Theme - Vengeance of Dhunia

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Theme - Vengeance of Dhunia

Trollblood & Minion Theme Force

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

The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food

The Trollbloods have suffered for decades at the hands of outsiders, and the infernal invasion was yet another human atrocity that punished the kriels. The infernals had not come to Caen for their souls, but the cosmic horrors still slaughtered the children of Dhunia whenever their forces crossed paths.

During this turmoil, the trollkin rose to the occasion and organized a proper military operation to force the infernals out of trollkin lands and far away from the worshippers of Dhunia. Wartime peace treaties have been negotiated with other non-trollkin Dhunia worshippers, such as the savage farrow, producing the greatest army the enemies of the kriels have ever faced.

Theme Rules

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

Theme Restrictions

An army made using the Vengeance of Dhunia theme force can include only the following models:

Full model list

Requisition Points

You can spend each Requisition Point on either:

  • One command attachment
  • One Dhunian model/unit
  • One Pyg Tank solo
  • One other small- or medium-based solo without the Lesser Warlock special rule

Theme Bonuses

  1. All models in this army are considered to be Trollblood and Minion models.
  2. Models with the Farrow Warlock special rule can include Trollblood warbeasts in their battlegroup.
  3. For each 'Jack Marshal model in this army, you can include one Mercenary warjack.
  4. Before models are deployed at the start of the game, you can place up to two trench template terrain features anywhere completely within 20” of the rear table edge of your deployment zone. These trench terrain features cannot be placed in contact with a non-trench terrain feature.
  5. Warlock models in this army gain Attuned Spirit [Trollblood]
    Attuned Spirit [Trollblood] - Once per activation, this model can cast the animus of a Trollblood warbeast in its battlegroup without spending fury.
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Tip !
The first two benefits translate as...

  • Trollblood players can use a Farrow warlock.
  • Minion players can use a Trollblood warlock.
  • Warlocks and Lesser Warlocks can have any mix of Trollblood and/or Minion Farrow warbeasts in their battlegroup.
    • Unless they have yet another rule that limits their battlegroup options, like Affinity.

The fifth benefit only mentions Trollblood warbeasts, but since all the warbeasts count as both Trollblood and Minion models, the benefit lets you Attune with Farrow warbeasts too.

Recent Changes

Release 2020.11

Thoughts on Vengeance of Dhunia

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Blended Theme
This theme has a lot of models from other Factions, and/or multiple Factions have access to this theme.

If you want to play this theme thoroughly you'll need to buy models that otherwise don't work for your main Faction. On the other hand, this theme is a great stepping stone to expand from your first Faction into a second.

There is advice on planning your purchases at Crossing the Themes.

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If you want to use this theme in a two-list tournament then your second list can be either a Trollblood or Minion list, regardless of which caster you use in this theme.

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New theme - This article is a Work In Progress
This theme has only recently been released/spoilered, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't really count) and (2) you've reviewed this article and it mostly(★) matches your experiences.

(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.

Vengeance of Dhunia in a Nutshell

The new theme force focuses, thematically, on the children of Dhunia (including Farrow, Ogruns, and Gobbers) and their combined use of military tactics and divine magic.

This was a tricky theme force to design, as it had to not step on the toes of Kriel Company or Power of Dhunia. It's sort of the hybrid of both, while having some very distinct features. This theme is very capable of playing beast-heavy, it can go full on ranged (though likely not as well as Kriel Company, which is intentional), but most often we expect to see it played in a combined arms manner. Which is our goal. If it runs beast lists better than most Power of Dhunia lists, or runs ranged lists better than most Kriel Company lists, then something has gone wrong. As stated, this is hybrid theme with a lot of versatility, and that is its strength in our opinion. It isn't strictly made for just one type of list or strategy, you've got options.

All models in the army count as both Trollblood and Farrow, meaning all Faction buffs work on any model in the army. It also means that, with the benefit of Attuned Spirit [Trollblood[, since Farrow beasts count as Trollblood beasts in this theme force, troll warlocks now have access to things like Lightning Strike, Countercharge, etc and farrow warlocks get a whole new pigpen to play in.

LOS logo.jpg

Line of Sight article : A Brave New VoD
Written by Trollock (aka Joakim Langebäck) in 2020.12, this is a detailed look at the theme from a Troll player's perspective.

Theme Weaknesses

No Runebearer

This is the only Trollblood list that cannot bring a Runebearer, which is honestly quite crippling for most Trollblood casters, as Spell Slave and the extra control range are vital tools for the faction.

No extra Minions

Unlike normal Trollblood themes, you're not allowed up to one extra Minion solo/unit. This also limits your access to Partisans like Blythe & Bull.

Limited fury management

You cannot take Troll Whelps in this theme, meaning your main sources of fury management are Archons and Swamp Gobber Chefs

List-Building Tips

Requisition Cards

  • Your most expensive requisition options are Ledfoot & Tredz at 7 points and then the Dhunian Knot, Dhunian Archon, and Hutchuk all at 6 points. Ledfoot & Tredz is a good inclusion for most armies for their Ride Along ability and double Archons are one of the themes main selling points for Troll players, so you should seriously consider making this your Requsition package, totalling at a whopping 19 free points, which is more than many other themes can take for free. If you aren't down on L&T, any combination of Dhunian Archons and Knots can be valid, depending on how much you value their respective abilities for your army composition. Hutchuk is the most situational of the models listed to he's been omitted.

Units

  • Krielstone - Probably the main draw for minion players. It's +2 ARM aura does wonders for the squishy Farrow heavies who reach a statline of DEF 12 and ARM 20, better than any Khador heavy. ARM 19 Valkyries are also able to do their job that much better. Any brick caster can exacerbate this even further, looking at you Azazello and Carver.

Warlocks

  • Azazello - Champions are everything he ever wanted. They are DEF 14 with Riposte against charges due to defensive line, DEF 16 in melee with Duelist during his feat. They really love Beacon as a speed buff and Phantasm so they cannot be shot. His feat makes them ARM 19 and P+S 15 weapon masters. Add in a Champ Hero and Boomy3 to layer the buffs even more (Boomy is also a great Storm Rager). On top of that he gets access to all the great support pieces. The Kriel Stone gives his army another +2 ARM and + 1 STR. Dhunian Archons heal his troops and negate attacks, Gudrun the Wasted increases DEF against shooting.
  • Borka1 - He cant even take the Runebearer so thats no problem. He loves a unit of Champions for Arcane Ward, so thats great. He also likes having Ledfoot to extend his personal threat, and he extends the threat of M&M which is something they very much like. Extending threat ranges is also great for the battle engines and you can come up with real wonky stuff here. There is grounds to play the Northkin Elder for the stone here as that makes Borka and the Champions insanely strong. He easily murders what ever he reaches then. Not having a Fell Caller IS an issue and you need to account for lack of Pathfinder in list building, though. Mosh Pit can help against larger targets though as you only need to hit them once to knock them down.
  • Ragnor - Ragnor immensely benefits from friendly faction Rorsh & Brine as well as Malvin & Mayhem. He can Dig In Rorsh and with the Kriel Stone aura, he can happily camp somewhere, enjoy premium stats and plink away with his gun, while Rorsh loves the Rush or Flaming fist animus. Champions love Pulveriser, while M&M love the Pyre Troll animus and his feat plus the Stone aura in turn.
  • Gunnbjorn1 - He generally likes his Runebearer to make Guided Fire Cheaper and his feat cover more ground, but access to Road Hogs is really, really good for him and all his favourite ranged units are in the theme, too.
  • Grissel1 - She dearly misses the Runebearer for a second Bounless Charge, but she is also really, really good with friendly faction M&M, and L&T, Boomy2 and the Knot are very good pieces for her to have alongside Champs.
  • Grissel2 - She wants to cast Far Strike every turn and she can do it for free in this theme, so she won't miss the Rune Bearer taht much. She loves casting dash and Deflection on Champions and then running them into some trenches for annoyingly high DEF values, the Knot is awesome for Puppet Master to hit her gun reliably and the Razorback Crews are also deceptively powerful with her. Oh and of course, Unyielding on M&M is gross.

Lesser Warlocks

  • Rorsh & Brine is the only lesser warlock you can take in this theme and not only do they become friendly faction to trollblood models and thus can be affected by the Kriel Stone aura and Flaming Fists, Rorsh also gains the ability to run Troll Blood warbeasts himself. This might be niche but it opens up some fun combos like a Far Strike'd Rorsh if you take a Troll Impaler.

Warjacks

  • Raluk Moorclaw - Raluk is your resident jack marshal in this theme, and as per the wording of the theme benefit he can take even character jacks AND they will always be friendly faction to the rest of your army. You will want to run them under Azazello, Grissel1 or Kolgrimma so they can hand out free charges so Raluk can order the jack to Crush!
    • Scallywag - Scallywag is probably the best investment in terms of cost-output ratio thanks to his 4 initial attacks (with assault) and low cost. Under the Crush! order, Gang Fighter, Flaming Fists and the stone aura you are looking at 4 melee attacks (3 at P+S 17, one POW 16 Point Blank attack) and a POW 12 Assault attack. Under the stone Scally will also be ARM 18.
    • Swabber - Lash and Girded keep Raluk safe and with Drive: Assault it can make excellent use of it's drag gun. To boot, it's also a ARM 22 Shield Guard under the Stone Aura.
  • Malvin & Mayhem - They take exceptionally well to pretty much any sort of buffs, be it the + 2 ARM and +1 STR from the Stone, Flaming Fists from a Pyre Troll, and any caster buffs. They are not tied to any control or CMD area and can thus work independently as well.

Starting a 25 point list

Text

Trollblood recap (for Minion players)

This section is aimed to quickly introduce Minion players into the "top picks" from Trollbloods that they should look at buying first.

Troll Warlocks

  • Borka1 - he doesn’t miss the Runebearer as he is never allowed to take one anyway. Farrow typically have higher defence than Trolls.

Troll Warbeasts

  • Dire Troll Bomber or Troll Impaler - Far Strike is a really good animus that minions don't have acces to otherwise. However, onl Helga1 and Azazello have a gun which can be snipe'd
  • Pyre Troll or Slag Troll - They are both cheap melee damage buffs on legs and are competent offensively too.
  • Night Troll - A Great control piece with it's animus and it has three initials.
  • Troll Basher - Of particular note with Helga2, because boosted attack rolls from Wild Ride and Crit Stagger are a thing of beauty
  • Troll Axer - Rush on a stick.
  • Troll Bouncer - A solid shield guard with Earth's Blessing for your warlock.

Troll Other

  • Krielstone Bearer & Stone Scribes - Quite simply a walking +2 ARM buff. It takes most defensive stats from average or good to amazing
    • Stone Scribe Elder - Never use the stone without one. +1 STR, anti stealth and incorp tech, or immunity to continuous effects are amazing utility.
  • Trollkin Champions - They are very well statted multi wound infantry, to the point where any stat buff makes them very obnoxious to take down. Azazello loves them to bits.
  • Trollkin Barrage Team - Very good long range shooting at a good price. If you just need a unit to score zones with and take potshots in an otherwise beast heavy list they are your guys.
  • Dhunian Knot - They can be free and they protect everything between them with their triangle against knock down and stationary and hand out an extra attack die to magic attack rolls.
  • Thunderstone Brug - He's a great boon to any model with a gun, including your warlock.

Minion recap (for Trollblood players)

This section is aimed to quickly introduce Trollblood players into the "top picks" from Minions that they should look at buying first.

Minion Warlocks

  • Lord Carver, BMMD, Esq. III basically has Batten Down the Hatches and Mobility. And +3 ARM for the battlegroup is awesome on trolls, even if his feat only affects Farrow.
  • Helga the Conquerer may have the most fun feat in the whole of Warmahordes with all the models getting to slam with melee attacks. Field Marshal: Gang Fighter is excellent on Troll beasts because it makes them MAT 8 and makes them hit way harder. Pgy Borrowers popping up and slamming enemy models towards your army is hilarious!
  • Helga on Wheels turns her entire battlegroup into cavalry with reposition, which can be hilarious with the Bashers Critical Stagger.
  • Lord Azazello, The Castellan has an impressive bricky feat that works far better with Trollblood Champions than anything the Farrow have and a nice range-amplified spell list.

Minion Warbeasts

Heavy

  • War Hog - an ultra-cheap no nonsense beatstick. Most comparable to a Dire Troll Mauler statswise, but with out the Rage buff. Instead it has it's own damage buff just for itself, sacrificing d3 damage boxes for +2 STR (which you can heal off with an archon) instead of 2 Fury for +3 STR, making the Hog more efficient Fury wise.
  • Road Hog - a fast (SPD 7) model with a 10" spray. Does everything almost well - which means that strong buffs can turn this into a threatening beast in a lot of directions.

Light

  • Battle Boar - The Primal animus for hit and damage is the main thing the Battle Boar brings to the table.
  • Gun Boar has a solid high explosive gun. There's normally better among the elemental light trolls because Counterblast is not that vital of an animus.
  • Splatter Boar is mostly for Gunnbjorn2 as a source of the Lucky Shot animus. Any warlock running War Wagons might gets mileage out of one or two though.

Minion Other

  • Farrow Valkyries are effective shield guards who can mix it up both in melee and at range.
  • Rorsh & Brine - lesser warlock with silly movement shenanigans.
  • Swamp Gobber River Raider one point per model, can contest zones, and can produce sheer absurdity with Helga the Conqueror
  • Hutchuk, Ogrun Bounty Hunter - rust for a debuff
  • Boomhowler2, Boomhowler3 - partisans, but it needs reminding that these guys exist.
  • Gudrun the Wasted + 2 DEF against shooting is very good with lots of beefy models.
  • Malvin & Mayhem - They are an independent warjack you don't have to fuel with some amazing rules. They take exceptionally well to buffs and this is the only place where they are friendly faction to Trolls.

Other

Trivia

Released 2020.11

Other Faction 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
Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh


Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Underchief Mire - Wrong Eye


Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
 
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries

Gatorman

Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech

Unaligned

Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman

Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw

Unaligned

Alten Ashley - Boomhowler2 - Boomhowler3 - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Death Archon - Dhunian Archon - Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin1 - Gubbin2 & Dez2 - Gudrun1 - Gudrun2 - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Kogan the Exile - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Underchief Mire - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin & Mayhem
 
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2021.03

Rules Clarifications

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Rules Clarification : Attuned Spirit      (Edit)

  • Attuned Spirit only changes the fury cost, not any other restrictions. So the warbeast needs to be in your CTRL range, it needs to have not "lost" its animus (to Unminding or similar), etc.
  • If you have Attuned Spirit normally, and also gain it from a theme (for example Borka2 in Vengeance of Dhunia) then:
    • you don't get to use Attuned Spirit twice per activation.
    • you choose which version of Attuned Spirit you use, each time you use it.
    • (Infernal Ruling)
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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)