Hoarluk Doomshaper, Dire Prophet & Scroll Bearers

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Hoarluk Doomshaper, Dire Prophet
Trollblood Trollkin Warlock Unit - (Officer)
Scroll Bearers
Trollblood Pyg - (Trooper)

Hoarluk Doomshaper has cemented himself by word and deed as an essential pillar of the United Kriels, preaching a violent rhetoric embracing aggression and the annihilation of all foes. He has proven that victory cannot be attained through peace, but instead requires strength and ruthless ferocity. He has scoured every sacred site and spent endless hours collecting a wealth of ancient teachings. A number of stout pygmy trolls volunteered to help shoulder the legendary shaman’s burden, bearing enough scrolls and cases to rival the weight of equipment borne by heavily armored kriel warriors.

Basic Info

Doomshaper

Doomshaper3
Missing Info
HoarlukDoomshaperDireProphet.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 7
MAT 5
RAT N/A
M.A. N/A
DEF 13
ARM 15
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +26
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 Unit - All warlocks come with a stack of standard special rules - most notably being awesome. Furthermore, this warlock comes with some grunts that can be ordered around. Click here for a newbie-friendly recap, or click here for the full rules.
    • This unit is made up of Doomshaper and the Scroll Bearers.

Feat: Blood of Dhunia

  1. While within Doomshaper's control range, models in his battlegroup gain an additional die on melee attack rolls.
  2. When a model in Doomshaper's battlegroup that is in control range is hit by an enemy attack, after the attack is resolved remove d3+3 damage points from the model.
Blood of Dhunia lasts for one round.

Abilities

Weapons

  • Kriel Staff - 2" reach, P+S 13 melee weapon
    • Magical dam symbol.jpg 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
Admonition

2 6 - - Upkeep No
When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
Implacability

2 SELF Control - Round No
While in the spellcaster's control range, models in its battlegroup cannot become knocked down, cannot be placed or pushed, and cannot be moved by a slam. Implacability lasts for one round.
Repudiate

2 10 - - - Yes
Enemy upkeep spells and animi spells on the model/unit directly hit by Repudiate immediately expire. When an upkeep spell expires as a result of Repudiate, the model maintaining the spell suffers d3 damage points.
Stranglehold

2 10 - 11 (★) Yes
A model damaged by Stranglehold forfeits either its Normal Movement or its Combat Action during its next activation, as its controller chooses.
Unminding

3 10 - - Upkeep Yes
Target enemy warbeast suffers -2 FURY and THR and loses its animus. The spellcaster can cast an affected warbeast's animus as if the animus belonged to a warbeast in the spellcaster's battlegroup and control range.

Scroll Bearers

Doomshaper's unit comes with a single Scroll Bearers model (it's a plural because are several Pygs on a single base)

Scroll Bearers
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 5
MAT {{{mat}}}
RAT N/A
M.A. N/A
DEF 13
ARM 13
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Tough symbol.jpg Tough
  • Pyg - The Scroll Bearers is a Pyg model, but the unit isn't.
  • Scroll Bearer - Once at any time during each of Doomshaper's activations while he is B2B with this model, he can use one of the following scrolls. Each scroll can be used only once per game.
    • Scroll of the Call of Troqal - While in Doomshaper's control range, each warbeast in his battlegroup can gain 0 fury when forced to use its animus instead of gaining fury points equal to the COST of the animus. Scroll of the Call of Troqal lasts for one turn.
    • Scroll of the Hand of Yolandi - While in Doomshaper's control range, enemy models pay double the focus or fury point cost to cast or upkeep spells. Scroll of the Hand of Yolandi lasts for one round.
    • Scroll of the Strength of the Molgur - While in Doomshaper's control range, friendly Faction warrior models gain an additional die on attack rolls. Discard the lowest die in each roll. Scroll of the Strength of Molgur lasts for one turn.

Weapons

  • Unarmed - This model has no weapons.

Theme Forces

  • Other Factions

Thoughts on Doomshaper3

Doomshaper3 in a nutshell

Doomshaper3 is a defensively focused warbeast warlock, healing almost all damage from his trolls before throwing them back into the fray. He's absolutely terrifying to people who aren't expecting him, but is possible for some factions to tech against so he'll never disrupt the metagame too much.

Maximising his feat and spells

Warbeasts! Then more Warbeasts. Put simply, whilst any combination of beasts can do the trick, between his feat and Implacability, Hoarluk3 is ideal for delivering full-blooded trolls into enemy lines.

Gargantuans work well thanks to being immune to Greivous Wounds, so they invariably make the most of his feat (with the MK and GK build being the most common).

It’s worth noting that Hoarluk3’s feat contains an offensive component (the additional die on attack rolls). If you can ever get the alpha strike off in order to make the most out of the offensive and defensive nature of the feat, then by all means (in these cases many opponents can struggle to do any meaningful damage at all in the following turn). However,, his feat is generally seen as suited to absorbing the alpha, then countering very hard with still-alive warbeasts.

Drawbacks & Downsides

  • Anyone who knows they are going to be facing Doomshaper should be able to bring something that shuts down healing. At that point his feat and his Hyper-Regeneration become a whole lot less threatening. At least there's the double gargantuan build (if you're planning on Dire Trolls then Doomshaper 2 doesn't have this weakness).

Tricks & Tips

  • The scrolls can be used at any time. So you could, for instance, move Doomshaper B2B with the Pyg, then use a scroll, then move the Pyg away (to avoid AOEs etc).
  • With the free animus scroll up Mulg can use Arcane Vortex on himself and essentially become fury6 for one round.

List Building Advice

Strategy

His main method of winning is probably attrition and bullying your opponent off the objective with seemingly impossible to kill beasts (again, unless your opponent has plenty of healing prevention!).

Notable inclusions are EBDT for versatility, Mauler for Rage, Gargantuans as they are immune to Greivous Wounds and a Bouncer for a Shield Guard (he’s an easy target after all).

Of course once you've picked his strategy he still wants a Krielstone and the obvious support as well - Whelps to add fury management to the list whilst a Runebearer can help with with getting off the occasional stranglehold or reducing costs of spells.

Theme thoughts

He's very clearly a warbeast warlock. Prior to 2020 this essentially locked him into Power of Dhunia, but with the new Vengeance of Dhunia theme he has options.

Comparing VoD to PoD:

  • In VoD you lose access to Troll Whelps and the Runebearer but you gain access to Farrow warbeasts.
  • In PoD you can start with upkeeps in play, whereas in VoD you can cast one animus per turn for free.
  • The free animus in VoD means you might not need to use the scroll of Troqual as often, freeing you up to use one of the other two scrolls.
  • VoD has more infantry options than PoD, which means the scroll of Molghur scroll might get used.

Battlegroup

Doomie3 likes scary big, scary tough warbeasts - and there are two basic schools of thought with him:

  • The most common anti-doomshaper tech, Grievous Wounds doesn't work on Gargantuans. So take a couple of them and they are very hard to kill. So the most common beasts to take are the Mountain King, the Glacier King, and the Sea King
  • Between Hyper-Regeneration, Implacability, his feat, and the scroll of animus-spamming you get the most mileage out of the most beasts - and under the Krielstone troll beasts are pretty tough. So take a lot of lights and just let them frenzy.

Other

Trivia

Released in Hordes: Devastation (2015)

Video Battle Reports

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:  : 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 : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Hyper-Regeneration - None yet. (Edit)

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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)


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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.")
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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


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Rules Clarification:  : Admonition      (Edit)
(Click Expand to read)

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Implacability      (Edit)

  • You can still be damaged by a slam.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Repudiate      (Edit)

  • The anti-spell part functions the same as Dispel, so see below.
  • The damage caused to the caster is considered to be from an attack, so will trigger stuff like Might of Kings.
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Rules Clarification : Dispel      (Edit)

  • Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Stranglehold      (Edit)

  • If a warbeast is affected by this spell and then frenzies, that negates Stranglehold - A frenzy is an activation, and beasts that frenzy always ignore effects that require them to forfeit Movement/Action.
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Rules Clarification : Unminding      (Edit)

  • Other models can't cast the warbeast's "lost" animus either. (ie the warbeast's controlling warlock, models with Primal Magic, etc.)
  • If you cast Unminding on Belphagore who later Flesh Melds with Bethayne, then the melded model will suffer -2 FURY because it still has the upkeep on it. But Hoarluk can no longer cast the animus because the melded model is no longer an "affected warbeast".
  • Any fury tokens currently on the warbeast in excess of its new FURY stat are immediately discarded.

Rules Clarification : Scroll Bearer - None yet. (Edit)
Rules Clarification : Scroll of the Call of Troqal - None yet. (Edit)
Rules Clarification : Scroll of the Hand of Yolandi - None yet. (Edit)

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Rules Clarification : Scroll of the Strength of the Molgur      (Edit)

  • Discard Die (Edit)
    • The dice must be discarded - you can't keep it even if you want it for a critical hit.
    • For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.


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Note to Editors
To edit the Pyg's tagged abilities, Click here