Gatorman Posse

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Gatorman Posse
Minion Gatorman Unit

Among the most formidable warriors of all the savage races, gatormen augment their natural battle prowess with brutal strength and oversized weapons. The barest scent of blood drives them into a killing frenzy, and a single gatorman can slay several men in a few gore-splattered seconds. Gatormen have no qualms about fighting for any master as long as they are provided with steel weapons and ample food.

Basic Info[edit]

Gatorman Posse
Base Size Medium
Unit Size 3 / 5
Cost 10 / 16
3.2 each
DEF 12
ARM 16
HP 5 each
See also How to Read the statblock


  • Bite - 0.5" range, P+S 13 melee attack.
  • Gatorman Weapon - 2" range, P+S 13 melee attack.


  • Minion - Will work as a Circle Orboros minion, Legion of Everblight Minion, Skorne minion, or Trollblood minion
  • 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.
  • 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.
  • Prayers - Choose a bonus from the following options each turn. All members of the unit gain the effects:
  • Unyielding - This model gains +2 ARM against melee damage rolls.
    This rule changed in 2018.01

Recent Changes[edit]

2017.12 Blindwater CID

The cost of a max unit went down 1 point.
Offerings to Kossk affects all attacks (it used to only work vs living models).

Analysis of Gatorman Posse[edit]

Recent Release icon.jpg

Recent Change
This model/theme's rules have recently changed dramtically, and the "Thoughts On" section has not (yet) been updated to reflect its new capabilities.

Please feel free to update the article and remove this warning.

Gatorman Posse in a nutshell[edit]

Solid heavy infantry although a bit overpriced for what they do and, with everyone teching to defeat jacks, heavy infantry is less of a threat.

They're very common in The Blindwater Congregation theme force where they get +3 HP, Snacking (which shuts down a lot of recursion), and count towards free models. Although rarely seen outside the theme force, they are the backbone of the minion heavy infantry list in Blindwater.

Combos and Synergies[edit]

  • Blindwater, as mentioned above.
  • The other place where they shine is (again) another theme force. The Skorne Disciples of Agony theme force gives them access to +2 STR and immunity to knockdown. Add in an Agonizer and you have a fairly durable brick.
  • Maelok the Dreadbound gives them an extra two points of ARM - which lets them become really bricky in theme.
  • Bloody Barnabas can give them a deceptive amount of mobility with Death March, as well as a MAT buff.

Drawbacks and Downsides[edit]

  • They aren't actually that tough; a charging POW 12 can force a tough roll 50% of the time and they get hurt badly by any sort of solid shooting.
  • For such an expensive unit they lack Pathfinder
  • They can't do much against high ARM, multi-wound models.

Tricks and Tips[edit]

  • Don't field them outside of the Blindwater Congregation theme.
  • Don't hold them back; between their armor boost when engaged and snacking giving them a steady source of HP replenishment, the Posse are hard to remove in the thick of combat, to the point where they are safer embedded in a blob of enemy infantry than out of combat and exposed to ranged fire.
  • Remember while the Posse has a 2" reach, you want them base-to-base to get their bite attacks as well.



Released in Hordes: Evolution (2007)

Theme Forces[edit]

Circle Orboros (Edit) Legion of Everblight (Edit)
Skorne (Edit) Trollbloods (Edit)

Other Minion models[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
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
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]

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

RC symbol.png

Rules Clarification : Prayers      (Edit)

  • All members in the unit gain the bonus, not just the model that uses the Prayer. (Infernal Confirmation)
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)

Rules Clarification : Dirge of Mists - None yet. (Edit)
Rules Clarification : Offerings to Kossk - None yet. (Edit)

RC symbol.png

Rules Clarification : Predator's Prayer      (Edit)
Rules Clarification : Bloodthirst - None yet. (Edit)

Rules Clarification : Unyielding - None yet. (Edit)