Scattergunners

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Trollblood Logo.jpg

Scattergunners
Trollblood Trollkin Unit
Officer & Standard
Command Attachment

Tough as boiled leather, trollkin scattergunners fight in the thick of battle, where they excel at decimating the enemy with their massed fire. Their huge, cannon-like guns spray explosive shrapnel that easily flays flesh from bone, quickly clearing the field for their brothers in arms.

Basic Info

Scattergunners
Missing Info
TrollkinScattergunners.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Unit / Officer
BASE Medium
SPD 6
STR 6
MAT 6 / 7
RAT 6 / 7
M.A. N/A
DEF 12
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1 / 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 3
UNIT SIZE 6 or 10 +2CA
COST 8 or 14 +4CA
1.5 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Officer only
    • He has a better statline
    • Officer symbol.jpg Officer
    • Granted: Quick Work - While this model is in formation, models in its unit gain Quick Work. (Quick Work - When a model with Quick Work destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.)
    • Guns Blazing [ Minifeat ] - This model can use Guns Blazing once per game at any time while in formation during its unit’s activation. This activation, models in this unit can make one additional ranged attack during this unit’s Combat Action.
    • Tactics: Clear! - Models in this unit gain Clear!. (Clear! - Ranged attacks against friendly models made by a model with Clear! automatically miss.)
  • Standard only
    • Standard Bearer - While this model is within 5" of its unit commander, the unit commander gains +2 CMD.
    • Take Up - If this model is destroyed, you can choose a Grunt in this unit within 1" of it to be destroyed instead. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.

Weapons

Leader, Grunts, & Officer
Scattegun
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 8 1 - 12
Gun Blade
Sword icon.jpg  RNG   POW   P+S 
0.5 3 9
Standard Bearer
  • Unarmed - This model has no weapons.

Weapon Attachment

As with most Trollkin units, the Scattergunners can take up to 3 Trollkin Sorcerers. The Sorcerer's info has been omitted for brevity. With the CA the Trollkin Sorcerer will get clear! And quick work But will be unable to benefit from any of these effects as he has no gun.

Theme Forces

Recent Changes

No changes since 2019.12

Thoughts on Scattergunners

Scattergunners in a nutshell

Command Attachment

Scattergunners are one of the Trollbloods shooty units - coming with decently powerful medium sprays to take chunks out of enemy infantry swarms. Normally used in a minimum unit for utility or maximum with the UA for sheer effectiveness, scattergunners have a number of useful places they can fit. They are most often used to clear a charge lane for engaged melee models.

Thoughts on adding the CA

Quick Work and Clear are very different, yet complimentary abilities, which allow the unit to serve as a second line, advancing behind a melee unit. Advancing Scattergunners with Clear shoot through a jammed front line damaging only the enemy, freeing the front line for a charge. Quick Work provides the unit with the possibility of achieving a spray attack after a successful charge, providing that they succeed in killing their target and aren't in melee after the charge attack resolves. Quick Work becomes useful when fighting support units, or other second wave infantry. Guns Blazing is just nice to finish anything still standing after your first barrage.

Combos & Synergies

  • Quick Work can give them some really interesting spray angles, but only if they can hit in melee. Look for anything that lowers the defense or armor of an enemy model, or buffs their MAT, RAT, POW, or STR.
    • Grim2 - they may not get snipe from his feat but mortality makes quick work easier to use and mirage is a great threat extender.
    • Fell Caller Hero may be taken in Kriel Company, and Stone Scribe Chronicler may be taken in Vengeance of Dhunia to buff MAT.
    • Pyg Lookouts may be taken in either theme for Mark target to increase RAT.
    • The warlocks in Kriel Company and Vengeance of Dhunia that come equipped with a DEF debuff are numerous.
  • Any skirmish screen you can throw in front of them, and they can spray through to free up.

Drawbacks & Downsides

  • They rely on the concept of support stacking in Trollbloods, meaning they do very little on their own to either Defense or Armor skew, and require support models to function well.
  • Guns blazing into a high number of targets eats up a lot of time if you are on a clock.
  • The Officer is a lynchpin. Losing the officer removes much of the unit's functionality.

Tricks & Tips

  • If you have the UA (or sometimes if you don't) spray into the back of your own guys to clear enemies off them.
  • They don't do that much damage. You frequently want to shoot through trolls.
  • If you run multiple units, spread them out and interlace their formation.

Other

Trivia

Released way back in Primal Mk1 (2006)

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 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 - 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 - 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

Rules Clarification : Tough - None yet. (Edit)


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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.
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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")
RC symbol.png

Rules Clarification : Quick Work      (Edit)

  • If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
  • Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
RC symbol.png

Rules Clarification : Guns Blazing      (Edit)

  • 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)
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Rules Clarification : Clear!      (Edit)

  • You cannot hit friendly models even if you want to (except for blasts).
  • If an AOE clips a friendly model, then they will be hit despite Clear. (Refer to Appendix A: Clear resolves at step 4, but models are hit by an AOE at step 7.)


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Rules Clarification : Standard Bearer      (Edit)

  • If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.
RC symbol.png

Rules Clarification : Take Up      (Edit)

  • The model taken off the table is effectively killed by Take Up, not the original attack, so it will stop abilities like Berserk and Killing Spree. (Locked thread)
RC symbol.png

Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.


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Note to Editors
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