Cogs Sharpshooters
When it comes to Cogs accuracy is something they have in spades. If you had one guess as to what sort of troop the sharpshooters are you’d get it right. Range is where they are most comfortable mitigating their low numbers by keeping outside the range of most weapons.
Armed with 2 Quantum rifles that pump out 2 shots each with a re roll these guys are your long range anti infantry specialists. Accuracy 7 ensures they can get that first turn shot on any opponent that positions themselves poorly with little fear of retaliation.
They have a normal unit size of 3 which gives them 6 shots these guys in a minimum configuration are fully capable of harassing even type 3s. Their mobility lets them get into the perfect spot to get a shot and their guns can inflict wounds having a strength of 5.
When bumped up to their max size of 6, you get access to 2 special weapon bearers equipped with a sniper rifle of a quantum jammer. The sniper gives a lot of tactical options and pairs nicely with the long range of the other weapons. Send a unit of these after type 3 infantry or go officer hunting and you’ll more than make up for their point cost. even some lightly armoured afv’s will be wary of the sniper shots.
The jammers give them an anti afv role, but you can grab more jammers in a full unit of warmongers so I find the sniper option to be a more versatile one.
The warmongers are vulnerable to rushing AFVs when they are not equipped with jammers so be wary of that. They are also vulnerable to swarming infantry as they do not have a huge rate of fire. Watch out for Star Troopers with MGs or Flamers that advance under cover.