Trollkin Runeshapers
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Trollkin Runeshapers |
Runeshapers are among the most formidable trollkin sorcerers, having learned to manipulate stone by the power of their will. At a runeshaper’s call, rune-carved rocks rise in the air around them. Heavy stones fly at foes with deadly force while the earth itself trembles around them, bringing would-be attackers to their knees.
Basic Info
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Abilities
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Advance Deployment -
Pathfinder -
Tough - Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
- Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
- Steady - This model cannot become knocked down.
Weapons
- Hand Weapon - 1" reach, P+S 10 melee attack
Spells
| COST | RNG | AOE | POW | DUR | OFF | ||
|---|---|---|---|---|---|---|---|
| Dig In
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(★ Action) | - | - | - | (★) | No | |
| This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in. | |||||||
| Rock Hammer
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(★ Attack) | 8 | 3 | 14 | (★) | Yes | |
| On a critical hit, models hit become knocked down. | |||||||
| Trembler
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(★ Action) | - | 4 | - | (★) | No | |
| Center a 4" AOE on this model. Other models within the AOE become knocked down. | |||||||
Weapon Attachment
As with most Trollkin units, the Trollkin Runeshapers can take up to 3 Trollkin Sorcerers. The Sorcerer's info has been omitted for brevity.
Threat
- Melee:
- Walking: 6 inches
- Charging: 9 inches
- Magic Attack
- Rock Hammer: 13 inches
- Trembler: 6.2 inches
Theme Forces
- Power of Dhunia. Trollkin Runeshapers become FA:U in this theme.
Recent Changes
No changes since 2020.11
Thoughts on Trollkin Runeshapers
Trollkin Runeshapers in a nutshell
Runeshapers are an interesting three person ranged multi-wound support unit, first throwing rock hammers while going in and then trembling people over. The addition of battle wizard only partly changed how they play into infantry as they won’t crack armour, even when charging with a POW10 attack but should the first model kill its target Trembler can make sure the allies get battle wizard off slightly easier. Having advanced deployment helps them get where they need to go or enables them to dig in on the first turn.
They are the only offensive unit in Power of Dhunia (ignoring Partisans) so they will always have a place in terms of holding zones and contesting zones in a way that back line models like the Dhunian Knot wouldn’t. But that doesn’t mean that they are not easy to kill if misplaced. Armour 15 and 5 boxes can be killed by a pow 10 charge or pow 12 shot on average dice. So keep them under the Krielstone aura if possible.
Combos & Synergies
- Janissa Stonetide brings Veteran Leader for them, bumping their MAT and magic attack rolls.
- Krielstone - really helps with multi-wound infantry with +2 ARM. While the Northkin Elder doesn't offer any benefits to the Runeshapers, the Stone Scribe Elder increases their melee damage to 11, or prevents continuous damage, or in some corner cases drops enemy stealth.
- Dhunian Knot - Prayer Circle and Puppet Master helps fish for critical knockdowns on the Rock Hammer.
- Dhunian Archons can heal them every time something else in your list dies.
- The archons plus Gatorman Bokor & Bog Trog Swamp Shamblers can form a cycle where dying Shamblers heal Shapers and dying Shapers make new Shamblers.
- Hermit - Telemetry makes them more accurate, Master of Ruin more powerful
- Grissel1 and Grim2 offer an accuracy/power buff.
Drawbacks & Downsides
- A low natural threat range of 9 inches to trigger battle wizard. They will most likely be taking a charge, not giving it.
- To play around this, stage multiple units in ranks, or behind another screening unit. The screening unit takes the charge, and the Runeshapers retaliate.
- ARM 15 makes the Runeshapers susceptible to low power attacks (9-12). They melt to higher power attacks (14 and up). They are not as survivable as Trollkin Champions or Trollkin Warders, so they should not be expected to play the same way.
Tricks & Tips
- Measure their placement carefully before casting Trembler. You don't want to catch your own guys. Note, the runeshapers themselves don't care about trembler. That's what steady does.
- Runeshapers work best in multiples. One unit isn't particularly effective, or hard to get rid of. Five units are, especially with the right support.
- Warbeasts with 2-inch threat and a Stone Scribe Chronicler push the runeshaper melee output to a medium level. Adding in a warlock with a damage buff or armor debuff brings the runeshapers to a respectable level and can catch people off guard.
- The knock down effect can open line of sight for ranged assassinations, but planning for a ranged assassination win condition is better left to Kriel Company or Vengeance of Dhunia themes.
Other
Trivia
Released in Hordes: Metamorphosis (2009)
Other Trollblood models
Rules Clarifications
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Rules Clarification : Advance Deployment (Edit)
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Tough - None yet. (Edit)
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Rules Clarification : Battle Wizard (Edit)
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Rules Clarification : Magic Ability (Edit)
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Rules Clarification : Steady (Edit)
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Rules Clarification : Dig In and/or Foxhole Buddy (Edit)
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Rules Clarification : Rock Hammer - None yet. (Edit)
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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