Trollkin Warders

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Trollblood Logo.jpg Trollkin Warders

Trollblood Unit

Trollkin warders dedicate their lives to the defense of not just their chieftains and shamans, but also the kith and kin least able defend themselves. When warders take up defensive arms, they do so with zealous fervor. Shouting the words of their oath and the battle cries of their kriels, they challenge any who would dare harm those they are sworn to protect.

Basic Info

Trollkin Warders
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 12
ARM 17
ESSENCE {{{essence}}}
HP 5 each
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 3 or 5
COST 10 or 16
3.2 pts each
Warcaster 1
the Statblock


  • Tough symbol.jpg Tough
  • Carapace - This model gains +4 ARM against ranged attack damage rolls.
  • Roadblock - This model provides cover to friendly models as if it were an obstacle. This model loses Roadblock while it is incorporeal or knocked down.
  • Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.


Battle Weapon
Sword icon.jpg  RNG   POW   P+S 
2 4 11
  • Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.

Weapon Attachment

As with most Trollblood units, they may have a Trollkin Sorcerer weapon attachment. His info has been omitted for brevity.

Theme Forces

Recent Changes

2020.11 Vengeance of Dhunia CID

Thoughts on Trollkin Warders

Trollkin Warders in a nutshell

Tough, Shield Guards. ARM 21 vs ranged attack ARM 23 when under the Krielstone, Warders have one real job : soak up bullets. But they can fight in melee as a second choice.

Roadblock is a situational buff but it can help casters like Madrak1 deliver other models by stacking defence. Gaining Carapace but losing Wall of Steel helps the unit spread out for shield guard and is an extra 2 armour against guns; but it comes with the downside of them being considerably weaker when in melee or vs offensive spells.

When deciding wether to run Warders or not you have to ask yourself if the rest of the army can make up for their minimal offensive output if you utilise shield guard and roadblock on turn 1 and 2. If your enemy runs a minimalist ranged game you may be better suited to another unit of Trollkin Champions or the Sons of Bragg

Combos & Synergies

  • Krielstone helps their survivability. They want to be tough to tank incoming fire.
  • Anyone and everyone you don't want shot. How useful they are depends more on your opponent than you but there is no one they don't go well with so it's hard to call out specific combos for them.
  • Ragnor1, Madrak3,and Grissel2 all help their survivability on feat turn.
  • Madrak2 - Blood Fury and his feat minimise the single attack, they also help deliver other models which Madrak needs.

Drawbacks & Downsides

  • They don't hit hard for their points. Just absorb hits at range very well thanks to the stone buff and Carapace.
  • They are too expensive to be spammable even as a min unit and spammable shield guards is what the game is all about nowadays.
  • It is generally not worth upgrading a min unit to a max unit because you are paying 6 points for just two bodies with the Shield Guard rule. For two points less than a min unit you can get a unit of Farrow Valkyries which are less durable and unable to take friendly faction buffs in Band of Heroes, but have a higher volume of attacks and Vengeance. There is also basically zero opportunity cost in regards to the minion unit slot as Trollblood only realistically hire Valkyries or a Bellows Crew as minions, if any. This also make the max unit option even less appealing because then you are paying double the price for Valkyries but only get two extra Shield guards, and 8 points is a LOT, especially when models like Boomhowler3 exist. TL/DR: Instead of paying 16 points for 5 shield guards you can also pay the same price for 3 shield guards and a beefy solo, or multiple smaller ones. Choose wisely.

Tricks & Tips

  • Remember they aren't bad fighters, they won’t do much to heavies but they are still trolls
  • Shield Guard works even while you're out of formation. If you don't need them fighting next turn, spread them out and protect your high-risk models!



Released in Hordes: Gargantuans (2013)

Other Trollblood models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar

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

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


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 : Powerful Charge  and/or Brutal Charge     (Edit)

  • If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Carapace - None yet. (Edit)

RC symbol.png

Rules Clarification : Roadblock      (Edit)

  • A Roadblock model does not count as intervening terrain for melee attacks.
  • A model does not provide Roadblock itself. A model cannot be an intervening model to itself. (Infernal Ruling)
  • Shadow Fire vs Roadblock (Edit)
    • If you use Shadow Fire vs a Roadblock model then the Roadblock will still grant cover to nearby models; even though you can "see right through it".
    • Because the rule for getting cover from an obstacle is simply: does a line pass between the attacker and target that goes over/through the obstacle? Is the target within 1" of the obstacle on that same line?
    • In other words, whether the obstacle actually blocks LOS or not isn't relevant.
RC symbol.png

Rules Clarification : Shield Guard and/or Shadow Guardian     (Edit)

  • You can't use this ability vs spells.
  • You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
  • When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.
  • Shield Guard only
    • You can link Shield Guards together. Model A is hit, Model B uses Shield Guard to take the hit from A, then model C uses Shield Guard to take the hit from B, etc. (Infernal Ruling)
    • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
    • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
    • The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)