Crucible Guard Assault Troopers

From LOS Warmachine University
Revision as of 18:46, 1 May 2021 by Ghoek (talk | contribs)

Jump to: navigation, search
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 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
  • Weapon Master symbol.jpg Weapon Master
  • Fire Crit symbol.jpg Critical Continuous Fire
  • 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

Recent Changes

2021.02 CG CID, final version released 2021.04.29

  • Changed unit STR to 7
  • Changed Thermal Hammer melee weapon POW to 5 and P+S to 12
  • Added Weaponmaster to Thermal Hammer
  • Added Backdraft ability to unit
    • 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.
  • Removed Flame Burst ability from Thermal Hammer
  • Removed Brutal Charge from Thermal Hammer
  • Added Eruption of Ash ability to Thermal Hammer

Thoughts on Crucible Guard Assault Troopers

Template:Recent Change

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, TK for individual 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.

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

Note to self: I need to update this rules section after the rules are finalised - juckto.


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 : Powerful Charge  and/or Brutal Charge     (Edit)

  • If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.
RC symbol.png

Rules Clarification : Flame Burst      (Edit)

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)

Rules Clarification : Breather - None yet. (Edit)

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.

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 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.