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View Full Version : WG Field Gun -> Fieldable, or is it a Dud?



McDevious
01-13-2010, 08:17 AM
In an effort to make my army more conventional, I picked up the Mortar a while back to go with my WG infantry. Looking at the other WG units, they also have a field gun unit.

It's only 2 points, which can be good to fill in gaps, and fires more or less all the time at RAT 7 at targets 16" away. It seems a little bland... all it has as a 'fun extra' is Crtical Knockdown, which I hate because even with help from Kovnik Jo, I usually miss out on crits.

So it gets one shot that will hit DEF 14 on average (17 with Jo's help). Who should it be aiming for? At 16", I figure solos, small units of infantry (not units of small infantry) or support units that are unfortunate enough have micron of their base showing. The Spriggan can be a pal by lighting up any stealthy solo it can't finish with its grenades.

Here's the big question before I run off an purchase 1-2 => How does it work outside of my (limited) theorycraft in a real game? Is it worth purchasing? Does it combo well with anything? If it is worth purchasing, is it worth purchasing 2 and using them in tandem?

i_like_tool
01-13-2010, 08:25 AM
Here's the big question before I run off an purchase 1-2 => How does it work outside of my (limited) theorycraft in a real game? Is it worth purchasing? Does it combo well with anything? If it is worth purchasing, is it worth purchasing 2 and using them in tandem?

I've been playing around with one(not 2 sorry)as of late. I've found that for 2 points, I get my points back in general.

The big thing is that I am rarely targeting Infantry/solos due to the RAT(Even Rat 7 is sometimes tricky against Solos)and I find myself using it to get 2 extra P+S 14 Shots against Jacks/Beast that are closing the gap between our armies. I can normally get about 3 turns worth of shooting out of it which isn't bad in my opinion.

The Spriggan does do well in lighting up Stealth models to take shots at, and I've gotten luck and have taken out a MHA(Stealth Ret people, forget the models name) from time to time

Hope this helps some. I've only gotten in 4 games with them and I'm going to keep trying them

DemonCalibre
01-13-2010, 08:58 AM
Personally, I have had a great deal of sucess with the field gun. I have run two, I have run one with joe, and I have run one by itself.

Here is how it works at least for me. The Field guns job is to soften up warjacks a little bit. If you run the math most of our Warjacks with the exception of Behemoth are unlikely to total an opposing jack in a single round of combat with 3 focus, unless they get some hardcore help(Fury, Blood Frenzy, Unearthly Rage), but we generally can't afford to have a jack stand around duking it out with one of it's enemies, because if you assault your opponent can bring much more force to bear.

So enter the field gun it's cheap, and can do the 2-6 damage you need to soften an enemy heavy up enough to take it in one turn, also it has the chance to crit knock down, which is just an added bonus.

Lastly remember due to the cheapness of the field gun it can rapidly make it's points back. Against expensive infantry(Trenchers, precursors, Iron Fangs, etc), Killing two grunts generally makes it's price point, or 3 men from a 4/6 unit, which it can easily accomplish in any given game.

I love the field gun, it's not a rock star, it's a roadie, it quietly gets the job done.

OrsusSmash
01-13-2010, 09:23 AM
In my experience, the Field Gun is certainly worth it. The range on it is pretty awesome for a direct fire model, and now that you can run Light Artillery into position, it can be threatening a healthy chunk of the table early on.

It threatens non-Stealth (or, with the Spriggan, Stealthed) solos very well; the accuracy is good enough to hit most solos with average rolls, and the POW is more than enough to paste most of them.

The Field Gun is also nice for softening up enemy warjacks and warbeasts. It'll sink some decent/good damage into most lights, and an above average roll can sink some crucial damage onto a heavy.

And as random as the crit is, it has won me more than a few games by knocking down models at key times. Think of it as a bonus on a wonderfully cheap gun. ;)

I love the first one so much, I'm going to pick up a second one once I free up some case space. One for 2 points is a solid deal, and a good way to add some fire support to an army. Two for 4 points is a solid concentration of firepower that should be able to cause some real trouble. Toss in Joe, and for 6 points, you have a pair of guns with great range, great POW, and good/great accuracy, depending on which one gets the attack boost that turn.

McDevious
01-13-2010, 09:37 AM
Good informative answers! I'm definately going to pick up at least one (probably 2... it just looks that cool).

Question(s): When using eIrusk, is it worth using FFE on it over a WG Mortar or a Destroyer? Also, does the boosted damage from FFE affect figures caught in the blast? I assume it doesn't, but I'd rather be sure.

Rogue Sun
01-13-2010, 10:03 AM
FFE should ALWAYS go on a mortar. It does indeed affect the blast damage rolls as well, which is why mortars are such a great choice. They have the largest AOE available to us, usually need help hitting things and POW 8 blast damage with boosted damage rolls is a serious threat to infantry.

DemonCalibre
01-13-2010, 10:09 AM
While on paper FFE gives more boosts then a mortar, I have had a great deal of success with it, on the field gun. Why? sometimes having your mortar hit, isn't good you want it to drift to the optimal spot(rather then paste on guy), and secondly, the Mortar's rat is bad enough even with the boost, you can't count on hitting.

The Field gun on the other hand with FFE is going to hit, much more likely to crit, and a boosted power 14 damage roll will put the hurt down on the jack.

I am not saying that a Mortar is bad, I am just saying a Field gun is a solid target, it comes down to field conditions for the most part. Sometimes there aren't Troops to AOE, or it won't matter, sometimes boosted damage on a jack is critical, or perhaps a chance at the knock down.

OrsusSmash
01-13-2010, 10:28 AM
I am not saying that a Mortar is bad, I am just saying a Field gun is a solid target, it comes down to field conditions for the most part. Sometimes there aren't Troops to AOE, or it won't matter, sometimes boosted damage on a jack is critical, or perhaps a chance at the knock down.

And for a good one-two punch, if the Field Gun crits, shoot the knocked down target with the Mortar!

You can actually accomplish something similar with Joe, a Mortar, and a Field Gun, if you want a module you can plug into any army (and have perform rather well for 7 points.)

DemonCalibre
01-13-2010, 10:45 AM
I have bounced FFE from a Destoryer => FIeld Gun, with Joe buffing the other Fieldgun

It was pretty quicked, and vastly improved the chance to crit.

OrsusSmash
01-13-2010, 11:10 AM
Yeah, that would hurt quite a lot. Bless the wicked effectiveness and efficiency of Khadoran artillery! ;)

I'm looking forward to seeing if either Irusk offers up artillery as part of their tier list, just for the wonderful chaos of potentially seeing 3/4/5 Field Guns or Mortars on the table. :D

thrasymacus
01-13-2010, 11:36 AM
In addition you get 3 warm bodies on the field with sturdy blunderbusses and axes. Have that 3rd dude ahead of the pack blocking charges to the gun while popping off rounds.

DemonCalibre
01-13-2010, 11:51 AM
Using the Third dude as a solo is awesome with Joe, because he gets a boosted BLunderbus shot, I have had field guns score their points in one turn, One shell from the Fieldgun and Chumpy McChumpsalot gunning down someone with his Blunderbus.

unbanned
01-13-2010, 12:36 PM
FFE on the field gun all day. Very effective! Joe with the mortar. No one sees energizer '3' charging spriggan on a crit shot heavy or caster after the mortar auto bombs them :)

testuser
01-13-2010, 10:44 PM
FFE should ALWAYS go on a mortar. It does indeed affect the blast damage rolls as well, which is why mortars are such a great choice. They have the largest AOE available to us, usually need help hitting things and POW 8 blast damage with boosted damage rolls is a serious threat to infantry.

So if you deviate and hit say 3 models, do you get to boost damage for ALL or just 1 of those? (mortar - POW 8 + 3d6?)

Avecrien
01-13-2010, 10:53 PM
All damage rolls with the first shot :) Boosting just one blast damage roll would be silly.

testuser
01-14-2010, 01:02 AM
All damage rolls with the first shot :) Boosting just one blast damage roll would be silly.

Well not really. even boosting one of them would be good.

But you are 100% on this?

Mercykiller
01-14-2010, 01:05 AM
Yes. It's the whole point of the spell.

testuser
01-14-2010, 01:08 AM
Yes. It's the whole point of the spell.

freaking awsome. thanks!