Longchops

From Warma-wiki
Revision as of 04:24, 21 November 2022 by wmu>Juckto
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Template:Minionbox Template:4P

An eccentric monster hunter from the swamp, the gatorman Longchops has earned a name for himself in the wilds of western Immoren. Constantly seeking larger and deadlier prey to pit himself against, Longchops carries a heavy rifle and a wide array of snares and traps, having adapted the techniques of humans in his search for the perfect prey.

Basic Info

Template:Infobox-Model

Abilities

Weapons

Heavy Rifle
File:Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 Template:- 14
Bite
File:Sword icon.jpg  RNG   POW   P+S 
0.5 5 12

Theme Forces

Minions

Non-Minion themes

This solo may be used in the following theme forces without using their single minion solo option:

As a minion solo, they can also be taken in a bunch of other Faction's themes as their single allowed minion unit. Refer to #Other Theme Forces.


Thoughts on Longchops

Longchops in a nutshell

Longchops is handy and fun to use, but he's not going to be competing with Widowmakers anytime soon. He's not so much an assassin so much as a guy who takes pot shots from the safety of the second wave.

You get two things for 4 points- an advance deploying gun with decent POW, and area denial with the Cover Tracks AOE. While the POW 10 will only kill infantry, it's knockdown portion of the ability can still protect an area, discouraging foes from otherwise tempting charge lanes or entering scoring zones.

He's ultimately there to put pressure on your flanks or shore up any gaps in your line. He can also make for respectable spot removal, skirting around to the edges of the main fight to harass support models.

Combos & Synergies

  • Barnabas1 can make it impossible to target him with ranged attacks by using Swamp Pit. Also Pop N Drop. That said, be aware Longchops doesn't interact with Barnabas' Warpath spell because his gun has compulsory RFP.
  • Bog Trog Mist Speaker can offer him eyeless sight and magical weapons if he needs it.
  • Maelok the Dreadbound offers him additional armor just for being in his CTRL range when hes using Death Pact, and even further armor from the feat. Longchops also appreciates Mortality to assist him in shooting certain targets such as warcasters
  • Jaga-Jaga, the Death Charmer offers him signs and portents to assist in his turn to turn shooting
  • Croak Raiders compliment him nicely- both like skirmishing with infantry and they can advance deploy up a flank together, where the croaks help keep heat off Longchops and in return he can throw down traps to discourage charges against them.

Drawbacks & Downsides

  • Against Steady or flight his trap can be very ineffective.
  • His traps have to damage in order to knock the model down so it may have difficulty stopping heavies with higher armor.
  • He has no way to deal with stealth
  • At 5 boxes 12/16 he is fairly squishy to anything above a POW 10.
  • A whiffed gunshot can result in no trap. It requires both a hit, and a kill, to place the trap after firing
  • For non-minion factions, he is competing to be the only minion solo allowed in your theme force. This means he's up against stiff competition such as Orin Midwinter and Eilish Garrity.
  • His gun has a non-optional RFP. This means it will never trigger effects that require "Destroyed" such as Warpath
  • Only the squishiest of casters are going to be threatened by him on his lonesome.

Tricks & Tips

  • Pathfinder and Repoisition 3" means he can emerge from a forest, take a shot, lay down his trap and slink back into the forest out of LOS.
  • The RFP effect on his gun can be quite strong against some models. Notably it denies souls, corpses, and sometimes it breaks models (such as ruining Deathbound if he hits the Leader).
  • Place a trap in front of your vulnerable heavy or caster against non steady foes. Nothing can reach them without suffering a potential knockdown and having their activation end.
  • Don't be afraid to use him to clear troops too. Not every activation has to be shooting key solos.
  • If you really need his trap down to deny an area, weigh up the need to take a shot with his gun. A miss will result in no trap. Sometimes its better to be safe than to be sorry.
  • Advance deploy and reposition might make it tempting to run him all the way up the field on his own, but with only average DEF, 5 boxes and a medium base, he doesn't stand up to any retaliation; keep him by other units where it won't make him an obvious target.
  • He may not actually threaten casters, but a RNG 12 POW 14 gun is still nothing to scoff at- keep him up in the enemy's flank to bully where your opponent's caster can go.

Other

Trivia

Released in the Blindwater expansion (2017.09)

Other Theme Forces

Template:Circle minion solo themes Template:Legion minion solo themes Template:Skorne minion solo themes Template:Trollblood minion solo themes

Other Minion models

Template:Index Minions

Rules Clarifications

Template:RC Advance Deployment Template:RC Amphibious Template:RC Pathfinder Template:RC Tough Template:RC Cover Tracks Template:RC Head Shot Template:RC Reposition Template:RC Trapper