Unearthed by Hoarluk Doomshaper, the glacier kings walk the world again as embodiments of winter and the frozen north. Localized storms laden with ice and snow swirl about their towering forms. Streams and lakes ice over at their passing, and the moisture in the air crackles as it freezes. Enemies who lose their footing nearby are promptly crushed to death or frozen solid before being lofted into a mouth of jagged, yellowed teeth.
Basic Info
Glacier King |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Huge |
SPD |
5 |
STR |
15 |
MAT |
6 |
RAT |
5 |
M.A. |
N/A |
DEF |
9 |
ARM |
19 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
5 |
THRS |
6 |
HP |
54 |
F. Field |
N/A |
|
|
|
|
WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
2 |
UNIT SIZE |
N/A |
COST |
35 |
N/A |
N/A |
|
|
|
|
N/A |
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.
- Gargantuan - Gargantuans are mega-warbeasts, even bigger and stompier. They use nearly all the same rules as normal warbeasts but with a few exceptions and additions, which you can read by clicking here.
Abilities
Weapons
- Wind Thrower - 12" range, POW 14 ranged attack.
-
Damage Type: Cold
- Reload [2] - This model can be forced to to make up to 2 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each time it is forced.
- Storm Chiller - Enemy models hit can be pushed d3˝ directly away from the attacking model. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
- Big Meaty Fist (x2) - 2" reach, P+S 19 melee weapons
Animus
|
COST
|
RNG
|
AOE
|
POW
|
DUR
|
OFF
|
|
|
|
Frozen Ground
|
2
|
SELF
|
-
|
-
|
Round
|
No
|
|
When an enemy model without Cold Immunity ends its activation within 3" of the spellcaster, the enemy model becomes knocked down. Frozen Ground lasts for one round.
|
Theme Forces
Thoughts on the Glacier King
Glacier King in a nutshell
Like most Colossals the Glacier King is a centrepiece of the army. Unlike its brother the Mountain King, the Glacier King is generally a longer ranged support piece, blasting models out of zones, keeping its troops safe with concealment, and offering a detriment to melee attacks, thanks to it's animus.
Combos & Synergies
- Krielstone Protective Aura brings it to ARM 21.
- The Northkin Elder attachment can speed it up and increase the damage from it's gun, both of which are extremely useful
- Hunters Grim or Captain Gunnbjorn as it really likes Snipe.
- Gunnbjorn1 specially really does a number for this frosty royal; Guided Fire and Snipe mean it hits very accurately at very long ranges and a well placed Rockwall makes sure the King does get some shooting in and can engage at its own terms, while the feat keeps it save from shooting for a turn.
- Horgle2 has Inviolable Resolve, which brings it to ARM 23 under the stone.
- Friendly upkeeps on it are free in the Storm of the North themeforce.
- Dire Troll Mauler - the rage animus increases it's melee output to insane levels
- Northkin Bear Handler & Battle Bears - they gain stealth due to Prowl interacting with Snowfall, if you can keep them within 3" of the Glacier King, as do Trollkin Scouts, Pyg Lookouts and Braylen Wanderheart, Trollkin Outlaw
- Pyg Lookouts and solos in Kriel Company - Marked Target brings it's RAT to 7.
- Bog Trog Mist Speaker - Eyeless Sight on a (fish)stick.
Drawbacks & Downsides
- No gunfighter or dual attack means it is either punching or shooting, not both. That's the trade-off for every combined arms heavy, but when they cost this much, it can be especially noticeable.
- Tends to require a lot of Fury, especially if you are reloading
- Low threshold meaning frequent frenzies.
- Immunity: Cold shuts down a lot of his tricks
- DEF 9, ARM 19 is pretty laughable given most factions have heavies with a similar or even better statline. You better keep that Krielstone alive!
Tricks & Tips
- Remember, his animus only works against enemies during their activation. Things like Admonition or Counter Charge won't knock down the enemy.
- He has Immunity: Cold. Models like Kolgrima and the Northkin Shaman can target him with their sprays and hit models in front of him.
- If you are shooting at max range, don't storm chiller until the final shot. Otherwise, they can be pushed out of range.
Other
Trivia
Released in Hordes: Devastation (2015)
Other Trollblood models
Rules Clarifications
Rules Clarification : Cold - None yet. (Edit)
|
Rules Clarification : Reload (Edit)
- You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
- If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
|
|
Rules Clarification : Storm Chiller (Edit)
- Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
-
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)
|
|
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 : Freeze (Edit)
- Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.
|
|
Rules Clarification : Gargantuan (Edit)
- Warroom
- 2017 bug: Gargantuan's have their animus labelled as "spells". Despite this, it's an animus and as such the warlock can cast it. This is a known bug. (Staff Comment)
- 2020 bug: The animus doesn't show up at all. You'll have to go to the official card database instead.
- Refer to the Gargantuan article for a recap of their rules.
- Huge Base (Edit)
- Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
- You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
- Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.
|
|
Rules Clarification: : Warbeast (Edit) (Click Expand to read)
|
See also the Warbeast page for a recap of the core warbeast rules.
Forcing
- If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
Animi
- 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)
Frenzy
- 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: : Bulldoze (Edit) (Click Expand to read)
|
(A) People think Bulldoze works like a bowling ball hitting tenpins. But this is wrong because the models haven't been moved DIRECTLY away.
(B) Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.
Bulldoze - General
- Models are pushed directly away from you at the point of contact. Some players do this incorrectly, refer to the section on moving models, below.
- You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
- The size of the Bulldozer vs the Bulldozed does not matter. A small model bulldozes a large model just fine. (Just don't expect to move a Colossal etc.)
- Bulldoze only works during your Normal Movement. This includes full advances, runs, charges, and slams, but doesn't include stuff like Reposition or Energizer.
- You can't make free strikes against models you Bulldoze (because for them it is involuntary movement).
- Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
- An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.
- If you contact a model you want to Bulldoze while overlapping another model or an obstacle, then you can "pause" on top of that other model/obstacle while resolving the Bulldoze, then continue your movement off the other model/obstacle. (Locked thread)
Bulldoze - Charges / Slams
- If you attempt to Bulldoze a model out of your charge lane but it does not move far enough, you can't Bulldoze again. You will continue your charge, contact it again, and stop.
- You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
- Similarly for Slams vs models within 1-3".
- If you Bulldoze your charge target out of your melee range, this doesn't break the "once in your melee range the target must stay in your melee range" rule. Bulldoze is an exception. (Infernal Ruling)
Bulldoze - Moving the models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A. But what actually happens is more like Image B. This is due to 3 important factors you need to apply:
- Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
- If there is a model behind the bulldozed model, the model will STOP.
- And in this situation, a model beside the pushed model is effectively behind it unless you're pushing at a perfect tangent.
- A model can be pushed only one time via Bulldoze.
-
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)
|
|
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 : Snowfall (Edit)
- The Glacier King can't benefit from Snowfall, because Gargantuans can never get concealment.
|
|
Rules Clarification : Frozen Ground (Edit)
- 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.
|