Crucible Guard Assault Troopers

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CG Logo.png Crucible Guard Assault Troopers

Crucible Guard Unit

Assault Troopers are the front line of the Crucible Guard and their best close quarters operatives. Like their Storm Troopers brethren, their alchemically treated armored suits grant the shields them from incoming fire and hazards. Their Thermal Hammers release white-hot flames with each swing, scorching flesh and metal alike.

Basic Info

Crucible Guard Assault Troopers
Missing Info
CG Assault Troopers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR {{{str}}}
MAT 7
RAT N/A
M.A. N/A
DEF 11
ARM 16
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 3 / 5
COST 8 / 13
2.6 each
N/A
FA 3
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

Weapons

  • Thermal Hammer - 2" reach, P+S 13 melee weapon.
    • Critical Continuous Fire - A model critically hit by this attack is set on fire. A model on fire suffers a POW 12 fire damage roll each turn until the fire expires.
    • Brutal Charge - This model gains +2 damage on charge attacks with this weapon.
    • Flame Burst - When you box an enemy model with this weapon, enemy models within 1" of the boxed model suffer Continuous Fire.

Theme Forces

Thoughts on Crucible Guard Assault Troopers

Crucible Guard Assault Troopers in a nutshell

Assault Troopers are hard-hitting, relatively cheap, and relatively durable melee infantry. Their peak resilience is achieved at range, as Ashen Veil and Carapace will effectively make them DEF 13 ARM 20. In melee this durability falls off pretty quickly: DEF 11 (against non-living) and ARM 16 just won't save you. They are probably best thought as a second line clean up crew, as once the lines will have collapsed, they can bring their MAT 7 P+S 15 hammers with Flame Burst to bear.

Combos & Synergies

  • Marshal General Baldwin Gearhart - Deceleration makes them pretty much immune to all but the heaviest shooting.
  • Aurum Adeptus Syvestro - Transmutation pushes their DEF to okay while making them hit harder. Revive is best used on multi-wound models and they can heal under Syvestro's feat.
  • Aurum Legate Lukas di Morray - Cloud wall is great for delivery, Iron Flesh makes their ARM harder to crack, Mirage for threat extension and Disintegration let's them threaten heavies on charge.
  • Rocketmen - they make for a great screen against enemy charges.
  • Their preferred enemy in melee is other multi wound infantry- they also get ashen veil vs them.
  • Lieutenant Crosse, Resistance Fighter - Dauntless Resolve cranks their armor way up while giving them tough. Combined with Ghostly, they will get where they are going quickly and alive.

Drawbacks and Downsides

  • Their defensive stats aren't really that solid in melee: ARM 16 and 5 wounds will get one-shotted by a charging P+S 10 half the time if they hit.
  • DEF 11 is easy to hit, and Ashen Veil puts them only into the "get missed more often than not" zone which means Fire-Immune melee models are likely annihilating them.
  • Even with Brutal Charge they aren't going to crack heavies on their own and their infantry clear relies on the enemy being bunched up and on good fire rolls.

Tricks and Tips

  • ARM 20 lets them provide a skirmish screen against enemy shooting
  • They don't care about friendly sprays or AoEs hitting them.

Other

Trivia

Beta rules released in the Crucible Guard CID (2018.03), final rules with the Faction release (2018.06).

Other Crucible Guard models

CG Logo.png       Crucible Guard Index       (Edit)            
Battlegroup & Similar
Warcasters Aurum Legate Lukas di Morray - Aurum Adeptus Syvestro - Marshal General Baldwin Gearhart & Mr. Clogg - Aurum Lucanum Athanor Locke - Captain Eira Mackay
Warcaster attachments Aurum Legate Alyce Marc (Crucible) - Sylys Wyshnalyrr (Mercenary) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Prospero (BGC)
Light Liberator - Retaliator - Vanguard
Heavy Suppresor - Toro - Vindicator
Colossal Vulcan
Units, Solos, Battle Engines, & Structures
Units Infantry - Assault Troopers - Combat Alchemists - Dragon's Breath Rocket - Rocketmen - Shock Troopers -
Ranking Officer : Doctor Alejandro Mosby
Solos Rocketman Ace - Mechanik - Trancer
Prospero - Gorman - Hutchuck
Battle Engines Railless Interceptor
Theme Forces
Magnum Opus - Prima Materia
Mercenaries
Refer to Who Works for Whom and/or Category: Crucible Guard Mercenary
This index was last updated: 2018.11

Rules Clarifications

RC symbol.png

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
RC symbol.png

Rules Clarification : Brutal Charge      (Edit)

  • If your charge movement was less than 3", your first attack is not considered a 'charge attack' and thus you won't get the Brutal Charge bonus.
RC symbol.png

Rules Clarification : Flame Burst      (Edit)

RC symbol.png

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)

Rules Clarification : Breather - None yet. (Edit)

RC symbol.png

Rules Clarification : Corrosion      (Edit)

  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.

Rules Clarification : Carapace - None yet. (Edit)

RC symbol.png

Rules Clarification : Ashen Veil and/or Swarm     (Edit)

  • The concealment bonus and the attack roll penalty do stack with each other, so someone making a ranged or magic attack while within 2" of you will suffer -4 to the attack.

Backstory

Crucible Guard Heavy infantry is birthed from a number of innovative development in recent years, their armour adapted from personal protective equipment worn by miners in the Order’s mines, refineries and factories, it is designed to withstand exposure to harmful chemicals and conditions, from chemical fires, leaky chemical units, and noxious atmospheric conditions.

While not as cumbersome and protective as Man-o-War Armor, it is designed with laminated plating; Multiple thin layers of plates comprised of Nickel and Tungsten steel alloys and treated fabric that resists bending when pressure is applied.

They are equipped with three types of weapons;

Thermal Hammers, a mastic two handed weapon which head houses a two part alchemical compound that produces extreme heat, which would burn the wielder without their armour.

Pneumatic Concussion cannons equipped with highly explosive materials, that produce deadly concussion waves on impact.

Hardened Steel Picks.