Thumper Crew

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Trollblood Logo.jpg Thumper Crew

Trollblood Trollkin Weapon Crew Unit

Thumper and pummeler cannons are the most powerful mobile artillery possessed by the Trollbloods. Originally naval cannons donated to the kriels, thumpers fire devastating cannonballs that punch through walls of enemy fortifications and flatten their warbeasts. The trollkin-designed pummeler instead fires devastating chain shot used for breaking troop formations from a distance, ideal for thinning enemy lines and mowing down anything in its firing arc.

Basic Info

Thumper Crew
Missing Info
Thumper-crew.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Gunner / Grunts
BASE Large / Medium
SPD 2 / 4
STR 6
MAT 5
RAT 5
M.A. N/A
DEF 12
ARM 14
CMD 5
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1 each
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 1 Gunner 2 Grunts
COST 5
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Gunner
    • Officer symbol.jpg Officer
    • Tough symbol.jpg Tough
    • Mobile Artillery - When this model advances as part of its Normal Movement, it gains +1" movement for each Grunt in this unit within 2" of it at the start of its advance.
    • 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.
  • Grunts
    • Tough - As above

Weapons

  • Gunner
    • Thumper - 14" range, POW 16 ranged attack
      • Momentum - A small- or medium-based model directly hit by this attack is slammed d3" directly away from this model. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down.
    • Axe - 0.5" reach, P+S 10 melee attack
  • Grunts
    • Axe - As above

Theme Forces

Recent Changes

No changes since 2019.12

Thoughts on Thumper Crew

Thumper Crew in a nutshell

The Thumper Crew is artillery - decently long ranged and hard hitting and designed to knock down big enemy targets. It's not terribly accurate but can ding whatever it hits. Harder hitting than any of the ordinary shooting units, it does its job but the lack of boosts shows for damage.

Combos & Synergies

  • Grim Angus, Hunters Grim, and Captain Gunnbjorn all go really well with the thumper.
    • Captain Gunnbjorn - offers snipe and good protection on feat turn. But what he is best at is setting up rock walls to slam targets in to.
  • Boomhowler2 getting into a good position turn 1 is easier with Reposition[3].
  • Knock something down with Momentum, then follow up with a Razorback Crew and Brutal Damage, or Ground Pounder from a Gunnery Sgt.
  • Gunnery Sergeant - Veteran Leader for better hitting odds, Artillerist, Spyglass, Ancilliary Attack.
  • Gunnbjorn2 - He has some neat Battle Plans for them, strips Stealth and Shield Guard and has a feat that interacts with AOEs.

Drawbacks & Downsides

  • It's light artillery - it's slow, it's squishy, and incoming fire has right of way. If the Thumper is in range then there are a lot of things that can walk into range and fire back.
  • Shield Guards ruin its day - the same way they ruin any non AOE single shot, but on the thumper this can cost you a necessary slam and potentially hitting / knocking down another model

Tricks & Tips

  • Unlike most light artillery, the Thumper is not Man-Sized.


Other

Trivia

Released in Hordes: Evolution (2007)

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

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 : Tough - None yet. (Edit)
Rules Clarification : Mobile Artillery - None yet. (Edit)

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 : Momentum      (Edit)

  • Huge-based models with Momentum don't get the +2" slam distance that normally applies when huge-based models slam smaller ones. Because that bonus movement only applies to a Slam Power Attack and Momentum is an effect of the weapon, not a Power Attack.
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
RC symbol.png

Rules Clarification:  : Slam      (Edit)
(Click Expand to read)

  • If you slam someone via a Power Attack the distance they move depends on relative base sizes.
If you slam someone via a weapon or spell, the distance they move will be as per that weapon's/spell's rules text. Sometimes it doesn't depend on base size.
  • Obstacles stop slams, but they don't stop throws.
Obstructions stop both.
  • If three models are B2B and in a triangle formation, and you slam one toward the other two, it will contact both those two models simultaneously. (Infernal Ruling)
  • You can add model special rules (such as Gang) to the damage roll.

Power Attack Slam

  • You don't add any special rules on your model, unless it specifically refers to Power Attack Slam (such as Hard Head)
  • You can use an "any time" ability after resolving the slam movement but before the slam attack roll. (Infernal Ruling)
  • The range of a Power Attack Slam is irrespective of your weapon range:
    • A Power Attack Slam made by a colossal or gargantuan has a 2˝ melee range.
    • A Power Attack Slam made by any other model has a 0.5˝ melee range.
  • You can boost the damage roll.

Weapon Slam (ie Smite)

  • You use the weapon's full P+S, not the attacker's base STR.
  • You can add weapon special rules (such as Weapon Master) to the damage roll.
  • You can boost the damage roll (and if you charged, it is auto-boosted).