Grim Angus: Difference between revisions

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[[:Category:Trollbloods|Trollbloods]]  [[:Category:Scout]] [[:Category:Storm of the North|Storm of the North]] [[:Category:Legacy|Legacy]] [[:Category:Warlock|Warlock]] [[:Category:Leader|Leader]]
[[:Category:Trollbloods|Trollbloods]] [[:Category:Storm of the North|Storm of the North]] [[:Category:Scout|Scout]] [[:Category:Trollkin|Trollkin]] [[:Category:Warlock|Warlock]] [[:Category:Leader|Leader]]


[[Category:Trollbloods]]
[[Category:Trollbloods]]
Line 12: Line 12:
== Model stats and abilities ==
== Model stats and abilities ==
{{Model-stats  
{{Model-stats  
| name = fff
| name = Grim 1
| base = 40mm   
| base = 40mm   
| fa = C  
| fa = C  
| hp = 17
| hp = 17
| spd = 6  
| spd = 6  
|aat=6
| mat = 6
| mat = 6
| rat = 7
| rat = 7
| def = 15
| def = 16
| arm = 16
| arm = 15
| arc = 6
| arc = 6
| ctrl = 12   
| ctrl = 12   
| abilities =
| abilities =
{{AbilitySingle| Tough}}
{{AbilitySingle| Tough}}
{{AbilityComplex|main=Field Marshal|sub1=Run & Gun}}
{{AbilitySingle| Pathfinder}}
{{AbilitySingle| Resourceful}}
{{AbilitySingle| Dual Attack}}
{{AbilityComplex|main=Field Marshal|sub1=True Sight}}
{{AbilitySingle| Take Down}}
{{AbilitySingle| True Sight}}
}}
}}


==Weapons==
==Weapons==
{{Weapon | weapon= Bazooka| type = R | rng = 1 | rof = - | aoe = 2 | pow = 14/8| loc = - | abilities = {{AbilitySingle| Magical damage}} {{AbilitySingle| Critical Devastation}}  
{{Weapon | weapon= Headhunter| type = R | rng = 13 | rof = 1 | aoe = - | pow = 13| loc = - | abilities = {{AbilitySingle| Magical damage}} {{AbilitySingle|Bait the Line}} }}
}}
{{Weapon | weapon= Snare Gun| type = R | rng = 8| rof = 1 | aoe = - | pow = -| loc = - | abilities = {{AbilitySingle| Pistol}} {{AbilitySingle|Cumbersome}} {{AbilitySingle|Knockdown}} }}
{{Weapon | weapon= Axe| type = M | rng = 1 | rof = - | aoe = - | pow = 11| loc = - | abilities =
{{Weapon | weapon=Gun Blade| type = M | rng = 1 | rof = - | aoe = - | pow = 12| loc = - | abilities =
}}
}}


==Spells==
==Spells==
{{Spellbox|Guided Fire}}
{{Spellbox|Mantrap}}
{{Spellbox|Rock Wall}}
{{Spellbox|Marked for Death}}
{{Spellbox|Sentry}}
{{Spellbox|Return Fire}}
{{Spellbox|Snipe}}
{{Spellbox|Weald Secrets}}


===Spell Rack===
===Spell Rack===
Line 47: Line 51:
{{Category:Warlock}}
{{Category:Warlock}}
===Feat===
===Feat===
Fortification
Spread the Net
While in Gunnbjorn's control range, friendly faction models
* While in Grim's control range, enemy models suffer -3 DEF.
* gain cover
* Enemy models beginning their activations in Grim's control range suffer -3 SPD.
* gain Resistance:Blast
* Enemy models beginning their activations in Grim's control range cannot
* cannot become knocked down
**  charge
Fortification lasts for one round.
**  make power attacks
**  make special attacks
Spread the Net lasts for one round.


==Changes and Updates==
==Changes and Updates==
Line 59: Line 65:


==Lore==
==Lore==
fff
''Born an albino and a sorcerer, Grim has a unique talent for tracking and has focused his inborn powers to assist his love of the hunt. Grim has hunted wanted men across western Immoren and has earned a name as a tracker whose quarry never escapes. Even the rumour of Grim Angus on a man's trail has prompted outlaws to surrender immediately to the nearest authorities.


==Trivia==
==Trivia==
fff
==Battle Reports==
==Videos==
-------------
----------LEGACY------------
''Born an albino and a sorcerer, Grim has a unique talent for tracking and has focused his inborn powers to assist his love of the hunt. Grim has hunted wanted men across western Immoren and has earned a name as a tracker whose quarry never escapes. Even the rumour of Grim Angus on a man's trail has prompted outlaws to surrender immediately to the nearest authorities.
=Basic Info=
{{Infobox-Model
| name = [[Grim|Grim1]]
| image = GrimAngus.jpg
| base = Medium
| spd  = 6
| str  = 7
| mat  = 6
| rat  = 7
| def  = 16
| arm = 15
| cmd  irrelevant
| fury  = 6
| hp    = 17
| wbp  = +29
| fa    = C
}}
* {{Warlock}}
=== Feat: Spread the Net ===
# While in Grim's {{CTRL}} range, enemy models suffer -3 DEF.
# Enemy models beginning their activations in Grim's {{CTRL}} range suffer -3 SPD and cannot charge or make power attacks or special attacks.
: Spread the Net lasts for one round.
===  Abilities ===
* {{Pathfinder}}
* {{Tough}}
* {{Take Down}}
* {{True Sight}}
=== Weapons  ===
{|class="wikitable"
{{Ranged|Headhunter|13|13|
* {{Magical Damage}}
* {{Bait the Line}}
* {{Witch Mark}} }}
{{Ranged|Snare Gun|8|-|
* {{Cumbersome}}
* {{Knockdown}} }}
{{Melee|Gun Blade|1|5|12| }}
|}
=== Spells ===
{{Spellbox|
{{Bear Trap}}
{{Marked for Death}}
{{Return Fire}}
{{Weald Secrets}}
}}
===Theme Forces===
* '''''Trollbloods
** {{Band of Heroes}}. In this theme he gains [[Take Down|"Optional Take Down"]].
** {{Kriel Company}}
** {{Power of Dhunia}}. In this theme he can start the game with friendly upkeeps in play.
** {{Storm of the North}}. In this theme he can upkeep spells on (almost) any friendly model for free.
** {{Vengeance of Dhunia}}. In this theme he gains [[Attuned Spirit]] [Trollblood/Minion Warbeast].
* '''''Other Factions
** '''[[Minion]]''' players can also use this warlock in the [[Vengeance of Dhunia]] and he gains Attuned Spirit as mentioned above.
=Thoughts on Grim1=
===Grim1 in a nutshell===
Grim Angus is a control caster with a simple but effective and efficient toolkit centered around debuffing the opponent's DEF and controlling engagement.
===Feat thoughts===
Grim's feat has an offensive and a defensive component. The offensive to lower the enemy's DEF, making them easier to hit, and the defensive to lower enemy SPD, making it harder for them to get to you. Use it either to get the alpha strike or to make sure you hit, if you have it.
===Spell thoughts===
* The addition of Witch Mark to his gun bolsters his assassination vector, combining the potential 14" range of his feat with the ability to land Bear Trap from the same distance. However, you'll be spending a *lot* of fury to pull this off, and Grim's FURY 6 means high-DEF (17+) targets are still a very risky proposition.
* Applying Marked for Death via Witch Mark is tricky, since you will need to hit your target with the ranged attack without actually killing it. This makes it an effective tactic against multi-wound units or higher-DEF beasts/jacks. Against single-wound units that can survive a POW 13 shot, the DEF debuff isn't as likely to be helpful.
* The Runebearer can cast Bear Trap as well. However, the spell only knocks down a model that it directly hits, so don't rely too heavily on landing it this way.
* Return Fire is worthwhile when you have an impactful gun to use with it; at least as good as the Bomber, but more like the knockdown gun from the War Wagon or the huge spray from the [[Mountain King]].
* Weald Secrets is a flexible spell. Warbeasts love Pathfinder, and the Bomber particularly benefits from both aspects of the upkeep. On Grim himself, his gun becomes very hard to hide from.
===Drawbacks & Downsides===
* Grim offers no damage buffs on his own. He relies on his army to provide the heavy lifting while he enables the alpha strike.
* Grim offers no protection from ranged attacks, not so much as concealment. Return Fire can sometimes be a deterrent to combined arms, but you just can't drop him against any real gun line.
* Grim himself is a relatively easy assassination target. You'll need to balance his alpha threat with careful positioning and fury management, especially when running fury-hot Bombers and such.
===Tricks & Tips===
* Careful positioning on feat turn and moving to one side of the board can keep the enemy melee out of the game for a turn.
* Return Fire is triggered by being shot, hit or miss, and the attack you make in response can be either ranged or melee.
=List Building Advice=
===Strategy===
His main win condition is to get the alpha strike and beat down the enemy.
Anything with [[Ambush]] because that puts the opponent between a rock and a hard place. If they spread out, the Bears and Lookouts will get them, but if they move toward the middle, Grim will catch more of them in his feat.
* The [[Pyg Lookouts]] especially. They ambush and can start hunting solos while also providing Mark Target.
===Theme thoughts===
Grim Angus can run just about anything if you build for it.
{{Header|[[Kriel Company]]}}
He can set the enemy up to take two consecutive turns of shooting, on the first of which they are much easier to hit. This can be a very effective anti-infantry list, especially with War Wagons.
* [[War Wagon]]s - No less than two of them, because they are so good and the most compellign reason to consider the Kriel Co. theme.
{{Header|[[Band of Heroes]]}}
He can set the enemy up to take charges and struggle to counter. Long Riders like his help with impact attacks and Fenns with Cleave. Champs are less likely to have to take the charge.
{{Header|[[Storm of the North]]}}
Has a lot of models with ambush, which are great with Grim. It also features the always great [[Fire Eaters]] and the Northkin Elder for the stone. On top of the he gets free upkeeps on Northkin.
{{Header|[[Power of Dhunia]]}}
You get more mileage out of Bait the Line and he likes having animi (especially Rage) to cast regardless. His feat is just as good at protecting high-value assets like warbeasts (especially gargantuans) as it is offensively. It helps if you can fit in a fighting unit from the Minions like [[Bog Trog Ambushers]] or [[Farrow Brigands]] but he is much better in POD than it might seem.
* If you do put him in POD, [[Mulg the Ancient]] will help tremendously, with both an ability to channel spells and Arcane Vortex.
{{Header|[[Vengeance of Dhunia]]}}
Losing the Runebearer hurts the power of your feat. But the range of other models you can take does open up some some interesting options.
* [[Gun Boar]] counterblast and return fire can both go on 1 model for multiple out of activation shots.
{{Header|Support models - Various themes}}
*The [[Krielstone]] is always welcome, especially since he often needs a fury sink. However, this can depend on your list. Given Grim's offensive and Minion-friendly nature, plus his having innate True Sight, he's one of the very few Trollblood warlocks for whom the Krielstone is optional. Definitely take it if you're running heavy on huge bases.
*The [[Trollkin Runebearer]] is a must. A larger CTRL area is great with a powerful feat, and while Grim is usually stingy with fury as it is, that one extra will be vital if he intends to cast Bear Trap or Marked for Death at range via Witch Mark. The Runebearer can also cast Bear Trap (see the caveat above) and Return Fire.
===Battlegroup===
* The three gargantuans are golden with his feat. Gargantuans should keep to shooting for two turns before they commit to melee, or else you will most likely trade badly, since they go down surprisingly quickly once commited. Grim's feat ensures they have 2 turns of shooting before they start swinging at the enemy.
** The [[Sea King]] is especially noteworthy here, due to its synergy with War Wagons.
* [[Dire Troll Bomber]] or maybe a [[Troll Impaler]] for Far Strike; better to have it and not need it than vice versa. The Bomber is also an ideal target for Weald Secrets.
* Grab a [[Dire Troll Mauler]] or [[Pyre Troll]] for a damage buff, unless his battlegroup is nothing but one [[Sea King]] or [[Glacier King]] or two Bombers.
===Starting a 25 point Brawl list===
In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2021/3/6/brawlmachine-list-building-trollbloods read here].
'''[[Theme - Kriel Company]]
: '''Grim Angus''': [+29 WBP]
:* [[Trollkin Runebearer]]: [Free] {{grey|(5 pts)}}
:* [[Dire Troll Bomber]]: [17 pts]
:* [[Slag Troll]]: [10 pts]
:* [[Pyre Troll]]: [8 pts]
: [[General 'Thunderstone' Brug]]: [4 pts]
: [[Trollkin Barrage Team]]: [8 pts]
: [[Northkin Fire Eaters]]: [7 pts]
Total RRP: USD $180 (based on PP's online store prices 2021.06)
{{Brawl}}
=Other=
===Trivia===
* Released in [[Hordes: Evolution]] (2007)
* Released in [[Hordes: Evolution]] (2007)
* His abilities, weapon, and Feat are named after a Front 242 song, Headhunter.
* His abilities, weapon, and Feat are named after a Front 242 song, Headhunter.


===Other Trollblood models===
==Battle Reports==
{{Index Trollbloods}}


===Video Battle Reports===
==Videos==
* [https://youtu.be/xwyjTVnNaCk 2019.01 Death Clock Dave], vs [[Makeda3]]
* [https://youtu.be/ZjEDJJR2V48 2018.08 Arcane Assist], vs [[Xerxis2]]
* {{VBR}}
 
===Rules Clarifications===
{{RC Magical Damage}}
{{RC Bait the Line}}
{{RC Witch Mark}}
{{RC Cumbersome}}
{{RC Knockdown}}
 
{{RC Warlock}}
{{RC Pathfinder}}
{{RC Tough}}
{{RC Take Down}}
{{RC True Sight}}
 
{{RC Bear Trap}}
{{RC Marked for Death}}
{{RC Return Fire}}
{{RC Weald Secrets}}

Latest revision as of 21:13, 7 February 2024

Trollbloods Storm of the North Scout Trollkin Warlock Leader

Model stats and abilities

Model Statistics

Base size = 40mmSPDAATMATRATDEFARMARCCTRL
Health = 17
FA = C
Cost = Free66671615612
-
-

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)

Field Marshal
Field Marshal grants the following ability/abilities to the {{{main1}}} cohort models in this model's battlegroup.
True Sight - This model ignores cloud effects when determining Line of Sight (LOS). This model also ignores Stealth.
No errata for Field Marshal (Create)
No errata for True Sight (Create)



Take Down
Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.

No errata for Take Down (Create)


True Sight
This model ignores cloud effects when determining Line of Sight (LOS). This model also ignores Stealth.

No errata for True Sight (Create)



Weapons

Headhunter
 RNG   ROF   AOE   POW   LOCATION 
13 1 - 13 -

Magical damage
  • This weapon causes magical damage. Magical damage can affect models with the Incorporeal advantage. Damage from spells and arcane attacks is also magical damage.

No errata for Magical damage (Create)


Bait the Line
Warbeasts in this model's battlegroup gain +2 SPD when charging a model damaged by this weapon this turn.

No errata for Bait the Line (Create)

Snare Gun
 RNG   ROF   AOE   POW   LOCATION 
8 1 - - -
Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

No errata for Pistol (Create)


Cumbersome
This model cannot attack with this weapon and with another weapon on the same activation.

No errata for Cumbersome (Create)


Knockdown
When a model is hit by an attack with this weapon, it becomes knocked down.

No errata for Knockdown (Create)

Gun Blade
 RNG   ROF   AOE   POW   LOCATION 
1 - - 12 -


Spells

Mantrap Cost RNG AOE POW DUR OFF
3 10 3 12/6 - Yes
On a direct hit, warrior models hit become knocked down.
No errata for Mantrap (Create)
Marked for Death Cost RNG AOE POW DUR OFF
2 8 - - Upkeep Yes
Target model/unit suffers -2 DEF, loses Incorporeal and Stealth and cannot gain Incorporeal or Stealth while affected by Marked for Death.
No errata for Marked for Death (Create)
Return Fire Cost RNG AOE POW DUR OFF
1 6 - - Rnd No
When target friendly Faction model is targetd by an enemy ranged attack, after the attack is resolved the affected model can make one basic melee or ranged attack, then Return Fire expires. Return Fire lasts one round.
No errata for Return Fire (Create)
Weald Secrets Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target model/unit gains Pathfinder and Prowl.
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.
Prowl:
While this model has concealment, it gains Stealth.
No errata for Pathfinder (Create)
  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
Stealth Stealth:
Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.‎


No errata for Stealth (Create)

No errata for Weald Secrets (Create)


Spell Rack

Legacy models have no access to spell racks.

Warlock Rules

Warlock

Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Feat

Spread the Net

  • While in Grim's control range, enemy models suffer -3 DEF.
  • Enemy models beginning their activations in Grim's control range suffer -3 SPD.
  • Enemy models beginning their activations in Grim's control range cannot
    • charge
    • make power attacks
    • make special attacks

Spread the Net lasts for one round.

Changes and Updates

Mk3 to Mk4

Lore

Born an albino and a sorcerer, Grim has a unique talent for tracking and has focused his inborn powers to assist his love of the hunt. Grim has hunted wanted men across western Immoren and has earned a name as a tracker whose quarry never escapes. Even the rumour of Grim Angus on a man's trail has prompted outlaws to surrender immediately to the nearest authorities.

Trivia

  • Released in Hordes: Evolution (2007)
  • His abilities, weapon, and Feat are named after a Front 242 song, Headhunter.

Battle Reports

Videos