Combat Alchemists

From Warma-wiki
Revision as of 19:37, 18 February 2024 by Disgruntled-tom (talk | contribs)
Jump to navigation Jump to search

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

These soldiers combine alchemical talents with traditional combat training to support more conventional military units. Carrying a variety of specialized alchemical grenades, they can effectively assault many different targets. Combat alchemist teams are drilled in path-finding and skirmish warfare, as they are often deployed in advance of a larger army to neutralize key threats.

Basic Info

Template:Infobox-Model

Abilities

Weapons

Alchemical Grenade
File:Gun icon.jpg  RNG   ROF   AOE   POW 
6 1 3 12
Dagger
File:Sword icon.jpg  RNG   POW   P+S 
0.5 2 7

Theme Forces


Thoughts on Combat Alchemists

Combat Alchemists in a nutshell

The Combat Alchemists are a unit that can produce an advance deploying smoke wall and throw around grenades that both eliminate infantry thanks to automatic corrosion, and debuff high DEF targets thanks to Ice Cage - neither of which need to hit directly.

After the “Drugs are Bad” CID update they gained swift hunter, pathfinder and 1 of their most used shot types improved. This is all great as it adds to their mobility and improves board positioning. However with other models in fact also being buffed and with another competing unit on the horizon it’s unlikely they will see much more time on the tabletop.

Combos & Synergies

  • Other Combat Alchemists to get that Ice Cage or smoke wall. Two units in Prime Materia is very common.
  • Suppressor is another source of ice cage.
  • Run a couple of units in front of your army to create a cloud wall.
  • Baldwin - Veteran Leader makes them RAT 7, which is very good.
  • Railless Interceptor - Exhaust Fumes grants them concealment to trigger Prowl.

Drawbacks and Downsides

  • You cannot screen huge bases with clouds.
  • Blood of Urcaen only has a 1/12 chance of triggering per Alchemist (assuming the target is Def 12). This is not high enough to be considered reliable unless you can land multiple attacks, and should really only be considered viable into larger units.
  • Combat Alchemists are very vulnerable to anti-cloud tech (such as Eyeless Sight or the Steelhead Arcanist), as their primary utility is often to drop a wall of clouds to protect your low ARM models from enemy shooting.
  • 3 person units are seldom worth casting spells on.
  • If you get tied up in melee, you won’t do much with a P+S 7 response.
  • With swift hunter they can be 8" away from what they just threw bombs at. Which is not a great place to be in for squishy units.

Tricks and Tips

  • Combat Alchemists are very flexible, and should never be considered useless models even when the unit is down to its last man.
  • Blood of Urcaen has a 1/12 chance (assuming a Def of 12) of removing upkeeps per attack. This means a full trio of these guys has a 1/4 chance of triggering when attacking a unit, provided they can land all three of their attacks. This goes up 1/12 for each additional attack which lands. A tightly packed unit is unlikely to keep their upkeeps when facing Combat Alchemists.

Other

Trivia

Released with the Faction launch (2018.06)

Other Crucible Guard models

Template:Index Crucible Guard

Rules Clarifications

Template:RC Advance Deployment Template:RC Alchemical Mask Template:RC Corrosion Template:RC Fire Template:RC Pathfinder Template:RC Prowl Template:RC Smoke Bomb Template:RC Swift Hunter

Template:RC Attack Type Template:RC Acid Bomb Template:RC Blood of Urcaen Template:RC Ice Cage