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Post by 36cygnar24guy36 on Nov 1, 2017 13:47:24 GMT
Anyone having trouble loading all 3 grenadiers? Placement and order of activation can be difficult. Im currently using TET and trencher busters to load all 3 as a gun platform. It not having to be b2b makes it a bit easier, guess it just comes down to practice and getting used to setting up the turn before where all your pieces are going to move and in what order. The main reason I am playing Haley 3 Storm Division and not Gravediggers is that I don't want to clock myself
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Post by sludgeogre on Nov 1, 2017 16:51:46 GMT
Anyone having trouble loading all 3 grenadiers? Placement and order of activation can be difficult. Im currently using TET and trencher busters to load all 3 as a gun platform. I generally keep them right behind trencher infantry and just walk them up behind them after they do a cautious advance. If they're dropping smoke, you have to do the positioning right and/or keep them on the flanks, so that has been hard for me to do well without bunching up too much. On a side note, I'm super excited to play this list when my Express Teams finally show up: conflictchamber.com/#c1201b_-0Fe69g9F9Faminifieieal9gal9gigig9U9V9WCygnar Army - 75 / 75 points [Theme] Gravediggers (Stryker 3) Lord General Coleman Stryker [+28] - Grenadier [9] - Hammersmith [12] - Hammersmith [12] Captain Maxwell Finn [0(6)] Commander Anson Hitch [4] Patrol Dog [2] Trench Buster [0(5)] Trench Buster [5] Trencher Master Gunner [4] - Grenadier [9] Trencher Master Gunner [4] - Grenadier [9] Trencher Express Team [5] Trencher Express Team [5] Trencher Infantry (max) [16] - Trencher Infantry Officer & Sniper [5] - Trencher Infantry Rifle Grenadier (1) [2] Idea is to flank my army with the express teams on either side with a master gunner and grenadier, the gunner stands way back from them and the gunner/spotter reload the grenadier. The gunner can give the grenadiers +2 to attack rolls, or +2 damage rolls if it aims, then the gunner can give an extra shot to the express teams, for a total of 6 pow 15 aoe 3's and 2 pow 14 pushing/crit knockdown/grievous wounds shots. That should keep opponents scared enough to stay out of range, and if they do, you charge in with a bunch of trenchers under the feat and go crazy. It's a glass cannon of a list and can be screened off pretty easily, but I hope it's at least fun.
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Post by frejdruk on Nov 1, 2017 22:10:50 GMT
The grenadiers are for Haley3 lists, who can fuel them fully every turn. I use 3 grenadiers in my Haley3 lists, but I don't give focus to the grenadiers. Baby Haley spends hers nuking stuff to death, Grandma spends hers on Ghost Walk or Revive, and Haley Prime ALWAYS casts Temporal Distortion and camps the rest. On Feat turn, I might see a use case for boosting with the Grenadiers, but normally it's way more effective to use their insanely good spell kit. Why are you bringing grenadiers if you don’t fuel them properly? You’re better off bringing chargers or something then.
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Post by sludgeogre on Nov 1, 2017 22:44:22 GMT
Why are you bringing grenadiers if you don’t fuel them properly? You’re better off bringing chargers or something then. I don't think every ranged jack needs to be filled with Focus to be useful, in fact, it's nice to have jacks that can get a lot of work done without having to have a bunch of focus to do it. Grenadiers can mulch infantry so that Trenchers can CRA/charge high value targets. I don't see the need to be boosting shots with Grenadiers for their use case. Chargers are amazing and all of us love giving them two focus because they get so much work done against high value targets, Grenadiers are not used in the same way at all. If I didn't plan on manually reloading them every turn, then yes, I'd bring chargers anyway, but with three shots, they're massively valuable and allow Trenchers to do a lot more.
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Post by frejdruk on Nov 4, 2017 15:27:51 GMT
Why are you bringing grenadiers if you don’t fuel them properly? You’re better off bringing chargers or something then. I don't think every ranged jack needs to be filled with Focus to be useful, in fact, it's nice to have jacks that can get a lot of work done without having to have a bunch of focus to do it. Grenadiers can mulch infantry so that Trenchers can CRA/charge high value targets. I don't see the need to be boosting shots with Grenadiers for their use case. Chargers are amazing and all of us love giving them two focus because they get so much work done against high value targets, Grenadiers are not used in the same way at all. If I didn't plan on manually reloading them every turn, then yes, I'd bring chargers anyway, but with three shots, they're massively valuable and allow Trenchers to do a lot more. I think grenadiers without investing the focus is a bad use of points. Let the trenchers shoot infantry instead and use grenadiers to kill heavy stuff. Much more efficient.
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Post by safetyturtle on Nov 5, 2017 13:14:59 GMT
Now I'm a complete newbie here and haven't had a game yet, but here's what I have planned for my Gravedigger army (which is the theme that got me into WM/H in the first place).
(Brisbane 2) Colonel Markus "Siege" Brisbane [+28] - Minuteman [9] - Triumph [18] Captain Maxwell Finn [0(6)] Commander Anson Hitch [4] Gobber Tinker [2] Patrol Dog [2] Trench Buster [0(5)] Trencher Warcaster Lieutenant [4] - Charger [9] - Charger [9] Trencher Infantry (max) [16] - Trencher Infantry Officer & Sniper [5] - Trencher Infantry Rifle Grenadier (1) [2] Trencher Long Gunners (max) [18] - Trencher Long Gunner Officer [4]
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