Post by argentbadger on Oct 22, 2018 15:59:41 GMT
I was drawn into Crucible Guard for the gas-mask aesthetic and decided to start a little collection of my experiences using them. Being the new faction there isn’t much out there in the way of text battle reports (my favourite kind) so I’m writing these to help me feel my way round the faction; perhaps they’ll help someone else out too, if only by seeing what should not be done. There are no photos for now because it’s all proxies, all the time; once I have some miniatures for this faction then I’ll begin with the pictures.
Join me for a fool’s adventures with Crucible Guard!
Game 1 – Invasion (scenario 4) vs Joe’s Mercenaries
conflictchamber.com/#cf201b_-12l8lblvlF7kfClGlClxlylflgljlAlk
Crucible Guard Army - 75 / 75 points
[Theme] Magnum Opus
!!! Your army contains pre-release entries.
[Syvestro 1] Aurum Adeptus Syvestro [+28]
- Suppressor [13]
- Vindicator [15]
- Aurum Ominus Alyce Marc [0(5)]
Gorman di Wulfe, Rogue Alchemist [4]
Hutchuk, Ogrun Bounty Hunter [0(6)]
Rocketman Ace [4]
Combat Alchemists [7]
Crucible Guard Infantry (max) [15]
- Crucible Guard Infantry Officer & Standard [4]
Crucible Guard Rocketmen (max) [15]
- Crucible Guard Rocketman Captain [4]
- Rocketman Gunner (3) [6]
Crucible Guard Storm Troopers (max) [16]
Dragon's Breath Rocket [0(5)]
conflictchamber.com/#c6201b_-0R5t8j5Z5Z5Z5Z5W7j7kg89u6_30lZlS
Mercenary Army - 75 / 75 points
[Theme] Llaelese Resistance
[MacBain 1] Drake MacBain [+30]
- Freebooter [9]
- Nomad [11]
- Nomad [11]
- Nomad [11]
- Nomad [11]
- Vanguard [10]
Anastasia di Bray [3]
Gorman di Wulfe, Rogue Alchemist [0(4)]
Major Harrison Gibbs [4]
Ragman [4]
Captain Sam MacHorne & the Devil Dogs (min) [12]
Choir of Menoth (max) [6]
Exemplar Cinerators (max) [13]
Exemplar Cinerator Officer [0(5)]
Scenery
Deployment
Turn 1: Crucible Guard
Turn 1: Mercenaries
Turn 2: Crucible Guard
Turn 2: Mercenaries
Turn 3: Crucible Guard
Turn 3: Mercenaries
Turn 4:
Join me for a fool’s adventures with Crucible Guard!
Game 1 – Invasion (scenario 4) vs Joe’s Mercenaries
conflictchamber.com/#cf201b_-12l8lblvlF7kfClGlClxlylflgljlAlk
Crucible Guard Army - 75 / 75 points
[Theme] Magnum Opus
!!! Your army contains pre-release entries.
[Syvestro 1] Aurum Adeptus Syvestro [+28]
- Suppressor [13]
- Vindicator [15]
- Aurum Ominus Alyce Marc [0(5)]
Gorman di Wulfe, Rogue Alchemist [4]
Hutchuk, Ogrun Bounty Hunter [0(6)]
Rocketman Ace [4]
Combat Alchemists [7]
Crucible Guard Infantry (max) [15]
- Crucible Guard Infantry Officer & Standard [4]
Crucible Guard Rocketmen (max) [15]
- Crucible Guard Rocketman Captain [4]
- Rocketman Gunner (3) [6]
Crucible Guard Storm Troopers (max) [16]
Dragon's Breath Rocket [0(5)]
I only made up one list because I have no idea what I’m doing. The list is mainly a ‘one of everything’ approach so that I can see how things play out on the tabletop. The Rocketmen are intended to work well with Transmutation, and Combat Alchemists just look too good to leave out.
Mercenary Army - 75 / 75 points
[Theme] Llaelese Resistance
[MacBain 1] Drake MacBain [+30]
- Freebooter [9]
- Nomad [11]
- Nomad [11]
- Nomad [11]
- Nomad [11]
- Vanguard [10]
Anastasia di Bray [3]
Gorman di Wulfe, Rogue Alchemist [0(4)]
Major Harrison Gibbs [4]
Ragman [4]
Captain Sam MacHorne & the Devil Dogs (min) [12]
Choir of Menoth (max) [6]
Exemplar Cinerators (max) [13]
Exemplar Cinerator Officer [0(5)]
It’s Nomadness, I tell you! I am not really experienced know if this is a case where one side has any advantage. Neither of our armies look like they’re skewing anything completely ridiculous. On the other hand, those Cinerators are a pain whenever I see them in Joe’s army.
There is a patch of rough terrain in the middle just in front of my deployment zone. The left zone has trench on my side and forest on Joe’s. The centre zone has a huge annoying cloud right in the middle of it. The right zone has a building and forest on my side and another forest on Joe’s side.
I win the roll off and choose to go first. I set up the Battlegroup centrally, with the Storm Troopers and Rocket Battery just to their left and the Crucible Guard Infantry on the far left. Gorman, the Ace and the Rocketmen are on the right. Finally the Combat Alchemists Advance Deploy in the centre and Hutchuk is in Ambush.
Joe places MacBain centrally with the Warjacks spread out along the line (the Vanguard is next to MacBain though). The Devil Dogs and Cinerators are both on my right and the bulk of the solos are on the left (Gibbs is up in the Theme rubble marker). Anastasia is in Ambush.
I run up almost everything as fast as I can. Syvestro puts Explosivo on the Dragon’s Breath Rocket (in retrospect I’m not sure why I bothered since it was too far away to do anything), Admonition on the Suppressor and Transmutation on the Rocketmen. The Rocketmen use Speed rather than Defence in the hope of jamming hard next turn; I figure that Def 16 should be enough considering what could actually get to them (i.e. almost nothing). The Combat Alchemists and Gorman put a tasty cloud wall in front of my army.
The Mercenaries move forward a bit more cautiously, respecting my threat ranges where possible. MacBain puts Countermeasures on Cinerators and Fail Safe on the Freebooter. The Choir sing Passage for all the Warjacks.
Joe explains that Countermeasures and Passage really limit my options here since they completely shut down the Rocketmen and force me to use Magical attack options for everything that can shoot at a Warjack. Hutchuk Ambushes on the left and kills one of the Choir. The Crucible Guard Infantry advance and take an 11-gun CRA into one of the Nomads. Syvestro moves up to catch a Cinerator in Purifcation to remove Countermeasures, then recasts Admonition on the Suppressor and Transmutation on the Rocketmen. The Storm Troopers and Warjacks don’t have many good options due to the combination of the cloud in the middle, range and Passage denying them decent shots at pretty much anything so I just move them up for a better position instead. The Rocketmen choose Defence and jam super hard into everything on my right. They manage to drop bombs on a couple of the Devil Dogs in the process.
MacBain upkeeps Fail Safe but doesn’t Allocate anything. Anastasia Ambushes on behind Hutchuk and knocks him down to his last box. The Choir Passage all but one of the Warjacks; one of the Nomads on my left is not covered. Ragman casts a Bone Shaker to kill one of the Infantry and make her walk over and kill another; Gibbs kills a third and the Nomads sweep up another couple and contest the left zone. MacBain casts Fortune on the Incinerators but even so they can’t hit the Rocketmen. He also Feats, covering Gorman, two Cinerators and the remaining Devil Dogs. No one scores because the Freebooter runs to toe into the right zone.
Syvestro upkeeps Transmutation and Admonition, then Allocates two to the Vindicator. Hutchuk turns round and kills Anastasia with a bit of good luck. Syvestro Feats and Revives one of the Crucible Guard Infantry. They then use their mini-feat to destroy the left-most Nomad. The Storm Troopers badly damage the Nomad without Passage and the Vindicator walks up and scraps it (clearing the left zone for me) and getting another one down to two boxes left. Since they’re annoyingly in the Cortex and sword arm, I decide to charge in with two of the Combat Alchemists and they finish the job thanks to Syvestro’s Feat. The Ace makes it into the back field and kills a Choirboy and engages another. The Suppressor sets the Objective, MacBain and a Nomad on fire. Finally, the Rocketmen shuffle in to jam a bit more and knock down the last two Devil Dog grunts. I score for the left zone; 1 – 0.
MacBain upkeeps Fortune and Fail Safe and allocates one to a Nomad and one to the Freebooter. Gibbs heals MacBain and Gorman, then sets off into the left zone to contest it. He shoots one of the Infantry and Ragman gets another couple. The Cinerators continue to swing and miss the Rocketmen. The Vanguard Tramples into the zone, losing an arm to a Rocketman free strike on the way. A Choirboy ties up Hutchuk. MacBain shoots down a Rocketman.
MacBain is definitely kill-able this turn. I allocate two to the Vindicator and upkeep both spells. Syvestro hits MacBain with Stygian Abyss but doesn’t get the critical Blind. Helpfully though, MacBain is standing right next to the Objective so Gorman throws a Black Oil grenade at it. Needing anything but 1,1 to hit it, he predictably misses and the grenade scatters off somewhere meaningless. The Vindicator has to do this the hard way, but two boosted swings with the mace are enough to seal MacBain’s fate; he does not make his Tough roll. Crucible Guard win.
I enjoyed that experience enough to pull the trigger on getting the Crucible Guard box ordered in at my local game store. Eventually I’ll get enough stuff playable that I will be able to add photos of these games.
- Alice seemed a bit wasted since I just used her for Harmonious Exaltation four times and I may consider trying Sylys or simply not using a Warcaster attachment at all. On the other hand, I can see that there are a lot of things where she has the opportunity to shine; removing Disruption in particular seems very helpful.
- The Rocketmen sitting at Def18 seem very helpful. More games will tell whether I just got a lucky match-up here, and maybe low armour infantry can be too easily handled by Electro-Leaps or similar tech. I was a little surprised that the Rocketman Ace didn’t carry Veteran Leader or something. Probably the Ace would be more helpful if the scenario had flags for her to sit on (indeed, perhaps the same goes for Alice).
- I really liked Syvestro’s toolkit. All his spells seem to have an application. It was nice to play a caster with an offensive Feat too as I’ve lately been playing Witch Coven and Jarl Skuld.
I don’t think that we made any massive rule errors but I’ll be happy to take feedback on things I’ve missed or alternative approaches that I should consider. Since I’m proxying it all anyway at this stage it’s easy for me to make changes to the army list.