Cygnar Trencher Unit
Prepared for anything, Cygnar’s highly trained trenchers are the first on and the last off the battlefield. These combat-hardened soldiers dig in and make life hell for the enemy, with rifles and grenades softening up the opposition before the decisive bayonet charge.
Officer & Sniper - Command Attachment
Only time and experience can dig in under heavy fire and keep his edge for weeks of unrelenting tension when food and ammunition run low. Those who survive may be promoted through the ranks; many a capable soldier has proudly ended their career with a sergeant's stripe. Chosen for their natural talent and coolness under fire, the highly trained snipers exhibit exceptional skill and marksmanship.
Grenadier - Weapon Attachment
Grenadiers are selected from among the trenchers with an interest in demolitions and are then thoroughly trained in the safe assembly and preparation of rifle grenades, a recent improvement on the traditional explosive grenade.
| Unit size
2 per WA
5 for CA
|See also How to Read the statblock
- Grunts, Leader, and Officer (CA)
- Military Rifle: 10" range, POW 11 gun.
- Bayonet: - 1" reach, P+S 9 melee weapon.
- Brutal Charge - This model gains +2 damage on charge attacks with this weapon.
- Sniper (CA)
- Scoped Rifle - 14" range, POW 11 gun.
- Bayonet - As above
- Grenadier (WA)
- Military Rifle: 10" range, with variable attack type:
- Attack Type - When you make an attack with this weapon you must choose one of the following types:
- Rifle Shot - The POW is as per a normal rifle.
- Rifle Grenade - The attack gains a small AOE and does average POW blast damage to all models hit.
- Trench Knife: - 0,5" range, P+S 9 melee weapon.
- Entire unit
- 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.
- 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.
- Dig In (★ Action) - This model gains cover, immunity to blast damage, and stops blocking LOS. It retains this until it moves or is engaged.
- Smoke Bomb (★ Action) - Centre a small AoE cloud on this model.
- Entire unit except Sniper and Grenadier.
- Officer only
- Officer - This model is the unit commander even if the unit has a Leader model.
- Cautious Advance (Order) - The unit makes a full advance, then a Dig In action, then a basic ranged attack.
- Into the Breach (Minifeat) - You can trigger this once per game after issuing a Press Forward order. Before making their charge move models in the unit can use Smoke Bombs.
- Sniper only
- Sniper - You can choose whether to roll damage normally or auto-inflict 1 point of damage instead. Also, models killed cannot make a Tough check.
Thoughts on Trencher Infantry
Trencher Infantry in a nutshell
Trenchers are a unit with a ton of rules that all adds up to something that can do almost anything well. Their relatively high native RAT, CRA and weapon attachments make them dangerous at range to just about anything. Brutal charge and 1" reach allows them to do fair amounts of damage to medium infantry, light's or more squishy heavies. With native tough and their plethora of tricks, they can achieve high levels of survivability that can fluster opponents. Advance deployment, decent speed and pathfinder mean they can get into scenario zones and flags surprisingly quickly.
Dig In makes their DEF astronomical, and they will be nearly unkillable at range. The two main weaknesses to Dig In are melee attackers, who ignore it completely, and sprays, which ignore cover anyway. With the CA the unit gains a method to move and remain dug in (or rather, re-dig in after your move). KEEP IN MIND: Digging in means that your Trenchers will NOT block line of sight, so they essentially can shoot through each other as if they had Martial Discipline
A wall of Smoke Bombs is a great way to block LOS and prevent your warcaster from being sniped off the board, but remember that it won't block LOS to the Trenchers themselves (although they will get the concealment bonus).
Thoughts on the Command Attachment
The Trencher Infantry CA is almost a must-have to make Trenchers truly amazing in a Cygnar army. Cautious advance means they can still remain survivable while also moving, which is very handy early in the game. His minifeat can be difficult to use, though can be exceptionally frustrating for opponents who can't see through clouds.
The Sniper is handy, but doesn't add a whole lot to the unit. Since he can't CRA, he ends up sniping out solos or plinking a point of damage onto things with exceptionally high armor.
Thoughts on the Weapon Attachment
A squad of Trenchers can have up to 3 grenadiers attached. Useful as an extra body, but don't expect much from them. They can't CRA unfortunately, but POW 10 blast damage can slaughter light infantry, and even threaten squishy casters.
Combos & Synergies
Trenchers defensive stats are at the point where they are very easy to kill, but any sort of buff makes them instantly a pain to deal with. If they dig in they are immune to all types of ranged attacks except CRA's and sprays. Blur, Arcane Shield, deceleration, deflection, and dauntless resolve are all excellent spells to provide them. Additionally, heightened reflexes from Caine 2 can ensure they stay standing if they make their tough roll.
Their middling range is helped immensely by snipe from any of those casters, and allows for the entire unit to get a CRA onto something.
Lore wise, Major Markus "Siege" Brisbane was a former Trencher. Popping his feat and then using the Trenchers to CRA with their higher POW guns can devastate an enemy army.
They synergize exceptionally well with Haley 3 thanks to her tactical supremacy spell. This way, they can walk forward, pop smoke, then reposition backwards out of the smoke. This makes the entire army invisible to an opponent that doesn't have true sight, and they can continue to do this every turn. This can be an incredibly simple and effective tactic against a lot of different armies.
Drawbacks and Downsides
- Trenchers are an "in between" kind of unit.
- They are more durable than Long Gunners and Gun Mages, but they lack the range and tool box attacks of both of those units. They may have better ranged output than Storm Knight units, but their armor isn't as high, and they cannot engage in melee anywhere near as well.
- They do both ranged and melee combat decently well, and can be buffed to out perform most other Cygnar units, but that takes Focus away from your Warcaster.
- Overall, sometimes you're just better off taking a unit that is outright better at a specific role rather than the generalist Trencher Infantry
- Trenchers are not immune to lightning, so a very lightning focused army will not mesh well with Trenchers, as they may get caught in your Electro Leaps if things don't go as planned.
- Smokewalls work both ways, and it can take practice to learn how to block your opponent without also blocking yourself.
Tricks and Tips
- Bringing their CA will allow Trenchers to advance, Dig In, and then perform a ranged attack. They can even CRA after using Cautious Advance
- A very economic way of dealing with above average ARM is to perform multiple 2-man CRAs at POW 13, which should crack most armored infantry with decent rolls
- One of the most efficient ways of killing a hellmouth is by casting fire for effect on a single trencher, then performing a 10 man CRA lead by him. The damage roll will be 2D6+3, meaning a 5 on 2D6 will kill the hellmouth outright. While a niche application, this is a very effective way of dealing wtih a common problem.
Other Cygnar models
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 : Attack Type and/or Arcane Savant (Edit)
- If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
Rules Clarification : Rifle Grenade - None yet. (Edit)
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 : Tough - None yet. (Edit)
Rules Clarification : Dig In (Edit)
- Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
- Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.
Rules Clarification : Smoke Bomb - None yet. (Edit)
Rules Clarification: : Gunfighter (Edit)
Warning: This is a long one.
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- 1. Outside of melee
- If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
- 2. In melee, but didn't charge
- If it didn't charge, it can target anyone it's "in melee" with.
- This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
- If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
- 3. Charged into melee
- If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
- If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
- However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
- 4. Other targeting notes
- Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
- If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
- You use the Gunfighter's RAT for the attack roll.
- Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
- How the +4 DEF bonus for "being in melee" works with Gunfighters is:
- they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
- they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
- Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).
Missing the Attack Roll
- If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
- Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM) (Locked thread)
- but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).
- Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
- Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).
Gunfighter + an AOE weapon
- If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
- If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.
Gunfighter + a spray weapon
- Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
- If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.
Units of Gunfighters
- If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
- Redirected attack:
- If they're still engaged, their initial attack (s) must be vs someone in their melee range.
- If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
- If they're unengaged, they are now free to shoot anyone within the gun's normal range.
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
Rules Clarification : Officer (Edit)
- Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
- When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
- But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
Rules Clarification : Cautious Advance (Edit)
- You can combine Cautious Advance with a Combined Ranged Attack.
- A model that can't make an Action (such as being affected by Zerkova1's feat) can't do a Dig In via Cautious Advance.
Rules Clarification : Into the Breach (Edit)
- A model which runs instead of charging will not be able to place a Smoke Bomb.
| Restrictions on "Any Time" abilities (Edit)
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- 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).
- You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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).
- 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).
- 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)
Rules Clarification : Sniper - None yet. (Edit)
Note to Editors
To edit the CA's tagged abilities, Click here
To edit the WA's tagged abilities, Click here