Winter Guard Mortar Crew
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- 1 Basic Info
- 2 Thoughts on Winter Guard Mortar Crew
- 3 Other
|RAT|| 5 (1)|
|Unit Size|| 1 Gunner|
|(★)RAT 1 when you include the Inaccurate penalty|
|See also How to Read the statblock|
Weapons and Attacks
- Mortar - 18" range, AOE 4", POW 16 gun
- Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- High-Explosive - Blast damage caused by this is POW 10.
- Inaccurate - This model suffers -4 to attack rolls with this weapon.
- Minimum Range  - Attacks made with this weapon cannot target models within 8" of this model.
- Axe - 0.5" reach, P+S 8 melee weapon.
- Mortar - 18" range, AOE 4", POW 16 gun
- Blunderbuss - 8" range, POW 12 gun
- Axe - As above
- Officer - This model is the unit commander even if the unit has a Leader model.
- Man-Sized - This model is on a large base, but is treated as being on a small one.
- Mobile Artillery - When this model moves, it gains 1" additional movement for each Grunt nearby.
- 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.
- He has SPD 4.
Thoughts on Winter Guard Mortar Crew
Comparison to Mk2
Few models have profited as much from the MKII - MKIII transition as much as weapon crews. The Mortar can now shoot on the move, has enchanted blast damage, and simplified rules all for a 1pt discount over it's MKII incarnation.
Winter Guard Mortar Crew in a nutshell
The Mortar crew is an ideal artillery unit - cheap, extremely long ranged, and able to take chunks of light infantry out in a single blow. It also has the weaknesses associated with artillery - slow, unable to take close combat, and as likely to drift on your own lines as the enemies.
Combos & Synergies
- As a winter guard unit, Mortar Crews can benefit from Kovnik Jozef Grigorovich's battle speeches. That can give a much needed boost to Attack rolls
- The Winter Guard Artillery Kapitan provides a huge benefit to Mortars, allowing a boost to it's terrible RAT and allowing the player to re-roll a dangerous deviation towards their own lines back towards the enemy
- The one thing a Mortar can reliably hit are knocked-down models. Consider including a Grolar or Marauder to knock down a large model that the Mortar can then drop shells down on
- Engaged troops? Send a Demolisher or a BM Officer forward, B2B with your models, and shell the enemy with impunity. Thanks to Girded, your infantry don't give a damn about High Explosives.
Drawbacks & Downsides
- Man-sized can be a big problem. Arcing fire means that only the closest models can block Line of Sight, but a single hill can prevent the Mortar from seeing it's target
- The minimum range means that a delicate balancing act needs to be maintained between being close enough for protection and support, but not so close you can't shoot at incoming models
- Inaccurate is probably the most-lamented drawback to using the Mortar crew. Even the usually easy to hit Heavy Warjacks can often dodge a Mortar round.
Tricks & Tips
- With an effective Rat of 1 on the Mortar, the dice fixing offered by Vlad's Signs & Portents can be of a huge benefit
- Man-sized means that enemy units can have their lines of sight blocked by cheap defensive units like the Winter Guard Infantry
- The attached grunt needs only to be Base to Base with the mortar when it needs to move. Once in position you can place him a couple inches in front of the mortar to do emergency blocking against potential attackers.
- Weapon Crews love Reposition. It lets the crew move a few inches after their activation ends, granting both a much needed speed boost on the first couple turns and them letting them continue to move while still gaining the aiming bonus by forfeiting their normal movement.
Originally released in Warmachine: Escalation (2004)
Other faction models