Crucible Guard Rocketmen

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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

Squads of Crucible Guard rocketmen streak across the skies, giving the Crucible Guard an edge against a more numerous foe. Rocketmen assault the flanks of an opposing force, picking off strategic targets with their carbines or dropping devastating gravity bombs into packed enemy formations. Able to fly over traditional defenses, rocketmen squads are tactically versatile soldiers unlike anything before seen in the modern militaries of the Iron Kingdoms.

Basic Info

Template:Infobox-Model

Abilities

Weapons

Leader & Grunts
Carbine
File:Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 Template:- 10
Gravity Bomb
File:Gun icon.jpg  RNG   ROF   AOE   POW 
4 1 3 12
Captain
Carbine (x2)
File:Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 Template:- 10
Gravity Bomb
File:Gun icon.jpg  RNG   ROF   AOE   POW 
4 1 3 12
  • Cumbersome
  • Sky Dropped
Gunner
Slug Gun
File:Gun icon.jpg  RNG   ROF   AOE   POW 
4 1 Template:- 14

Theme Forces


Thoughts on Crucible Guard Rocketmen

Crucible Guard Rocketmen in a nutshell

Rocketmen are the swift moving air assault forces of the Crucible Guard. Using Carbines to skirmish with opposing troops until it’s time to rocket forward and utilize manually dropped bombs to take out harder targets. Speed and defense should be prioritized over armor and durability. Hit and run tactics should be emphasized over directly fighting.

The Crucible Guard Rocketmen are skirmishers who rival the Crucible Guard Infantry in their role of anti-infantry shooting. Flight and speed gives them a lot of mobility, and high DEF can be really useful.

Thoughts on adding the Attachments

  • UA is nearly mandatory for that great +2 DEF/Blast immunity order.
  • WAs are good against Warmachine armies and better if you can debuff the enemy, but they aren't really worth it against Hordes.
  • tinfoil armour

Combos & Synergies

  • Major Aline Benett passively gives them Flying High, pushing them to the point that your opponent will probably give up trying to shoot them. She also has Raid and Down Range. Which improve damage output.
  • Aurum Adeptus Syvestro and his Transmutation spell plus UA's order pushes their DEF to abusive level, add immunity to blast damage and you've got yourself one hell of a screening unit.
  • Marshal General Baldwin Gearhart & Mr. Clogg loves his infantry (even the rocket-propeled kind) and they may serve as a great more mobile element in his gunline.
  • Application of Rust makes their WAs very scary against enemy warjacks.
  • Ashlynn D'Elyse can give them Quicken which makes them very hard to hit, and more importantly can give them a base speed of 11 or get them 18 inches up the board turn one.
  • Hermit of Henge Hold really turns these guys up to 11 (or more accurately, 12). Rocketmen don't care as much about the -2 ARM as other units due to their high DEF-skew (what can hurt them will hurt them regardless of ARM 11 or 9), and as such the Hermit's -2 ARM aura works as an almost purely positive benefit for the Guard player.

Drawbacks & Downsides

  • Their low ARM mean that anything that hits them kills them.
  • Overall damage output of the unit isn't that high and relies mostly on debuffs.
  • WAs are useless in some matchups.
  • The unit can get expensive.

Tricks & Tips

  • You can only use one Order per turn. You've got 3 to choose from: run/charge; extra mobility; or extra survivability.


Other

Trivia

Released with the Faction launch (2018.06)

Other Crucible Guard models

Template:Index Crucible Guard

Rules Clarifications

Template:RC Flight Template:RC Gunfighter Template:RC Breather Template:RC Strafing Run Template:RC Defensive Action

Template:RC Officer Template:RC Death From Above Template:RC Granted Template:RC Dodge Template:RC Swift Hunter

Template:RC 'Jack Hunter

Template:RC Cumbersome Template:RC Sky Dropped

Template:Edbox