Dhunian Knot

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Trollblood Logo.jpg Dhunian Knot

Trollblood Trollkin Unit

The Dhunian knot is an old tradition of trollkin shamans banding together to combine their mystical power. In battle, they call upon Dhunia to heal wounds and manipulate the threads of fate. They can bring a dire troll back from the edge of a rampage or even magically compel others’ beasts to rise up against their masters. Even hopeless battles may prove favorable under the guidance of a knot.

Basic Info

Dhunian Knot
Missing Info
DhunianKnot.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 6
MAT 5
RAT N/A
M.A. 6
DEF 13
ARM 13
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 3
COST 6
2 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Tough symbol.jpg Tough
  • Magic Ability [ 6 ] - 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.
  • Prayer Circle - While all three Dhunian Knot models in this unit are in formation, other friendly Faction models whose bases are within the triangular area between them cannot be knocked down or made stationary. Affected models also gain an additional die on magic attack rolls. Discard the lowest die in each roll.
  • Wild Communion - When a warbeast within 3" of this model makes a Threshold check, you can have the warbeast reroll one or more dice of your choice. Dice can only be rerolled once as a result of Wild Communion.

Weapons

Ritual Blade
Sword icon.jpg  RNG   POW   P+S 
0.5 2 8

Spells

COST RNG AOE POW DUR OFF
Heal [d3]

(★ Action) B2B - - - -
Target friendly living Faction model. If the model is in range, remove d3 damage points from it.
Puppet Master

(★ Action) or (★ Attack) 10 - - Round (★)
When Puppet Master targets an enemy model/unit, it is a magic attack. You can have one affected model reroll one attack or damage roll, then Puppet Master expires. Puppet Master lasts for one round.

Weapon Attachment

As with all Trollkin units, Dhunian Knot can attach Trollkin Sorcerer(s), whose information has been omitted for brevity. The Sorcerer will be able to benefit from Prayer Circle but as he cost 50% of the value of the unit it’s often worth putting this extra support elsewhere.

Theme Forces

Recent Changes

2020.11 Vengeance of Dhunia CID

  • +1 CMD
  • Gained the Prayer Circle
  • They no longer get Serenity in the Power of Dhunia theme.

Thoughts on Dhunian Knot

Recent Change icon.png

Recent Errata - This article needs updating
The "Basic Info" section has been updated to match a recent errata/spoiler, but the "Thoughts On" section hasn't been brushed up yet.
If you play this Faction, please delete the old irrelevant info and then delete this warning.

See also Category: Recent Change and Category: Recent Release.

Dhunian Knot in a nutshell

The Dhunian Knot is a support unit providing frenzy management (although not actually Fury management) heals and rerolls to help you hit harder. As models go they are support that don't actually do work themselves. One reroll is worth effectively +2 to hit. As they do not do work on their own with a poor melee game and no damaging spells they are best taken as a Requisition option, where they are often one of the most expensive choices.

With the addition of Prayer Circle providing they all survive you can help enable a magic based assassination with bonus attack rolls, but this on its own likely won’t be enough. It’s key use is providing no knockdown tough to a small bubble of your army, forcing your enemy into targeting these support models before trying to remove harder targets. Because of Prayer Circle they have a bullseye on their heads until 1 of them dies so they need a caster who can deliver them.

Combos & Synergies

Drawbacks & Downsides

  • They don't actually do work themselves.
  • The more you have that doesn't kill the more work everything else has to do.
  • They don’t remove fury, just manipulate frenzies.
  • Anything that prevents spell casting neuters this unit as their melee game is weak
  • Killing one nullifies the prayer circle.

Tricks & Tips

  • Activate them near the start of your turn, so you don't forget to put Puppet Master on your important pieces.
  • Put Puppet Master on something with a critical effect, to give you better odds.
  • Puppet Master can be put on hostile models, to force reroll of successful rolls. Rarely useful, but can make your caster much safer.
  • Wild Communion can be used vs enemy warbeasts.


Other

Trivia

Released in Hordes: Devastation (2015)

Other Trollblood models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor

Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle1
Light warbeasts Ice Troll - Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Basher - Troll Bouncer - Troll Impaler - Winter Troll
Heavy warbeasts Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Brawler - Dire Troll Mauler - Earthborn Dire Troll
Dozer & Smigg - Mulg the Ancient - Rök
Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units

Dannon Blythe & Bull - Boomhowler1 - Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Sons of Bragg - Scattergunners - Thumper Crew - T Champions - T Fennblades - T Highwaymen - T Long Riders - T Runeshapers - T Scouts - T Sluggers - Warders
Special WA: Trollkin Sorcerer

Solos

Boomhowler2 - Boomhowler3 - Braylen Wanderheart, Trollkin Outlaw - Bumbles - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - General 'Thunderstone' Brug - Horgle Ironstrike (1) - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Northkin Shaman - Pyg Tank - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner Valka Curseborn, Chieftain of the North

Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North - Vengeance of Dhunia
 
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2020.12

Rules Clarifications

RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Tough - None yet. (Edit)

RC symbol.png

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 without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
RC symbol.png

Rules Clarification : Prayer Circle      (Edit)

  • Discard Die (Edit)
    • The dice must be discarded - you can't keep it even if you want it for a critical hit.
    • For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.

Rules Clarification : Wild Communion - None yet. (Edit)


RC symbol.png

Rules Clarification : Heal and/or First Aid     (Edit)

  • This ability doesn't target, so you can use it on models behind you.
  • When Heal is used as a magic ability, it bypasses anti-spell stuff that hinge on the word "target" (such as Spell Ward or Arcane Vortex).
RC symbol.png

Rules Clarification : Puppet Master      (Edit)

  • Puppet Master can be put on a model in a unit, and it will be applied to the whole unit. However, as soon as any model in the unit chooses to use it then it expires on the entire unit (so really it only affects one model).
  • Puppet Master can be used on "secondary" damage rolls such as Electro Leap, Magic Bullet, etc.
  • It can't be used on "stay in play" damage effects like a Scather's AOE.
  • If a player casts Puppet Master on the same model/unit multiple times it doesn't stack, at all. (Infernal Ruling)
  • The player that casts Puppet Master always gets to choose when to trigger it, even if the opposing player takes control of the target. (Locked Thread)