Winter Guard Field Gun Crew

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Khador Logo.jpg Winter Guard Field Gun Crew

Khador Winter Guard Weapon Crew Unit

Mk4 icon.png
Prime
This model is available in one Prime Army, 5th Division. 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 field gun is a marvel of modern munitions. Its shells are able to penetrate the thickest armor, and they are capable of wrecking whole sections of a warjack with a single shot. Fielded in numbers, these weapons have proven to be a devastating surprise for more than one enemy commander.

Basic Info

Winter Guard Field Gun Crew
Missing Info
WG Field Gun.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 2
STR 5
MAT 5
RAT 5
M.A. N/A
DEF 12
ARM 13
CMD 5
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 3
COST 3
1 pt each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Gunner
    • Officer symbol.jpg Officer
    • Man-Sized - This model is treated as a small-based model and occupies the space from the bottom of its base to a height of 1.75".
    • Mobile Artillery - When this model advances as part of its Normal Movement, it gains +1" movement for each Grunt in this unit within 2" of it at the start of its advance.
    • 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.
  • Grunts
    • The Grunts are SPD 4

Weapons

Gunner
Field Gun
Gun icon.jpg  RNG   ROF   AOE   POW 
14 1 - 15
Axe
Sword icon.jpg  RNG   POW   P+S 
0.5 3 8
Grunts
Blunderbuss
Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 12
Axe
Sword icon.jpg  RNG   POW   P+S 
0.5 3 8

Theme Forces


Thoughts on Winter Guard Field Gun Crew

Winter Guard Field Gun Crew in a nutshell

The Field Gun is the more versatile weapon crew in Khador's arsenal but lacks the damage output of its twin the Mortar Crew. With one attack each round the Field Gun looks for heavy targets to knock down and its POW 15 will still put damage on heavies.

The Field Gun is the Winter Guard's support artillery that prioritizes accuracy and utility over raw damage. Knockdown on a stick is very handy in a faction of RAT 4/5 shooting.

Combos & Synergies

Knocked down models become trivial to hit at range even with Khador's low RAT models, making the Field Gun a good starting point for a ranged assassination. If Kovnik Joe is around and you get the chance to aim (and with 14" RNG that does happen) you can get to RAT 9, and as soon as the enemy model is knocked down the RAT of the rest of your army becomes irrelevant.

The Winter Guard Field Gun Crew counts as a Winter Guard unit, so when in the Winter Guard Kommand theme force they are eligible Sacrificial Pawn targets for the caster. At 4p they are also the cheapest unit that can be fielded, costing the same as a normal solo.

Drawbacks & Downsides

The Field Gun has the same stats as a normal Winter Guard grunt, so removing it from play is rather trivial. One good deviation on a blast roll or even low POW shooting will kill them instantly. Make sure that you are making the most use of the gun's RNG 14 every turn and keep it away from enemies

Tricks & Tips

  • One of the only ranged units that can inflict knockdown just by hitting. Use this to make it easier to hit a target, or to open up a charge for firing lane.
  • Due to the fact the the Gun has SPD 2 and gets 2 extra inches from its grunts, the fastest way to move your gun around is to have it charge things. Charge for 7" if you have no viable targets or move 4" and shoot.


Other

Trivia

Released in Warmachine: Superiority (2006)

Other Khador models

Khador Logo.jpg       Khador Index       (Edit)
Battlegroup & Similar
Warcasters

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Knockdown      (Edit)

  • 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 : 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.
RC symbol.png

Rules Clarification : Man-Sized      (Edit)

  • Despite being mounted on a large base, the model counts as a small-base for any and every rule. (Infernal Ruling)
    • This includes Ranking Officers being able to join them. (Infernal Ruling)
    • This includes being able to take them as a Requistion Option (if you have a Man-Sized solo in a theme that allows free solos). (Locked Thread)
    • This includes abilities that only work vs small-based models (such as Consume, Trampling over them, etc). Those work just fine vs Man-Sized models.
  • When drawing LOS it blocks LOS across the full width of its base (some players think you should swap it for a small proxy base when trying to draw LOS past the edge of its base ... don't do that).
  • Since it only counts as a small-based model, it only blocks LOS to other small-based models. You can see medium and larger bases through it just fine.

Rules Clarification : Mobile Artillery - None yet. (Edit)

RC symbol.png

Rules Clarification : Take Up      (Edit)

  • If you use Take Up the attacking model cannot trigger anything that needs the attacker to "Destroy" a model (such as Alpha Hunter, Killing Spree, Berserk, etc). Although the model that was attacked reached the Destroyed step of the timing sequence, Take Up negates that entirely. (Infernal Ruling)