Horgle, the Anvil

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Trollblood Trollkin Warlock

The destruction of his kriel at the talons of Everblight’s legion set Horgle Ironstrike on a solitary path of fiery conflict. Though he has found a new sense of purpose in forging weapons for other kriels, he preserves his autonomy and refuses to put down roots. Horgle’s journeys draw him ever toward sites of bloodshed and mayhem as he seeks to unleash his simmering rage against all enemies of the trollkin race.

Basic Info[edit]

Horgle2
Horgle
Base Size Medium
SPD 5
MAT 7
DEF 14
ARM 17
Fury 6
WBP +29
See also How to Read the statblock

Weapons and Attacks[edit]

  • Forge Weapons (x2) - 1" reach, P+S 12 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.
  • Immunity: Fire - This model does not suffer fire damage, nor the continuous fire effect.
  • Field Marshal [Immunity:Fire] - Warbeasts/warjacks in this model's battlegroup gain Immunity:Fire.
  • Burnt Meat - Warbeasts in this model's battlegroup can charge enemy models that are on fire for free.

Spells[edit]

Friendly Faction model/unit gains +2 ARM and cannot be moved by a push or slam. Doesn't work while out of formation.
  • Solid Ground - Cost 2, self target upkeep spell. Friendly Faction models in control range get immunity to knockdown and blast damage.

Feat: Stoking the Flames[edit]

Friendly faction models get boosted attack and damage rolls vs enemies in Horgle's control range that are on fire. Stoking the Flames lasts for one turn.


Thoughts on Horgle, the Anvil[edit]

Recent Release icon.jpg

Recent Release
This model has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally:

  • Have a good level of gameplay experience with the model, and
  • Have reviewed this article and either you
    • agree with the content 100% or,
    • for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Horgle, the Anvil in a nutshell[edit]

OK. Whose idea was it to give the Trollbloods Solid Ground? Meaning that the Tough trolls get to stay on their feet when they make a tough roll. And so they can keep making them until they fail. The rest of his abilities are decent - but that's the huge one.

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

Placeholder.

Typical Strategy & Army[edit]

Strategy[edit]

Horgle loves him some attrition. Between making his trolls tougher than tough, making things catch on fire, and making his army have higher armor and unmovable, he is all about having way more dudes on his side then the opponent's on turn 5. He can also totally make people like Kreoss1, Harkevich, Magnus, and anyone else that relies heavily on knockdown and AOEs shake their fists with rage. He really doesn't have many downsides either, he can even hit okay in melee, although he is very much a support caster.

Common army selection[edit]

Horgle obviously loves high DEF infantry - blast immune and tough without suffering knockdown.

  • Dire Troll Bomber I am the firestarter! The twisted firestarter! Two bombs is a great target for Firestarter.
  • Pyg Burrowers. They are tough, advance deploying, have decent DEF, and murder heavies on feat turn.
  • Trollkin Sluggers post-errata utterly destroy heavies on feat turn.
  • Northkin Fire Eaters - more burning is good and works really well with the feat.
  • Trollkin Champions make good use of the extra toughness from Inviolable Resolve.
  • Trollkin Fennblades are good solid infantry,
  • Krielstone is as ever ubiquitous.
  • Croak Raiders Oil for auto boosted fire damage + burnt meat = extreme fury saver, they also set things on fire perfect synergy.

Drawbacks and Downsides[edit]

  • People hate those tough rolls

Tricks and Tips[edit]

Placeholder.


Other[edit]

Trivia[edit]

Released 2016.11

Theme Forces[edit]

Trollblood - Warlock generic themes (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]

Rules Clarification : Feat : Stoking the Flames

  • If Horgle triggers a Chain Attack Ignition while the feat is in play, the secondary damage will be boosted too. (Infernal Ruling)
  • Stuff which cannot be boosted (such as the secondary damage from Electro Leap and Lightning Generator) will not get boosted, regardless of whether the model's on fire or not. (Infernal Ruling)


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 : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Chain Attack Ignition      (Edit)

Rules Clarification : Chain Attack      (Edit)

  • Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
  • Changing the order of your initial attacks (if you have a third, non-Chain Attack weapon) will not prevent a Chain Attack. Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial afterwards.
    • For example, the Cryx Nightmare can go {Claw - Tusks - Claw} and still trigger Chain Attack with the Claws even though they were out of order.

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.


Rules Clarification : Warcaster or Warlock     (Edit)

  • Please refer to the Warcasters & Warlocks page for a recap of the warcaster rules, and the very few associated rules clarifications.

Rules Clarification : Tough - None yet. (Edit)

Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

Rules Clarification : Burnt Meat - None yet. (Edit)


Rules Clarification : Consuming Flames      (Edit)

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Firestarter      (Edit)

  • Since it only applies to weapons, it won't affect Power Attacks.

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Inviolable Resolve - None yet. (Edit)

Rules Clarification : Solid Ground      (Edit)

  • Placeholder