Pyg Burrowers

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Trollblood Logo.jpg Pyg Burrowers

Trollblood Unit

Stalwart pygs have proved invaluable as scouts, spies, and ambushers. Their endurance and size make them consummate tunnel-diggers. Armed with incredibly powerful slug guns, these courageous pygs burrow across battlefields to catch the enemy unaware. Their massive, short-range hand-held cannons are designed to penetrate warjack armor but serve just as well against warbeasts and enemy soldiers.

Basic Info

Pyg Burrowers
Missing Info
Pyg Burrowers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 4
RAT 5
M.A. N/A
DEF 13
ARM 12
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10
COST 7 / 11
1.3 each
N/A
FA 1
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • AD symbol.jpg Advance Deployment
  • Pathfinder symbol.jpg Pathfinder
  • Tough symbol.jpg Tough
  • Burrow [ 4" ] - You can choose not to deploy this model/unit at the start of the game. If it is not deployed normally, place the burrow marker at the same time as your models with Advance Deployment, up to 20˝ beyond your deployment zone and not within 6˝ of another burrow marker. At the beginning of any of your Maintenance Phases after your first turn, you can place this model/unit completely within 4˝ of the burrow marker and remove the marker from the table. This model can begin dug in when placed in this manner. Additionally, it must forfeit its Normal Movement or Combat Action during its activation the turn it is placed into play.
  • Dig In (★ Action) - This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in.

Weapons

  • Slug Gun - 4" range, POW 14 ranged attack
  • Hand Weapon - 0.5" reach, P+S 8 melee attack

Theme Forces

Recent Changes

2019.12 Dynamic Update

  • Burrow completely re-written, it deploys further out, has a bigger un-Burrow radius, but the marker doesn't move anymore.
  • Cost dropped to 7/11 (from 8/13)
  • +1 RAT

Thoughts on Pyg Burrowers

Recent Change icon.png

Recent Errata - This article needs updating
The "Basic Info" section has been updated to match a recent errata/spoiler, but the "Thoughts On" section hasn't been brushed up yet.
If you play this Faction, please delete the old irrelevant info and then delete this warning.

See also Category: Recent Change and Category: Recent Release.

Pyg Burrowers burrowed into a nutshell

Burrowers burrow, and have terrible stats. But they are very cheap, relatively hard hitting, and have advance deploy and dig in. If that all sounds excellent you want the Burrowers.

Combos & Synergies

  • Horgle, the Anvil makes them more accurate and more dangerous on feat turn. Considering that enemies have to be on fire to get the bonus, Having super accurate burrowers pop up and destroy heavies that are on fire is pure salt. Just the way we trolls like it.
  • Grissel2 can use them as extra threat on her assassination. 6 basically auto-hitting POW 14 attacks for 8 points is great value, and is pretty nasty for most casters.
  • Pyg Lookouts - Place a marker in the centre of the board, so the enemy has to play round it. This will encourage them to play closer to the edges of the board, where you can ambush their troops with Lookouts.
  • Trollkin Highwaymen with Braylen Wanderheart - Same as above only that you wait until the enemy moves past the marker and then pop up the borrowers. Now the enemy either has to turn around and be back-stabbed, or push forward and be backstroke by a bunch of POW 14 guns.
  • Grim2's feet gives them Snipe and Mark Target. Range 8" is really strong on their slug guns, especially since you can get them up to RAT 11 and POW 18 with Mortality, Backstrikes, Mark Target and the Hermit's Master of Ruin.
  • General 'Thunderstone' Brug not only does he passively make them Rat:6 he can let them dig in again after advancing and shooting Or (likely in combination with snipe) grant them pow16 and eyeless sight.

Drawbacks & Downsides

  • Terrible MAT and RAT
  • Burrowing can leave them not where you need them. It's not a trap per se, but assuming you always want them burrowed is. Your opponent can also position models in the popup area and make it hard to bring them in. Choose your marker spot carefully.

Tricks & Tips

  • Burrow past your enemies line and pop up behind them, or just sit there and wait. Few things could be more unsettling to an opponent than knowing that 10 high pow models suddenly got accurate because of a back strike bonus
  • Burrow in on an objective marker, and threaten to take it when your burrowers appear.
  • When you un-Burrow your models can come in Dug-In.
  • You can hold back and emerge in the mid-late game.

Other

Trivia

Released in Hordes: Evolution (2007)

Other Trollblood Models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor
Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle1
Light warbeasts Ice Troll - Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Basher - Troll Bouncer - Troll Impaler - Winter Troll
Heavy warbeasts Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Brawler - Dire Troll Mauler - Earthborn Dire Troll
Dozer & Smigg - Mulg the Ancient - Rök
Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units

Dannon Blythe & Bull - Greygore Boomhowler & Co. (1) - 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

Boomhowler, Solo Artist (2) - Braylen Wanderheart, Trollkin Outlaw - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - General 'Thunderstone' Brug - Horgle Ironstrike (1) - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - 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
 
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2020.06

Rules Clarificaitons

RC symbol.png

Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)

RC symbol.png

Rules Clarification : Burrow      (Edit)

  • You cannot run on the turn you Unburrow, because you can't forfeit your Combat Action twice.
  • The burrow marker is not a model, and other models may move through it or stand on it.
  • The burrow marker is the same diameter as a small based model.
  • While you're not on the table, you cannot be targeted by anything. (Infernal Ruling)
    • Furthermore, even if the burrow marker is caught in a "models currently within ..." effect (such as Deneghra1's feat) the burrowed models are not within that area, so won't be affected.
RC symbol.png

Rules Clarification : Dig In and/or Foxhole Buddy     (Edit)

  • Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
  • Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.
  • Being pushed counts as moving. (Locked thread)
  • If a model with Dig In is added to play or returned to play, it does not count as "starting the game". It can't be put into play already Dug In. (Infernal Ruling)
  • You can use Dig In while you're in someone's back arc. You are engaging, but not engaged.