Night Troll

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Trollblood Light Warbeast

Blinded by generations in subterranean lairs, night trolls rely on other senses to stalk their prey under cover of darkness. When trollkin warlocks impel them to venture out into the daylight they can become lethal allies. Even enemies fortunate enough to survive an encounter with one of these terrifying creatures are forever haunted by the memory of it hypnotizing their comrades and tearing them apart with venomous, paralyzing claws.

Basic Info[edit]

Night Troll
NightTroll
SPD 5
STR 8
MAT 6
RAT 3
DEF 12
ARM 15
HP 22
Cost 7
Fury 3
Threshold 9
See also How to Read the statblock

Weapons[edit]

  • Wicked Claw (x2) - 1" reach, P+S 12 melee weapons.
    • Critical Paralysis - A living model critically hit by this weapon has its base DEF reduced to 5 and can't run, charge, slam, or trample for one round.
  • Bite - 0.5"reach, P+S 11 melee weapon.

Special Abilities[edit]

  • Eyeless Sight - This model 1) ignores cloud effects when determining LOS, 2) always ignores concealment and Stealth, and 3) never suffers Blind.
  • 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.
  • Man-Eater - May charge living warrior models for free.
  • Regeneration [d3] - This model may be forced to heal d3 damage boxes, once per activation. It can't run in the same activation.

Animus[edit]

Enemies within 2" are pushed directly towards the spellcaster in the order you choose.

Recent Changes[edit]

  • From Mk2 it got slightly cheaper and had its animus tweaked.
  • In the Dec 16/Jan 17 Errata it gained a much-needed point of MAT.


Thoughts on Night Troll[edit]

Night Troll in a nutshell[edit]

The Night Troll is currently the cheapest troll light warbeast, looks cool, and is the only Trollblood model with Stealth. It received a MAT upgrade in errata and the jury is out on whether this was enough to fix the under-performing warbeast.

Combos & Synergies[edit]

  • By the use of its animus it can pseudo-extend threat ranges, bringing push-able enemies closer to your army.

Drawbacks & Downsides[edit]

  • It doesn't hurt heavies.
  • It has a short threat range.
  • It doesn't worry high DEF infantry.
  • If you want something hard to kill for the cost get a Troll Bouncer.

Tricks & Tips[edit]

  • Look for reasons to use Attractor.
  • It can take out infantry in quite a wide area.


Other[edit]

Trivia[edit]

Placeholder.

Theme Forces[edit]

Other faction models[edit]

TrollbloodLogo.jpg

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Battlegroups
Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Madrak1 - Madrak2 - Madrak3 - Ragnor
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Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle1
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 - Horgle1 - Horthol - Janissa Stonetide
Battle Engines War Wagon
 
Theme Forces
Band of Heroes - Power of Dhunia
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


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 : Paralysis - None yet. (Edit)

Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.

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 : Man-Eater      (Edit)

  • Placeholder

Rules Clarification : Regeneration      (Edit)

  • Placeholder

Rules Clarification : Attractor      (Edit)

  • 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)