Dire Troll Mauler

From LOS Warmachine University
Jump to: navigation, search
We have 1356 articles and 93% are complete!   Please help review these models from 12+ months ago: (and/or the rest) (Edit)  

Trollblood Logo.jpg Dire Troll Mauler

Trollblood Dire Troll Heavy Warbeast

Although dangerous and unpredictable, the powerful dire trolls serve their trollkin allies in a variety of battlefield roles. The dire troll mauler is a creature of savage simplicity, devastating enemies with nothing more than its gigantic fists and unearthly strength. The dire troll blitzer totes a rapid-fire slugger cannon and its pyg gunner into combat on its back, adding a lethal spray of lead to the crushing blows of its mighty fists. The dire troll bomber hurls barrels of explosives at the enemy before pulverizing them in melee combat.

Basic Info

Dire Troll Mauler
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
STR 12 (★)
M.A. N/A
DEF 12
ARM 18
ESSENCE {{{essence}}}
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
(★) STR 15 after he casts his animus on himself
Warcaster 1
the Statblock

Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.


  • Regeneration [d3] - This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
  • Snacking - When this model boxes a living model with a melee attack, it can choose to RFP the boxed model. When it does, this model can remove d3 damage points.


Claw (x2)
Sword icon.jpg  RNG   POW   P+S 
1 4 16 / 19
  • Goes to P+S 19 if he casts his animus on himself
  • Open Fist symbol.jpg Open Fist
  • Chain Attack: Grab & Smash - If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a head-butt or throw power attack against that target.



2 6 - - Turn No
Target friendly Faction warbeast gains +3 STR. Rage lasts for 1 turn.

Theme Forces

Thoughts on Dire Troll Mauler

Dire Troll Mauler in a nutshell

The Dire Troll Mauler is the backbone of Trollblood warbeast melee. Hitting hard (especially with Smash & Grab), it's the animus that makes the Mauler one of the best value beatstick heavies in the game. As a default heavy to reach for the Mauler is top of the list.

Combos & Synergies


  • Gunnbjorn1 can place a wall behind the Mauler's target, ready for it to grab and throw into the wall for extra damage. Place the wall close enough to stop you throwing the target out of the Mauler's melee range, and then it can buy additional attacks afterwards.
  • Grissel1, can make him really fast and difficult to catch with the Hoof it fell call, so he can charge something and come back to safety easily.
  • Being Fury 5, he benefits greatly from Goad from Doomshaper1, giving him 2" of extra threat every time he kills something.
  • Ragnor Skysplitter, the Runemaster loves him a mauler to put Pulverizer on, especially when the mauler stacks it's own Rage animus on top.
    • So with an additional +5 str that makes him a heavy warbest with a P+S of 21 and beat back. That makes him hit harder than a stormwall colossal.
    • Add Krielstone strength to get it to +6 STR, give +3" to any throw.
    • Or put the same buffs on an otherwise pillow-fisted Bouncer to get to P+S 18 with his Chain ball, and 17 with his Shield. Also with Beatback and grab+smash, you can have a throwing threat range of 11".
    • With his field Marshal it’s even easier to apply the chain attack.
    • Pathfinder and Steady is good on any warbeast. As is blast Immunity and cover.
  • Borka2 - His field marshal makes it Northkin, so it will be affected by the Cold Stone's Speed buff, under Battle Charge it gains Counter Charge and Borka can cast the Maulers animus for free, thereby relieving it of support duty.
  • Doomshaper2 - casting Rage for free is very useful and his feat is useful on any beast.


  • Any other warbeast that's going to get into melee with an armoured target loves the Mauler's animus.
  • Troll Axer can put Rush on the Mauler, which is really good for a SPD 5 heavy. Any other speed buff will be nice too.
  • Troll Whelps are always good for fury management.

Drawbacks & Downsides

  • P+S 16 is extremely flimsy for a no-frills beater, especially for one as expensive as it is. Crusaders, Ironclads or Toros are all more powerful than it is, yet are significantly cheaper.
  • Given its points cost compared to its statline, it's apparant you're paying a "points tax" for being able to Rage other warbeasts. It's likely going to be the only source of Rage in your list, so consider carefully when you want to commit it.
  • the Pyre Troll has a 2 cost animus that increases power, but can target anything (rather than just warbeasts) and it grants continuous fire and fire immunity. This limits its potential as an animus bot.

Tricks & Tips

  • Extra strength increases throw distance.
  • Put Rush on the Mauler before it activates, have it charge, then cast its own animus on itself before it makes the charge attack. It costs a lot of fury, and you lose two buy/boosts by casting Rage, but it maximises threat range and raw damage output. You just need to weigh up whether the +3 STR is better than the 2 fury.



  • Released way back in Primal Mk1 (2006)
  • Dire troll mauler is the vanilla beast on trollbloods, and the only one who has 3 sculpts: Extreme Dire Mauler, Metal Mauler, and Plastic Kit Mauler.

Other Trollblood models

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

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

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


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:  : Warbeast      (Edit)
(Click Expand to read)

See also the Warbeast page for a recap of the core warbeast rules.


  • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)


  • A single Animus can be on several models at the same time. (Infernal Ruling)
  • Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
  • An animi cast by a warlock is an animi and a spell. (Infernal Ruling)

Transferring Damage

  • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)


  • You cannot trigger optional abilities during a Frenzy (such as Cleave). (Infernal Ruling)
  • You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
  • A warbeast may not make an Assault shot as part of a Frenzy activation.
  • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
  • If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
  • If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)

Rules Clarification : Regeneration - None yet. (Edit)

RC symbol.png

Rules Clarification : Snacking      (Edit)

  • You can use Snacking to RFP your target even if you're at full health. (Locked thread)
  • Snacking occurs at boxed, and thus:
    • Doesn't prevent abilities that trigger at disabled (such as Tough, Self-Sacrifice, etc).
    • Might prevent abilities that trigger at boxed, depending on who the active player is and whose model the ability triggered on. Refer the 'Triggers' section (pg 10 of the pdf)
    • Does prevent abilties that trigger at destroyed (such as collecting soul tokens, etc)
  • You can snack friendly models.
  • You may choose where each individual point of healing goes.
  • If you kill multiple models with a single attack (such as trampling over them) then you get to heal once for each model killed.

RC symbol.png

Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
RC symbol.png

Rules Clarification : Chain Attack Grab & Smash      (Edit)

  • Grab & Smash allows you to make a Power Attack during the same activation that you charged. (Locked thread)
  • You may want to refresh yourself on the Rules Clarifications on Throws and Head-Butts.
RC symbol.png

Rules Clarification : Chain Attack      (Edit)

  • Some Chain Attacks generate a Power Attack (such as Chain Attack: Throw. These Chains can be used after charging, even though Power Attacks normally can't be used after a charge. (Infernal Ruling)
  • Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
  • If you have 3 weapons but only 2 of them are associated with the Chain Attack, then you can make that 3rd initial attack at any point without it preventing the Chain Attack from triggering.
    Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial.
    For example, the Cryx Nightmare has two Claws with a Chain Attack, plus some Tusks. When he makes his initial attacks he can go:
    • [Claw] - [Tusks] - [Claw] - [Chain Attack] ... even though the two Claw attacks weren't sequential.
    • [Claw] - [Claw] - [Chain Attack] - [Tusks] ... even though he did the Chain Attack before getting to his initial Tusk.
    • [Tusks] - [Claw] - [Claw] - [Chain Attack]
    • He cannot go ... [Claw] - [Claw] - [Tusks] - [Chain Attack] ... because you must resolve the Chain Attack as soon as it's triggered, or not at all.

Rules Clarification : Rage - None yet. (Edit)