Hoarluk Doomshaper, Shaman of the Gnarls

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Trollblood Logo.jpg Hoarluk Doomshaper, Shaman of the Gnarls

Trollblood Trollkin Warlock

Fluff

Basic Info[edit]

Doomshaper1
Missing Info
HoarlukDoomshaperShamanofGnarls.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR
MAT 5
RAT N/A
M.A. N/A
DEF 13
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +29
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[edit]

  • 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.
  • Goad - When a warbeast in Doomshaper's battlegroup destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved Doomshaper can force the warbeast to advance up to 2".
  • Great Power - This model can upkeep one spell each turn for free.
  • Scroll of the Will of Balasar - Doomshaper can use this once per game when a warbeast frenzies in his CTRL range. You can choose the warbeast's frenzy target.

Weapons[edit]

  • Gnarlroot - 2" reach, P+S 12 melee weapon
    • Damage Type: Magical - This weapon deals Magical damage.
    • Accurse - If Doomshaper hits an an enemy model with his stick, they lose all their focus and fury points.

Spells[edit]

COST RNG AOE POW DUR OFF


Dissolution

4 SELF Control - - -
Enemy upkeep spells in the spellcaster's control range immediately expire. When an upkeep expires as a result of Dissolution, the model maintaining the spell suffers d3 damage points.
Fortune

2 6 - - Upkeep -
Target friendly Faction model/unit can reroll attack rolls once.
Guardian Beast

3 SELF - - Upkeep -
Once per turn, when an enemy finishes their movement within 6" of the caster, you can choose one of the caster's warbeasts currently in their control range. That warbeast can immediately make a full advance towards that enemy and then attack it with a fully boosted melee or ranged attack.
Rampager

4 10 - - - Yes
On a hit, take control of target enemy warbeast. You may move it and make a basic attack with it, then Rampager expires. You cannot force the affected warbeast or use its animus. Can be cast only once per activation, and a warbeast can only have it cast on them once per turn.
Stranglehold

2 10 - 11 (★) Yes
If the target is damaged it must forfeit either its movement or its action next activation, as its controller chooses.

Feat: Dhunia's Wrath[edit]

Enemy models suffer d6 damage points for each focus or fury point they spend while in Doomshaper's control range. Enemy warbeasts suffer d6 damage points for each fury they receive as a result of being forced while in Doomshaper's control range. If a model is destroyed as a result of this damage while making an attack, the target model suffers no further damage or effects from the attack. Dhunia's Wrath lasts for one round.

Theme forces[edit]

Themes for any & all warlocks (Edit)


Thoughts on Doomshaper1[edit]

Doomshaper1 in a nutshell[edit]

Doomshaper1 has one major purpose - To backstop the metagame. If upkeep spells start overrunning the metagame then Dissolution becomes an absolutely awesome spell that can shut down numerous casters.

Outside of Dissolution, the only thing he really brings to the table is Fortune because the rest of his spell list wants him to be further forward than someone with his defensive stats would actually like. And if all you need is something like Fortune, you're better overall just to use Calandra1.

Feat thoughts[edit]

It's a feat. It's a really really annoying feat that offers the enemy risk/reward. It's a feat where most enemy casters will step outside his control area and other models may or may not simply suck up the damage - and does nothing to infantry. And in general it's not that much use against Warmachine enemies.

Spell thoughts[edit]

  • Fortune is simply a good upkeep that works on anything
  • Guardian Beast is a very good spell - but at DEF 13 ARM 15 he needs it.
  • Dissolution is either gamewinning or a dead spell. Fury 4 is expensive - but it shuts down
  • Rampager can be potentially gamewinning by stealing enemy heavies - or less useful than e.g. Gallows as it's not that far - or utterly useless. Best cast through Mulg
  • Stranglehold is probably the best 2 cost spell in the game - but needs a damage boost on anything worth casting it on.

Drawbacks & Downsides[edit]

  • "Old Man" stats - That's a terrible DEF/ARM combination meaning assassination is on the table.
  • His feat, Dissolution, and Rampager are all awesome against the right targets - but whether those targets exist is up to your opponent and not something you can control. To illustrate with strong tournament lists:
    • "Rask & Friends" (Rask in Will Work for Food with all four character lesser warlocks) struggles horribly against Doomshaper1; there are plenty of excellent targets for Rampager and you can easily use it to pull a beast out of a lesser warlock's control area making it easy to kill. The feat is is backbreaking against lesser warlocks, effectively rendering them impotent for a turn. And finally Rask has three upkeeps and three of the four lesser warlocks have one each, making Dissolution terrifying.
    • Warwitch Deneghra in Ghost Fleet has no warbeasts as she's a warmachine caster, not a hordes one. Her upkeeps are offensive and targets she puts parasite and crippling grasp on normally end the turn dead so she doesn't really fear dissolution. And on feat turn she just walks out of Doomshaper's control area and proceeds to send her spells through arc nodes. So you've no feat, three spells (two upkeeps and a zap), Goad, and "Old Man" stats. Doomshaper is little more powerful than a lesser warlock.
  • Unfortunately Ghost Fleet is more common than Rask & Friends - and lists like Ghost Fleet are a lot more common than lists like Rask. So Doomshaper1 is most useful when you know what your opponent is likely to use (as in a local league).

Tricks & Tips[edit]

  • Goad can be utilized to access models that might otherwise be out of reach.
  • If Guardian Beast is triggered and Mulg is the warbeast chosen to move and attack, the boosted attack roll can make his chance to crit smite something on your opponents turn (likely before the models gets to attack) much higher. Combined with Fortune for rerolls in the unlikely chance of a miss.

List Building Advice[edit]

Strategy[edit]

His main method of winning is Attrition - Doomshaper doesn't have an assassination run in him, and doesn't have too much scenario presence by shutting down the enemy.

Theme thoughts[edit]

He's primarily a battlegroup caster, with Goad being useful for every warbeast with Reach. This makes Power of Dhunia the obvious choice for his army. Fortune on the other hand is at the most use on a unit like Trollkin Raiders or Scattergunners that get off a lot of shots, giving some use to Kriel Company or Storm of the North

Battlegroup[edit]

  • Mulg the Ancient - He both has an affinity with Doomshaper and has a long enough weapon to take advantage of Goad.
  • Otherwise it's staples like the Krielstone and the Dire Troll Mauler.
  • Troll Bouncer - Almost a must to prevent him getting shot and provide animus to make him Steady, i.e., slightly less killable.
  • The Ice Troll and Troll Axer both have reach weapons and MAT 6 to take advantage of Goad.


Minions[edit]

Nothing really stands out with him.

Other[edit]

Trivia[edit]

Released in Primal Mk1 (2006)

Other Trollblood Models[edit]

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 Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Scattergunners - Thumper Crew - Champions - Fennblades - Highwaymen - Long Riders - Runeshapers - Scouts - Sluggers - Warders
Special WA: Trollkin Sorcerer
Sons of Bragg
Solos

Braylen Wanderheart, Trollkin Outlaw - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - Horgle Ironstrike (1) - Horthol, Long Rider Hero - Janissa Stonetide - Northkin Shaman - 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: 2019.04

Rules Clarifications[edit]

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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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", 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 that model's activation has ended (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.


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Rules Clarification : Warcaster Unit or 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.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • 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.
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control rectangle zones and flags by himself.
    • However, to control a circular zone, the entire unit needs to be within the circle.
  • 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)
Rules Clarification : Goad - None yet. (Edit)
Rules Clarification : Great Power - None yet. (Edit)

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Rules Clarification : Scroll of the Will of Balasar      (Edit)

  • You need to choose a legal target; you can't choose something that is out of the warbeast's LOS, for instance.


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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 : Accurse - None yet. (Edit)


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Rules Clarification : Unbinding and/or Dissolution     (Edit)

  • The model that takes the d3 damage is the model that controls the spell (not the model that the spell is upon). In other words, the enemy warcaster/warlock.
  • If you dispel two upkeeps, whether it is 2 separate d3 rolls or a d3 roll that is doubled is ... unclear. The answer will affect how much focus/fury the caster has to spend to avoid damage. (Infernal Checking)
  • If the enemy caster has a way of redistributing damage (such as Egregore in the Coven), then you work out the total damage dealt from all upkeeps that expired, before dividing the damage. (Infernal Ruling)
  • There is a discrepancy between the card database and Warroom for Unbinding (both are labeled 2017v1). (Infernal Checking)
  • Unbinding vs Vital Magic (Edit)
  • 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)
  • Unbinding as a spell
    • Some models have Unbinding as a regular action, others have it as a magic ability thus it is a spell. Unbinding doesn't have a target so it gets around anti-magic stuff that triggers at "target" (like Arcane Vortex).

Rules Clarification : Fortune - None yet. (Edit)

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Rules Clarification : Watcher and/or Guardian Beast and/or Dark Sentinel     (Edit)

  • A Colossal/Gargantuan cannot benefit from the movement, but they do get to make an attack. One is not conditional on the other. (Locked thread)
  • Guardian Beast is being errata'd to include the words "you can choose", same as Watcher. (Infernal Ruling)
  • If you choose not to use it the first time it is triggered, you can save it for when it next gets triggered. It's not a "use it or lose it" ability.
  • Dark Sentinel only
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Rules Clarification : Rampager      (Edit)

Taking Control of an Enemy Model   [Show/Hide]
  • General
  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
  • You can use abilities on the controlled model, as long as they're not restricted to "during its activation" or "during its Combat Action". For example, you can use Mental Force. (Infernal Ruling)
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
    • If you have an ability that is "take control of an enemy then make an attack", and that model has an ability that triggers after making an attack (such as Death Toll), then (most) such abilities won't work. Because you must recheck the trigger conditions for Death Toll at the time of resolving it, and the friendly/enemy criteria are no longer valid.
  • Theme abilities:
    • If a model gains an ability via a Theme Force rule, and then the opponent takes it over, it keeps the theme ability. (Infernal Ruling)
  • Movement
  • You can advance a model into an area and force them to take damage (like an acid cloud, or a Razor Wall template), but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of said area to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.
  • Melee Attacks
  • Models with the Gunfighter advantage can make attacks as they normally would if the ability controlling them allows for basic attacks (e.g., Influence). Note that other "take control" abilities only allow for melee attacks, such as Seduction and Bone Shaker (Gunfighter attacks are ranged attacks).
  • Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
  • Controlled models do not receive back strike bonuses, because you can only get that bonus during your normal activation.
  • With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".
  • Destroying the Controlled model
    If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:
  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).
  • Taking control of an enemy Trooper (member of a unit)
  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel!
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Rules Clarification : Stranglehold      (Edit)

  • If a warbeast is hit by this spell and then frenzies, Stranglehold will expire during the Frenzy activation without achieving anything.