Northkin Raiders: Difference between revisions

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==Model stats and abilities==
==Model stats and abilities==
{{Model-stats
{{Model-stats
| name  = Valka 1
| name  = Grunt
| base  = 40mm
| base  = 40mm
| hp    = 8
| hp    = 1
| spd  = 5
| spd  = 6
| mat = 8
| mat = 6
| def  = 12
| rat=5
| arm  = 17
| def  =13
| fa    = C
| arm  = 14
| fa    = 3
| cost  = 5
| cost  = 5
| abilities =
| abilities =
{{AbilitySingle | Tough}}
{{AbilitySingle|Tough}}
{{AbilitySingle|Resistance:Cold}}
{{AbilitySingle|Resistance:Cold}}
{{AbilitySingle|Pathfinder}}
{{AbilitySingle|Pathfinder}}
{{AbilitySingle|Feign Death}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Retaliatory Strike}}
{{AbilitySingle|Advance Deployment}}
{{AbilitySingle|Righteous Vengeance}}
{{AbilitySingle|Rise}}
{{AbilitySingle|Unyielding}}
}}
}}


=Weapons=
=Weapons=
{{Weapon | weapon=Fire Bomb| type = R | rng = 8| rof = - | aoe = 2 | pow = 6| loc =-| abilities = {{AbilitySingle|Demage Type:Fire}}{{AbilitySingle|Critical Fire}}
}}


{{Weapon | weapon=Rune Axe| type = M | rng = 1| rof = - | aoe = - | pow = 12| loc =X2| abilities = {{AbilitySingle|Weapon Master}}{{AbilitySingle|Damage Type:Magical}}{{AbilitySingle|Grievous Wounds}}
{{Weapon | weapon=Sword| type = M | rng = 1| rof = - | aoe = - | pow = 11| loc =-| abilities =  
}}
}}
==Unit Rules==
==Unit Rules==
{{Category:Solo}}
{{Category:Unit}}


==Errata==
==Errata==
Line 45: Line 45:


==Lore==
==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.'
''Dedicated raiding bands are vital for smaller kriels that rely on their spoils to survive. These skirmishers use ambushes and hit-and-run tactics. Raiders carry firebombs used to set buildings ablaze to distract sentries and lure them from storehouses, bombs equally effective against massed infantry. It is also their job to plunder downed foes after a skirmish, a task veteran warriors consider beneath them.''
 
''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==
==Trivia==
* The CA and WA were both released in [[Hordes: Evolution]]
* Released in the Northkin expansion (2017.07)
* Limited edition sculpt: Barrel Pyg Rider


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


==Videos==
==Videos==
''Dedicated raiding bands are vital for smaller kriels that rely on their spoils to survive. These skirmishers use ambushes and hit-and-run tactics. Raiders carry firebombs used to set buildings ablaze to distract sentries and lure them from storehouses, bombs equally effective against massed infantry. It is also their job to plunder downed foes after a skirmish, a task veteran warriors consider beneath them.
=Basic Info=
{{Infobox-Model
| name  = Northkin Raiders
| image = NorthkinRaiders.jpg
| base = Medium
| spd  = 6
| mat  = 6
| rat  = 5
| def  = 13
| arm = 14
| cmd  = 7
| hp    = 1 each
| size  = 6{{/}}10
| cost = 8{{/}}13
| cost_note = 1.35 each
| fa    = 2
}}
===Abilities===
* {{Advance Deployment}}
* {{Gunfighter}}
* {{Immunity Cold}}
* {{Pathfinder}}
* {{Tough}}
* {{Quick Work}}
===Weapons ===
* '''Fire Bomb''' - 8" range, 3" AOE, POW 12 gun
** {{Critical Continuous Fire}}
** {{Fire damage}}
** {{Safe-Handling}}
* '''Sword''' - 1" reach, P+S 11 melee weapon
===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.
The Trollkin Sorcerer would be affected by safe handling from the bombs due to their wording.
===Theme Forces ===
* {{Kriel Company}}
* {{Storm of the North}}
=Thoughts on {{PAGENAME}}=
==={{PAGENAME}} in a nutshell===
The general rabble of the North Kin, they possess both speed and versatility as key attributes. At first glance they appear to be the weakest of comparable Trollblood ranged units (the others being [[Trollkin Highwaymen]], [[Scattergunners]], and arguably [[Trollkin Sluggers]] and [[Pyg Bushwhackers]]). However, the Raiders are not a pure ranged unit. They are a combined arms skirmish unit, and a reliable crumple zone. With careful tactics and support, they can outperform other Trollblood units available in the same themes. Their peculiar abilities enable them to form a front line deeper into enemy territory than most other Trollblood infantry.
Because of the higher power, AOE and safe handling they should only really use their swords when charging or when they are forced to. Quick work is great but it's a gamble every time.
===Combos & Synergies===
* The Northkin [[Krielstone]] attachment speeds these guys up - or makes them hit harder in melee. Both great.
* Any MAT buffers (normally the [[Fell Caller Hero]]); MAT 6 is going to struggle to get through a lot of skirmish screens unassisted but MAT 8 is effective.
* [[Croak Raiders]] can oil things up to boost damage.
* [[Pyg Lookouts]] can make them good at shooting - one sacrificial lookout can give them either a turn of skirmish potshots or a turn of really going deep if the Pyg is run as far as it can.
* Any warlock with an effective DEF buff (notably [[Madrak Ironhide, Thornwood Chieftain]], [[Borka Kegslayer & Keg Carrier]], and [[Calandra Truthsayer, Oracle of the Glimmerwood]] although [[Jarl Skuld]] can do seriously obnoxious things with their ranged defence and threat range via Quicken)
* Any warlock that helps them hit (notably [[Madrak, Great Chieftain]] with both Fortune and Spellpiercer, and [[Grim Angus]])
* [[Gunnbjorn2]] safe handling and gunfighter work great with his feat. He tends to run a ranged game so having a semi cheap screening unit with guns tieing enemies in melee isn't awful in his late game.
* [[Horgle The Anvil]] - No-knock down tough makes them an annoying tarpit unit. With a bit of luck they can spead some fire for his feat, but there are way more reliable ways to do that.
* [[Madrak3]] - Battle Lust lets them roll 5 dice on charge damage rolls and a tarpit unit on his feat turn can be a real headache for your opponent, especially if you manage to use the movement to engage and threaten free strikes, which hurt thanks to Weapon Master. Defender's War pushes them to DEF 15/ARM 16 before Kriel Stone or Caber Thrower buffs, which is respectable.
===Drawbacks & Downsides===
* Trying to fit 10 medium bases into a 7" CMD bubble is a herculean task, you are probably better of with min units just due to this fact.
* RAT 5, RNG 8, and POW 12 means that if you try to use them as a strictly ranged unit rather than for combined arms means that they will miss the infantry and fail to hurt the heavies. Point blank AoEs do need to go somewhere though so this isn't really that bad.
* Mediocre stats all round, you are paying for conscript infantry who are cheap, have a ranged attack and a host of ok special rules, so you can't really complain.
===Tricks & Tips===
* Charging into enemies and killing them lets you burn up the enemy support from up to 17" away from your starting position. Too bad about that [[Choir of Menoth]] or those [[Paingiver Beast Handlers]]  - both of which die to blast damage. This is why these guys should be thought of as a combined arms unit or even a melee unit that can shoot.
* Watch for anything ARM 12 or less. Blast damage scares them.
* As a unit that doesn't cost that much and has both Advance Deployment and Tough they make for a good "crumple zone" of skirmishers against enemies running bricks - if enemies are charging these guys they aren't charging more valuable models.
=Other=
===Trivia===
[[File: NK_Raider_alt.jpg|thumb|Barrel Pyg Rider, limited edition sculpt]]
* Released in the Northkin expansion (2017.07)
* This model has a [[limited edition sculpt]]
===Other Trollblood models===
{{Index Trollblood}}
===Rules Clarifications===
{{RC Fire}}
{{RC Safe-Handling}}
{{RC Advance Deployment}}
{{RC Gunfighter}}
{{RC Immunity Cold}}
{{RC Pathfinder}}
{{RC Tough}}
{{RC Quick Work}}

Revision as of 17:22, 7 February 2024

Trollbloods Storm of the North Northkin Legacy Unit

Model stats and abilities

Model Statistics

Base size = 40mmSPDMATRATDEFARM
Health = 1
FA = 3
Cost = 56651314
-
-

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.

  Errata-Tough on 4-5-6 (2023-6-22)
Question: If a feat or ability says when a model "makes a Tough roll of 4,5, or 6... that model can remove 1 damage point," does that mean the model gets to remove 1 damage point from that ability PLUS another damage point from the Tough ability?
Answer: No, you only remove 1 damage point.
Explanation: You will only heal one point of damage due to [Madrak's] feat
Infernal Ruling: elswickchuck - PP Community forum



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

No errata for Resistance:Cold (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.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum



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)



Weapons

Fire Bomb
 RNG   ROF   AOE   POW   LOCATION 
8 - 2 6 -

Demage Type:Fire
Category:Demage Type:Fire

No errata for Demage Type:Fire (Create)

Critical Fire
Critical Fire
On a critical hit, the model hit by this attack suffers the Fire continuous effect.

No errata for Critical Fire (Create)


Sword
 RNG   ROF   AOE   POW   LOCATION 
1 - - 11 -

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

Dedicated raiding bands are vital for smaller kriels that rely on their spoils to survive. These skirmishers use ambushes and hit-and-run tactics. Raiders carry firebombs used to set buildings ablaze to distract sentries and lure them from storehouses, bombs equally effective against massed infantry. It is also their job to plunder downed foes after a skirmish, a task veteran warriors consider beneath them.

Trivia

  • Released in the Northkin expansion (2017.07)
  • Limited edition sculpt: Barrel Pyg Rider

Battle Reports

Videos