Tuesday, November 27, 2012

Bog Trog Ambushers - RwlRwlRwlRw!

The way I look at Bog Trog Ambushers is Blindwater's answer to squishy backline models, alongside the excellent Ironback Spitter. The Pact is quite weak in terms of ranged attacks, aside from the aforementioned turtle, and Ambushers do a decent job of patching this up.

Overview

Mediocre stats for light infantry. SPD 5 is a bit slow, but they do have a decent P+S reach Fish Hook. Why fishmen need fish hooks, I don't know. You'd think they'd get along with each other, since there's plenty of enemies out in the swamps.

Fortunately they have plenty of very nice abilities to make up for their mediocre numbers - Pathfinder, CMA, Ambush, Camouflage and Powerful Charge. Do these make them worth the 5/8pts?

Damage


CMA, Reach, Powerful charge. Not bad, and quite useful at taking out low-to-mid ARM models and solos (which is most things in the backfield), and put some serious hurt on a lights and some of the softer heavies (Seraphs, Angels, Warpwolves, and Cryx jacks if those existed). Basically this means that they can put out a decent amount of damage on the charge on a variety of targets, and after the charge.... well....

Survivability


Pretty craptacular - DEF 12/ ARM 14 and usually being far away from your support means they die easier than henchmen in an 80s Schwarzenegger film. They do have camouflage however, which can help them survive an extra turn to deliver the payload if they can find some cover or concealment on the way (pathfinder helps). Their ARM is just a bit too low to reliably soak up most blast damage, so you need to spread them out if that is a threat.

There's no defense like distance - and being off the table is pretty far. However, once they engage, they are most likely to either die very quickly, or stay alive the entire game. Either result is not especially bad for you, since them being dead means attention was taken off more important things, and them being alive means they can clean up or tie up more stuff.

Utility


The Bog Trog's utility lies entirely in their Ambush special rule. Without it, they are just crap overcosted fodder troops. With Ambush, they become unpredictable, dangerous to support, and even threatening to enemy warlocks and warcasters. Use this mobility and element of surprise to your full advantage.

Fishmans - a novel concept.

Tactica


I use a min or max unit at 50pts and occasionally a minimum at 35pts, to help harass backline support (Choir, Paingivers, Focus Boosters, Mechanics, Gorman, etc) or tie up things like Defenders. They can also be useful at taking out those overpowered stealth solos that like to hang out on their own on a flank (ie. Eyriss). I like them a lot as tactically useful pieces but they aren't core to a list strategy which is why they aren't seen too often at lower points games or why I don't usually find the need to take a full unit when I could be getting a 3pt solo for the difference.

I don't see the point in taking them unless you're going to ambush, but this could depend on the scenario. If they don't ambush, you will have to be careful that they don't jam up your lines and not to lose them to weak ranged attacks or blast damage. You might even have them hug a Spitter for Girded early in the game! Desperate times call for desperate measures.

I put them on the side of the table before the battle starts and remind my opponent before and after deployment that they are ambushers. That way I get the psychological advantage of them not wanting to deploy anything close to the sides, so they bunch up in the middle and deploy a little more clumped up than optimal, making things easier for the rest of my melee-heavy force. Even if they don't care so much about the Ambushers and just play/deploy as they normally would, I can always choose to ambush much closer to my lines or hold them for turns 3 and 4.

The most important decision you will make will be when to bring them on. This will come with experience, but remember that earlier is not always better, especially in a grindy faction like Gators. Sometime bringing on a fresh unit out of nowhere Turn 4 or 5 can make the difference between win or loss, and is far better than losing them for nothing Turn 2 if you are playing a cagey opponent.

Their biggest weakness, other than being fragile little flowers that you always forget to put into play, is that they somehow always manage to fail CMD checks and wet themselves continuously (which I guess is how they manage to survive so long on land). Zombify is the only way we currently have of dealing with this, but is unlikely to ever be used on them if they are ambushing. Sometimes you just have to take your chances, and have a good laugh when they fail an Abomination check.... again and again.


Conclusion

Comedic appearance:

Piece of Granite|------------------------------------X-----------------| Immortal

Fishmans look like they suck but are in fact really useful. While not being as useful as having units with guns, they do provide a respectable alternative for dealing with support models, or making up distance. Their biggest downside by far is forgetting to put them on the table, and they are kind of stupid-looking.

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