Pyg Bushwhackers

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Trollblood Logo.jpg

Pyg Bushwhackers
Trollblood Unit
Officer & Mortar
Command Attachment

Smallest of all trollkin, pygs are known for their dexterity, their cunning, and their ability to lay complex ambushes and cooperate to bring down larger prey. Now they have guns. What they lack in personal discipline they more than make up for in enthusiasm and lethality. Moving ahead of trollkin forces, bushwhackers lie in wait to spring on the enemy, sometimes ending a battle before it begins.

Bushwhackers are now commonplace among the fighting forces of the United Kriels. Captain Gunnbjorn’s efforts have seen pyg combatants organized into increasingly effective teams equipped with firepower to match. Attacks these pyg officers orchestrate can often end skirmishes before they begin by striking from unseen positions. Other pygs have progressed from rifles to heavier weaponry. Pyg mortar crews exhibit remarkable accuracy, especially if aided by a spotter to help in range finding.

Basic Info

Pyg Bushwhackers
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 13
ARM 12
ESSENCE {{{essence}}}
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 1
UNIT SIZE 6 / 10 +2CA
COST 8 / 13 +5CA
1.7 each
Warcaster 1
the Statblock


  • Everyone
    • AD symbol.jpg Advance Deployment
    • Pathfinder symbol.jpg Pathfinder
    • Tough symbol.jpg Tough
    • Bushwhack (Order) - During this unit's activation, affected models make their Combat Action before their Normal Movement. Affected models must make a full advance as their Normal Movement this activation.
  • Officer only
    • He has +1 MAT, RAT, CMD, and 5 hitpoints
    • Officer symbol.jpg Officer
    • Slip Away (Order) - Affected models must use their Normal Movement to make a full advance this activation. During this advance, affected models cannot be targeted by free strikes and can move through other models if they have enough movement to get move completely past them.
    • Tactics: Combined Arms - Models in this unit gain Combined Arms. (Combined Arms - When a model with Combined Arms misses an attack roll for a combined ranged attacks, it can reroll that attack roll. Each attack can be rerolled only once as a result of Combined Arms.)


  • Leader, Grunts, and Officer<
    • Rifle - 14" range, POW 10 gun
    • Hand Weapon - 0.5" reach, P+S 8 melee weapon
  • Mortar
    • Light Mortar - 12" range, 4" AOE, POW 12 ranged attack
      • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
      • High-Explosive - Blast damage caused by this weapon is POW 10.
      • Inaccurate - This model suffers -4 to attack rolls with this weapon.
    • Hand Weapon - As above

Theme Forces

Recent Changes

No changes since 2019.08

Thoughts on Pyg Bushwhackers

Command Attachment

Pyg Bushwhackers in a nutshell

The Bushwhackers are a unit with advance deployment plus long range guns. Oh, and truly awful stats at an individual level. The unit attachment on the other hand adds both the accuracy they need to actually hit things and a nice handy mortar to blow up infantry and support.

Thoughts on adding the CA

RAT 4 is utterly terrible - but a reroll is worth +2 to your RAT so two person CRAs are effectively RAT 8 POW 12 and thus fairly effective. The CA is essential if you want any hope of getting use out of this unit.

Combos & Synergies

  • Nothing's really needed as long as you can keep the officer alive.
  • Grim Angus can spread the net for excellent utility.
  • The Hunters Grim go really well with these guys.
  • Gunnbjorn offers snipe for them. By picking out and using combined range attack at the best target you can use slip away and save them from counter attack. Use Rock Wall and feat to keep them safe.
  • General 'Thunderstone' Brug gives them everything they could ever want: +1 to hit, a conditional damage buff and eyeless sight, more movement, tactician and dig in.

Drawbacks & Downsides

  • Baseline stats are terrible.
  • They suck at melee - even a Fell Caller Hero won't help that much
  • They are pretty expensive for their effectiveness.
  • Pyg Lookouts provide similar shooting for a similar cost - and Mark Target.
  • Northkin Raiders are significantly more accurate and damaging for a very similar cost, they also advance deploy and there is more inherent support for Northkin models compared to Pyg models. Pygs only saving grace vs all this is their range.

Tricks & Tips

  • From a 10 member unit they have an "effective" combined POW of 20 making them well suited to smash high armour targets.
  • Slip Away can take you forward through the enemy lines to get behind the skirmish screen either for back strikes or to blow up the enemy support. Or occasionally a caster.
  • Do CRAs in pairs most of the time, especially with the unit attachment.
  • They are well worth the effort to keep them in the game for late round use.



Other Trollblood models

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

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - 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

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


Boomhowler2 - Boomhowler3 - Braylen Wanderheart, Trollkin Outlaw - Bumbles - 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 - 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: 2020.12

Rules Clarifications

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 : Combined Ranged Attack      (Edit)

  • CRA cannot target models in melee ... unless the target is a huge-based model or the attacker has War-Tempered.
  • If you give the attack-leader a buff to their attack (such as Guidance) then that buff applies to the combined attack (even though the other participants don't have the buff). (Locked thread)
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)

RC symbol.png

Rules Clarification : Bushwhack      (Edit)

  • Orders affect unit attachments, even if that attachment doesn't have the order on their card (such as a Soulless Escort benefiting from the Shield Wall order). (Infernal Ruling)

RC symbol.png

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.

Rules Clarification : Slip Away - None yet. (Edit)

RC symbol.png

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")

Rules Clarification : Combined Arms - None yet. (Edit)

RC symbol.png

Rules Clarification : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
RC symbol.png

Rules Clarification : High-Explosive      (Edit)

  • Deadly Precision vs High Explosive (Edit)
    • The +2 POW from Deadly Precision would not apply to high explosive POW (Infernal Ruling)

Rules Clarification : Inaccurate - None yet. (Edit)

Wrench symbol.png

Note to Editors
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