Thagrosh, Prophet of Everblight
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History will remember Thagrosh Hellborne as the abomination who unleashed the Legion of Everblight onto the world. But before he was the prophet of Everblight, he was an ogrun born of a harsh existence. After escaping slavery, he was compelled by fevered whispers and nightmarish visions to the sealed repository of the athanc of Everblight. In an unimaginable test of resolve, Thagrosh mutilated himself to accept the dragon’s blessing. He cut open his chest and tore apart his own ribcage to drive the athanc into his heart. Its dark power transformed his body into a blighted vessel for Everblight’s immortal presence.
- 1 Basic Info
- 2 Thoughts on Thagrosh1
- 3 Other
- Blighted Breath - 8" spray, POW 12 ranged attack.
- Rapture - 2" reach, P+S 16 melee weapon.
- Damage Type: Magical - This weapon deals Magical damage.
- Eruption of Ash - When a model is boxed by this weapon, center a 3" AOE cloud on it then RFP it. Enemy models within the AOE when it is put into play suffer a POW 12 fire damage roll. The AOE remains in play for one round. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll.
- Claw - 0.5" reach, P+S 12 melee weapon.
- Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
- Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
- Athanc - After leeching, this model gains fury points up to its maximum FURY if it had less than its maximum FURY.
- Attuned Spirit [Legion] - Once per activation, this model can cast the animus of a Legion warbeast in its battlegroup without spending fury.
- Death Shroud - Enemy models in Thagrosh's CMD range suffer -2 STR.
- Draconic Blessing - Cost 2, 6" range, Upkeep
- Target model/unit gains +2 STR and Fire Immunity.
- Fog of War - Cost 3, Target SELF, Upkeep
- Models gain concealment while in the caster's control range.
- Mutagenesis - Cost 3, 8" range, POW 13
- Target model boxed by Mutagenesis is RFP'd. When the spell boxes an enemy, and Thagrosh was the origin, Thagrosh can replace the boxed model. He cannot advance this activation after replacing a model this way. Can only be cast once per activation.
- Obliteration - Cost 4, 10" range, 5" AOE, POW 15
- This spell has zero special effects.
- Twisted Form - COST 2, Range 8 offensive spell. For one round, target warbeast suffers -2 FURY, and cannot have damage removed from it or be a transfer target.
Feat - Dark Revival
Return to play one destroyed non-huge based warbeast that was part of Thagrosh's battlegroup completely within a 3" of him. The warbeast forfeits its combat action this turn.
Thoughts on Thagrosh1
Thagrosh1 in a nutshell
Thagrosh1 is a bit of a curiosity within Legion. Thagrosh himself is a bit on the slow side compared to the other warlocks, has higher ARM and is on a medium base. Also he is a dude. Apparently Everblight has a thing for the ladies (the only other "male" is Kallus, and he's technically a magic robot anyways). Either way, Thagrosh sticks out as unique and if you play to his strengths, his army can end up pretty different than a lot of other lists in faction. He's also a bit unique among all warlocks in Hordes, because he is practically a warcaster thanks to his Athanc rule.
Thagrosh has a pretty strong attrition game, as he comes with his own large area STR debuff (Death Shroud), a control range concealement buff with Fog of War, and his feat makes an enemy kill your favorite beast twice. Depending on the beast, this can be a pretty huge points swing in Thagrosh's favor. On top of that, against other Hordes army, he can outlast the opponent by crippling an warbeast with Twisted Form (a new, non-upkeep version of Bad Blood, and a signature spell).
Boasting decent MAT and base POW on his own, he can personally be threat on the battlefield as well, and even set up unexpected assassinations with Mutagenesis against careless opponents. On top of all that, he even brings his own damage buff with Draconic Blessing, allowing his army to soak blows and often hit back harder.
Overall, Thagrosh1 can bring a deceptively hardy army that handles armor well. He runs infantry and beast bricks with similar efficiency. He's not especially active himself, but can occasionally get in the fray if you want him to play a more central role in the late game. Here is a short run-down about his special abilities:
- Eruption of Ash - Medium base is somewhat hard to screen, so you can use his weapon to create clouds against dedicated shooting. You can trigger it off of friendly models too: leave a disposable body in the back line and kill it from Rapture's maximum melee range generate a cloud to hide behind. Due to the size of the cloud and Thagrosh's base, it's impossible to be completely within the cloud for concealment, so use it for LOS blocking instead. This special rule has its odd interactions and pitfalls for beginners; see Tips and Tricks to evade them.
- Athanc - It's unclear who really loves Thagrosh over at Privateer Press, but this ability is great. Thagrosh never has to cut for fury, even when he's the last model on the table, and that's worth a whole lot in Hordes. To get that same effect from Spirit Bond, he would need an unrealistically large battlegroup. This lets Thagrosh have all the fun toys of having fury in the early game AND pretend he's a warcaster with a very strong personal late game. It also gives him a lot of flexibility to go light on beasts and heavy on infantry.
- Death Shroud - This ability lets Thagrosh pretend you're playing trolls in Legion. It works on literally everything (in melee). Be prepared to answer that question multiple times when you tell your opponent their warjack is affected. It's a CMD range ability, but Thagrosh has best in class CMD. This can make a beast brick or Ogrun brick surprisingly difficult to crack in a faction not known for being hard to kill.
- Attuned Spirit - This ability is your second line in the attrition warfare; allowing you to cast an animus for free; either giving you more offensive or defensive power, depending on the situation. Animi, which are not restricted to SELF are quite rare in the Legion, but every fury you save will allow you to spend more on your offensive spells, or extra attacks.
Thagrosh' feat contributes to his attrition play tremendously. For the sole purpose of the feat it worth to have at least one expensive (non-Gargantuan) beast in his army - and usually that's going to be Typhon.
Things to watch out with his feat:
- RFP effects. If your favoured beast was killed by such an effect, you cannot bring it back.
- The resurrected beast can't fight in the turn it was revived. However, it can still throw its animus up (if applicable), and can move it into a safe location for counterattack or into a really inconvenient spot for the opponent to try to kill again.
You can hold this feat to the late game to outlast an opponent's waning resources, or you can opt to throw a beast headlong into danger to eat a bunch of dude(s). Then it gladly dies a glorious death and comes right back, allowing him to get up on attrition early in the battle. Also, if an important support piece (say, a Seraph) has been killed, you can bring it back, and still enjoy the benefit of its animus.
Sometimes, your opponent may deny you your feat by just not killing your beast. If they do that, then really it's a wash. You don't get to feat, but they also aren't doing anything about that rampaging Typhon. Then again; His feat can be a trap if you try maximize it too eagerly. You might take your biggest, meanest beast in your arsenal, rush it up to kill stuff in turn 2 and so dies to retaliation; then you resurrect it in turn 3. Be aware however, turn 3 is often a critically murderific turn. Stuff goes down, and the heavy guy is not there for the party (except for placing him to dish out free strikes and block lanes). When he starts to do stuff in turn 4, it might be too late. So don't be too eager to burn something expensive in order to maximize the amount of points you can get back with the feat. If you can make excellent point trades, give it an early go, but don't make a careless sacrifice just because you know you'll get your beast back. You'll miss it when it really matters.
- Draconic Blessing - A very good upkeep spell. Since it applies immunity to fire damage, you can freely lob shots into the backs of an affected model with things like a Ravagore or Teraph to place AOEs right where you want them. In the case of the Ravagore, this can be a surprisingly effective deterrent against single wound infantry with 0.5" and 1" melee ranges. As an upkeep, it can be cycled around between 2 units each turn.
- Fog of War - Sometimes, Fog of War as a less than useful spell since it doesn't discriminate between friend or foe. Thankfully, most of Legion's beasts just doesn't care thanks to Eyeless Sight. This is best cast at the start of Turn 1 and carried on until the front lines clash. It's great for delivering middling DEF units like Swordsmen, or ensuring Prowl is active on Nagas and Hex Hunters.
- Mutagenesis - Your less-often used attack spell, as it is a bit cumbersome to use. Still it is a cute tool to have. If your opponent forgets you have it, they can accidentally end the game for themselves early. Cast it on an easy-to-explode support solo around the caster, burst from the corpse, and assassinate with impunity. The short range rarely allows you to go for back strikes, but if you will, you'll swing with an elite MAT. The spell cannot be arced in order to trigger the placement effect, but apart of that, all models are available targets. Since you replace the model, you can place Thags completely within the target's base (which can be huge if you managed to box a Battle Engine, for example). Note, that it i an RFP spell, so if you just want a target to be dead for sure, and not to return, choose this over Obliteration.
- Obliteration - Expensive, large AoE spell, with one of the highest POW among the offensive spells. Very effective at blowing up clumped together infantry. Thagrosh won't cast it often, but it comes in handy.
- Twisted Form - Completely worthless against warjacks, but great tool to make enemy warbeasts completely worthless too. Cast it on a key warbeast early, and watch the enemy struggling to use his favoured pet. Good luck accessing to your Rush or Wraithbane animus, and doing anything meaningful. Combine it with effects that need to be shaken (Shadow Bind or Knockdown from a headbutt), and even FURY5 beasts will have hard time do anything meaningful on the field. Unlike Grievous Wounds, it affects Gargantuan creatures too, and prevents that obnoxious situation where you break a column but the other warlock just heals a point and everything is A-OK for them again. Targeted aspect destruction in form of Marksman or Precision Strike also works well with this spell.
Thagrosh1 can run just about anything he wants, really. He has no MAT or terrain fixer (the latter is usually an issue only to a few infantries and Typhon), but it's really not the worst problem to have. He can make everything in faction better, but there are a few things worth calling out.
- Typhon - A near-mandatory choice for any list featuring Thagrosh. STR buff, their bond, which enables a constant 3 point heal with Regeneration for both of them, the (effective) DEF with Fog of War, plus the feat which enables it to get back onto the field - take it if you want to get the biggest bang for your buck. If you didn't bring a Carnivean, Excessive Healing is worth throwing up on Thagrosh for an extra little survivability.
- Blightbringer - Thanks to the Athanc rule, Thagrosh can roll with a single warbast in his battlegroup (despite being unable to resurrect it) and the Blightbringer's STR/ARM breath is amazing buff stacking with a host of infantry. Ogruns get an effective +4 ARM swing under Death Shroud and ARM buff, making this combo hard to chew through.
- Warspears and the Command Attachment are generally great on their own with Thagrosh1, Blightbringer or not. They still are prime targets for Draconic Blessing, and get to respectable ARM values when hiding in Thagrosh's Death Shroud. Don't forget to cast Fog of War only after they threw their spears. If you bring Warspears, consider the Warmonger Warchief. His Veteran Leader affects Thagrosh as well as the Warspears, and this boost does not specify the type of attack which means Thagrosh's spells and spray also become more accurate.
- Army wide concealment is useful for delivering the normally fragile Swordsmen, meaning they might actually make it to their targets in one piece, and ideally Draconic Blessing taped to their swords for massive damage.
- Carniveans, at their now comparatively lower cost, are actually solid choices for Thagrosh. With a lot of initials and high base P+S they're all around reliable beatsticks that can take a hit when combining Spiny Growth and Death Shroud. Spiny Growth is also great on Thagrosh himself (at 0 fury cost each turn if desired!), making him deceptively difficult to assassinate in melee.
- A Seraph is worth brining with Thagrosh for his aforementioned lack of accuracy buffs. On top of that, if your Thagrosh list feels a bit on the slow side, Slipstream can help you get that little extra threat boost needed to piece trade effectively.
- One token Angelius can put a lot of hurt into a single enemy threat each turn (especially if Draconic Blessing is up), and are hard to shoot at on the advance with Fog of War running. More than one is probably not recommended, as the efficiency of their Armor Piercing tail isn't great compared to other heavies with more initial attacks.
- Combined with Twisted Form it's possible to cripple and entire aspect on the charge, leaving the Angelius fairly safe against a retaliating beast.
- Scytheans with a STR buff. Not much else to say. For the point crunchers this is potentially more effective than a Carnivean.
- If you want to make sure you have the proper hitting power against multiple ARM or DEF stacking, a Naga Nightlurker can be worth considering, and Fog of War even triggers Prowl now. He probably won't be your first choice, but is definitely worth considering in a specialist sideboard if applicable.
- Proteus boasts impressive threat and once Unyielding and Death Shroud are both rolling, he can be incredibly frustrating to kill in melee, and lat even longer if the enemy brings enough infantry to utilize Snacking.
- A Nephilim Protector, if combined with another effective ARM buff, can make Thagrosh incredibly hard to remove in melee.
Drawbacks & Downsides
- Medium base makes Thagrosh a little harder to screen than Legion's other casters.
- Coupled with lower DEF, he is forced to rely on ARM to stay alive. This is something he is reasonably good at, but he will need more transfers available since he won't be causing misses or forcing boosts on attack rolls.
- Relatively easy to counter feat. Not every army can do it, but there's a non-insignificant amount of RFP across all factions, which can often leave Thagrosh feat-less, and half of his attrition game moot.
- Twisted Form is useless against warmachine armies.
- Slow (by Legion standards) - may struggle to keep up with his own army except for the Carnivean chassis.
Tricks & Tips
- If your opponent has RFP attacks, and one of your warbeasts is badly wounded, consider killing it yourself so it's a valid target for your feat (rather than risk it getting RFP'd).
- Speaking of RFP, Eruption of Ash from Rapture's melee attack is not optional. Be careful not to block your LOS to targets with the newly placed clouds (for example if you want to cast an offensive spell afterwards). You should also refrain from melee attacks with this weapon, if you want to use those targets to fuel your corpse gathering mechanisms.
- Released in Primal Mk1 (2006)
- Thagrosh has an alternate/variant sculpt.
Themes for any-and-all warlocks (Edit)
Other Legion Models
Video Battle Reports
- 2018.05 Deathclock Dave 75 points vs Nemo3
- See also Category: Video Battle Reports for more casters with videos.
| * 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)