|
Post by rantapanda on Aug 22, 2017 7:46:14 GMT
So annoying I cant take Devil Dogs with Gravediggers. Arggh. So much potential and fun times down the drain ...
|
|
|
Post by 36cygnar24guy36 on Aug 22, 2017 9:54:34 GMT
So annoying I cant take Devil Dogs with Gravediggers. Arggh. So much potential and fun times down the drain ... I understand they probably did it to be cautious, however seeing as the merc unit does not count towards free points, and does not benefit from any 'trencher related rules' (Veteran Leader, Desperate Pace, Tactician, reloading Grenadiers, Reinforcements from Blockhouse, Battle plans from Hitch) you have to have a pretty damn good reason to take them, and I am not sure any of the non-character units fill a role that cannot be achieved by taking Trenchers, maybe at a stretch I could see Thorn Gun Mages getting taken for Magical Weapons, and they do not eat into too many points
|
|
|
Post by bloodsplatterartist on Aug 22, 2017 10:36:46 GMT
I could see taking a unit of forge guard for some armor cracking. Fury makes them hit like trucks and the feat can help their threat range. They also feel like they would make a solid second wave behind some trenchers.
|
|
|
Post by 36cygnar24guy36 on Aug 22, 2017 10:46:15 GMT
I could see taking a unit of forge guard for some armor cracking. Fury makes them hit like trucks and the feat can help their threat range. They also feel like they would make a solid second wave behind some trenchers. I have thought about Forge Guard, and I have been tempted, as you say they could crack armour well. However they are 16 points that could contribute towards free points, also no AD and no desperate pace means that they are being left way behind, which I guess might be ok if they are second wave, but having 2 units of AD infantry really puts pressure on your opponent.
I would probably rather use my jack points to take arm cracking along with some Busters, which is a shame as I do like Fudgeguard
|
|
|
Post by tjhairball on Aug 26, 2017 12:17:43 GMT
I could see taking a unit of forge guard for some armor cracking. Fury makes them hit like trucks and the feat can help their threat range. They also feel like they would make a solid second wave behind some trenchers. I have thought about Forge Guard, and I have been tempted, as you say they could crack armour well. However they are 16 points that could contribute towards free points, also no AD and no desperate pace means that they are being left way behind, which I guess might be ok if they are second wave, but having 2 units of AD infantry really puts pressure on your opponent.
I would probably rather use my jack points to take arm cracking along with some Busters, which is a shame as I do like Fudgeguard
That said, free points come in 20 point intervals of Trenchers, so there are many situations in which swapping between mercenaries and Trenchers doesn't really change your free points. Major Gibbs synergizes with the Thorn Mages, including increasing their mobility. With Reposition [3], they aren't terribly slow, and that does bring something to fill a gap (magical weapons), which otherwise only can be gotten via the Trencher Warcaster Lieutenant, your own warcaster, and Triumph. They're generally second-line types already as well, with excellent shooting plus Gunfighter, they can even take advantage of Assault from Murdoch, and their ability to Prowl is as operational as it's going to be (since you probably have plenty of smoke bombs). The theme includes pretty much most of what you would want in order to operate the Thorn Mages at peak efficiency in a Cygnaran list, and is a situation where they're bringing something otherwise hard to get in the list (magical attacks). So if you were ever going to bring Thorn Mages onto the table in a Cygnaran list... Gravediggers seems like a perfectly reasonable choice.
|
|