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Post by tesoe on Jun 8, 2017 16:58:43 GMT
So, anyone else excited about these huge based structures and swarms of low power trenchers giving us a reason to buy more Marauders?
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Post by tapecrawler on Jun 8, 2017 17:36:24 GMT
You're right Auraco. I missed the inch. Must have got our fantastic movement base mixed up with Cygnar's heavies.
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Post by Blargaliscious on Jun 8, 2017 18:10:29 GMT
Of all of the things I'm worried about the most it is the Trencher Longgunners. That Blockhouse is a Big-Fat-Nothingburger as far as I am concerned. I'll get to why in a minute.
I think Privateer Press knew that they were going to be doing a Trencher CID before Mk3 came out. They've had this in the planning for a while because they gave us the tools we need to defeat this theme a year ago. I'm not talking about the Assault Kommandos or the MOW Shocktroopers either.
I'm talking about the Demolisher and the Devastator. (Re-check of the cards showed that the Devastator does not have Girded. Oops.)
Did anyone notice that the Demolisher and the Devastator both got the Steady (can't be knocked down) and Girded (it and those B2B are immune to blast damage) rules when Mk3 came out? (The Spriggan got Steady also.) Why does Blarg mention this? Because the Heavy Cannons on the Blockhouse have the Quake (target directly hit and those in the AOE are knocked down) and High Explosive (blast damage is POW 10) rules. Aside from raw damage onto the warjack, the Blockhouse does nothing else to the Demolisher/Devastator or to whatever is in B2B with it.
"But wait Blarg, anything in B2B will still get knocked down by the bunker gun!" Hhhmmmmmm, maybe that's why the Shocktrooper Officer has the Tactics: Steady and Tactics:Sturdy rules.
For those of you not playing Irusk2 and his spell "Solid Ground" I present to you: The Iron Turtle. Take a Demolisher or a Devastator and surround it with a squad of MOW Shocktroopers that have an officer attached so that they are all in B2B with the warjack and each other. Make sure that the Shocktroopers are facing away towards the enemy fire and have them go into Shield Wall. Make sure that the Shocktroopers are all on the sides and back so that the warjack can move forward. (The Shocktroopers cannot be pushed out of the way and Bulldoze only works against enemy models.) The warjack walks forward, the MOW walk forward, getting back into B2B with the warjack and each other, and go into shield wall. Once the Shocktroopers get close enough, they instead of getting close to the warjack they assault some Trenchers.
If the Assault Kommando Officer that we expect to see sometime gets the Tactics: Steady rule I will be happy, because that means that they can do the Iron Turtle tactic also. (Does Khador have any other way to keep infantry from being knocked down?)
Something to keep in mind: Dug In Trenchers are immune to blast damage, so the Shoulder Cannon aren't going to be much good until you Bulldoze the Trenchers.
One other thing: don't forget that the Battle Mechanik Officer has the Girded rule also.
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Post by tesoe on Jun 8, 2017 18:31:58 GMT
They definitely plan things out in advance. We know that for a fact. I do think they planned to get structures into the game sooner though. I seem to remember the Marauders started mk3 only getting the extra die of damage against structures. Depending on how things go they may Nerf it back to that.
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Post by Rowdy Dragon on Jun 8, 2017 18:57:38 GMT
I'm talking about the Demolisher and the Devastator. Both have the worst offensive capabilities against Trenchers. Buddyo, if we worry about Blast Damage or Knockdown, people take Irusk 2 and laugh all the way too the bank. Demolishers and Devastators are going to be pretty piddly offensively into Trenchers.
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Ganso
Junior Strategist
Posts: 932
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Post by Ganso on Jun 8, 2017 19:15:35 GMT
So, anyone else excited about these huge based structures and swarms of low power trenchers giving us a reason to buy more Marauders? I'm actually pretty excited, gonna make tables look way more awesome, and to be fair, justifying a 14 point model that is virtually never relevant in scenarios is a big detriment in SR2017
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Post by Blargaliscious on Jun 8, 2017 19:57:47 GMT
I'm talking about the Demolisher and the Devastator. Both have the worst offensive capabilities against Trenchers. Buddyo, if we worry about Blast Damage or Knockdown, people take Irusk 2 and laugh all the way too the bank. Demolishers and Devastators are going to be pretty piddly offensively into Trenchers. Buddyo?!? Yes, Irusk2 and the Solid Ground spell. How could I have forgotten this staple warcaster that people are taking all the time! You know, I get tired of sifting through all of the Irusk2 love posts and Irusk2 battle reports that I must have just missed that he has this typical Khadoran spell. It's right up there with Razor Wind and Boundless Charge! Silly me! Thank you "Buddyo" for so kindly pointing this out to me, I appreciate it. I had forgotten that Dig In made Trenchers invulnerable to blast damage. Good catch. I also just noticed that it is only the Demolisher that has Girded. The Devastator doesn't. While the jacks may not be that offensively well suited to harming the dug-in Trenchers, I think that there will be enough of them out of the trenches, and the benefits of providing cover, that Demolishers and the Iron Turlte tactic will still be of relevance to non-shocktroopers. I'm going to edit my previous entry.
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Post by Rowdy Dragon on Jun 8, 2017 20:03:31 GMT
Sorry, i was trying to be hip and with it. Didnt mean to offend. Im not even an Irusk 2 guy myself. Just....bluh.
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Post by tesoe on Jun 8, 2017 20:20:34 GMT
Don't trenches also give blast immunity? Sorry, I don't see them often in my local meta.
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Post by Blargaliscious on Jun 8, 2017 21:22:50 GMT
Don't trenches also give blast immunity? Sorry, I don't see them often in my local meta. From the rulebook: Earlier posts talked about how ineffective the Devastator and the Demolisher would be to Trenchers, either because of Trenches or because of the Dig In rule. One of the things I just realized is that the warjacks can Bulldoze the Trenchers (or other occupants of the trenches) which would negate the invulnerability to blast damage.
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Post by tesoe on Jun 8, 2017 21:43:14 GMT
Thanks for posting the trench rules.
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Post by smoothcriminal on Jun 9, 2017 12:35:18 GMT
Oh, I just realized that so many trencher releases in theme book bodes well for Mow book. Demo&bombardier UAs, Mow caster and journeyman, Mow battle engine, Mow wardog.
As far as beating trenchers go bring armor or bring sprays. If you played yourself with WG spam under I2 you know what's it weak to. Clams will easily deal with trenchers. Arm 23 is safe from shooting, just trample them or run to dig them out and rain blasts on the area. Karchev 8-9 jack brick or windwalled Vlad jack brick should be enough to trample them into dust. And sprays are available in big numbers on WGI.
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Post by auraco on Jun 9, 2017 14:48:43 GMT
Or you know just outriders them to death S&P or Occult Wispers should do the job. I'm also thinking about trying the gun carriage against the trenchers, with auto knockdown on the melee attack it doesn't care about tough, it's fast enough to get close to trenches and have the shot probably still be in the trench to affect the trenchers in it. Also the only trenchers with pathfinder are also the one who are not immune to blast. With the CID durability I think the gun carriage could weather quite a lot of trencher shooting and still do a lot of work before dying.
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Post by Cryptix on Jun 9, 2017 15:34:12 GMT
yeah I think i'm just going to convert my Zerkova2 anti ghost fleet drop out of theme to a general infantry clearing drop.
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Post by smoothcriminal on Jun 9, 2017 16:41:21 GMT
Cygnar doesn't have access to Solid ground-type effect, right? They just fall down and become unshootable instead?
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