Balthazar Bamfist

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Mercenary Logo.jpg Balthazar Bamfist

Mercenary Rhulic Solo

Fluff

Shop icon.jpg

Boxed Set
Balthazar Bamfist comes in the Riot Quest starter set, alongside 4 other solos: Dez, Eiryss, Fortune Hunter of Ios, Gubbin, and Sir Dreyfus the Storm Knight.

At the time of writing (2019.05) they are not available for individual purchase.

Basic Info

Balthazar Bamfist
Missing Info
Balthazar Bamfist.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 7
MAT 7
RAT N/A
M.A. N/A
DEF 13
ARM 16
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 4
N/A
N/A
FA C
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock
  • Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest game. RQ is set in an alternate timeline where the Infernals won the war. Some of the RQ models have a deliberately goofy aesthetic.
  • Mercenary - Balthazar Bamfist will work for Crucible Guard, Cygnar, and Khador.

Abilities

  • Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
  • Force Barrier - This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.
  • Magic Ability [ - ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.

Weapons

  • Mecha-Fist - 0.5" reach, POW 5, P+S 12 melee attack
    • Ram - When an enemy model is hit by this weapon during this model's Combat Action, it becomes knocked down and can be pushed 1" directly away from this model. If the model hit is pushed, this model can immediately advance 1" directly toward it.

Spells

COST RNG AOE POW DUR OFF


Empower

(★ Action) CMD - - - -
Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack also gains 1 focus point.
Protection of the Great Fathers

(★ Action) 6 - - Round No
Target friendly Rhulic model/unit. If the model/unit is in range, it gains Force Barrier for one round.
Tectonic Shift

(★ Action) - - - - -
Enemy models within 3" of this model are pushed 3" towards the table edge of your choice.

Theme Forces

  • Other Factions

Thoughts on the Balthazar Bamfist

Recent Release icon.jpg

New model - This article is a Work In Progress
This model has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't count) and (2) you've reviewed this article and it mostly(★) matches your experiences.

(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.

Balthazar Bamfist in a nutshell

See, this guy is there to keep Durgen's Primed Forge Guard from blowing each other up when they die. Or, if you prefer, make the whatever unit is behind Gorten's rock wall DEF 16 with the cover bonus. Other than that, he's the only model with Empower allowed in either Irregulars or Hammer Strike. Perhaps that extra focus is just what your list needs... Anyway you're still probably not going to play Durgen in Hammer Strike over Soldiers of Fortune, so he's a tough sell for non-dwarf-purists.

Combos & Synergies

  • Any jack appreciates extra focus and any Rhulic unit likes Force Barrier.
  • A jack-marshalled Freebooter in The Irregulars. One weakness of jack marshals is that you have give them the Hurry! for them to charge. But if you can hand a point of focus you get to Crush AND charge, which is excellent and a Freebooter with Flank to enable it to do real damage is amazing value. Finally Bamfist can occasionally use Ram to set the Freebooter up for Trash.
  • If you want to go all in on marshalled jack in Irregulars, he, Lanyssa, and Widget make for an excellent team of enablers.
  • in Hammerstrike, with Gorten, Bamfist can cast forcebarrier on a TAC unit, which, spread out behold Gortens Stone Wall can create a 7” cloud Wall, with themselves being def 17, and hard to charge.

Drawbacks & Downsides

  • He has no units to put Force Barrier on in Irregulars. Note that you can still put it on Rhulic warrior models, such as Gorten, Durgen, Ossrum or Steinhammer.
  • He may not be ideal in Hammer Strike; the general low DEF and high ARM means that dwarves aren't a good target for Force Barrier, and their jacks tend to be pretty focus efficient. He is their only access to Empower, and might make a good buddy to Thor Steinhammer. DEF 12, ARM 18 Forge Guard ain't so bad either.
  • Force Wall of course is resistant to blessed weapons; the spell doesn't directly add to DEF - it gives them Force Barrier and the DEF boost comes from there.

Tricks & Tips

  • Keep him back - he might hit hard but he's mostly support.

Other

Trivia

  • Released 2019.07

Other Theme Forces

Crucible Guard (Edit)

Cygnar (Edit)

Khador (Edit)

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

Non-Casters "Junior Warcaster" Crosse1 'Jack Marshal

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw -

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Solos

Cephalyx Agitator - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella, Duchess of Dread - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Weird Wendell - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines Hammerfall Siege Crawler
Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2019.12

Rules Clarifications

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Rules Clarification : Battle Wizard     (Edit)

  • Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
  • This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)

Rules Clarification : Force Barrier - None yet. (Edit)

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Rules Clarification : Magic Ability     (Edit)

  • Combat Action
    Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
    • You must complete your movement before you use a MA.
    • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
    There are a few models that can use a Magic Ability at any time (eg Geomancy and Necromancy), or can cast a spell "for free" under specific conditions that would otherwise require their Combat Action (eg Battle Wizard and Combat Caster). These models get around all the restrictions listed above.


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Rules Clarification : Ram     (Edit)

  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

  • RC symbol.png

    Rules Clarification : Empower     (Edit)

    • A warjack can benefit from Empower multiple times.
    • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Empower. Refer to the Cortex rules.

    Rules Clarification : Protection of the Great Fathers - None yet. (Edit)

    RC symbol.png

    Rules Clarification : Tectonic Shift     (Edit)

    • Push - General     (Edit)   [Show/Hide]
      • Pushed models do not change their facing.
      • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
      • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
      • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
      • Pushed models suffer the effects of anything they move through (such as acid clouds).
      • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
        • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
        • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)