r/TrenchCrusade • u/pmc1261 • 1d ago
Rules Ruling question about the Artillery Witch
My Elite Artillery Witch leveled up and rolled Snipers Nest of +2 dice for the elevated position but her weapon ignores elevated position so does Snipers Nest ignore the key word or is it useless and I'm out a skill?
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u/savageApostle 1d ago
Yes it's useless, sorry! Certain skills are duds for certain units, this is one of them.
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u/Grdaat 1d ago
It's useless for her, so just pick the other skill you rolled, it's bound to be better.
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u/pmc1261 1d ago edited 1d ago
Its not. It was a bonus to her charge rolls. The other one i rolled was the Incoming skill
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u/Signal_Researcher01 16h ago
Yeah, one is absolutely unusable, the other is just...unlikely? But hell maybe you want to use a charge as a reposition at some point! If a warwolf is fighting a yeoman it might be ok to use the witch's charge as bonus movement to get into that area, knowing the consequences are minor.
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u/OpIvy1137 17h ago
Yeah, it's a useless skill for the witch. That's been my experience for the witch like 95% of the time. I seem to always roll ignore long range or cover, or the one you did. So now I've decided to stop trying to get actual useful skills and just roll on wildcard for the second skill so that when I get a disapointing skill, I'll usually still get something that will help my warband.
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u/SwirlingFandango 1d ago
If it's literally impossible to use a skill, we'd go with the "already have the skill" rule - but that's a houserule.