Difference between revisions of "Crucible Guard Assault Troopers"

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({{PAGENAME}} in a nutshell)
 
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{{FH3|{{Crucible Guard}} {{Unit}} }} [[Category: Model]]
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{{CGbox|[[Crucible Guard]] {{Unit}} }} [[Category: Model]]
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{{4P|Crucible Guard}}
  
''Fluff blurb''
+
''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.''
  
{{CID New}}
 
 
 
=Basic Info=
 
=Basic Info=
 
{{Infobox-Model
 
{{Infobox-Model
Line 11: Line 10:
 
| base  = Small
 
| base  = Small
 
| spd  = 5
 
| spd  = 5
 +
| str  = 7
 
| mat  = 7
 
| mat  = 7
 
| rat   
 
| rat   
Line 20: Line 20:
 
| cost  = 8{{/}}13
 
| cost  = 8{{/}}13
 
| cost_note = 2.6 each
 
| cost_note = 2.6 each
| fa    = U
+
| fa    = 3
 
}}
 
}}
 
===Weapons ===
 
* '''Thermal Hammer''' - 2" reach, P+S 13 melee weapon.
 
** {{Critical Fire}}
 
** {{Brutal Charge}}
 
** {{Flame Burst}}
 
  
 
=== Abilities ===
 
=== Abilities ===
* {{Breather}}
 
 
* {{Corrosion Immunity}}
 
* {{Corrosion Immunity}}
 
* {{Fire Immunity}}
 
* {{Fire Immunity}}
 +
* {{Ashen Veil}}
 +
* {{Backdraft}}
 +
* {{Breather}}
 
* {{Carapace}}
 
* {{Carapace}}
* {{Ashen Veil}}
+
 
 +
===Weapons ===
 +
{| class="wikitable"
 +
{{Melee|Thermal Hammer|2|5|12|
 +
* {{Critical Fire}}
 +
* {{Weapon Master}}
 +
* {{Eruption of Ash}} }}
 +
|}
 +
 
 +
===Theme Forces ===
 +
* '''''Crucible Guard
 +
** {{Magnum Opus}}
 +
** {{Prima Materia}}
 +
 
 +
* '''''Other Factions
 +
** '''[[Infernal]]''' players can use this unit in the {{Hearts of Darkness|notbold=}} theme, but only if [[Lukas]] is leading the army.
 +
** '''[[Mercenary]]''' players can use this unit in the {{Llaelese Resistance|notbold=}} theme. They become [[Llaelese]] and gain [[Pathfinder]] in this theme.
 +
 
  
 
=Thoughts on {{PAGENAME}}=
 
=Thoughts on {{PAGENAME}}=
{{Recent Release}}
 
 
=== {{PAGENAME}} in a nutshell===
 
=== {{PAGENAME}} 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.
+
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 12 weapon master hammers with to bear and hopefully make enough of a cloud wall to prevent retaliation.
  
 
=== Combos & Synergies ===
 
=== Combos & Synergies ===
{{PH}}
+
* [[Marshal General Baldwin Gearhart & Mr. Clogg|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, TK for individual threat extension and Disintegration lets them threaten heavies on charge.
 +
* [[Crucible Guard 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.
 +
* [[Ashlynn1]] - Quicken solves their speed issues and puts them at DEF 13 before you add Ashen Veil and Blinding Radiance from Morrowan Archons. She also massively appreciates Weapon Master infantry because she does nothing to fix damage.
 +
* [[Ashlynn2]] runs an extremely mean Ass Troopers list, handing out True Path, Unyielding and Tough, and even Dying Breath on feat turn to them, on top of the Llaelese Resistance theme benefit giving them Pathfinder. With Hand of Fate they pretty much crack any amount of ARM, which Ashlynn loves. Carapace should protect them from shooting, but if you ever face particularly high powered guns (e.g. [[Aeternae]], mass-[[Hunter]]s), just park them in an Artifice of Deviation for cover.
 +
* [[Morrowan Archon]] - Blinding Radiance and Ashen Veil impose a -4 accuracy penalty to enemy models close to them.
 +
* [[Thamarite Archon]] - Since they are not scared by shooting, their main predators are accurate Weapon Master infantry, such as [[Ryssovass Defenders]]. Thamarachons prey on these with gusto.
 +
* [[Ragman]] - 2" melee is excellent with Death Field and under it they hit like trucks.
 +
* [[Gibbs]] - (In Llaelese Resistance) Repo 3" and Feign Death are good abilities for them, and he can heal them all up with Hot Meal.
  
 
=== Drawbacks and Downsides ===
 
=== Drawbacks and Downsides ===
* Their DEF/ARM/HP statline isn't really that durable in melee:
+
* 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.
** ARM 16 and 5 wounds will get one-shotted by a charging P+S 10 50% of the time (assuming 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.
** DEF 11 is easy to hit, and DEF 13 (with Ashen Veil) is only just into the "get missed more often they get hit" zone.
 
** So, against Fire-Immune melee models, they're likely to get annihilated.
 
  
 
=== Tricks and Tips ===
 
=== Tricks and Tips ===
{{PH}}
+
* ARM 20 lets them provide a skirmish screen against enemy shooting
 +
* They don't care about friendly sprays or AoEs hitting them.
  
 
=Other=
 
=Other=
 
===Trivia===
 
===Trivia===
Released 2018.03
+
* Released with the Faction release (2018.06).
 
+
* For backstory on {{PAGENAME}}, see [[Lore - Crucible Technology]].
===Theme Forces ===
 
* {{Magnum Opus}}
 
* {{Prima Materia}}
 
  
 
===Other Crucible Guard models===
 
===Other Crucible Guard models===
Line 65: Line 84:
  
 
===Rules Clarifications===
 
===Rules Clarifications===
{{RC TBC}}
+
{{RC Corrosion Immunity}}
 +
{{RC Fire Immunity}}
 +
{{RC Ashen Veil}}
 +
{{RC Backdraft}}
 
{{RC Breather}}
 
{{RC Breather}}
{{RC Corrosion}}
 
{{RC Fire}}
 
{{RC Brutal Charge}}
 
 
{{RC Carapace}}
 
{{RC Carapace}}
{{RC Tough}}
+
 
{{RC Ashen Veil}}
+
{{RC Weapon Master}}
{{RC Flame Burst}}
+
{{RC Eruption of Ash}}

Latest revision as of 17:48, 15 November 2022

CG Logo.png Crucible Guard Assault Troopers

Crucible Guard Unit

Mk4 icon.png
Prime
This model is available in one Prime Army, Crucible Guard. 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.

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 7
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}}}
FA 3
UNIT SIZE 3 / 5
COST 8 / 13
2.6 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Corrosion Imm symbol.jpg Immunity: Corrosion
  • Fire Imm symbol.jpg Immunity: Fire
  • Ashen Veil - This model has concealment. Living enemy models without Immunity: Fire suffer -2 to attack rolls while within 2" of this model.
  • Backdraft - When this model hits an enemy model with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack against the same enemy model. This model can gain only one additional attack from Backdraft each activation.
  • Breather - This model does not suffer gas effects.
  • Carapace - This model gains +4 ARM against ranged attack damage rolls.

Weapons

Thermal Hammer
Sword icon.jpg  RNG   POW   P+S 
2 5 12
  • Fire Crit symbol.jpg Critical Continuous Fire
  • Weapon Master symbol.jpg Weapon Master
  • Eruption of Ash - If a model is boxed by an attack made with this weapon, center a 3" AOE cloud on it then RFP it. The AOE is a hazard that remains in play for one round. Enemy models within the AOE when it is put into play suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.

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 12 weapon master hammers with to bear and hopefully make enough of a cloud wall to prevent retaliation.

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, TK for individual threat extension and Disintegration lets them threaten heavies on charge.
  • Crucible Guard 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.
  • Ashlynn1 - Quicken solves their speed issues and puts them at DEF 13 before you add Ashen Veil and Blinding Radiance from Morrowan Archons. She also massively appreciates Weapon Master infantry because she does nothing to fix damage.
  • Ashlynn2 runs an extremely mean Ass Troopers list, handing out True Path, Unyielding and Tough, and even Dying Breath on feat turn to them, on top of the Llaelese Resistance theme benefit giving them Pathfinder. With Hand of Fate they pretty much crack any amount of ARM, which Ashlynn loves. Carapace should protect them from shooting, but if you ever face particularly high powered guns (e.g. Aeternae, mass-Hunters), just park them in an Artifice of Deviation for cover.
  • Morrowan Archon - Blinding Radiance and Ashen Veil impose a -4 accuracy penalty to enemy models close to them.
  • Thamarite Archon - Since they are not scared by shooting, their main predators are accurate Weapon Master infantry, such as Ryssovass Defenders. Thamarachons prey on these with gusto.
  • Ragman - 2" melee is excellent with Death Field and under it they hit like trucks.
  • Gibbs - (In Llaelese Resistance) Repo 3" and Feign Death are good abilities for them, and he can heal them all up with Hot Meal.

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.

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

Other Crucible Guard models

CG Logo.png       Crucible Guard Index       (Edit)            
Battlegroup & Similar
Warcasters

Benett - Gearhart - Locke - Lukas - Mackay - Syvestro

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

Combat Alchemists - CG Assault Troopers - CG Infantry - CG Rocketmen - CG Storm Troopers - Dragon's Breath Rocket - Failed Experiments
Ranking Officer : Doctor Alejandro Mosby

Solos

Ascendant Mentalist - CG Mechanik - Gorman1 - Gorman2 - Hutchuk, Ogrun Bounty Hunter - Prospero - Rocketman Ace - Trancer

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: 2021.05

Rules Clarifications

RC symbol.png

Rules Clarification : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • 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.
RC symbol.png

Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • 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 : Ashen Veil and/or Swarm     (Edit)

  • The concealment bonus and the attack roll penalty stack with each other. If a living model targets you with a gun/spell, and they're within 2" of you, they effectively suffer -4 to the attack.
  • The attack roll penalty applies to all types of attacks.
  • The attack roll penalty applies even if the enemy model is trying to target something completely different.

Rules Clarification : Backdraft - None yet. (Edit)
Rules Clarification : Breather - None yet. (Edit)
Rules Clarification : Carapace - None yet. (Edit)

Rules Clarification : Weapon Master - None yet. (Edit)

RC symbol.png

Rules Clarification : Eruption of Ash      (Edit)

  • If Eruption of Ash is on a magical weapon, then the initial attack can hurt an incorporeal model. However, the AOE that is put into play by the weapon is not magical and doesn't harm them.
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)