Trencher Master Gunner

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Cygnar Logo.jpg Trencher Master Gunner

Cygnar Trencher Solo - ('Jack Marshal)

Master gunners are survivors of countless battles and have earned expertise that makes them some of the most valued artillerists in all of Cygnar. These men and women are versed in all the skills of the artilleryman from barrage firing patterns to the use of defilades. They are experts in the complex commands used to coordinate a battery of field guns. Where other armies make use of artillery as support, the master gunners orchestrate their batteries into precision instruments of war.

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.

Trencher Master Gunner
Missing Info
Trencher Master Gunner.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 6
RAT 6
M.A. N/A
DEF 13
ARM 13
CMD 9
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 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

  • '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.
  • Artillerist (★ Action) - Target friendly Faction model in CMD range gains +2 RAT on its next AOE ranged attack this turn. Also, it can reroll direction and/or distance if it does not directly hit.
  • Battery Fire (★ Action) - RNG CMD. Target friendly faction weapon crew model. If in range, it can make an additional ranged attack during its activation this turn.
  • 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.
  • High-Angle Fire (★ Action) - Target friendly Faction model in CMD range. Its AOE weapons gain Arcing Fire. (Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.)

Weapons

  • Scatter Gun - 8" spray, POW 12 ranged attack
  • Trench Knife - 0.5" reach, P+S 9 melee attack

Theme Forces

  • Other Factions

Recent Changes

No changes since 2017.08


Thoughts on Trencher Master Gunner

Trencher Master Gunner in a nutshell

The Trencher Master Gunner is an odd mix of abilities. He's a jack marshal without a drive. He can use Battery Fire on a weapon crew for an extra shot - but costs as much as a cheap weapon crew by himself. He's a Trencher, but has no direct access to Dig In. Overall, he is a support piece for your gunlines - mainly those centered around your AoE lobbing pieces and/or weapon crews. He's also one of Cygnar's few wielders of spray weaponry.

Combos & Synergies

Using him as a jack Marshal

  • Sentinel - All Jack Marshals love Sentinels, but bringing it for the Gunner alone is quite a waste of points. If there's an important target to be protected from getting shot, and you cannot trust the Sentinel under your warcaster's control, then go for the Gunner. Otherwise, choose something else instead.
  • Avenger - Its RAT is pretty poor by Cygnaran standards, so getting it up to RAT7 with either Strike True or Artillerist can help compensate for generally having to move and shoot. Combine the two for Eiryss-level accuracy. The High Angle Fire can also be useful sometimes.
  • Reliant - Your cheapest heavy with an AoE gun.
  • Grenadier - First and foremost, you should consider this jack for marshalling. If it digs itself in, it can provide you shelter due to Foxhole Buddy, and the Gunner can reload it. Occasionally, you can bring a Patrol Dog to form a great deterrent against flanking solos and units with Stealth (and a second reload source too).

Using him for his abilities, which is more appealing anyway:

  • Trencher Cannon Crew - Joint most expensive of Cygnar's field artillery and the one that can gain the most.
  • Trench Buster - RAT 7 is better than RAT 5
  • Trencher Express Team - The best trencher artillery piece and a core part of every Gravediggers list. He gives them 2 shots per turn.
  • Hurricane - This colossal also has 2 AoE guns - and Arcing Fire on them can open up interesting threat vectors.
  • Stormsmith Storm Tower - Two shots from your storm tower mean potentially twice as much fried infantry. They cannot be in the same theme force though.

Drawbacks & Downsides

  • He's a special order model.
  • He's a jack marshal without drive, and no extra ability to tune up the jack under his care (apart of Artillerist, if the jack happens to have an AOE gun).
    • Furthermore Marshalling is not all that appealing in Gravediggers since jacks don't count for free points.
  • Trencher Chain Gun Crew gets only a single extra shot from Battery Fire instead of D3+1 - and another team costs just as much as the Gunner.
  • Needs another model with Dig-In to get the benefits through Foxhole Buddy.
  • You'll have to play out of theme if you want him to boost any non Trencher artillery piece such as the Storm Tower.

Tricks & Tips

  • Use Battery Fire until the time for artillery is done - then use his spray

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 : '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 : Artilleristand/or Lucky Shot and/or Spotter     (Edit)

  • This ability doesn't work on weapons with AOE (★) weapons (such as Old Witch2). (Infernal Ruling)
  • Roll both direction and distance, then choose which (if any) you want to reroll, then reroll those.
    Don't do something like roll direction, then re-roll it, then roll distance, etc.

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

RC symbol.png

Rules Clarification : High-Angle Fire     (Edit)

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.