Trencher Express Team

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Cygnar Logo.jpg Trencher Express Team

Cygnar Trencher Weapon Crew Unit

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.

Basic Info

Gunner
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR {{{str}}}
MAT 6
RAT 5
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 N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
Spotter
Missing Info
T. Express Team.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 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 N/A
COST 5
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Both
  • 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.

Weapons

  • Gunner
    • Raevhan Express Gun - 14" range, POW 14 ... wait for it ... gun.
      • 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 {{{1}}} 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 - 0.5" reach, P+S 10 melee weapon
  • Spotter
    • Carbine - 10" range, POW 10 gun
    • Trench Knife - 0.5" reach, P+S 9 melee weapon

Theme Forces

Thoughts on Trencher Express Team

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.

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 Trencher Cannon Crew can achieve potentially higher damage output due to Brutal Damage, and can fight more effectively against squishy, stealthy targets with its AoE.
  • 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.

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

Released in the Trencher CID (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
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

RC symbol.png

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)

RC symbol.png

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.
    RC symbol.png

    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)