War Wagon

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Trollblood Cavalry Battle Engine

I love it when I hear the enemy yell, “Hold the line!” — War Wagon Driver Jormo Kelkun

Basic Info[edit]

War Wagon
WarWagon
SPD 7
STR 14
MAT 6
RAT 5
DEF 9
ARM 19
HP 38
Cost 16
See also How to Read the statblock

Weapons[edit]

  • Pounder - 12" range, 5" AOE, POW 17 gun.
    • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
    • Quake - If this weapon directly hits, all models in the AOE are knocked down.
  • Scattergun - 8" spray, POW 12 spray
  • Mount - 0.5" reach, POW 14 mount attack.
    • Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
    • Trampling Hooves - This model may make charge attacks with a mount attack.
    • Ton of Bricks - A model hit by a non-impact attack with this weapon is slammed d3˝ directly away from this model. The POW of collateral damage is equal to the POW of this weapon.

Abilities[edit]

  • Battle Engine - All Battle Engines share the same special rules. Most notably being huge, having two fields of fire, and being immune to knock down, stationary, etc.
  • Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks.
  • Construct - This model is a construct and is not a living model.
  • 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.
  • Dual Attack - This model can make both melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Crushing Weight – When it charges, this model is not required to move at least 3˝ to make impact attacks. Instead of making impact attacks only once, this model can make impact attacks each time it contacts a model for the first time during its charge.
  • Line Breaker - This model gets an extra die on impact attack rolls.
  • 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.
  • Shooting Gallery - The War Wagon gains +2 to ranged attack rolls against models within 5" of it.

Recent Changes[edit]

2017.05 CID - Battle Engine

Went down in cost by 2 points, gained 14 damage boxes
Lost Trample Power Attack, but gained Crushing Weight and Line Breaker which turns its Cavalry Impact attacks up to 11.
The buffalo lost Momentum, but gained auto-knockdown and Ton of Bricks
Gained Shooting Gallery


Thoughts on War Wagon[edit]

Recent Release icon.jpg

Recent Change
This model/theme's rules have recently changed dramtically, and the "Thoughts On" section has not (yet) been updated to reflect its new capabilities.

Please feel free to update the article and remove this warning.

War Wagon in a nutshell[edit]

The War Wagon is a large infantry wrecker - between its big gun and its ability to trample it can pulp infantry like there's no tomorrow. It's also tougher than any Dire Troll and very fast for a Trollblood model.

To demonstrate how powerful the War Wagon is, consider a typical activation:

  • Declares a charge
  • Contacts a model, declares impact attacks against everything within 0.5" of its front arc (thanks to being a Cavalry model)
  • Gets 3d6 for the impact attack rolls (thanks to Line Breaker) that auto-knockdown and deal a POW 14 +2d6 damage roll.
  • Rinse and repeat (thanks to Crushing Weight) until you either reach your charge target, or fail to kill something within the charge lane.
  • After finally completing the charge move, you get to make a charge attack with the mount (thanks to Trampling Hooves).
  • You get 3d6 for the charge attack roll (thanks to being a Cavalry model), that auto-knockdowns, auto-slams (thanks to Ton of Bricks), and deals a POW 14 +3d6 damage roll (damage boosted from the charge)
  • Oh, and if you slam the charge target into something else, you can get an extra damage die vs the target and/or do POW 14 +2d6 vs the something else.
  • Then it starts shooting (thanks to Dual Attack), getting +2 to hit anything within 5" (thanks to Shooting Gallery)
  • Then it repositions into a better position to do it all again next round.

That's what it does every turn, before you start buffing it. With buffs its performance can only go up.

Combos & Synergies[edit]

  • Krielstone? Krielstone. Krielstone!
    • In fact, any armor buff is likely to put it in the range where unbuffed, unboosted attacks don't do much damage.
  • Shooting will often leave it dinged up but alive, so it enjoys the company of a Gobber Tinker.

Drawbacks & Downsides[edit]

  • It can't boost ranged attack or damage
    • Given that its impact and charge attacks are autoboosted and leave prone targets to shoot at, this is somewhat mitigated.
  • The trample can be stopped by one bad roll
  • Quake on the Pounder relies on it hitting first. Which can be ... challenging.
  • It doesn't break heavy enemies.
  • As every other battle engine, it is not part of your battlegroup, thus cannot benefit from spells and feats, which affect your warbeasts.

Counterplay[edit]

Crushing Weight makes the Wagon a hard model to stop, but there's a few things you can try:

  • A direct debuff against its movement
    • A "soft" debuff with a SPD penalty, that will reduce how far it can charge (such as Crippling Grasp).
    • A "hard" debuff that prevents advances and/or charges, so it can't charge at all (such as Shadowbind).
    • More esoteric debuffs, like using Telekinesis to spin it around so it can't see charge targets.
  • You can block it with a model it can't reliably kill.
    • Remember, with boosted attack rolls it can reliably hit DEF 16, and with POW 14 it can reliably roll 20-21 damage.
    • You can't block it with Tough models, since it knocks you down before the damage roll (unless you have some way of ignoring knockdown)
    • So, to block it, you're really looking for a fast light warjack of reasonable durability. Fast so it can jam it quickly, and durable so it's not trivially removed prior to the Carriage's activation.
  • The second thing you can try is board positioning. Because every time it pauses to make an impact attack, that has to be a legal position to stop. It can't pause on top of terrain or other models (even if it has a rule that allows it to move over/through that terrain/model.
    • For example, even though the Carriage has Pathfinder and can charge over obstacles, this doesn't let it stop halfway on top of an obstacle to make impact attacks.
    • You can line up your troops behind obstacles, far enough away that it can't attack them in melee, but close enough that there's no room for it to "land" on the other side of the obstacle.
    • If you have Incorporeal models, a few them scattered around in front of it can really eliminate all potential "landing zones".

Tricks & Tips[edit]

  • When you slam something, it's knocked down. Finally, a target you can hit!
    • Even more appealing if it's near a target that's harder to hit.
    • Note that a failed charge is a bummer if you're saving the Pounder for after you charge, so don't count on any survivors getting knocked more than 3" back.
  • If you charge a target and get base-to-base, you can hit it with an impact attack, knock it down (and follow it, if it's small or medium: hopefully you have movement left), and then autohit with your charge attack. It's not the best model to eliminate solos, but two boosted attacks with respectable damage (and some guns to finish the job) will take care of a variety of targets.


Other[edit]

Trivia[edit]

Theme Forces[edit]

  • None yet

Other Trollblood models[edit]

TrollbloodLogo.jpg

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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

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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


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 : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.

Rules Clarification : Quake      (Edit)

  • If the weapon misses, then it will deviate and do blast damage as per a normal AOE (assuming it has a POW to begin with).
  • Other effects of the attack will still occur (such as the Mitigator's auto-point of damage to all models hit).
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Trampling Hooves - None yet. (Edit)

Rules Clarification : Ton of Bricks      (Edit)

  • You don't get the +2" that a huge base normally gets when it Power Attack Slams a small-based model. Because Ton of Bricks is not a Power Attack.


Rules Clarification : Battle Engine      (Edit)

  • Do not confuse the Colossals & Gargantuans rules with the Battle Engine rules just because they're both huge based.
  • Of all the things that can't happen to a Colossal/Gargantuan (such as gaining Stealth, being placed, etc), about 90% of them can happen to a Battle Engine.

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

Mount Weapon
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • You cannot "stop" in an illegal position to carry out Impact Attacks. For instance, halfway over a linear obstacle, or a flying cavalry stopping while it 'overlaps' other models, or stopping halfway through an Incorporeal model.
    • The reason is, you need to obey the rule "this model can advance through [stuff] if they have enough movement to move completely past it".
    • Stopping during your movement doesn't satisfy that rule, whether that's the "stop" at the end of the model's normal movement or the "stop" for impact attacks.
  • If your charge target is included in your Impact Attacks, then you need to turn and face it and end your movement before starting the attacks (refer rulebook, last paragraph of 'Impact Attacks').
    • As such, things which trigger at "End of Movement" (such as Admonition) will occur before your Impact Attacks.
    • On the other hand, if your Impact Attacks don't include your charge target, then you're interupting your movement to resolve them, and thus stuff like Admonition won't trigger.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets 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.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • 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.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.

Rules Clarification : Construct - None yet. (Edit)

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Dual Attack      (Edit)

  • There is no penalty for shooting an enemy you are in melee with, however if you miss it must still be re-rolled vs a new random target.
    • If the new random target is a friendly it will get the DEF bonus, since you can't be in melee with friendlies.
  • You can target a model they are not in melee with with a ranged attack. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.

Rules Clarification : Crushing Weight      (Edit)

  • Placeholder

Rules Clarification : Line Breaker      (Edit)

  • Placeholder


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 : Shooting Gallery - None yet. (Edit)