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Made in gb
Yellin' Yoof on a Scooter



scotland

are cgynar long gunners worth it. more accuartely are 10 long gunners worth it?

i have no expierience with them but they seem like a big solid unit

6th editon slate:

necrons 4000pts 18/3/16
grey knights 600pts 1/0/0 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Longgunners suffer from a major problem: they want to stand still.

Warmachine is all about being in the right place at the right time, and Longgunners just can't do it for most part.

That said, a unit of them with Snipe is decent at holding an Objective if they have some melee buddies to keep them safe.

This message was edited 2 times. Last update was at 2012/04/21 16:05:29


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Made in gb
Kelne



Lost

Hmm. To be honest pretty much every unit in Warmachine is worth it sometimes. It depends on the context.

Right, to slightly more helpful advice:

As I say, it depends. They are frankly, monsters. A few turns of power 30 attacks can soften up pretty much any warjack and could probably obliterate most lights in a single turn. This combined with Brisbanes feat, ooch.

The thing is, as already said: they need to be stationary to be able to fire. This means the are a bit of a one trick unit. They can't take damage, they can't zip around the field, they can't butcher in melee, but they make up for it with their mad fire power.

In 6 peice units they can be pretty nice heavy snipers. A cheap CRA for those nasty little back up units.

To summarise, they are a very, very, very scary unit, but will not win wars on their own. They need backup like ATGMs or Storms. As a unit, good. As a basis for a force, no.
   
Made in gb
Yellin' Yoof on a Scooter



scotland

ok thanks guys

i get the idea. they are average

6th editon slate:

necrons 4000pts 18/3/16
grey knights 600pts 1/0/0 
   
Made in gb
Longtime Dakkanaut




destuctir wrote:ok thanks guys

i get the idea. they are average


they're no better or worse than anything else.

Look at other units. example: khadoran Men o War. generally seen as lacklustre, kinda meh, and "missing something". put them with epic irusk with tactical supremacy, martial discipline and they shine. with him, they're nothing short of disgusting. they're a reak anchor of his battleplan, and they make an excellent tarpit.

Long Gunners? IMO, they're slightly overpriced, but thats about it. With Snipe, or Dead Eye, they can play a huge role in a list. they dont work well with everyone, or against everyone, and cannot do well in every role, but that is a statement that can be said for any unit in the game. they're an extremely useful control/denial unit with a huge damage output. dont shrug them off as "average". played right (like everything) they're a huge pain.

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"Punch your fist in the air and hold your Gameboy aloft like the warrior you are" 
   
Made in us
Paingiver







I would say long gunners are below average most of the time, but not outright bad. They do have the pricing and static gunline issues, but at the bare minimum they are going to be board control. I have heard of them excelling when two full units are used with one of the two snipe casters. You just have to realize that nobody is going to be surprised by long gunners shooting them, their threat ranges are known and very predictable with little to no trickery to help them in the army.
My biggest problems with them are that nobody in their right minds would have favorable targets just walk into range to be shot; they'll either use stealth/terrain or avoid that flank entirely. To me it comes down to their lack of movement more than anything else, but even something small like hunter would be a massive facelift for that unit. If they could get a zephyr or mirage move before their movement they could be outstanding, but those effects don't exist within cygnar right now and they already have a UA.
I have had success running a storm strider in place of long gunners recently. It doesn't have the exact same function, but having a mobile fire base that can still put good hits in to heavy armor and lightning generator effects that mow down infantry is just as good in my play style.That is really what matters the most, how well the unit meshes with how you play and getting what you need from them.

This message was edited 3 times. Last update was at 2012/04/21 19:33:57


   
Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

pCaine makes them Awesome. That much I know.

 
   
Made in us
Paingiver







Aduro wrote:pCaine makes them Awesome. That much I know.

When used with ranged models, pCaine makes every one of them better.
pCaine is the hickory smoked bacon of warcasters.

This message was edited 1 time. Last update was at 2012/04/21 21:18:18


   
Made in us
Doc Brown




The Bleak Land of Gehenna (a.k.a Kentucky)

The hickory smoked bacon of warcasters, eh? I always thought he looked a little meh, but maybe I should give pCaine another look.

 
   
Made in us
Wicked Warp Spider





South Carolina

As others have said they are good in certain situations...that situation for me is with pHaley slowing everyone down to maximize the amount of time you can shoot with them or have them move if need be.


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Made in us
[MOD]
Madrak Ironhide







Snipe and Deadeye mean that Long Gunners will very rarely
ever miss and very rarely need to move. With them covering the
infantry, Caine can go solo hunting or something or trying to see
if he has the focus to thunderstrike some heavies that get too
near.

Of course, that leaves him terribly exposed...

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