Scattergunners

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Template:Trollbox2 Template:4P

Tough as boiled leather, trollkin scattergunners fight in the thick of battle, where they excel at decimating the enemy with their massed fire. Their huge, cannon-like guns spray explosive shrapnel that easily flays flesh from bone, quickly clearing the field for their brothers in arms.

Basic Info

Template:Infobox-Model

Abilities

Weapons

Leader, Grunts, & Officer
Scattegun
File:Gun icon.jpg  RNG   ROF   AOE   POW 
SP 8 1 Template:- 12
Gun Blade
File:Sword icon.jpg  RNG   POW   P+S 
0.5 3 9
Standard Bearer

Weapon Attachment

As with most Trollkin units, the Scattergunners can take up to 3 Trollkin Sorcerers. The Sorcerer's info has been omitted for brevity. With the CA the Trollkin Sorcerer will get clear! And quick work But will be unable to benefit from any of these effects as he has no gun.

Theme Forces


Thoughts on Scattergunners

Scattergunners in a nutshell

File:ScattergunnerUA.jpg
Command Attachment

Scattergunners are one of the Trollbloods shooty units - coming with decently powerful medium sprays to take chunks out of enemy infantry swarms. Normally used in a minimum unit for utility or maximum with the UA for sheer effectiveness, scattergunners have a number of useful places they can fit. They are most often used to clear a charge lane for engaged melee models.

Thoughts on adding the CA

Quick Work and Clear are very different, yet complimentary abilities, which allow the unit to serve as a second line, advancing behind a melee unit. Advancing Scattergunners with Clear shoot through a jammed front line damaging only the enemy, freeing the front line for a charge. Quick Work provides the unit with the possibility of achieving a spray attack after a successful charge, providing that they succeed in killing their target and aren't in melee after the charge attack resolves. Quick Work becomes useful when fighting support units, or other second wave infantry. Guns Blazing is just nice to finish anything still standing after your first barrage.

Combos & Synergies

  • Quick Work can give them some really interesting spray angles, but only if they can hit in melee. Look for anything that lowers the defense or armor of an enemy model, or buffs their MAT, RAT, POW, or STR.
  • Grim2 - they may not get snipe from his feat but mortality makes quick work easier to use and mirage is a great threat extender.
  • Helga1 - distraction helps them hit, dash helps them engage, Defenders Ward can be better used elsewhere but a 14/18 stat line under the stone is quite a screen & to top it all off her feat increases the output of the Scattergunners by knocking people over and causing collateral damage, which is great for quick work.

Non caster combos

Drawbacks & Downsides

  • They rely on the concept of support stacking in Trollbloods, meaning they do very little on their own to either Defense or Armor skew, and require support models to function well.
  • Guns blazing into a high number of targets eats up a lot of time if you are on a clock.
  • The Officer is a lynchpin. Losing the officer removes much of the unit's functionality.

Tricks & Tips

  • If you have the UA (or sometimes if you don't) spray into the back of your own guys to clear enemies off them.
  • They don't do that much damage. You frequently want to shoot through trolls.
  • If you run multiple units, spread them out and interlace their formation.

Other

Trivia

Released way back in Primal Mk1 (2006)

Other Trollblood models

Template:Index Trollbloods

Rules Clarifications

Template:RC Tough

Template:RC Officer Template:RC Granted Template:RC Quick Work Template:RC Guns Blazing Template:RC Clear!

Template:RC Standard Bearer Template:RC Take Up Template:RC Unarmed

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