Madrak Ironhide, Thornwood Chieftain

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Trollblood Trollkin Warlock

Fluff blurb (Copy from PP)

CID icon.jpg

This model's rules are currently under development
This model is part of the current CID cycle (What is CID?) and the information shown below does not necessarily represent its final ruleset.

This is a existing model, and the information here is the rules it had before the CID cycle. If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading.

Basic Info[edit]

Madrak Ironhide, Thornwood Chieftain
Madrak1
Base Size Medium
Warbeast Points +29
SPD 6
MAT 7
RAT 6
DEF 14
ARM 17
FURY 5
HP 18
See also How to Read the statblock

Weapons[edit]

  • Thrown Rathrok - 8" range, POW 15 "gun"
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Blood Boon - If this weapon kills an enemy, this model can cast an average cost or less spell for free. Blood Boon can only trigger once per activation.
    • Ricochet - If this weapon hits you may make another attack against a target within a short distance of your target, ignoring LoS. Ricochets don't bounce again.
    • Thrown - If this model has a STR buff/debuff, it is added to the POW of this weapon.
  • Rathrok - 2" reach, P+S 15 melee weapon
    • Damage Type: Magical - As above
    • Blood Boon - As above

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.
  • Scroll of Grindar's Perseverance - Once per game, Madrak can take no damage from an attack that hits him. Declare before the damage roll.

Spells[edit]

Target friendly Faction model/unit gains an extra die on their first melee attack roll in this turn.
On a critical hit, models hit lose initial, special, and power attacks for one round.
Target friendly Faction model/unit gains +2 DEF and immunity to being knocked down. Models are not affected while out of formation.

Feat: Crusher[edit]

Friendly Faction models in his CTRL range make a free attack.

Recent Changes[edit]

2017.07 Trollkin CID

Guided Hand changed to model's next attack

Thoughts on Madrak Ironhide, Thornwood Chieftain[edit]

Madrak Ironhide, Thornwood Chieftain in a nutshell[edit]

Madrak1 is an infantry support warlock who wins by attrition and holding the objective.

Maximising his feat & spells[edit]

Placeholder.

Typical Strategy & Army[edit]

Strategy[edit]

My personal experience with Madrak at 35pts has highlighted that Madrak wins by attrition and holding the objective. For this reason he will suffer more against ranged opponents than melee, and will often need to be careful of alpha strikes. Madrak himself does best to stand behind a line of units/warbeasts and to throw Rathrok to soften up targets for his warbeasts to kill.

Normally fielding Madrak's battlegroup consist of Dire Troll Mauler, Pyre Troll and a Troll Impaler against Hordes or a Slag Troll against Warmachine factions. Madrak will want to target light warbeast/warjacks and infantry where possible and leave the heavier hitting to his Dire Troll Mauler or Rage empowered Pyre Troll / Slag Troll / Troll Impaler. It is often found that a full squad of Trollkin Warders is required to absorb the alpha strike of Madrak's opponents, so that Madrak can re-engage against them with his light warbeasts.

While the the Dire Troll Mauler is quite potentially the biggest powerhouse in the battlegroup, It often takes a support role and cleans up the remains of battered warjacks and warbeasts while handing out its Rage animus. To round the battlegroups points up, take a unit of Krielstone Bearer & Stone Scribes. Their wonderful armor bonus, makes Madrak's trolls nearly impervious to an alpha strike. The Stone Scribe Chronicler UA makes for a good addition to the force as well, Removing Incorporeal and Stealth from some of the more pesky opponents.

The strategy for the above list is to tie the opponent up with Trollkin Warders, place Madrak 3" behind two of the Trollkin Warders, Keep the light warbeasts a couple of inches behind Madrak, Keep the Dire Troll Mauler 5" on the opposite flank of the opponent and keep the Krielstone Bearer & Stone Scribes just in range so that there aura catches all of the Trollkin Warders. With proper spacing of pairs the Trollkin Warders will make an effective front-line for Madrak and his warbeasts. If an enemy allows it don't be afraid to let the Trollkin Warders charge into combat as they will benefit from Brutal Charge.

Keep Sure Foot upkept on the Trollkin Warders unless an enemy model engages Madrak, or a warbeast, If the prior occurs, consider casting the Sure Foot on the the threatened model. If a model manages to break the line, the Dire Troll Mauler should turn it into a pancake, Remember to cast Guided Hand before a model/unit charges.

Army[edit]

  • Diretroll Bomber - With the feat it can have 3 POW 16 shots, 2 of them can be boosted. It can take out 2/3 of a heavy on feat turn.
  • Troll Impaler - Adding Far Strike to Rathrok can be really useful.
  • Pyre Troll - Adding Flaming Fist to Rathrok will let Madrak deal positive damage to the majority of heavy warjacks and warbeasts, Additionally he will kill most solo units in a single attack. Don't Forget Flaming Fist also adds continuous fire, as well as making Madrak himself immune to fire damage.
  • Trollkin Warders - Madrak Casting Sure Foot and standing directly behind these guys creates a formidable front line. The bonus DEF from Sure Foot will make them less favorable targets as their low DEF will become above average. If Trollkin Warders have a group of Krielstone Bearer & Stone Scribes behind them, they can become as armored as a Khador warjack.
  • Slag Troll - Casting Guided Hand will allow the Slag Troll to more reliably damage constructs with Erosion. Effectively allowing the player to roll five dice (with a boosted roll) and keep the highest four. This can easily allow you to trade a Slag Troll for a bigger enemy warjack or construct warbeast. This works even better if the Slag Troll has the Rage Animus.
  • Krielstone Bearer & Stone Scribes - Staple unit in most Trollblood armies, for obvious reasons.
  • Runebearer - Madrak has a poor Fury stat. He doesn't like to cast spells and would much rather get them for free from Blood Boon. That being said Runebearer can cast every spell that Madrak knows, better than he can himself. If you have the spare points available, its a sound investment.

Drawbacks and Downsides[edit]

Tricks and Tips[edit]

Placeholder.


Other[edit]

Trivia[edit]

Released way back in Primal Mk1 (2006)

Theme Forces[edit]

Themes for any & all warlocks (Edit)

Other Trollblood models[edit]

TrollbloodLogo.jpg

(Edit)

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 - Power of Dhunia - Storm of the North
Minion Trollblood.jpg

(Edit)

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 - 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. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are 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 interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Blood Boon      (Edit)

  • Blood Boon doesn't interact with abilities that change the COST of a spell. This is based on the similar ruling between Geomancy and Scaverous (Link to related Infernal Ruling)
    • For instance, if you trigger Blood Boon while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus).

Rules Clarification : Ricochet      (Edit)

  • Placeholder

Rules Clarification : Thrown - None yet. (Edit)


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

 
  • General
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • 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.
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
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.

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Scroll of Grindar's Perseverance - None yet. (Edit)

Rules Clarification : Guided Hand - None yet. (Edit)

Rules Clarification : Stone Fall      (Edit)

  • Placeholder

Rules Clarification : Sure Foot - None yet. (Edit)