Trencher Long Gunners

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Cygnar Logo.jpg

Trencher Long Gunners
Cygnar Trencher Unit
Command Attachment

Mk4 icon.png
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.

To the trenchers, the staccato crack of rifle fire represents the familiar tempo of war. Trained in the use of repeating long rifles, Trencher Long Gunners provide their comrades in the corps with dedicated long-range fire support. These troops single out their targets and rain bullets on them from afar, cutting down ranks of enemy infantry with each fusillade.

Basic Info

Trencher Long Gunners
Missing Info
T. Long Gunners.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
STR {{{str}}}
M.A. N/A
DEF 13
ARM 13
ESSENCE {{{essence}}}
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 6 / 10 +1CA
COST 9 / 15 +4CA
1.5 each
Warcaster 1
the Statblock


  • Officer only
    • He has +1 MAT, RAT, & CMD. He has 5 hitpoints.
    • Officer symbol.jpg Officer
    • Go to Ground [ Minifeat ] - This model can use Go to Ground oncer per game at any time while in formation during its unit's activation. For one round or until they move, are placed, or are engaged, models in this unit that are currently in formation gain cover, do not suffer blast damage, and do not block LOS.
    • Granted: Precision Fire - While this model is in formation, models in its unit gain Precision Fire. (Precision Fire - Models in this unit can reroll ranged attack damage rolls. Each attack damage roll can be rerolled only once as a result of Precision Fire.)
    • Tactics: Marksman - Models in this unit gain Marksman. (Marksman - When a model with Marksman damages a warjack or warbeast with a ranged attack, choose which column or branch suffers the damage.)


  • Repeating Long Gun - 14" range, POW 10 gun
  • Trench Knife - 0.5" reach, P+S 9 melee weapon

Theme Forces

Thoughts on Trencher Long Gunners

Trencher Long Gunners in a nutshell

Trencher Long Gunners are a ranged support unit capable of unleashing enormous volumes of firepower on the enemy. These troops are still relatively expensive for a backline unit at 13 points or 19 with the CA, which should definitely be taken.

They are most efficient when aiming to cut down hordes of infantry, with two man CRAs they will reliably hit defense 15 and break armor 18 on average dice. This means they can pretty much slaughter most shield wall infantry. Against more heavily armored units, they are going to suffer, but they will still manage to put in very meaningful damage into the targets. With large CRAs and Marksman they can snipe out systems and branches on warjacks and beasts. However, as effective as this may be, enemies might bait you into using large CRAs to do this because in terms of pure efficiency they probably should not be using too many of their shots on well armored target if it can be helped.

Hopefully you should be able to shoot any melee units threatening these models before they become a problem by taking advantage of your excellent range. Against other ranged units, choose a critical turn and use the Go-To-Ground minifeat to ensure that next turn your Trencher Long Gunners are relatively unscathed by enemy fire.

In context of themes, they will work well with other Trenchers units allowing Commandos and the more versatile infantry to slow the enemy down while they keep pouring on the fire. Anson Hitch allows them to shoot through their own models expanding their LOS. Express Teams can ensure any damage they deal to larger enemies remains. The Patrol Dog ensures the enemy cannot trivially avoid their damage through use of stealth. Maxwell Finn’s veteran leader allows for them to hit even more accurately, although that might borderline on serious overkill.

The important take away is that Trencher Long Gunners have arguably more fire power than any other unit in Cygnar. They are expensive enough that you will have to deal some serious damage.

Combos & Synergies

  • Between Precision Fire and Combined Ranged Attack, you can start targeting Warbeasts' spirit or Warjacks' Cortex columns. Completely cripple them by applying Grievous Wounds through a Trencher Express Team or Caine2.
  • Finding it hard to get off that 2nd shot? Use them with a Snipe warcaster or Siege2's feat.
  • Hitch can, and probably should, hand them Target Priority to ward off any low rolls when using Combined Ranged Attack.

Drawbacks & Downsides

  • Very expensive unit with no innate Dig-in ability. Keep the officer alive at all cost if you'll need Go to ground.
  • Vulnerable to melee attacks and/or jamming.
  • Shield guards make big CRAs pointless.
  • Hazard AoEs and covering fire templates will force you to move, losing out on dual shots.
  • Can encourage you to play defensively due to their long range and Dual Shot, which means you can leave your scenario game weakened.

Tricks & Tips

Tactician only works for Trenchers, which can lead to other models blocking their line of sight instead. If you're taking Grenadiers, who are typically further forward due to their shorter range, make sure they are dug in. The larger based model would normally block the Long Gunners' line of sight to small or medium based models - If the Grenadier is dug in, it does not block line of sight.

If your opponent's ranged game is weak and you don’t need to use Go to Ground defensively, or you need to deal enough damage and are desperate enough to need to do it, you can use the minifeat as a means of getting around your own line of sight problems because dug in models do not block it.



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

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)


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
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 : 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)

Rules Clarification : Tough - None yet. (Edit)

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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.
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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 : Go to Ground      (Edit)

  • Other than being an "Any Time" ability and having a 1-round duration, Go to Ground is identical to Dig In, so I've put those rules clarifications below.
  • 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 : 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 : 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)

Rules Clarification : Precision Fire - None yet. (Edit)

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Rules Clarification : Marksman and/or Precision Strike     (Edit)

  • These abilities do not get around Retribution Force Fields. The attacker's ability assigns it to a column, and Force Field reassigns it.
  • Versus a Colossal or Gargantuan, you don't get to choose which grid is damaged. That is still governed by which Firing Arc the attacker is standing in.
  • Attacker chooses column vs Defender chooses column (Edit)
    • When both the attacker and defender have an ability that lets them choose the column that gets damaged, the attacker gets to choose. (Infernal Ruling)

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Note to Editors
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