Grissel Bloodsong, Fell Caller

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Trollblood Logo.jpg Grissel Bloodsong, Fell Caller

Trollblood Trollkin Warlock

Fell Callers are powerful Trollkin warriors boasting voices capable of shattering stone and making the sky itself tremble, and Grissel Bloodsong has singular mastery of this ability. She wages a personal war against the enemies of the Trollbloods as an icon among her war-ravaged people. With her deafening hammer Resounder in hand, she serves as an inspiration on the battlefront, prompting even the battle-weary to resume the fight and follow her lead.

Basic Info

Grissel1
Missing Info
GrisselBloodsongFellCaller.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 7
MAT 6
RAT 6
M.A. N/A
DEF 15
ARM 16
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP +29
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Fell Chorus

  1. Grissel can use all three of her Fell Calls (refer her Abilities) this activation.
  2. Friendly Faction models/units can be affected by more than one fell call this turn.

Abilities

  • Tough symbol.jpg Tough
  • Fell Calls - This model can make one of the following calls at any time during its activation. A friendly Faction model/unit can be affected by only one call each turn.
    • Cacophony - While in this model's command range, enemy models/units cannot cast spells or be used to channel spells. Cacophony lasts for one round.
    • Heroic Ballad - RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, affected models can make one additional melee attack during their Combat Actions. Heroic Ballad lasts for one round.
    • Hoof It - RNG CMD. Target friendly non-warlock, non-warcaster living Faction model/unit. If the model/unit is in range, affected models can make a full advance at the end of this turn after all friendly models have ended their activations. During this movement, affected models cannot be targeted by free strikes.

Weapons

  • Sonic Blast - 8" Spray, POW 12 ranged attack
  • Resounder - 1" reach, P+S 14 melee attack
    • Damage Type: Magical - As above
    • Deafen - As above

Spells

COST RNG AOE POW DUR OFF
Boundless Charge

2 6 - - Turn No
During its activation, target friendly Faction model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
Calamity

3 10 - - Upkeep Yes
Target model/unit suffers -2 DEF & ARM.
Guardian Protector

2 6 - - Upkeep No
Friendly Faction warbeast gains Righteous Vengeance.
Righteous Vengeance - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of a model with Righteous Vengeance during the last round, during your Maintenance Phase the model with Righteous Vengeance can advance up to 3" and make one basic melee attack.
Rift

3 8 4 13 - Yes
The AOE is rough terrain and remains in play for one round.

Theme Forces

  • Other Factions

Recent Changes

2020.11

  • Hoof It changed to no longer work on non-living models or warcaster models. (Because of Boomhowler3)

Thoughts on Grissel1

Grissel1 in a nutshell

Grissel Bloodsong is an interesting warlock with some nice movement tricks thanks to Hoof It, and a fairly low power feat that can supercharge one unit.

The bigger the game the more she struggles as she mostly has single model spell support, backed up by her fell calls that add a bit of depth to her kit. Spam Boundless Charge as often as you have spare fury and the Runebearer will also give you a bonus cast which can be golden when you need it.

Feat thoughts

An alpha strike feat that can make one unit hit hard - and then take them clear of the enemy. Grissel's feat doesn't seem that powerful but is a very nice buff for certain units.

Spell thoughts

  • Boundless Charge lets one of her warbeasts hit when you don't expect it. Frequently combined with Heroic Ballad and Rage from a Dire Troll Mauler for serious hitting power.
  • Guardian Protector is great on whichever heavy she gives it to.

Drawbacks & Downsides

  • She doesn't scale well into bigger games. Her fell calls and Guardian Protector between them only cover one unit and one warbeast, and with nothing to help with toughness she works best in small battles.

Tricks & Tips

Grissel 1 likes to have a couple cheap light warbeasts if you can spare the points because she can stack buffs on them until a Night Troll can kill a 20-point heavy warbeast or a Slag Troll can literally one-round a fresh colossal. She can always use Calamity to beat high-value targets, but Boundless Charge only helps one model and Rage is for one warbeast.

Arcane Suppression, Lamentation, Psychic Vampire and other anti-spell effects don't affect Fell Calls.

She has a boostable spray which drops Def by 2 and prevents targets hit from giving or receiving orders. That can really diminish the efficacy of Cavalry or units that rely on special orders like Shield Wall.

Fell Calls still require targets. Be careful that all of your medium bases don't clog her LoS to the unit(s) she needs to buff. Longriders and Bears are nice because large bases can be seen through the crowd/

List Building Advice

Strategy

Her main win condition is to make her army super fast so they can jam to no end and then beat the enemy to a pulp by leverageing Calamity with a high volume of attacks.

Theme Thoughts

Grissel likes melee infantry. Storm of the North and Band of Heroes are therefore the obvious choices. She can play in Kriel Company & Vengeance of Dhunia but her list will be a little atypical as she needs 1 melee unit for Heroic Ballad.

    Power of Dhunia    

  • Mulg - he is the main caveat here as he lets her channel mortality, but he also goes to threat 14" with Guardian Protector and Boundless Charge, at P+S 21 with Calamity on his target no less. The extra attack from her fell calls is natutally good on him too, as is being able to back up after a days work thanks to Hoof It.
  • Runeshapers start to hit really hard and accurately if you layer Calamity with buffs from the Hermit.
  • Janissa Stonetide buffs the Runeshapers and Raise Earth and Rift can be used to deny the enemy parts of the battlefield.
  • Dhunian Archons get a special mention here as they can be taken in pair. Focus management is always great for Grissle, but them being able to heal her Runeshapers is the main takeaway here.

    Band of Heroes    

  • Long Riders - Under Hoof It they can get quite ridiculously far out of the way of Countercharges.
  • Trollkin Fennblades - Great at getting the alpha strike as they are very fast already due to No Quarter.
  • Kriel Warriors - The best chaff in trollbloods, which makes them excellent jammers.
  • Trollkin Champions - They love an extra attack off Heroic Ballad, especially with Overtake from Skaldi. Hoof It helps the unit reunite after a far-flung charge in order to benefit from Defensive Line. On the Feat turn they can get both, AND a War Cry from a Fell Caller Hero.
  • Horgle1 - having someone cast the Pyre Troll animus for you frees up your fury for more boundless charges.

    Storm of the North    

  • Long Riders, mentioned above, can also be taken in this theme. With the Northkin Elder on the Krielstone, Wild Winds lasts the entire turn. So they would get that extra inch on the Hoof It move as well.

    Kriel Company    

  • any solo has Mark Target, which is useful for her personal gun.
  • Northkin Raiders - can do well with Heroic Ballad, or rather they are one of the few units using it on due to quick work.
  • Trollkin Scouts - Heroic Ballad with gang and grievous wounds can do wonders vs other tough models.

    Support models - Various themes    

  • Krielstone - The staple of Trollblood armies.
  • Hermit of Henge Hold - Both telemetry and master or run are great for her, making for a -4 ARM swing or super accurate Calamities.
  • Farrow Bone Grinders - The only arc node in faction is Mulg, and he's only available in Power of Dhunia. That means in every other theme, these guys buy her an extra 2" of safety when she she casts Calamity. The also make a handy target to hit with a Rift in order to help speed up a nearby EBDT.
  • Boomhowler, Solo Artist - Since she cannot use her Fell Calls on herself, she's not getting in the way of Boomhowler2 giving her Reposition with Special Orders.

Battlegroup

  • Dire Troll Mauler - The backbone of Trollblood hitting power in melee.
  • Earthborn Dire Troll - Rift leaves a patch of rough terrain. If there's no one around she wants to kill with it (or is expendable) you can just cast it on the EBDT without killing him. If he's under the Kriel Stone Aura and/or getting +2 ARM from Elemental Communion, then the blast damage from Rift cannot hurt him. But Rift/Elemental Communion + Boundless Charge gets the EBDT up to a 13" threat. Don't forget that the Runebearer can help out with this. Rush and Hunter's Mark stack with this too.

Other

Trivia

Grissel1 was one of the three starting warlocks in Hordes: Primal Mk1 (2006)

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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • 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)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. 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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. 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.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. 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.
    9. 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)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.


  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Fell Calls      (Edit)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. 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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. 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.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. 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.
    9. 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)
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Rules Clarification : Cacophony      (Edit)

  • Because it uses the term "model/unit" then if any models from a unit are in your CMD range, no one in that unit can cast/channel spells.

Rules Clarification : Heroic Ballad - None yet. (Edit)
Rules Clarification : Hoof It - None yet. (Edit)


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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 : Deafen - None yet. (Edit)


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Rules Clarification : Boundless Charge      (Edit)

Rules Clarification : Calamity - None yet. (Edit)

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Rules Clarification : Hallowed Avenger and/or Guardian Protector     (Edit)

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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
      However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)

Rules Clarification : Rift - None yet. (Edit)