Crucible Guard Infantry

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Crucible Guard Infantry
Crucible Guard Unit

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.

Officer & Standard - Command Attachment

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.

CID icon.jpg

Rules subject to change.
This model is unreleased.

This model is part of the current CID cycle (What is CID?) and the information shown below does not represent its final rules.

This is a new model, and the information here is what was given at the start of the CID cycle

Basic Info[edit]

Crucible Guard Infantry
CG Infantry.jpg
DEF 12
ARM 13
Unit Size 6/10
+2 CA
Cost 9/15 for base unit
4 for the CA
1.5 per model
See also How to Read the statblock


Everyone except the Standard

  • Crucible Arms Model 609 - 12" range, POW 11 gun.
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Blood of Urcaen - This attack causes Magical Damage. On a critical hit, upkeep spells and animi on the model/unit hit expire.
      • Pyrocatalyst - This attack causes Fire Damage. On a critical hit models hit suffer the Fire continuous effect.
      • Vitriolic Trajectile - This attack causes Corrosion Damage. On a critical hit models hit suffer the Corrosion continous effect.
  • Sword - 0.5" reach, P+S 9 melee weapon.


  • Sword - As above


  • Officer only
    • The Officer has +1 MAT, RAT, and 5 hitboxes.
    • Support Fire - This model can use Support Fire once per game at any time during it's unit activation. This activation, models in this unit gain Dual Shot - This model can make an additional ranged attack if it aims..
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Granted: Reposition [3"] - While this model is still alive and in formation all of the unit gains Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
  • Standard
    • Standard Bearer - While the standard bearer is within 5" of the unit commander, the commander gains +2 CMD.
    • Take Up - If this model is killed you may instead remove a Grunt within 1". Remove any effects on this model, and apply any effects that were on the old grunt.
    • Mage Static - While this model is in formation, enemy magic attacks targeting a model in its unit suffer -5 RNG.

Thoughts on Crucible Guard Infantry[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Crucible Guard Infantry in a nutshell[edit]

The Crucible Guard Infantry are a fairly generic run of the mill shooty infantry unit, with their main schtick being that they can choose between magic, fire or corrosion damage (these two may also apply critical continous effects). The other thing worth noteing is the RNG of 12" on their rifles, which is higher than their counterparts in other factions.

Thoughts on adding the CA[edit]

  • This is pretty much an autoinclude. It provides the ever useful Mage Static, that in combination with Reposition: 3" grants you a pretty nice resistance to spells (basically eight extra inches the enemy must cover to tag you). Reposition also works very well with the good RNG 12" of their rifles, as you'll end up 15" away from the enemies you shot at, meaning that they are probably no longer there and most RNG 10" infantry can no longer hit you back. Whites of Their Eyes is always a nice thing to have for added accuracy. On these guys, however, it also means that Critical hits are usually around 30-40% for each shot.

Combos & Synergies[edit]

  • Aurum Legatum Lukas di Morray is a great guy for these soldiers. Mirage for extra threat range/aiming potential, Iron Flesh to push their ARM into half decency (but mainly the blast immunity), Burning Ash to push their "hit & run" playstyle into a far better place and Disintegration to augment their damage output.
  • Aurum Adeptus Syvestro gives them Transmutation to push their DEF into the "Hard to hit" realm and Pathfinder. The "signs & portents" feat is also nice for general accuracy/damage but also crit fishing.
  • Marshal General Baldwin Gearhart & Mr. Clogg is another go-to. Veteran Leader, Deceleration against blasts, a weapon with slam/knockdown and one with Shadow Bind to make them hit their target and of course Prey on feat turn.
  • Captain Eira Mackay has Alchemical Accelerant to make their Incendiary shots effectively Weapon Master, 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.
  • 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[edit]

  • 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.
  • Whites of Their Eyes means you have to get up close and personal. Should you fail to remove the opposition, though, they are as good as dead.
  • Ammo types are merely an added extra most of the time as you will not be needing them every game.

Tricks and Tips[edit]

  • Whites of Their Eyes allows for rather reliable critical hits. Units with Shield Wall and the likes (especially monowound ones like TFG, Iron Fang, Stormblade Infantry with Arcane Shield and/or Iron Zeal) that you would need to tackle with 2-3 man CRAs can now be coated in acid.
  • Do not forget to Reposition away from the enemy to be safe from most melee/low range guns retaliation!



Released 2018.03

Theme Forces[edit]


Other Crucible Guard models[edit]



Warcasters Aurum Legate Lukas di Morray - Aurum Adeptus Syvestro - Marshal General Baldwin Gearhart & Mr. Clogg - Aurum Lucanum Athanor Locke - Captain Eira Mackay
Warcaster attachments Aurum Legate Alyce Marc - Sylys Wyshnalyrr (Mercenary) - Madelyn Corbeau (Mercenary)
"Junior" Prospero
Warjacks Light Heavy Colossal
Liberator - Retaliator - Vanguard Suppresor - Toro - Vindicator Vulcan
Units, Solos, & Battle Engines
Units Infantry - Assault Troopers - Combat Alchemists - Dragon's Breath Rocket - Rocketmen - Shock Troopers -
Ranking Officer : Doctor Adolpheus Morely
Solos Rocketman Ace - Mechanik - Trancer
Prospero - Gorman - Hutchuck
Battle Engines Railless Interceptor
Theme Forces
Primae Materia - Magnum Opus
Merc CG.jpg


Mercenary Battlegroups
Warcasters Ashlynn d’Elyse - Captain Bartolo Montador - Captain Damiano - Crosse2 - Durgen Madhammer - Drake MacBain - General Ossrum - Gorten Grundback

Requires a 2+ caster game.

'Jack Marshals
Captain Sam - Colbie Sterling - Rutger Shaw - Thor Steinhammer
Warjacks The mercenary battlegroup members you can include in a CG army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Mercenary Units, Solos, & Battle Engines
Units Hammerfall High Shield Gun Corps - Horgenhold Artillery Corps - Horgenhold Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Boomhowler & Co - Captain Sam - Blythe & Bull - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Ogrun Bokur
Alten Ashley - Anastasia di Bray - Bloody Bradigan - Bosun Grogspar - Colbie Sterling - Dirty Meg - Doc Killingsworth - Hawk - Crosse1 - Lord Rockbottom - Madelyn Corbeau - Major Harrison Gibbs - Dougal MacNaile - Eilish Garrity - Ragman - Rhupert Carvolo - Rutger Shaw - Sergeant Nicolas Verendyre - Stannis Brocker - Sylys Wyshnalyrr - Taryn - Thor - Viktor Pendrake
Battle Engines Hammerfall Siege Crawler

Rules Clarifications[edit]

Note to self: I need to update this rules section after the CID rules are finalised - juckto.
Rules Clarification : Breather - None yet. (Edit)

RC symbol.png

Rules Clarification : Corrosion      (Edit)

  • 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)

  • 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.
RC symbol.png

Rules Clarification : Combined Ranged Attack      (Edit)

  • CRA cannot target models in melee, except for huge-based models.
  • 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)