Stormsmith Grenadiers
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Stormsmith Grenadiers |
Prime This model is available in one Prime Army, Storm Knights. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page. Note that the rest of this page is about the model's Mark III rules. |
Cygnar’s stormsmiths do not balk at the strange and sometimes hazardous mechanikal innovations conceived by the brilliant mind of Artificer General Sebastian Nemo. These men and women embrace such lightning-spewing creations with the same enthusiasm and curiosity that first drew them to the stormsmithing arts. Bringing experimental storm chamber technology to the front lines, grenadiers create volatile electrical fields able to take on different properties of electromagnetism and kinetic force.
Contents
Basic Info
Stormsmith Grenadiers | |||||||||||||||||||||||||||||||||||||
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Abilities
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Advance Deployment
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Immunity: Electricity
- Force Barrier - This model gains +2 DEF against ranged attack rolls and Blast Resistance. (Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.)
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
Weapons
Storm Grenade | ||||||||||||||
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RNG | ROF | AOE | POW | ||||||||||
6 | 1 | 3 | 13 | |||||||||||
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Sword | ||||||||||||||
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RNG | POW | P+S | |||||||||||
0.5 | 3 | 7 | ||||||||||||
Theme Forces
- Cygnar
- Other Factions
- Infernal players can use this unit in the Hearts of Darkness theme, but only if Sloan is leading the army
- Mercenary players can use this unit in the Llaelese Resistance theme.
- Mercenary and Convergence players can use this unit in the Strange Bedfellows theme.
Thoughts on Stormsmith Grenadiers
Stormsmith Grenadiers in a nutshell
Stormsmith Grenadiers are cheap ranged units - the price tag of 3 of them on par with moderately expensive solos. Their main job is to cause mischief among the enemy infantry ranks with their various attack types. They are pretty well defended against ranged attacks/blasts and are among the rare advance deployment capable models outside the Gravediggers theme in the faction.
Their drawback - outside their average accuracy - is their short range which forces you to rely on cautious play lest they'll be butchered with minimal effort. Even with the clever use of Reposition do not expect them to last long once committed.
They are available in 4 factions (kinda) via the Strange Bedfellows & Hearts of Darkness themes but given the casters in these special themes these guys aren't likely the people you are reaching for
Combos & Synergies
- Sources of electrical damage love Cygnar's electrical buffs like the Firefly, the Stormguard, and the Storm Strider. The latter makes their attack against enemies in its CMD range technically RAT8. Stormguard Infantry can seriously shore up their chances to hit with their Voltaic Snare against warjacks, plus said warjacks will be limited to walk-and-punch/walk-and-shoot attacks against the Grenadiers.
- Nemo2 can boost their RAT and MAT with his Veteran leader, but considering their short range and Nemo's average CMD bubble you should not bank too hard on that.
- Their attack become quite dangerous under Nemo3's feat (though it will only buff the damage of the blast field during your turn - something that you can still exploit with a follow-up Voltaic Snare to drag enemy models closer).
- Stormsmith Grenadiers love Captain Victoria Haley's Temporal Barrier. It helps them hit, it helps them to get out of charge distance, and speed debuffs stack. Plus 6 ranged attacks from a 5 pts unit with her feat is nothing to sneeze at either.
- Major Victoria Haley has some fun interactions with them in the form of her feat, TK and Time Bomb.
- They have nice utility on their attacks, making them a good choice to Snipe to launch their grenades deeper into the enemy lines.
Drawbacks & Downsides
- They lack Pathfinder which might hinder their delivery - especially if you set them up in a forest or rubble to protect them from initial shooting when going second.
- They lack Gunfighter and their melee stats are miserable - making them prone to jamming. They also die easily to magic, melee attacks or AoEs that corrode or set them on fire.
- Blast resistance on armour 11 with 1hp isn't reliable to keep them alive.
- Electric immune models ruin their day.
Tricks & Tips
- Watch for the wording: Voltaic Vortex and Blast Field requires a direct hit on an enemy model - so don't try to shoot your own model in the back to trigger them. On the flip side, Kinetic Grip can mess with your own models so watch for scatters (especially if the enemy can choose your deviation direction like in the case of Force Field).
- Voltaic Vortex is the poor man's Hellmouth - look for suitable low-DEF models to trigger it and cluster the enemy together (or even enemy objectives). Then you might as well throw a Kinetic Grip on them to create a positioning nightmare.
- Voltaic Vortex pulls in your own models as well - who are most likely immune to the damage if they are in the Storm Division theme. Use this to your advantage if it would get you within contesting range of a scenario element.
- With Force Barrier you have to worry less about blast damage - thanks to Electricity immunity the unit members can't hurt each other, but non-electrical blasts may still get them.
- In the spirit of fair play always declare which ammo type you use before making an attack. Most of the time your opponents may go easy on you, like they'll assume you use Kinetic Grip to de-buff a heavy jack, but if you don't specifically state your choice, your opponent may have the right to call out on you. In this case, according to an Infernal ruling you'll have to use the first type printed on the model's card (Galvanic Blast Field).
Other
Trivia
Released 2016.10
Other Cygnar Models
Rules Clarifications
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Rules Clarification : Advance Deployment (Edit)
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Rules Clarification : Electricity (Edit)
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Rules Clarification : Force Barrier (Edit) |
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Rules Clarification : Reposition (Edit)
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Rules Clarification : Attack Type and/or Arcane Savant (Edit)
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Rules Clarification : Galvanic Blast Field (Edit)
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Rules Clarification : Kinetic Grip - None yet. (Edit)
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Rules Clarification : Voltaic Vortex (Edit)
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