Crucible Guard Assault Troopers: Difference between revisions

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{{CGbox|[[Crucible Guard]] {{Unit}} }} [[Category: Model]]
[[:Category:Crucible Guard|Crucible Guard]] [[:Category:Unit|Unit]]
{{4P|Crucible Guard}}
[[Category:Crucible Guard]]
[[Category:Unit]]
[[Category:Legacy]]
[[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==
 


''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.''
''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.''

Revision as of 19:37, 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

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

Template:Infobox-Model

Abilities

Weapons

Thermal Hammer
File:Sword icon.jpg  RNG   POW   P+S 
2 5 12

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

Template:Index Crucible Guard

Rules Clarifications

Template:RC Corrosion Immunity Template:RC Fire Immunity Template:RC Ashen Veil Template:RC Backdraft Template:RC Breather Template:RC Carapace

Template:RC Weapon Master Template:RC Eruption of Ash