Captain Gunnbjorn

From Battle College
Jump to: navigation, search

Articles you can help complete     (Edit)  

Trollblood Trollkin Warlock

Once a member of the Cygnaran military, Captain Gunnbjorn brings a unique perspective to the armies of the kriels. His formal military training and his keen mind give him a tactical approach to battle rather than the more primitive approach of overpowering brutality favored by less experienced trollkin warriors. Even the best laid plans have pitfalls, however, and when careful use of cover and terrain fail him, Gunnbjorn is quick to use his heavy bazooka to decimate enemy formations.

Basic Info[edit]

Gunnbjorn1
CaptGunnbjorn
Base Size Medium
WBP +28
SPD 6
MAT 6
RAT 6
DEF 15
ARM 16
FURY 6
HP 17
See also How to Read the statblock

Weapons[edit]

  • Bazooka - 12" range, 3" AOE, POW 14 gun
    • Critical Devastation - On a critical hit models hit are thrown d6" directly away from the attacker. Roll distance once for all models affected. Models thrown do not deviate. Move models furtherest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer non-blast damage equal to half the weapon's POW. Collateral damage is equal to half the weapon's POW.
  • Axe - 0.5" reach, P+S 11 melee weapon

Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Field Marshal [Kill Shot] - Warbeasts/warjacks in this model's battlegroup gain Kill Shot. (Kill Shot - Once per activation, when an enemy model is destroyed or removed from play as a result of a melee attack made by this model during its activation, immediately after that attack is resolved this model can make one basic ranged attack.)

Spells[edit]

Friendly Faction model's ranged weapons gain Magical Damage. If the affected model boxes an enemy model, center a 3" AOE on that enemy and RFP it. Models in the AOE suffer a POW 8 magical blast damage roll.
Battlegroup models in the caster's CTRL range gain boosted ranged attack rolls for one turn.
Place a wall template completely within the caster's CTRL range that isn't contacting anything else. The wall is an obstacle that provides cover.
  • Snipe - Cost 2, 6" range, Upkeep
Target model/unit's ranged weapons gain +4 RNG.

Feat: Fortification[edit]

Friendly Faction models in Gunnbjorn's CTRL range gain cover, can't be damaged by ranged attacks, and don't suffer knockdown. Lasts one round.


Thoughts on Captain Gunnbjorn[edit]

Captain Gunnbjorn in a nutshell[edit]

Captain Gunnbjorn is a ranged superiority warlock. Between Snipe, Guided Fire, Rock Wall, and his feat, he has a scary ranged game, to the point where Gunnbjorn can go toe-to-toe with Cygnaran shooting.

Gunny offers you a powerful option for a ranged attack army. For a faction that prides itself on melee and bricking being able to reach out and touch some one is a huge advantage. he offers you the ability to shoot up your enemy at distance them smash the remaining poor souls that were not lucky enough to die already.

Feat thoughts[edit]

His feat is obviously best used defensively; either to stop a feat or to stop one round of incoming fire.

Spell thoughts[edit]

  • Rock Wall is really useful for blocking charge lanes or providing cover.
  • Guided Fire gets spammed as (functionally) free focus.
  • Explosivo is very much a utility spell. You want it in case of incorporeal enemies.
  • Snipe is best cast early and upkept.

Theme thoughts[edit]

Gunnbjorn likes a ranged battlegroup, and doesn't do that much for Band of Heroes (not that he's unplayable in it). He's also not a good enough beast-lock for Power of Dhunia. The other two work well.

Typical Army & Strategy[edit]

His main win condition is quite simply to shoot the enemy off the board. Or to use his feat for delivery of the melee models.

  • The ever-present Krielstone can be hard for Gunnbjorn to charge up on turn one, but is really useful for ranged duels.
  • Dire Troll Bomber - It's already a great warbeast, and loves everything Gunnbjorn does for it, up to and including the Kill Shot. And Gunnbjorn loves Snipe.
  • Dozer & Smigg - They are only ever played with Gunnbjorn, but they're pretty good at killing infantry and much more focus efficient than another Bomber. And again, they love Kill Shots.
  • Mountain King and Glacier King - Both have nice ranged attacks.
  • Winter Troll - Actually vaguely useful with Guided Fire.
  • Slag Troll - Kill Shot is just fun on a Slag Troll.
  • Troll Impaler - the Impaler gives you Far Strike.
  • Ice Troll - the discount Impaler is nice, and Swift Hunter lets you dive behind solid walls after shooting.
  • Dire Troll Mauler - Gives you the melee hitting power and damage buff.
  • Pyg Lookouts are a to hit buff, synergising well with ranged models - but with Guided Fire it's not always so necessary.
  • Northkin Raiders are a nice skirmishy shooty unit that can benefit from Snipe.
  • Trollkin Highwaymen - Become a pretty good unit with Snipe.
  • Trollkin Fennblades - His feat is a great delivery system for fast units, keeping them safe from shooting for a turn. He doesn't have to go all ranged, and that is a good thing.

Drawbacks & Downsides[edit]

  • He runs a pretty much exclusively ranged game.
  • His feat is anti-ranged so in many games is near-useless.

Tricks & Tips[edit]

  • Rock Wall can be really obnoxious when placed in front of a Colossal/Gargantuan, leaving nowhere for it to advance and put their base.


Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for any & all warlocks (Edit)

Other Trollblood models[edit]

TrollbloodLogo.jpg

(Edit)

Battlegroups
Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor
T
R
O
L
L
B
L
O
O
D
S
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 Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Scattergunners - Thumper Crew - Champions - Fennblades - Highwaymen - Long Riders - Runeshapers - Scouts - Sluggers - Warders
Special WA: Trollkin Sorcerer
Sons of Bragg
Solos Fell Caller Hero - Fennblade Kithkar - Northkin Shaman - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner
Braylen Wanderheart - Horgle1 - Horthol - Janissa Stonetide - Valka Curseborn
Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North
Minion Trollblood.jpg

(Edit)

Minion Battlegroups
Warlocks Bloody Barnabas - Calaban - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang

Requires a 2+ warlock game

T
R
O
L
L
B
L
O
O
D
M
I
N
I
O
N
S
Other Controllers Lesser Warlocks: Brun & Lug - Dahlia & Skarath - Rorsh & Brine - Wrongeye & Snapjaw


'Jack Marshals: Raluk Moorclaw

Warjacks & Warbeasts The minion battlegroup members you can include in a Trollblood army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what minions it can control.
 
Minion Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Bone Grinders - Brigands - Commandos - Razorback Crew - Slaughterhousers - Bokur & Swamp Shamblers - Gatorman Posse - Gobber Bellows


Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea -

Solos Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scouts - Feralgeist - Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Thrullg - Totem Hunter


Agata, Queen of Carnage - Alten Ashley - Brun & Lug - Dahlia & Skarath - Eilish Garrity - Gudrun - Hutchuk - Lanyssa - Maximus - Raluk - Rorsh & Brine - Saxon - Victor Pendrake - Wrong Eye & Snapjaw

Battle Engines Meat Thresher


Rules Clarifications[edit]

Rules Clarification : Feat: Fortifications

  • His feat makes you immune to stuff like Blight Storm or Affliction. Because you don't take a damage roll at all, those abilities can't make you "take 1 point of damage if the damage roll that fails to exceed ARM." (Infernal Ruling)


Rules Clarification : Devastation      (Edit)

  • This is not a Power Attack Throw, it just causes models to be thrown. As such, it can be used against friendly models.
  • Refer to the Throw article for more.


Rules Clarification:  : Warlock      (Edit)
Warning: This is a long one.

 
  • General
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • 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)
Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • 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).

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • 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).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Tough - None yet. (Edit)

Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

Rules Clarification : Kill Shot      (Edit)

  • If you're still in melee when you trigger Kill Shot, you cannot make a ranged attack. Unless you have a rule that lets you shoot while in melee (such as being a Gargantuan or Colossal).
  • Kill Shot only triggers one ranged attack, regardless of the gun's normal ROF. (Infernal Ruling)


Rules Clarification : Explosivo      (Edit)

  • The AOE and associated damage is an effect from the spell, not from the weapon. As such it doesn't stack with stuff like Sniper.
  • The AOE damage is just damage, it's not an attack. As such it won't trigger stuff like Vengeance.
  • If you put Explosivo on a weapon that directly hits multiple enemies then all models boxed by the initial attack will turn into more 3" AOEs. Clusterbombs, away!

Rules Clarification : Guided Fire - None yet. (Edit)

Rules Clarification : Rock Wall      (Edit)

  • The upkeep spell is not "on" any model, not even the original caster. So it can't be dispelled stuff like Dispel and Hex Blast.

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.