Earthborn Dire Troll

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Trollblood Logo.jpg Earthborn Dire Troll

Trollblood Dire Troll Heavy Warbeast

Earthborn dire trolls are the ultimate expression of troll adaptability. They possess a link to the wilderness and to Dhunia herself, for their bodies change to draw strength from the environment. Amid rocks and boulders their skin hardens to become like angled stone, while water lets them avoid attacks with fluid ease. Even their fists change to mimic the strength of the mightiest beasts and warjacks they face.

Basic Info

Earthborn Dire Troll
Missing Info
EarthbornDireTrollPlastic.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5 (★)
STR 12
MAT 6
RAT 3
M.A. N/A
DEF 12 (★)
ARM 18 (★)
CMD 5
ESSENCE {{{essence}}}
FOCUS N/A
FURY 4
THRS 9
HP 32
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 14
N/A
N/A
(★) stats can be improved by Elemental Communion
Warcaster 1
COST N/A
N/A
Understanding
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.

Abilities

Weapons

Claw (x2)
Sword icon.jpg  RNG   POW   P+S 
1 3 15

Animus

COST RNG AOE POW DUR OFF
Earth's Blessing

1 SELF - - Round No
The spellcaster cannot be pushed, knocked down, made stationary, or moved by a slam. Earth's Blessing lasts for one round.

Theme Forces

Thoughts on the Earthborn Dire Troll

The Earthborn Dire Troll in a nutshell

Beatstick heavy warbeast. A bit pillow-fisted but cheap, tough, and mobile. Especially mobile.

With natural immunity to all 4 elements and an extra 2hp the troll can be more of a headache for opponents than many realise, especially at range, simply because it can shrug off so many spells, elemental guns and crit effects that it’s often got slightly more staying power than its brothers, even if it’s stats are exactly the same (sans bonuses from terrain). The added terrain focused effects are very match dependant and are mostly gravy; but Rock Walls with Gunnbjorn1 or shallow water with the Sea King allow for some interesting defensive combos.

Combos & Synergies

  • Dire Troll Mauler, Pyre Troll or Slag Troll - it needs the damage buff because it hits like a ranged warbeast.
  • Sea King - The Sea Kings animus leaves behind some shallow water, which you can trigger Elemental Communions with.
  • Captain Gunnbjorn - Rock Wall is an obstacle, so it will give him +2 ARM on top of its usual cover bonus.
  • Combine his +2 SPD buff with the Axer's Rush +2" buff and you can charge 12 inches or run 14 inches.
  • Ragnor1 can give him Beat Back via his Pulverizer spell, which makes his potential melee movement very large. He can also Dig him In and apply his feat for extra beefiness.
  • In a zero point match pair him with Ragnor1 and the Mauler. He is not as bad as you would think upon 1st glance. His ARM makes him rather durable and his speed bonus if used right can wreck some sh#t.
  • Doomshaper2 before battle lines clash Doomy likes the Earthborn animus to cast for free his feat and overtake also helps improve his threat range even further..

Drawbacks & Downsides

  • It needs it's Elemental Communion buff(s) to do it's thing, which is very board dependent and needs a damage buff to hit like a real heavy.
  • The Snow Drifts granted by the Storm of the North theme do not trigger Elemental Communion, because they are only Rough Terrain to models without Immunity: Cold, which the EBDT has.
  • He needs a damage buff to hit like a real heavy, thankfully among the Pyre Troll, Slag Troll or Dire Troll Mauler you should always have at least one.

Tricks & Tips

  • Send it through the worst terrain you can find.
  • Any shallow water puddle is also rough terrain, giving you two stat boosts at once.
  • When in cover and under the stone he is the most durable of all of our warbeasts as he is also the cheapest heavy this makes him a great second pick after the Mauler.
  • In a very rare case, he's getting +2 to 3 stats (well SPD only really matters for moving so you could start with the speed buff, then try to grab the DEF and ARM). That's pretty sweet as well as making his base stats slightly deceptive.
  • Sometimes unwitting enemies can offer you a massive advantage spells like Rift, Pillar of Salt, Swamp Pit or Pig Pen offer the terrain the earthborn needs to operate at its best

Other

Trivia

Released in Hordes: Evolution (2007)

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

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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.

Rules Clarification : Cold - None yet. (Edit)

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Rules Clarification : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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Rules Clarification : Electricity      (Edit)

  • When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
  • If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
  • Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.
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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Elemental Communion      (Edit)

  • Some spells create an area of terrain (such as Inhospitable Ground). This works a bit oddly if the EBDT is just outside that spell area:
    • While outside the area and/or when activating outside the spell area, you don't get the buff(s). Because there is no "real" terrain there.
    • While inside the area and/or when activating inside the spell area, you do get the buff(s). Because you're treating yourself as being within the terrain.
  • You don't get the ARM buff from things that "give cover as if they were an obstacle" (such as Roadblock) because there is no "real" obstacle there.

Rules Clarification : Regeneration - None yet. (Edit)

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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.

Rules Clarification : Earth's Blessing - None yet. (Edit)