Bull Snapper

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Bull Snapper
Minion Gatorman Light Warbeast

Powerful gators with an insatiable hunger for human flesh, bull snappers are terrifying monsters that lurk beneath the still surface of swamplands held by the Blindwater Congregation. Surging up from the water, a bull snapper seizes its victim in jaws that close with the force of a colossal bear trap, ensuring its target cannot escape a bloody and painful demise.


Basic Info[edit]

Bull Snapper
BullSnapper
SPD 6
STR 7
MAT 6
DEF 13
ARM 14
HP 16
FURY / THR 2 / 7
Cost 5
See also How to Read the statblock

Weapons[edit]

  • Bite - 0.5" reach, P+S 12 melee weapon
    • Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

Abilities[edit]

  • Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good.
  • Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
  • Bloodthirst - When it charges a living model, this model gains 2" movement.
  • Man-Eater - May charge living warrior models for free.
  • Torpid - If a Bull Snapper destroys a living enemy model with a basic melee attack, it can immediately end its activation afterwards. If it does so, it can remove 1 fury point.

Animus[edit]

Spiny Growth - Cost 1

The caster gains +2 ARM. Also, if a non-warrior model hits the caster with a melee attack, the attacker suffers d3 damage points after the attack (unless the caster was destroyed or RFP'd by the attack). Spiny Growth lasts for one round.

Recent Changes[edit]

2017.12 Blindwater Dynamic Update

Torpid was reworded to be an optional ability, not a mandatory one and Spiny Growth is now cheaper.


Analysis of Bull Snapper[edit]

Bull Snapper in a nutshell[edit]

The Bull Snapper is a cheap warbeast that acts as a solo hunting cruise missile. Its animus will make your caster less squishy.

Combos & Synergies[edit]

  • Jaga-Jaga, the Death Charmer can give the Snapper a 13" charge against living targets, ignoring terrain if needed. Plus her Field Marshal gives it an extra attack if it dies.
  • It's a good choice as your "free model" in The Blindwater Congregation theme force because it is the most expensive choice. Also its a warbeast whereas the other two options are solos.
  • Any front line warlock (especially a Barnabas): +2 ARM for one Fury is an excellent trade for staying alive.

Drawbacks & Downsides[edit]

  • Awful defensive stats, but that's to be expected at that price bracket.

Tricks & Tips[edit]

  • It's a great solo-hunter: it's fast, charges for free, it has the sustained attack, and then Torpid for fury efficiency.
  • It's just cheap enough and just tough enough that you can use the snapper as a sacrificial pawn to block a charge lane for heavy warnouns. Obviously not your first use for it, but if you're in a pinch, it works.

Other[edit]

Trivia[edit]

Released in Forces of Hordes: Minions (2011)

Theme Forces[edit]

Other Minion models[edit]

MinionsLogo.jpg

(Edit)

Farrow Warlocks (Edit)
Warlocks Arkadius1 - Carver1 - Helga1 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh
Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Wrong Eye
Gatorman Warbeasts (Edit)
Lights Boneswarm - Bull Snapper
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
  M  
I
N
I
O
N
S
 
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 Bog Trog Ambushers - Croak Raiders - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech
Unaligned
Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea
Solos Farrow
Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman Boil Master & Spirit Cauldron - Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor
Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw
Unaligned Efaarit Scout - Feralgeist -Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Gobber Raiders - Thrullg - Totem Hunter
Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Eilish Garrity - Gudrun the Wanderer - Hutchuck - Lanyssa Ryssyl, Nyss Sorceress - Orin - Raluk - Saxon Orrik - Viktor Pendrake
Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
 
Minion - Theme Forces (Edit)
The Blindwater Congregation - The Thornfall Alliance - Will Work for Food

Rules Clarifications[edit]

RC symbol.png

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

See also the Warbeast page for a recap of the core warbeast rules.

Forcing

  • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)

Animi

  • A single Animus can be on several models at the same time. (Infernal Ruling)
  • If a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
  • An animi cast by a warlock is an animi and spell. (Infernal Ruling)

Transferring Damage

  • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)

Frenzy

  • Step 4 of Frenzy was errata'd in 2016. Make sure you're using the latest version of the rules.
  • You cannot trigger optional abilities during a Frenzy (such as Cleave). (Infernal Ruling)
  • You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
  • A warbeast may not make an Assault shot as part of a Frenzy activation. (Refer latest errata)
  • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Confirmation)

Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Bloodthirst - None yet. (Edit)

RC symbol.png

Rules Clarification : Man-Eater      (Edit)

  • Placeholder
RC symbol.png

Rules Clarification : Torpid      (Edit)

  • Placeholder

Rules Clarification : Spiny Growth - None yet. (Edit)

RC symbol.png

Rules Clarification : Sustained Attack      (Edit)

  • Translation for newbies : Once you hit your target, your next attack(s) with the same weapon will auto-hit.
  • If your target becomes out of range in between attacks (somehow), then Sustained Attack will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
  • If you have sustained attack on a weapon that makes simultaneous attacks (e.g. Prime Axiom making a Sweep attack), then all the models you hit are "the last model hit" and whichever one you choose to attack next is the one you get the auto-hit bonus vs. (Infernal Ruling)
  • This only applies to the first attack after a simultaneous one - once you make that next attack, it's all reset back to being "just one" last model hit.
    • Example : you Sweep and hit models A, B, C. Then you buy an attack vs model C. It is auto-hit because it was (one of) the last model(s) hit. Then you buy another attack, now you can only auto-hit C because it is the last model hit.