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Post by droopingpuppy on Oct 24, 2017 0:45:56 GMT
If you use Trencher Cannon Crew, then Master Gunner will be the auto include model follow the cannon. Two if you have two cannons. Otherwise, skip him. I'd take 2 cannons before I took my first Master Gunner. I'd rather have the second cannon because if your opponent kills the cannon, the master gunner is pretty much worthless. With two cannons, if one dies I've still got the second one. I had rather take the others because it doesn't point efficient. Horgenhold Artillery Corps is simply better if you don't have Master Gunner(you will have the warjacks to screen them, isn't).
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Post by friendlyfire on Oct 24, 2017 2:08:02 GMT
I'd take 2 cannons before I took my first Master Gunner. I'd rather have the second cannon because if your opponent kills the cannon, the master gunner is pretty much worthless. With two cannons, if one dies I've still got the second one. I had rather take the others because it doesn't point efficient. Horgenhold Artillery Corps is simply better if you don't have Master Gunner(you will have the warjacks to screen them, isn't). Cannons are 6 points. They will almost always be your free model choices along with Finn. The only way you are not taking them for free, is if you aren't taking them at all. Master Gunners are always costing you points so they directly compete with all the other, far more awesome options.
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Post by starbomber109 on Oct 25, 2017 7:07:41 GMT
Lieutenant: C Tier He's fine. His abilities don't synergise but if you *really* want a Jack in Gravediggers then this is your way to do it. I would give him at least a B, Fire Group is a really good spell and he can run grenadiers or chargers to great effect. I feel though he's better in other lists for Grenadiers since he can at least give them the one reload (and gravedigger Grenadiers are better on a caster that can pump more focus into them)
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Post by sludgeogre on Oct 25, 2017 14:10:07 GMT
Lieutenant: C Tier He's fine. His abilities don't synergise but if you *really* want a Jack in Gravediggers then this is your way to do it. I would give him at least a B, Fire Group is a really good spell and he can run grenadiers or chargers to great effect. I feel though he's better in other lists for Grenadiers since he can at least give them the one reload (and gravedigger Grenadiers are better on a caster that can pump more focus into them) There's no way I'm ever doing this, because this means the Grenadier is 12 inches away from it's target under Fire Group, and then the Lieutenant has to be within 1" of the Grenadier to reload, which means you're only ~14-15 inches away from the Grenadier's target, and that's just way too close most of the time. I keep him 8 inches back from his jacks and dug in. Only ran him with 2 chargers so far and it's been quite awesome. Love having the focus to hand out to them and that he's really survivable. 4 boosted charger shots each turn is way too good.
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Oct 25, 2017 21:18:35 GMT
Question about Hitch and Swift Hunter. If you put it on Trencher Infantry and they are assaulting into a line and you kill your primary target would you swift hunter 2 inches and then be able to make an attack on something else in your 1 inch melee?
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Post by snarlyyow on Oct 25, 2017 22:03:15 GMT
Question about Hitch and Swift Hunter. If you put it on Trencher Infantry and they are assaulting into a line and you kill your primary target would you swift hunter 2 inches and then be able to make an attack on something else in your 1 inch melee? Seems legit. A couple possibilities for confusion though. 1) You assault something out of your melee range, make an assault attack. You do not get swift hunter because your activation ends. 2) You assault something, wind up in melee, kill that with your assault shot, move 2", shoot again, and if for some reason you're in melee with something else but not engaging it make another melee attack. This is a bizarre interaction with a lot of opportunities for confusion. I'm shocked I didn't see this in CID.
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Post by pixh on Oct 26, 2017 2:18:06 GMT
Question about Hitch and Swift Hunter. If you put it on Trencher Infantry and they are assaulting into a line and you kill your primary target would you swift hunter 2 inches and then be able to make an attack on something else in your 1 inch melee? Seems legit. A couple possibilities for confusion though. 1) You assault something out of your melee range, make an assault attack. You do not get swift hunter because your activation ends. 2) You assault something, wind up in melee, kill that with your assault shot, move 2", shoot again, and if for some reason you're in melee with something else but not engaging it make another melee attack. This is a bizarre interaction with a lot of opportunities for confusion. I'm shocked I didn't see this in CID. @ xadmar : yes, but the damage roll will not be boosted. Swift Hunter resolves within the assault timing and finishes before the melee attack. If the charge target is destroyed a new target can be selected. @ snarlyyow : point 1 is not correct. This was addressed on the rules forum recently. Per DarkLegacy " Assault and the subsequent triggers resolved within the Assault (namely Drag, Lightning Generator, etc) before the activation ends. Refuge and Sprint will not resolve on a failed charge due to the activation ending. They are not resolving within the Assault timing but resolving after the fact. The activation ends before either ability can be used. " privateerpressforums.com/showthread.php?276460-Assault-Swift-Hunter
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Oct 26, 2017 20:04:37 GMT
Looks like even if you failed the assault charge and if you kill your target you still get switft hunter. Fun interactions there. Lets your min unit kill a max unit :-D
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