Theme - Hammer Strike

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Mercenary Theme Force

This theme force is used to field the dwarf and ogre alliance of the Rhulfolk.

Theme Rules[edit]

Theme Force Restrictions[edit]

A Hammer Strike army can only include models from the following list:

Allowed models Which includes
Last updated 2017.01
Rhulic warcasters
Rhulic Non-character warjacks
Note: Character warjacks can be taken, but only if bonded with their favourite warcaster (Cankerworm with Asphyxious, etc)
Rhulic models/units

Theme Force Bonuses[edit]

  • For every full 20 points of units and battle engines in this army, you can add one weapon crew unit, command attachment, or Ogrun Bokur solo to the army free of cost.
    • Free models/units do not count towards the 20 points.
  • Heavy warjacks and weapon crew units gain 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.)
  • Your deployment is extended 2" forward.

Recent Changes[edit]

2017.06 Errata

Battle Engines now count towards the free points.


Thoughts on this Theme Force[edit]

Hammer Strike in a nutshell[edit]

Here comes Ossrum and the Dwarves, or Madhammer and the AOEs. Extended deployment zone, and heavies with Reposition (thank goodness the Gunbunnies don't!) are good things. Repositioning Horgenhold Artillery Corps is better.

Theme strengths and playing to them[edit]

You're playing a dwarfy list. Your Horgenhold Forge Guard hit hard. You've also got a lot of pretty powerful pie plates from your artillery and your siege crawlers - and a caster that's well suited to maximising one or the other.

Theme weakness and mitigating them[edit]

You're slow. But you're dwarves, so that's to be expected.

On early turns your heavy warjacks will almost always get further with a Trample + Reposition than they would with a regular Run.

List Building Tips[edit]

The best ways to maximise your free points are considered to be:

  • 20 points: Two minimum units of Forge Guard (20 points)
  • 21 points: Full unit of Forge Guard (16 points), and Herne & Jonne (5 points)
  • 22 points: Full unit of Forge Guard (16 points) and a unit of artillery (6 points)
  • 23 points: Siege Crawler (18 points) and Herne & Jonne (5 points).
  • 40 points: Full unit of Forge Guard (16 points), a Siege Crawler (18 points), and a unit of artillery (6 points)
  • 41 points: Two Siege Crawlers (18 points), and Herne and Jonne. With two free artillery corps this is sometimes known as Full Madhammer.
  • 42 points: Two full units of Forge Guard (32 points) and one minimum unit (10 points)
  • 60 points: Two full units of Forge Guard (32 points), a minimum unit of Forge Guard (10 points) and a Siege Crawler (18 points)

As can be seen the Forge Guard are considered far better "point modules" than the Ogrun Assault Corps, the High Shields, or the TAC.

The Artillery Corps are considered the best item to take as the freebie, rather than a Bokur or a High Shields CA; to take the CA would first mean taking High Shields (there is of course nothing wrong with the Bokur).

Caster thoughts[edit]

Gorten Grundback need not apply; Solid Ground does nothing the Dwarves want while he really likes the Grogspar combination. Durgen used to leave Hammer Strike - but since the upgrades to the Siege Crawler he gets some nice feat-maximising options here while Ossrum leads out the Forge Guard charges.


Other[edit]

Trivia[edit]

In Mk1 and Mk2 this was known as The Searforge Commission.

Rules Clarifications[edit]

Rules Clarification : Theme Forces    (Edit)

  • Bonus - One [X] gains [Y]
    • If you need to choose which models get your theme bonus, then you do this choice after deployment. (Infernal Ruling)
    • An example is how Winter Guard Kommand gives Advance Move to one-warjack-of-your-choice-per-WG-unit.
      • In comparison, Destruction Initiative gives all Servitors the Shield Guard ability so you don't need to "make" a choice.
    • You should still write on your army list how many of these bonuses you get to hand out, though, so your opponent can clearly see. (Infernal Ruling)
      • ie at the bottom of your list, you'd write "3 warjacks gain Advance Move" but you don't need to state which three are going to get the bonus.
  • Theme Forces, free models, and Specialists in Steamroller
    • When you make substitutions to your list, you need to double-check that you haven't removed something that allows you to take free models.
    • If you have, then you either need to remove those free models, or pay full points cost for them.
  • Unit Attachments & free points
  • Specific Themes
    • Refer to each theme to see if there is anything totally specific to that theme.

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)

Models in this Theme Force[edit]

Refer to Category:Hammer Strike

Other themes[edit]

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Protectorate of Menoth The Creator's Might - Guardians of the Temple - Exemplar Interdiction (Edit)
Retribution of Scyrah Forges of War - Defenders of Ios - Shadows of the Retribution (Edit)
Mercenaries Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater (Edit)
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