Ganso
Junior Strategist
Posts: 932
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Post by Ganso on Jun 7, 2017 19:18:32 GMT
The CID for the trencher theme, Gravediggers, is out now, and its first bonus lets them take a Merc unit with Murdoch attached. This gives me hope that maybe when we get our Greylord theme they'll let us play with Valachev and a Merc unit of our own I'm kinda excited now.
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Post by Rowdy Dragon on Jun 7, 2017 19:30:24 GMT
Well..Their options are pretty Booping NUTS. Just WOW.
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Post by tesoe on Jun 7, 2017 19:33:00 GMT
It is a non character unit, but that does still leave some good options.
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Post by sand20go on Jun 7, 2017 20:37:48 GMT
Yeah - hammer dwarves under Murdoch and Seige2 with Fury on em. Seems legit ;-)
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Juris
Junior Strategist
Posts: 578
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Post by Juris on Jun 7, 2017 20:50:46 GMT
Yeah - hammer dwarves under Murdoch and Seige2 with Fury on em. Seems legit ;-) As of right now, no way to get pathfinder into the theme. That will be a major hampering issue for Forgeguard. Also, that will be a 20 point module; is that worth it? You can play it outside of theme as well, so what's the real benefit? In theme, nothing but fluff, and the option to bring some legit armor cracking models if you think you need them, while still playing in Trencher Theme.
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Post by Korianneder on Jun 7, 2017 20:54:39 GMT
You don't even get free points from the forgeguard because they're not trenchers and Murdoch doesn't make the unit a trencher unit.
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Post by sand20go on Jun 7, 2017 20:57:29 GMT
What is the highest POW that you can get a Trencher unit UA and Seige2 up to without going Hammerdwarves. POW 14, right? (Commandos+Fury+new UA). Is that enough?
(and since the UA's +2 is AGAINST a chosen unit/model it isn't universal unlike the hammerdwarves hammering away and POW 14 WMs)
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Post by Rowdy Dragon on Jun 7, 2017 21:05:47 GMT
The question is how would you fight against it? Seems like our usual anti-infantry stuff hits an aggressively hard shut down against Trenchers:
Immune to Blast Damage, and with Cover they gain a massive boost in defense. With the Feigh Death Combo, the odds of a single Trencher even dying to a Rifleman (With a Boost from Joe) is...Well very low.
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Post by sand20go on Jun 7, 2017 21:10:40 GMT
The question is how would you fight against it? Seems like our usual anti-infantry stuff hits an aggressively hard shut down against Trenchers: Immune to Blast Damage, and with Cover they gain a massive boost in defense. With the Feigh Death Combo, the odds of a single Trencher even dying to a Rifleman (With a Boost from Joe) is...Well very low. I think you have to bring regular WGI. Sprays are going to be gold. The question is whether you can deliver them in the face of other cygnar with electro leaps...which it is going to be really hard to do, That said it is also critical to understand that we have one of the best "no dig in for you" models out there - the eliminators. You just run them and move in and out of combat with as many as you can. As you do so, no longer dug in.
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Post by Rowdy Dragon on Jun 7, 2017 21:16:27 GMT
I think you have to bring regular WGI. Then BAM. These New Rifle Folks are no joke. Accurate, and also capable of messing up Warjacks if the need arises, they would also be able to mow down WGI just as easily as our WGRC mows down most other infantry!
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Post by tapecrawler on Jun 7, 2017 22:48:52 GMT
I'm not sure that I'm happy with this direction. It reminds me of 40K when they started bringing structures into the armies. This blockhouse seems crazy good. D3 recursion, 30 wounds, and being able to lay down 3 trench templates at the beginning of the game seems a bit unbalancing compared to the other lists.
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Post by Netherby on Jun 7, 2017 22:50:55 GMT
They look pretty unkillable at range to be honest.
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Post by tapecrawler on Jun 7, 2017 22:59:38 GMT
Those trencher long gunners just totally killed the regular long gunners. Their first four stats are 6's. They're getting close to widowmaker stats but are also able to CRA, two shots per model if they aim, and receive Snipe makes them a pretty scary unit. Talk about a tool box unit, the ability to put out up to 20 shots per turn against infantry or CRA against jacks and beasts just seems a bit OP, especially since they still have all the benefits of being a trencher.
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Post by Blargaliscious on Jun 7, 2017 23:49:47 GMT
Sigh...
First off, we are Khador, we have the tools to defeat anyone. We just have to figure it out. Remember what we talked about over in the "Khador Forums are wonderful" thread? Come on guys, put your leg braces on so that your knee stops jerking and let's pull this apart.
Now, not all of us are in the CID forums, and it would help discussion if we can all look at the same thing. Can someone please post what you guys are looking at in the CID forums so we can all put our Kommandant hats on?
And, not to sound like the chiding school teacher, but someone just mentioned Winter Guard. Tell me, does anyone remember why Man-O-war Shocktroopers are called that? How did Assault Kommandos get their name?
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Post by ozvelpoon on Jun 8, 2017 1:05:20 GMT
I am actually liking the look of the structure rules to be honest; only question is how well PP can work then so as not to me to predictable. As for the Trencher Theme it is a strong gunline list, but lacks any kind of melee threat outside of the Jacks they bring.
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