Trollkin Scouts

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Template:Trollbox Template:4P

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

Template:Infobox-Model

Abilities

Weapons

Thrown Axe
File:Gun icon.jpg  RNG   ROF   AOE   POW 
6 1 Template:- 11
Axe
File:Sword icon.jpg  RNG   POW   P+S 
0.5 4 11

Weapon Attachment

As with most Trollkin units, the Trollkin Scouts can take up to 3 Trollkin Sorcerers. 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


Thoughts on Trollkin Scouts

Trollkin Scouts 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

Template:Index Trollbloods

Rules Clarifications

Template:RC Advance Deployment Template:RC Assault Template:RC Pathfinder Template:RC Tough Template:RC Gang Template:RC Hunter Template:RC Prowl

Template:RC Thrown Template:RC Grievous Wounds