Gorten Grundback

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Mercenary Rhulic Warcaster

One day Gorten had a revelation: he was meant to be a Warcaster. Having heard tales among men and dwarves about the great honour and glory those who can wield magic in battle, he decided to leave the mining life behind and bring his command of stone and earth to the battlefield. At his call, walls of rock rise from nowhere, molten ore will slag his enemies, and allies become rooted to the ground such that nought but death shall move them.

Basic Info[edit]

Gorten1
Gorten Grundback.png
SPD 4
MAT 7
RAT 5
DEF 13
ARM 19
FOCUS 5
HP 18
WJP +31
See also How to Read the statblock

Weapons[edit]

  • Dual Hand Cannon - 12" range, ROF 2, POW 12 gun.
    • Both Barrels (★ Attack) - The attack gains a good POW bonus, but you can't get any additional attacks.
  • Forge Father - 0.5" reach, P+S 14 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • 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.
  • Gutter - 0.5" reach, P+S 9 melee weapon.

Abilities[edit]

  • Mercenary - will work for Cygnar and Khador.
  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Rhulic Warcaster - This warcaster can control only Rhulic warjacks.
  • 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.

Spells[edit]

  • Eruption - Cost 3, 8" range, 3" AOE, POW 14
Causes Fire Damage. Also, the AOE is a cloud effect and a hazard that remains in play for one round. Models entering/ending their activation in the AOE take an unboostable POW 14 fire damage roll.
Target warjack suffers 1 point of fire damage to each column on its damage grid.
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.
Friendly Faction models in the caster's control range gain immunity to being knocked down and blast damage.
  • Strength of Granite - Low cost, short range upkeep spell targeting a battlegroup model. Provides a high STR buff.

Feat : Landslide[edit]

Pushes all enemy models in Gorten's CTRL range up to 8" to a table edge of your choice. They also suffer -3 to SPD,RAT & DEF and lose the ability to give/receive orders or perform charges, slams, and tramples.


Thoughts on Gorten Grundback[edit]

Comparison to Mk2[edit]

Not a lot has changed about our beloved hammer-wielding, double-barrelled, landsliding, tank on legs. His feat is just as good (maybe even a bit better, due to the changes in measuring), and his spell list is virtually identical. The inability to stack armour with FOC stings a bit, but the new DAM prevention from spending a FOC might actually end up as even a touch better, depending on the situation. He still is slow as hell, but hits like the freight train he is. His warjack points have been bumped up a bit, too, meaning you can take up to 5 gun bunnies for free, or mix and match some heavies with bunnies without batting an eyelash (his old battlebox under MKIII points would still leave enough points for nearly Thor to be added!).

Gorten Grundback in a nutshell[edit]

Placeholder.

Maximising his feat and spells[edit]

Feat thoughts[edit]

You know it; you love it. Nothing has changed about this amazing feat, with the exception that pre-measure will now allow you to debuff and push away/pull towards you Gorten's run distance with a bit more surety. The debuffs to SPD, RAT, and DEF alone are fantastic, but the board control it gives to you and your walking tank can be the deciding factor in scenario wins, assassinations, and so much more. The only downside remains from MKII: a paltry control area. Again, pre-measure helps to mitigate this a bit, but there has never been a Rhulic player who hasn't wished for just 2" more.

This feat can be used in a number of different ways:

  • Drag the opposing caster to you (or sometimes left or right work), kill them. This tactic is used against the unprepared player. There are plenty of ways to set this up. You could slide the opposing caster to a Earthbreaker or Driller, Alexia and her Risen, Kayazy Assassins, Anastasia Di Bray, use your imagination. Experienced players won't allow you to do this easily.
  • Shove everything 8" towards it's own deployment zone. This is awesome for clearing flags and zones. It can also force some casters to killbox themselves, especially warcaster units that won't be able to issue run orders
  • Defensively feating to defend the Earthbreaker or Gorton. If your opponent has a colossal or two, they aren't going anywhere, but you can use the feat to buy your Earthbreaker a turn to get into position for the charge and land some more shots.
  • Use Rock Wall. Sometimes, you can bunch up a huge number of enemy models by placing a wall in front of them and sliding them into it. Then you blast them. This can also be used to move a warcaster away from its guard, warbeasts and warjacks out of control range, move unit leaders away from their units, the possibilities are limitless.
  • Pull your target out from behind cover to set them up for a charge or shooting. Pull them behind obstacles to prevent them from charging.
  • Push models into hazards or rough terrain.
  • Split up squads. As they can't take orders, this can tie up a particularly hard squad, or prevent squads that rely on orders (like Hammerfall High Shield Gun Corps, for example) from being able to do their orders.

Think carefully about the order models are moved. Slide a shield guard into its caster, then slide the caster 8" away from it. Create bunched up models where it serves your purpose, or spread units out as much as possible.

Spell thoughts[edit]

  • Eruption - Rarely gets cast because of Gorten's focus limitations, short range, and questionable use. Usually a desperation play, but the ability to block LOS can come in handy sometimes.
  • Molten Metal - ix guaranteed points of damage isn't terrible, and can be very useful when you have just one box left of a system somewhere.
  • Rock Wall - It can be used to provide cover, block charge lanes, stop specific models when you are using Landslide, force models to risk a hazard.
  • Solid Ground - It is almost always cast on the first round and kept up.
  • Strength of Granite - Any melee 'jack (or Gorton himself!) can use this spell. Bashers crush ARM 25, Drillers can do 29 points of damage with their drills, Earthbreakers can toss a heavy 'jack 10" away. All on average rolls.

Typical Army & Strategy[edit]

Strategy[edit]

Gorton is a very forgiving caster. He doesn't need some Goldberg-esque system to win, just simply outlast and outdamage everyone else. That said, he's not invincible nor all-powerful. As a support caster, Solid Ground and Rock Wall are impressive buffs. Boomhower & Co. love not being knocked down and so, not losing Tough. Low-ARM models like Nyss and Kayazy love not having to worry about blasts. As an offensive caster, Strength of Granite makes him and his melee 'jacks brutal. Spells like Molten Metal and Eruption are situationally useful. You won't use them most games, but on those one-off situations, you'll be glad they are there.

The feat is nearly always your game-winner, setting up for your assassination run or finishing off a scenario. Wait for the right moment then let it rip.

Army[edit]

Gorton wants two things in his army:

  • High-Def or Tough troops for his Solid Ground bubble. Nyss, Kayazy, Boomhowlers are all good choices for this.
  • Melee 'jacks for his Strength of Granite spell. Once you have a SoG Basher trample through a group of infantry or when you start using your enemies warjacks as ranged weapons, or seen the look of horror when your loaded-up Driller with SoG rips up a colossal... you too will understand the power of SoG.

Drawbacks & Downsides[edit]

Gorten has three major weaknesses:

  • Speed. If he were any faster he'd probably be too good. As is, he'll slog. Watch out for Rough Terrain, or it will be one miserable slog.
  • Limited army support. Rock Wall is a great spell that does more for an army than one might think, and Solid Ground is great with the right models, and the feat makes the other army really easy targets that don't fight back. But the rest of the time, his army is pretty much on its own.
  • Limited focus. If he had even one more, he'd be one of the most powerful casters in the game. You'll usually be casting or upkeeping one or two spells each turn, which leaves you next-to-nothing to allocate or cast spells with. Also, a low FOCUS stat makes it harder to hit with offensive spells. Bring focus efficient warjacks and don't expect him to do very much himself besides bring a nasty feat.

Tricks & Tips[edit]

  • Cast Strength of Granite on your melee 'jack. If your 'jack is gone, then cast it on Gorten.
  • Cast Solid Ground first round, upkeep it the whole game. Keep your High-DEF, low-ARM troops in his control area to shield them. Or Tough troops. Or both.
  • Advance a squad. Cast Rock Wall in front of it for a quick and easy DEF buff. It can also block charge lanes, fill gaps in existing walls, stop landslide targets, and generally get in the way, especially of huge sized models.
  • Combo-Smite:
    • If Gorten gets into melee combat, try and line up your target so there is a equal-or-larger based model behind it so you can slam them into it. Or cast Rock Wall behind them!
    • Remember, as a small model, he's only going to be slamming medium and large based models half the distance rolled.
    • Remember that Strength of Granite adds to Gorton's STR, so will be adding to the distance you smite as well as the damage.
  • Bosun Grogspar can hit Gorten in the back and Pitch him. This is not in any way a reliable extra distance for Gorten's feat (it's d6") - but should make your opponent extremely paranoid about Gorten's threat range.

Other[edit]

Trivia[edit]

  • Originally released in Warmachine: Escalation (2004)

How can I include this model?[edit]

Mercenaries are a bit more complicated than regular faction models, they can be taken in one of three different ways:

  1. This model can be included in a pure Mercenary army.
  2. This model can be included in the following Faction armies (requires a 2+ caster game):
  3. This model can be included in the following theme forces:

What warjacks can this warcaster take?[edit]

Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker

Other Mercenary models[edit]

Mercenary - Faction models (Edit)
Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Marshals Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker

MercenariesLogo.jpg


Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)


Only lesser warlocks that can take extra large battlegroups are listed here

Units Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Ogrun Assault Corps - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages


Special CA: Cephalyx Dominator

Character Units Alexia1 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos Cephalyx Agitator - Gobber Tinker - Ogrun Bokur - Swamp Gobber River Raider
Character Solos Alexia2 - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun & Lug - Colbie - Dahlia & Skarath - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone1 - Gorman - Gudrun - Harlan Versh - Hutchuk - Kell Bailoch - Lanyssa - Rockbottom - Major Harrison Gibbs - Dougal - Orin - Ragman - Raluk - Rhupert - Rorsh & Brine - Rutger - Savio - Saxon - Sergeant Nick - Stannis - Taryn - Thor - Viktor - Wrong Eye & Snapjaw
Battle Engines Hammerfall Siege Crawler
Mercenary - Theme Forces (Edit)
Hammer Strike - The Kingmaker's Army - Operating Theater

Rules Clarifications[edit]

Rules Clarification : Feat: Landslide

  • Even if the model(s) cannot be pushed (such as Colossals)they will still suffer the other effects of the feat. (Infernal Ruling)


Rules Clarification : Both Barrels      (Edit)

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Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack.
    The phrase "immune to non-magical damage" should be intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")

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:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • Your CTRL area is double your current focus statistic, not however many focus points you currently have.
    • 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 warcasters 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 Warcaster rules.
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. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. 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).
    4. 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).
  • Units
    • 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 : Rhulic Warcaster - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)


Rules Clarification : Eruption      (Edit)

  • Not blast damage (Edit)
    • Due to the way it is worded, this spell does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
  • Hazard Templates (Edit)
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. As such, if a template is both a cloud and a hazard it will block sprays as per the normal terrain rules for terrain blocking LOS. (Infernal Ruling)

Rules Clarification : Molten Metal      (Edit)

  • This spell always does 6 damage, but applying that damage can get a little complex:
    • Vs a Retribution warjack with, say, 3 boxes left on its forcefield: Deal 3 points of damage to the forcefield, then 1 to columns 4,5,6.
    • Vs a normal warjack with column 1 already filled in, then the damage "rolls over" to column 2. So 2 points of damage to column 2, then 1 each to columns 3 to 6.
    • Vs a colossal: It can only affect one damage grid. So it will only do 6 damage, not 12.

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 : Solid Ground      (Edit)

  • Placeholder

Rules Clarification : Strength of Granite      (Edit)

  • Placeholder