Dominar Morghoul & Escorts

From Battle College
(Redirected from Morghoul3)
Jump to: navigation, search

Skorne Paingiver Warlock Unit

After a lifetime spent bloodying his hands on behalf of others, Morghoul has emerged from the world of shadows to command a house like no other—the paingivers. In battle, Dominar Morghoul is attended by two paingiver escorts who aid him in crippling his foes so that his blade may find purchase, and he empowers his army with mortitheurgical might so that they may shift like the sands of the desert to swiftly fell their foes.

Basic Info[edit]

Morghoul[edit]

Morghoul 3
Morghoul3.jpg
Base Size Small
WBP +25
SPD 7
MAT 8
DEF 16
ARM 14
CMD 8
HP 15
FURY 6
See also How to Read the statblock

Weapons[edit]

Mercy - 1" reach, P+S 13 melee weapon

Abilities[edit]

  • 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.
  • Parry - This model cannot be targeted by free strikes.
  • 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.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
  • Granted: Reposition [3] - While this model is still alive and in formation all of the unit gains Reposition [3]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
  • Steady - This model can't be knocked down.
  • Hidden Blade - Morghoul gains +d6 damage vs models which are Blinded.

Feat: Death Wind[edit]

Morghoul, his escorts, and friendly Faction warrior models starting their activation in his CTRL range all gain Parry (as above) & Acrobatics (as above) & Overtake for one turn. (Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".)

Spells[edit]

The caster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
  • 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.)
Target model/unit suffers Blind for one round. (Blind - A model hit by this attack is Blind for one round. While blinded it suffers -4 MAT & DEF; can't make ranged or magic attacks; can't run, charge, slam, or trample; and must forfeit either movement or action when it activates. Blind can be shaken.)
Target Friendly faction model/unit gains Stealth. Models are not affected while out of formation.

Escorts[edit]

Dominar Morghoul's unit comes with two Paingiver Escorts.

Escorts
Base Size Small
SPD 7
MAT 7
DEF 16
ARM 12
HP 5

Weapons[edit]

Fan of Shadows - 0.5" reach, P+S 8 melee weapon

  • Damage Type: Magical - This weapon can damage incorporeal models.
  • Blind - A model hit by this attack is Blind for one round. While blinded it suffers -4 MAT & DEF; can't make ranged or magic attacks; can't run, charge, slam, or trample; and must forfeit either movement or action when it activates. Blind can be shaken.

Abilities[edit]

  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • 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.
  • Anatomical Precision - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.

Analysis of Morghoul3[edit]

Recent Release icon.jpg

Recent Release
This model/theme 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, have reviewed this article, and either you A) agree with the content 100% or B) 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.

Morghoul3 in a nutshell[edit]

Dominar Morghoul is very like his previous version of Lord Assassin Morghoul - blinding a lot of enemies, some buffing, a little debuffing, and the ability to finish the enemy off. Acrobatics and Apparition between them give him a pretty impressive threat profile as he can get through most enemies without stopping.

Like most warlocks in warlock units he's had some of his power spread to a couple of unit members who are probably worth three points each.

Maximising his Feat & Spells[edit]

  • Night's Reflection with its blind is basically the ability to render an enemy unit either irrelevant for a turn, easy prey this turn, or both. (It also sets up casters for the kill). It's equally good against battle engines and is generally a standout spell.
  • Mirage cast on the Dominar himself is a statement of intent. How recklessly do you want to play him? And you probably want to do this after the feat.
  • Occultation is just good.
  • His feat should be used early - preferably with Nihilators to clean up as much infantry as you can. Or with Bloodrunners to exploit gang chains as they don't actually have these abilities.

Typical Army & Strategy[edit]

Morghoul's feat and spells support an aggressive infantry line with a relatively small battlegroup.

  • Nihilators really love the Overtake/Berserk combination. And both Occultation and Apparition do good things for them.
  • Cataphract Arcuarii love Occultation and the feat.
  • Legends of Halaak can be protected on the way in and are very hard to hide from under Morghoul's feat.
  • Aptimus Marketh gets two upkeeps and his blind spell. Which is basically everything he wants.
  • Extoller Soulward lets you land Blind and may be wanted to take out incorporeal models as Morghoul lacks a zap.
  • Praetorian Swordsmen love everything the feat does.
  • Praetorian Ferox can threaten almost the entire table with Morghoul's feat
  • Paingiver Bloodrunners do surprisingly well with Morghoul's feat; Parry and Acrobatics both get them to targets and overtake does wonderful things to get Gang-chains going on targets that thought they were safe. Also with a caster with occultation the more stealth the merrier.

Drawbacks and Downsides[edit]

  • No damage buff
  • It's hard to trigger Hidden Blade and without it he's not that great an assassin.
  • Legion frequently no-sells all his blindness

Tricks and Tips[edit]

  • His escorts can frequently do a really good job of jamming up heavies.
  • Mirage is useful on his unit in the endgame.
  • Blind - then reposition back behind something safe
  • Night's Reflection can let you massacre an entire unit. Or just keep it out for a turn as it can't shake Blind.


Other[edit]

Trivia[edit]

Originally released 2017.04

Theme Forces[edit]

Themes for any-and-all Skorne warlocks (& bonded beasts) (Edit)

Other Skorne models[edit]

Skorne - Faction models (Edit)
Skorne Logo.jpg

Battlegroups
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Rasheth1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock)
Packs & Lesser Warbeasts Scarab Pack - Agonizer - Reptile Hounds
Light Warbeasts Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy Warbeasts Aradus Sentinel - Aradus Soldier - Archidon - Bronzeback Titan - Rhinodon - Titan Cannoneer - Titan Gladiator - Titan Sentry
Character Warbeasts Chiron - Despoiler - Molik Karn - Tiberion
Gargantuans Desert Hydra - Mammoth
 
Units, Solos, & Battle Engines
Units Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers
Legends of Halaak
Solos Ancestral Guardian - Paingiver Bloodrunner Master Tormentor - Extoller Soulward - Mortitheurge Willbreaker - Paingiver Task Master - Venator Dakar - Void Spirit
Aptimus Marketh - Hakaar the Destroyer - Tyrant Rhadeim - Tyrant Zaadesh
Battle Engines Siege Animantarax
Skorne - Minion models (Edit)
Minion Skorne.jpg
Battlegroups
Warlocks Arkadius1 - Barnabas1 - Calaban1 - Carver1 - Helga1 - Jaga-Jaga1 - Maelok1 - Midas1 - Rask1 - Sturm & Drang1
Requires a 2+ warlock game
Lesser Warlocks Rorsh & Brine - Wrong Eye & Snapjaw
Warbeasts The minion warbeasts you can include in a Skorne 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 it can take.
 
Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Gatorman Bokor & Bog Trog Swamp Shamblers - Gatorman Posse - Swamp Gobber Bellows Crew
Solos Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scout - Feralgeist - Gatorman Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Swamp Gobber Chef - Swamp Gobber River Raiders - Thrullg - Totem Hunter
Character Solos Agata, Queen of Carnage - Gudrun the Wanderer - Hutchuck, Ogrun Bounty Hunter - Maximus - Orin Midwinter, Rogue Inquisitor - Rorsh & Brine - Saxon Orrik - Targ - Wrong Eye & Snapjaw
Battle Engines Meat Thresher
Skorne - Theme Forces (Edit)
Imperial Warhost - Winds of Death - Disciples of Agony (CID) - The Exalted

Rules Clarifications[edit]

Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).

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 : Decapitation      (Edit)

  • Placeholder


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 : 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 : Parry - None yet. (Edit)

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

Rules Clarification : Acrobatics      (Edit)

  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata. This is a reversal of an earlier ruling.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. Click here for a detailed explanation
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended.
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.

Rules Clarification : Hidden Blade - None yet. (Edit)

Rules Clarification : Overtake      (Edit)

  • Overtake triggers at Step 12 of the attack sequence, before stuff like Berserk.


Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
Warning: This is a long one.

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was sitll as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.

Rules Clarification : Mirage      (Edit)

Rules Clarification : Apparition      (Edit)

  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you can't get away from 'long reach' melee weapons.
  • Unit members must always be placed in formation. Refer to the "Placed" section if the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.

Rules Clarification : Night's Reflection - None yet. (Edit)

Rules Clarification : Occultation      (Edit)

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.


Rules Clarification : Blind      (Edit)

  • Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Anatomical Precision - None yet. (Edit)


Wrench symbol.png

Note to Editors
To edit the Escorts tagged abilities, Click here