Trencher Commandos

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Cygnar Trencher Unit

Forged during years of warfare in some of the most brutal fighting in all the Iron Kingdoms, the toughest soldiers of the Trenchers are singled out for special training. These commandos must master a variety of skills that include camouflage and covert unit coordination in addition to the deadly knife fighting techniques that are their trademark. In battle they crawl to the very edge of no man’s land to silently neutralize enemy scouts and snipers and disappear back into the woods without a trace.

Scattergunner - Weapon Attachment

A coordinated commando assault supported by grenades and scatterguns rapidly turns units of enemy of soldiers into ground meat.

Basic Info[edit]

Trencher Commandos
Trencher Commandos.jpg
DEF 13
ARM 13
Size 6/10
+0-3 WA
Cost 10/16

Weapons and Attacks[edit]

  • Leader & Grunts
    • Carbine - 10" range, POW 10 gun.
    • Grenade - 6" range, 3" AOE, POW 12 gun.
      • Cumbersome - This model cannot attack with this weapon and with another weapon on the same activation.
    • Trench Knife - 0,5" range, P+S 9 melee weapon
  • Scattergunner
    • Scatter Gun - 8" Spray, POW 12 gun
    • Trench Knife - 0,5" range, P+S 9 melee weapon

Special Abilities[edit]

    • 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.
    • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
    • 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.
    • 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.
    • Anatomical Precision - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.

Thoughts on the Trencher Commandos[edit]

Weapon Attachment

Trencher Commandos in a nutshell[edit]

Trencher Commandos are something of a toolbox unit. They're capable of taking on light infantry with their carbines and light jacks/heavy infantry with their grenades if enough of them can get into range. They're also a great counter to units such as Widowmaker Scouts, which have no natural ability to deal with Stealth.

Thoughts on adding the WA[edit]

Scattergunners don't have any rules to make them more interesting. They're simply an extra body with a different gun. If you're feeling cheap and don't want a maximum unit, a Scatter Gunner or two is a good way to bulk out a minimum unit while saving a few points to include whichever solo you really want.

Combos & Synergies[edit]

  • If you're taking Commandos, you will probably want to take Captain Maxwell Finn. Not only is he an unholy terror by himself, your Commandos become effective MAT8 as a result. RAT7 sprays from the Scatter Gunners makes their ranged output very nasty, too.

Drawbacks and Downsides[edit]

  • They're very short ranged. Their carbines are nothing special given the prevalence of POW 10 in Cygnar, while their grenades mean you really want your target dead or you may have no commandos left next turn. Their high cost, average speed and short melee range won't denote them as a good jamming unit either.
  • Anatomical Precision has no impact on Undead models, or the Construct infantries of the Convergence..
  • They're reliant on Stealth and terrain to keep them alive - their base DEF and ARM are not hard to get through for most units in the game. If you are up against models with True Sight or Eyeless Sight, your Commandos will not last long.
  • Their short melee range means it can be hard to get the charge on to their main prey - high ARM infantry.
  • No Take Up or anything on the Scattegunner

Tricks and Tips[edit]

  • Anatomical Precision means they're great against high ARM, single box infantry. But with the low melee range of their trench knives, you may have to use some of the unit to absorb a charge and then attack with the rest of the unit in your next turn.
  • Anatomical Precision also gives Tough units such as trollkin pause for thought.
  • Position the Scattergunners throughout the unit to make it harder for your opponent to take them out without either getting into melee or putting his units squarely in your commandos' threat range.

Changes from Mk II[edit]

  • Like all Trenchers, they picked up Tough.
  • They now have Pathfinder so they can actually infiltrate behind enemy lines!



Theme Forces[edit]

  • None yet

Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege


Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1
Marshals Runewood - Strangeways - Stormblade Captain - 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 - Trencher Cannon - Trencher Chain Gun - Trencher Commandos - Trencher Infantry
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - Trench Buster - Trencher Master Gunner
Runewood - Strangeways - Maxwell Finn - Harlan Versh - Jakes1 - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines Storm Strider
Theme Forces
Storm Division - Heavy Metal - Sons of the Tempest
Merc cygnar.jpg


Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
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 - 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]

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

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 : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Anatomical Precision - None yet. (Edit)