Long Gunner Infantry

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Long Gunner Infantry
Cygnar Unit & Command Attachment

Renowned for their legendary skill and repeating rifles, the Long Gunners are among the finest riflemen in the Iron Kingdoms. Their level of dedication and skill prove invaluable in their role as soldiers at the core of Cygnar’s modern army, and each of these disciplined soldiers is expert in the use of the repeating long gun. In unison, these well-trained riflemen concentrate their fire and release barrages of withering shots that tear through the enemy.

Basic Info[edit]

Long Gunner Infantry
Long Gunners.jpg
SPD 6
MAT 4
RAT 5
DEF 12
ARM 12
CMD 7
Unit Size 6/10
+2 CA
Cost 10/16
+4 CA
1.6 each
See also How to Read the statblock

Weapons[edit]

  • Everyone except the Standard Bearer
    • Repeating Long Gun - 14" range, POW 10 gun.
    • Sword - 0.5" reach, P+S 7. If you ever use it, it's probably game over anyway.
  • Standard Bearer
    • Sword - As above

Abilities[edit]

  • Entire Unit
    • Combined Ranged Attack - This unit can combine their ranged attacks to get a cumulative +1 bonus on accuracy and damage for each model involved.
    • Dual Shot - This model can make an additional ranged attack if it aims.
  • Officer only
    • The officer has +1 MAT & RAT
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Flawless Maneuvers (Minifeat) - Once per game the unit gains Reposition [5"]. (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.)
    • Granted: Trained Fire - While this model is still alive and in formation all of the unit gains Trained Fire. (Trained Fire - Gain an additional die on ranged attack rolls against targets at close range.)
    • Tactics: Practiced Maneuvers - The unit gains Practiced Maneuvers. (Practiced Maneuvers - Each model in this unit can ignore other models in this unit when determining LOS and can advance through them if it has enough movement to move completely past them.)
  • Standard only
    • Standard Bearer - While the standard bearer is within 5" of the unit commander, the commander gains +2 CMD.
    • Take Up - If this model is killed you may instead remove a Grunt within 1". Remove any effects on this model, and apply any effects that were on the old grunt.

Recent Changes[edit]

2017.08 Gravediggers

Cost reduction to 10/16


Thoughts on Long Gunner Infantry[edit]

Command Attachment

Long Gunner Infantry in a nutshell[edit]

No discussion of these guys can start without comparing them to the newer Trencher Long Gunners unit.

Long Gunners Trencher Long Gunners
Basic Unit
16 points (1.6 points per model) 18 points (1.8 points per model), and for that extra 2 points you get:
  • Tough
  • +2 MAT and +1 RAT, DEF, ARM, and CMD.
Unit + CA
20 points, 12 models (1.67 points per model)
Although the standard bearer doesn't have a gun, and if you exclude him its 1.80 points per model.
22 points, 11 models (2.00 points per model)
Minifeat: Flawless Maneuvers (Reposition 5") Minifeat: Go to Ground (a free Dig In)
Granted: Trained Fire (+d6 to attack rolls vs models within 8") Granted: Precision Fire (Reroll damage)
Tactics: Practiced Maneuvers (can shoot through each other) Tactics: Marksman (choose the column to damage)
The Standard Bearer gives the flag bonus The Trencher Officer has better stats than the Long Gunner Officer
(Edit this comparison)

Overall, the Trencher unit with CA are better at dealing damage, while the original Long Gunners are better at picking out their targets. But perhaps the most important thing is that the Trencher Long Gunners are, indeed, Trenchers, and so can benefit from the plethora of Trencher-only buffs.

Long Gunners, along with the Winter Guard Rifle Corps and the Houseguard Riflemen have the longest range in the game among the ranged infantry units. Beside having access to Practiced Maneuvers, Khador has weapon attachments to boost the damage output, the Retribution has ways to engage targets in melee, and Cygnar can sport some extra mobility with Flawless Maneuvers. Long Gunners are also unique with their dual shots, capable throwing as many bullets down the battlefield as possible. With two long range shots per model and the potential of two large combined ranged attacks they can hit hard for ranged infantry. The standard bearer doesn't add much (a sword in a shooty unit? duh'). The officer however brings not only an extra gun, but also flexibility in positioning, and boosts their ability to reposition and engage flanking targets. Once added, keep in mind the minifeat. It has both offensive and defensive uses, from entering back into cover after a CRA to push on to contest a zone you managed to clear.

Combos & Synergies[edit]

Long Gunners are known and feared by their superior range (with Snipe they are able to deliver a CRA up to 24" away) and anyone who ever encountered them, will try to evade and/or kill them. Since they have no way of ignoring terrain, cover and/or concealment (Eyeless Sight, Hunter, etc), enemies will try to use these opportunities to close in on your lines, and survive the first 2 turns, where Long Gunners can get do the most harm. Long Gunners enjoy support, but even without it they can be strong deterrents against the softer parts of your opponent's force.

Warcasters

  • Defensive buffs are usually better be spent on your frontline troops, but any caster with Snipe (Stryker1, Caine1, Maddox, Sturgis1) will have a strong area-denial tool in his/her arsenal.
    • Use Stryker1's Earthquake to line up targets for the killing blow
    • Sturgis1's feat can pull in troops into your Trained Fire range.
  • Sometimes you must advance to get the enemy in range, but still need to hit the enemy. Use Deadeye (Haley1, Caine1) if you need to hunt down elusive targets.
    • With the combination of Deadeye, Temporal Barrier from HAley1 and Trained fire, they'll reliably hit DEF 21 targets on the move. Also, they profit a lot from her feat.
  • Siege1 - Foxhole helps their survival, and there are few better things than delivering a full-unit CRA under his feat.
  • Caine2 - his only notable spell is Fire for Effect, but it has an excellent boost on every ranged unit in the Cygnar arsenal. Sadly, only their first shot will benefit from the spell, but still worth a consideration.
  • Haley2 - she lacks ways of damage buffing on units, and CRA can be a solution for this. With smart positioning they can capitalize her board controlling feat.
  • Stryker2 - his list normally doesn't favour Long Gunners, but since enemies under Rebuke can neither charge or run toward your gunline, nor can enter to Shield Wall, it allows your Long Gunners to play a bit more forward.
  • Caine3 - He supports his army via Calamity, so
  • The Heavy Metal theme force is centred around jacks, and often lacks quantity firepower. Long Gunners can fill this task.

Special mention: Both Magnus - The Kingmaker's Army - While the epic incarnation helps them with de-buffing their targets, and limiting their move under feat, the prime version offers direct support with 2 spells. Also, the Renegade's Obliteration rocket assassination happens at long range, and sometimes needs a follow-up unit for attack - the Long Gunners suit the task very well.

Units and solos

  • Unlike Trenchers, Long Gunners have no dedicated solo pieces to support them. Other units (Trencher Infantry, Rangers) and solos (GMCA) are usually not present in the same Theme Forces, so you should play off-theme to use them in conjunction.
  • One mercenary solo is allowed in every theme, so if you plan to support them, look here:
    • Gorman or Ragman - Damage Buffing solos. Watch out for the enemy's melee range, if you use Ragman's Death Field - you cannot CRA into close combat.
    • Rhupert - Boost for their survival, but usually he offers more for melee troops.ű
    • Taryn Di La Rovissi or Ace in a Caine battlegroup - for clearing screening models.

Drawbacks & Downsides[edit]

  • If playing outside themes, they have very strong in-faction substitutes, and their presence easily becomes redundant. Of course with the cost reduction most of their rivals are more expensive than they are, and in themes, they rarely compete with any of the following units:
    • Arcane Tempest Gun Mages are as accurate with their snipe bullets as a Long Gunner that's part of a two person CRA - and far superior when moving and shooting. They also have some cute tricks. They lack the potential volume of attacks, however, and have to rely on their Critical Brutal Damage shots to harm targets, that a Long Gunner unit with CRA reliably can.
    • The Stormsmith Storm Tower costs only slightly more than a pair of Long Gunners. It sports the same range, a bit higher RAT, and superior POW for its initial shot. The extra lightnings mean that 2 of them are likely to cause the same number of hits upon infantries, as a minimum unit of Long Gunners. It has a higher DEF, but lower ARM, which is somewhat compensated by Take Up. They can also take advantage of the various lightning buffs like the Firefly. However, it lacks the mobility of the Long Gunners.
    • Trencher Long Gunners - superior stats, better resilience, and better against heavier targets, but higher price tag.
  • Long Gunners have terrible DEF and ARM - they die horribly.
  • Superior range worth less in the SR 2017 scenarios, where terrain is in abundance - but you can control enemy movements better in the open.

Tricks & Tips[edit]

  • The Reinforce Power Field rule for camping focus means that even weaker shots (such as Long Gunners) can hurt warcasters, especially squishy ones. If the opportunity presents itself, feel free to riddle the target with bullets. They will be forced to make decisions, just like warlocks in Hordes: shall they spend focus on a few points of damage, or keep it for more serious attacks? If you're going to pepper them with attacks, do it early in your turn before your real big guns activate - regardless of whether those guns will be shooting the same target. Just the mere threat of the big guns hanging over them will make your opponent more likely to save their camp and allow a little bit of damage from the Gunners to get through.
  • If you aim with the primary attacker, and move with the other participant(s) you'll still get the aiming bonus for a CRA (but lose the moving models' second shot).
  • Measure the target number to find balance between quality and quantity shots. An aiming 2-men CRA is technically RAT 9 - but do you need it? Maybe standard shots would give you more damage.

Other[edit]

Trivia[edit]

Theme Forces[edit]

Other Cygnar models[edit]

CygnarLogo.jpg
(Edit)
Battlegroups
Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
C
Y
G
N
A
R
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
     
Units, Solos, & Battle Engines
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Runewood - Strangewayes - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
 
Theme Forces
Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Merc cygnar.jpg

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
C
Y
G
N
A
R
M
E
R
C
E
N
A
R
I
E
S
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
     
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler


Rules Clarifications[edit]

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Rules Clarification : Combined Ranged Attack      (Edit)

  • CRA cannot target models in melee, except for huge-based models.
  • 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)
RC symbol.png

Rules Clarification : Dual Shot      (Edit)

  • You can't Aim if you start your activation in melee. So you will never benefit from Dual Shot, even if you have Gunfighter and/or your squad mates disengage you before you start your Combat Action.
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Rules Clarification : Flawless Maneuvers      (Edit)

Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
RC symbol.png

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. (Infernal Ruling) See also this article 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. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)
RC symbol.png

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : Trained Fire - None yet. (Edit)

RC symbol.png

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : Practiced Maneuvers - None yet. (Edit)

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Rules Clarification : Standard Bearer      (Edit)

  • If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.
RC symbol.png

Rules Clarification : Take Up      (Edit)

  • The model taken off the table is effectively killed by Take Up, not the original attack, so it will stop abilities like Berserk and Killing Spree. (Locked thread)


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