I tried Trench out earlier this year (see Bat Rep) but couldn’t get the hang of it. Went to an in person get together at my local game store and played against someone running Trench and saw how he actually should be played lol. Thinking of running this next game: -
Name: Spider Man! Faction: Separatist Commander: Admiral Trench
Assault: Surprise Attack Defense: Jamming Barrier Navigation: Superior Positions
Providence Carrier (105) • Admiral Trench (36) • Rune Haako (4) • Thermal Shields (5) • Expanded Hangar Bay (5) • External Racks (4) • Linked Turbolaser Towers (7) = 166 Points
Munificent Comms Frigate (70) • Linked Turbolaser Towers (7) • Tide of Progress XII (2) = 79 Points
Hardcell Transport (47) • Tikkes (2) • Projection Experts (6) • Comms Net (2) = 57 Points
Squadrons: • 4 x Hyena Droid Bomber Squadron (44) • 6 x Vulture Droid Fighter Squadron (48) = 92 Points
Total Points: 394
Any pointers? One question I have with Jamming barriers (my anti-Onager objective) is that with thermals, does my opponent remove half his dice, then me with Thernals or the other way round?
Sorry @Herr Style I just realized we didn't answer your rules question. Thermals takes place first, then Jamming Barrier.
I've never played with or against Trench. Too complicated for my tastes, but all the power to someone who can make him work.
I played against a Trench list and learnt from a Grand Master apparently lol. He had a Providence Dreadnought, Hardcell kitted out with (iirc) Tikkes, Bomber Command, Project Experts and possibly even possibly a title(????), and his last ship was a Gozanti. He had 6 Hyenas and at least 6 Vultures. I’ve only two squadron packs atm so thought I’d be able to squeeze in a Munificent If using 4 Hyenas. If I get another pack then will adjust.
I've not figured out how to use Trench... But it seems like you'd want to be able to react quickly and have the right tokens and dials at the right moment, so low-command ships (Hardcells and Munificents) plus liberal helpings of resupply cards should be useful?