Theme - Kriel Company

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Trollblood Logo.jpg Theme - Kriel Company

Trollblood Theme Force
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North - Vengeance of Dhunia

The trollkin of the United Kriels will stop at nothing to protect their new home. In order to defend against any who would seek to drive them out, militias of resolute trollkin take up arms as companies of warriors. These companies mix traditional martial practices of the trollkin with modern firepower and the might of trolls to crush any opposition.

Theme Rules

For the core rules on how Theme Forces work, see this article.

Theme Restrictions

An army made using the Kriel Company theme force can include only the following Trollblood models:

Full model list

The models allowed in Kriel Company are:   [Show/Hide]

This list was last updated: 2019.12   (Edit)

Warlocks

  • All Trollblood warlocks

Warbeasts

  • All non-character Trollblood warbeasts
  • Dozer & Smigg
  • Other character warbeasts can be taken, but only if they have a bond and they're in their bonded model's battlegroup.

Battle Engines

Units

Solos

Minions

  • Up to one solo
  • Up to one unit

(★) These Partisan models are allowed via the "model/unit with a ranged weapon" entry, so don't use up your Minion slot.

Requisition Points

You can spend each Requisition Point on either:

  • One Trollblood weapon crew unit
  • One Trollblood CA
  • Five Troll Whelp solos
  • One other small- or medium-based Trollblood solo

Theme Bonuses

  1. Solos in this army gain Mark Target
    Mark Target - Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of a model with Mark Target and in its LOS.
    Tip: This applies to your Minion solo, too.
  2. You can reroll your starting roll for the game. Your starting game roll can only be rerolled once as a result of this special rule.

Recent Changes

2019.12 Dynamic Update

  • No changes to the theme itself, but many of the models within this theme received buffs.

2020.12 Trollkin Barrage Team and Trollkin Gunnery Sergeant released

Thoughts on Kriel Company

Kriel Company in a nutshell

Kriel Company is the Trollblood ranged infantry theme - and mark target is a good bonus, especially with access to solos as cheap as Troll Whelps. If you want a Trollblood list focused on gunning down your enemies - or one full of battle engines and tanks - here it is.

Note that if you take (non-Partisan) Minion solos then they get Mark Target - but it benefits friendly faction (i.e. minion) units.

Theme's strengths

Focusing on ranged attacks, this theme's benefit makes solos extra beneficial, making troll guns more accurate than normal. Dozer & Smigg are available to all warlocks, and they provide even more accuracy to AOE ranged attacks. Although the melee element is not as strong in this theme as others, the theme can run either a fully ranged focused list, or a combined arms list.

With all the battle engines, sprays and AOEs and Advance Deploy and Reposition on many of your units, you will clear infantry in droves and be strong on scenario.

Theme's weaknesses

Ranged damage output is usually perceived as a weakness. The main reason ranged damage suffers when compared to melee damage is because ranged damage is not boosted by charge attacks. While the damage power spectrum is similar to melee, varying from 10 to 17 with most damage in the 13 to 15 range, there isn't a way to easily add an additional die to ranged damage rolls. Armor skew lists may cause problems. The theme fits into the Trollblood way of life, relying on buff stacking to get work done.

There are currently multiple methods of denying ranged attacks from being effective. See a full list at Category:Anti-Ranged Attacks.

List-Building Tips

Kriel Company lists either focus solely on ranged attacks, or try to generalize as a combined arms list. Either way, the list requires a plan around the two possible weaknesses (ranged damage output, and anti-ranged abilities). Different warlocks bring possible solutions to one or more problems, or push the list further in one direction or another within the theme.

Battle Engines

  • The War Wagon is a long-time favorite. It is a quick moving, cavalry model that provides a combined arms platform and knockdown effects.
  • The Hearthgut Hooch Hauler has potential, but is typically avoided due to practical cost. It offers something of a survivability element along with boost to the list's damage output with High Proof Cask Bombs.

Working Units and Solos Many of the units available have specific roles in a list.

  • Trollkin Scouts solve the problem of healing lists - they are a cheap source of Grievous Wounds.
  • Trollkin Barrage Teams, Pyg Bushwhackers, Trollkin Sluggers, and Trollkin Highwaymen fulfill a similar role - providing long to middle distanced ranged attacks focusing on a single target, or multiple soft targets. The Barrage Team is currently the most efficient for point cost, range, and probable damage output.
  • Trollkin Scattergunners offer a combined arms approach, but mainly present a method of clearing infantry so more effective pieces can charge deep or threaten important enemy models.
  • Ledfoot & Tredz, and two Pyg Tanks bring three ranged attacks for the cost of a high-end warbeast, or a battle engine. They also carry Mark Target, and offer a combined arms element.
  • Braylen Wanderheart, Trollkin Outlaw kills solos fairly easily, and can spring back to a flag after a successful engagement.
  • Weapon Crews provide alternative lines of fire, and can be requisitioned.
  • Sons of Bragg are an odd unit for this theme as they are predominately a melee unit. These guys can do the heavy lifting normally reserved for battle engines and warbeasts.

Combined Support/Work pieces

Pure Support

  • Consider the Krielstone Bearer & Stone Scribes. The +2 ARM is helpful to warlocks, battle engines, tanks, and warbeasts. In this theme they're also doing double duty by removing pesky Stealth via the Stone Scribe Elder, who also can solve problems posed by Incorporeal models if need be.
  • Trollkin Sorcerers, the weapon attachment, can help with Incorporeal models and other things by providing units with magic weapons.
  • Troll Whelps heal, manage fury, and are the cheapest sources of Mark Target.
  • General 'Thunderstone' Brug is a centerpiece solo. Always bring the general.

Minions

Requisition Point Use

Warlock thoughts

Almost every warlock in the stable can play an effective game in Kriel Company. Some offer more benefits to others, and push a Kriel Company list into different directions. Some lean into ranged elements, others provide general support,

Ranged Game Warlocks

  • Hunters Grim - feat for Snipe and Mark Target. Mortality to debuff Def and Arm. One of the few ways to increase ranged damage in Trolls.
  • Brigadier General Gunnbjorn is the newest ranged powerhouse. He grants more attacks, more power to AOEs, and reduces the efficiency of Shield Guard models.
  • Captain Gunnbjorn - has Snipe.
  • Grissel Bloodsong, Marshal of the Kriels helps get her units upfield, knocks things down, has her own assassination threat, and really bumps up the survivability of battle engines and tanks.

Generalist Warlocks

  • Grim Angus - feat drops Def and prevents charges for a turn. Brings Pathfinder and Hunter.
  • Horgle the Anvil - he may sound like an odd choice but the boosted ranged damage really helps cover the weakness of the list. [[ Inviolable Resolve can help make our Battle Engines very hard to remove.
  • Calandra - most warrior models in KC are Def 13 which works nicely with Star Crossed. Her feat is a nice damage buff plus Fate Blessed helps with accuracy. Ledfoot and Boomy2 can help her cast Befuddle or Misfortune then retreat to safety.
  • Borka Kegslayer isn't much of a ranged support warlock. Mosh Pit on Scattergunners can be helpful, and Arcane Ward on a base DEF 13 unit makes removing them difficult.
  • Grissel Bloodsong, Fell Caller offers a defense and armor debuff, increasing the damage output of her army's firearms. Boundless charge still works with battle engines, unlike Hoof It. Hoof It still has uses after its change (November 2020), as it can push Highwaymen into the back arcs of enemy models, or give Bushwhackers extreme movement after shooting.
  • Kolgrima Stonetruth, Winter Witch offers Cursed Fate, a great spell for Bushwhackers, Highwaymen, Sluggers, and Scattergunners. They hit easily, and 10 shots is 10 damage.
  • Madrak Ironhide, Thornwood Chieftain grants Tactician to his warriors, which is great when you can't see over your medium based models to shoot small based ones. His feat works on battle engines too.
  • Madrak, Great Chieftain supercharges warrior models in melee, making a list lean toward combined arms. Defender's Ward works well with DEF 13 models. Spellpiercer solves some of the anti-ranged attack issues.
  • Ragnor Skysplitter, the Runemaster also pushes a list into the combined arms realm. His feat is phenomenal with hard targets like battle engines and tanks.
  • Borka, Vengeance of the Rimeshaws - you are more limited in what models work well with him in this theme and he loses a fury compared to SotN due to having to pay to upkeep Battle Charged. However if you stick with Northkin models like Fire Eaters and Raiders, throw in a Hooch Hauler for the big Vet Leader aura which also effects him and all his beasts. Plus the Hauler appreciates the Rat boost from Mark Target.
  • Jarl Skuld - you would be forgiven for thinking that a ranged support caster would want to play in this theme and he does ok - but truthfully his fury issues make it a lot harder for him to play effectively here vs Storm of the North.

Warlocks who don't fit well

  • Doomshaper - all 3 versions of Doomy don't really work well in KC.
  • Madrak2 - very little of his kit synergizes with the models in KC.

Other

Trivia

  • Released 2017.09

Other Trollblood models/themes

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

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Rules Clarification : Mark Target      (Edit)

  • The model with the Mark Target rule needs to have the target in LOS for anyone to benefit. And within 5", of course. (Infernal Ruling)
  • And the model actually making the attack also has to have the target in LOS in order to, you know, target it.
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Rules Clarification: Theme Forces     (Edit)

Themes that change a model's Faction   [Show/Hide]
  • Many themes swap which Faction a model counts as. They're slightly inconsistent with how exactly this is worded. Despite this inconsistency - whenever a model is considered a different faction to normal, it will not be its original faction. (Infernal Ruling)
For instance Lukas stops being a Crucible Guard model when taken in an Infernal army, and as a consequence he cannot take Toros or Vanguards in Infernals. (Infernal Ruling)
Rerolling the starting roll   [Show/Hide]
  • You cannot use the theme benefit to reroll if it is a draw. Instead both players reroll until there is a loser, and then the loser can use their reroll benefit (if they have it). (Infernal Ruling)
  • If both players have a reroll, first the original loser uses their reroll.
    • If the original loser still loses, fine.
    • If the original loser now wins, the other player can use their reroll.
    • If it is now a draw, both players reroll until there is a loser. Then the player that hasn't used their theme benefit reroll can still use it, if they want.
Warjacks/Warbeasts with bonds   [Show/Hide]
  • A warjack/warbeast with a bond can always be included in a theme force, whether or not they're in the list of allowed models, but only if they're controlled by that bonded model.
  • This applies even if that bonded model isn't a full warcaster/warlock (changed as of 2018.06).
Including Mercenaries   [Show/Hide]

Number of Mercenaries

  • If your "up to one Merc" ...
    • ... can take warbeasts/warjacks, then you can add warbeast(s)/warjack(s) (without exceeding your "up to one" allowance)
    • ... comes with a Companion model, then you'll get that Companion (without exceeding your "up to one" allowance)
  • There is a bug in Warroom that allows you to not only take one Merc solo/unit, but the entire FA of that Merc solo/unit. It's a bug.

Mercenaries and Ranking Officers

  • Adding a Ranking Officer to a Merc unit doesn't increase the number of Merc units you can take.

Other

  • See also the section on Partisans
Including Partisan Mercenaries   [Show/Hide]

Partisans & Theme Forces (Edit)

  • Since Partisans are Mercenary/Minion models, there are two ways you can add them to a theme force:
    1. If they are on the list of allowed models, then you can take as many as you want, plus another Mercenary unit/solo.(Infernal Ruling)
      They can be explicitly allowed (for example: Cephalyx in Black Industries or Kayazy in Jaws of the Wolf).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models" and Partisan Cephalyx fit that criteria). (Infernal Ruling)
    2. If the Partisan isn't on the list of allowed models, it does use up your "Up to one mercenary" slot, and you can only take one.
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
    • They can be taken as a Requistion Option (if they fit the Requistion description).
    For example Eiryss1 can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
    • They will get any theme benefit that they fit the description for.
    For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
    For example Nemo4's Mechaniks get Reposition [3] in Heavy Metal. (Infernal Ruling)
Requisition Points   [Show/Hide]
  • You can choose the same Requisition option as many times as you like, as long as it doesn't put you over a FA limit.
  • You can't mix and match models from different options. Say one option allows 3 Machine Wraiths and another allows 3 Necrotechs. You can't use your Requisition Point to get 2 Wraiths and 1 Necrotech.
  • If you have an option that allows one other solo, you can't use it to get something already on the list. For instance, Ghost Fleet allows 3 Misery Cages (which are FA 4) for one Requistion Point, and it allows 1 other solo. That "other solo" can't be a 4th Cage.
  • If your theme allows "3 weapon attachments" as a Requistion Option, you can spread them into different units. (Locked Thread)
  • Models with the Man-Sized rule count as small-based models for the purposes of being a Requistion Option. (Locked Thread)
Free models and Specialists (ADR)    [Show/Hide]
  • If your theme only allows one merc solo, you can't have one in your main list and a different one in your specialists.
Unit Attachments   [Show/Hide]
  • If a unit is allowed in a theme, any-and-all of its attachments are allowed too. Exception: Ranking Officers are not allowed unless explicitily mentioned.
  • If the theme force gives a benefit to a specific unit, any-and-all attachments to that unit will benefit too. Even if it is a "generic" attachment like the Void Leech. (Infernal Ruling)
    For example, a Trollkin Sorcerer will gain Serenity if its attached to a Dhunian Knot unit in a Power of Dhunia theme force.
  • If your theme allows "3 weapon attachments" as a Requistion Option, you can spread them into different units. (Locked Thread)
When to apply theme benefits   [Show/Hide]
  • With reference to special abilities that themes give to models, Ranking Officers, adding new models, and/or taking control of models:
    1. Theme force benefits are applied when you construct your list or put a new model into play. A model already in play will not lose or gain any theme benefits mid-game based on any changes of faction status or otherwise. (Infernal Ruling)
    2. However, if the theme gives a benefit to models "at the beginning of the game" (such as Devourer's Host letting models begin the game with 1 corpse token) then this benefit does not apply to new models that are put into play mid-game. (Locked Thread)
    • Example 1: Sons of the Tempest says "ATGM units in this army gain Pistoleer". If your opponent takes control of one of them, it keeps Pistoleer while under their control even though it's currently not "in the army".
    • Example 2: Storm Division gives Immunity:Electricity to "Cygnar models in the army." If you include a Mercenary unit with a Ranking Officer, they will get the theme benefit and also keep it even after the Ranking Officer dies.
    • Example 3: Stange Bedfellows gives solos Swift Vengeance. If Nemo4 creates a new solo mid-game, that solo will have Swift Vengeance.

See also these Theme-Specific Rulings   [Show/Hide]
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Rules Clarification : Black Industries      (Edit)

  • The entry which allows "Cephalyx models/units" only applies to Partisan Cephalyx. That's because the theme's rules start off with "this army can only include the following Cryx models"​. Partisan Cephalyx are the only ones that fill that condition.
  • The Cephalyx Agitator also works for Cryx and can go in Black Industries but, because it is not a Partisan, it will use up your Mercenary solo slot.
  • (Infernal Ruling)
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Rules Clarification : The Creator's Might      (Edit)

  • ​Elias Gade is allowed in Creator's Might. (Infernal Ruling)
  • You can spend the "Two Vassal solos" requistion option on one Vassal Mechanik and one Vassal of Menoth. Warroom has a bug and tells you that you can't. (Infernal Ruling)
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Rules Clarification : Flame in the Darkness      (Edit)

  • You can take any number of Mercenary jacks. You can also select two additional jacks from Khador and Cygnar in any combination you like. Character warjacks with a bond don't count against this limit of 2. (Infernal Ruling)
  • There is a bug in Warroom that allows you to take two Cygnar and two Khador jacks.
  • Morrowan Battle Priest:
    • If your warcaster is a Cygnar model that makes every unit you take a Cygnar unit, and Battle Priests can be attached to any unit.
      Warroom has a known bug where it doesn't allow this interaction.
    • If your warcaster is a Mercenary or Khador model, though, the only units the Battle Priest can attach to are the Morrow ones.
    • If you attach the Battle Priest to The Devil's Shadows Mutineers then it can be returned via Blood Bound. (Infernal Ruling)
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Rules Clarification : Llaelese Resistance      (Edit)

  • It is 2 Cruicible or 2 Cygnar or 2 Menoth.
    You can't take more than 2, and you can't mix and match from multiple Factions. (Infernal Ruling)
  • You can have a non-character unit with a character attachment (i.e. Captain Karli). (Infernal Ruling)
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Rules Clarification : The Talion Charter      (Edit)

  • The 3rd benefit is "Sac Pawn [Sea Dog trooper]", not just any Sea Dog. (Infernal ruling)
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Rules Clarification : The Bones of Orboros      (Edit)

  • Una1 cannot be taken in this theme (yet) due to the conflict between the theme's "Only Construct warbeasts allowed" and Una1's "Must take warbeasts with flight". There are no construct warbeasts with flight (yet). But if/when there is, then Una1 can be taken in this theme. (Infernal Ruling)
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Rules Clarification : The Devourer's Host      (Edit)

  • Bradigus1 is not legal in this theme. The theme only allows living warbeasts, his rules only allow construct warbeasts, and you can't just 'skip' his battlegroup - you have to spend your warbeast points.
  • If you create a new model mid-game (ie with the Well of Orboros and that model can have corpse tokens, that model does not enter play with a corpse. Because it's not the beginning of the game. (Locked thread)
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Rules Clarification : The Wild Hunt      (Edit)

  • The animus benefit doesn't apply to enemy warbeasts. (Infernal Ruling)
  • The animus benefit doesn't stack with the Druid Wilder's Herding ability. (Infernal Ruling)
  • When it comes to other things that alter COST (such as Lamentation), follow basic maths: Double/halve first, then add/subtract.
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Rules Clarification : Oracles of Annihilation      (Edit)

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Rules Clarification : The Exalted      (Edit)

  • If a Construct model loses the Construct advantage mid-game, it keeps the theme benefit anyway. (Infernal Ruling)
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Rules Clarification : Band of Heroes      (Edit)

  • Boomhowler uses up your Minion slot. His Fell Calls ability is not enough to make him a "Fell Caller model/unit". (Infernal Ruling)
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Rules Clarification : The Blindwater Congregation      (Edit)

  • Void Leeches attached to a Gatorman Posse will gain Snacking, but they won't gain extra hitpoints. (Infernal Ruling)
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Rules Clarification : Magnum Opus      (Edit)

  • If Mosby is attached to a Mercenary weapon crew unit, they would gain 3" reposition and would not lose it if Mosby is no longer in the unit. (Infernal Ruling)
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Rules Clarification : Hearts of Darkness      (Edit)