Grenadier

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Cygnar Logo.jpg Grenadier

Cygnar Light Warjack

"When we have four firing in tandem on the enemy, we like to say they're enjoying a little "trencher rain". - Master Sergeant Harris Taggin

Basic Info

Grenadier
Missing Info
Grenadier.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 6
RAT 6
M.A. N/A
DEF 14
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 24
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 9
N/A
N/A
FA U
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

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct symbol.jpg Construct
  • AD symbol.jpg Advance Deployment
  • Dig In (★ Action) - This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in.

Weapons

  • Grenade Launcher - 10" range, 3" AOE, POW 13 gun
    • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
    • Manual Reload - The Grenadier can make one additional Grenade Launcher ranged attack during its Combat Action for each Trencher model within 1" of it, up to a maximum of two additional attacks.
  • Mattock - 1" reach, P+S 13 melee weapon.
    • Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.

Theme Forces

Recent Changes

No changes since 2017.09


Thoughts on Grenadier

Grenadier in a nutshell

The Grenadier is an advance deploying fire bastion, capable of shooting three times while spending no Focus at all. It's also very hard to hit by warjack standards (and harder than most Cygnaran infantry). Once dug in, it can be very difficult to remove.

The Launcher's special abilities are what make it really shine; with them, Snipe on the Grenadier fielded with Trenchers is a great way to lay down a hailstorm of 3" AOE's. Once Dug In the Grenadier goes from an annoyance to a real tick to remove. Its DEF jumps to an exceptional 18. A Sniped Grenadier is a great way to capitalize on its Dig In bonuses while taking pot shots at unit leaders from over 16" away at a good RAT. The Manual Reload ability is great, as it essentially lets the 'jack fire twice more for no additional focus, just add Trenchers. This ability is entirely passive, so the Trenchers do not lose their actions and don't need to activate in any specific order.

Combos & Synergies

  • Naturally, this is model should be taken with Trenchers. Once entrenched, the Grenadier and it's Trenchers can unleash some serious firepower.
  • With up to 3 attacks, it is tempting to look at the Grenadier and think you should take him with a Jack Marshal. While that is theoretically true, practically you will find that marshaled jacks don't count towards free points in 3 out of 4 themes which is a huge detriment to its usefulness. Gravediggers especially incentivizes you to spend your first 60 points on Trenchers and the remaining 15 on merc models.
    • If you still really want to marshal him consider the Arcane Tempest Gun Mages UA giving it rune bullets which of of course gives it Snipe.
      • Using the Take Aim special rule, they will pose a significant threat to any infantry and will even be able to hurt decently armored units.
  • A dug-in Grenadier under Blur or Major Prime Victoria Haley's Temporal Distortion is downright obnoxious to remove with ranged attacks.
    • With Temporal Distortion, it's no slouch in melee either with DEF16.
  • Haley3 is one of the few Warcasters who can consistently allocate maximum focus to more than one Grenadier and carry on doing other things.
    • She also typically plays well with Trenchers and a cloud wall can keep your grenadiers safe until it's ready to go in guns blazing.
    • Temporal Distortion also goes a long way to making Grenadiers hit consistently and then leave their focus to boost the damage.
  • If you want to take it outside of Gravediggers, i.e. in Heavy Metal, and still want a maximum number of attacks consider the Trencher Warcaster Lieutenant, Trencher Mechaniks and Major Harrison Gibbs.

Drawbacks & Downsides

  • The support staff for making a Grenadier work include Trenchers (although the Trencher weapon crews all work) and some form of jack marshal to make the most of it. While these aren't bad units, this can end up taking up a large sum of points on units that struggle to handle armor.
  • Without something to give it snipe, the Grenadier may be hard pressed to get into range with it's gun. Advance Deployment will mitigate this, but you are going to require a turn to Dig In if you want to protect your investment.

Tricks & Tips

  • Although this jack can be taken in many themes, you probably want to stick with themes that actually allow Trenchers to get the most from it.
  • While it's not a terrible melee weapon, you're probably best off using the gun on this thing
  • If you are using Jack Marshals for this (and you should be), Arcane Tempest Gun Mage Officers is the probably the best Marshal to use. His Rune Shot ability buffs your already decently accurate gun:
    • Critical Brutal allows for the Grenadier to legitimately threaten some armored units.
    • Thunder Bolts can push back several units at once, even hold back larger slower heavies.
    • Snipe allows the Grenadier to threaten an area large enough that opponents will seldom have the luxury to simply stay out of it's range.
  • If you are on a budget, the Trencher Master Gunner can marshal the Jack and give it an extra shot without using any of his special actions.
  • With a potential of 3 AoEs per turn, it's tempting to bring all the blasts you can. Before you do, remember that it takes a prodigious amount of time to work out all those scatters and blast damages. All of that can eat up your death clock in no time, if you are not skilled enough in working out those shots as fast as possible.


Other

Trivia

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

RC symbol.png

Rules Clarification : Arcing Fire     (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.

Rules Clarification : Manual Reload - None yet. (Edit)


RC symbol.png

Rules Clarification : Warjack     (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Advance Deployment     (Edit)

  • If you attach a WA or CA to this unit, and the attachment doesn't have Advance Deployment, then they all get to Advance Deploy anyway. (Locked Thread)
RC symbol.png

Rules Clarification : Dig In     (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)