Trollkin Scouts: Difference between revisions

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[[Category:Legacy]]
[[Category:Legacy]]
[[Category:Unit]]
[[Category:Unit]]
[[Category:Trollkin]]


==Model stats and abilities==
==Model stats and abilities==
{{Model-stats
{{Model-stats
| name  = unit
| name  = Grunt
| base  = 120mm
| base  = 40mm
| hp    = 38
| hp    = 1
| spd  = 7
| spd  = 7
| mat  = 6
| mat  = 6
| rat = 5
| rat = 5
| def  = 9
| def  = 13
| arm  = 19
| arm  = 13
| fa    = 2
| fa    = 4
| cost  = 15
| cost  = 4
|cpm = 3.3 (5 grunts)
|cpm = 1.33 (3 grunts)
| abilities =
| abilities =
{{AbilitySingle  | Unstoppable}}
{{AbilitySingle  | Tough}}
{{AbilitySingle  | Pathfinder}}
{{AbilitySingle  | Pathfinder}}
{{AbilitySingle | Dual Attack}}
{{AbilitySingle | Dual Attack}}
{{AbilitySingle  | Construct}}
{{AbilitySingle  | Advance Deployment}}
{{AbilitySingle | Cavalry}}
{{AbilitySingle |Gang}}
{{AbilitySingle | Reposition|3}}
{{AbilitySingle |Mark Target}}
{{AbilitySingle | Shooting Gallery}}
{{AbilitySingle |Prowl}}
}}
}}


=Weapons=
=Weapons=
{{Weapon | weapon= Scattergun| type = R | rng = SP 8| rof = 1 | aoe = - | pow = 12| loc = -| abilities = {{AbilitySingle|Pistol}}}}
{{Weapon | weapon= Thrown Axe| type = R | rng = 6| rof = 1 | aoe = - | pow = 10| loc = -| abilities = }}
{{Weapon | weapon= Trampling Hooves| type =M | rng = 1| rof = - | aoe = - | pow = 14| loc = -| abilities = {{AbilitySingle|Momentum}} }}
{{Weapon | weapon= Axe| type =M | rng = 1| rof = - | aoe = - | pow = 10| loc = -| abilities = }}


==Unit Rules==
==Unit Rules==
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==Lore==
==Lore==
''Trollkin Scouts stand out as rugged and resourceful in a race known for their ability to endure. These nomadic Trollkin are skilled hunters who live off the land in tight-knit communities, on the outer edges of trollkin society. They are peerless woodsmen capable of stealthily burying an axe in an enemy within the densest of forests or charging forth with a battle cry and a barrage of thrown hunting axes. When the kriels can entice their isolated cousins to join them, they gain superb hunters who excel at irregular warfare.''


===Trivia===
===Trivia===
* Released in [[Forces of Hordes: Trollbloods]] (2010)


==Battle Reports==
==Battle Reports==


==Videos==
==Videos==
-----------Legacy----------
''Trollkin Scouts stand out as rugged and resourceful in a race known for their ability to endure. These nomadic Trollkin are skilled hunters who live off the land in tight-knit communities, on the outer edges of trollkin society. They are peerless woodsmen capable of stealthily burying an axe in an enemy within the densest of forests or charging forth with a battle cry and a barrage of thrown hunting axes. When the kriels can entice their isolated cousins to join them, they gain superb hunters who excel at irregular warfare.''
=Basic Info=
{{Infobox-Model
| name  = Trollkin Scouts
| image = TrollScouts.jpg
| base = Medium
| spd  = 6
| str  = 7
| mat  = 6
| rat  = 5
| def  = 13
| arm = 13
| cmd  = 7
| hp    = 1
| size  = 6
| cost = 10
| cost_note = 1.7 pts each
| fa    = 2
}}
=== Abilities===
* {{Advance Deployment}}
* {{Assault}}
* {{Pathfinder}}
* {{Tough}}
* {{Gang}}
* {{Hunter}}
* {{Prowl}}
===Weapons ===
{|class="wikitable"
{{Ranged|Thrown Axe|6|11|
* {{Thrown}}
* {{Grievous Wounds}} }}
{{Melee|Axe|0.5|4|11|
* {{Grievous Wounds}} }}
|}
===Weapon Attachment===
As with most Trollkin units, the {{PAGENAME}} can take up to 3 [[Trollkin Sorcerer]]s. The Sorcerer's info has been omitted for brevity.
Although other scouts can gain gang off of their attached sorcerer the lack of Pathfinder or Prowl on the Sorcerer does hamper the way the scouts usually play.
===Theme Forces ===
* {{Band of Heroes}}. This unit gains [[Take Down|"Optional Take Down"]] in this theme.
* {{Kriel Company}}
* {{Storm of the North}}. This unit become [[Northkin]] models and gain [[Immunity: Cold]] in this theme.
=Thoughts on {{PAGENAME}}=
==={{PAGENAME}} in a nutshell===
Trollkin scouts are an interesting unit of skirmishers - not normally the first models the Trollbloods reach for to be their skirmish screen, but sometimes effective. Their niche is if you want a unit with Grievous Wounds to deal with tough or healing. If you want this tech they are a good way of getting it - if you don't you don't.
There is a lot of double up in their role with [[Northkin Raiders]], scouts have less fluidity due to the unit, less durability, and slightly less potential due to quick work. Scouts however have greater accuracy due to gang and their ranged attacks are easier to use with assault and hunter.
===Combos & Synergies===
* [[Trollkin Skinner]] - grants them [[Treewalker]] a buff that makes them very hard to hit in forests (for trolls at least).
* [[Lynus & Edrea]] - Being able to pick columns if you have ranged grievous wounds is very strong. They also remove LOS blocking clouds, which is nice.
* [[Grim2]] - His feat works wonders for them: Mark Target lets them hit, Snipe extends their assault range to an impressive 19". And of course, Mortality and Mirage works well with everything.
* Mark Target as mentioned above, so [[Pyg Lookouts]] and any solos in [[Kriel Company]].
* [[Calandra1]] - She has effectively a really nice DEF buff.
* [[Madrak1]] - also offers a Def buff, no knockdown, and a to-hit buff
* [[Ragnor]] - Pulveriser adds to both the thrown weapon and the melee attack Pow 13 followed by a boosted Pow 15 can do a lot to light warjacks and warbeasts.
* [[Borka2]] , [[Jarl Skuld]] and [[Kolgrimma]] are all odd choices to play in Kriel Company. But each can offer concealment to stack prowl.
===Drawbacks & Downsides===
* Gang makes them bunch up, which causes problems.
* [[Northkin Raiders]] are a better skirmish screen and are slightly cheaper per model (not fiscally)
* Because they are faster and operate quite far forward they can have issues positioning within the [[Krielstone]] aura. But frankly, ARM 15 on SWI is a joke and they operate quite dandily without the +1 STR from the elder thanks to Gang.
* The model with the pig does not have the [[Bacon]] rule. For shame!
===Tricks & Tips===
* They have enough DEF to take the charge, although ideally, they want to give the charge.
* In Kriel Company, run a Whelp up to whatever you want to charge because RAT 7 is much better than RAT 5
=Other=
===Trivia===
Released in [[Forces of Hordes: Trollbloods]] (2010)
===Other Trollblood models===
{{Index Trollbloods}}
===Rules Clarifications ===
{{RC Advance Deployment}}
{{RC Assault}}
{{RC Pathfinder}}
{{RC Tough}}
{{RC Gang}}
{{RC Hunter}}
{{RC Prowl}}
{{RC Thrown}}
{{RC Grievous Wounds}}

Latest revision as of 04:30, 5 February 2024

Trollbloods United Kriels Legacy Unit

Model stats and abilities

Model Statistics

Base size = 40mmSPDMATRATDEFARM
Health = 1
FA = 4
Cost = 47651313
Cost per model = 1.33 (3 grunts)
-

Model Advantages and Abilities

Tough
Tough
When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down, this model loses Tough.

No errata for Tough (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.

No errata for Dual Attack (Create)

Advance Deployment
Advance Deployment
In most scenarios, this model can be deployed after normal deployment, up to three inches beyond the established deployment zone.

No errata for Advance Deployment (Create)


Gang

When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and damage rolls.

No errata for Gang (Create)


Mark Target
Other friendly models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS.

No errata for Mark Target (Create)


Prowl
While this model has concealment, it gains Stealth.

  Errata-Prowl (2024-2-17)
Question: Does Prowl prevent a model from losing stealth while it has concealment?


Example 1:
A Warpwolf Stalker with Prowl has concealment and is shot by a weapon with Flare. Thus the model gets -2DEF and loses Stealth. However, as soon as the model loses stealth, it gains it back by having Prowl and being in Concealment.
Example 2:

A Soul Stalker is targetted by Spyglass and thus loses Stealth for a round. However, when it was shot by an AoE also hitting a cultist, the cultis dies and Agathon now casts Occultation on the soul snake, does it gain Stealth again despite having lost it?
Answer: For now stealth will not be reapplied in the above example.
Explanation: So we will be using the ruling from MKIII until we have time to go through the different abilities. For now we are looking into the issue brought up by this thread for now. Mainly due to the volume of rules we need to address this first prior to moving on the the other issues, similar to this. Also it is due to the fact we have a previous edition ruling that we are applying to this scenario.
Infernal Ruling: elswickchuck Infernal - PP Community forum




Weapons

Thrown Axe
 RNG   ROF   AOE   POW   LOCATION 
6 1 - 10 -
Axe
 RNG   ROF   AOE   POW   LOCATION 
1 - - 10 -


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

Lore

Trollkin Scouts stand out as rugged and resourceful in a race known for their ability to endure. These nomadic Trollkin are skilled hunters who live off the land in tight-knit communities, on the outer edges of trollkin society. They are peerless woodsmen capable of stealthily burying an axe in an enemy within the densest of forests or charging forth with a battle cry and a barrage of thrown hunting axes. When the kriels can entice their isolated cousins to join them, they gain superb hunters who excel at irregular warfare.

Trivia

Battle Reports

Videos