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Alright /tg/ need a bit of help. I'm planning on getting

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Alright /tg/ need a bit of help. I'm planning on getting some more Warmachine stuff this Christmas and am trying to find whatever the card holder I have in the picture is.

I got my current set of units used and they came with the cards in these really useful transparent sleeves. They are actually pretty thick and both sides are transparent so that you can draw on them with marker.

In addition I am looking to get some infantry and would like to know some recommendations to get. Trying to get a friend to split the dual starter box with me so I can get a lancer and the storm guard but I was thinking of getting some trenchers.
>>
Look for the ultra pro thick card sleeves. As far as infantry is concerned for Cygnar, trenchers should be top of your list. After those then maybe storm blades for the armor cracking. Probably steer clear of storm guard for now. They are pretty weird to use, and trenchers perform their job better.
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>>50488893
Thanks, as for the trenchers should I be grabbing the infantry or something like the commandos?
>>
Trencher Infantry are your go-to swiss army knife guys. They shoot well, stab well, protect your caster, jam zones, and need little support to do most of it. Being so versatile is the primary reason most people will recommend you get them first.

The Trencher Commandos are a different flavour of trenchers. They're not bad, but not near as versatile. They shoot a bit worse than infantry, but are better protected against small arms fire. They a better at stabbing small enemies, but lack the damage to break through larger model's armor and hit boxes. They probably prefer to be attacking a flank or sneaking behind the enemy than holding a zone. The odd thing about Commandos is that they don't take Cygnar's buff spells as well as most units.

For Storm Knights, ranking usefulness from top to bottom is Lances, Blades, Sliverline, regular stormguard. It's hard to recommend Storm Lances to new players due to their price. However, they are durable, fast, hit fairly hard, and can clear a bunch of weak enemies fairly quickly. They also love pretty much any buff you can get them.

Stormblades are good. They hit just as hard as the lances, but are slower and less survivable than their mounted brethren. Their infantry clearing is also a little bit lower than the Storm Lances. The Command Attachment and weapon attachments for this unit are good investments if you like them.

(Cont.)
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I suppose I should mention that the used units I got are Kara Sloan, a bunch of jacks (Squire, Charger, 2 Cyclones, and a Defender) and the Black 13th gun mage strike team. I also have Allison Jakes cause of the kickstarter.
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>>50489907
(Cont.)
The Silverline stormguard provide two unique abilities to your army, but don't bring much else. First, they provide a very potent road block to your army, as they cannot be charged. This helps their survivability againt melee forces, but they are vulnerable to guns. Most of the time, you will need to be enhancing their ARM or DEF to get good work out of them. Second, they provide a damage boost to elecricity based attacks, and it stacks with other similiar effects, provide good offensive synergy to your army. The downside to all this is that they provide little else. Their offensive output is middle of the road, and as stated earlier, need support to stay alive.

The Stormguard Infantry: They are the anti-infantry branch of the storm knights. Also, like their silverline variant, their defenses are a bit lackluster. The issue with this is that Cygnar as a faction doesn't need anti-infantry specialists as nearly every model in their catalogue does a fair to great job at killing light infantry.

Outside of trenchers and stormknights, Cygnar's iconic forces, we also offer our legacy military forces in the Long gunners and Sword Knights, then a number of more utilitarian choices in the Stormsmiths, Gun Mages, and Rangers.

The reason I call Long Gunners and Sword Knights legacy models is because, in the story, they were the backbone of the military before we got all this cool technology. Sword knights are notable for being inexpensive, and working fairly well as a front line for your army. Primary strengths are good staying power in melee and excellent damage output, comparee to cost, when operating near our warjacks. Downside is that they don't like being shot, and are one of our few choices without ranged capabilities. On a side note, if you get these guys, be sure to have a way to give them the Tough advantage. They do wonderfully with it.
(Cont.)
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>>50489049
Trencher Infantry, then Storm Lances if you can stomach the price.

Without question the two best units in the faction.
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>>50490140
If I were to get the Lances how many should I get?
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>>50489907
I've not played since mark 2, are trenchers not shit now?
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>>50490301
Just one full unit, plus Laddermore.
>>
>>50490090
(Cont.)

The Long Gunners shoot. They do nothing else. At least they shoot well. They die easily, have terrible melee attacks, and provide little to no synergy to your army. This would be fine, if not for their price. They are one of our most expensive choices, which is odd, seeing as they are incredibly one dimensional in purpose and application.

Arcane Tempest Gun Mages come in three styles: Orignal, Character, and Horse flavored. All three are notable for having high DEF, low ARM, and highly accurate guns that provide useful effects. The difference between these units is the variety of effects attached to the guns. Original has Thunderbolt (it pushes models hit away and has a chance to knock them down), Snipe (added range), and critical Brutal (chance for more damage). The character unit has Snipe, Brutal (more damage), and Black Penny (can shoot people engaging your forces). The Tempest Blazers as the gun mages on horses. They get Brutal, Blessed (ignore enemy's ARM and DEF spells), and Electro-leap (free damage rolls against an enemy near the target, helps with infantry clearing). How useful these units are depend on whether you need their gun effects.

Rangers are good. They are a small unit that ignores rough terrain, can make friengly guns more accurate, and they shoot fairly well. They are terrible in melee, but inexpensive enough that it doesn't matter. Their accuracy boosting ability means that oftentimes you'll take them just for that.

Lastly, the relatively new release, the Stormsmith Genadiers. Think of them in the same vane as gun mages. Their attacks have different utility effects, and their value will depend on whether you can use or need those effects. Their grenades either clump enemies together, slow enemies down, or create hazardous terrain.

As the other poster mentioned, Trencher infantry is a great first choice. They do a little of everything. Following that, the Stormblades do a fine job of cracking armor.
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>>50490331
Trenchers got good in mk3. Buffs across the board.
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>>50490301
If you buy a box of Stormlances, they come in packs of 5. Then, you can field a unit of either 3 or 5 of them.
>>
Is it worth getting Laddermore with the lances and is the trencher officer worth it? Aside from the ones I have are there any other Jacks I should grab. I was interested in the Lancer, Centurion, Grenadier and Minuteman.
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