Commander Anson Hitch

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Cygnar Logo.jpg Commander Anson Hitch

Cygnar Trencher Character Solo - ('Jack Marshal)

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}}}
UNIT SIZE N/A
COST 4
N/A
N/A
FA C
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • 'Jack Marshal - This model can control a Faction warjack, albeit in a limited manner. Click the link for the full rules.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses 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 - Target a friendly Faction Trencher unit in CMD range. It gains Swift Hunter for one turn. (Swift Hunter - When this model 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 - Target a friendly Faction Trencher unit in CMD range. It gains Combined Arms for one turn. (Combined Arms - When making combined ranged attacks, missed attacks may be rerolled once.)
    • Tenacity - Target a friendly Faction Trencher unit within 5". It gains Feign Death for one round. (Feign Death - While knocked down this model can't be targetted by shooting or spells.)
  • 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

  • Other Factions

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.

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 extremely unpopular, due to the fact that 60 point need to be spent on Trenchers and the remaining points usually don't leave enough wiggle room for extra jacks.

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

"Junior" Warcasters: Caine0 - 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 - 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 - Sir Dreyfus the Storm Knight - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures 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: 2019.07

Rules Clarifications

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Rules Clarification : Brutal Charge      (Edit)

  • If your charge movement was less than 3", your first attack is not considered a 'charge attack' and thus you won't get the Brutal Charge 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)

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. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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.
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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.

Rules Clarification : Foxhole Buddy - None yet. (Edit)

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Rules Clarification : Tactician and/or Operations Command     (Edit)

  • The moving model doesn't have to be in CMD range, just the model they're moving through.
  • 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)