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	<title>Trencher Combat Engineers - Revision history</title>
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	<updated>2026-04-03T18:30:59Z</updated>
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		<updated>2024-01-13T14:27:00Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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		<author><name>T0uelahat</name></author>
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		<id>http://disgruntledwargamer.com/warmawiki/index.php?title=Trencher_Combat_Engineers&amp;diff=9279&amp;oldid=prev</id>
		<title>wmu&gt;Juckto at 17:37, 16 November 2022</title>
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		<updated>2022-11-16T17:37:57Z</updated>

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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Cygbox|{{Cygnar}} {{Trencher}} {{Mechaniks}} {{Unit}} }} [[Category: Model]]&lt;br /&gt;
{{4P|First Army}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;As turn the wrenches of the mechaniks, so turns the war. Trencher combat engineers are even tougher and more combat-ready than their field mechanik counterparts in the regular Cygnaran Army. Every man and woman among them must be as adept with a firearm as they are at maintaining and repairing the warjacks and weapons of the platoon.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Basic Info=&lt;br /&gt;
{{Infobox-Model&lt;br /&gt;
| name  = {{PAGENAME}}&lt;br /&gt;
| image = T. Mechaniks.jpg&lt;br /&gt;
| base  = Small&lt;br /&gt;
| spd   = 6&lt;br /&gt;
| mat   = 6&lt;br /&gt;
| rat   = 6&lt;br /&gt;
| def   = 13&lt;br /&gt;
| arm   = 13&lt;br /&gt;
| cmd   = 6&lt;br /&gt;
| hp    = 1&lt;br /&gt;
| size  = 3&lt;br /&gt;
| cost  = 4&lt;br /&gt;
| cost_note = 1.3 each&lt;br /&gt;
| fa    = 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Abilities=== &lt;br /&gt;
* {{Tough}}&lt;br /&gt;
* {{Dig In}}&lt;br /&gt;
* {{Repair|d3}}&lt;br /&gt;
* {{Sabotage|d3}}&lt;br /&gt;
&lt;br /&gt;
===Weapons === &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Carbine&amp;#039;&amp;#039;&amp;#039; - 10&amp;quot; range, POW 10 gun&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Monkey Wrench&amp;#039;&amp;#039;&amp;#039; - 0.5&amp;quot; reach, P+S 8 melee weapon&lt;br /&gt;
&lt;br /&gt;
===Theme Forces ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Cygnar&lt;br /&gt;
** {{Gravediggers}} - In this theme this unit gains [[Rise]]&lt;br /&gt;
** {{Heavy Metal}}. They gain [[Reposition]] [3] in this theme. Also, they get +1 to their Repair result.&lt;br /&gt;
** {{Sons of the Tempest}}&lt;br /&gt;
** {{Storm Division}} - In this theme this unit gains [[Immunity: Electricity]]&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Other Factions&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;[[Infernal]]&amp;#039;&amp;#039;&amp;#039; players can use this unit in the {{Hearts of Darkness|notbold=}} theme, but only if [[Sloan]] is leading the army.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;[[Mercenary]]&amp;#039;&amp;#039;&amp;#039; players can use this unit in the {{Llaelese Resistance|notbold=}} theme. They become Llaelese models and gain [[Pathfinder]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thoughts on {{PAGENAME}}= &lt;br /&gt;
==={{PAGENAME}} in a nutshell===&lt;br /&gt;
The Trencher Combat Engineers are a solid mix of support and light combat unit.  &lt;br /&gt;
As a combat unit they bring:&lt;br /&gt;
* the all round solid trencher statline, including tough&lt;br /&gt;
* Guns&lt;br /&gt;
* the ability to dig-in, making them difficult to remove&lt;br /&gt;
&lt;br /&gt;
As a support unit, they bring:&lt;br /&gt;
* Repair D3&lt;br /&gt;
* Sabotage &lt;br /&gt;
* they are a small, sturdy unit available in Heavy Metal, making them good for scoring zones that Jacks can&amp;#039;t&lt;br /&gt;
&lt;br /&gt;
No discussion of these guys is possible without comparing them to Cygnar&amp;#039;s other Mechanik unit: [[Field Mechaniks]]. Whereas the Field Mechs represent dirt-cheap repairers who aren&amp;#039;t good for much else, Trencher Mechs can shoot, are more durable, and are much more expensive (per model). A huge point in the Trencher&amp;#039;s favour is they can be taken in the Trencher theme, while the gobbers can&amp;#039;t.  Gobbers provide more bodies for the same price, offer more opportunity for repair, and give access to [[Malvin &amp;amp; Mayhem]].  Neither is distinctly better than the other, it mostly comes down to personal taste, and whether you want M&amp;amp;M.&lt;br /&gt;
&lt;br /&gt;
===Combos &amp;amp; Synergies===&lt;br /&gt;
* They&amp;#039;re the cheapest unit that can maximise the number of shots that a [[Grenadier]] can make through [[Manual Reload]].&lt;br /&gt;
* Under Haley 3&amp;#039;s [[Temporal Distortion]], they can be Def 19, meaning they can sit at the back of a zone being almost unkillable.&lt;br /&gt;
* If you have [[Nemo4]] summon a [[Trench Buster]] in a Heavy Metal Theme list, these guys can function as Flank enablers.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks &amp;amp; Downsides===&lt;br /&gt;
* Everything they do is an action (either {{star Action}} or combat). They can do only one per turn, and you&amp;#039;re paying for all of them.&lt;br /&gt;
* They lack Advance Deployment, meaning that most of the time you won&amp;#039;t have the opportunity to repair a jack, and be dug in the same time.&lt;br /&gt;
* In the Gravediggers theme, they don&amp;#039;t do anything unique other than repair, and the theme generally doesn&amp;#039;t bring very many jacks.&lt;br /&gt;
&lt;br /&gt;
===Tricks &amp;amp; Tips=== &lt;br /&gt;
* In the Heavy Metal theme, remember if you use Reposition[3] while they are dug in, they will no longer be dug in because of the move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
===Trivia===&lt;br /&gt;
Released in the Gravediggers expansion (2017.06) &lt;br /&gt;
&lt;br /&gt;
===Other Cygnar models===&lt;br /&gt;
{{Index Cygnar}} &lt;br /&gt;
&lt;br /&gt;
===Rules Clarifications=== &lt;br /&gt;
{{RC Tough}}&lt;br /&gt;
{{RC Dig In}}&lt;br /&gt;
{{RC Repair}}&lt;/div&gt;</summary>
		<author><name>wmu&gt;Juckto</name></author>
	</entry>
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