Pyg Burrowers

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Template:Trollbox This model is playable only in an Unlimited format.


Stalwart pygs have proved invaluable as scouts, spies, and ambushers. Their endurance and size make them consummate tunnel-diggers. Armed with incredibly powerful slug guns, these courageous pygs burrow across battlefields to catch the enemy unaware. Their massive, short-range hand-held cannons are designed to penetrate warjack armor but serve just as well against warbeasts and enemy soldiers.

Basic Info

Template:Infobox-Model

Abilities

Weapons

Slug Gun
File:Gun icon.jpg  RNG   ROF   AOE   POW 
4 1 Template:- 14
Hand Weapon
File:Sword icon.jpg  RNG   POW   P+S 
0.5 3 8

Theme Forces


Thoughts on Pyg Burrowers

Pyg Burrowers burrowed into a nutshell

Burrowers may begin the game off the table, and serve as a psuedo-surprise unit, popping out at a pre-positioned marker to shoot low defense models. Their short range and difficulty hitting high defense targets makes burrowing attractive, but they do have advanced deployment and pathfinder to make them a flexible close-range shooting unit.

Combos & Synergies

  • Horgle, the Anvil makes them more accurate and more dangerous on feat turn. Considering that enemies have to be on fire to get the bonus, Having super accurate burrowers pop up and destroy heavies that are on fire is pure salt. Just the way we trolls like it.
  • Grissel2 can use them as extra threat on her assassination. 6 basically auto-hitting POW 14 attacks for 8 points is great value, and is pretty nasty for most casters.
  • Pyg Lookouts - Place a marker in the centre of the board, so the enemy has to play round it. This will encourage them to play closer to the edges of the board, where you can ambush their troops with Lookouts. Mark Target also helps the burrowers hit.
  • Trollkin Highwaymen with Braylen Wanderheart - Same as above only that you wait until the enemy moves past the marker and then pop up the borrowers. Now the enemy either has to turn around and be back-stabbed, or push forward and be backstroke by a bunch of POW 14 guns.
  • Grim2's feet gives them Snipe and Mark Target. Range 8" is really strong on their slug guns, especially since you can get them up to RAT 11 and POW 18 with Mortality, Backstrikes, Mark Target and the Hermit's Master of Ruin.
  • General 'Thunderstone' Brug not only does he passively make them Rat:6 he can let them dig in again after advancing and shooting Or (likely in combination with snipe) grant them pow16 and eyeless sight alongside effective Rat:8 (aiming)

Drawbacks & Downsides

  • Terrible MAT average RAT
    • Almost every stat is slightly below average they need help to do work, fortunately Mark Target from the Kriel Company theme helps in part.
  • Burrowing can leave them not where you need them. It's not a trap per se, but assuming you always want them burrowed is. Your opponent can also position models in the popup area and make it hard to bring them in. Choose your marker spot carefully.

Tricks & Tips

  • When you un-Burrow your models can come in Dug-In.
  • You can hold back and emerge in the mid-late game
    • Contest a zone after successful attrition.
    • Force an opponent to keep models near the marker in case the pygs pop up.
    • Provide easily killed models to trigger the Dhunian Archon's Mother's Embrace for healing damaged multi-box models late in the game when single box models aren't normally on the field.

Other

Trivia

Released in Hordes: Evolution (2007)

Other Trollblood Models

Template:Index Trollbloods

Rules Clarificaitons

Template:RC Advance Deployment Template:RC Gunfighter Template:RC Pathfinder Template:RC Tough Template:RC Burrow Template:RC Dig In