Horgenhold Forge Guard

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Mercenary Logo.jpg

Horgenhold Forge Guard
Mercenary Rhulic Unit
Stone Lord Guvul Godor
Character Command Attachment

The Horgenhold Forge Guard enter battle in superlative Rhulic armor, form an impervious line, and deliver blows capable of toppling warjacks with their massive, piston-driven hammers. Though the dwarves remain officially neutral in the southern wars of men, the Forge Guard hire out as mercenaries and bring the power of raw, blunt destruction to the battlefield.

Basic Info

Horgenhold Forge Guard
Missing Info
Horgenhold Forge Guard.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Unit / Lord Guvul
BASE Small
SPD 4
STR 6 / 7
MAT 7 / 8
RAT N/A
M.A. N/A
DEF 10
ARM 16
CMD 8 / 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1 / 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 3 / C
UNIT SIZE 6 or 10 +1CA
COST 10 or 16 +4CA
1.8 pts each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Mercenary - will work for Cygnar, Crucible Guard, or Protectorate.

Abilities

  • Entire Unit
    • Wall of Steel - While this model is B2B with one or more models in its unit, it gains +2 ARM.
  • Guvul Only
    • Officer symbol.jpg Officer
    • He has a better statline
    • Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest game. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models have a deliberately goofy aesthetic.
    • Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
      • Desperate PaceRhulic unit ] (★ Action) - RNG CMD. Target friendly Rhulic unit unit. If the unit is in range, Rhulic unit models in the unit gain +2" movement during their Normal Movement this turn.
      • On your Feet - RNG CMD. Target friendly Faction Rhulic trooper model. If the model is in range, return d3 destroyed Grunts to its unit. These models return with 1 unmarked damage box. Place the returned Grunts in formation and completely withiin 5" of the target trooper model. Returned Grunts must forfeit their Combat Actions the turn they are returned to play.
      • Reveille - Knocked down friendly Faction models in this model's command range immediately stand up. Models that became knocked down this turn are not affected by Reveille.
    • Granted: Cleave - While this model is in formation, models in its unit gain Cleave. (Cleave - When a model with Cleave destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved the model with Cleave can make one additional melee attack. The model with Cleave can make only one additional attack as a result of Cleave each activation.)

Weapons

Forge Guard
Mechanikal Hammer
Sword icon.jpg  RNG   POW   P+S 
2 5 11
  • Weapon Master symbol.jpg Weapon Master
  • 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.
Lord Guvul
Royal Mechanikal Hammer (x2)
Sword icon.jpg  RNG   POW   P+S 
2 6 13
  • Weapon Master symbol.jpg Weapon Master
  • Combo Smite (★ Attack) - The model hit is 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. When resolving damage for this attack, the model hit suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to the STR of this model.

Theme Forces

  • Other Factions
    • Infernal players can use this model in the Hearts of Darkness theme, but only if Crosse2 is leading the army.
    • Furthermore, Mercenary models can be hired by other Factions. Normally those Factions' themes will have a limit on how many models they can hire. Refer to #Other Theme Forces, below.

Thoughts on Horgenhold Forge Guard

Stone Lord Guvul Godor

Horgenhold Forge Guard in a nutshell

Forge Guard are slow, pretty durable and hit pretty hard. They are a second line unit that rushes in and beats up whatever is in range. They also cause occasional shenanigans with their Smites. They're not easy to deliver outside of Ossrum's feat turn. They are only usable in the Hammer Strike theme, but might be seen in the occasional Crucible Guard or Cygnar list with a ranking office.

Thoughts on the CA

Guvul adds to the already decent Hammerfall recursion, brings a very important speed buff, and generally helps in a lot of ways. You are very much encouraged to bring him in Hammerstrike , even if you don't care about the Hammer Dwarves he is attached to (though you should care about them as they are the best dwarf unit). Desperate Pace is extremely important if most of your stuff is SPD 4-5.

Combos & Synergies

  • General Ossrum buffs all dwarves, namely he buffs speed and ARM on feat turn and has tactician.
  • They like a skirmish line in front of them to avoid getting charged, though nothing fits the bill in Hammer Strike.
  • Syvestro is able to put transmutation on them even without a ranking officer. Transmutation is a very, very potent buff for weapon master infantry.
  • Durgen Madhammer's Primed Spell combined with Balthazar Bamfist's Force Barrier will render them immune to dying to their own explosions while making them MAT 9, POW 13.
  • Gorten Grundback gets extra threat range from Guvul.
  • Hammerfall Siege Crawler - They are among the best reinforcements targets. You can even double up on it with Guvul.
  • Siege Crawler - It and Guvul work together as a recursion package.

Drawbacks & Downsides

  • Dwarves are slow and easy to hit. Forge Guard have no speed fix like Vengeance as other weapon masters do. Bar Desperate Pace from their CA.
  • Hammer Strike is the only faction theme that allows them.
  • The CA is a buffing solo who help all Rhulfolk but outside of Hammer Strike his battle plans are mostly limited to his own unit only.
  • In other factions (and Operating Theatre) they can be taken with a Ranking Officer, but doing so prevents you from taking Guvul as well.

Tricks & Tips

  • Try to always charge for a good smite angle. Even if you only get the Critical once in a blue moon it's better to get in the habit of smart positioning

Other

Trivia

Theme Forces

Protectorate of Menoth (Edit)

Cygnar (Edit)

Crucible Guard (Edit)

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

"Juniors"

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Death Archon - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin & Mayhem

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.03

Rules Clarifications

Rules Clarification : Weapon Master - None yet. (Edit)

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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 : Wall of Steel      (Edit)

  • If you're slammed or thrown into a model with Wall of Steel, you'll immediately benefit. So you'll get the ARM bonus vs the slam/throw damage, too!
  • It's not possible to be B2B with someone at the same time you move, so you can't gain Wall of Steel at the same time you enter a damaging template (such as Covering Fire).
    • No, you cannot move an infinitely small distance and thus travel in an arc. This is Warmachine, not calculus.
    • However, if you can move through a model, ignore the above.


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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.
RC symbol.png

Rules Clarification : Battle Plan      (Edit)

  • A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
  • 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)
RC symbol.png

Rules Clarification : Desperate Pace      (Edit)

  • Desperate Pace applies to all movement during the Normal Movement part of activation, to include running, charging, and others. (Locked Thread)
RC symbol.png

Rules Clarification : On your Feet      (Edit)
Return to Play - Own Unit (Edit)

  • If you have a model that can return models to its own unit during its own activation (such as Bane Warriors or Blood-Bound) then:
    • Models returned "at any time" (Bane Warriors) do not benefit from any orders issued to the unit. Orders need to be issued first, before using an "Any Time" ability. Orders cannot affect models not on the table.
    • Models returned elsewhen during the activation (Blood-Bound) do not benefit from any orders issued to the unit for the same logic. (Infernal Ruling)
    • If anyone in the unit has attacked, then the returned models can't use their Normal Movement. If no one has attacked, then they can. (Locked thread)

Return/Add to Play - Typical (Edit)

  • If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
  • If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
    If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile.
  • If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)

Return/Add to Play - Other Units (Edit)

  • "Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning/adding models to other units, then click to read more.   [Show/Hide]
    • If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
    • Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
    • If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
    • If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
    • You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
      • If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
      • If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
        This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.

Rules Clarification : Reveille - None yet. (Edit)

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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
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Rules Clarification : Cleave      (Edit)

  • Cleave doesn't trigger off free strikes or Impact Attacks, since those occur outside of your Combat Action.
  • Despite "additional attacks" normally occurring only after all initial attacks are resolved, Cleave "interrupts" your initial attacks because it must be resolved immediately.
  • You cannot trigger an "Any Time" ability between the first attack and the Cleave attack, because Cleave occurs at Step 14 of Apdx A, and "Any Time" abilities cannot be triggered until after Step 14 is finished.
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)


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