Kriel Warriors: Difference between revisions

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{{Trollbox3|{{PAGENAME}}
[[:Category:Trollbloods|Trollbloods]]  [[:Category:Storm of the North|Storm of the North]] [[:Category:Northkin|Northkin]] [[:Category:Legacy|Legacy]] [[:Category:Unit|Unit]]
|{{Trollblood}} {{Trollkin}} {{Unit}}
|Standard & Piper
|[[Command Attachment]]
|Caber Thrower
|[[Weapon Attachment]]
}} [[Category: Model]]
{{4P|Storm of the North}}


''Kriel warriors are the heart of the armies of the trollkin. These bands of warrior brothers march to war in defense of their people wielding shields, hand weapons, and an indomitable spirit. They are often accompanied by mighty caber throwers, who put their prowess in the traditional sport of their people to lethal use against all enemies.'
[[Category:Trollbloods]]
[[Category:Prime]]
[[Category:Storm of the North]]
[[Category:Legacy]]
[[Category:Unit]]
[[Category:Trollkin]]
[[Category:Northkin]]


''Hurling cabers, stone columns that seem too big to lift, has proven a surprisingly effective and devastating attack in battles throughout the centuries. These weapons have more than justified the backbreaking effort as they tumble forward with bone-pulping power in a nearly unavoidable and crushing attack. Anything caught in the caber's path is usually reduced to paste.''
==Model stats and abilities==
 
{{Model-stats
=Basic Info=
| name  = Grunt
{{Infobox-Model
| base  = 40mm
| name  = Kriel Warriors
| hp    = 1
| image = KrielWarriorsNCaberThrowers.jpg
| base = Medium
| spd  = 5
| spd  = 5
| str  = 6
| mat = 5
| mat   = 5
| rat  4 irrelevant
| def  = 12
| def  = 12
| arm = 15
| arm   = 15
| cmd  = 8
| fa    = 4
| hp    = 1
| cost  = 5
| size  = 6{{/}}10 +2CA +0-3WA
|cpm=1 (5 grunts)
| cost = 7{{/}}11 +3CA +2 per WA
| abilities =
| cost_note = 1.1 each (no attachments)
{{AbilitySingle  | Tough}}
| cost_note2 = 1.5 each (all attachments)
{{AbilitySingle|Resistance:Cold}}
| fa    = U
{{AbilitySingle|Combined Melee Attack}}
| notes
{{AbilitySingle|Unyielding}}
}}
}}


===Abilities===
=Weapons=
* '''''Everyone (excluding the Sorcerer)
{{Weapon | weapon=Hand Weapon| type = M | rng = 1| rof = - | aoe = - | pow = 10| loc =-| abilities =}}
** {{Tough}}
{{Weapon | weapon=Shield| type = M | rng = 1| rof = - | aoe = - | pow = 9| loc =-| abilities =}}
** {{Unyielding}}
==Unit Rules==
{{Category:Unit}}


* '''''Leader, Grunts, & Piper (CA)
==Errata==
** {{CMA}}
No Errata specifically for this model.


* '''''Standard (CA)
==Changes and Updates==
** {{Granted|Rise|Hide_Cat=<!---YES--->|Hide_ability=}} (''{{Rise-alt|Hide_Cat=}}'')
===Mk3 to Mk4===
** {{Standard Bearer|Hide_Cat=<!---YES--->}}
** {{Take Up|Hide_Cat=<!---YES--->}}


* '''''Piper (CA)
==Lore==
** {{Granted|link=[[Reposition|Reposition [3"]]]|Hide_Cat=}} (''{{Reposition 3-alt|Hide_Cat=}}'')
''Kriel warriors are the heart of the armies of the trollkin. These bands of warrior brothers march to war in defense of their people wielding shields, hand weapons, and an indomitable spirit. They are often accompanied by mighty caber throwers, who put their prowess in the traditional sport of their people to lethal use against all enemies.'
** '''Take Up'''


* '''''Caber Thrower (WA #1)
''Hurling cabers, stone columns that seem too big to lift, has proven a surprisingly effective and devastating attack in battles throughout the centuries. These weapons have more than justified the backbreaking effort as they tumble forward with bone-pulping power in a nearly unavoidable and crushing attack. Anything caught in the caber's path is usually reduced to paste.''
** '''Take Up'''
** {{Carapace|Hide_Cat=}}
** {{Easy Target|Hide_Cat=}}
** {{Mobile Cover|Hide_Cat=}}
 
===Weapons ===
{| class="wikitable"
! Leader, Grunts, & Piper (CA)
|
{| class="wikitable"
{{Melee|Hand Weapon|1|5|11| }}
|}
|-
! Standard (CA)
|
* {{Unarmed|Hide_Cat=}}
|-
! Caber Thrower (WA #1)
|
{| class="wikitable"
{{Melee|Caber|2|8|14|
* {{Momentum|Hide_Cat=<!---YES--->}}
* {{Single Shot|Hide_Cat=<!---YES--->}} }}
|}
|}
 
===Sorcerer (WA #2)===
As with all Trollkin units, the Kriel Warriors can attach [[Trollkin Sorcerer]](s), whose information has been omitted for brevity.
 
Note you can only have 3 WA total (not 3 of each). You can have 1 Caber & 2 Sorcerers, or 2 Cabers & 1 Sorcerer, etc.
 
===Theme Forces ===
* {{Band of Heroes}}. They gain [[Take Down|"Option Take Down"]] in this theme.
* {{Storm of the North}}. They become [[Northkin]] models and gain [[Immunity: Cold]] in this theme.
 
 
=Thoughts on {{PAGENAME}}=
[[File:kriel-warrior-standard-bearer-and-piper.png|thumb|Command Attachment]]
==={{PAGENAME}} in a nutshell===
Kriel Warriors are cheap and tough troops that don't kill much. Able to shrug off an unboosted POW 10, their best use is jamming the enemy and making them work to kill you. They are poor troops at doing anything except catching bullets and blocking charge lanes. But sometimes quantity has a quality all of its own and the WA is a great support piece in its own right.
 
The purpose of the vanilla Kriel Warriors unit is to be 10 models for 11 points - and at that price you get what you pay for and will probably not be disappointed.
 
===Thoughts on the Attachments===
[[File:kriel-warrior-caber-thrower.png|thumb|Weapon Attachment]]
 
The Caber Throwers dramatically change the unit by offering small bubbles of [[Carapace]] and a little more hitting power at the cost of almost 2 grunts. Given that you will almost certainly be running a Krielstone this potential +6 armour can help see even the lowest armour solo or medium based warbeast across the table. It's not an aura that does much for the other members of the unit,partly because when they are dirt cheap you actually want your enemy shooting them rather than your more valuable targets.
 
The Command Attachment is more expensive than basic kriel warrior without adding that much to a unit that should always be running or charging. Rise and Reposition are nice but hardly worth 3 points unless you take the unit with all the trimmings at max size.
 
===Combos & Synergies===
'''Caster Combos'''
* [[Calandra1]] makes them moderately hard to hit if they also have concealment or cover.
* [[Madrak Ironhide, Thornwood Chieftain]] can give use Even Ground to make them a real nuisance to kill.
* [[Madrak3]] - Battle Lust lets them crack ARM, Spell Piercer lets them ignore defensive buffs and Defender's Ward makes them a nuisance to kill. Spamming Kriel Warriors also makes excellent use of his feat!
* [[Ragnor1]] with so many bodies on the field they are a great Pulverizer target and his feat makes them a reliable anchor.
 
'''General Support'''
* [[Fell Caller Hero]] available in both themes they feature in you take the hero because you actually want these troops to be able to hit something.
* [[Trollkin Champions]] with Carapace are night unassailable to guns.
* [[Stone Scribe Chronicler]] helps turn them into a tarpit at range and helps models in range of a Warbeast fight better.
 
'''Storm of the North'''
 
Playing in SotN opens them up to all of the specific Northkin buffs, passively they gain immunity cold which is highly situational but useful. They can also have spells upkept on them for free allowing more resources to be used for cycling or supporting better models.
* [[Hooch Hauler]] as Northkin models they love the +1 to hit rolls and stumbling drunk.
* [[Northkin Elder]] - Moreso than just an armour buff, some speed and strength really helps the warriors.
 
===Drawbacks & Downsides===
* Interesting, fun, effective. It's arguable that the standard Kriel Warriors and CA fit none of these categories.
* MAT 5, SPD 5, POW 11, DEF 12, ARM 15. None of these stats are that great, they are an ungodly mixture of inaccurate, pillow fisted, slow, easy to hit. Their job is to take hits and they need the caber thrower to do this at range and the Krielstone to do this in melee.
* Other units are only slightly more expensive but actually get some work done.
* the Caber Thrower doesn't bring the armour cracking you may expect from a giant stone pole landing on your face.
* all those medium bases in a full 15 man unit are a pain to navigate around without tactician if you spread them out for jamming be sure not to jam yourself
 
===Tricks & Tips===
* Jam away.
* Keep a caster in Carapace range.


=Other=
==Trivia==
===Trivia===
* The CA and WA were both released in [[Hordes: Evolution]]
* The CA and WA were both released in [[Hordes: Evolution]]


===Other Trollblood models===
==Battle Reports==
{{:Index Trollbloods}}
 
===Rules Clarifications===
{{RC CMA}}
{{RC Tough}}
{{RC Unyielding}}
 
{{RC Granted}}
{{RC Rise}}
{{RC Standard Bearer}}
{{RC Take Up}}
{{RC Reposition}}
 
{{RC Unarmed}}
 
{{RC Momentum}}
{{RC Single Shot}}
{{RC Carapace}}
{{RC Mobile Cover}}
{{RC Easy Target}}
 
{{Edbox|To edit the CA's tagged abilities, [{{FULLURL: Kriel Warriors : Standard & Piper (CA)|action=edit}} Click here]


To edit the WA's tagged abilities, [{{FULLURL: Kriel Warriors : Caber Thrower (WA)|action=edit}} Click here]}}
==Videos==

Latest revision as of 16:39, 7 February 2024

Trollbloods Storm of the North Northkin Legacy Unit

Model stats and abilities

Model Statistics

Base size = 40mmSPDMATDEFARM
Health = 1
FA = 4
Cost = 5551215
Cost per model = 1 (5 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)


Resistance:Cold
When this model suffers a cold damage roll, remove one die from the damage roll.

No errata for Resistance:Cold (Create)

Combined Melee Attack
Combined Melee Attack
This model can participate in combined melee attacks with other models in its unit.

Making Combined Melee Attacks (CMA)

Participation In order to participate, a trooper must:

  • be able to declare a melee attack against the intended target
  • have the intended target within its melee range.

Steps

  1. Choose one model in the attacking group to be the primary attacker.
  2. Make one melee attack roll for the group, using the primary attacker's MAT and any bonuses.
  3. Add +1 to the attack and damage rolls for each model in the group participating in the CMA, including the parimary attacker.
  4. Any other bonuses and penalties are applied based on the primary attacker.

Interactions with other rules Charging The CMA is only a charge attack if all the contributed attacks are charge attacks. Unit Combat Action

  • Units with CMA ignore the rule that one trooper's Combat Action cannot begin until the previous model's Combat Action is resolved.
  • Troopers with multiple melee attacks can divide them among eligible targets and participate in multiple combined melee attacks.

Dual Attack

  • Units with CMA ignore the rule that one trooper's Combat Action cannot begin until the previous model's Combat Action is resolved.
  • Troopers with Dual Attack can make melee and ranged attacks, grouping the melee attacks in any way.

  Errata-Combined Melee Attack (2024-2-11)
Question: Does a model have to be in melee range with a weapon to sacrifice it for a combined melee attack, or only in their melee range in general? The text of CMA says that you only need to be able “to declare a melee attack against the target” and “have the intended target in melee range”. And melee range is defined as the range of the longest reach weapon the model has.
Answer: To combine an attack the weapon in question must be available to be used.
Explanation: For example, a unit of Karax move into range of a Stryker, each Karax at 2" melee. If the controlling player chooses to make a 2-trooper combined melee attack, they’d have to use the spear for both those models.
Infernal Ruling: elswickchuck - PP Community forum



Unyielding
This model gains +2 ARM against melee damage rolls.

No errata for Unyielding (Create)



Weapons

Hand Weapon
 RNG   ROF   AOE   POW   LOCATION 
1 - - 10 -
Shield
 RNG   ROF   AOE   POW   LOCATION 
1 - - 9 -

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

Kriel warriors are the heart of the armies of the trollkin. These bands of warrior brothers march to war in defense of their people wielding shields, hand weapons, and an indomitable spirit. They are often accompanied by mighty caber throwers, who put their prowess in the traditional sport of their people to lethal use against all enemies.'

Hurling cabers, stone columns that seem too big to lift, has proven a surprisingly effective and devastating attack in battles throughout the centuries. These weapons have more than justified the backbreaking effort as they tumble forward with bone-pulping power in a nearly unavoidable and crushing attack. Anything caught in the caber's path is usually reduced to paste.

Trivia

Battle Reports

Videos