After having his personal pyg tank stolen by the thieving duo of Ledfoot & Tredz, the self-titled General "Thunderstone" Brug persuaded enough of his brethren to form a small army (is that a height joke?) and go get his property back! What Brug lacks in size and martial prowess, he makes up for with legitimate tactical genius and guile. With enough willing soldiers at his command, there aren't many tasks Brug can't accomplish. As for the few that are beyond his means, well...he'll just bury them in ordinance.
|General 'Thunderstone' Brug
- 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 and/or future timeline where the Infernals won the war. Some of the RQ models have a deliberately goofy aesthetic.
- Advance Deployment
- Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
- Get Down! - RNG 5. Target friendly Pyg model/unit. If the model/unit is in range, it immediately becomes dug in (see below). Models are not affected while out of formation.
- Marching Orders - Friendly Faction warrior models activating within 5" of this model gain +1" movement when advancing as part of their Normal Movement. Marching Orders lasts for one turn.
- Target Acquired - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Deadly Precision for one turn. Models are not affected while out of formation. (Deadly Precision - If this model uses its Normal Movement to aim, it gains Eyeless Sight and its ranged weapons gain +2 POW that activation.)
- Dig In (★ Action) - This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in.
- Tactician [ Pyg ] - While in this model's command range, friendly Pyg models can ignore other friendly Pyg models when determining LOS. Friendly Pyg models can advance through other friendly Pyg models in this model's command range if they have enough movement to move completely past them.
- Veteran Leader [ Pyg ] - While in this model's command range, friendly Pyg models gain +1 to attack rolls.
- Grenade - 6" range, 3" AOE, POW 12 ranged attack
- Heavy Pistol - 8" range, POW 12 ranged attack
Thoughts on General 'Thunderstone' Brug
General 'Thunderstone' Brug in a nutshell
Do you like Pygs? Do you want Pygs to be even better? If you are a Trollbloods player and answered yes to either of these questions, I recommend picking up Brug for your army. Brug is a Pyg support solo that provides a variety of passive and active buffs.
First up, Tactician [Pyg] and Veteran Leader [Pyg] are both straightforward abilities that will help out every Pyg in your army within 10˝ of Brug. His personal defensive stats aren’t great, so try to Dig In each turn unless you REALLY need Brug to shoot something. Remember, he can use his Battle Plan and still Dig In, so you aren’t losing any of his effectiveness as you move him into the perfect position.
Brug’s three Battle Plans options offer some compelling options for your warrior models...
1) Get Down! - specifically targets Pygs ONLY Dig In, and then yell a plan out to some other Pygs. Pyg Bushwhackers have the longest range and are the best recipients for this buff in the early turns.
2) Marching Orders - a weak threat extending bubble that works well with other speed buffs but isn’t much to write home about on its own and can be tricky to use well turn 1 as you would need to keep him within 5 of your models with AD and 5 of the back line models (likely the Krielstone) that you also want to give the buff too.
3) Target Acquired - Requires a little bit of set up as the target needs to aim to get eyeless sight and the damage buff but on a long range unit or warlock (like Gunnbjorn or Hunters Grim it is amazing.
You are most likely using Marching Orders for the extra SPD turn 1. To maximise this effect activate the general first use the battle plan, activate the rest of the models in range that will get the bonus then have Ledfoot & Tredz move the general into range of other models (tactician helps with this)
Starting as early as the second turn of the game, you’ll often find yourself trying to decide between using Get Down! or Target Acquired and it really comes down to what your opponent is bringing to bear against you. Having your Bushwackers use Slip Away to break free of the enemy, get some shots in, and then Dig In during Brug’s activation can be fantastic. Also, causing one of the Pyg Tanks to Dig In is always good fun.
But maybe you find yourself in a situation where you must have Brug activate before another model/unit, or perhaps you need your warlock to land a clutch spell (such as Mortality) or shoot with an empowered shot (or both) Target Acquired is your most tactically strategic plan.
Combos & Synergies
- Grim2 and Gunnbjorn - If you want to make use of Target Aquired you will want to do it with long range guns so forfeiting your movement doesn't bother the shooters. Grimm and Bjorn both hand out Snipe for extra range.
- Jarl Skuld lacks a damage buff but has 2 great pistols he wants to use as much as possible - sometimes with magic bullet.
- Trollkin Sluggers become a huge threat under Target Aquired
- Pyg Bushwhackers - With the Speed buff and snipe from Hunters Grim or Gunnbjorn1 some of the unit can shoot into the enemy deployment zone turn one. Hunters Grim also get the benefit of the Veteran leader bonus (not Grim himself). A two man CRA will also be RAT 9, POW 14, RNG 18 with a re-roll in this case.
- A Pyg Tank or Ledfoot & Tredz are among the best pyg models and love dig in or extra speed. Ledfoot can also pull Brug forward with Ride By if you need to get into a better position.
- Pyg Lookouts and Pyg Burrowers will often be too far up the field to buff with battle plans. But if they survive/ hide for long enough they are valid targets. That being said, if you chose not to ambush the lookouts they will very much appreciate the speed buff to get into Mark Target range.
- Battle Plans can be stacked with Fell Calls Boomhowler2 can offer reposition to a unit that needs to aim and the Fell Caller Hero can stand up knocked down models so more get a chance to aim. Battle Plans can also stack with the Stories of the chronicler - but you would need to play out of theme so this is a bit of a moot point.
Drawbacks & Downsides
- No melee weapon, which is a weakness if he ends up in melee with someone immune to ranged attacks.
- Support bloat. Among Fell Callers and Kriel stone the faction is already chalk full of support models who do little work themselves
- Units like Pyg Burrowers are very likely to be out of his command.
- if he isn’t dug in his defensive stats will not save him from even the lightest ranged weapons
- Most Pyg units are regarded as ok or subpar and a lot of his kit is based around them.
- He promotes a rather static play style, as both Dig In and Deadly Precision need you to stand still to get the benefit this isn’t bad, but it is a bit boring
- He takes most troll ranged infantry from "okay" to "good". This paints a massive target on his head and your opponent will try to remove him ASAP.
Tricks & Tips
- Dig in only expires if you move or are engaged, once a long ranged unit (Such as sniped Bushwhackers) has found a suitable spot on the table and are dug in, you can focus on other units, or other buffs
- Get into a good position dig in - then use battle plans and pop shot with both ranged weapons if you can otherwise dig back in again.
- A models does not need a ranged weapon to aim. Meaning you can give e.g. your walock Target Acquired, give up their movement and use the Eyeless Sight part of the order to ignore stealth and clouds when slinging spells (just note they wont get the + 2 POW nor +2 to attack rolls with them).
- Released 2020.06
- General Thaddeus E. "Thunderbolt" Ross is a Marvel Comics character who may have been an inspiration.
Other Trollblood models
Rules Clarification : Advance Deployment (Edit)
- Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
Rules Clarification: : Gunfighter (Edit)
(Click Expand to read)
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).
- Outside of melee
- If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
- In melee, but didn't charge
- If it didn't charge, it can target anyone it's "in melee" with.
- This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
- If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
- Charged into melee
- If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
- If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
- However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
- Other targeting notes
- Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
- If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
- Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
- If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
- If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).
- You use the Gunfighter's RAT for the attack roll.
- Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
- How the +4 DEF bonus for "being in melee" works with Gunfighters is:
- they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
- they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
- Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
- If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).
Gunfighter + an AOE weapon
- If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
- If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.
Gunfighter + a spray weapon
- Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
- If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.
Units of Gunfighters
- If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
- Redirected attack:
- If they're still engaged, their initial attack (s) must be vs someone in their melee range.
- If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
- If they're unengaged, they are now free to shoot anyone within the gun's normal range.
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
- Gunfighter vs RNG modifiers (Edit)
- Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
- If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
- If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
- If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
- (Infernal Ruling)
Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Battle Plan (Edit)
- A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
Restrictions on "Any Time" abilities
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
- Running, failing a charge, or failing a slam.
- Abilities that include "then its activation ends" (such as Reposition and Teleport).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
(Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
- Units: See below.
- In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
- If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
- Units with "Any Time" abilities
- You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
- A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
- You can use an "Any Time" ability before running, however.
- A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
Rules Clarification : Get Down! - None yet. (Edit)
Rules Clarification : Marching Orders - None yet. (Edit)
Rules Clarification : Target Acquired (Edit)
Rules Clarification : Deadly Precision (Edit)
- Deadly Precision vs High Explosive (Edit)
- The +2 POW from Deadly Precision would not apply to high explosive POW (Infernal Ruling)
Rules Clarification : Eyeless Sight (Edit)
- A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
- This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
- Blind vs Eyeless Sight (Edit)
- If you put Eyeless Sight on a Blind model, it will still be Blind but it will not suffer the effects as long as it has Eyeless Sight. (Infernal Ruling)
- This means stuff like Hidden Blade will still trigger.
- Also, if the model subsquently loses Eyeless Sight, it will immediately go back to suffering the effects of Blind.
Rules Clarification : Dig In and/or Foxhole Buddy (Edit)
- Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
- Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.
- Being pushed counts as moving. (Locked thread)
- If a model with Dig In is added to play or returned to play, it does not count as "starting the game". It can't be put into play already Dug In. (Infernal Ruling)
- You can use Dig In while you're in someone's back arc. You are engaging, but not engaged.
Rules Clarification : Tactician and/or Operations Command (Edit)
- Applying the LOS and Movement bonuses work like mirror opposites:
- LOS: The models you draw LOS through do not need to be in the Tactician bubble. The model drawing LOS does need to be in the Tactician bubble.
- Movement: The models you move through do need to be in the bubble. The model moving does not.
- The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)
Rules Clarification : Veteran Leader (Edit)
- Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause.
- Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
- Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)