Commander Anson Hitch

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Cygnar Logo.jpg Commander Anson Hitch

Cygnar Trencher Character Solo - ('Jack Marshal)

Mk4 icon.png
Prime
This model is available in one Prime Army, First Army. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

Commander Anson Hitch is a stern and uncompromising leader who has so thoroughly internalized the trencher creed that it might as well be the air he breathes. As a commander in the First Army, he has little interest in politicking or glory seeking. Hitch is a trencher, ready to join his men in the mud and intolerant of cowardice in his brigade or indecisiveness in his officers—or in himself. Soldiers under his command are expected to fight to their last breath, taking no prisoners and relinquishing no ground.

Basic Info

Commander Anson Hitch
Missing Info
Anson Hitch.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 7
RAT 6
M.A. N/A
DEF 13
ARM 13
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • 'Jack Marshal symbol.jpg 'Jack Marshal
  • Tough symbol.jpg Tough
  • Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
    • Press the Advantage - RNG CMD. Target friendly Faction Trencher model/unit. If the model/unit is in dange, it gains Swift Hunter. Press the Advantage lasts for one turn. (Swift Hunter - When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".)
    • Target Priority - RNG CMD. Target friendly Faction Trencher unit. If the unit is in range, it gains Combined Arms. Target Priority lasts for one turn. (Combined Arms - When a model with Combined Arms misses an attack roll for a combined ranged attacks, it can reroll that attack roll. Each attack can be rerolled only once as a result of Combined Arms.)
    • Tenacity - RNG 5. Target friendly Trencher model/unit. If the model/unit is in range, it gains Feign Death. (Feign Death - A model with Feign Death cannot be targeted by ranged or magic attacks while knocked down.)
  • Foxhole Buddy - While B2B with a friendly model that is dug in, this model gains cover, does not suffer blast damage, and does not block LOS.
  • Tactician [ Trencher ] - While in this model's command range, friendly Trencher models can ignore other friendly Trencher models when determining LOS. Friendly Trencher models can advance through other friendly Trencher models in this model's command range if they have enough movement to move completely past them.

Weapons

  • Heavy Pistol - 8" range, POW 12 ranged attack
  • Sabre - 1" reach, P+S 10 melee attack
    • Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.

Theme Forces


Thoughts on Commander Anson Hitch

Commander Anson Hitch in a nutshell

Anson Hitch is exactly what he looks like - a solo who supports Trenchers. Feign Death is great with Tough, Swift Hunter is nice (and better on Trencher Commandos than undigging Trencher infantry). Combined Arms is of course great for Trencher Infantry to murder high DEF infantry. He's also a jack marshal without a drive in a theme that disincentives Jack Marshals.

Combos & Synergies

'Jacks to consider

There's only one jack that's likely to be used by Hitch; the Grenadier synergises with Trenchers for three shots, and those three shots go very well with the Jack Marshal ability. Hitch can of course load it, and with Foxhole Huddy he'll get the same defence as the jack if it's dug in .

Non-jack synergies

  • Trencher Long Gunners have neither Dig In, nor Practiced Maneuvers (unlike regular Long Gunners). His tactician ability solves the LOS issues. Also Press the Advantage gives Swift Hunter. This means that if your Long Gunners are using Dual Shot, if you kill with your first shot, you can take a 2" move and retain the benefits of aiming perhaps bringing new targets of opportunity.
  • Trench Busters can be difficult to use. On one hand you want to make use of their valuable shield guard by having them in the middle of several important models, on the other hand you want to keep charge lanes open so they can use their impressive flank attacks. Hitch solves this problem so completely with Tactician, he is probably mandatory if you want to use Busters.
  • If you're not making yourself deeply unpopular with rerolling attack rolls of Trencher Long Gunner CRAs, putting Tenacity on your infantry can really help them hang on to a zone to contest or hold it.
    • Or give your opponent a real bad day if they've managed to get several models within 5" of your commandos.
  • To little surprise, the Trencher Blockhouse is also a Trencher model. With Hitch it becomes a really point-efficient bulwark for your shooting units, and allows strong combat solos, like the Trench Buster or Finn to charge through from behind.

Drawbacks & Downsides

  • He's not that difficult to kill, and it can be a tactical disaster on the following turn if he dies.
  • His offensive output is limited. Even at POW 12 his gun is only 8" in range. If he is close enought to shoot, he is close enough to get charged.
  • Jack Marshals in Gravediggers are a rare sight - especially ones with no drive.

Tricks & Tips

  • He can load a Grenadier. With two loaders a Grenadier can be ROF 3, RAT 8, POW 15 when aiming.
  • Make sure you keep him deep in your back line. With CMD10, his Tactician bubble can cover your army safely from behind your other units.
    • With so many Trenchers around in Gravediggers, it's best to keep him located centrally.
    • Should he die to a stray shot from bad placement, you can find that you have completely jammed up your own models.
    • Often, the bonus won't be relevant until turns 2-3 onwards. Keep him a few inches behind your rear units (e.g. Trencher Long Gunners) and just move him first when you want Tactician to be used.
  • With Trencher Long Gunners using their dual shot bonus while aiming, you can use Swift Hunter to bring targets who were preciously out of reach into your range. Be careful using this tactic on a clock as it can eat a lot of your time.

Other

Trivia

Released in the Gravediggers Expansion (2017.06)

Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Powerful Charge  and/or Brutal Charge     (Edit)

  • If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.
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Rules Clarification : 'Jack Marshal      (Edit)

  • If a warjack gets a marshal benefit (such as Crush) but then moves out of the marshal's CMD range, it keeps the benefit. (Infernal Ruling)
  • Marshals can control character warjacks. (Closed thread)
  • Although they never get the Power Up bonus, a marshaled warjack can gain focus via other means (such as Accumulator, Empower, Spirit Harvester, etc).
    • They can do this even after the Marshal dies and they become autonomous.
  • 'Jack Marshal & Ranking Officer (Edit)
    • If a Ranking Officer joins a unit with the 'Jack Marshal ability, then they can still only take Mercenary warjacks - they don't gain access to Faction warjacks. (Infernal Ruling)
    • They can control that mercenary warjack as normal, even though they're technically no longer the same faction as the jack. (Infernal Ruling)
  • See also this article for the Autonomous warjack rules and how to re-control them.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Battle Plan      (Edit)

  • A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Press the Advantage      (Edit)

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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)
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Rules Clarification : Target Priority      (Edit)
Rules Clarification : Combined Arms - None yet. (Edit)

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Rules Clarification : Tenacity      (Edit)

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Rules Clarification : Feign Death      (Edit)

  • "Cannot be targeted" is not the same as "cannot be hit". You can still be hit by AOEs, Sprays, etc that target someone else.
  • You cannot use Gunfighter vs models Feigning Death, because Gunfighter is still a ranged attack.
  • However, you can use Point Blank, because that lets the attacker make a melee attack with a ranged weapon.
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Rules Clarification : Dig In and/or Foxhole Buddy     (Edit)

  • Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
  • Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.
  • Being pushed counts as moving. (Locked thread)
  • If a model with Dig In is added to play or returned to play, it does not count as "starting the game". It can't be put into play already Dug In. (Infernal Ruling)
  • You can use Dig In while you're in someone's back arc. You are engaging, but not engaged.
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Rules Clarification : Tactician and/or Operations Command     (Edit)

  • Applying the LOS and Movement bonuses work like mirror opposites:
    • LOS: The models you draw LOS through do not need to be in the Tactician bubble. The model drawing LOS does need to be in the Tactician bubble.
    • Movement: The models you move through do need to be in the bubble. The model moving does not.
  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)