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Post by bloodsplatterartist on Aug 18, 2017 20:44:57 GMT
I think he means using the express team to prevent your opponent from healing the sabotage damage. A Express team can peg a heavy then the mechanics can move up and finish crippling whatever system they hit.
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Post by octaviusmaximus on Aug 18, 2017 21:02:54 GMT
I think he means using the express team to prevent your opponent from healing the sabotage damage. A Express team can peg a heavy then the mechanics can move up and finish crippling whatever system they hit. . Sabotage prevents healing. My problem with it is that d3 is no real damage.
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Post by bluebarren on Aug 18, 2017 21:18:31 GMT
D3 is very likely more than the pow 10 carbine will do
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Post by Stormsmith Dropout on Aug 18, 2017 21:40:21 GMT
Sabotage on them is like a fluff rule that will almost never have an impact in game. Gremlin swarm can use it well because they have incorporeal, and deal 1d3+3 dmg. The swarm can survive multiple turns against an army with few magic weapons. It can run into b2b with a Warjack, and then just use Mischief and Sabotage indefinitely.
Giving them an additional dice of damage against constructs on their melee attacks would have been better. As it is, sabotage is OK. But I don't see myself buying these mechs.
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Post by snarlyyow on Aug 18, 2017 21:59:37 GMT
Sabotage on them is like a fluff rule that will almost never have an impact in game. Gremlin swarm can use it well because they have incorporeal, and deal 1d3+3 dmg. The swarm can survive multiple turns against an army with few magic weapons. It can run into b2b with a Warjack, and then just use Mischief and Sabotage indefinitely. Giving them an additional dice of damage against constructs on their melee attacks would have been better. As it is, sabotage is OK. But I don't see myself buying these mechs. But....so cool...
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Post by octaviusmaximus on Aug 18, 2017 22:08:30 GMT
D3 is very likely more than the pow 10 carbine will do Cool, so if we have reduced it down to "they don't do much damage" then why pay a premium for fighty mechaniks? Seems like that's bad design.
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Post by Stormsmith Dropout on Aug 18, 2017 22:10:38 GMT
Sabotage on them is like a fluff rule that will almost never have an impact in game. Gremlin swarm can use it well because they have incorporeal, and deal 1d3+3 dmg. The swarm can survive multiple turns against an army with few magic weapons. It can run into b2b with a Warjack, and then just use Mischief and Sabotage indefinitely. Giving them an additional dice of damage against constructs on their melee attacks would have been better. As it is, sabotage is OK. But I don't see myself buying these mechs. But....so cool... Believe me. I love the idea of these Mechanic dudes running up to a jack, loosening bolts, jamming gears, and shoving potatoes into smokestacks. But it's just not that useful in game. They have a threat of 6", and the damage is not that impressive. They are also more expensive per model than both Trencher Infantry and Trencher Commandos, while being much less combat oriented. Their repair ability is fair, but I don't think it's good enough for the price tag.
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Post by 36cygnar24guy36 on Aug 18, 2017 23:11:56 GMT
I think sabotage is more useful for the no repair than the damage, as it can affect colossals, 6" threat is short but Siege 2 can increase that to 11" if you really need to
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Post by darkangeldentist on Aug 18, 2017 23:34:23 GMT
I like the combat engineers, they aren't very different from regular trenchers from a cost per model perspective and dig-in is a huge boon to their survivability over regular mechanics. Only repairing D3 damage is kind of disappointing considering their cost and general impression of highly trained soldiers but on the other hand there are other factions who have the same for their dedicated mechanics. Not to mention the fact that these guys are half decent shots with okay guns.
Sabotage is a good ability, the damage isn't amazing but it's reliable, you cannot fail to do at least a point of damage, plus you get to choose the column and opponent cannot repair it, even if they are a huge based model. Late game is where this is likely to come into play and at that point threat ranges aren't as important as lines have long since closed with each other and whatever is left should hopefully be quite dinged up, so a few points of damage in the right place could cripple a system. Finally, this is damage that doesn't care about ARM values.
Last positive thing about this unit is that as far as I can see they can be included in any theme list which makes the grenadier light jack a lot more attractive in them. Previously the loss of extra shots really put a dent in it's utility and value since 1 POW 13 gunshot is a lot less impressive than 3.
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Post by Stormsmith Dropout on Aug 19, 2017 1:42:02 GMT
Anyone have any idea about when the models will hit the market? I really want the Commando CA to tie my army together.
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Post by Aegis on Aug 19, 2017 2:39:04 GMT
Anyone have any idea about when the models will hit the market? I really want the Commando CA to tie my army together. The first Trenchers will be released in October, this is the list for that month (the others will likely drop in November and/or Dicember, but we have no confirmations about it): PIP 25003 Company of Iron™ $74.99 PIP 31131 Colonel Markus ‘Siege’ Brisbane (2) – Cygnar Warcaster (resin/metal) $27.99 PIP 31132 Commander Anson Hitch – Cygnar Solo (metal) $12.99 PIP 31133 Trencher Long Gunners – Cygnar Unit and Command Attachment (resin/metal) $69.99 PIP 31134 Trencher Warcaster Lieutenant – Cygnar Solo (resin/metal) $14.99 PIP 31139 Patrol Dog – Cygnar Weapon Attachment (resin) $8.99 PIP 31901 Trencher Force Box $134.99 PIP 32124 Exemplar Warder Elias Gade – Protectorate of Solo (metal) $17.99 PIP 34124 Slayer/Erebus – Cryx Heavy Warjack Kit (plastic) $37.99 PIP 34125 Corruptor/Reaper/Malice – Cryx Heavy Warjack Kit (plastic) $37.99 PIP 73107 Craelix, Fang of Everblight – Legion of Everblight Solo (metal) $18.99
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Post by snarlyyow on Aug 19, 2017 23:16:35 GMT
Last positive thing about this unit is that as far as I can see they can be included in any theme list which makes the grenadier light jack a lot more attractive in them. This is a really intuitive. You can take these guys and the Trencher Jr. in Heavy Metal and run a pair of Grendiers. That's really interesting and something I hadn't considered.
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Post by gobber on Aug 19, 2017 23:38:14 GMT
This is a really intuitive. You can take these guys and the Trencher Jr. in Heavy Metal and run a pair of Grendiers. That's really interesting and something I hadn't considered. Huh, that little module that can handle any scenario element (solo/jack/unit for flag/rectangle/round respectively).
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Post by danfromchicago on Aug 21, 2017 1:34:24 GMT
1. Dig-in makes them significantly more survivable
2. Some combat ability is occasionally useful
3. They can score circles. This is not insignificant
4. Yes the fluff thing is fluffy. It is also not an attack
5. You can take them in Gravediggers and they add to the free stuff counter
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Post by danfromchicago on Aug 21, 2017 1:34:53 GMT
All that said: should be constructs.
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