Crucible Guard Infantry: Difference between revisions

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{{CGbox2|{{PAGENAME}}|[[Crucible Guard]] {{Unit}}
[[:Category:Crucible Guard|Crucible Guard]] [[:Category:Unit|Unit]]
|Officer & Standard
[[Category:Crucible Guard]]
|[[Command Attachment]]
[[Category:Unit]]
}} [[Category: Model]]
[[Category:Legacy]]
{{4P|Crucible Guard}}
[[Category:Prime]]
 
== Model stats and abilities ==
{{Model-stats
| name=
| base=
| hp=
| spd=
| mat=
| rat=
| def=
| arm=
| fa=C
| cost=free
| arc=
|ctrl=
| abilities =
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Slam Power Attack}}
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Pathfinder}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Construct}}
}}
 
== Weapons ==
{{Weapon|weapon=GUN|type = R |rng =11 |rof = 1 |aoe = - |pow = 13| loc = -| abilities = {{AbilityOptions|Special Attack|Pounder}} }}
{{Weapon|weapon=AXE|type = M |rng = 1 |rof = - |aoe = - |pow = 14| loc = -| abilities =  {{AbilitySingle|Weapon}} }}
 
 
== Unit  Rules ==
{{Category:Unit}}
 
==Errata==
No Errata specifically for this model.
 
== Changes and Updates ==
 
===Mk3 to Mk4===
 
==Release Trivia==
 
==Lore==
 
 


''The backbone of the Crucible Guard armed forces, these units serve as security and rescue workers for the Order of the Golden Crucible when not needed on the battlefield. Equipped with alchemically treated protections and the Crucible Arms Model 609, a brilliant invention capable of firing multiple types of ammunition, these brave soldiers are able to adapt to any situation.''
''The backbone of the Crucible Guard armed forces, these units serve as security and rescue workers for the Order of the Golden Crucible when not needed on the battlefield. Equipped with alchemically treated protections and the Crucible Arms Model 609, a brilliant invention capable of firing multiple types of ammunition, these brave soldiers are able to adapt to any situation.''

Revision as of 19:36, 18 February 2024

Crucible Guard Unit

Model stats and abilities

Model Statistics

Base size =
Health =
FA = C
Cost = free
-
-





Model Advantages and Abilities

Headbutt Power Attack
Headbutt Power Attack
This model can make Headbutt power attacks.


No errata for Headbutt Power Attack (Create)

Slam Power Attack
Slam Power Attack
This model can make slam power attacks.

No errata for Slam Power Attack (Create)

Trample Power Attack
Trample Power Attack
This model can make a trample power attack.

No errata for Trample Power Attack (Create)

Pathfinder
Pathfinder
This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.

No errata for Pathfinder (Create)

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum



Construct
Construct
This model is a construct, and is not a living model.

No errata for Construct (Create)



Weapons

GUN
 RNG   ROF   AOE   POW   LOCATION 
11 1 - 13 -
Special Attack
A model can make a special attack during its Combat Action if it meets the requirements for the special action or attack's use.
Pounder - Category:Pounder
No errata for Special Attack (Create)
No errata for Pounder (Create)
AXE
 RNG   ROF   AOE   POW   LOCATION 
1 - - 14 -

Weapon
Category:Weapon

No errata for Weapon (Create)


Unit Rules

A unit is a group of models that band together. They've got special deployment rules and activation rules.

  • All models of a unit are Trooper models.
  Errata-Unit-Advance (2023-12-07)
Question: When something triggers because an "advancing enemy model that ends their movement" is within a given distance something, and the enemy model advancing is part of a unit, does the trigger only affect the moving model, or does it also affect the troopers that are placed?
Answer: Only the model moved counts for triggering when something advances into an area.
Explanation: We are aware of the situation. Currently looking at what the wording of the feats should be as well as the bigger question at hand here. For now it would be just the models that actually moved, not were placed. This is just for these right now amd not looking at other aspects of unit movement. When there is any update for wording i will post. As stated until we have a wording update this ruling is applying here. So for now just the model that was actually moved and not the ones placed will be affected.
Infernal Ruling: elswickchuck Infernal - PP Community forum



Errata

No Errata specifically for this model.

Changes and Updates

Mk3 to Mk4

Release Trivia

Lore

The backbone of the Crucible Guard armed forces, these units serve as security and rescue workers for the Order of the Golden Crucible when not needed on the battlefield. Equipped with alchemically treated protections and the Crucible Arms Model 609, a brilliant invention capable of firing multiple types of ammunition, these brave soldiers are able to adapt to any situation.

Given their role as rescue workers in hazardous situations, Infantry units are often assigned an experienced officer to augment their coordination and an alchemical lantern, used to easily locate the unit in the midst of battle and to disrupt enemy enchantments or to ward civilians away from danger when off the battlefield.

Basic Info

Template:Infobox-Model

Abilities

Weapons

Leader, Grunts, & Officer
Crucible Arms Model 609
File:Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 Template:- 11
Sword
File:Sword icon.jpg  RNG   POW   P+S 
0.5 3 9
Standard Bearer
Sword
File:Sword icon.jpg  RNG   POW   P+S 
0.5 3 9

Theme Forces


Thoughts on Crucible Guard Infantry

CGI in a Nutshell

The Crucible Guard Infantry are a fairly generic rifle-wielding infantry unit (akin to Trencher Infantry or Hollowmen), with their main draw being that they can choose between damage types. This ability (which provides a choice of Magical with crit upkeep removal, Fire with crit continuous, or Corrosian with crit continuous) makes Crucible Guard Infantry great at dealing with a wide variety of targets. With CRA and an extra shot; once per game from the CA makes Guard Infantry a staple of their gunline and often one of your most productive sources of ranged damage. Worth additional note is RNG 12" on their guns, which is 2" above comparable troops from other factions.

They do all this and are often cheaper than their opposite number in other faction, so it’s very difficult to go wrong with this unit despite all of the pitfalls that come from single wound infantry.

Thoughts on adding the CA

You will almost never see Crucible Guard Infantry without their UA, as pretty much every abiloty on both the Officer and Standard Bearer is highly relevant. In order of increasing importance, these abilities are:

  • Mage Static: Usually relevant especially for a unit which tends to attract blasts.
  • Mini Feat: The minifeat allows for some very interesting plays and 1 amazing turn of high output. This plus the Repo often means that Guard Infantry can reliably maintain 10" between them and the enemy well into the latter stages of the game.
  • Reposition 3": Almost always relevant every turn the Infantry are on the table, it is Repo which turns the unit up to 11. With the naturally longer range of their rifles, being able to gain an additional 3" of space every turn is unbelievably useful. Another common use for the Repo is to open up lanes for models in front to fall back (such as a unit of Alchemists or Gorman after lobbing a grenade) while allowing space for models behind (such as a Vanguard protecting a Dragon's Breath with Shield Guard) to advance.

Combos & Synergies

  • Marshal General Baldwin Gearhart & Mr. Clogg is probably the best Warcaster for CG Infantry. Veteran leader amps their RAT to respectable 6, Deceleration protects them against blasts, Snipe pushes their range to 16", his Battle Plans can give them either Tactician or boosted To-Hit rolls and they can benefit from all these at the same time. Add his Feat and you got yourself a very scary unit.
  • Retaliator is their best friend, as Oil give CG Infantry boosted damage rolls at range.
  • Bennet - Theyse guys ar eone of the many, many good targets for her Raid spell. Or use Occulatation to keep them safe from retaliation.
  • Captain Eira Mackay has Flare for stealthy solos removal, Concealment while near her and Run & Gun on feat turn to amp up their mobility.
  • Any model with Rust or Ice Cage can boost their accuracy and damage. The Suppressor just so happens to bring both!
  • Dragon Breath's Rocket lays an AoE of no Tough AND -2 ARM. Infantry can then mop the floor with any survivors/multiwound infantry.

Drawbacks and Downsides

  • Less than average DEF, average ARM but no way to improve their own defensive stats, and 12" RNG won't save you from 14" rifles on other infantry.
  • Ammo types are merely an added extra most of the time as you will not be needing them every game.
  • The Rocketmen have the same range when you add SPD+RNG and better defensive stats.
  • If you want to utilise CG Infantry to it's full potential, you need to bring Retaliator, making the full package very pricy, and when the jack is destroyed the Infantry lose a lot of their strength.
  • Fire immune models with high armor mostly shut down the infantry.

Tricks and Tips

  • Do not forget to Reposition away from the enemy to be safe from most melee/low range guns retaliation!

Other

Trivia

Released with the Faction launch (2018.06)

Other Crucible Guard models

Template:Index Crucible Guard

Rules Clarifications

Template:RC Attack Type Template:RC Blood of Urcaen Template:RC Pyrocatalyst Template:RC Vitriolic Trajectile

Template:RC CRA Template:RC Breather Template:RC Corrosion Template:RC Fire

Template:RC Officer Template:RC Granted Template:RC Reposition Template:RC Guns Blazing

Template:RC Standard Bearer Template:RC Take Up Template:RC Mage Static

Template:Edbox