Hellmouth

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Hellmouth
Legion Unit

Few of the dragon Everblight’s creations invoke as much fear as the blighted nightmare that is the hellmouth. Erupting from beneath the ground to unleash terror and consume flesh, this horrific subterrestrial beast uses its spiked tentacles to drag its hapless victims into its waiting maw.

Basic Info[edit]

Hellmouth[edit]

Hellmouth
Missing Info
Hellmouth.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Stats: Mouth / Tendrils
BASE Large / Medium
SPD - / 5
STR N/A
MAT 6
RAT N/A
M.A. N/A
DEF 10
ARM 18 / 15
CMD 8 / -
FOCUS N/A
FURY N/A
THRS N/A
HP 10 / 1
WJP N/A
WBP N/A
UNIT SIZE 1 Mouth 3 Tendrils
COST 6
N/A
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Weapons[edit]

  • Maw - 2" reach, P+S 15 melee weapon.
    • Consume - This attack RFPs small based, non-warcaster/warlock models.
    • Back Attack - The Hellmouth can use this weapon to attack models in it's rear arc, and its melee range extends into its back arc.

Abilities[edit]

  • Officer - This model is the unit commander even if the unit has a Leader model.
  • Buried - The Hellmouth has no Normal Movement. Additionally it cannot be moved, placed, or knocked down.
  • Circular Vision - Models never gain a back strike bonus against this model.
  • Distant Deployment - This model is put on the table at the same time as Advanced Deployment models, but can be placed up to 12" past your deployment zone.
  • Impervious Flesh - When this model suffers a damage roll, roll one fewer die.
  • Inscrutable - Enemies can't take control of this model for any reason.
  • Tendrils - In the Maintenance Phase, put a Tentacle into play in formation if there are not already three in play. The new Tentacle can activate as normal. If the Tendrils get outside formation, they are removed from play.
  • Soulless - This model doesn't have a soul.

Tentacles[edit]

Tentacles
SPD 5
MAT 6
DEF 10
ARM 15
HP 1

Weapons[edit]

  • Tentacle Strike - 2" reach, P+S 10 melee weapon.
    • Grip - If this attack hits a large-based or smaller enemy, the Tentacle can be RFP'd. When it is, the model hit is pushed directly toward the Hellmouth until it contacts an obstacle/obstruction or other model. The Hellmouth gets a free attack on that moved model (if it stopped within range).

Abilities[edit]

  • 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.
  • Impervious Flesh - As above.
  • Distant Deployment - As above.
  • Inscrutable - As above.
  • Soulless - As above.

Recent Changes[edit]

2018.01 Primal Terrors CID

Tendrils are now removed from play if they leave the CMD range of the Maw. This was a power balance change, to prevent Legion players running Tendrils all over the board to clog up charge lanes and/or contest scenarios.

Thoughts on Hellmouth[edit]

Hellmouth in a nutshell[edit]

The Hellmouth is a very powerful and useful tool in Legion's arsenal. It's cheap, hard to remove (for its relative point cost), and can create disruption in enemy formations as well as increase threat ranges in unexpected ways. They offset the lack of caster-independent SPD buffs that other factions have access to (Rush, Hunter's Mark, etc), helping the slower beasts get a vital alpha strike off. Thanks to Distant Deployment, Hellmouths can also invariably be in the way, contesting scenario elements in Steamroller Scenarios. They can disrupt the Scenario on a flank with only a little support, and require more than one might expect to remove from the table.

Combos & Synergies[edit]

Hellmouths ran an interesting life cycle. Early in the game they were near-mandatory due to their above mentioned utility, then all but disappeared with the prevalence of Theme forces. With the rise of the Ravens of War theme they fill a nice role for board control. More important, the CID-updated Primal Terrors list allows them not only to be included, but also to be brought for free - making them some of the best choices for a free stuff.

  • Blighted Ogrun Warmongers are slow, even with Vengeance from the theme force. Hellmouths can drag their prey closer.
  • Blighted Rotwings - The Hellmouth's MAT isn't awful, but if you want to hit more evasive targets, some extra accuracy can't hurt. Rotwings are designed to be fast, jamming units, and the difference they provide between MAT6 and an effective MAT7 is huge.
  • Blackfrost Shard - usually regarded for their damage boost, but one or two Ice Cage can also prove to be deadly.
  • Vayl1 - Incite and Frost Field make them effectively MAT10. Also, due to Impervious Flesh, there's no chance to kill a tentacle with unboosted shots.
  • Vayl2 - Beside Icy Grip, forward running Tentacles can be valuable arc nodes for the Oraculi. Just watch out not to leave the CMD range of the Maw.
  • Saeryn1 - Now that Breath Stealer is no longer a 1/turn spell, you can threaten quite a few targets, while under her feat the Hellmouth is all but immune to small arms fire.
  • Seraphs - While adding another substantial movement buff to your list, the flare on its gun can shore up your chances against elusive targets.
  • If you want to hit hard beside dragging models out of formation, consider STR buffs too. Thagrosh1 would rather throw their STR buffs on other, more impressive models, but Bethayne, or Kryssa have damage buffs that benefit more than one model at a time.
  • Proteus - With his own drag and movement shenanigans, a canny strategist can play pingpong with an opponent's key models with near impunity.
  • Sources of stealth and concealment can really help keep the Hellmouth safe against strong gunlines. Just make sure you don't have another model that may benefit more.

Drawbacks & Downsides[edit]

  • Poor placing of the Hellmouth can make your opponent to evade them completely, as the Hellmouth can't move and the tentacles must stay in formation. Aggressive deployment is mandatory.
  • Terrains can mess with dragging, as obstacles, obstructions and the like will counter dragging altogether.
  • Despite Impervious Flesh the Hellmouth is not unkillable. Tencatles are particularly vulnerable against Snipers, models with Puncture, while models with Deadly Shot (especially super solos like Kell Bailoch) can make short work of the Hellmouth itself.
  • Tendrils are RFP'd if they move out of CMD at any time for any reason, even if they have enough movement to get back into CMD range. So this can make it hard to move tendrils around obstacles and/or other models.

Tips & Tricks[edit]

  • Know which models resist pushes and can form an impenetrable wall against the Tentacles. Refer Category: Anti-Push.
  • Always remember: The Hellmouth and its tentacley minions are **warrior models**, despite their beastly appearance. This is generally a great thing. They are affected by things like the Blightbringer and benefit from Bethayne's feat.
  • The Hellmouth only gets one tentacle back a turn, but you can remove all three in a single activation if you go crazy. Target priority is tantamount to success with the Hellmouth. Make sure you won't want extra tentacles on a later turn.
  • Tentacles respawn after Frenzy checks. If you have one of your own beasts running hot, it can be worth putting a tentacle next to it as a sacrificial frenzy target, then respawn it where you actually want it.
  • Watch out for opponents with push or place effects (ie Telekinesis). They can put your tentacles out of formation and insta-kill them.

Other[edit]

Trivia[edit]

Originally released 2016.06

Theme Forces[edit]

Other Legion models[edit]

Legion Logo.jpg

(Edit)

Battlegroups
Warlocks Absylonia1 - Absylonia2 - Anamag - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
L
E
G
I
O
N
Lesser & Packs Lesser Warbeasts: Shredder - Harrier - Stinger
Warbeast Packs: Blight Wasps
Light Warbeasts Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Warbeasts Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Character Warbeasts Azrael - Golab - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
 
Units, Solos, & Battle Engines
Units B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel Character Units
Blackfrost Shard
Solos Beast Mistress - B.N Shepher - B.N. Sorceress - B.N. Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - B.O. Warmonger War Chief Character Solos
Ammok - Annyssa Ryvaal - Fyanna the Lash - Craelix
Battle Engines Throne of Everblight
 
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minion Legion.jpg

(Edit)

Minion Battlegroups
Warlocks Barnabas - Calaban - Dr. Arkadius - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang
Requires a 2+ caster game
L
E
G
I
O
N
M
I
N
I
O
N
S
Lesser Warlocks Rorsh & Brine - Wrong Eye & Snapjaw
Warbeasts The minion battlegroup members you can include in a Legion army depends entirely on which minion 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 it can take.
Minion Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Bone Grinders - Brigands - Commandos - Razorback Crew - Slaughterhousers - Bokur & Shamblers - Gatorman Posse - Gobber Bellows Crew
Solos Mist Speaker - Trawler - Croak Hunter - Feralgeist - Witch Doctor - Tinker - Gremlin Swarm - Gobber Chef - Ogrun Bokur - Thrullg - Totem Hunter
Agata - Eilish Garrity - Gudrun - Maximus - Rorsh & Brine - Wrong Eye & Snapjaw
Battle Engines Meat Thresher - Sacral Vault


Rules Clarifications[edit]

RC symbol.png

Rules Clarification : Consume      (Edit)

  • Consume triggers on all hits, not just direct ones. So if you trigger Consume on an AOE weapon (such as Hyperion) it will RFP every model in the AOE. (Infernal Ruling)
RC symbol.png

Rules Clarification : Back Attack      (Edit)

  • Since your melee range extends all the way around you, you can only get free strikes when people walk away. You don't get them when they walk from your "front" arc to your "rear" arc.
RC symbol.png

Rules Clarification : Grip      (Edit)

  • The use of the phrase "The Hellmouth" is a bit misleading on 2 counts: It should be "push towards the officer" to prevent 2 Hellmouths feeding each other. Also, the word "The" shouldn't be capitalised because that indicates it's a proper noun. (Infernal Ruling)
  • Grip will trigger even if the tentacle was made stationary, repulsed, poltergeist-ed, or whatever. As long as it wasn't killed. (Locked thread)
Push     (Edit)      
  • Pushed models do not change their facing.
  • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
  • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
  • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
  • Pushed models suffer the effects of anything they move through (such as acid clouds).
  • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
    • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
    • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)


RC symbol.png

Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Buried - None yet. (Edit)

RC symbol.png

Rules Clarification : Circular Vision      (Edit)

  • This only prevents the normal bonus afforded from back strikes. It does not prevent things such as Backstab, which simply requires being in the rear arc.

Rules Clarification : Distant Deployment - None yet. (Edit)

RC symbol.png

Rules Clarification : Impervious Flesh      (Edit)

  • Impervious Flesh applies to everything, including stuff which "doesn't come from a model" like Continuous Fire.

Rules Clarification : Inscrutable - None yet. (Edit)

RC symbol.png

Rules Clarification : Tendrils      (Edit)

  • The "Remove From Play if you're outside formation" applies all the time, not just at the start/end of your movement.
  • Example, a Tendril cannot move around a model/obstacle such that it would leave and then reenter command range; because the moment you leave command the tentacle is removed.

Rules Clarification : Soulless - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)