Dannon Blythe & Bull
Mercenary, and Minion Character Unit
The bounty hunter team of Dannon Blythe and the trollkin known simply as "Bull" has gained infamy across the war-torn region for their ruthless determination and efficiency. Wielding an impressive arsenal, they often take the expedient route of delivering targets dead allowing them complete to twice as many jobs while avoiding the tedious hassle of handling live prisoners.
|Dannon Blythe & Bull
|| Blythe / Bull
| Base Size
|| Sml / Med
|| 15 / 13
|| 13 / 15
|| 5 / 8
- Pistol - 8" range, POW 10 gun.
- Sword - 1" reach, P+S 8 melee weapon
- Demollisher - 10" range, ROF d3, POW 12 ranged weapon
- Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly towards it.
- Critical Knockdown - On a critical hit, the model hit becomes knocked down.
- Great Sword - 1" reach, P+S 11 melee weapon
- Officer - This model is the unit commander even if the unit has a Leader model.
- Gunfighter - This model can use its ranged weapons even while in melee, but when it does so it can only target models it's in melee with. It can even make ranged attacks after charging.
- Granted: Prey - While this model is still alive and in formation all of the unit gains Prey. (Prey - After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey.)
- Take Down - Models disabled in melee by this model cannot use Tough. Models boxed in melee by this model are RFP'd.
- Trollkin - Bull is a Trollkin model, but Blythe is not, and together they are not a Trollkin unit.
- 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.
- Rapid Strike - This model can make one additional melee attack each Combat Action.
- Take Down - As above
- Blythe & Bull cost 5 points (from 6)
Thoughts on Dannon Blythe & Bull
Dannon Blythe & Bull in a nutshell
Blythe and Bull are a combined arms duo designed to put RAT 8, POW 14 shots onto their prey target. They seem reasonably priced for what they do but rarely see play because d3 shots is not all that many, unboosted POW 14's aren't all that high and they both die with little effort. Their ideal targets are slow, multi-wound infantry. With their cost reduction to 5 pts and the advent of Steamroller 2017 their usefulness has increased as a small unit to be used for scoring circular zones. And at two points for Blythe and three for Bull they are pretty good value
Combos & Synergies
They are pretty self contained, just a pair of shooters with prey and forced movement.
In Trolblood Kriel Company theme, they are considered Trollbloods, and fall under the Protective Aura of the Krielstone Bearer as well as Feats and Friendly Faction spells.
Drawbacks & Downsides
- Kill either of them and you cripple the unit.
Tricks & Tips
- They are one of the few choices that can actually consider putting Prey on a solo - after all if the enemy keeps it back then an expensive solo costs more than they do.
- Blythe and Bull were originally pictured on the front and rear cover of the Iron Kingdoms RPG World Guide, released in 2005.
- They were released into the tabletop game in Forces of Warmachine: Mercenaries (2010)
Theme Forces this is a member of
Other Minion models
Rules Clarification : Beat Back (Edit)
- You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
- You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
- The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
- If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
- If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
- Beat Back can be used to push larger models.
- See also the clarifications on Pushes.
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.
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.
Rules Clarification: : Gunfighter (Edit)
(Click Expand to read)
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- 1. Outside of melee
- If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
- 2. In melee, but didn't charge
- If it didn't charge, it can target anyone it's "in melee" with.
- This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
- If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
- 3. Charged into melee
- If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
- If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
- However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
- 4. Other targeting notes
- Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
- If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
- You use the Gunfighter's RAT for the attack roll.
- Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
- How the +4 DEF bonus for "being in melee" works with Gunfighters is:
- they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
- they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
- Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).
Missing the Attack Roll
- If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
- Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM) (Locked thread)
- but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).
- Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
- Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).
Gunfighter + an AOE weapon
- If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
- If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.
Gunfighter + a spray weapon
- Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
- If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.
Units of Gunfighters
- If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
- Redirected attack:
- If they're still engaged, their initial attack (s) must be vs someone in their melee range.
- If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
- If they're unengaged, they are now free to shoot anyone within the gun's normal range.
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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.
- Tactics = The unit keeps the ability for the entire game, regardless of who dies.
Rules Clarification : Prey (Edit)
- If the model with Prey is a unit, then you need to work out if they get the bonus on a model-by-model basis. So every trooper in the unit makes the measurement.
- Prey bonuses apply to "non-attack" damage, such as Electro Leap. (Infernal Ruling)
- If you hit your prey target, but your attack is "shifted" to a non-preyed model (via Shield Guard etc) then you don't get the damage bonus vs the new target.
Rules Clarification : Take Down - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Rapid Strike - None yet. (Edit)