Cygnar Trencher Solo
According to his men in the 95th Trencher Company Finn is "The toughest bastard alive." He's hellbent on providing close support to friendly Trencher units.
|Captain Maxwell Finn
Weapons and Attacks
- Mini-Slugger - 10" range, POW 11, ROF d3 gun.
- Trench Knife - 0.5" range, P+S 10 melee weapon.
- Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
- Grievous Wounds - Models hit by this weapon lose tough and can't have damage removed for a round. Massive model are immune.
- Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
- Assault - This model may make a ranged attack as part of its charge.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
- Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
- Killing Spree - If this model destroys one or more enemy models with a melee attack during its Combat Action, afterwards it can move 1" and make another melee attack.
- Rapid Strike - This model has an additional melee attack each activation.
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
- Veteran Leader (Trencher) - While in this model's command range, other friendly Trencher models gain +1 to attack rolls.
Thoughts on Captain Maxwell Finn
Captain Maxwell Finn in a nutshell
Finn is Cygnar's unholy terror when it comes to killing infantry. Between his high MAT, Killing Spree, Weapon Master and Grievous Wounds, there is very little that can withstand his charge, and will chew through entire units if they are too tightly packed. Rapid Strike even gives him some insurance against an unlucky hit roll just to rub it into your opponent's face. He'll then reposition somewhere after the carnage so your opponent has one more problem to solve on their turn while they recover from the shock.
If they try to stop him before he gets to melee, they will have a hard time thanks to Stealth and his significant number of boxes.
Combos & Synergies
Finn is a one man killing machine, but if you insist on supporting him...
- Captain Allison Jakes increases his threat range on feat turn, and means that the enemy can't escape so easily by spreading out. But if you want to Killing Spree your way through a unit, you probably won't want to make use of the Electro-Leap aspect of her feat.
- Lanyssa Ryssyl and her Hunter's Mark gets him further up the field.
- Any Trencher loves to have Finn nearby to improve their accuracy. His Veteran Leader ability is doubly useful when using Warcasters that do not buff units such as Captain Kara Sloan or Captain Jeremiah Kraye.
Drawbacks & Downsides
- His Assault shot can be a trap. If you kill your charge target and there is nothing left in melee range, you won't have a chance to use Killing Spree to carve through the rest of the unit.
- His normal threat range is nothing special.
- In a Timed Turns Steamroller event, a good Killing Spree can substantially drain the amount of time you have for everything else.
Tricks & Tips
- Keep him back from the front line of whatever Trencher unit you're using. Use him to charge once your opponent has committed to melee with your front line.
Comparison to Mk2
Maxwell Finn is now a very different beast. In Mk2, he was often used as a source of Desperate Pace for your preferred Mercenary unit with Murdoch attached and not much else besides running to secure objectives.
Other faction models
Rules Clarification : Advance Deployment - None yet. (Edit)
Rules Clarification: : Assault (Edit)
Warning: This is a long one.
Step 1: Declare the charge
- Are you in already melee? With any enemy, not just your charge target?
- If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
- If no, continue to Step 2.
- Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
- You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).
Step 2: Move the charging model
- As soon as the movement is finished, determine whether it was a successful charge or not.
- Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
- Do this before resolving your Assault attack.
- Did you make a successful charge? You get the ranged attack even though you're "in melee". Refer to the latest Errata.
- Did you fail the charge? You still get the Assault shot anyway.
- Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee". Refer to the latest Errata and also this (Infernal Ruling)
- Now that you've figured out whether the charge successful, you (or your opponent) can trigger "Ends Movement" effects.
- Nothing that happens from this point onwards will retroactively change a failed charge into a successful charge, or vice versa.
- If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling) This is a reversal of an earlier ruling.
- If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
The Infernal Ruling dictates that Assault is not a "triggered ability" (since if it was, you wouldn't be able to cast a spell between ending movement and using your Assault shot).
Thus Assault will never occur simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot
Step 3: Make the ranged attack
- The ranged attack is optional.
- Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling)
- Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
- Make your ranged attack vs your charge target
- If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
- A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
- If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
- Is the target in melee with the shooter?
- If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
- If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.
Step 4: If you miss
- If you miss the target, and the target is not in melee with you, then resolve it the same way as a normal ranged attack.
- If you miss the target, and the target is in melee with you, then ...
- Randomly reassign the shot (as per the TMM rules) (nothing in Assault says it ignores this).
- Do not include the shooting model in potential 'randomees' (because you can't target yourself as per the 4th paragraph of TMM) but do include models the shooter is in melee with (as per the TMM rules).
- If the shot is randomly reassigned to a friendly model, then they will always get the +4 DEF bonus. The only way to ignore that bonus is if the 'point of origin of the attack is in melee with the target' and you can never be in melee with a friendly model.
Step 5: After finishing the Assault attack
- If it was an unsuccessful charge, your activation now ends.
- If it was a successful charge, and your charge target is ...
- still alive, then you get your charge attack (as per the charge rules)
- dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
- Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).
- Move all models in the unit before making any Assault attacks. (Infernal Ruling)
- Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
- Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
- If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
- You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
- Assault & CRA (Edit)
- You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
- Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
- Assault vs Countercharge ( Edit )
- With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)
- So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...
- If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.
- But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.
- Assault & Drag ( Edit )
- You determine whether a charge was successful or not before making the Assault attack.
- If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
- It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
- You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
- Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
- You won't be able to purchase additionals (because your activation ended).
Rules Clarification : Stealth (Edit)
- "Automatically missing" is not the same as "cannot be hit by".
- For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Killing Spree - None yet. (Edit)
Rules Clarification : Rapid Strike - None yet. (Edit)
Rules Clarification : Reposition (Edit)
- Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
- You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. Click here for a detailed explanation
- You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended.
- This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)
Rules Clarification : Veteran Leader (Edit)
- The bonus doesn't normally apply to the model giving out the buff, because it (normally) specifies "other models within ...".
- Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
Rules Clarification : Weapon Master - None yet. (Edit)
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.