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  1. #1

    Default Trencher Commandos+Finn

    I've played 2 games so far with Full Commandos and Finn and I must say I'm loving them. The only caster I've played them with thus far has been Kara Sloan, the Rat 7 all boosted pow 12 spray 8s are awesome. Their defensive stats are pretty lackluster though and in the games I've been playing them they have been arcane shielded so they don't fall over to blast damage. Finn is suprisingly good, while I wish he was 2 points I can justify him being 3, desperate pace and +2 for attack rolls all day is worth 2 points in itself on top of that he brings a clould for me to hide my caster behind. I want to try commandos with other casters, has anyone had any success with others than Kara Sloan?

  2. #2
    Conqueror MollyHatchet's Avatar
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    They seem to be kinda good with Stryker2 on paper, considering anatomical precision, but I havent tried it myself yet... I really should do that.

    I also run them in a Siege Tier list. Grenades under Feat is hilarious.
    Im starting to get rather tired of PP making things that I have to buy. Seriously, cant they just start putting less cool stuff out for me to throw cash at?

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  3. #3
    Destroyer of Worlds Gr33nJ3llo's Avatar
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    Quote Originally Posted by Crump View Post
    Their defensive stats are pretty lackluster though and in the games I've been playing them they have been arcane shielded so they don't fall over to blast damage.
    Their DEF/ARM is standard for Cygnar infantry, I've always assumed it was just human standard, and if you got hit, they died. Stealth is the biggie here.

    Quote Originally Posted by Crump View Post
    Finn is suprisingly good, while I wish he was 2 points I can justify him being 3, desperate pace and +2 for attack rolls all day is worth 2 points in itself on top of that he brings a clould for me to hide my caster behind. I want to try commandos with other casters, has anyone had any success with others than Kara Sloan?
    Keep meaning to play him.

    I might suggest Siege, since he has a Trencher Tier list, depending on how many Trenchers you want to add on. The commandos + Finn definitely qualifies, and you can get a 1 point discount on units at Tier 1. I keep meaning to build a list to take advantage of it. It does require the chain gun and/or cannon, but I suspect they're pretty good in combination with a Cyclone to up the total number of templates.
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    Destroyer of Worlds bStyker's Avatar
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    They're great with eNemo. Polarity shield on Commandos = Can't shoot'em, can't charge'em. Very nice.

    I've tried them with pCaine once as well. Snipe allows them to hit earlier on... and Sniped grenades is pretty fun.

    Best,

  5. #5
    Destroyer of Worlds Ender101's Avatar
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    I like the Commandos and I've been meaning to try them with Finn.

    I've taken Finn plenty of times because he's a cigar smoking, mini-gun toting bad@$$ straight out of a 1990's action flick. I do think that he's overpriced and that (before the commandos came out anyways) the units he supports are lack luster. Veteran leader is a poor buff in comparison to others buffs out there (Damn thee Joooooooooooee!), as to get the benefit they have to see him, which means that he's probably flapping in the wind (nothing makes me sadder than someone shooting Maxwell. Stupid Hunter rule *sniffle*). (all () are mostly in jest of of course).

    With Commandos the Desperate pace seems incredibly solid, and, at least in theory machine taking Rhuptert for tough could fix some of those survivability issues.

    Other casters that this combo might work with are:

    Connie for Crusaders Call + Desperate Pace would be all kinds of bonkers.
    Haley1 for making sure they get that first charge, and the Temporal Barrier -2 Def makes the commandos Mat 11 Rat 9 if they can see Fin.
    Caines 1&2 can give Finn blur, making him more survivable.
    Stryker2 for some extra movement from the feat.
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  6. #6
    Destroyer of Worlds Joasht's Avatar
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    Finn is a strange one; his universal +2 attack buff to Trenchers can be extremely powerful in an all-Trencher list, but they need to have LOS to him. I think its easier with just like one unit although some would have positioning issues (e.g. for the context of this thread, where its just the commandos), but if you take an entire Trencher army....in my head it doesn't seem like it would be easy.

    No clue though, I need to see it on the table to see how feasible this is.
    Anyone with experience, thoughts on it?

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    Conqueror TheIronclad's Avatar
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    I just used Finn and a full unit of commandoes against an Ossyan Ret force to great effect. I didn't even bother trying to get the attack bonus. I kept Finn well behind and used desperate pace. On my turn two I was throwing nearly ten greandes into his main line for fun.

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    Yeah, they love other peoples stealthed range stuff. They just bomb it with grenades.

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    Destroyer of Worlds phoenix1's Avatar
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    While I can't say I've used Commando's, I've been fiddling around with regular trencher's + finn and Constance and have had alot of fun with them. No one expects a 13' assault charge from trenchers hehe.

    The only problem I've had is cracking high def/armour without transference, so maybe commando's would work better in this case. =)


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  10. #10
    Destroyer of Worlds MadJack's Avatar
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    Quote Originally Posted by phoenix1 View Post
    No one expects a 13' assault charge from trenchers hehe.
    Well, considering the table is only 4' x 4' I would imagine a 13' assault would be very unexpected!

    Yes yes, I realize it was just a typo and it was meant to be 13", but you've got to admit, a Trencher assault from several tables over would be a bit of a shock...
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  11. #11
    Destroyer of Worlds Griffin839's Avatar
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    Quote Originally Posted by bStyker View Post
    They're great with eNemo. Polarity shield on Commandos = Can't shoot'em, can't charge'em. Very nice.

    I've tried them with pCaine once as well. Snipe allows them to hit earlier on... and Sniped grenades is pretty fun.

    Best,
    Plus with fail safe you can choose the direction for aoe deviations in enemo's control area as well.
    The arguement that X only worked because Y was a terrible player, or any form of this assertion, is never a valid point in forum discussion and should thus be ignored.

  12. #12

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    I think youre refering to forcefield. That one only works on enemy deviation sadly :-( .
    Cygnar strong !

  13. #13
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    Yea these guys are the bane against any retri force field them with Siege, trench them and watch your opponent tear his hair out.The only problem I have with them are that their grenades are little lackluster against beasts and jacks alike If they were pow 14s I would really able to field them generally. Another thing I have against them is (and some people swear by it) that they got what it takes to face multi-wound infantry them but in all my test plays they just simply don't have the hitting power or the survivability. I actually expected them to be at least one point higher DEF than ordinary trenchers when they were originally announced, it will fit their profile and also give Cygnar a option to a more melee orientated version of high DEF troops similar to rangers, but no they had to be very specialized. I can't say that they will fit in every list and be able to face all comers but against the right army they can be insane.

  14. #14
    Destroyer of Worlds Marth's Avatar
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    Quote Originally Posted by Calibre View Post
    The only problem I have with them are that their grenades are little lackluster against beasts and jacks alike If they were pow 14s I would really able to field them generally.
    There was (and is) a reason that Zealots got their POW 14 bombs taken away. It's the greater numbers of guys in the unit that makes this wrong. If something had a pow 14 bomb, it'd be a solo at best - but not a ten man unit. Commandos are really great, though.

  15. #15
    Conqueror mauler78's Avatar
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    Trencher Commandos and Alexia that is all I have to say. Ran this with EHaley and a Storm Strider, and actually ran out of risen to place on the table (ie all 20 were in play). Needless to say I charged Alexia at my opponents caster that turn with her 20 pseudo focus and raped them.

    That all aside, I think the Commandos are a solid choice since they can provide answers to multiple problems. High ARM, no problem if you are living I anatomical precision and you die; thats right shield wall whats up. High DEF, no problem I stay back a little bit and fling grenades all over the place with super short deviations and blow you up; thats right DEF 17 Kayazi you die good. Stealth works both ways, since you can run a gun line behind them and once they are more then 5" from the shooter don't block LOS. Their WA is just icing on the cake, spray 8 POW12 for more disaster. I have only fielded them a couple times, but the will be hitting the table much more often.

  16. #16

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    This thread made me get a full unit + wa :-)
    Looking forward to use them with phaley.
    Cygnar strong !

  17. #17
    Destroyer of Worlds
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    Quote Originally Posted by Marth View Post
    There was (and is) a reason that Zealots got their POW 14 bombs taken away. It's the greater numbers of guys in the unit that makes this wrong. If something had a pow 14 bomb, it'd be a solo at best - but not a ten man unit. Commandos are really great, though.
    Zealots can still achieve POW 14; they still have prayer of fervor. In Mk 1 they were pow 16 with prayer of fervor.

  18. #18
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    iksander took the words right out of my mouth. Here is the way I see things, veteran players would not bunch up their units, so the grenades having range and aoe 3 is pure for fluff purposes. Furthermore as far as cost goes their stats are average, so we are essentially only paying for stealth and AP. Their "grenades", note that I put it in quotes as you can essentially compare their grenades to the same * Power attack McThralls do except theirs are POW 15. We can push up their POW with Kiss, but then we are paying additional cost for something that already border-lining over costed. Don't get me wrong they are good, but I always find it an issue to what to play them as: do you play them as melee AP unit? or do you play them as a short range shooter unit with sprays. The lack of assault which might have put them on par with multi-wounded models, shooting and charging in. Also on first glance one might think they're a hit an run unit, based on the fact that they still retained their ranged weapons, but since they don't really have speed or abilities(swift/sprint) to out maneuver the enemy, they can be caught by most infantry running to engage. Maybe somewhere in the future we might get a ua which will grant them assault or swift/hunter maybe even a character. But currently they are just too situational to include as a generalist unit.
    Last edited by Calibre; 03-27-2012 at 11:51 AM.

  19. #19
    Destroyer of Worlds Griffin839's Avatar
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    Quote Originally Posted by viggo3000 View Post
    I think youre refering to forcefield. That one only works on enemy deviation sadly :-( .
    Ya thats the one. With stealth, cannot be charged, and the ability to deviate enemy attacks away from them as they go up the field, they are as safe as any unit can be going up the field.
    The arguement that X only worked because Y was a terrible player, or any form of this assertion, is never a valid point in forum discussion and should thus be ignored.

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