Cygnar Ogrun Trencher Solo
Valued for their size, strength, and courage, ogrun make natural trenchers. Akin to mobile artillery, trench busters cover the advance of other trenchers in the field, obscuring the enemy’s view with explosive smoke bombs. Trench Busters wade into the fight using their massive shields to protect allies from incoming mortar and bombard fire.
|(★) ARM 18 when you include the shield bonus.
|See also How to Read the statblock
- Cinder Bomber - 10" range, 3" AOE, POW 14 gun
- Damage Type: Fire - This weapon does fire damage.
- Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Bayonet - 1" reach, P+S 12 melee weapon.
- Brutal Charge - This model gains +2 damage on charge attacks with this weapon.
- Assault Shield - 0.5" reach, P+S 12 melee weapon.
- Shield - This 'weapon' is a shield that provides a cumulative +2 ARM bonus. The bonus doesn't apply if the weapon is crippled or if the damage originates in your back arc.
- Assault - This model may make a ranged attack as part of its charge.
- 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.
- Flank [Trencher] - This model gains +2 to hit and +d6 damage for melee attacks vs enemy models in the melee range of other Trencher models.
- Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.
2017.08 Gravediggers CID
- -1 cost, +3 HP.
- -1 SPD, lost Smoke effect on the grenade.
Thoughts on Trench Buster
Trench Buster in a nutshell
The Trench Buster is an interesting jack of all trades. They can take bullets. They can shoot. They can charge and hit hard. They can hit really hard when charging something threatened by a fellow Trencher - as hard as the main weapon on a charging heavy warjack. They can even just about do all at once.
Combos & Synergies
- Trencher models. Mostly Trencher Infantry and Trencher Commandos.
- Especially the Trencher Infantry Command Attachment.
- Models that provide a damage buff such as Death Field, Kiss of Lyliss or Positive Charge.
- Or, even better, more than one of these.
- If you manage to trigger Flank, you're beginning to look at an ultra-accurate, P+S 18 attack with four dice for damage on the charge. Even heavy warjacks and beasts don't like that.
- The follow-up shield attack is still a fairly impressive P+S 16.
Drawbacks & Downsides
- They are more expensive than many models they'd try to guard.
- They pay a "points tax" for having so many abilities, even though they'll rarely do it all at once.
- Consider your other Shield Guard options:
- The Ogrun Bokur is a similar shield guard that's better in melee but can't shoot or receive in faction buffs.
- The Sentinel is a more expensive but much tougher one that wants to stay at range.
- The Assault shot can be a trap if you're looking to use Flank, since AOE may kill the Flanker. There are tricks to avoid this though, see below.
Tricks & Tips
- Put him among the Trencher Infantry to keep the officer alive.
- To avoid killing your Flanking Trencher with your Assault shot:
- Use Trencher Infantry. With 1" reach on their bayonets they can stand at max melee range and be 1.59" from the centre of a small-based model, which puts them out of the 1.50" blast radius. Vs larger models they become correspondingly safer.
- If you want to ensure that you don't kill your friendly trenchers, ensure they stay at the maximum distance of their melee range.
- Use a more durable Trencher, such as another Trench Buster, the Express Team gunner (who doesn't want to be in melee), or Maxwell Finn.
Other Cygnar models
Rules Clarification : Fire (Edit)
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
Rules Clarification : Arcing Fire (Edit)
- Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
Rules Clarification : Smoke - None yet. (Edit)
Rules Clarification : Brutal Charge (Edit)
- If your charge movement was less than 3", your first attack is not considered a 'charge attack' and thus you won't get the Brutal Charge bonus.
Rules Clarification : Shield and/or Buckler (Edit)
- The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
- In other words, you still get the Shield bonus while knocked down or stationary.
- You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
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)
- 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 CRA & Special Attack)
- 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 : Tough - None yet. (Edit)
Rules Clarification : Flank (Edit)
- You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
- Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
- The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
- Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
- But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
- Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
Rules Clarification : Shield Guard (Edit)
- Shield Guard doesn't work vs spells.
- Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
- The Shield Guard does not necessarily need to be in the attacker's LOS or range.
- The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)
- You shift all effects onto the shield guard, including stuff that triggers on "when this attack hits".
- When you use Shield Guard vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
- Shield Guard doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
- On the other hand, it will work vs Gunfighter attacks.