Trencher Blockhouse
Trencher Blockhouse |
Blockhouses are often built to support Cygnaran trenchworks, providing girded fire bays and supporting fire in the event of an enemy overrun of the front. Able to withstand direct artillery fire from all but the heaviest enemy guns, these blockhouses return fire with salvos from their impressive cannons while acting as mustering points to reinforce embattled trencher platoons.
Contents
Basic Info
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Abilities
- Structure - All structures share the same set of special rules. Most notably being big fat buildings. Click here for the full rules..
- Construct
- Forward Deployment - This model can be deployed up to 8" beyond your deployment zone.
- Girded - This model and friendly models B2B with it do not suffer blast damage.
- Reinforcements [Trencher] - During your Maintenance Phase, return to play d3 small-based friendly destroyed Trencher Grunts to play. Models return with 1 unmarked damage box. Place the returned Grunts completely within this model's command range, and completely within 3" of another model in their unit. Returned Grunts must forfeit their Combat Action the turn they are returned to play.
- Trench Network - Immediately after placing this model during deployment, you can place up to two trench templates on the table. These trench terrain features must be placed either in base contact with this model or in contact with a trench terrain feature that is in base contact with this model. These trench terrain features cannot be placed in contact with a non-trench terrain feature.
Weapons
- Heavy Cannon - 15" range, 4" AOE, POW 15 gun
- High-Explosive - Blast damage caused by this weapon is POW 10.
- Quake - On a direct hit against an enemy model, all models hit are knocked down.
- Military Rifle (x2) - 10" range, POW 11 guns
Theme Forces
Recent Changes
No changes since 2018.07
Thoughts on Trencher Blockhouse
Trencher Blockhouse in a nutshell
It's a support piece. It shoots anything that gets near, provides cover for your troops, and returns fallen trenchers to play.
Combos & Synergies
- Your Warcaster.
- Is there a spot where you want your Warcaster to stand? Would you like to have +4 DEF in that spot? Get a Trench from the network to that point.
- Caine2. The Blockhouse's gun is good, but not great. Fire For Effect makes it that little bit scarier.
- Also dumping Caine in a Trench with Heightened Reflexes. DEF21 with no knockdown and no Stationary is useful.
- Caine also values the 120mm base the Blockhouse provides for screening purposes until he’s ready to move out and attempt an assassination run.
- Also dumping Caine in a Trench with Heightened Reflexes. DEF21 with no knockdown and no Stationary is useful.
- Snipe makes it a little harder to hide from.
- Anything that can buff its average RAT:
- Rangers for Mark Target.
- Haley3's Temporal Distortion bubbles.
- Any of Cygnar's Knockdown or Slam tools.
- The Trencher Master Gunner for either the improved chance to hit or arcing fire.
Drawbacks & Downsides
- The model is a building and so it’s a bit plain & boring.
- A big, immobile piece on the board - poor placing can make it seem poor value for points.
- That is especially true for the Trench templates - the last thing you want is giving away free cover for the enemy's fast and/or flanking units.
- Though models around are defended from blasts, it is still just DEF5. Other dangers, like continuous effects, electro leaps and spells like Ashes to Ashes or Spine Burst can decimate your models around.
Tricks & Tips
- You could field two of them slightly apart from one another. This would allow you to place 4 trenches in a line in front of them (other terrain permitting), to use as a battle line for your units. Trenchers in trenches!
- It is placed at the same time as your non-advance-deploying models, so use it to control the deployment of enemy advance deploying (or even distant deploying) models.
- Deploy the trenches forward instead of across to give your advancing models without Dig In some much needed cover.
- Blockhouses can reload the Grenadier - looks like the crews are really busy.
- In Steamroller games it can't score scenario points (at least not in the 2018 version of Steamroller), but it can contest them and prevent the enemy scoring.
- Note that to contest a zone it needs to in the zone. A couple of scenarios have the zones laid out so that you could deploy it touching them, but this isn't sufficient.
- Specifically it can contest zones or flags in Mirage and Spread the Net, and contest flags in Recon II.
Other
Trivia
- Originally released in the Trencher CID (2017.06)
- It was the first released Structure in the entire gaming system - though rules that interact with Structures (such as Siege1's Combat Engineer) already existed.
Other Cygnar models
Rules Clarifications
Rules Clarification : High-Explosive (Edit)
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Rules Clarification : Quake (Edit)
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Rules Clarification : Structure (Edit)
Huge Base (Edit)
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
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Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Forward Deployment (Edit)
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Rules Clarification : Girded - None yet. (Edit)
Rules Clarification : Reinforcements (Edit)
Return/Add to Play - Typical (Edit)
Return/Add to Play - Other Units (Edit)
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Rules Clarification : Trench Network - None yet. (Edit)