Horgle, the Anvil

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Trollblood Logo.jpg Horgle, the Anvil

Trollblood Trollkin Warlock

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

The destruction of his kriel at the talons of Everblight’s legion set Horgle Ironstrike on a solitary path of fiery conflict. Though he has found a new sense of purpose in forging weapons for other kriels, he preserves his autonomy and refuses to put down roots. Horgle’s journeys draw him ever toward sites of bloodshed and mayhem as he seeks to unleash his simmering rage against all enemies of the trollkin race.

Basic Info

Horgle2
Missing Info
Horgle.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 7
MAT 7
RAT N/A
M.A. N/A
DEF 14
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP +29
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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

Feat: Stoking the Flames

Friendly Faction models in Horgle’s control range gain boosted attack and damage rolls against enemy models suffering the Fire continuous effect. Stoking the Flames lasts for one turn

Abilities

Weapons

Forge Weapons (x2)
Sword icon.jpg  RNG   POW   P+S 
1 5 12

Spells

COST RNG AOE POW DUR OFF
Consuming Flames

3 10 4 12 (Fire) (★) Yes
Consuming Flames causes fire damage. Models hit suffer the Fire continuous effect.
Firestarter

2 6 - - Upkeep No
Target a model in the spellcaster's battlegroup. That model's melee and ranged weapons gain the Fire continuous effect.
Inviolable Resolve

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM and cannot be moved by a push or a slam. Models are not affected while out of formation.
Solid Ground

2 SELF Control - Upkeep No
While in the spellcaster's control range, friendly Faction models cannot become knocked down and gain Blast Resistance.
Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.

Theme Forces

  • Other Factions


Thoughts on Horgle2

Horgle2 in a nutshell

Solid Ground is the standout spell for Horgle2 it means that the Tough trolls get to stay on their feet when they make a Tough roll. And so they can keep making them until they fail or unless the enemy bring anti healing tech. He also has a turn of handing out boosted attack and damage rolls - which is especially powerful for allowing a gunline to destroy armour.

Unfortunately Horgle2 does have a few issues, with 3 upkeeps he is quite reliant on a Runebearer or the Storm of the North theme benefits to cycle Firestarter. He also faces stiff competition between him and Madrak1, who runs a tighter infantry game and Ragnor1 who has better battlegroup buffs and a more focused game plan.

Because a lot of his kit is based on the Fire continuous effect there are match ups he will always struggle into, namely Protectorate of Menoth but also some choice models in each faction.

Feat thoughts

His feat is best used early, as it gets more mileage on ranged attacks rather than charge attacks (as charge damage is already boosted). Set up some enemies with Firestarter, a Pyre Troll (or 2), and some Northkin Fire Eaters - before you have the rest of the army beat/shoot the enemy into the ground.

Spell thoughts

  • Solid Ground is simply cast on turn 1 and upkept. No knockdown is good - and great on tough infantry.
  • Firestarter is frequently just left on a Dire Troll Bomber - but is also great on a Dire Troll Mauler in melee as it sets the enemy on fire, leading in to the chain attack.
  • Involable Resolve is a nice defensive upkeep. Either to prevent charges or to allow a heavy to really brawl.
  • Consuming Flames is seldom cast - it's a zap that sets things on fire but there just isn't enough Fury to cast it. However, it's an excellent choice for a Runebearer, as he can cast it every turn for free. Protect him til Feat turn when you can ignite the last few models that haven't been lit on fire.

Drawbacks & Downsides

  • People hate those no knockdown Tough rolls. But Horgle has stiff competition from Madrak1 who adds +2 Def to the mix and Ragnor1 who has a more adaptive play style with some aggressive and defensive tools.
  • Fire Immune models laugh off a lot of Horgle’s kit.
  • With 3 upkeeps he isn’t really able to cast his zap spell or cycle fire starter safely without a Runebearer
  • The feat is very binary. It only works if you set something on fire. Some games will feel like he isn't even playing with a feat, as a small number of models will be affected. Other games, it's gangbusters.

Tricks & Tips

  • Set enemies on fire then burn them down with the feat.
  • Remember that although models affected by solid ground are not damaged by blasts they still suffer the effects.

List Building Advice

Strategy

Horgle loves him some attrition. Between making his trolls tougher than tough, making things catch on fire, and making his army have higher armor and unmovable, he is all about having way more dudes on his side then the opponent's on turn five. He can also totally make people like Kreoss1, Harkevich, Magnus, and anyone else that relies heavily on knockdown and AOEs shake their fists with rage. He really doesn't have many downsides either, he can even hit okay in melee, although he is very much a support caster.

Offensively Horgle is primarily an infantry support warlock who focuses on ranged troops with decent POW because that allows you to focus fire on feat turn. Set it on fire and burn it to the ground.

In general Horgle likes ranged infantry that spend feat turn burning heavies to the ground. You need a minimum of POW 12 to do this as even boosted POW 10 really doesn't do much to most heavies.

Theme Thoughts

Horgle likes ranged infantry to burn down the enemy heavies on feat turn. This leads him to two themes: Kriel Company for a all-out ranged-heavy army, and Storm of the North for a more combined-arms approach.

    Vengeance of Dhunia    

  • Road Hog - The Road Hog is pretty much everything he wants from a beast, that is, a Spray 10" Flamethrower! With Inviolable Resolve it also reaches ARM 20 before Kriel Stone buffs and it's innate speed buff is great for him has he does not fix threat ranges.
    • Madrak0 is pretty good at running a Road Hog for him and puts it at ARM 20 with Bracer, so you can put Inviolable Resolve elsewhere. Krielstone Echo adds further brickiness to your list.
  • Malvin & Mayhem - Inviolable Resolve on them makes them a tough nut to crack and Flame Trail can assist with the feat.
  • Trollkin Sluggers - Under feat they are absolute terrors with their chain guns. Probably the best 10 points you can spend in his lists.
  • Barrage Teams - Not as devastating as Sluggers, but they are still be most generally useful ranged unit in the faction and love boosted damage rolls
  • Trollkin Champions under Involable Resolve are a nice choice for doing clean up duty after the feat turn. Boosted damage rolls on Weapon masters are devastating.
  • Farrow Razorback Crew - Boosted Brutal Damage shots leave a mark. The Trollkin Gunnery Sergeant can support it excellently.
  • General 'Thunderstone' Brug - Deadly Precision on Sluggers makes them even more devastating. A small Speed buff is also appreciated.
  • Princess Delores Graciela - She is a whole gunplatform in of herself and on feat turn she becomes very, very scary.

    Kriel Company or Storm of the North options    

  • Northkin Fire Eaters set things on fire easily, and are themselves fire-resistant. On feat turn they can set themselves up.
  • Northkin Raiders are a solid combined-arms choice that hit hard enough to burn down heavies - and can wreck infantry themselves. Providing they have the backing of Horgle2’s feat and the Northkin Elder.
  • Hearthgut Hooch Hauler - Veteran Leader and Stumbling Drunk are excellent for Northkin models. Oil also replicates the feat every turn, upping your total output.

    Kriel Company only    

  • Dozer & Smigg - Another good Fire Starter target thanks to his AOE 4 Bombard, which will also really hurt infantry under feat thanks to the boosted High Explosive blast damage.
  • Pyg Burrowers - They are tough, can pop up mid game thanks to burrow, have decent DEF, and murder heavies on feat turn. Popping up and shooting with boosted POW 14 attacks lets them wreck face.
  • Trollkin Scattergunners - With their CAs mini feat they can deliver 11 POW 12 sprays in a single turn. Horgles feat lets them boost against burning targets, with this they are extremely dangerous to any kind of infantry as well as a swat of warnouns.
  • Sluggers, Barrage Teams, Gunnery Sgts and Brug are here, too.

    Storm of the North only    
He mainly plays in this theme for free upkeeps, Long Riders and all the fire based units.

  • Long Riders under IR are a tough nut to crack thanks to ARM 20, 8 HP, and no-kd tough.
  • Fire Eaters, Champions, the HHH, and Raiders are also here.

    Support Models - Various themes    

  • Of course, like all trollbloods, he loves the Krielstone.
  • He pretty much needs the Runebearer.
  • Madrak0 - Alleviating the FURY burden for Horgle is great and Madrak can either run a beefy heavy with Bracer on it or a Pyre Troll to stoke the flames.

    Minions    

Battlegroup

  • A single Mountain King can have ARM 23 under stone and Inviolable Resolve, or become an excellent Fire Starter thanks to its kill shot ranged attack.
  • A Sea King can decimate with its gun or clear a 4inch area around himself with the feat + anchor and Firestarter.
  • Dire Troll Bomber - I am the firestarter, the twisted firestarter. Two bombs is a great target for Firestarter. And those 4" AoEs simply set infantry on fire.
  • Dire Troll Mauler - this should need no introduction, but is really powerful on feat turn. And turns the Bomber into a wrecker as part of the cleanup crew.
  • A Slag Troll can absolutely decimate warjacks under his feat.
  • The Pyre Troll is obvious for setting things on fire, but among Fire Eater Sprays, Raider bombs and Fire Starter Bomber AOEs you may not need it. You can use a Pyre to shoot Fire Eaters in the back - under solid ground they will all be on fire but only 1 has the possibility of getting hurt. With the CID changes the Pyre will likely replace the Mauler in Horgle lists as a damage buff.

Other

Trivia

Released 2016.11

Other Trollbloods 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 Attachment

Trollkin Runebearer

Lesser Warlocks

Horgle1 - Madrak0

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 - Dozer & Smigg - Earthborn Dire Troll - 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 - Horgle1 - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Madrak0 - 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: 2021.10

Rules Clarifications

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Rules Clarification : Feat : Stoking the Flames

  • If Horgle triggers a Chain Attack Ignition while the feat is in play, the secondary damage will be boosted too. (Infernal Ruling)
  • Stuff which cannot be boosted (such as the secondary damage from Electro Leap and Lightning Generator) will not get boosted, regardless of whether the model's on fire or not. (Infernal Ruling)


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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 : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Chain Attack Ignition      (Edit)

  • Unlike most Chain Attacks, this one is not optional. Although you can always choose to skip one of your initials, if you really don't want to trigger it. (Infernal Ruling)
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Rules Clarification : Chain Attack      (Edit)

  • Some Chain Attacks generate a Power Attack (such as Chain Attack: Throw. These Chains can be used after charging, even though Power Attacks normally can't be used after a charge. (Infernal Ruling)
  • Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
  • If you have 3 weapons but only 2 of them are associated with the Chain Attack, then you can make that 3rd initial attack at any point without it preventing the Chain Attack from triggering.
    Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial.
    For example, the Cryx Nightmare has two Claws with a Chain Attack, plus some Tusks. When he makes his initial attacks he can go:
    • [Claw] - [Tusks] - [Claw] - [Chain Attack] ... even though the two Claw attacks weren't sequential.
    • [Claw] - [Claw] - [Chain Attack] - [Tusks] ... even though he did the Chain Attack before getting to his initial Tusk.
    • [Tusks] - [Claw] - [Claw] - [Chain Attack]
    • He cannot go ... [Claw] - [Claw] - [Tusks] - [Chain Attack] ... because you must resolve the Chain Attack as soon as it's triggered, or not at all.
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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)


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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

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

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : 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)

Rules Clarification : Burnt Meat - None yet. (Edit)


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Rules Clarification : Consuming Flames      (Edit)

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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Firestarter      (Edit)

  • Since it only applies to weapons, it won't affect Power Attacks.
  • 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 : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)

Rules Clarification : Inviolable Resolve - None yet. (Edit)
Rules Clarification : Solid Ground - None yet. (Edit)