Hunters Grim

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Trollblood Warlock Unit

When leaders like Madrak Ironhide and Grissel Bloodsong require the completion of missions in the most remote and inhospitable reaches, it is to Grim Angus they invariably turn. He and his band comprise the first line of defense for the United Kriels. In all his tasks Grim is assisted by a pair of pygs, Muggs and Krump, that have become the core of his team. In short order the pair learned to grasp Grim’s complex system of gestured signals and to fight smoothly alongside him even in silence, all three of them coordinating precise ambushes while tracking down their enemies. Grim has taken the time to teach Muggs how to use his snare gun and has come to entrust the pyg with it, while Krump has proven quite capable of devising and implementing cunning snares even in the midst of battle.

Basic Info[edit]

Grim2
HuntersGrim
Base Size Medium
Warbeast Points +25
SPD 6
STR 7
MAT 6
RAT 8
DEF 16
ARM 15
FURY 6
HP 17

Weapons and Attacks[edit]

  • Headhunter - 13" RNG, POW 13 ranged weapon
  • Gun Blade - 1" RNG, P+S 12 melee weapon

Special Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Warlock Unit - All warlocks come with a stack of standard special rules - most notably being awesome. Furthermore, this warlock comes with some grunts that can be ordered around.
  • Officer - This model is the unit commander even if the unit has a Leader model.
  • 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.

Spells[edit]

Place a 5" AOE in the caster's control range. Models in the caster's battlegroup ignore forests, clouds, and stealth when attacking models in the AOE.
  • Mirage - Cost 2, 6" range, Upkeep
Target friendly Faction model/unit gains Apparition. (Apparition - This model may be placed 2" from its current location during the Control Phase.)
  • Mortality - COST 3, RNG 10, DUR (RND), OFF (YES)
Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed form it.Mortality lasts for one round.
  • Pursuit - Cost 2, 8" range, Offensive Upkeep
If target enemy model/unit advances during its activation, one model in the caster's battlegroup & CTRL range can immediately make a full advance.

Feat: On My Mark[edit]

While in his CTRL range, friendly faction models gain Mark Target and their ranged weapons gain Snipe for one turn. (Mark Target - While this model is in formation, other friendly Faction models gain +2 to ranged attack rolls if they target an enemy within 5" of this model and in its LOS. Snipe - This attack gains +4 RNG)

Muggs[edit]

Muggs
Base Size Small
SPD 6
STR 5
MAT 5
RAT 6
DEF 14
ARM 12
HP 5

Weapons and Attacks[edit]

  • Snare Gun - 8" RNG, POW -nil- ranged weapon
  • Hand Axe - 0.5" RNG, P+S 8 melee weapon

Special 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.
  • 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.
  • Granted: Reposition 3" - While this model is still alive and in formation all of the unit gains Reposition 3".
  • Take Down - Models killed in melee by this model cannot use Tough and are RFP'd.

Krump[edit]

Krump
Base Size Small
SPD 6
STR 5
MAT 5
RAT 6
DEF 14
ARM 12
HP 5

Weapons and Attacks[edit]

  • Blunderbuss - 8" RNG, POW 12 ranged weapon
  • Hand Axe - 0.5" RNG, P+S 8 melee weapon

Special 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.
  • 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.
  • Granted: Circular Vision - While this model is still alive and in formation all of the unit gains Circular Vision. (Circular Vision - Enemies get no bonuses from attempting a back strike on this model.)
  • Take Down - Models killed in melee by this model cannot use Tough and are RFP'd.
  • Trapper [5"] (★ Action) - Place a 5" AOE B2B with this model. The AOE lasts for one round. Living/undead models entering or ending activation inside suffer a POW 10 damage roll and knockdown, unless they have flight.

Thoughts on Hunters Grim[edit]

Hunters Grim in a nutshell[edit]

Hunter's Grim is a ranged support warlock unit, rivalling Captain Gunnbjorn for the premier ranged Trollblood position. One big alpha turn of shooting really helps. His spell list encourages concentrated fire, as Mage Sight and Mortality only affects a single unit/model. Use them on feat turn to take out a heavy or an important unit, two if you have the Runebearer. Even better, cripple two heavies and knock down another one with Muggs' Snare Gun.

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

Feat[edit]

You use his feat when you get into range. Use dispensable models like Whelps to trigger it.

Spells[edit]

  • Mirage is an awesome threat extender. You can put it on a low RAT shooting units like Pyg Bushwhackers to let them get in range and aim. Their RAT becomes 8 with aiming and the feat. It can also be put on Grim himself to help Mugg and Krump aim.
  • Mage Sight deals with a lot of stuff. Including pretty effectively with Circle's Wurmwood, meaning that the Hunters Grim are an effective counter to one of the current metagame problems. It can only covers a few models however, so concentrate your firepower.
  • Mortality and Pursuit are both risky to use, as that means Grim has to play forward. However they combo well with Reposition as Grim can cast the spell and reposition back behind a wall/cloud/forest. Mortality can also be casted by the Runebearer, which means you cast two per turn or keep Grim back.
  • Mortality prevents healing, which means you can cast it on a warjack/warbeast, cripple its systems, then kill it next turn. Grim's army can neutralize two warjacks a turn with the Runebearer and this spell.

Typical Army & Strategy[edit]

Strategy[edit]

His main win condition is BOOM! Again, concentrate firepower, take out important models before they have the chance to retaliate.

Army[edit]

Things you take in his army to help him with this strategy are:

  • The Krielstone. He's a lot less battlegroup-centric than Gunnbjorn and appreciates more units.
  • Pyg Burrowers - Really like Snipe and can benefit from his feat after they pop up. And they are something that can easily get close enough to enemies to Mark Targets.
  • Trollkin Highwaymen - Again, they love Snipe. And Mirage can put them into back arcs, making them really good with Braylen Wanderheart.
  • Northkin Raiders - another snipe-loving unit for the Trollbloods
  • Slag Troll - Shoots things, especially warjacks and construct warbeasts, hard.
  • Dire Troll Bomber - Trollbloods best ranged warbeast really likes Mark Target, although he doesn't need Snipe so much.
  • Glacier King - Loves being given Snipe, and hitting easily.
  • Ice Troll - a good value shooter that like other battlegroup shooters loves snipe and Mage Sight.
  • Runebearer - Casting Mortality so you can have two debuffs per turn or not risking putting Grim on the front line, which is always a good thing.
  • Dhunian Knot - They help Muggs, Krump and the Runebearer hit. Also having rerolls for the Bomber is always better.
  • Troll Whelps - They help the Hunters Grim manage fury, and are also perfect to trigger the feat.

Hunters Grim and theme forces[edit]

The Hunters Grim like ranged combat. This immediately points to Kriel Company - but there's also a lot to be said for Storm of the North.

Drawbacks & Downsides[edit]

  • He does little for melee. Mortality reduces ARM and Blood Lure lets your beast charge for free. However he does not have any speed buffs.
  • Cannot deal with incorporeal enemies.
  • A problem with any gunline is that they have to stay back, giving opponents easy access to the Scenario.
  • Muggs and Krump have significantly lower DEF, than Grim. Minus 2 DEF is just enough, that an opponent with slightly above average FURY/FOCUS can reliably put a unit-wide debuff upon them, which will threaten the survival of Grim. Watch out for Crippling Grasp, Calamity, Parasite, Mortality and the like.

Tricks & Tips[edit]

  • Muggs and Krump are both effective but disposable. Trapper protect the army from single wound Weapon Master infantry.
  • Cast spell, shoot, then reposition to safety.

Comparison to Mk2[edit]

  • Little change. But Gunnbjorn wasn't a rival back then and infantry was better.

Other[edit]

Trivia[edit]

Placeholder.

Theme Forces this is a member of[edit]

Themes for any & all warlocks (Edit)

Other Trollbloods models[edit]

TrollbloodLogo.jpg

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Battlegroups
Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor
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Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle1
Light warbeasts Ice Troll - Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Basher - Troll Bouncer - Troll Impaler - Winter Troll
Heavy warbeasts Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Brawler - 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 - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - 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 - Valka Curseborn
Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North
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


Agata, Queen of Carnage - Alten Ashley - Brun & Lug - Dahlia & Skarath - Eilish Garrity - Gudrun - Hutchuk - Lanyssa - Maximus - Raluk - Rorsh & Brine - Saxon - Victor Pendrake - Wrong Eye & Snapjaw

Battle Engines Meat Thresher


Rules Clarifications[edit]

Placeholder.