Madrak Ironhide, Thornwood Chieftain

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Trollblood Logo.jpg Madrak Ironhide, Thornwood Chieftain

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 mighty trollkin warlock Madrak Ironhide is a powerful leader of the united kriels, granting the trollkin he leads a relentless savagery in battle that few enemies can withstand. Armed with the ancient axe Rathrok, magical scrolls and talismans, and his own considerable martial and sorcerer talents, Madrak is well equipped to bring death and ruination to the enemies of the Trollbloods.

Basic Info

Madrak1
Missing Info
Madrak2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 7
RAT 6
M.A. N/A
DEF 14
ARM 17
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5
THRS N/A
HP 18
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: Grim Determination

  1. Remove d3 + 3 damage points from friendly Faction models currently in Madrak’s control range.
  2. While in Madrak’s control range, friendly Faction models cannot be charged or slam power attacked.
Grim Determination lasts for one round.

Abilities

  • Tough symbol.jpg Tough
  • Scroll of Grindar's Perseverance - This model can use Scroll of Grindar's Perseverance once per game when directly hit by an attack. This model suffers no damage roll from the attack. Declare the use of the scroll after this model is hit but before the damage roll is made.
  • Tactician [ Faction warrior ] - While in this model's command range, friendly Faction warrior models can ignore other friendly Faction warrior models when determining LOS. Friendly Faction warrior models can advance through other friendly Faction warrior models in this model's command range if they have enough movement to move completely past them.

Weapons

Thrown Rathrok
Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 15
  • Magical dam symbol.jpg Damage Type: Magical
  • Blood Boon - Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury points.
  • Ricochet - When this model directly hits an enemy model with an initial attack with this weapon, immediately after the attack is resolved this model can make another ranged attack with this weapon targeting another model within 4" of the model originally hit, ignoring LOS and this weapon's RNG. Attacks gained from Ricochet cannot generate additional attacks from Ricochet.
  • Thrown - Apply any modifiers to this model's STR to the POW of this weapon.
Rathrok
Sword icon.jpg  RNG   POW   P+S 
2 7 15
  • Damage Type: Magical - As above
  • Blood Boon - As above

Spells

COST RNG AOE POW DUR OFF
Even Ground

3 SELF Control - Round No
While in the spellcaster's control range, friendly Faction models gain +2 DEF and cannot become knocked down. Even Ground lasts for one round.
Guided Hand

2 6 - - Turn No
Target friendly Faction model/unit gains an additional die on each model’s next melee attack roll this turn.
Jackhammer

1 6 - - - No
Target model in the spellcaster's battlegroup immediately makes one basic melee attack.

Theme Forces

  • Other Factions


Thoughts on Madrak1

Madrak1 in a nutshell

Madrak1 is an infantry support warlock who wins by attrition and holding the objective. +2 DEF for the entire army plus no knockdown makes his entire army very annoying to kill. He doesn’t have a huge pool of Fury so his turn is mostly dedicated to this 1 spell unless he kills something with Blood Boon. The Runebearer is key to how he plays in bigger games as the extra 2 inches of ctrl and a extra cast of Guided Hand is always welcome.

When selecting models for a Madrak list you are mainly looking for high Def (for trolls) or multiple boxes - Trollkin Champions fill both conditions nicely and it’s not uncommon to see him running 2 units.

Madrak has a really powerful ranged attack so a bit of support to leverage that is always welcome the Krielstone CA improves the power slightly and the Far Strike animus is particularly handy.

Feat thoughts

Grim Determination is much better used proactively than reactively; the healing is nice but very seldom game changing. The healing only really comes into its own with Trollkin Champions as they would have likely needed to have used Sanguine Bond before they get into melee.

Spell thoughts

  • Even Ground is his signature ability. +2 DEF and no-knockdown-tough means that grinding through Madrak's army is frequently trying. This spell is frequently cast via Blood Boon from Rathrok.
  • Guided Hand is useful - but with Madrak's lack of Fury it's frequently cast via a Trollkin Runebearer
  • Jackhammer lets him get excellent use out of hard hitting warbeasts.

Drawbacks & Downsides

  • His small CTRL area makes him extremely vulnerable to Lamentation, making you rely on Rathrok and Blood Boon to get Even Ground
  • He has no damage buffs so needs really hard hitting infantry. Of course much of his favoured infantry hits hard.
  • He, like many troll warlocks is incredibly reliant on a Runebearer as he struggles to load the Krielstone and cast Even Ground.
  • What he is going to do on a turn by turn basis is fairly obvious to a seasoned opponent.

Tricks & Tips

  • Rathrok can force the enemy to keep their head down.
  • Jackhammer attacks can’t be boosted, but they are useful for finishing off an enemy you failed to kill in your warbeasts activation OR for destroying that one model tiring you up before you activate.

List Building Advice

Strategy

Madrak wins by attrition and holding the objective. For this reason he will suffer more against ranged opponents than melee, and will often need to be careful of alpha strikes although his feat can hold off many of them. Madrak himself does best to stand behind a line of units/warbeasts and to throw Rathrok to soften up targets for his warbeasts to kill.

Theme Thoughts

Chief Mandrak Ironhide is the infantry caster of the Kriels. With Tactician he can prevent all your numerous medium bases from gumming each other up, Guided Hand makes their melee game that much more dangerous and Even Ground and his feat keeps them going. As such he has little reason to embrace the full Power of Dhunia and eshews gunlines in Kriel Company as well. Band of Heroes is his natural home, since there isn't a melee Trollblood units that he does not have synergies with and optional takedown is a great theme benefit. Storm of the North can be similarly appealing with its Battle Bears and Fire Eaters, units that need no real input from their caster to do well.

    Band of Heroes    

Band of Heroes has the remove from play effect and allows Champions, Warders, the Sons of Bragg, Fennblades, and the Stone Scribe Chronicler.

  • Trollkin Warders - the formidably tough unit gainns no-knockdown-tough to make it a really hard to break screen.
  • Trollkin Champions - Sanguine Bond is amazing with the healing feat, and Defensive Line plus Even Ground makes them DEF 16 in melee.
  • Long Riders love being able to charge straight over their skirmish screen and have eight wounds to be healed.
  • Trollkin Fennblades are great infantry mulchers.
  • Kriel Warriors are an exellent tarpit unit.

    Storm of the North    

Storm of the North has an advance deploying army and allows DEF 13 Raiders Fire Eaters, and the Bears, and keeps the army safe from Sorscha's feat and the like.

  • Note that the Champions and Long Riders mentioned above, can be taken in this theme too.
  • Northkin Bear Handler & Battle Bears have multiple wounds and are effective in melee.
  • Pyg Lookouts take Def buffs well and can help land an important Rathrok shot.

    Support models & Minions - Various themes    

  • Krielstone Bearer & Stone Scribes - Staple unit in most Trollblood armies, for obvious reasons, also note that the STR buff increases the power of his thrown weapon.
  • Runebearer - A free Guided Hand is great.
  • Fell Caller Hero has great buffs for infantry, always bring one, two if you have the space!
  • Boomhowler2 or Boomhowler3 for the same reason as the Fell Caller Hero - but with different buffs depending on your fancy.
  • Stone Scribe Chronicler has some good stories of yore to tell. Aka, the other buff solo for infantry.
  • Troll Whelps since he only has 5 Fury. As such he appreciates any form of fury management. Tactician is also surprisingly useful on the little guys and stacking Def with annoyance while not game breaking, will annoy an opponent.

Madrak sometimes calls for outsiders to assist the Kriels! Here are his favourred allies.

  • Dhunian Archon - She can heal his champions, manage his beasts's fury and negate damage rolls, which makes him really obnoxious with his scroll.
  • Hermit of Hengehold another damage negate and a damage fixer to boot.
  • Lanyssa - Hunter's Mark is always great, even more so on a Fury 5 Warlock that love free charges for his beasts.
  • Swamp Gobber Chef - Fury management, again.
  • Swamp Gobber Bellows Crew - Cheap throw-away contesters and a source for screening clouds.
  • Saxon Orrik - Pathfinder on a stick.
  • Dannon Blythe and Bull - they mostly look after themselves but with +2 Def, no knockdown and the Krielstone aura they may actually survive to win their points back.
  • A Gremlin Swarm or Feralgeist as an incorporeal roadblock or contester.
  • Gatorman Husk - Ambush this abomination and run it up to a faraway zone or flag to contest.

Battlegroup

  • Dire Troll Mauler - it's just good and Rage really helps anyone in the battle group.
  • Troll Bouncer - likely to enjoy the feat healing after eating a few shield guard shots. On the surface earths blessing looks redundant, but the fact that the enemy can’t slam or push you means even ground will always be where you want it to be.
  • Swamp Troll - swarm is not a great animus, but if you are skewing for defense having a no knockdown potentially def 16 beast isn’t awful.
  • The Ice Troll can be interesting as it has crit freeze on its melee weapon, which synergises with Guided Hand while it grants Madrak Swift Hunter.
  • Bomber if you just want Far Strike and a really good heavy.
  • Any Gargantuan - have plenty of health for sure, but they make for a great Jackhammer target.
    • The Glacier King especially its usually all you need in both BoH and SotN. It's concealment aura is invalubale in protecting you support models against shooting and is also triggers the prowl of the bears and Lanyssa. With it's chilling breath it can give you some good ranged presence, too and auto stationary on its fists goes a long way.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Storm of the North

Madrak Ironhide, Thornwood Chieftain: [+29 WBP]
Valka Curseborn, Chieftain of the North: [Free] (6 pts)
Dhunian Archon: [6 pts]
Troll Whelp: [1 pt]
Trollkin Champions (Max unit): [16 pts]

Total RRP: USD $202 (based on PP's online store prices 2021.06)

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

Video Battle Reports

Other Trollblood models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor

Warlock 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 : Grim Determination

  • You roll once per affected model and each model removed wounds equal to their respective dice roll + 3.
    You don't roll once and apply the same amount to each affected model. (Locked thread)


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana     (Edit)

  • General
    • The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
      • For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
    • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
    • (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
    • (Reckless Arcana only):
      • You can trigger it once during your turn, and a second time during the opponent's turn (via a free strike, countercharge, etc)
      • The model doesn't need to be in your control range to trigger it.
  • Timing
    • With reference to other abilities that occur "after the attack is resolved", the timing sequence is:
      • If you choose a non-offensive spell then it's resolved at Step 12.
      • If you choose an offensive spell then it's resolved at Step 14.
      • If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve both things at Step 12 in any order, or you can resolve the other ability at Step 12 then cast an offensive spell at Step 14. Note that you cannot cast an offensive spell at Step 14 then go back to Step 12 to resolve the other ability.
      • (Infernal Ruling for all of the above)
  • Multiple Attacks
    • If when you destroy the model, you get a free melee/ranged attack as well as the free spell (for instance you cast Black Spot on them), then you need to follow the "attack-generating abilities" rule in the core rulebook and make sure you only make one bonus attack:
      • You can cast a non-offensive spell (step 12) then get the free melee/ranged attack (step 14); or
      • You can cast an offensive spell (which is an attack) and forgo the free melee/ranged attack.
      • (Locked Thread)
    • If the model that triggered the free spell has Berserk and something is in its melee range, you don't get a choice of offensive spell or non-offensive. You have to choose either
      • a non-offensive spell plus the compulsory melee attack, or
      • no spell at all plus the compulsory melee.
      • (Locked Thread)
  • Spells outside of caster's activation
    • Some versions of this ability let the caster get a free spell when something else kills something. In this case:
      • The caster can channel the spell if they want. (Infernal Ruling)
      • The spell is cast during the other model's activation, so that model can potentially trigger any of their own activation-only abilities.
        Specifically, if one of Deathchev's warjack triggers Meat for the Beast, and Deathchev casts Abattoir for all warjacks to get a free attack, then the active warjack can boost the Abattoir attack, use Overtake, etc.
        (Infernal Ruling)
      • For similar logic, spells that "can only be cast once per activation" (such as Abattoir) can be cast twice per turn via this sort of ability. (Infernal Ruling)
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Rules Clarification : Ricochet      (Edit)

  • The attacker is the point of origin for the Ricochet attack, for the purposes of determining cover, Shield bonus, etc. (Locked thread)
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Rules Clarification : Thrown      (Edit)

  • You do not add the model's base STR to the thrown spear, just modifiers. The base STR is already included in the POW of the weapon. (Locked thread)


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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)
Rules Clarification : Scroll of Grindar's Perseverance - None yet. (Edit)

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Rules Clarification : Tactician and/or Operations Command     (Edit)

  • Applying the LOS and Movement bonuses work like mirror opposites:
    • LOS: The models you draw LOS through do not need to be in the Tactician bubble. The model drawing LOS does need to be in the Tactician bubble.
    • Movement: The models you move through do need to be in the bubble. The model moving does not.
  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)

Rules Clarification : Even Ground - None yet. (Edit)

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Rules Clarification : Guided Hand      (Edit)

  • Although Impact Attacks generate multiple attack rolls, Guided Hand will only buff the first roll you make. (Locked thread)
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Rules Clarification : Jackhammer      (Edit)

  • The caster can cast Jackhammer on themself (as they're a member of their own battlegroup).
    • The caster can do this before advancing. They can even choose to do initial ranged attack(s) as their combat action, after casting the spell.
  • 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.