Minion Gatorman Gargantuan Warbeast
Lumbering forth from the swamps of the Iron Kingdoms, the massive dracodile is the most terrifying beast among by the Blindwater Congregation. Rifle fire has little effect against its thick-scaled hide, each scale akin to a steel shield. Large enough to devour men whole, this reptile reduces targets to bubbling pools with each blast of its blinding acidic breath.
- Acid Breath - 10" spray, POW 14
- Damage Type: Corrosion - This weapon does corrosion damage.
- Continuous Corrosion - A model hit by this attack suffers continuous corrosion, which has a chance of doing a single point of damage each turn.
- Blind - A model hit by this attack is Blind for one round. While blinded it suffers -4 MAT & DEF; can't make ranged or magic attacks; can't run, charge, slam, or trample; and must forfeit either movement or action when it activates. Blind can be shaken.
- Bite - 2" reach, P+S 19
- Claw (x2) - 2" reach, P+S 17
- Tail - 2" reach, P+S 17
- Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.
- Gargantuan - Gargantuans are giant warbeasts, even bigger and stompier than normal. They all share a stack of standard special rules.
- Gatorman Warbeast - This warbeast must be controlled by a Gatorman warlock or Bog Trog warlock.
- 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.
- Assault - This model may make a ranged attack as part of its charge.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Snacking - If this model boxes a living model with an attack it may optionally remove it from play and heal d3 damage points.
- Territorial - The Dracodile can charge large- or huge-based models without being forced.
- While within 5" of the caster, models treat open terrain as shallow water. Floodwaters lasts for one round.
Thoughts on the Dracodile
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.
Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.
Dracodile in a nutshell
The mighty Dracodile is Minion's first Gargantuan! Towering over the other warbeasts of the Blindwater Congregation the Dracodile boasts a high number of initial attacks with a bite, two claws and a tail slap. It's animus, Flood Waters, creates water terrain all around the Dracodile allowing amphibious models to hide in its depths and hinders enemy movements. As a ranged fighter the Dracodile breathes a large gout of acid in the form of a 10" spray attack, corroding and blinding any models hit.
Combos & Synergies
- Great in a Blindwater theme force, because of all the amphibious models.
- Jaga-Jaga can use Signs and Portents to buff the Dracodile incredibly; the extra die (dropping the lowest) swings the bell curve heavily in your favor, meaning you're boosting less and buying more attacks. But remember, gargantuans wrecking heavies is, frequently, overkill.
- The Dracodile will commonly be included in Barnabas1 or Barnabas2's battlegroup
- Benefits heavily from the Blackhide Wrastler's animus Rage.
- When used in the Skorne Disciples of Agony theme force you have access to the Beast handlers, who can help with fury management, enrage it for a bit more oomph in melee, or heal it. This makes it a solid option for that theme.
Drawbacks & Downsides
- Blind is great during your turn (effectively +4 to hit), but so-so during the opponent's - most 1 wound infantry will die (either to the original attack, or the continuous corrosion), warnouns will just shake it during their Maintenance Phase, making it only really amazing vs multi-hp units or battle engines.
- Rather frail for a garguantuan. You'd better keep him as a second-wave piece.
Tricks & Tips
- It's own animus can help it out a lot, five inches of rough terrain around it can slow a lot of would-be melee attackers down.
- If you get the Dracodile completely into water it no longer blocks LOS (due to the amphibious rule). But it can still be seen over clouds, forests, etc (due to the gargantuan rule). It's weird, but that's the rule
- I'm pretty sure using your animus triggers this.
Originally released in the Blindwater CID (2017.09)
- Skorne's Disciples of Agony - (Article) (Category)
- And, if you're willing to spend a butt-load of points on a high-risk venture, it can be taken by the lesser warlock Wrong Eye who shoehorns it into a couple dozen more theme forces (omitted here for brevity).
Other Minion models
Rules Clarification : Corrosion (Edit)
- A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
Rules Clarification : Blind (Edit)
- Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.
Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- See the Throw article for a recap of the core Throw rules.
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.
Rules Clarification : Smite (Edit)
- This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
- Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
- You can trigger Critical Smite on a free strike.
- If you Smite on a charge, then the slam damage will be boosted.
- See also the clarifications on being slammed
Rules Clarification: : Warbeast (Edit)
Warning: This is a long one.
| See also the Warbeast page for a recap of the core warbeast rules.
- 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)
- 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: : Assault (Edit)
Warning: This is a long one.
Step 1: Declare the charge
- Are you in already melee? With any enemy, not just your charge target?
- If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
- If no, continue to Step 2.
- Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
- You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).
Step 2: Move the charging model
- As soon as the movement is finished, determine whether it was a successful charge or not.
- Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
- Do this before resolving your Assault attack.
- Did you make a successful charge? You get the ranged attack even though you're "in melee". Refer to the latest Errata.
- Did you fail the charge? You still get the Assault shot anyway.
- Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee". Refer to the latest Errata and also this (Infernal Ruling)
- Now that you've figured out whether the charge successful, you (or your opponent) can trigger "Ends Movement" effects.
- Nothing that happens from this point onwards will retroactively change a failed charge into a successful charge, or vice versa.
- If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
- If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
The Infernal Ruling dictates that Assault is not a "triggered ability" (since if it was, you wouldn't be able to cast a spell between ending movement and using your Assault shot).
Thus Assault will never occur simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot
Step 3: Make the ranged attack
- The ranged attack is optional.
- Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
- Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
- Make your ranged attack vs your charge target
- If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
- A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
- If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
- Is the target in melee with the shooter?
- If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
- If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.
Step 4: If you miss
- If you miss the target, and the target is not in melee with you, then resolve it the same way as a normal ranged attack.
- If you miss the target, and the target is in melee with you, then ...
- Randomly reassign the shot (as per the TMM rules) (nothing in Assault says it ignores this).
- Do not include the shooting model in potential 'randomees' (because you can't target yourself as per the 4th paragraph of TMM) but do include models the shooter is in melee with (as per the TMM rules).
- If the shot is randomly reassigned to a friendly model, then they will always get the +4 DEF bonus. The only way to ignore that bonus is if the 'point of origin of the attack is in melee with the target' and you can never be in melee with a friendly model.
Step 5: After finishing the Assault attack
- If it was an unsuccessful charge, your activation now ends.
- If it was a successful charge, and your charge target is ...
- still alive, then you get your charge attack (as per the charge rules)
- dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
- Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).
- Move all models in the unit before making any Assault attacks. (Infernal Ruling)
- Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
- Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
- If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
- You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
- Assault & CRA (Edit)
- You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
- Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
- Assault vs Countercharge ( Edit )
- With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)
- So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...
- If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.
- But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.
- Assault & Drag ( Edit )
- You determine whether a charge was successful or not before making the Assault attack.
- If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
- It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
- You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
- Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
- You won't be able to purchase additionals (because your activation ended).
Rules Clarification : Snacking (Edit)
- Snacking occurs at boxed, and thus:
- Doesn't prevent abilities that trigger at disabled (such as Tough, Self-Sacrifice, etc).
- Might prevent abilities that trigger at boxed, depending on who the active player is and whose model the ability triggered on. Refer the 'Triggers' section (pg 10 of the pdf)
- Does prevent abilties that trigger at destroyed (such as reaving fury from dead warbeasts, collecting soul tokens, etc)
- You can snack friendly models.
- You may choose where each individual point of healing goes.
- If you kill multiple models with a single attack (such as trampling over them) then you get to heal once for each model killed.
Rules Clarification : Territorial - None yet. (Edit)
Rules Clarification : Floodwaters - None yet. (Edit)