Madrak Ironhide, Champion of the Kriels

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Trollblood Logo.jpg Madrak Ironhide, Champion of the Kriels

Trollblood Solo

Before accepting the accursed Rathrok, Madrak Ironhide established himself as one of the greatest champions of his kriel. He made a name for himself in the Kuor dueling arena as a youth and later sought to explore the ominous Thornwood Forest, batling Tharn and stranger things deep within its twisting depths. And his reputation grew again in the early Trollkin wars as he led warriors and warbeasts alike against the human kingdoms. Even without the legendary weapon, Madrak was destined to forge a legacy like no other.

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PP Online Store only
At the time of writing (2021.11) Madrak0 is only available to order from PP, not via other distributors.

Basic Info

Madrak0
Missing Info
Madrak Ironhide Champion of the Kriels.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 7
RAT N/A
M.A. N/A
DEF 13
ARM 17
CMD 9
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 5
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Mastermind [ Trollkin Warlock ] - This model can be included in any army that also includes a Trollkin warlock model, regardless of theme force restrictions. This model cannot be included in any army that doesn't also include a Trollkin warlock model.

Abilities

  • Tough symbol.jpg Tough
  • HenchmenTroll Axer and Troll Impaler ] - Choose one friendly Troll Axer and Troll Impaler in this model’s battlegroup at the beginning of the game to be Henchmen. The chosen models gain +1 MAT and RAT and Life Link. (Life Link - Once per turn, a model with Life Link can have damage transferred to it without spending fury.)
  • 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.
  • Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.
  • Righteous Vengeance - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during the last round, during your Maintenance Phase this model can advance up to 3" and make one basic melee attack.

Weapons

Thrown Shard
Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 14
Stoneshard
Sword icon.jpg  RNG   POW   P+S 
1 6 14
  • Magical dam symbol.jpg Damage Type: Magical
  • Krielstone Echo - When this model hits an enemy model with this weapon, friendly Faction models gain +2 ARM while within 4" of this model for one round.

Spells

COST RNG AOE POW DUR OFF
Bracer

2 6 - - Upkeep No
Target warbeast in the spellcaster's battlegroup gains +2 ARM. The affected model and any friendly model B2B with it cannot be knocked down, be pushed, or be moved by a slam.
Jackhammer

1 6 - - - No
Target model in the spellcaster's battlegroup immediately makes one basic melee attack.

Theme Forces

  • Other Factions
    • Minion players can also use this solo in the Vengeance of Dhunia theme. (Note that the Farrow warlocks in this theme can't use him.)

Thoughts on Madrak0

Madrak0 in a nutshell

Madrak0 is a super solo with great stats all round and a very survivable defensive prodile. The consensus is to play him in one of 3 ways:

  • Dedicate a 3rd of your army to him & an Troll Axer + Troll Impaler. Taking full advantage of Henchmen bonus This let's you use Lifelink to soak up great amounts of damage and play him forward in his nost survivable build.
  • Ignoring the Henchmen rule, and using Bracer to buff a heavy or gargantuan warbeast and giving it a buttload of attacks via Jackhammer. This build mostly ignores Madrak (though he will always try to throw a axe or trigger kriel echo) but will get make 1 warbeast truly devastating.
  • Play him as a high risk Support model where you are mainly trying to trigger Kriel Echo on the rest of your army with 1 cheap beast (likely an Axer).

He will always want to trigger Kriel Echo and should try do so at every opportunity. Bracer and Kriel Echo will make 1 beast very durable with +6 armour.

Battlegroup thoughts

Madrak's beast loadout influence what kind of model he is going to be on the table and thus should be considered carefully:

  • Running a Troll Axer and an Troll Impaler gives him two free transfer targets and they gain extra MAT and RAT in turn. Running both makes him actually quite costly.
    • With the Axer he can be your designated Rush Animus bot, if you need one. So he functions as a very durable support model with some good lategame damage potential.
    • The Impaler on the other hand gives him access to Snipe, but you cannot trigger Kriel Stone Echo off of ranged attacks, so this only gives him something to do until the lines meet. If you want a durable combat solo that contributes all game and later buffs your stuff a bit, this is the beast for you. Jackhammer is wasted on this thing however. As it isn't that accurate or hard hitting.
  • You can also just ignore his Henchmen rule and run another light with a valuable Animus, such as a Pyre Troll or Slag Troll, then he becomes a squishier, but still durable support model with a punch. Especially if you put one of the animi on him.
  • A Troll Bouncer with Bracer on it becomes an ARM 21 Shield Guard and no longer needs to cast it's animus, making it more efficient.
  • A Swamp Troll with Bracer is also a pain to remove and if Madrak can't charge something using it's tongue to pull something closer is handy.
  • A Troll Basher comes with innate MAT fixer in Chiller and has a powerful crit effect. So using Jackhammer until you get a Crit Stagger can be a cute strategy.
  • An Earthborn Dire Troll reaches absurd amounts of ARM with Elemental Communion, Bracer, Krielstone Echo and Protective Aura, making it an effective roadblock. If it gets the +2 SPD from Rough Terrain you can run it quite far and then start Jack Hammering, too. It does lack some punch though, unless you juice it up with Flamings Fists, Stone Strength and Elemental Communion.
  • War Hog - In Vengeance of Dhunia of course. With Bracer it goes to a casual ARM 20 and it can Bulldoze to go inconvenient places it cannot be dislodged from. It's also a prime Jackhammer target.

Combos & Synergies

  • Trollkin Champion Hero grants him Retaliatory Strike. Kriel Echo can trigger from your Retaliatory Strike.
  • Kriel Stone - Obviously, for the extra bonuses and +2 ARM, which stacks with Bracer and Kriel Echo, giving you a +6 ARM swing.
  • If you brought an Axer and an Impaler, you have two free transfer targets, meaning he becomes even more resilient if you have Dhunian Archon(s) and Hermit prevent damage rolls on him.
  • Ragnor - Ragnor is all about his brick, and Madrak makes anything around him, and his warbeast, brickier. Earth's Sanctuary can keep Madrak very safe on the approach, then the feat makes him impossible to dislodge after triggering Krielstone Echo. With Field Marshal: Weight of Stone you can tag an enemy model and then have Madrak's beast run in and whale on it with Jackhammer.
  • Horgle2 - Madrak can run a Bracer'd Road Hog for him, which will set the world on fire in the literal sense and also alleviates the Fury burden the Hog creates.

Drawbacks & Downsides

  • No playing him with any of the full Warlock Madraks.
  • You need a Trollblood Warlock to include him, so no mingling with Farrow Warlocks in Vengeance of Dhunia. This is sad especially for Azazello, who would love a model like him in his army.
    • In a 2 caster game Azazello could get access to him - but how common are games that size.
  • Henchmen encourages you to play an Axer and/or Impaler, if just for the Lifelink targets to make him extra survivable, but they are nowhere near auto-includes in most armies and there are better lights that you'd want to put on a Lesser like him most of the time, such as the Pyre Troll, which don't get the full benefit from Henchmen.
  • There is not really one particular beast for him that takes amazingly to every part of his kit. Axers and Impalers are encouraged due to Henchmen and especially Lifeline, but their output is shoddy and their animi situational. Other light beasts like the Pyre Troll have great animi but no inherent synergy with his kit and you lose the free transfer. Bracer calls for a beats with high native ARM, so unless you go for a Bouncer or Swamp Troll, you have to go for a heavy, which inflates his cost considerably. Jackhammer calls for a beast with high native damage output and accuracy, so a costly Mauler or Brawler are required.
    • On the other hand, this means there are actual decision points to make in his beast loadout, and which part of his kit you want to lean into the most instead of taking the same tried and true combo in every list, always.

Tips & Tricks

  • Righteous Vengeance happens before leeching fury. Be careful you don't walk too far away from your beasts.
  • The Kriel Echo aura is not the regular Kriel aura, so you can stack both together for +4 ARM.

Other

Trivia

  • Released 2021.10
  • Released to celebrate the 15th anniversary of Warmachine, alongside Krueger0, Thagrosh0, Makeda0, and Barnabas0. Four of them are characters from the 2006 Primal rulebook, and the 5th is Barnabas.

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 Clarifications

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Henchmen - None yet. (Edit)

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Rules Clarification : Life Link      (Edit)

  • Life Link will get updated to say ""Once per turn, a model with Life Link can have damage transferred to it by its battlegroup commander without spending fury." (Infernal Ruling)
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 : Relentless Charge      (Edit)

RC symbol.png

Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)


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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 : Thrown      (Edit)

  • You do not add the model's base STR to the thrown spear, just modifiers. The base STR is already included in the POW of the weapon. (Locked thread)

Rules Clarification : Krielstone Echo - None yet. (Edit)


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Rules Clarification : Fortify and/or Bracer     (Edit)

  • If an attack causes a push/throw/etc, it may still target a Fortified model. All damage and effects will still occur as normal, except the movement.
  • Place effects (such as Telekinesis) can still move Fortified models.
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Rules Clarification : Jackhammer      (Edit)

  • The caster can cast Jackhammer on themself (as they're a member of their own battlegroup).
    • The caster can do this before advancing. They can even choose to do initial ranged attack(s) as their combat action, after casting the spell.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.