Grim Angus

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Trollblood Trollkin Warlock

Fluff text (copy from PP gallery)

Basic Info[edit]

Grim1
GrimAngus
SPD Average
STR Average
MAT Average
RAT High
DEF High
ARM Average
FURY Average
Relative HP Average
WBP Average

Weapons and Attacks[edit]

  • Headhunter - Good range, average POW.
  • Snare Gun - Short range, no damage.
    • Cumbersome - This model cannot attack with this weapon and with another weapon on the same activation.
    • Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
  • Gun Blade - Medium range, average P+S.

Special Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • 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.
  • 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.
  • Take Down - Models killed in melee by this model cannot use Tough and are RFP'd.
  • True Sight - This model ignores clouds for LOS, and ignores Stealth always.

Spells[edit]

Friendly Faction model can make a free basic melee or ranged attack after an enemy targets them with a ranged attack. It expires after the attack is resolved or after one round.

Feat: Spread the Net[edit]

Enemy models in this model's control range suffer a moderate DEF debuff. Those that activate in control range suffer a moderate SPD debuff and can't make power/special attacks. Lasts one turn.


Thoughts on Grim Angus[edit]

Grim Angus in a nutshell[edit]

Grim Angus was a really effective warlock in Mk2, with a hard control feat that made infantry easy to annihilate, and some useful infantry buffs. He's little changed - but the metagame is changed around him.

Thoughts on when & how to use feat and spells[edit]

Feat[edit]

Grim's feat has an offensive and a defensive component. The offensive to lower the enemy's DEF, making them easier to hit and the defensive to lower enemy Speed, making it harder for them to get to you. Use it either to get the alpha strike or to make sure you hit if you have it.

Spells[edit]

  • If Grim is far enough forward for either Mantrap or especially Marked For Death he is probably too far forward to survive return fire although both might deal with enemy skirmishers.

Typical Army & Strategy[edit]

Strategy[edit]

His main win condition is to get the alpha strike and beat down the enemy.

Army[edit]

Things you take in his army to help him with this strategy is the Krielstone of course. And then a generic army.

Drawbacks & Downsides[edit]

  • Two offensive spells on his card with no range amplifier and no way of channeling.
  • No damage buffs
  • Bait the Line on Headhunter does at least extend your threat range.

Tricks & Tips[edit]

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Comparison to Mk2[edit]

Very few changes other than that his feat used to prevent charges - but the metagame changed around him.

Other[edit]

Trivia[edit]

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Theme Forces this is a member of[edit]

Other Trollbloods models[edit]

Trollbloods - Faction models (Edit)
TrollbloodLogo.jpg

Warlocks etc.
Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Madrak1 - Madrak2 - Madrak3 - Ragnor
Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle Ironstrike
Light warbeasts Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Bouncer - Troll Impaler - Winter Troll
Heavy warbeasts Dire Troll Blitzer - Dire Troll Bomber - 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 - Fire Eaters - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - 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 - Horgle Ironstrike - Horthol - Janissa Stonetide

Battle Engines War Wagon
Trollblood - Minion models (Edit)
Minion Trollblood.jpg
Warlocks etc.
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.
 
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


Alten Ashley - Brun & Lug - Dahlia & Skarath - Gudrun - Hutchuk - Lanyssa - Maximus - Raluk - Rorsh & Brine - Saxon - Victor Pendrake - Wrong Eye & Snapjaw

Battle Engines Meat Thresher
Trollbloods - Theme Forces (Edit)
Band of Heroes - Power of Dhunia

Rules Clarifications[edit]

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