Crucible Guard Storm Troopers

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CG Logo.png Crucible Guard Storm Troopers

Crucible Guard Unit

Storm trooper squadrons provide the Crucible Guard with a hard counterpunch. Equipped with pneumatic concussion cannons, storm troopers can engage concentrations of light infantry. Their ammunition is highly explosive, combining a number of catalytic agents to magnify the blasting power of the charge to produce deadly concussion waves on impact. The storm troopers are ideal for clearing fortified positions like bunkers and trenches, where the shockwave of their munitions is amplified by close quarters and enemies are likely to be tightly packed.

Basic Info

Crucible Guard Storm Troopers
Missing Info
CG Shock Troopers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 6
MAT 6
RAT 6
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 2
UNIT SIZE 3 / 5
COST 10 / 16
3.2 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

Weapons

Pneumatic Concussion Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 3 14
  • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
  • High-Explosive - Blast damage caused by this weapon is POW 10.
  • Steam Pressure - If this model uses its Normal Movement to aim, it gains +4 RNG that activation.
Pick Axe
Sword icon.jpg  RNG   POW   P+S 
1 6 12

Theme Forces

Recent Changes

NO changes since 2021.04


Thoughts on Crucible Guard Storm Troopers

Crucible Guard Storm Troopers in a nutshell

Storm Troopers are the fire support of infantry based Crucible Guard armies. Their armored suits grant them resilience against ranged attacks, Corrosion and Fire damage, and are equipped with breathers. Their Pneumatic Concussion Cannons are NOT equipped with different ammunition types which makes them fairly unique in faction.

Medium based multi wound infantry have had a checkered history in warmachine and hordes, they have either been too powerful or not had the defensive profile for their extra boxes to matter. The Storm Troopers are somewhere in the middle of this assessment. They have good guns and are very hard to kill at range but let down a bit by being a lot weaker in melee (offensively and defensively).

They work best when they can find a key point on the battlefield in range of the enemy and remain there all game, using steam pressure to either pepper infantry with AoEs or using CRA to dent harder targets.

Combos & Synergies

  • Marshal General Baldwin Gearhart & Mr. Clogg loves Storm Troopers. Everything in his kit works well with them.
  • Aurum Legatum Lukas di Morray can screen them with a cloud wall and they can complement his assassination run with some powerful arcing fire shots. It is also slightly easier to utilise steam pressure under the effects of mirage.
  • Aurum Adeptus Syvestro can heal them with his Feat and multi wound units are great revive targets if you can heal them afterwards.
  • Assault Troopers and Storm Troopers together make an army very resilient to shooting with both melee and range potential. Add some debuffs and run them under casters like Syvestro or even Baldwin to play your diving suit firemen team!

Drawbacks and Downsides

  • Almost any melee or combined arms infantry destroys them on the charge. ARM 16 and 5 wounds stands a 50% chance of being taken down by boosted P+S 10 and DEF 11 is hard to miss.
  • They aren't really cheap and AOE3s aren't that good against spaced infantry, while clumped infantry often is the kind that doesn´t care about POW10 blasts.
  • The amount of shots is limited.

Tricks and Tips

  • When push comes to shove they do more damage when charging in melee than at range. This is a last resort but is worth remembering.

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

RC symbol.png

Rules Clarification : Combined Ranged Attack      (Edit)

  • CRA cannot target models in melee ... unless the target is a huge-based model or the attacker has War-Tempered.
  • If you give the attack-leader a buff to their attack (such as Guidance) then that buff applies to the combined attack (even though the other participants don't have the buff). (Locked thread)
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal 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.
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 : Carapace - None yet. (Edit)


RC symbol.png

Rules Clarification : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
RC symbol.png

Rules Clarification : High-Explosive      (Edit)

Rules Clarification : Steam Pressure - None yet. (Edit)