Longchops

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Longchops
Minion Gatorman Character Solo

An eccentric monster hunter from the swamp, the gatorman Longchops has earned a name for himself in the wilds of western Immoren. Constantly seeking larger and deadlier prey to pit himself against, Longchops carries a heavy rifle and a wide array of snares and traps, having adapted the techniques of humans in his search for the perfect prey.

Basic Info[edit]

Longchops
Longchops.jpg
Base Size Medium
SPD 5
MAT 6
RAT 7
DEF 12
ARM 16
HP 5
Cost 5
See also How to Read the statblock

Weapons[edit]

  • Heavy Rifle - 12" range, POW 14 gun
  • Bite - 0.5" reach, P+S 12 melee weapon

Abilities[edit]

  • Minion - Works as a Circle Orboros minion, Legion of Everblight Minion, Skorne minion, and as a Trollblood minion
  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
  • 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.
  • 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.
  • Cover Tracks - Immediately after resolving a ranged attack during Longchop's activation that destroyed or RFP'd one or more enemy models, he can immediately use his Trapper rule.
  • Head Shot - Models disabled by a ranged attack from Longchops cannot make a Tough roll. Also, models boxed by it are RFP'd.
  • 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.
  • Trapper [4"] (★ Action) - Place a 4" AOE B2B with this model. The AOE lasts for one round. Living/undead models entering or ending activation inside suffer a POW 10 damage roll and knockdown, unless they have flight.


Thoughts on Longchops[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Longchops in a nutshell[edit]

Longchops is handy and fun to use, but he's not going to be competing with Widowmakers anytime soon. He's not so much an assassin so much as a guy who takes pot shots from the safety of the second wave.

You get two things for 5 points- an advance deploying gun with decent POW, and area denial with the Cover Tracks AOE. While the POW 10 will only kill infantry, it's knockdown portion of the ability can still protect an area, discouraging foes from otherwise tempting charge lanes or entering scoring zones.

He's ultimately there to put pressure on your flanks or shore up any gaps in your line. He can also make for respectable spot removal, skirting around to the edges of the main fight to harass support models.

Combos & Synergies[edit]

  • Barnabas1 can make it impossible to target him with ranged attacks by using Swamp Pit. Also Pop N Drop. That said, be aware Longchops doesn't interact with Barnabas' Warpath spell because his gun has compulsory RFP.
  • Bog Trog Mist Speaker can offer him eyeless sight and magical weapons if he needs it.
  • Maelok the Dreadbound offers him additional armor just for being in his CTRL range when hes using Death Pact, and even further armor from the feat. Longchops also appreciates Mortality to assist him in shooting certain targets such as warcasters
  • Jaga-Jaga, the Death Charmer offers him signs and portents to assist in his turn to turn shooting
  • Croak Raiders compliment him nicely- both like skirmishing with infantry and they can advance deploy up a flank together, where the croaks help keep heat off Longchops and in return he can throw down traps to discourage charges against them.

Drawbacks & Downsides[edit]

  • Against Steady or flight his trap can be very ineffective.
  • His traps have to damage in order to knock the model down so it may have difficulty stopping heavies with higher armor.
  • He has no way to deal with stealth
  • At 5 boxes 12/16 he is fairly squishy to anything above a POW 10.
  • A whiffed gunshot can result in no trap. It requires both a hit, and a kill, to place the trap after firing
  • For non-minion factions, he is competing to be the only minion solo allowed in your theme force. This means he's up against stiff competition such as Orin Midwinter and Eilish Garrity.
  • His gun has a non-optional RFP. This means it will never trigger effects that require "Destroyed" such as Warpath

Tricks & Tips[edit]

  • Pathfinder and Repoisition 3" means he can emerge from a forest, take a shot, lay down his trap and slink back into the forest out of LOS.
  • The RFP effect on his gun can be quite strong against some models. Notably it denies souls, corpses, and sometimes it breaks models (such as ruining Deathbound if he hits the Leader).
  • Place a trap in front of your vulnerable heavy or caster against non steady foes. Nothing can reach them without suffering a potential knockdown and having their activation end.
  • Don't be afraid to use him to clear troops too. Not every activation has to be shooting key solos.
  • If you really need his trap down to deny an area, weigh up the need to take a shot with his gun. A miss will result in no trap. Sometimes its better to be safe than to be sorry.
  • Advance deploy and reposition might make it tempting to run him all the way up the field on his own, but with only average DEF, 5 boxes and a medium base, he doesn't stand up to any retaliation; keep him by other units where it won't make him an obvious target.

Other[edit]

Trivia[edit]

Released in the Blindwater CID (2017.09)

Theme Forces[edit]

Minion
Circle Orboros (Edit) Legion of Everblight (Edit)
Skorne (Edit) Trollbloods (Edit)

Other Minion models[edit]

MinionsLogo.jpg

(Edit)

Farrow Warlocks (Edit)
Warlocks Arkadius1 - Carver1 - Helga1 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh
Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Wrong Eye
Gatorman Warbeasts (Edit)
Lights Boneswarm - Bull Snapper
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
  M  
I
N
I
O
N
S
 
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries
Gatorman Bog Trog Ambushers - Croak Raiders - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech
Unaligned
Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea
Solos Farrow
Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman Boil Master & Spirit Cauldron - Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor
Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw
Unaligned Efaarit Scout - Feralgeist -Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Gobber Raiders - Thrullg - Totem Hunter
Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Eilish Garrity - Gudrun the Wanderer - Hutchuck - Lanyssa Ryssyl, Nyss Sorceress - Orin - Raluk - Saxon Orrik - Viktor Pendrake
Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
 
Minion - Theme Forces (Edit)
The Blindwater Congregation - The Thornfall Alliance - Will Work for Food

Rules Clarifications[edit]

Rules Clarification : Advance Deployment - None yet. (Edit)
Rules Clarification : Amphibious - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Cover Tracks - None yet. (Edit)
Rules Clarification : Head Shot - None yet. (Edit)

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 : Trapper      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.