Horgle, the Anvil
Template:Trollbox This model is playable only in an Unlimited format.
The destruction of his kriel at the talons of Everblight’s legion set Horgle Ironstrike on a solitary path of fiery conflict. Though he has found a new sense of purpose in forging weapons for other kriels, he preserves his autonomy and refuses to put down roots. Horgle’s journeys draw him ever toward sites of bloodshed and mayhem as he seeks to unleash his simmering rage against all enemies of the trollkin race.
Basic Info
This model is a Warlock.
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Warlock Rules
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Feat: Stoking the Flames
Friendly Faction models in Horgle’s Template:CTRL range gain boosted attack and damage rolls against enemy models suffering the Fire continuous effect. Stoking the Flames lasts for one turn
Abilities
- Template:Tough
- Template:Fire Immunity
- Field Marshal [ [[:Category:{{{ability}}}|{{{ability}}}]] ]
[[Category:{{{ability}}}]]
Weapons
| Forge Weapons (x2) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| File:Sword icon.jpg | RNG | POW | P+S | |||||||||||
| 1 | 5 | 12 | ||||||||||||
Spells
{{Category: Template:Consuming FlamesTemplate:FirestarterTemplate:Inviolable ResolveTemplate:Solid Ground }}[[Category: Template:Consuming FlamesTemplate:FirestarterTemplate:Inviolable ResolveTemplate:Solid Ground ]]
Theme Forces
- Trollbloods
- Template:Band of Heroes. In this theme he gains "Optional Take Down".
- Template:Kriel Company
- Template:Power of Dhunia. In this theme he can start the game with friendly upkeeps in play.
- Template:Storm of the North. In this theme he can upkeep spells on (almost) any friendly model for free.
- Template: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 Horgle2
Horgle2 in a nutshell
Solid Ground is the standout spell for Horgle2 it means that the Tough trolls get to stay on their feet when they make a Tough roll. And so they can keep making them until they fail or unless the enemy bring anti healing tech. He also has a turn of handing out boosted attack and damage rolls - which is especially powerful for allowing a gunline to destroy armour.
Unfortunately Horgle2 does have a few issues, with 3 upkeeps he is quite reliant on a Runebearer or the Storm of the North theme benefits to cycle Firestarter. He also faces stiff competition between him and Madrak1, who runs a tighter infantry game and Ragnor1 who has better battlegroup buffs and a more focused game plan.
Because a lot of his kit is based on the Fire continuous effect there are match ups he will always struggle into, namely Protectorate of Menoth but also some choice models in each faction.
Feat thoughts
His feat is best used early, as it gets more mileage on ranged attacks rather than charge attacks (as charge damage is already boosted). Set up some enemies with Firestarter, a Pyre Troll (or 2), and some Northkin Fire Eaters - before you have the rest of the army beat/shoot the enemy into the ground.
Spell thoughts
- Solid Ground is simply cast on turn 1 and upkept. No knockdown is good - and great on tough infantry.
- Firestarter is frequently just left on a Dire Troll Bomber - but is also great on a Dire Troll Mauler in melee as it sets the enemy on fire, leading in to the chain attack.
- Involable Resolve is a nice defensive upkeep. Either to prevent charges or to allow a heavy to really brawl.
- Consuming Flames is seldom cast - it's a zap that sets things on fire but there just isn't enough Fury to cast it. However, it's an excellent choice for a Runebearer, as he can cast it every turn for free. Protect him til Feat turn when you can ignite the last few models that haven't been lit on fire.
Drawbacks & Downsides
- People hate those no knockdown Tough rolls. But Horgle has stiff competition from Madrak1 who adds +2 Def to the mix and Ragnor1 who has a more adaptive play style with some aggressive and defensive tools.
- Fire Immune models laugh off a lot of Horgle’s kit.
- With 3 upkeeps he isn’t really able to cast his zap spell or cycle fire starter safely without a Runebearer
- The feat is very binary. It only works if you set something on fire. Some games will feel like he isn't even playing with a feat, as a small number of models will be affected. Other games, it's gangbusters.
Tricks & Tips
- Set enemies on fire then burn them down with the feat.
- Remember that although models affected by solid ground are not damaged by blasts they still suffer the effects.
List Building Advice
Strategy
Horgle loves him some attrition. Between making his trolls tougher than tough, making things catch on fire, and making his army have higher armor and unmovable, he is all about having way more dudes on his side then the opponent's on turn five. He can also totally make people like Kreoss1, Harkevich, Magnus, and anyone else that relies heavily on knockdown and AOEs shake their fists with rage. He really doesn't have many downsides either, he can even hit okay in melee, although he is very much a support caster.
Offensively Horgle is primarily an infantry support warlock who focuses on ranged troops with decent POW because that allows you to focus fire on feat turn. Set it on fire and burn it to the ground.
In general Horgle likes ranged infantry that spend feat turn burning heavies to the ground. You need a minimum of POW 12 to do this as even boosted POW 10 really doesn't do much to most heavies.
Theme Thoughts
Horgle likes ranged infantry to burn down the enemy heavies on feat turn. This leads him to two themes: Kriel Company for a all-out ranged-heavy army, and Storm of the North for a more combined-arms approach.
- Road Hog - The Road Hog is pretty much everything he wants from a beast, that is, a Spray 10" Flamethrower! With Inviolable Resolve it also reaches ARM 20 before Kriel Stone buffs and it's innate speed buff is great for him has he does not fix threat ranges.
- Madrak0 is pretty good at running a Road Hog for him and puts it at ARM 20 with Bracer, so you can put Inviolable Resolve elsewhere. Krielstone Echo adds further brickiness to your list.
- Malvin & Mayhem - Inviolable Resolve on them makes them a tough nut to crack and Flame Trail can assist with the feat.
- Trollkin Sluggers - Under feat they are absolute terrors with their chain guns. Probably the best 10 points you can spend in his lists.
- Barrage Teams - Not as devastating as Sluggers, but they are still be most generally useful ranged unit in the faction and love boosted damage rolls
- Trollkin Champions under Involable Resolve are a nice choice for doing clean up duty after the feat turn. Boosted damage rolls on Weapon masters are devastating.
- Farrow Razorback Crew - Boosted Brutal Damage shots leave a mark. The Trollkin Gunnery Sergeant can support it excellently.
- General 'Thunderstone' Brug - Deadly Precision on Sluggers makes them even more devastating. A small Speed buff is also appreciated.
- Princess Delores Graciela - She is a whole gunplatform in of herself and on feat turn she becomes very, very scary.
- Northkin Fire Eaters set things on fire easily, and are themselves fire-resistant. On feat turn they can set themselves up.
- Northkin Raiders are a solid combined-arms choice that hit hard enough to burn down heavies - and can wreck infantry themselves. Providing they have the backing of Horgle2’s feat and the Northkin Elder.
- Hearthgut Hooch Hauler - Veteran Leader and Stumbling Drunk are excellent for Northkin models. Oil also replicates the feat every turn, upping your total output.
- Dozer & Smigg - Another good Fire Starter target thanks to his AOE 4 Bombard, which will also really hurt infantry under feat thanks to the boosted High Explosive blast damage.
- Pyg Burrowers - They are tough, can pop up mid game thanks to burrow, have decent DEF, and murder heavies on feat turn. Popping up and shooting with boosted POW 14 attacks lets them wreck face.
- Trollkin Scattergunners - With their CAs mini feat they can deliver 11 POW 12 sprays in a single turn. Horgles feat lets them boost against burning targets, with this they are extremely dangerous to any kind of infantry as well as a swat of warnouns.
- Sluggers, Barrage Teams, Gunnery Sgts and Brug are here, too.
Template:Header He mainly plays in this theme for free upkeeps, Long Riders and all the fire based units.
- Long Riders under IR are a tough nut to crack thanks to ARM 20, 8 HP, and no-kd tough.
- Fire Eaters, Champions, the HHH, and Raiders are also here.
- Of course, like all trollbloods, he loves the Krielstone.
- He pretty much needs the Runebearer.
- Madrak0 - Alleviating the FURY burden for Horgle is great and Madrak can either run a beefy heavy with Bracer on it or a Pyre Troll to stoke the flames.
- If you run a primarily ranged army, you will probably suffer against clouds. Lynus Wesselbaum & Edrea Lloryrr and the Bog Trog Mist Speaker help with this. They also provide Applied Knowledge and Magic Weapons respectively.
Battlegroup
- A single Mountain King can have ARM 23 under stone and Inviolable Resolve, or become an excellent Fire Starter thanks to its kill shot ranged attack.
- A Sea King can decimate with its gun or clear a 4inch area around himself with the feat + anchor and Firestarter.
- Dire Troll Bomber - I am the firestarter, the twisted firestarter. Two bombs is a great target for Firestarter. And those 4" AoEs simply set infantry on fire.
- Dire Troll Mauler - this should need no introduction, but is really powerful on feat turn. And turns the Bomber into a wrecker as part of the cleanup crew.
- A Slag Troll can absolutely decimate warjacks under his feat.
- The Pyre Troll is obvious for setting things on fire, but among Fire Eater Sprays, Raider bombs and Fire Starter Bomber AOEs you may not need it. You can use a Pyre to shoot Fire Eaters in the back - under solid ground they will all be on fire but only 1 has the possibility of getting hurt. With the CID changes the Pyre will likely replace the Mauler in Horgle lists as a damage buff.
Other
Trivia
Released 2016.11
Other Trollbloods Models
Rules Clarifications
Template:RC Magical Weapon Template:RC Fire Template:RC Chain Attack Ignition
Template:RC Warlock Template:RC Tough Template:RC Field Marshal Template:RC Burnt Meat
Template:RC Consuming Flames Template:RC Firestarter Template:RC Inviolable Resolve Template:RC Solid Ground