by Gython
Epic Doomshaper is THE Trollbloods ultimate dire troll warlock. With his feat & spells, he is our prime delivery system of massive muscle, tooth and claw. He is a warlock who requires a bit of set up and positioning to be played effectively, but if done right your opponent's large and/or juicy targets will feel the full brunt of your dires.
Red: Muy MUY IMPORTANTÉ!
Orange: Very VERY GOOD
Black: Average, for eDoomy's purposes anyway
Statline
Epic Doomshaper's stats won't be winning him any awards, by far. All of his stats are below average except for his FURY of 7. He has sub-par defense, only one more that the majority of the rest of our army's Def. His ARM isn't great either, the same as our Kriel warriors. His CMD is poor and his health boxes are a little below average as well. But despair not! We aren't taking him for his stats, aside from his FURY…
Feat - Scroll of Grimmr
Friendly faction warbeasts in eDoomie's control area get to charge, slam, or trample without being forced and get +3" movement when the perform one of those actions. This feat along with several other speed buffs allows for some massive charges for beasts under Doomshaper's control. The main point you must worry about is if your dire warbeast will be charging OUT of doom's 14" control range. It's happened a few times to me so you must be wary as well. More on this feat in the tier and individual beast synergy section.
Abilities
Tough - The 1/3 staple among our faction
Attuned Spirit - EDoomie gets to cast one Dire Troll's animus for free during his activation. This is a nice bonus as it basically saves you two FURY every round!
Hyper Regeneration - If damaged, Edoomshaper heals d3 hit points at the start of every activation. While it's very unlikely that he'll be hurt and survive, Hyper Regeneration can be useful to heal damage incurred by leaching from his own life force.
Goad - When a warbeast destroys a model in EDoomie's 14" control area he can force it to move 2". This is HUGE! Let's say your target is just outside your beast's charge range but there is an easily kill-able trooper near within charge range and near your target, you can simple charge the closer model, kill it, then goad 2" towards your intended target and go to work. That's the idea anyway.
Weapon Abilities: Willbreaker
Has an average P+S with some other abilities.
• Magical Weapon
• Reach
• Powerful Attack - One focus boosts both attack and damage rolls. This makes eDoomy fairly efficient if he has to kill something in melee (and helps make up for his poor MAT). However you really shouldn't be using this as he shouldn't be in combat, EVER!
Spells
• Agitation - Place 1 FURY on every enemy beast in Doomshaper's control area. An expensive but good spell that can only be cast once per turn. Useful for preventing enemy Warlocks transferring damage to warbeasts on an assassination run. Or just maxing out their beasts so that one or more will possibly frenzy and be less useful next round.
• Primal Shock - Troll's very first arc node type of spell! An offensive spell that allows use it even if the troll in question is engaged in melee. It's POW is equal to the troll's base STR. Mulg is an ideal target for this as he has base STR 13. Its also important to remember that because the warbeast is the point of origin, that means you can cast it against a Stealth target that is within 5" of the beast. Pretty cool when you want to run a beast 10" in some direction and have eDoomy use Primal Shock on Eyirss or something. Just remember to boost to hit on above average DEF targets. Heck, boost damage too!
• Refuge - Upkeep that lets a friendly model move after it successfully makes an attack during its activation. It's immune to free strikes during this move. This is an amazing spell and only second to Wild Aggression! Lets say you have a heavy beast in your way to kill their warlock. Have this spell up & running on your first Dire Troll. They charge in and kill (or 2 handed throw in the case of a mauler) the Heavy beast. Then once he's done have it move it's full movement out of combat so that your second dire troll can charge in through the newly cleared hole! OR you need to get somewhere fast for a Scenario. Charge or trample in the direction, kill the model then move again to the intended spot.
• Sunder Spirit - An offensive spell that causes a damaged Warbeast to lose its animus for one round. Another good spell but very situational. If you know how your enemies animus work and can see what he may be planning, this would be a good idea to use. Neither the beast nor the warlock will be able to cast the animus next turn and will throw a monkey wrench into their battle plans.
• Wild Aggression - An upkeep that lets an affected warbeast charge for free and boosts all of its melee attack rolls. This is the true bread & butter of the Edoomy spell arsenal! You should have this upkept on a heavy warbeast AT ALL TIMES. Then when ready, have it charge in or continue it's attack's, then activate doomshaper after and have him re-cast it on another beast ready to charge for double use of this spell. If that's not possible, due to your need of the feat before hand, there's always our runebearer aka "Trollses". I can't speak highly enough of this spell. It has helped me hit DEF 16-19 warlocks with MULG and/or Earthborn consistently, for their ultimate beat down.
Thoughts on Hoarluk Doomshaper, Rage of Dhunia
Epic Doomshaper is in many ways a one turn of wonder caster. Pop his feat, cast Rush on a few beasts, and have them trample or charge off at 13.5" (14" for Mulg with his 2" reach) and get them into your opponents face, doing as much damage as possible. He can turn his warbeasts into a real assassination threat. Mulg Trampling 12" over a line of infantry to engage a caster is game over for that caster as he unleashes his 5 FURY worth of attacks into their face (boosted to hit if he has Wild Aggression on him, which you should have at all times!). He's also a very fun caster as he allows you to play a much more aggressive game than Trollbloods are normally capable of.
Syngergies
Warbeasts: The bread & butter of your army!
Bouncer Troll- Our best troll for helping to defend our 'locks from incoming range attacks. Edoomy is very squishy so his extra help can really come in handy, especially if the bouncer has put his animus on Edoomy. If you have the extra points, take him, otherwise he's not crucial but always a nice bonus. If you're torn between him and the impaler, go with the impaler: the best offense is a good defense.
Pyre Troll- Primarily used for its animus to buff damage on other models. Works decently well if you're short on points for a mauler, but nothing spectacular. Take him if can't field a Mauler, don't have a slag and need a damage boost. Or if you're playing against a heavy fire using Menoth list.
Slag Troll- Similar as the Pyre, great if your Meta is warmachine’s heavy (a lot are at the moment like mine). Good damage buff and great 2 ranged attacks, especially if you've managed to knock down your intended Warjack/Cryx/Wold target. Boost your damage rolls: +4d6 with corrosion is nothing short of beautiful! Take him if you're not taking a Mauler and need a damage boost.
Swamp Troll- Really suffers if you don’t bring an Impaler. The drag is nice, but at 8” your probably better off charging your models into their lines as a distraction. The animus is nice but if you're casting it on edoomy in hopes of keeping him alive, then you've got bigger problems. Leave him at home.
Impaler- Can synergize very well depending on what other beasts you bring. If you have a Pyre, Slag, Swamp, Bomber, Blitzer or Alten in your list, this guy is an EXCELLENT choice! Again if you have the points & need the extra range, take him! His critical slam is also a wonderful ability but unfortunately can't be regularly counted on even when boosting to hit.
Axer- Like the Impaler, except for melee. His Threashering reach weapon is amazing with Wild Aggression, leaving your 3 FURY for boosting damage rolls, provided he didn't use his RUSH animus. Speaking of, the true power of this model comes from his fantastic RUSH animus of +2" movement AND pathfinder. This is essential for getting your other beasts up the field (aka Mulg) and through rough terrain. An auto include in any edoomy army aside from his Tier list! If you don't take him, I will find you, put you in a rear naked choke hold until you DO field him!!! Yes, he's THAT important!
Bomber- Depending on what your facing, this too could be an auto include. Let's say you are facing a horde of infantry aka Infantry-machine. No matter how much you trample, you're not going to get as many as you want. The bomber helps alleviate that problem by carpet bombing your opposition. You may not always hit your intended target but you will catch a few! The animus is a nice bonus if there is a lot of AoE spam [Khador/Mercs] in your Meta too. The bomber is also a very good target of the Refuge spell. Move up, carpet bomb, then move out of the way for your other Dires to charge/trample in on feat turn! If you can, take the Impaler with this guy, you won't regret it. If points are short to include an impaler, it's not as that big a deal on feat turn. Your only shy the extra 1".
Blitzer- Another ranged option like the Bomber. The Impaler is less important for this guy since he is originally boasting a range 10” gun, but Far Strike can still do wonders with this guy. If your on the fence in which to get: Blitzer or Bomber, always go with the bomber for edoomy lists as he covers a larger saturation area.
Mauler- A very viable option, boasting both a damage buff (which works on the Impalers thrown spear too!) and the ability to trash nearly any model in the game while being able to make the full range of power attacks after charging/trampling in. Brings both the ability be a case cracker, and the ability to stack Rage on a target (Mulg, Earthborn, Caber Throwers, Champ Hero, Horthol) and watch things crumble fast.
Earthborn- Ah yes, my second favorite beast. An absolutely all around great beast. He’s fast, he’s a heavy base cracker, BUT his animus & abilities are the real key. If rough terrain is on your half of the table, ALWAYS have him near it. The +2" to moment is amazing, coupled with his natural pathfinder, you can't go wrong. Here is where the Axer's animus comes in. When you need the distance, cast RUSH on him and use your feat. He will be charging/trampling 15" away! Just make sure you move edoomy forward prior so that he can still force and goad the EBDT 2" further if needed! If the Rush is not needed to get to your target, I highly recommend you lay your +2 or +3 damage boost animus on him. His ability to use the P of your opponents weapon is beautiful. Most heavies/warcasters have a +6 or +7 weapon. With Rage, you'll be damaging with a 21-22 hit every attack. Lastly, the EBDT is a prime target of wild aggression. He's almost guaranteed to hit his charged/trampled targets leaving his 5 fury for boosting damage and/or buying more attacks! Again, if you don't take this fantastic model with Edoomy, I will find you yet again and put you in an arm-bar until you field him. This is the #2 MUST TAKE!
Mulg the Ancient- Here is my baby and money maker! My #1 go to boy with edoomy and personal favorite heavy warbeast. His 12 points is quite expensive but well worth it! Mulg has one of the most powerful reach weapons in the game, a very high mat, and an animus that can come in handy when your facing enemies that like to cast spells while within combat. Seriously this guy combined with a slag or Dire troll animus can kill anything you need with a P+S of 21-22! If he was damaged early, use whelps to chew on to get him back up to speed, but don't forget, he gets an extra inch of movement too! The EBDT has pathfinder naturally, but Mulg get's bogged down in rough terrain [must be that huge mountain on his back constantly catching branches]. This is why the Axer's RUSH animus is key to getting him into the thick of it! Let's not forget his crit smite ability on his massive club. Again you see the importance of wild aggression on MULG: Slamming enemy models around is not only fun, but good for your opponent's colon as well! Lastly, Edoomy has his special affinity with Mulg, and why not? They both use runed-branches as weapons! If Mulg hasn't killed something with his final hit, he gets to attack it ONE, MORE, TIME! This is fantastic, especially when Wild aggression is cast upon him. More than once, my opponent has sighed in great relief as I filled up his 5 Fury by trampling/goading towards his warcaster, only to hit him once. Then watching the color drain from his face as I explain that MULG can hit him once more, for the killing blow. His 'fear factor' element is alive and well in our opponents. Though not everyone can afford this pricey model, the EBDT makes a suitable replacement. Yes that means TWO EBDT's in your army if you can't field Mulg.
Units:
As Edoomy is a Beast 'lock, he does nothing for our units but there are still uses for them.
Fennblades- A good tarpit unit, especially with their U.A. While not as tough as Kriel warriors, the extra speed and reach attacks make these models a great choice. if you can't afford the cost of metal Kriels, plastic fennblades make a good alternative, despite being a bit more costly in points. But being a beast caster I say leave them at home. [see boomhowler below]
Kriel Warriors- Our premiere 'in-faction' choice for a inexpensive tarpit unit. Despite their money cost, they are VERY cheap in points! The Caber tosser can be used in conjunction with the Mauler's Rage animus for a very nice slam attack! But if you have the points and need a distraction unit, take them or... [see boomhowler below]
Champions- This is only one of two units you may take for Edoomy's theme force. Champs are a very nice second line unit. Boasting some of the highest resilience to damage of any Trollblood models, and two p+s11 weaponmaster attacks, these guys can dish it out as well as take it, especially when you spam the Mauler's Rage animus among them. Another case cracker unit, add damage buffs, fellcaller love, and you have some charging P+S 13-14 +4d6 with another non charge attack right after. Add in the KSB and they're now sitting comfortably at armor 20, 8 wounds apiece taunting your opponent. .
Long Riders- Very similar in usage to the Champions, but they are much more effective at killing infantry. +3d6 to hit, Pow 14 impact attacks with Horthol creates a lot of dead infantry, and lets them keep moving on to the harder targets which they can then easily crack. One thing to note is that if you’re using Rage as your damage buff, only the axes will be effected by the extra str because the impact attacks just use the LR’s mounts pow. Slag and Pyre anima though add damage to all melee attacks and thus boost the impact attacks too. Their cost is too high so I say leave them home in all but the largest point games
Burrowers- I’m sure you’ve all read The Burrownomicon by now so you know that these little bastards are likely to make your opponent roll his eyes at you. Cheap and easy with any of our 'locks. Always combine them with a fellcaller for the +2 to hit, UNLESS your intend target has just been knocked down by a Caber thrower or Mauler. A full unit with a fellcaller is 9 points. That could be a mauler for you too. But if you have the points and need a distraction unit, take them.
Bushwackers- Often overlooked, these guys can actually be very valuable. Great for flanking and picking off models from a range. But being a beast caster I say leave them at home.
Krielstone Bearer- Makes your army that much more durable and the UA gives a bunch of the most useful abilities know to all Trollkind! This is a great unit but I don't see their use as crucial to an Edoomy list not to mention they can' be taken in his theme force. Edoomy's fury is usually spoken for in the first two turns so filling up the stone is not as easy as it is with other casters. I say leave them at home.
Runeshapers- Good flanking unit. I would only recommend them in higher point games, but they do bring something to the table that you won’t have a lot of: Magic attacks. If taken I find they work best on a flank. I say leave them at home.
Scouts- A GREAT flanker unit and the second unit an Eddomy Tier list can take. Their lower cost [compared to 3 champions] and great abilities really make them shine off to the side when Edoomy is hard at work with his dire's. Take a unit in your theme force if you can.
Solo’s:
Troll Whelps- ALWAYS take these little guys! They can do so much for only 2 points! Not to mention you need to take TWO units (10) in a theme force. Say your facing super high DEF troops that your bomber can't possibly hit, run two up next to your targets, then bomb the whelps! Have all your dire's charged/trampled forward, are maxed out on fury and look like their about to meltdown? Run a few up behind the closer Dire's to snack on and remove the excess fury next turn. Lastly as your beast's inevitably become damaged, these guys can pop out to give your living opponents a -1 to hit and can be eaten for d3 healing next turn. All this and they also make great charge blockers against everything but the large base tramplers! Take them! ALWAYS!
Trollkin Runebearer- Ah yes, another must take. Edoomy will be constantly spamming animuses and casting/upkeeping spells, which will drain him quickly, despite being able to cast 1 Dire animus for free every round. A 1 fury savings every round will come in handy especially when you can once per game freely re-cast Wild aggression on your second EBDT or MULG for the final blow to your enemy!
Champion Hero- The poor man's Axer, sans animus. Reach, weaponmaster with a powerful axe and allows champs to move through each other’s bases. Retaliatory strike is pretty awesome considering his high mat. Also has the commander advantage and a cmd of 10, which WILL be needed on your burrowers when facing Cryx. If you're taking champs/burrowers then take him if you have the points, otherwise leave him at home.
Fell Caller- Our premiere toolbox of abilities! Not to mention he has some pretty good attack stats and a spray. Much like the Champion Hero: If you're taking units/burrowers then take him if you have the points, otherwise leave him at home.
Stone Scribe Chronicler- I don't find this guy as important as the Fell Caller, but still very nice, especially if you use him in conjunction with your target unit and Mulg, Axer, or Implaer. Helps your army get up the board and can make certain units a pain to kill (read: Dygmies).
Horthol- Only take if you have your Long Riders. While he’s a good Dragoon, and reach is amazing, he is expensive and a fair amount of his worth comes from what he gives to Long Riders. If you have LR’s then he is auto include, if not, you can probably spend your points better elsewhere.
Janissa Stonetide- The cool shenanigans you can pull off with her & 3 Force Locking Runeshapers is amazing. Even her alone can provide a lot of defense to your army and/or Warlock with her Rock Wall placement. Especially of note is combining her with the EBDT. They will be able to have an ARM of 20 while near the wall. A great defensive solo if you have the points but I say leave her at home in the smaller games.
Trollkin Skinner - Enough people have chimed in on his lackluster results. Edoomy does nothing for our troops let alone our "Daniel Boone" solo so I say leave him at home, despite his anti-beast-ness.
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Minions:
Swamp Gobber Bellows Crew- These guys are a great defensive measure to keep edoomy out of the line of fire. If you have a point left over, TAKE 'EM!
Nyss Hunters- a great weaponmaster unit despite it's high cost and frail construction. In larger games, their hunter ability & CRA's are fantastic on the flanks but I say leave them at home in the smaller games.
Gatormen Posse- A decently self sufficient and tough heavy infantry unit. Seeing as we already have champs, leave them at home.
Totem Hunter- Just a 100% awesome model all around. I mean what’s not to love. This guy is freaking amazing. Take him any time you can you have the points a need a flank solo hunter. He will almost always repay his points.
Boomhowler- Since Edoomy doesn't support our troops, I find this unit as one of his BEST tarpit units due to their 4+ 'Defiance' tough rolls. In medium to large games I say take these over our Kriels and fennblades if distraction/slowing down your enemy is the main focus for your unit! Boomhowler's 8 health boxes, coupled with natural 5+ tough will help him "keep on, keepin' on". Their CMA is simply gravy when engaging harder to hit units. And if you're really concerned over warbeast/warjack retaliation on the rest of your army, his Rage Howler can give you a nice added bonus to your armies DEF by making their MAT & RAT 2 less next turn. In addition, command checks on anything within 8" is also nice against feeble troopers.
Thrullg- I have yet to use him but have heard he is crucial when facing enemy casters that cast spells upon our Dire Trolls to hamper their style. Take only if you are facing this type of opponent and/or druid-heavy Circle lists.
Lanyssa Ryssl- Her hunters mark extends Mulg's threat range up to 16" on the feat charge or 17.5" for the Earthborn. At the very least you're giving your self a solid 14" threat every turn, provided she hit's her target. And you get to charge for FREE before and after your feat turn, if Wild Aggression isn't on a particular beast that is charging her targeted model. At the very least she gives you another magical attack against stealth and incorporeal.
The remainder of the Minions are case by case situations as many people either love them or rather spend the points on something else better suited to "trollish synergy".
Based on your excellent write up i started my first trollbloods army with Epic Doomshaper! Its looking something like this.
ReplyDelete35 points
Epic Doomshaper
Runenbearer
Mulg!
Earthborn Dire Troll
Dire Troll Mauler
Troll Axer
Troll Whelps