Long Gunner Infantry

From LOS Warmachine University
Jump to: navigation, search
Cygnar Logo.jpg

Long Gunner Infantry
Cygnar Unit
Officer & Standard
Command Attachment

Renowned for their legendary skill and repeating rifles, the Long Gunners are among the finest riflemen in the Iron Kingdoms. Their level of dedication and skill prove invaluable in their role as soldiers at the core of Cygnar’s modern army, and each of these disciplined soldiers is expert in the use of the repeating long gun. In unison, these well-trained riflemen concentrate their fire and release barrages of withering shots that tear through the enemy.

Basic Info

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Long Gunner Infantry
Missing Info
Long Gunners.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 4
RAT 5
M.A. N/A
DEF 12
ARM 12
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10 +2CA
COST 10 / 16 +4CA
1.7 each
N/A
FA 2
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

  • Leader, Grunts, and Officer
    • Combined Ranged Attack - This unit can combine their ranged attacks to get a cumulative +1 bonus on accuracy and damage for each model involved.
    • Dual Shot - If a model with Dual Shot uses its Normal Movement to aim, it can make one additional ranged attack this activation.
  • Officer only
    • The officer has +1 MAT & RAT, and 5 hitpoints
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Flawless Maneuvers (Minifeat) - Once per game the unit gains Reposition [5"]. (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.)
    • Granted: Trained Fire - While this model is in formation, models in its unit gain Trained Fire. (Trained Fire - This model gains an additional die on ranged attack rolls against models within 8" of it.)
    • Tactics: Practiced Maneuvers - Models in this unit gain Practiced Maneuvers. (Practiced Maneuvers - Each model in this unit can ignore other models in this unit when determining LOS and can advance through them if it has enough movement to move completely past them.)
  • Standard only
    • Standard Bearer - While this model is within 5" of the unit commander, the unit commander gains +2 CMD.
    • Take Up - If this model is destroyed, you can choose a Grunt in this unit within 1" of it to be destroyed instead. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.

Weapons

  • Everyone except the Standard Bearer
    • Repeating Long Gun - 14" range, POW 10 gun.
    • Sword - 0.5" reach, P+S 7. If you ever use it, it's probably game over anyway.
  • Standard Bearer
    • Sword - As above

Theme Forces

Recent Changes

No changes in the last 12 months.


Thoughts on Long Gunner Infantry

Command Attachment

Long Gunner Infantry in a nutshell

They're a ranged combat unit. They're only allowed in the Heavy Metal theme force (plus some Mercenary themes). Heavy Metal is centred around jacks, and often lacks quantity firepower. Long Gunners can fill this task.

No discussion of these guys can start without comparing them to the newer Trencher Long Gunners unit (although the two units can never fit in the same theme).

Long Gunners Trencher Long Gunners       (Edit)      
Basic Unit
16 points (1.6 points per model) 18 points (1.8 points per model), and for that extra 2 points you get:
  • Tough
  • +2 MAT and +1 RAT, DEF, ARM, and CMD.
Unit + CA
20 points, 12 models (1.67 points per model)
Although the standard bearer doesn't have a gun, and if you exclude him its 1.80 points per model.
22 points, 11 models (2.00 points per model)
Minifeat: Flawless Maneuvers (Reposition 5") Minifeat: Go to Ground (a free Dig In)
Granted: Trained Fire (+d6 to attack rolls vs models within 8") Granted: Precision Fire (Reroll damage)
Tactics: Practiced Maneuvers (can shoot through each other) Tactics: Marksman (choose the column to damage)
The Standard Bearer gives the flag bonus The Trencher Officer has better stats than the Long Gunner Officer
(Edit this comparison)

Overall, the Trencher unit with CA are better at dealing damage, while the original Long Gunners are better at picking out their targets. But perhaps the most important thing is that the Trencher Long Gunners are, indeed, Trenchers, and so can benefit from the plethora of Trencher-only buffs.

Long Gunners, along with the Winter Guard Rifle Corps and the Houseguard Riflemen, have the longest range in the game among the ranged infantry units. Beside having access to Practiced Maneuvers, Khador has weapon attachments to boost the damage output, the Retribution has ways to engage targets in melee, and Cygnar can sport some extra mobility with Flawless Maneuvers. Long Gunners are also unique with their dual shots, capable throwing as many bullets down the battlefield as possible. With two long range shots per model and the potential of two large combined ranged attacks they can hit hard for ranged infantry. The standard bearer doesn't add much (a sword in a shooty unit? duh'). The officer however brings not only an extra gun, but also flexibility in positioning, and boosts their ability to reposition and engage flanking targets. Once added, keep in mind the minifeat. It has both offensive and defensive uses, from entering back into cover after a CRA to push on to contest a zone you managed to clear.

Long Gunners are known and feared by their superior range (with Snipe they are able to deliver a CRA up to 24" away). Anyone who has ever encountered them will try to evade and/or kill them. Since the Gunners have no way of ignoring terrain, cover and/or concealment (Eyeless Sight, Hunter, etc), enemies will try to use those abilities to close in on your lines and survive the first 2 turns where Long Gunners can get do the most harm.

Combos & Synergies

Long Gunners enjoy support, but even without it they can be strong deterrents against the softer parts of your opponent's force.

Warcasters

  • Defensive buffs are usually better be spent on your frontline troops, but any caster with Snipe (Stryker1, Caine1, Maddox, Sturgis1) will have a strong area-denial tool in his/her arsenal.
    • Use Stryker1's Earthquake to line up targets for the killing blow
    • Sturgis1's feat can pull in troops into your Trained Fire range.
  • Sometimes you must advance to get the enemy in range, but still need to hit the enemy. Use Deadeye (Haley1, Caine1) if you need to hunt down elusive targets.
    • With the combination of Deadeye, Temporal Barrier from Haley1 and Trained fire, they'll reliably hit DEF 21 targets on the move. Also, they profit a lot from her feat.
  • Caine2 - his only notable spell is Fire for Effect, but it has an excellent boost on every ranged unit in the Cygnar arsenal. Sadly, only their first shot will benefit from the spell, but still worth a consideration.
  • Caine3 - He supports his army via Calamity, so
  • Haley2 - she lacks ways of damage buffing on units, and CRA can be a solution for this. With smart positioning they can capitalize on her board controlling feat.
  • Siege1 - Foxhole helps their survival, and there are few better things than delivering a full-unit CRA under his feat.
  • Stryker2 - his list normally doesn't favour Long Gunners, but since enemies under Rebuke can neither charge or run toward your gunline, nor can enter to Shield Wall, it allows your Long Gunners to play a bit more forward.

Non-warcasters

  • Caine0 and Ace can help them quite a bit with Fire for Effect increasing damage output and Thunderbolt Shots and Shadow fire clearing LOS.

Mercenary themes
The Kingmaker's Army - Special mention: Magnus1 or Magnus2. While the epic incarnation helps them with de-buffing their targets, and limiting their move under feat, the prime version offers direct support with 2 spells. Also, the Renegade's Obliteration rocket assassination happens at long range, and sometimes needs a follow-up unit for attack - the Long Gunners suit the task very well.

Drawbacks & Downsides

  • They're a Special Order Model.
  • They have several rivals within Cygnar's other theme forces that fulfil a similar role but better (although often cost more points). These rivals are also often present in the Mercenary themes Long Gunners can go in, too.
  • Their rivals are considered to be:
    • Arcane Tempest Gun Mages are as accurate with their snipe bullets as a Long Gunner that's part of a two person CRA - and far superior when moving and shooting. They also have some cute tricks. They lack the potential volume of attacks, however, and have to rely on their Critical Brutal Damage shots to harm targets, that a Long Gunner unit with CRA reliably can.
    • The Stormsmith Storm Tower costs only slightly more than a pair of Long Gunners. It sports the same range, a bit higher RAT, and superior POW for its initial shot. The extra lightnings mean that 2 of them are likely to cause the same number of hits upon infantries, as a minimum unit of Long Gunners. It has a higher DEF, but lower ARM, which is somewhat compensated by Take Up. They can also take advantage of the various lightning buffs like the Firefly. However, it lacks the mobility of the Long Gunners.
    • Trencher Long Gunners - superior stats, better resilience, and better against heavier targets, but higher price tag.
  • Long Gunners have terrible DEF and ARM - they die horribly.
  • Superior range is worth less in the current versions of Steamroller where LOS-blocking terrain is in abundance.

Tricks & Tips

  • The Reinforce Power Field rule for camping focus means that even weaker shots (such as Long Gunners) can hurt warcasters, especially squishy ones. If the opportunity presents itself, feel free to riddle the target with bullets. They will be forced to make decisions, just like warlocks in Hordes: shall they spend focus on a few points of damage, or keep it for more serious attacks? If you're going to pepper them with attacks, do it early in your turn before your real big guns activate - regardless of whether those guns will be shooting the same target. Just the mere threat of the big guns hanging over them will make your opponent more likely to save their camp and allow a little bit of damage from the Gunners to get through.
  • If you aim with the primary attacker, and move with the other participant(s) you'll still get the aiming bonus for a CRA (but lose the moving models' second shot).
  • Measure the target number to find balance between quality and quantity shots. An aiming 2-men CRA is technically RAT 9 - but do you need it? Maybe standard shots would give you more damage.

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 : Combined Ranged Attack     (Edit)

  • CRA cannot target models in melee ... unless the target is a huge-based model or the attacker has War-Tempered.
  • If you give the attack-leader a buff to their attack (such as Guidance) then that buff applies to the combined attack (even though the other participants don't have the buff). (Locked thread)
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
RC symbol.png

Rules Clarification : Dual Shot     (Edit)

  • You can't Aim if you start your activation in melee. So you will never benefit from Dual Shot, even if you have Gunfighter and/or your squad mates disengage you before you start your Combat Action.
RC symbol.png

Rules Clarification : Flawless Maneuvers     (Edit)

  • 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)
RC symbol.png

Rules Clarification : Reposition     (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)
RC symbol.png

Rules Clarification : Tacticsvs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : Trained Fire - None yet. (Edit)
Rules Clarification : Practiced Maneuvers - None yet. (Edit)

RC symbol.png

Rules Clarification : Standard Bearer     (Edit)

  • If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.
RC symbol.png

Rules Clarification : Take Up     (Edit)

  • The model taken off the table is effectively killed by Take Up, not the original attack, so it will stop abilities like Berserk and Killing Spree. (Locked thread)


Wrench symbol.png

Note to Editors
To edit CA's tagged abilities, Click here