Earthborn Dire Troll

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Earthborn Dire Troll
Trollblood Dire Troll Heavy Warbeast

Earthborn dire trolls are the ultimate expression of troll adaptability. They possess a link to the wilderness and to Dhunia herself, for their bodies change to draw strength from the environment. Amid rocks and boulders their skin hardens to become like angled stone, while water lets them avoid attacks with fluid ease. Even their fists change to mimic the strength of the mightiest beasts and warjacks they face.

Basic Info[edit]

Earthborn Dire Troll
Base Size Large
STR 12
DEF 12
ARM 18
Hitpoints 32
Cost 14
See also How to Read the statblock


  • Claw (x2) - 1" reach, P+S 15 melee weapons


  • Immunity: Cold - This model does not suffer cold damage.
  • Immunity: Corrosion - This model does not suffer corrosion damage, nor the continuous corrosion effect.
  • Immunity: Electricity - This model does not suffer electrical damage, and is ignored when determining lightning arcs.
  • Immunity: Fire - This model does not suffer fire damage, nor the continuous fire effect.
  • 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.
  • Elemental Communion - Gain a+2 DEF buff when within 2" of shallow water, an +2 ARM buff when within 2" of an obstacle/obstruction, and a +2 SPD buff when activating when within 2" of rough terrain.
  • Regeneration [d3] - This model may be forced to heal d3 damage boxes, once per activation. It can't run in the same activation.
  • Snacking - When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does this, this model can remove d3 damage points.


For one round, the caster cannot be pushed, knocked down, made stationary, or moved with a slam.

Recent Changes[edit]

2017.07 Trollkin CID

Cost reduced to 14 (from 15)

Thoughts on the Earthborn Dire Troll[edit]

The Earthborn Dire Troll in a nutshell[edit]

Very pillow fisted, but cheap, tough, and mobile. Especially mobile.

Combos & Synergies[edit]

  • Dire Troll Mauler - it needs the damage buff because it hits like a ranged warbeast.
  • Sea King - Good target for the animus the Earthborn has pathfinder and will get +2 speed could catch an opponent off guard.
  • Combine his +2 SPD buff with the Axer's Rush +2" buff and you can charge 12 inches or run 14 inches.
  • Ragnor1 can give him Beat Back via his Pulverizer spell, which makes his potential melee movement very large.
  • In a zero point match pair him with Ragnor1 and the Mauler. He is not as bad as you would think upon 1st glance. His ARM makes him rather durable and his speed bonus if used right can wreck some sh#t.

Drawbacks and Downsides[edit]

  • It (used to) costs as much as a Dire Troll Mauler but does nothing like the work of one. The Earthborn is never ever going to be your first pick when compared to the Mauler. Ever. But if you have a damage buff already it's worth thinking about.
  • His drawbacks stem only from the Trollblood player not using him right. He's meant to be used as a fast attack (smash mouth) tank. That said with meta being very ARM heavy, he's going to be very reliant on damage buffs, otherwise he falls into the same category of "light heavy" beasts like the Circle Satyrs (and costs about the same).

Tricks and Tips[edit]

  • Send it through the worst terrain you can find.
  • If you can get time in a group of warriors Horgle 2 can attack him and get the chain effect fire damage or the same with the storm troll.
  • In a very rare case, he's getting +2 to 3 stats (well SPD only really matters for moving so you could start with the speed buff, then try to grab the DEF and ARM). Thats pretty sweet as well as making his base stats slightly deceptive.



Originally released in Hordes: Evolution (2007)

Theme Forces[edit]

Themes for any-and-all warbeasts (Edit)

Other Trollblood models[edit]



Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor
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


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

Requires a 2+ warlock game

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]

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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 : Cold - None yet. (Edit)

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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 : Electricity - None yet. (Edit)

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Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Elemental Communion      (Edit)

  • If a spell is worded like "while in [the area], models treat open terrain as rough terrain" (such as Inhospitable Ground) then it gets a bit tricky:
    • If you start your activation outside the spell area then you don't get the bonus. Because there is no "real" rough terrain there.
    • If you start your activation inside the spell area you do get the bonus. Because you're treating yourself as being in within rough terrain.
  • You don't get the buffs from things that "give cover as if they were an obstacle" (such as certain Steamroller objectives) because there is no "real" obstacle there.

Rules Clarification : Regeneration - None yet. (Edit)

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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 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 : Earth's Blessing - None yet. (Edit)