoran thing about the guy who wants to jump.
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Post by Stormsmith Dropout on Aug 18, 2017 4:31:43 GMT
Do you have thr Mechanics in your War Room? They aren't showing up in mine. The power of jelousy moves faster then light. Check out the Khadoran thing about the guy who wants to jump. Neat. I was a fan of the Sabotage/Deconstruct idea for them in the CID. Might make them see play. At least they're kinda interesting.
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Post by octaviusmaximus on Aug 18, 2017 4:54:58 GMT
I noticed they Added sabotage to the trencher mechanics. That's pretty neat at least. It was a suggestion but at least it gives them a different niche. If you ever encountered Gremlins, they can strip down a warjack shockingly fast. This is because gremlins sabotage is d3+3 damage. Trencher mechanics are only d3. It's pretty garbo unless you get a cheeky no heal.
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Post by droopingpuppy on Aug 18, 2017 5:40:26 GMT
I noticed they Added sabotage to the trencher mechanics. That's pretty neat at least. It was a suggestion but at least it gives them a different niche. If you ever encountered Gremlins, they can strip down a warjack shockingly fast. This is because gremlins sabotage is d3+3 damage. Trencher mechanics are only d3. It's pretty garbo unless you get a cheeky no heal. Even consider they are the unit, only about two of them are able to B2B in the most times.... And they doesn't prevent warbeasts to remove the damage, which is more serious threat and able to remove the damage even on the time the actually make Sabotage(that must be at least round 3+ or even 4+). Regardless, it is true that they are more than a pure garbage compared by Field Mechaniks. But the Skornergy on them will makes the people avoid them.
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Post by Aegis on Aug 18, 2017 5:43:39 GMT
It's a fluffy ability, so I like it.
That said, I still think that what you get for the points isn't really worth it. They are still overpriced over regular mechanics or Arlan.
The only role I see for them is being Granadiers reloaders in not-Gravediggers themes, since being mechanicks they are allowed in all our current themes.
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Post by droopingpuppy on Aug 18, 2017 5:51:02 GMT
The only role I see for them is being Granadiers reloaders in not-Gravediggers themes, since being mechanicks they are allowed in all our current themes. That's.... an interesting idea, though I don't think that we have many casters that is able to fuel the Grenadiers. In non-theme list they have no place since regular Trenchers are more point efficient, but in non-Gravedigger theme force you can't bring Trencher units other than them. Perhaps it is a good idea to add Trencher Warcaster Lieutenant too. Maybe give him two? Then Arlan may cast Empower on one of his Grenadiers then he gives two focus on one of his jack and cast Fire Group, you only lose one boosted shot. conflictchamber.com/#c1201b_-0neS9g9g9Hakanaj9ge59g9gim9giiiiiiCygnar Army - 74 / 75 points [Theme] Heavy Metal !!! Your army contains pre-release entries. (Haley 3) Major Prime Victoria Haley [+25] - Grenadier [9] - Grenadier [9] - Stormclad [18] - Squire [0(5)] Captain Arlan Strangewayes [0(4)] Journeyman Warcaster [4] - Grenadier [9] Lieutenant Allison Jakes [4] - Grenadier [9] - Grenadier [9] Trencher Warcaster Lieutenant [4] - Grenadier [9] Trencher Combat Engineers [5] Trencher Combat Engineers [5] Trencher Combat Engineers [5] Else just give two on Jakes is not so bad either. I don't think that it is competitive, but it would be a fun list.
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Post by 36cygnar24guy36 on Aug 18, 2017 6:14:01 GMT
Commandoes are still showing as 16 points for a max unit, do you think it's an oversight, or do you think they are not getting reduced to 15 now
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Post by mydnight on Aug 18, 2017 6:44:12 GMT
Commandoes are still showing as 16 points for a max unit, do you think it's an oversight, or do you think they are not getting reduced to 15 now Storm lances, hunter and kraye haven't changed yet so I assume the full errata will only hit when the theme force appears.
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Post by octaviusmaximus on Aug 18, 2017 7:56:34 GMT
Oh, we can officially stack snipe and fire group now. 18" hurricane? 16" range grenadiers?
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Post by 36cygnar24guy36 on Aug 18, 2017 8:04:10 GMT
Does seem a bit odd they have not released the rules for everything Trencher, no Blcokhouse, No Longgunners, No Mekanics, no theme force, why is that do you think?
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Post by 36cygnar24guy36 on Aug 18, 2017 8:23:45 GMT
Looks like a bunch of good stuff you all are getting. Except the express team. Still not sure how he fits into an army really. My Iron Fangs do not want to see commandos on the other side of the board now. Fear not, for still they will not see in play. Anyway, it seems that Trencher Long Gunner is not included. I can definitely see a place for the Express Team, having small, mobile, independent unit that can range wide to score Circular zones seems invaluable in SR17, sometimes it is not optimal to fit every member of a 10 man unit into a zone to score it, a 2 man unit makes it a lot easier. Especially when they will always be dug in to survive reprisal
Also with the addition of Grievous wounds they fufill a role that nothing else in a Gravediggers list can.
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Post by jisidro on Aug 18, 2017 8:57:30 GMT
Still think High Ground is a ridiculous spell on what was described as a trench buster. CID, IMO, killed his concept.
Elevating targets or shooters will be very good, saying that LOS isn't a good way to shield your caster just shows how good the shooting is...
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Post by mydnight on Aug 18, 2017 9:18:09 GMT
Lol MKIII Alten -- people complained about him and he got nerfed. Now we get trencher sniper team, cheaper, better than Alten, but relegated to 'useless' by some.
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Post by 36cygnar24guy36 on Aug 18, 2017 9:21:57 GMT
Still think High Ground is a ridiculous spell on what was described as a trench buster. CID, IMO, killed his concept. Elevating targets or shooters will be very good, saying that LOS isn't a good way to shield your caster just shows how good the shooting is... In all likelihood High ground has been added incorrectly to Warroom, in CID it had the 'not on enemy models' stipulation, I can't see why they would have gone back on that. I personally just love the idea of it as a defensive spell, def 20 siege on feat turn sounds nice
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