Horgle Ironstrike

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Trollblood Logo.jpg Horgle Ironstrike

Trollblood Trollkin Solo - (Lesser Warlock)

A talented blacksmith, Horgle Ironstrike has always been skilled with the manipulation of fire to bend metal to his will. His gifts awakened, he has mastered fire itself and wields it with brutal effect in defense of the kriels. Ironstrike has a special affinity for pyre trolls and slag trolls, taking their fiery innate abilities and stoking them to create a blazing inferno.

Basic Info

Horgle1
Missing Info
HorgleIronstrike.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR
MAT 6
RAT N/A
M.A. N/A
DEF 12
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 4
THRS N/A
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Fire Imm symbol.jpg Immunity: Fire
  • Tough symbol.jpg Tough
  • Burnt Meat - Warbeasts in this model's battlegroup can charge enemy models suffering the Fire continuous effect without being forced.
  • Lesser Warlock - 1) This model is not a warlock but has the following warlock special rules: Battlegroup Commander, Fury Manipulation, Healing, Spellcaster, and Transferring Damage. 2) This model must have at least one warbeast in its battlegroup at the start of the game.

Weapons

Flaming Sword
Sword icon.jpg  RNG   POW   P+S 
1 4 11
Smith's Hammer
Sword icon.jpg  RNG   POW   P+S 
1 4 11

Spells

COST RNG AOE POW DUR OFF
Hot-Shot

2 6 - - Upkeep No
Target model in the spellcaster's battlegroup gains boosted ranged attack damage rolls.
Ember Spark

2 10 - 10 - Yes
Gain an additional die on this spell's attack roll if the target is not suffering the Fire continuous effect. Ember Spark causes fire damage. On a hit, the target models suffer the Fire continuous effect.

Theme Forces

Recent Changes

2020.11 Vengeance of Dhunia Dynamic Update

2021.10 Mega Update

  • Cut Affinity [Pyre trolls and Slag trolls]
  • +1 ARM


Thoughts on Horgle1

Horgle1 in a nutshell

Horgle is a lesser warlock, taking some of the load off your warlocks by bringing a ranged beast to put Hot Shot on. In short, he's a fury management tool for non battlegroup focused warlocks, with an attached gun platform. He also has a good late game melee potential and a Troll Defensive profile that makes him harder to remove than most similarly costed models.

One minor issue Horgle1 has is that the themes he can play in do not really have that many ways for him to utilise Burnt Meat, as they do not have models to spread fire with, other than the Pyre Troll and himself, which puts him at risk as Ember Spark is a low ranged spell.

In Band of Heroes he can cast animi on infantry that actually like being in melee: Skaldi Bonehammer can actually hurt heavies with a nice +2 to damage rolls. He also gains optional take down which will only really come into play if you take some big risks.

Beast to Run

  • Slag Troll or Pyre Troll - Their respective animi give Horgle a damage buff he can hand out to himself or other models, while he can put Hot Shot onto them for some mean fire power. The Pyre Troll is especially recommended as it works very well with Hot Shot due to ROF 2 on it's gun and its cheaper. But a spray with boosted damage rolls coming from a Slag Troll can also be very powerful and it's animus lets Horgle double stack continuous effects on his melee weapons, which is cute.
  • Dire Troll Bomber - Expensive, but there is hardly a better taget for Hot Shot.
  • Glacier King - Even more expensive, but three shots under Hot Shot speak for themselves. Its huge base and Snowfall can keep Horgle very safe, so if you have a way to keep your king safe (Such as Gunnbjorn1's Rock Wall and feat) this combination can be very effective.

Combos & Synergies

Any warlock who lacks a native damage buff / wants another, is not battlegroup focused, but wants to play in Band of Heroes or Power of Dhunia (likely the former) will like Horgle1. This isn’t a long list of models but Madrak1, Madrak3, Ragnor1, Jarl Skuld, Grissel1, Grissel2 and Borka1 all qualify.

  • Krielstone - Anything Trollblood and with multiple wounds wants the Stone.
  • Horthol, Boomhowler3 and similar combat solos love the Pyre or Slag animus on the charge.
  • Hermit - Telemety means you can land Ember Spark even on high DEF models reliably. Mad Visions can also men the difference between him surviving or his beast going wild.
  • A Road Hog run by Rorsh & Brine can spread fire for Burnt Meat.

Drawbacks & Downsides

  • If Horgle dies, his troll(s) become near pointless.
  • Only part of a limited number of themes, which effectively limits the casters that would realistically run them (Gunnbjorn2 would love a Hot Shot Bomber, but will never run PoD or BoH).
    • This also means he is usually the only model who can trigger Burnt Meat for his beasts, as Northkin Raiders, Fire Eaters or the Hooch Hauler are not in the same themes he is in, and Rorsh & a Road Hog is not a realistic combo.
  • Madrak0 may not have hot shot but he is in every theme and reduces warbeast strain.

Tricks & Tips

  • Remember that he can boost and, if he has a Pyre Troll, he can cast Flaming Fists on himself. This means he does more melee damage than the Pyre Troll. If you were going to take a Pyre Troll he's very possibly worth it just for that.
  • When it is time to go in, this is the most efficient way to attack:
    • First, Horgle casts the Pyre Troll's Flaming Fists on himself.
    • Then he charges his target, boosting to hit with his hammer if needed. The target should now be knocked down.
    • Then he swings with his sword to light the target on fire.
    • Now it's on fire, his beast charges the knocked down target for free. The beast buys up to three attacks.

Other

Trivia

Released in Hordes: Exigence (2014)

Other Trollblood models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor

Warlock Attachment

Trollkin Runebearer

Lesser Warlocks

Horgle1 - Madrak0

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 - Dozer & Smigg - Earthborn Dire Troll - Mulg the Ancient - Rök

Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units

Dannon Blythe & Bull - Boomhowler1 - Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Sons of Bragg - Scattergunners - Thumper Crew - T Champions - T Fennblades - T Highwaymen - T Long Riders - T Runeshapers - T Scouts - T Sluggers - Warders
Special WA: Trollkin Sorcerer

Solos

Boomhowler2 - Boomhowler3 - Braylen Wanderheart, Trollkin Outlaw - Bumbles - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - General 'Thunderstone' Brug - Horgle1 - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Madrak0 - Northkin Shaman - Pyg Tank - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner Valka Curseborn, Chieftain of the North

Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North - Vengeance of Dhunia
 
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2021.10

Rules Clarifictions

RC symbol.png

Rules Clarification : Lesser Warlock and/or Draconic Consort     (Edit)

  • This model has a completely separate battlegroup to your main warlock.
    • Your main warlock cannot force warbeasts under this model's control (and vice versa).
    • Any spells/effects that apply to your main warlock's battlegroup (such as Warpath) do not apply to warbeasts under this model's control (and vice versa).
  • This model is a solo, and is not a warlock
    • It is affected by stuff which specifies "non-warlock models" (such as Seduction).
    • It is not affected by stuff which specifies "warlock" (such as Black Arts).
  • When this solo dies, any warbeasts they are controlling go wild exactly as if it was a warlock. (Infernal Ruling)
    • See this article for the Wild warbeast rules and how to re-tame them.
RC symbol.png

Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Burnt Meat - None yet. (Edit)


RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
RC symbol.png

Rules Clarification : Ram and/or Batter     (Edit)

  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
  • 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 : Hot-Shot - None yet. (Edit)
    Rules Clarification : Ember Spark - None yet. (Edit)