Grissel Bloodsong, Fell Caller

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Trollblood Trollkin Warlock

Fell Callers are powerful Trollkin warriors boasting voices capable of shattering stone and making the sky itself tremble, and Grissel Bloodsong has singular mastery of this ability. She wages a personal war against the enemies of the Trollbloods as an icon among her war-ravaged people. With her deafening hammer Resounder in hand, she serves as an inspiration on the battlefront, prompting even the battle-weary to resume the fight and follow her lead.

Basic Info[edit]

Grissel Bloodsong, Fell Caller
GrisselBloodsongFellCaller
Base Size Medium
Warbeast Points +29
SPD 6
STR 7
MAT 6
RAT 6
DEF 15
ARM 16
FURY 6
HP 17

Weapons and Attacks[edit]

  • Sonic Blast - 8" Spray, POW 12 ranged attack
  • Resounder - 1" RNG, P+S 14 melee weapon

Special Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • 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.
  • Fell Calls - This model can make one of the following Calls during its activation. A target can only benefit from one Fell Call at a time.
    • Cacophony - CMD bubble that prevents enemy spellcasting and channeling.
    • Heroic Ballad - Target friendly non-warlock faction model/unit can make an extra melee attack this round.
    • Hoof It - At the end of this turn after all friendly models have activated, target friendly faction non-warlock model/unit in CMD can make a full advance without provoking free strikes.

Spells[edit]

Target friendly Faction model can charge for free and gains +2" movement and Pathfinder when it charges for one turn.
  • Calamity - Cost 3, 10" range, Offensive Upkeep
Target model/unit suffers -2 DEF & ARM.
Friendly Faction warbeast gains Righteous Vengeance. (Righteous Vengeance - If a friendly Faction model dies within 5" model, next turn this model gets a free 3" move and melee attack during the maintenance phase.)
  • Rift - Cost 3, 8" range, 4" AOE, POW 13
The AOE stays in play for one round as rough terrain.

Feat: Fell Chorus[edit]

Grissel can use all of her Fell Calls this activation, and friendly faction models/units can benefit from any number of Fell Calls this turn.

Thoughts on Grissel Bloodsong, Fell Caller[edit]

Grissel Bloodsong, Fell Caller in a nutshell[edit]

Grissel Bloodsong is an interesting warlock with some nice movement tricks thanks to Hoof It, and a mediocre feat that can supercharge one unit.

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

Feat[edit]

  • An alpha strike feat that can make everyone hit hard - and then take them clear of the enemy. Grissel's feat doesn't seem that powerful but does a lot.

Spells[edit]

  • Boundless Charge lets one of her warbeasts hit when you don't expect it. Frequently combined with Heroic Ballad and Rage from a Dire Troll Mauler for serious hitting power.
  • Guardian Protector is great on whichever heavy she gives it to.

Typical Army & Strategy[edit]

Strategy[edit]

Her main win condition is to beat face with a turn of carnage.

Army[edit]

But most things work well with her.

Drawbacks & Downsides[edit]

  • She doesn't scale well into bigger games. Her fell calls and Guardian Protector between them only cover one unit and one warbeast, and with nothing to help with toughness she works best in small battles.

Tricks & Tips[edit]

Placeholder.

Comparison to Mk2[edit]

Grissel was savagely nerfed in the feat - she used to throw all the fell calls over everyone. In return she gained a fury and Guardian Protector.

Other[edit]

Trivia[edit]

Placeholder.

Theme Forces this is a member of[edit]

Other Troolbloods models[edit]

TrollbloodLogo.jpg

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Battlegroups
Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Madrak1 - Madrak2 - Madrak3 - Ragnor
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Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle1
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 - Horgle1 - Horthol - Janissa Stonetide
Battle Engines War Wagon
 
Theme Forces
Band of Heroes - Power of Dhunia
Minion Trollblood.jpg

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

Requires a 2+ warlock game

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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


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

Battle Engines Meat Thresher


Rules Clarifications[edit]

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

 
  • General
    • Your control range is double your current fury statistic, not however many fury 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 warlocks 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 Warlock 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.