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Post by jagius021 on Mar 9, 2018 2:30:35 GMT
I picked up a blockhouse on the cheap and while it's in transit, I've been brainstorming ideas for it. Does anyone have any experience with the thing? I envision plopping two weapon crews nearby and a unit of trenchers and making the opponent work for his kills.maybe run Alexia for double dipping.
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Post by aniron on Mar 9, 2018 7:00:17 GMT
No experience, but at first glance it appears to be more suited to support the trencher units that don't have native dig in, notably the trencher long gunners.
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Post by onijet01 on Mar 11, 2018 6:12:18 GMT
I picked up a blockhouse on the cheap and while it's in transit, I've been brainstorming ideas for it. Does anyone have any experience with the thing? I envision plopping two weapon crews nearby and a unit of trenchers and making the opponent work for his kills.maybe run Alexia for double dipping. Actually its pritty good. First only one of the two trenches it brings needs to touch its base. The second trench can touch the first to be legal play. With its extra deployment it could set and contest friendly zones in the new sr18 scenerio book. Its good with trenchers yes but can only bring back grunts. No ua, or non grunt models. Alexia and the risen is good if you run trenchers to die (personally long gunners in the trenches and a ua hidding behind it are amazing for this. Due to the units special rules they are great. 4 5 man cra a turn.) Also just it goes to 11 when combined with snipe. (Stryker 1 and his feat is so fun vs charge) Its a good model hardest part is finding how it works to yiu. Alexia 1 with max trencher long gunners and ua, Hitch 1, and finn 1. Amazing core
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Post by macdaddy on Mar 11, 2018 7:40:58 GMT
My little brother just started getting into trenchers so I was thinking of grabbing him a blockhouse for his lists. I have been brainstorming ideas for it and I think you really need to have a game plan before you commit to taking 1.
Statline: It’s pretty vanilla. Arm 20 is great! Weapons: Good infantry removal guns. Rat 6 is Meh but quake on the big gun means you can target something easy to hit to KD other things. Special rules: Lots of support rules. You can get pretty creative with trench placement. It’s pretty great for the non express gun weapon teams, long gunners, or casters that cannot dig in. It also deploys 6” Beyond your normal deployment zone, if you go first it is 19” up the board, but second it is 22” up the board. Meaning it threats to your opponents AD line and a bit deeper! So going second puts it in a much more relevant position.
You really want to take models that support it, while also being supported by it. The trencher master gunner does this by giving it +2 Rat for the AOS OR arcing Fire. He can also hid in the trenches with it to be protected. Casters with snipe, also like it because Range 19 on the big gun can let it project a solid threat.
At the end of the day, it’s mostly a Arm 20, 30 box defensive peice that contests flags and zones, while supporting your army. I think casters like Seige1/2 like it, but do not know enough about Cygnar to say if anyone else would.
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Post by onijet01 on Mar 11, 2018 12:42:12 GMT
Remwmber that maxwell finn will give it a +1 to attack roll as well if its within 10 inches of him as its also a trencher model.
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luckgod84
Junior Strategist
Cygnar blogger
Posts: 163
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Post by luckgod84 on Mar 11, 2018 13:17:51 GMT
It also deploys 6” Beyond your normal deployment zone, if you go first it is 19” up the board, but second it is 22” up the board. Meaning it threats to your opponents AD line and a bit deeper! So going second puts it in a much more relevant position. Just so you know it doesn't deploy 6" beyond the advance deployment line, it deploys 6" beyond your deployment zone. Which means it can go 13" or 16" up the board depending if you are going first or second.
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Post by macdaddy on Mar 11, 2018 13:49:55 GMT
It also deploys 6” Beyond your normal deployment zone, if you go first it is 19” up the board, but second it is 22” up the board. Meaning it threats to your opponents AD line and a bit deeper! So going second puts it in a much more relevant position. Just so you know it doesn't deploy 6" beyond the advance deployment line, it deploys 6" beyond your deployment zone. Which means it can go 13" or 16" up the board depending if you are going first or second. Then why not just give it AD? Distance Deployment 6 seems stupid when you could just give it AD and do the same thing.
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luckgod84
Junior Strategist
Cygnar blogger
Posts: 163
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Post by luckgod84 on Mar 11, 2018 13:54:39 GMT
If I had to guess it would be to keep it from losing advance deploy. Although no theme to my knowledge currently remove AD now, a few of them used to remove AD until they changed them to remove ambush instead. It's likely future proofing to make sure it can always deploy at the right distance
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Post by jagius021 on Mar 11, 2018 14:59:19 GMT
I think it's also so that your opponent can play around it, advanced deploy allows you to play reactively, while this means their advance deploy and main army can be placed around this (assuming they went 2nd). Kind of like how colossals used to have predeployment.
I am excited to see what all mercs can be thrown into these trenches for value, and what warjacks are going to have silly defense values on the approach. I love some of our heavies but sometimes they get shot off the board too easily, arm 18 vs a dedicated gun line goes down pretty easily.
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luckgod84
Junior Strategist
Cygnar blogger
Posts: 163
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Post by luckgod84 on Mar 11, 2018 17:08:39 GMT
Thats a good point about it being deployed at the same time as your regular deployment models. It does allow some counter deployment by the other player
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Post by jagius021 on Mar 19, 2018 13:55:59 GMT
I got in a game with it under Caine 2 and it really likes fire for effect. On either side it had trencher commandos and infantry. Threw in some press gangers under Murdoch to utilize the trenches more and it made shooting a pain for my opponent. That big quaking gun kept a heavy off of my line and an Express team added some nice pushing elements to it. Definitely a fun piece to use, I'll need to get a few more games in with it!
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Post by gromthepaunch on Apr 1, 2018 22:20:32 GMT
New cygnar player and I really like the theme. I am looking to run 2 in a list and paint/model a WW1 trench theme that should look funny. Will find out how good/bad running 2 will be shortly. At least it will be fun.
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Post by jagius021 on Apr 2, 2018 12:14:13 GMT
Painting it was actually really nice. Straight forward and clean with a lot of room for environmental effects
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Juris
Junior Strategist
Posts: 578
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Post by Juris on Apr 2, 2018 17:13:40 GMT
Remwmber that maxwell finn will give it a +1 to attack roll as well if its within 10 inches of him as its also a trencher model. Maxwell Finn's command is 9".
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Post by chrisbatson on Apr 2, 2018 19:49:28 GMT
I have played about 15 games with it. I like it with casters with Snipe and with Alexia.
I find myself running it mostly with Mattox.
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