I'm aware Trenchers are a rather common topic, but I've been thinking about this a little bit. Heck, even got the models (mostly second hand for cheap) but haven't gotten around to painting and putting them on the table as I've been "distracted" by the Motherland.
I'm going to go about spilling some of my thoughts, and I'm hoping you guys would be able to help me brainstorm a little bit more. I want to make these guys work to their best of their ability, but I can't quite place how I want to achieve that yet.
Basically, the pseudo-Deathstar is the min unit + UA + 3WA + Finn. Its a total of 14 points for 12 models; a slightly lackluster parallel to the WG Deathstar, which in itself is 13 points for 16 models.
Thing is, you can't quite play it like the WG DS; they aren't a high-DEF tarpit that happens to hit hard with incredible accuracy, and frankly the only parallel I can barely draw between them is the whole "unit + solo" thing they have going, their preference for ranged combat and the nearly identical point costs. I do wish that this thread doesn't become a "WG vs Trenchers" discussion, as I never intended for it to be that way...
The main thing they have going for them defensively with the UA (in fact, the main reason I'd take the UA) is Cautious Advance, which when coupled with Desperate Pace and AD gives them an incredible 24" into the table (10" deployment + 6" AD + 8" move) for a total of 34" threat with their guns. And while they are in this position, they become high-DEF, blast-immune targets against shooting.
It seems like the main application of the rather awesome speed is to get into a key position early on, and force your opponent to get to them while mercilessly shooting them - kinda what you'd expect Trenchers to literally do. Trenchers aren't terrible shots either with their POW 11 guns and numerous ways to gain attack bonuses (Finn, Deadeye, Rangers, etc.). So this leads me to three other points:
1) So now that you have them holding a key position, then what? How do you capitalize on having possibly dictated where your opponent needs to be? Do I hold my force in position ready to counterattack? Or use them as a feint/bait to lure them aside? This would probably be dictated by several variables (your list, what you are facing, the scenario, etc.) but what would you guys think of trying?
2) Which warcaster? I'm thinking someone like pHaley would be great with them; Deadeye and her Feat give them better effectiveness, and TB does aid their accuracy. Alternatively, someone with Snipe like pStryker/pCaine.
3) Additional support? Ranging from Black 13th to counter Stealth, to Rhupert to give them Tough.
So those are my thoughts. Its a little messy, but I hope you guys could perhaps chime in on some of your opinions and perhaps even experience running this. I love the Trencher models (heck, Finn is probably my favourite Cygnar model in the game!) and want to see them do well.
Thanks!



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