Winter Guard Mortar Crew
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Winter Guard Mortar Crew |
Developed in an attempt to modernize the Khadoran military, the Mortar Crews add invaluable long-range firepower to advancing Winter Guard forces. The Mortars are ideally suited to soften enemy positions before Guardsmen reach the opposing line.
Basic Info
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Abilities
- Gunner
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Officer - Man-Sized - This model is treated as a small-based model and occupies the space from the bottom of its base to a height of 1.75".
- Mobile Artillery - When this model advances as part of its Normal Movement, it gains +1" movement for each Grunt in this unit within 2" of it at the start of its advance.
- Take Up - If this model is destroyed, you can choose a Grunt in this unit within 1" of it to be destroyed instead. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
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- Grunt
- The Grunt has +2 SPD (SPD 4)
Weapons
| Gunner |
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| Grunt |
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Theme Forces
Khador
Other Factions
- Infernal players can use this unit in the Hearts of Darkness theme, but only if Malakov2 is leading the army.
Recent Changes
2021.10 Mega Update
- -2 points cost
Thoughts on Winter Guard Mortar Crew
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 terrain 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 then letting them continue to move while still gaining the aiming bonus by forfeiting their normal movement.
Other
Trivia
Released in Warmachine: Escalation (2004)
Other Khador models
Rules Clarifications
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Rules Clarification : Arcing Fire (Edit)
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Rules Clarification : High-Explosive (Edit)
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Rules Clarification : Inaccurate - None yet. (Edit)
Rules Clarification : Minimum Range - None yet. (Edit)
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Rules Clarification : Officer (Edit)
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Rules Clarification : Man-Sized (Edit)
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Rules Clarification : Mobile Artillery - None yet. (Edit)
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Rules Clarification : Take Up (Edit)
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