Trencher Express Team

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Cygnar Logo.jpg

Trencher Express Team
Cygnar Trencher Weapon Crew Unit
Captain Karli
Ogrun Character Weapon Attachment

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.

The thundering rifle of a Trencher Express team means death to even well-protected foes of Cygnar. Each team consists of a human spotter working alongside a burly trollkin soldier wielding the largest hunting rifle ever manufactured, the Raevhan Express. Originally designed to bring down the towering Raevhan buffalo, these powerful weapons punch through heavy armor with ease.

Karli served proudly as a Cygnaran trencher for most of her youth, eventually earning the rank of captain through sheer grit and skill. She was present at some of the greatest battles in recent history, including the world-shaking battle of Henge Hold that led to the apocalypse. Karli is one of only a handful of survivors from that ill-fortuned event, and she bears the scars to prove it. With no trencher corps left and no Cygnar to return to, Karli began to wander the wasteland looking for other survivors. While her gruff, no-nonsense attitude has scared away more than a few would-be rescuees, many others have stayed by her side for protection. Karli doesn’t know where she’s taking everyone or even what to do once they get “there”; all she knows is she going to do everything she can to keep what’s left of the world safe.

Basic Info

Karli
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
 
BASE Medium
SPD 6
STR 9
MAT 6
RAT 6
M.A. N/A
DEF 13
ARM 15
CMD 5
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 3
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
Trencher Express Team
Missing Info
T. Express Team.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Spotter / Gunner
BASE Small / Medium
SPD 6
STR 6 / 7
MAT 6
RAT 6 / 5
M.A. N/A
DEF 13
ARM 13 / 15
CMD 5
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1 / 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 5
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Gunner only
    • Trollkin - The Gunner is a Trollkin model. This does not make the unit a Trollkin unit, however.
  • Spotter only
    • Officer symbol.jpg Officer
    • Cautious Advance (Order) - Each affected model must make a full advance as its Normal Movement and perform the Dig In special action, then can make a normal ranged attack as its Combat Action.
  • Karli only
    • Granted: Hunter - While this model is in formation, models in its unit gain Hunter. (Hunter - A model with Hunter ignores cover and concealment when making ranged attacks.)
    • Guns Blazing [ Minifeat ] - This model can use Guns Blazing once per game at any time while in formation during its unit’s activation. This activation, models in this unit can make one additional ranged attack during this unit’s Combat Action.
    • Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.

Weapons

Spotter
Carbine
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 10
Trench Knife
Sword icon.jpg  RNG   POW   P+S 
0.5 3 9
Gunner
Raevhan Express Gun
Gun icon.jpg  RNG   ROF   AOE   POW 
14 1 - 14
  • Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.
  • Range Finder - While within 1" of the Spotter in this unit, this model gains boosted attack rolls with this weapon.
  • Thunderbolt - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed.
Trench Knife
Sword icon.jpg  RNG   POW   P+S 
0.5 3 10
Karli
Grenade Revolver
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 3 14
  • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
Trench Knife
Sword icon.jpg  RNG   POW   P+S 
0.5 3 12

Theme Forces


Thoughts on Trencher Express Team

Captain Karli

Trencher Express Team in a nutshell

The Trencher Express Team is a cousin of the various light artillery units and generally does the job of the Trencher Cannon Crew better than the cannon. It's effectively three points for the gunner and two for the spotter - neither of which are bad.

The Trencher Express Team can do a strangely effective job of mitigating heavy targets.

  • A boosted RAT 5 is going to reliably hit heavy targets.
  • POW 14 isn't the strongest attack in the game, but it will make dents in most standard heavy warjacks.
  • The d3” of push from Thunderbolt is very significant if it can buy your Cygnar army another round of shooting.
  • It can also be difficult to overstate how effective the Grievous Wounds can be. Given that Trenchers frequently rely on their rifles and carbines to kill targets, an army may find itself trying to take apart a heavier target over time rather than all at once. If your opponent has any access to healing, an Express Team can be absolutely key.

Thoughts on adding the WA

As part of the Riot Quest winter wasteland set she is a female Ogrun grenade launcher who grants the unit Hunter and offers an extra shot to each model in the unit as a mini feat. She doesn’t really ‘gel’ with the other models in the unit as she can’t spot for the Troll and the Hunter buff is usually match and deployment specific, but Guns Blazing is fantastic and let’s the unit double their output for a turn. Also Karli does not need to be within 1" of the Gunner, so she is a bit more flexible in where she positions herself. 5" of CMD isn't much, but its something.

Normally you will start with Karli’s activation so that you don’t knock things out of her range with Thunderbolt. Her gun is very similar to the Trench Buster but doesn’t have the Fire damage type, which actually makes it better, as it bypasses immunities.

Her main down side is that she can only be added to one unit of express teams, as you will always run two units. However, the fact alone that for 3 points you can have the output of three express teams for a turn makes her worth her inclusion, anything else is extra.

Combos & Synergies

  • Grenadier plus two models = three shots to the Grenadier. This is a cheap way of getting two models that can actually keep up with the three-shotter and dig themselves in while doing work.
  • The boosted attack roll from the spotter aids in getting that critical knockdown.
    • This can really help out assassination-oriented casters such as Caine2 or Sloan
  • The Trencher Master Gunner can give you another shot.
  • While dug in, models do not block line of sight. You can use this to fire from forward positions without blocking fire lines from other models in your army.

Drawbacks & Downsides

  • RAT 5 on the gunner, POW 10 on the spotter. The Carbine is pretty much only for show. The spotter's main job is being within 1" with the gunner, don't over expose them both just to get a pow 10 shot into something.
  • If the Spotter dies, it hurts your mobility and defense. If the Gunner dies, there's no Take up, and the unit is pretty much crippled.
  • They are among the rare models in the faction with Grievous Wounds - against several match-ups this makes them a priority target.
  • The UA makes them quite a time consuming unit, also with 3 different guns with 3 different ranges and preferred targets it’s difficult to get the most from her mini feat. If all else fails just use the mini feat for an extra Gunner shot. That's what you brought the unit for to begin with.

Tricks & Tips

  • Move, dig in, fire is awesome.
  • Target specific models in shield wall to break the B2B formations.
  • They can be worth playing out towards your flanks. Thanks to Advance Deployment, they're pretty far forward. With Cautious Advance, you can often get the team into a position to shoot behind the central piece of terrain required in Steamroller scenarios. Coupled with Thunderbolt, you can sometimes push out high value models from behind it into line of sight of the rest of your guns (Ideally, Trencher Long Gunners).
  • As a back line unit, they are ideal for scoring circular Steamroller zones while you infantry or commandos go rushing off to kill things. Their small footprint also means they can be kept relatively safe with terrain.


Other

Trivia

  • Unit released in the Gravediggers expansion (2017.06)
  • WA released 2020.12
  • Despite being a captain, Karli isn’t the leader of the unit. Her promotion was post-apocalypse.

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 : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.

Rules Clarification : Range Finder - None yet. (Edit)

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Rules Clarification : Thunderbolt      (Edit)

  • If you have multiple effects that resolve on "hit" (such as Thunderbolt & Electro Leap), then you get to choose the order.
    • Thus, you could trigger Electro Leap first (and bounce from their initial position), then move them via Thunderbolt.
    • Or trigger Thunderbolt first, move them, and then Electro Leap (and bounce from their final position).
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

  • RC symbol.png

    Rules Clarification : Advance Deployment      (Edit)

    • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
    RC symbol.png

    Rules Clarification : Pathfinder      (Edit)

    Rules Clarification : Tough - None yet. (Edit)

    RC symbol.png

    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.
    RC symbol.png

    Rules Clarification : Officer      (Edit)

    • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
    • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
    • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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    Rules Clarification : Cautious Advance      (Edit)

    • You can combine Cautious Advance with a Combined Ranged Attack.
    • A model that can't make an Action (such as being affected by Zerkova1's feat) can't do a Dig In via Cautious Advance.
    • If a model attached to the unit doesn't have the Dig In action on their own card, then they can't do a Dig In via this order. Specifically, the Morrowan Battle Priest. (Infernal Ruling)


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    Rules Clarification : Tactics vs Granted     (Edit)

    • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
    • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
     
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
    RC symbol.png

    Rules Clarification : Hunter      (Edit)

    • Although you ignore cover/concealment, you don't ignore "secondary" bonuses a model gets from it. For example, a model with Prowl will still gain Stealth from their concealment. (Infernal Ruling)
    RC symbol.png

    Rules Clarification : Guns Blazing      (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. 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 : Arcing Fire      (Edit)

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


    Wrench symbol.png

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