What's peoples thoughts on jack marshalling 2 grenadiers with a full squad of trenchers?
Cheers
matt
What's peoples thoughts on jack marshalling 2 grenadiers with a full squad of trenchers?
Cheers
matt
"good heavens,it seems my wee wee is stricken with rigour mortis"
It's a decent idea, a better one would be to marshal them to the Gun Mage UA while still taking the Trenchers (maybe even a min squad). The trenchers can still reload them and you get up to 6 Rune Shot-enhanced grenades![]()
What type of Trenchers? I'm going to assume infantry... in which case, you probably shouldn't take a full squad. Instead take a min Squad w max Weapon Attachments and save yourself a point (and a body.)
Otherwise, I think the idea of using Grenadiers looks good on paper, but I haven't used it in practice. TKax84's suggestion holds water.
Of course... if you're bringing that... you may as well bring a couple Trencher Master Gunners in order to really make the module shine.
Best,
As much as I like the idea of the gun Mage UA,I'm doing sieges tier list,so it's all trenchers!!!!
Cheers
matt
"good heavens,it seems my wee wee is stricken with rigour mortis"
I'm not sure I'd go for two, simply because it's a lot of extra points, but one JM'ed grenadier with the fully kitted out Trencher unit makes them that much scarier. With a Master Gunner in tow, it gets even better.
What does the rest of your list look like?
I run siege's theme and love it. Trenchers, when played right, are much better than people make them out to be. I have marshalled two grenadiers with a full (15 man) squad and a master gunner. In the theme list it comes out to 25 points, a rather large investment no doubt.
The amount of hurt is pretty remarkable though. My favorite is to open up the hurt with a pow 26 CRA on something big with 6 grenades following
I tend to leave them on the caster... you get RoF 3 easily enough without any kind of input from the unit. I have run the following with pStryker in a fairly competitive environment (we had 2 players in lock and load masters, one who won blood sweat and teirs and took 2nd in last years lock and load if that gives me any street cred):
min trenchers
2 master gunners
2 Grenadiers
I don't know if it will be as good with out snipe, but my basic game plan was to camp them where they threatened the hell out of an objective and let them shower the area with a little trencher rain. Arcing fire, RAT 10, and pow 12 took out a lot of peoples stuff without blinking an eye... I also tended to keep this in 2 clumps so that one lucky spell/spray etc wouldn't kill them all.
I tend to like to keep them on the caster as boosted pow 12's kill stuff good, but YMMV. I could see marshaling them to the gunmages, but that is only because snipe makes Grenadiers go from OK to Good in my book.
Here's a quick list I've thrown together:
Siege
triumph(if I recall he's 11 points,I've lost his card and don't have wrath yet)
Full trenchers with UA and 1 grenade rifle
2 x grenadiers(jack marshalled)
Full commandos with 2 scattergunners
2 chainguns
cannon
master gunner(free)
Finn
Its far from brilliant and it lacks armour busting assets,but not sure what to take without breaking the trencher theme???
Cheers
matt
"good heavens,it seems my wee wee is stricken with rigour mortis"