Thagrosh, the Messiah
Thagrosh, the Messiah |
Thagrosh is no longer ogrun. He has become Everblight’s true avatar. It is as though the dragon lurks just behind the top layer of his thoughts, a vast alien presence looking through his eyes and speaking with his tongue. Similarly, the draconic temper increasingly dominates Thagrosh’s mood. This fury is a brand of searing iron that ignites the pure dragon blood pumping through his veins, pushing him to crush and humiliate each foe he faces.
Basic Info
Thagrosh2 | |||||||||||||||||||||||||||||||
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- Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat - Dragon Storm
After all friendly models have completed their activations this turn, each warbeast in Thagrosh's battlegroup that is in his control range can make a full advance followed by one basic melee attack. Completely resolve each warbeast's movement and attack before moving onto the next.
Abilities
- Flight
- Tough
- Athanc - Immediately after leeching, this model gains up to its FURY in fury points. It cannot exceed its FURY in fury points as a result of Athanc.
- Blood Spawn - Once per game, when this model suffers damage from an enemy attack and the damage is not transferred, after the attack is resolved you can add to play a non-character Faction lesser warbeast in play anywhere completely wihtin 3" of this model. The warbeast is part of this model's battlegroup. The warbeast cannot activate this turn.
- Sacrificial Pawn [ lesser warbeast ] - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal {{{2}}} within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. The Sacrificial Pawn special rule can only trigger once per attack roll.
Weapons
- Blight Fire - 10" spray, POW 12 ranged attack
- Damage Type: Magical
- Continuous Fire
- Critical Freeze - On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
- Rapture - 2" reach, P+S 18 melee attack
- Damage Type: Magical
- Eruption of Ash - If a model is boxed by an attack made with this weapon, center a 3" AOE cloud on it then RFP it. The AOE is a hazard that remains in play for one round. Enemy models within the AOE when it is put into play suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.
- Claw - 0.5" reach, P+S 14 melee attack
Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Aggravator
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3 | SELF | CTRL | - | Upkeep | No | |
While in the spellcaster's control range, friendly Faction warbeasts gain Hyper-Aggressive.
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Dragon's Blood
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2 | 6 | - | - | Upkeep | No | |
(1) Target friendly Faction model/unit gains +2 ARM. (2) When an affected model is disabled by a melee attack, the attacker suffers the Corrosion continuous effect. (3) Models are not affected while out of formation. | |||||||
Manifest Destiny
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3 | SELF | Control | - | Turn | No | |
While in the spellcaster's control range, models in its battlegroup gain an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll. Manifest Destiny lasts for one turn. | |||||||
Scourge
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4 | 8 | 3 | 13 | - | Yes | |
Models hit by this attack become knocked down. |
Theme Forces
- Children of the Dragon. He gains Tactician [Blighted] in this theme.
- Oracles of Annihilation. In this theme he can start the game with friendly upkeeps in play. Also, enemy models that end their activation within 2" of him suffer continuous corrosion.
- Primal Terrors
- Ravens of War
Recent Changes
No changes since 2018.03
Thoughts on Thagrosh2
Thagrosh2 in a nutshell
Thagrosh is a brutish powerhouse of a warlock and a poster child of Legion's archetypal battlegroup swarms thanks to his battlegroup enhancing spells and feat. Manifest Destiny is a superb army multiplier, which, combined with his feat allows his beasts to strike hard twice when used correctly.
After his CID cycle he now bears a lot of similarities with another dragon-aligned warlock, namely Lich Lord Terminus:
- Both have a destructive melee attack and a respectable spray template to toss around
- They have identical stats and mobility, plus their large base makes screening difficult
- To survive against gunlines, they can pass down unwanted shots to their lesser brethren via SacPawn
While Terminus is a powerhouse warcaster by himself, Thagrosh is a potent support warlock. With access to a small amount of board control through Scourge and an ARM buff in Dragon's Blood, Thagrosh has answers to a fair few questions. That said, his primary strength is, well, his strength - Thagrosh is an ARM cracker through and through.
Like many other large based warcaster and warlock in the game, Thagrosh's actual stats belie his stature and large base. Though with his improved ARM and DEF he has a fair staying power (bearing the highest DEF+ARM stat in the faction), it is just enough that unboosted POW10s now start to fail to hurt him. His ARM reaches impressive levels with the help of Spiny Growth - on par with an average Khador heavy - dedicated assassins can still dispatch him. That all said, he is personally an offensive force to be reckoned with, hitting as hard as a Carnivean, and can contribute to the fight himself with great effectiveness if you can ensure his safety the following turn.
He struggles to be as powerful a warlock as he could be thanks to his deceptively kill-able nature, but is a strong choice in Legion's stable of leaders when he can be kept safe and sound.
Feat thoughts
Thagrosh wants a larger battlegroup to make the most out of his feat, and in his battlegroup should be a lot of self-sufficient attacks to make the feat attack extra punchy since the feat attack is out of activation - something to keep in mind for beasts like Zuriel, who relies on his combo strike to punch heavier targets. A common use is to apply the alpha strike, then use the feat to jam Raeks or similar high DEF beats, while moving the heavy hitters back for a second alpha; a similar tactic to that of Vayl1, with the added bonus of a free attack. Remember that this movement does not ignore free strikes, so be careful when choosing what to pull back and what to jam with.
This feat is also extremely useful if the enemy has tricks that deny charging, like Polarity Field/Shield, or Zerkova1's feat. Though your damage rolls will be unboosted, you can still punch in, which is much better option than just walking in, and jamming the lines, or getting charged/shot into the face.
Spell thoughts
- Dragon's Blood - Put this on a unit in front of Thagrosh to protect him, or your favorite beast you want to make a pain to remove. The corrosion on kill aspect of this spell is mostly fluffy, and kind of not the greatest, since it doesn't even have a chance to kill/damage until the following turn, assuming it doesn't expire.
- Units technically allow you to get more out of the corrosion half of this spell, but Thagrosh tends to not like too many units, so making a tanky beast tankier is often a good choice.
- Manifest Destiny - Manifest Destiny should be up pretty much every turn unless you have a very good reason to do otherwise. Due to the additional die, models that can boost can roll four dice and drop the lowest. This can make armor cracking pretty reliable, basically adding 1,5 to your rolls (50% of the value you statistically gain with boosts). Critical effects have slightly bigger chance to happen, but since you must discard the lowest die from your rolls, it is still a little risky to build your strategy around.
- Scourge - Knock something down, make it easy to hit. Very expensive spell, but if it hits something with a high DEF then that model will be much easier to kill. Look for casters standing next to easier to hit targets, or perhaps have a Harrier swoop in and shoot it in the back, as the entire template is a knockdown on direct hit. Also, if you can deliver a Spell Martyr within 5" of a small based target, the template still lands on it (maximum scatter distance).
- Aggravator - This spell replaced Unnatural Aggression, but is still more of a deterrent. Gunlines will think twice damaging your warbeasts between this spell and your feat. Be careful; some opponents may purposely damage the beasts in order to pull them out of position, but remember that you can choose to advance 0" if you're smelling something fishy. Also, the move must happen directly toward your opponent.
Ability thoughts
- Weapons
Thagrosh's weapons come in handy and help him maintain a personal presence on the battlefield, so don't forget you have them. Rapture hits at heavy warbeast levels, and Blight Fire can clear jamming infantry, or in a pinch set up a clutch stationary model for murdering.
- Eruption of Ash'
This is more useful than ever for Thagrosh thanks to his large base. At maximum melee range, you can kill two of your own friendly models to set up a cloud wall and block LOS to Thagrosh altogether. Legionnaires or spare Spawning Vessel Acolytes make for good targets for this, though both of these units are not the most optimal picks for Thagrosh in the new edition.
- Eruption of Ash from the Rapture's melee attack is not optional. Be careful not to unintentionally block your LOS to targets with the newly placed clouds (for example if you want to cast an offensive spell afterwards). You should also refrain from melee attacks with this weapon if you want to use those targets to fuel your army's corpse-gathering mechanisms.
- Eruption of Ash triggers on your models as well as on the enemy's. Use it to form a smoke screen if you expect incoming fire. It also works on constructs.
- Athanc'
Like his other self, Athanc makes Thagrosh act like a warcaster and refill his fury every turn no matter what. That said, his spells and feat really want a large battlegroup, so this won't be as useful as on Thagrosh1, who can run larger infantry blocks without minding.
- Blood Spawn
This is a pretty fluffy ability, but actually quite useful, and easier to trigger than Mark 2. If Thagrosh takes an unexpected hit he can explode a Harrier out of himself, suddenly giving him some extra DEF if his would-be assassin is living. It's also an extra transfer target, which can be very useful especially if you're being attacked on a turn you ran very hot.
- It doesn't trigger from collateral damage, electro leaps, many enemy feats, etc
- Mekanoshredder is often the best lesser to spawn if Thagrosh is likely to survive, or if the effect is triggered at range. It makes a good transfer target with extra ARM and hitpoints.
Drawbacks & Downsides
- Pretty expensive spells. Be prepared to have a Plan B if you play into casters with Lamentation.
- Marginal support for your army outside your battlegroup.
- Large base and average defensive stats - expect lots of assassinations.
Tricks & Tips
- Dragon Storm can eat up a lot of time - easily extending your turn to double the amount it normally takes. Practice accordingly.
- If your beast frenzied during your turn, it can still move and attack with Dragon Storm.
- Sac Pawn is tied only to friendly Lessers, not battlegroup lessers. If a Beast Master's lesser is nearby, you can tag it too.
- Aggravator interrupts the enemy's gameplay, as it triggers in his turn. In timed games it is a measure of good sportmanship if you swap the clock to you as soon as you want to move the damaged warbeast.
List Building Advice
Strategy
His main method of winning is to beat the enemy until they stop moving and then continue beating on them. Manifest Destiny is great, and his feat is even more of a beating. And Thagrosh himself can beat faces (especially under Manifest Destiny) and doesn't even need surviving warbeasts to have full fury.
Theme thoughts
- Legionnaires take Dragon's Blood well, bringing them up to ARM 21 when Wall of Steel and Battle-Driven are both in effect. Being able to spread corrosion on whatever kills them and then retaliate with Vengeance is a strong combination. Note that the Blight Archon can also set up this same combo.
- If you're going to bring these, there can be an argument for the Spawning Vessel to bring out unexpected Shredder missiles, but your points might be better spent on more support solos.
- As a battlegroup-centric caster, a few Shepherds and Forsaken can help manage Fury.
- The Blackfrost Shard, Ice Witches, and Yssylla can all help fix the hit and damage rolls of your beasts, especially important for the feat attacks during which they cannot boost.
- Eruption of Ash pairs well with additional clouds, which the Virtue Host, Virtue Champion, and Succubus all offer. The Virtues can use their Scathers to ensure that your beasts don't get jammed by cheap, fast-moving infantry before they have a chance to get in an alpha strike.
- The Chosen with Dragon's blood become a exceedingly tanky unit requiring a lot of resources spent by your opponent to take them out for good. Their high speed and large bases can provide a bunker for Thagrosh and his battlegroup on their approach. With Thag's ARM buff applied, they are practically immune to most unboosted shooting.
- The Hellmouth lends an element of board control which Thagrosh can sometimes struggle with, and can create some very safe feat turn alpha strikes.
- Place a tentacle 8" in front of Thagrosh, then walk up and smack it to create an Eruption of Ash for him to hide behind. If you have two Hellmouths, use one tentacle from each unit. The tentacle (s) will respawn next turn.
- With Golab, Thagrosh can become fairly difficult to pin down. He can now charge in, kill a model triggering Eruption of Ash, then sprint away to a safer position.
- The combination of Golab and a Seraph can allow Thagrosh to play a more hit-and-run playstyle, allowing him to directly contribute to the game then fly away to safety.
- Generally lists built in this theme include a Blightbringer which can turn Thagrosh into a real monster, but may only provide situational buffs for his battle group.
- The Hellmouth and Golab, mentioned above, can also be taken in this theme.
- The Blighted Nyss Sorceress & Hellion can be taken for free in this theme, and provides free charges for his flying beasts.
- The Shepherd and Succubus, mentioned above, can also be taken in this theme.
- A Throne of Everblight with dragon's blood can make it very resilient on the approach while providing a nice screen for Thagrosh to hide behind.
- The Blighted Nyss Sorceress & Hellion can also be taken as a free model in this theme.
Support models & Minions - Various themes
- As a battlegroup-centric caster, a full FA of Forsaken will be needed to keep everything calm.
- A Spell Martyr or two as point filler to enable a well-placed Scourge can make a massive difference, and keeps the threat of an assassination looming over your opponent.
- A Swamp Gobber Bellows Crew can fit Thagrosh snugly into their cloud, and raise his DEF against guns and magic to a more respectable level. Placed correctly they can block LOS to him as well.
Battlegroup
As discussed before, Thagrosh wants a very large battlegroup. He'll want a core of solid warbeasts from the Carnivean family to do the heavy lifting, but he may still want to pick a few things from the options below to add some more utility to his army. Some other options include upgrading a standard beast to one of our very powerful character options:
- Thagrosh loves Raeks. With their Extended Control Range, extreme speed, and flanking abilities they can make up for a usual lack in shooting in Thagrosh's list by jamming units or killing off troubling solos.
- Never forget the Bounding Leap Headbutt for enabling assassinations from downtown. The mere presence of a Raek can divert a fair amount of resources if the enemy wants to feel safe.
- Occasionally, their animus may come in handy to deny an area if place on Thagrosh himself as a counter-charging Thagrosh will hit like a ton of bricks. That said, just make sure you don't charge yourself too far into danger if you choose to do something silly like this.
- A Seraph's gun is a bit redundant for a Thagrosh2 army thanks to Manifest Destiny (though it can pick off flanking solos or chaff infantry well), but can still be useful against the most evasive of targets, but you're really bringing him for Slipstream to guarantee alpha strikes. With a high defense and quite a lot of hit boxes for his cost, it's also a very useful jamming unit during the feat in a pinch.
- Also in a pinch, Manifest Destiny can help him fish for Critical Poison on his tail, which can soften up or finish off a key target.
- Typhon is Thagrosh's pet warbeast that he can take in any theme. His sprays don't benefit from Manifest Destiny, but in melee it will make him even more of a monster, and with Excessive Healing and Dragon's Blood, Typhon can last a lot longer than should be allowed. He's still hampered by his lack of pathfinder, so advance carefully.
- Blight Wasps find one of their few uses with Thagrosh2. With Manifest Destiny and Hunting Pack, they can pose a decent threat to infantry, and even warbeasts if you leverage Manifest Destiny to land more Critical Poison hits. Note that their animus won't trigger if they kill anything with their feat attack.
- Nephilim Protector - A questionable choice. A large based warlock definitely wants a Shield Guard to intercept stray shots from Eiryss1 or a Prime Axiom. Guard Dog helps to stay alive against melee assassins, while Ornery can be downright scary with Rapture. However, there are way cheaper shield guards available to you (Farrow Valkyries, Ogrun Bokur), plus with Sac Pawn you can have up to 3 lessers around you for the price of a single Protector. Also, Guard Dog won't save you against knockdowns / slams / stationary attacks, which will likely be used against you by assassins.
- Golab has given Thagrosh a way to stay safer while still contributing to the fight directly. However since sprint ends his activation after the movement, you won't have a chance to re-apply any defensive animi so make sure he is tucked away safe and sound after he sprints.
Other
Trivia
Released in Hordes: Metamorphosis (2009)
Video Battle Reports
- 2019.11 Desperate Pace, vs Borka2
- 2019.08 Desperate Pace, vs Rahera1
- 2018.12 Arcane Assist, vs Vladimir1
- See also Category: Video Battle Reports for more casters with videos.
Other Legion Models
Rules Clarifications
Rules Clarification: : Magical Damage (Edit) | |
* 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)
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Rules Clarification : Fire (Edit)
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Rules Clarification : Freeze (Edit)
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Rules Clarification : Eruption of Ash (Edit)
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Rules Clarification: : Warlock (Edit) | |||||
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Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Athanc - None yet. (Edit)
Rules Clarification : Blood Spawn - None yet. (Edit)
Rules Clarification: : Sacrificial Pawn and/or Sucker! and/or Grim Salvation (Edit) | |
Differences
From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable
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Rules Clarification : Aggravator (Edit)
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Rules Clarification : Dragon's Blood (Edit)
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Rules Clarification : Hand of Fate and/or Manifest Destiny and/or Signs & Portents (Edit)
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- Legion of Everblight
- Blighted Ogrun
- Blighted
- Ogrun
- Model
- Warlock
- Flight
- Tough
- Athanc
- Blood Spawn
- Sacrificial Pawn
- Magical Damage
- Continuous Fire
- Critical Freeze
- Eruption of Ash
- Aggravator
- Dragon's Blood
- Manifest Destiny
- Scourge
- Children of the Dragon
- Oracles of Annihilation
- Primal Terrors
- Ravens of War
- Video Battle Reports