Hunters Grim

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Trollblood Logo.jpg

Grim
Trollblood Warlock Unit
Muggs & Krump
Character Troopers

When leaders like Madrak Ironhide and Grissel Bloodsong require the completion of missions in the most remote and inhospitable reaches, it is to Grim Angus they invariably turn. He and his band comprise the first line of defense for the United Kriels. In all his tasks Grim is assisted by a pair of pygs, Muggs and Krump, that have become the core of his team. In short order the pair learned to grasp Grim’s complex system of gestured signals and to fight smoothly alongside him even in silence, all three of them coordinating precise ambushes while tracking down their enemies. Grim has taken the time to teach Muggs how to use his snare gun and has come to entrust the pyg with it, while Krump has proven quite capable of devising and implementing cunning snares even in the midst of battle.

Basic Info

Warlock Unit - All warlocks come with a stack of standard special rules - most notably being awesome. Furthermore, this warlock comes with some grunts that can be ordered around. Click here for a newbie-friendly recap, or click here for the full rules.

  • This unit is made up of Grim (warlock), plus Muggs and Krump (character troopers).

Grim

Grim2
Missing Info
HuntersGrim.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 7
MAT 6
RAT 8
M.A. N/A
DEF 16
ARM 15
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP +25
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Feat: On My Mark

While in Grim's control range, friendly Faction models gain Mark Target and their ranged weapons gain Snipe. On My Mark lasts for one turn.

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.
Snipe - This attack gains +4 RNG.

Abilities

Weapons

  • Headhunter - 13" range, POW 13 ranged weapon
  • Gun Blade - 1" reach, P+S 12 melee weapon

Spells

COST RNG AOE POW DUR OFF
Mage Sight

2 Control 5 - Upkeep -
Place a 5" AOE completely within the spellcaster's control range. While a model is within the AOE, models in the spellcaster's battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
Mirage

2 6 - - Upkeep No
Target friendly Faction model/unit gains Apparition.
Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.
Mortality

3 10 - - Round Yes
Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed from it. Mortality lasts for one round.
Pursuit

2 8 - - Upkeep Yes
If target enemy model/unit advances during its activation, one model in the spellcaster's battlegroup that is in its control range can immediately make a full advance.

Muggs

Muggs
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 5
RAT 6
M.A. N/A
DEF 14
ARM 12
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Pathfinder symbol.jpg Pathfinder
  • Tough symbol.jpg Tough
  • Granted: Reposition [3"] - While this model is in formation, models in its unit gain Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.)
  • Pyg - Muggs is a Pyg model, but the unit isn't.
  • Take Down - Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.

Weapons

  • Snare Gun - 8" range, POW -nil- ranged weapon
  • Hand Axe - 0.5" reach, P+S 8 melee weapon

Krump

Krump
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 5
RAT 6
M.A. N/A
DEF 14
ARM 12
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Pathfinder symbol.jpg Pathfinder
  • Tough symbol.jpg Tough
  • Granted: Circular Vision - While this model is in formation, models in its unit gain Circular Vision. (Circular Vision - Models never gain a back strike bonus against a model with Circular Vision.)
  • Pyg - Krump is a Pyg model, but the unit isn't.
  • Take Down - Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
  • Trapper [5"] (★ Action) - Place a 5" AOE in base contact with this model. The AOE remains in place for one round. Living and undead models entering or ending their activations in the AOE suffer a POW 10 damage roll. Models damaged by Trapper become knocked down. Models with Flight are not affected.

Weapons

  • Blunderbuss - 8" range, POW 12 ranged weapon
  • Hand Axe - 0.5" reach, P+S 8 melee weapon

Theme Forces

  • Other Factions

Thoughts on Grim2

Grim2 in a nutshell

Hunter's Grim is a ranged support warlock unit, rivalling Captain Gunnbjorn for the premier ranged Trollblood position. One big alpha turn of shooting really helps. His spell list encourages concentrated fire, as Mage Sight and Mortality only affects a single unit/model. Use them on feat turn to take out a heavy or an important unit, two if you have the Runebearer. Even better, cripple two heavies and knock down another one with Muggs' Snare Gun.

Feat thoughts

You use his feat when you get into range. Use dispensable models like Whelps to trigger it. Because of the theme benefit in Kriel Company the extra range is often the better part.

There is some odd Skornergy with this feat Mark Target needs models close to the action. But Snipe helps models out of range, rarely will they both come up on the same target.

Spell thoughts

  • Mirage is an awesome threat extender. You can put it on a low RAT shooting units like Pyg Bushwhackers to let them get in range and aim. Their RAT becomes 8 with aiming and the feat. It can also be put on Grim himself to help Mugg and Krump aim.
  • Mage Sight deals with a lot of stuff. Including pretty effectively with Circle's Wurmwood, meaning that the Hunters Grim are an effective counter to one of the current metagame problems. It can only covers a few models however, so concentrate your firepower.
  • Mortality and Pursuit are both risky to use, as that means Grim has to play forward. However they combo well with Reposition as Grim can cast the spell and reposition back behind a wall/cloud/forest. Mortality can also be casted by the Runebearer, which means you cast two per turn or keep Grim back.
  • Mortality prevents healing, which means you can cast it on a warjack/warbeast, cripple its systems, then kill it next turn. Grim's army can neutralize two warjacks a turn with the Runebearer and this spell.

Drawbacks & Downsides

  • He does little for melee. Mortality reduces DEF and ARM and Blood Lure lets your beast charge for free. Mirage is essentially a 2" speed buff for one unit.
  • Cannot deal with incorporeal enemies.
  • A problem with any gunline is that they have to stay back, giving opponents easy access to the Scenario.
  • Muggs and Krump have significantly lower DEF, than Grim. Minus 2 DEF is just enough, that an opponent with slightly above average FURY/FOCUS can reliably put a unit-wide debuff upon them, which will threaten the survival of Grim. Watch out for Crippling Grasp, Calamity, Parasite, Mortality and the like.

Tricks & Tips

  • Muggs and Krump are both effective but disposable. Trapper protect the army from single wound Weapon Master infantry.
  • Cast spell, shoot, then reposition to safety.


List Building Advice

Strategy

His main win condition is BOOM! Again, concentrate firepower, take out important models before they have the chance to retaliate.

Theme Thoughts

The Hunters Grim like ranged combat. This immediately points to Kriel Company - but there's also a lot to be said for Storm of the North.

    Kriel Company    

    Storm of the North    

    Power of Dhunia    

  • Dhunian Knot - They help Muggs, Krump and the Runebearer hit. Also having rerolls for the Bomber is always better.

    Support models - Various themes    

  • The Krielstone. He's a lot less battlegroup-centric than Gunnbjorn and appreciates more units.
  • Runebearer - Casting Mortality so you can have two debuffs per turn or not risking putting Grim on the front line, which is always a good thing.
  • Troll Whelps - They help the Hunters Grim manage fury, and are also perfect to trigger the feat.

Battlegroup

  • Slag Troll - Shoots things, especially warjacks and construct warbeasts, hard.
  • Dire Troll Bomber - Trollbloods best ranged warbeast really likes Mark Target, while he has Far Strike innately on feat turn it allows him to boost an extra roll.
  • Glacier King - Loves being given Snipe, and hitting easily.
  • Ice Troll - a good value shooter that like other battlegroup shooters loves snipe and Mage Sight.
  • Pyre Troll - updated 11/2020 with an animus that can be put on anything Faction plus a ROF 2 gun, he should make an appearance in almost all Troll lists.

Other

Trivia

Released in Hordes: Gargantuans (2013)

Other Trollbloods 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 Attachment

Trollkin Runebearer

Lesser Warlocks

Horgle1 - Madrak0

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 - Dozer & Smigg - Earthborn Dire Troll - 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 - Horgle1 - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Madrak0 - 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: 2021.10

Rules Clarifications

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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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.
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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Take Down      (Edit)

  • If you have Take Down innately, then the RFP is not optional.
  • If you have Take Down granted by a theme force benefit, then the RFP is optional.
    • If you choose to RFP at boxed, you don't get to trigger anything that happens at destroyed (such as Cleave).
    • If you choose not to RFP them, they're destroyed normally. They produce corpses, can be returned to play, etc, and most importantly you can trigger stuff at "destroyed" (such as Cleave).
  • Technically the theme benefit doesn't actually grant models Take Down, it just gives them a rule with almost the exact same wording as Take Down.


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Blood Lure - None yet. (Edit)


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Rules Clarification : Mage Sight      (Edit)

  • Mage Sight's AOE allows LOS to models in the AOE, not to points on the ground. So it doesn't help with stuff like Siege trying to place his Ground Pounder attack. (Infernal Ruling)
  • You ignore Stealth when making the attack, but not when determining LOS. So if there is an model with Stealth intervening between the attacker and the Mage Sight-ed target, then you treat it as normal (if it's within 5" it'll block LOS, if it's more than 5" away it won't).
  • You ignore all clouds/forests between you and the Mage Sight-ed target, even if that cloud/forest is blocking LOS to the Mage Sight template itself. (Infernal Ruling)
    You need to check LOS to your target before you can declare you're attacking it. When you check LOS to a Mage Sight-ed target, you get to ignore clouds/forests.
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Rules Clarification : Mirage      (Edit)

  • The upkeep needs to be paid before you can get the Apparition move. Refer Step 4 vs Step 5 of "Control Phase" in the core rulebook.
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Rules Clarification : Apparition      (Edit)

  • Apparition is an "Other" Control Phase effect, so it happens at Step 7 of the Control Phase.
    • It happens after paying for upkeeps, Power Up, etc
    • If you have another "Other" Control Phase effect, you get to choose the order to resolve them.
  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you'll still be in the melee range of anything with RNG 2 or higher.
  • Unit members must always be placed in formation. Refer to the "Placed" section of the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where it likes.
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Rules Clarification : Mortality      (Edit)

  • Mortality prevents models removing damage, but it doesn't prevent secondary effects associated with that heal rule (if there are any). For example:
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Rules Clarification : Pursuit and/or Shadow     (Edit)

  • Pursuit/Shadow do not grant immunity to free strikes.
  • Pursuit/Shadow trigger off any in-activation movement (such as Sprint or Reposition). It doesn't trigger on out-of-activation movement (such as Locomotion).
  • If put on an enemy unit:
    • The unit's Normal Movement will trigger it once (not once per trooper).
    • "Unit-wide movement" (such as Reposition) will trigger it once (not once per trooper).
    • "Individual movement" (such as Overtake, Side Step, etc) will trigger once per individual movement.
    • (Infernal Ruling for the above points.)


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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 : Snipe      (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.


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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.
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Rules Clarification : Knockdown      (Edit)

  • 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.
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Rules Clarification : Circular Vision      (Edit)

  • This only prevents the normal bonus afforded from back strikes. It does not prevent things such as Backstab, which simply requires being in the rear arc.
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Rules Clarification : Trapper      (Edit)

  • 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.


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Note to Editors
To edit Muggs' tagged abilities, Click here <br To edit Krump's tagged abilities, Click here