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.
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Once a proud chieftain in his own right, Horthol has adapted to the needs of war with good humour and surprising resiliency, taking to the Long Rider saddle as if born to it. Now the bison riders look to him for direction and are ready to follow him unflinchingly wherever the war takes him. Astride his ground-shaking steed with his great hammer in hand he is an unstoppable force.
Basic Info
Horthol, Long Rider Hero |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Mounted / Dismounted |
BASE |
Large / Medium |
SPD |
7 / 5 |
STR |
9 |
MAT |
8 |
RAT |
4 |
M.A. |
N/A |
DEF |
12 |
ARM |
18 / 16 |
CMD |
9 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
10 / 8 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
C |
UNIT SIZE |
1 |
COST |
7 |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
- Dragoon - Dragoons begin the game as a Cavalry model but can become dismounted during play. When they do so, their stats go down slightly and they lose some of their special rules & equipment. Refer to Dragoon for the dismounting rules.
- Elite Cadre [ Long Riders ] - Friendly Long Riders models gain Line Breaker.
- Mounted
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Cavalry
- Bull Rush - This model can make slam power attacks. Instead of resolving damage rolls using this model's STR, use the current POW of the Mount. After resolving a slam power attack (and Follow Up), this model can make one basic melee attack.
- Line Breaker - This model gains an additional die on impact attack rolls.
- Follow Up - When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model, up to the distance the slammed model was moved.
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
- Dismounted
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Cavalry
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Bull Rush
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Line Breaker
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Follow Up
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Reposition
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Tough
Weapons
- Mounted
- Long Hammer - 2" reach, P+S 15 melee weapon.
- 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.
- Mount - 0.5" reach, 14 POW mount.
Theme Forces
Thoughts on Horthol, Long Rider Hero
Horthol, Long Rider Hero in a nutshell
Horthol is a fairly tough cavalry solo. Critical Smite on his hammer makes him better than the average long rider at knocking stuff down. He can charge through small-based infantry with ease with line breaker and elite MAT, and get a boosted attack roll for a fairly reliable critical smite on his charge target. He doesn't give as much to his fellow Long Riders as most other Cavalry solos with Elite Cadre, and costs as much as 2 long riders. He has more boxes than 2 long riders. Cavalry can be hard to keep in the aura when they charge, and keep in mind that stone strength will only affect his hammer, not the mount.
Combos & Synergies
- Trollkin Long Riders - naturally. He gives them Line Breaker, enabling them to smash through swarms.
- Krielstone - he's incredibly tough, being a dragoon. The tougher the model the more the Krielstone helps. As northkin In storm of the north they also take the bonuses from the UA very well.
- Anyone that can draw him back out so he can charge again.
Drawbacks & Downsides
- Line Breaker isn't that great and he costs as much as two Long Riders for minimal extra output and a lot more hp (due to dismount).
Tricks & Tips
- Slam away. He does great slams.
Other
Trivia
Released in Hordes: Metamorphosis (2009)
Other Trollblood models
Rules Clarifications
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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 : Knockdown (Edit)
- Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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Rules Clarification : Dragoon (Edit)
- Dragoons become dismounted instead of becoming disabled, so you can't trigger anything that works on disabled (such as Tough) when you kill their horse.
- If a dragoon is dismounted while overlapping another model (such as an Incorporeal one), then you have to rewind to the dragoon's last legal position before resolving the dismount. (Infernal Ruling)
- When a Dragoon is dismounted, even though you replace the physical model, it is considered the same in-game model for the purposes of whether the original attack hit/damaged it (for stuff like Chain Attack or Drag). For instance, you could hit the mounted model with your first attack, damage it enough to dismount it, then resolve Drag vs the dismounted model. (Locked thread)
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Rules Clarification: : Cavalry (Edit) (Click Expand to read)
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Mount Weapon
- Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
- Mount Weapons are melee weapons. (Infernal Ruling) This means:
- Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
- Mount Weapons can be used to make free strikes.
- If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
- Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
- Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
- Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
- You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)
Impact Attacks - Movement
- Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
- The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
- You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.
Impact Attacks - The attack(s)
- You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
- If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
- If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
- Impact Attacks cannot be boosted, refer core rulebook.
- You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.
Impact Attacks - Other
- You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
- Exception: If your Impact targets 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.
Cavalry unit
- If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
- Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
- Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
- Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
- Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)
Other interactions
- Cavalry model with no melee weapon
- If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
- You can make Impact Attacks along the way.
- Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
- If you don't charge, the mount attack can be used as an initial melee attack.
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
- 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.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Tough - None yet. (Edit)
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Rules Clarification : Bull Rush (Edit)
- Key differences to a charge:
- The range of a slam is 0.5", it is not your regular melee range.
- You cannot make impact attacks if you declare a slam.
- A slam does not gain auto-boosted damage.
- A slam attack cannot be redirected. So if two models in a unit declare a slam vs the same enemy, and the first one slams it out of range of the second one, the second one gets no attacks at all.
- Timing for Bull Rush on a unit:
- Although a Power Attack Slam "combines" movement and action, you still do all the models' moves before you do any slam attacks - very much the same as charging models.
- Some models in the unit can charge while others slam.
- Impact attacks, if any, are done mid-charge as per usual.
- Resolve Follow-Up moves before moving onto the next model's attack.
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Rules Clarification: : Slam (Edit) (Click Expand to read)
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- General
- If you slam someone via a Power Attack the distance they move depends on relative base sizes.
- If you slam someone via a weapon or spell, the distance they move will be as per that weapon's/spell's rules text. Sometimes it doesn't depend on base size.
- Obstacles stop slams, but they don't stop throws.
- Obstructions stop both.
- If three models are B2B and in a triangle formation, and you slam one toward the other two, it will contact both those two models simultaneously. (Infernal Ruling)
- You can add model special rules (such as Gang) to the damage roll.
- Power Attack Slam
- You don't add any special rules on your model, unless it specifically refers to Power Attack Slam (such as Hard Head)
- You can use an "any time" ability after resolving the slam movement but before the slam attack roll. (Infernal Ruling)
- The range of a Power Attack Slam is irrespective of your weapon range:
- A Power Attack Slam made by a colossal or gargantuan has a 2˝ melee range.
- A Power Attack Slam made by any other model has a 0.5˝ melee range.
- You can boost the damage roll.
- Weapon Slam (ie Smite)
- You use the weapon's full P+S, not the attacker's base STR.
- You can add weapon special rules (such as Weapon Master) to the damage roll.
- You can boost the damage roll (and if you charged, it is auto-boosted).
- Dual Attack & Slam/Trample ( Edit )
- Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
- Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
- Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
- (Infernal Ruling)
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
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Rules Clarification : Line Breaker - None yet. (Edit)
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Rules Clarification : Elite Cadre (Edit)
- Elite Cadre bonuses persist even after the model dies.
- Elite Cadre bonuses can apply to teammates in multiplayer games.
- It is possible for a model to receive multiple Elite Cadres. All will benefit the model (excluding receiving the same benefit twice). (Infernal Ruling)
- Elite Cadre applies to both singular and plural. For instance Elite Cadre [Daughters of the Flame] will apply to Thyra even though she is only a Daughter of the Flame. (Infernal Ruling)
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Rules Clarification : Follow Up (Edit)
- If the target is killed by the slam damage, Follow Up cannot trigger because there is no model left on the table for you to move towards. (Infernal Ruling)
- If you slam your target through smaller-based models, then you can only advance as far as those models - you can't walk through them.
- You can use Follow Up on any kind of slam, not just on a Power Attack Slam.
- You can use Follow Up on a slam caused by a ranged weapon. (Infernal Ruling)
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Rules Clarification: : Slam (Edit) (Click Expand to read)
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- General
- If you slam someone via a Power Attack the distance they move depends on relative base sizes.
- If you slam someone via a weapon or spell, the distance they move will be as per that weapon's/spell's rules text. Sometimes it doesn't depend on base size.
- Obstacles stop slams, but they don't stop throws.
- Obstructions stop both.
- If three models are B2B and in a triangle formation, and you slam one toward the other two, it will contact both those two models simultaneously. (Infernal Ruling)
- You can add model special rules (such as Gang) to the damage roll.
- Power Attack Slam
- You don't add any special rules on your model, unless it specifically refers to Power Attack Slam (such as Hard Head)
- You can use an "any time" ability after resolving the slam movement but before the slam attack roll. (Infernal Ruling)
- The range of a Power Attack Slam is irrespective of your weapon range:
- A Power Attack Slam made by a colossal or gargantuan has a 2˝ melee range.
- A Power Attack Slam made by any other model has a 0.5˝ melee range.
- You can boost the damage roll.
- Weapon Slam (ie Smite)
- You use the weapon's full P+S, not the attacker's base STR.
- You can add weapon special rules (such as Weapon Master) to the damage roll.
- You can boost the damage roll (and if you charged, it is auto-boosted).
- Dual Attack & Slam/Trample ( Edit )
- Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
- Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
- Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
- (Infernal Ruling)
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
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Rules Clarification : Reposition (Edit)
- Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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