Grissel Bloodsong, Marshal of the Kriels

From LOS Warmachine University
Jump to: navigation, search
Trollblood Logo.jpg Grissel Bloodsong, Marshal of the Kriels

Trollblood Trollkin Warlock

Grissel Bloodsong stands as a bastion amid the storm devastating the lives of her people. Assuming leadership was never her goal, but she has proven worthy of shouldering the burden of Marshal of the Kriels in Ironhide’s absence. She gladly fights alongside her warriors and asks nothing of them she would not risk herself. They trust her to save them whether by shrewd words or the booming of her explosive voice and hammer on the battlefield.

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

As of 2019.09, PP has removed

Basic Info

Grissel2
Missing Info
EpicGrissel.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR
MAT 7
RAT 6
M.A. N/A
DEF 15
ARM 17
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP 27
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA C
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.

Weapons

  • Fell Blast - 8" range, ROF 3, 3" AOE, POW 14 ranged weapon
    • Damage Type: Magical
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Crescendo - This attack's AOE is a hazard that remains in play for one round. Models walking around in it suffer a POW 7 blast damage roll.
      • Quake - On a direct hit against an enemy model, all models hit are knocked down.
      • Sonic Eruption - This weapon becomes a 10" spray, POW 12 ranged attack.
  • Resounder - 1" reach, P+S 14 melee weapon
    • Damage Type: Magical
    • Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.

Spells

COST RNG AOE POW DUR OFF


Dash

2 SELF - - Turn -
The spellcaster and friendly Faction warrior models activating in its control range gain +1 SPD. While in the spellcaster's control range, friendly Faction warrior models gain Parry. Dash lasts for one turn.
Deflection

3 SELF - - Round -
While in the caster's control range, friendly Faction models gain +2 DEF vs ranged and magic attacks. Lasts for one round.
Discord

2 6 - - Upkeep -
Target model in the caster's battlegroup gains Wailing.
Wailing - While within 5" of this model, enemy models cannot give/receive orders or cast spells.

Feat: Call of Valor

Friendly Trollblood models in Grissels's control range gain Reposition [3"] and Unyielding for one round.

Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
Unyielding - This model gains +2 ARM against melee damage rolls.

Theme Forces

Thoughts on Grissel2

Grissel2 in a nutshell

Grissel 2 combines multiple smaller advantages in attrition and engagement with a strong ranged assassination threat. Her own gun can open gaps in the enemy line, knock them to the ground with a Quake Fell Blast from up to 19" away, or throw hazards into their way.

Info icon.png

"Arcaux" has posted a detailed article on the Lormahordes forum that is worth a read.

Grissel2 Tactica (2018.03)

Maximising her feat and spells

Her feat is a weak defensive feat with a little flexibility added in. Often Reposition is more important than Unyielding, though that is itself stronger in some ways now that it resists all melee damage. Note also that this is a "pulse" feat. So models must be in her CTRL the moment when she uses it to be affected, but they can leave her CTRL and still benefit.

  • Deflection can help protect from unboosted shooting and spells, like Force Bolt on the House Shyeel Battle Mages.
  • Dash is extra threat range for warrior models and it stacks with Wild Winds on the Northkin Elder. She can also use it to get one more inch for her assassination runs in a pinch. Remember that it also allows your warrior models to ignore free strikes.
  • Discord can stop enemy models from using orders or casting spells, which can often be key.

Drawbacks & Downsides

  • She's a special order model.
  • She sometimes has trouble managing fury.
  • She can be vexed by LOS-blocking terrain and cloud walls.
  • She brings no damage buffs of her own.
  • She isn't as helpful against armies with No Knockdown Tech, Shield Guard and other resistance to ranged attacks, or immunity to blast damage.

Fortunately, all of these weaknesses can be mitigated.

Tricks & Tips

  • Other than things mentioned above, here is one: She can walk onto a hill, use the elevation to get LOS to the enemy caster, shoot it and knock it down, then use her feat. At the end of her activation, she can Reposition out of the way to leave room on the hill for her Bomber so it can also get LOS past other models. Or, she can simply place herself out of danger after a failed assassination run.

List Building Advice

Strategy

Her main win condition is to Quake the enemy caster then finish them when they are knocked down, but she can also leverage attrition and Dash to win on scenario.

Theme thoughts

At first glance, it seems that Grissel doesn't have much to offer a beast brick, but she can be quite effective in Power of Dhunia because her synergy with Bombers, Bouncers, and the Mountain King is just that good. Such lists are inherently more focused on assassination play, but she doesn't mind.

In Kriel Company, Deflection gives a real edge to those DEF 13 units against enemy spells and shooting. Against melee opponents, they can walk out of combat with Dash and go right back to shooting. Her feat helps with that and gives you the option to bite a bit off of the enemy front line then repo out of their charge ranges.

Band of Heroes and Storm of the North offer some of her best synergies like Champs backed up by Bomber, Warders with Reposition, and Fire Eaters with Dash.

Army

  • A warbeast with the Far Strike animus gives her 4" extra threat range on her ranged assassination. The Dire Troll Bomber is completely superior to the Troll Impaler especially when going after the enemy caster or objective. One Bomber is a must-have, and sometimes you'll even run two of them.
  • In Power of Dhunia you will probably need a Dire Troll Mauler but in the other themes, it's totally optional.
  • The Ice Troll's animus gives her Swift Hunter which can be pretty nifty, especially with her spray. It might also score a crit freeze on a caster who can't be knocked down.
  • Northkin Raiders, Northkin Fire Eaters, Trollkin Highwaymen and Pyg Bushwhackers - They have the DEF for Deflection and love Dash. The Highwaymen love to slip out of combat and get back arcs thanks to Braylen Wanderheart.
  • Mountain King - A good target for Wailing, being a huge base that stops orders and spells within 5 inches. Unyielding from her feat can often help it survive and -2 DEF from its POW 16 SP10 with Assault can help her assassination runs.
  • Dhunian Knot - Can use Puppet Master on Grissel and her Bomber for a more consistent assassination turn.
  • Long Riders and Northkin Bear Handler & Battle Bears - Their natural speed plus Dash makes them great at getting the alpha and slipping past the army to go for the enemy caster.
  • Grissel 2 does not have any spells that it can cast, but the Trollkin Runebearer is still a must-have. She casts at least one spell every single turn, even if it's only Far Strike or Dash, and +2 CTRL really helps her feat and spells cover more units.
  • Trollkin Champions warrant special mention, as both Dash and her feat help them immensely in almost every game. Not only does Unyielding make them even tankier in melee, but with Reposition, they can charge wherever they need to, then repo back into B2B while either falling back or taking more ground.
  • The Bog Trog Mist Speaker and Lynus Wesselbaum & Edrea Lloryrr help her deal with cloud effects, which can otherwise be a real problem. With the Mist Speaker, her Bomber can kill a Gremlin Swarm or two.

Other

Trivia

Released in Hordes: Domination (2011)

Video Battle Reports

Other Trollbloods models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - 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 - Greygore Boomhowler & Co. (1) - 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

Boomhowler, Solo Artist (2) - Braylen Wanderheart, Trollkin Outlaw - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - 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
 
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2019.08

Rules Clarifications

RC symbol.png

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. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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.


RC symbol.png

Rules Clarification : Warcaster Unitor Warlock Unit     (Edit)
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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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).
RC symbol.png

Rules Clarification : Unit of Warcastersor 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)


RC symbol.png

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.")
RC symbol.png

Rules Clarification : Attack Typeand/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
RC symbol.png

Rules Clarification : Crescendo     (Edit)

  • Hazard templates, and similar "non-hazard damage" templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly, but a Hazard is classified as a type of terrain and also will only have a Damage Type if it says it does (it doesn't inherit a Damage Type from the gun/spell that put them into play).
    • Many templates deal damage to models that enter or end their activation in them. However, if you put them into play on top of models, then it doesn't do damage to those models (unless it is an AOE from a weapon, or if its rules explicitly say it does damage when you first place it).
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
RC symbol.png

Rules Clarification : Quake     (Edit)

  • If the weapon misses, then it will deviate and do blast damage as per a normal AOE (assuming it has a POW to begin with).
  • Other effects of the attack will still occur (such as the Mitigator's auto-point of damage to all models hit).
  • 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.

Rules Clarification : Sonic Eruption - None yet. (Edit)

RC symbol.png

Rules Clarification : Smite     (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed


RC symbol.png

Rules Clarification : Dash     (Edit)

  • Non-warrior casters (such as Skarre3) will benefit from the extra SPD, but not Parry.

Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Deflection - None yet. (Edit)

RC symbol.png

Rules Clarification : Discord     (Edit)
Rules Clarification : Wailing - None yet. (Edit)


RC symbol.png

Rules Clarification : Reposition     (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Unyielding - None yet. (Edit)