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The sorcerers of the trollkin are not timid lore masters but determined and lethal combatants. Typically born with the white skin and red eyes of albinos, making them easily recognized as trollkin sorcerers at birth, they often command powers associated with elements prevalent in the region of their birth. Thus, many originating from the north command the cold winds of winter as a powerful weapon that can be used to attack or defend.
|See also How to Read the statblock|
- Rune Axe - 1" reach, P+S 10 melee weapon
- Attachment: [Medium-based Trollkin] - This model can be attached to a Medium-based Trollkin unit.
- Attachment Deployment - If the unit this model is attached to has Advance Deployment or Ambush, this model gains that ability.
- 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.
- Combat Caster - This model can use one of its Magic Ability options before running or charging.
- Magic Ability [ 6 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
Thoughts on Trollkin Sorcerer
Trollkin Sorcerer in a nutshell
The Trollkin Sorcerer is an attachment you can give to a unit to keep it safe from upkeep spells, and if you are worried about incorporeal models like Blackbane's Ghost Raiders. The list of spells this is effective against is fairly narrow though. Most stat debuffs like parasite result in the unit getting blown away on the enemy's turn. The timing of the sorcerer's debuff removal prevents it from working on some effects (notably rebuke).
Combos & Synergies
- Trollkin Champions are able to transfer damage to sorcerers via sanguine bond. There's some benefit to taking more than one, as attaching up to 3 sorcerers effectively grants 5/10/15 extra hp to the pool. Champions will also benefit from sanguine bond when b2b with a sorcerer. The sorcerers also gain relentless charge, overtake, and [northkin] when in a champion unit led by skaldi.
- The Sorcerer normally gets played after doing specific opposition prep. War Witch Deneghra for example is a good excuse for using one - but it really isn't worth the points against casters that aren't offensive spell slingers or armies who don't use incorporeal significantly.
- Unit attachments with [granted] effects or other abilities that affect the whole unit will benefit the sorcerer.
- When attached to The Sons of Bragg, the Sorcerer will benefit from their Fell calls. Generic +2 damage on its razor wind attack is cute but maybe not worth it. This also applies to Boomhowlers in Kriel Company.
- If you are worried about lots of incorporeal enemies a shooty unit with magic weapons is always fun.
- The sorcerer can cast razor wind before running to engage. This can be a useful way to set up gang for Trollkin Scouts or position for defensive line on champions.
- Attaching a sorcerer to a krielstone lets it store an extra fury. Paying 9 pts to get 3" extra on the aura isn't exactly worthwhile, but if you need to shave 1 point off a list that contains a max stone+elder, dropping down to min stone+elder+sorcerer only loses 1" of aura.
Drawbacks & Downsides
- Disbinding isn't that great in practice - either your opponent puts an upkeep on a different Trollblood unit entirely, or it puts it on the one the Sorcerer is in and then wrecks it in the same turn, before you get a chance to use Disbinding.
Tricks & Tips
- Remember you can attach 3 sorcerers to a unit (if you care to shell out the points and cash). There are some cheeky things that that enables, like extra durability on Champions or extra aura range on the Krielstone.
Released in Hordes: Gargantuans (2013)
Since it can be attached to any unit, it can be in every theme (so far):
- Band of Heroes - (Article) (Category)
- Power of Dhunia - (Article) (Category)
- Storm of the North (Article) (Category)
- Kriel Company - (Article) (Category)
Other Trollblood models
|Warlocks||Bloody Barnabas - Calaban - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang|
Requires a 2+ warlock game
|Other Controllers|| Lesser Warlocks: Brun & Lug - Dahlia & Skarath - Rorsh & Brine - Wrongeye & Snapjaw
|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|
|Solos||Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scouts - Feralgeist - Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Thrullg - Totem Hunter|
|Battle Engines||Meat Thresher|
Rules Clarification : Trollkin Attachment
| * 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)