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Battlefield Bangkok

Bangkok's Premier Hobby, Board and RPG Games Shop
05 8th, 2008

Rumour, whishful thinking, total hoax or fact, who knows for sure, other than Privateer Press, but here are the stats that have made their way into discussions!

Madrak, World Ender : Epic Trollkin Trollblood Warlock

With the recent acquisition of new lands, Madrak is set to solidify his people into a new nation. The call has gone out to all refugees that a new safe haven has been created where all of Dhunia’s children are welcome. Not just trollbloods, but Gobbers, Bogrin and Ogrin are welcomed with open arms, as long as they will take up arms in defense of their new homeland. Even some trollkin in the relatively safe northern regions have traveled to join with their people in this new and prosperous land. What the Duke and his allies call the bud of a new Molgur Empire, Madrak and his people call their last, best hope for peace, and maybe even survival.

==

Every great gain must come at an equal cost. Madrak is the true target of every Cygnaran bullet and cannonball in the region, for without his leadership the fragile coalition of the kriels will surely fail. Even some of his allies would prefer another, more warlike leader. Doomshaper holds a small but increasing sway among the kriels, and his view towards Cygnar is of an enemy nation that must be punished for years of persecution. It was Doomshaper that convinced Madrak to perform the rituals to unlock Rathrok’s true power, even though the shaman knew that such an act could very well cost Madrak his soul and doom the world to darkness.

==

The trollkin race is old and has ancient and powerful means of protection to those members of its race important enough, and more importantly willing to bear the burden. The kriels have offered up their most powerful talismans and scrolls to keep their leader safe, and he bears them into battle, armed with his deadly blade. Regretfully he directs his axe towards the most threatening opponents, sacrificing their souls, and part of his own, for the good of the kriels. If he is destined to bring about the destruction of the world, he is determined that his people shall have a proper place in it when it ends.

  • SPD: 6
  • STR: 8
  • MAT: 7
  • RAT: 6
  • DEF: 14
  • ARM: 16
  • FRY: 5
  • CMD: 10
  • 18 health

Powers :

Pendant of Renewal : Madrak heals one health at the beginning of his controllers maintenance phase.
Elite Cadre : KrielWarriors – Kriel Warriors gain +1 MAT, RAT and CMD. War Shamans may make 2 prayers during their activation. Once per turn,when Madrak is declared the target of a charge, a Kriel Warrior in his CMD range may move up to 3″ before the charge movement occurs.
Warbeast Bond : +2 THR and may move 1″ after destroying an enemy model with a melee attack.
Tough.

Scrolls

Once per turn during his activation Madrak may read a scroll to gain its benefits. Each scroll may only be read once.

  • Scroll of Fordalia’s Protection : Madrak gains Warded. Warded models cannot be targeted by magic attacks. Warded lasts for one round.
  • Scroll of Kendark’s Evasion : Madrak gains Evasive. Evasive models cannot be targeted by ranged attacks. Evasive lasts for one round.
  • Scroll of Basalt Bortok’s Will : Madrak gains Rock Solid. When damaging models with Rock Solid, damage rolls may not be boosted and no additional dice may be rolled. Rock Solid lasts for one round. (tactical tip clarifies that this means no more than 2 dice can ever be rolled)

Weapons

  • Melee Weapon – Rathrok
  • POW: 8 (P+S=16)

World Ender : When Rathrok is used to make an attack, mark one damage point on Madrak. When Rathrok directly hits a non-warlock non-warcaster warrior model, Madrak may mark three points of damage to remove that model from play. When Rathrok damages a model, Madrak may mark four points of damage and the damage from Rathrok cannot be transferred.
Wraithbane

  • Ranged Weapon – Thrown Rathrok
  • POW: 8
  • RNG: 8
  • Thrown Weapon, World Ender, Wraithbane, Ricochet

Feat : Spirit of the Kriels

Madrak is the greatest leader the kriels have known for centuries, and all see him and know that they are at a great deciding moment in the history of Dhunia’s children. When all seems lost, Madrak can captivate and reinforce the spirit of his people, and they shall endure.

Friendly trollblood models/units currently in Madrak’s Control Area gain +2 STR and Endurance. The when a model with Endurance suffers sufficient damage to be destroyed the model is instead reduced to one wound and Endurance expires. Endurance lasts for one round. (the tactical tip says that this goes before tough)

Spells

  • Guided Hand
  • Hardened Hearts :: Cost: 2 – Range: 8 – Upkeep – Target Friendly trollblood unit gains fearless. When a model in the unit is destroyed by an enemy attack, models in the unit gain a cumulative +1 STR and +1 MAT for one round.
  • Unity :: Cost: 3 – Range: Self – Friendly models in Madrak’s Control Area in base to base with a Friendly Trollblood model gain +1 DEF


Trolls beat Skorne

Author: Games Master
05 1st, 2008

Update 500 Point Ladder. Skorne challened Trolls and were defeated.

  1. Chris – Menoth
  2. Wuffy – Cryx
  3. Chris – Khador
  4. Kobby – Trolls ( W 1 – L 0 – D 0)
  5. Wuffy – Skorne ( W 0 – L 1 – D 0)
  6. Steve – Khador
  7. Kris – Mercenaries


04 28th, 2008

Kobby Trolls

  • Grim Angus
  • Earthborn Dire Troll
  • Axer
  • Winter Troll

Chris Khador

  • Butcher
  • Behemoth
  • Beserker

Terrain : Featured a lot of shallow water that was centered near a forest in the center of the map, other terrain (Ruins and Water) was to the Khador Left of the battle field.

Deployment : Trolls won the deployment roll and opted to allow Khador to set up and move first. The Butcher deployed far left away from the forest and water to avoid giving Angus free fire through the Forest. The Trolls set up opposit Khador.

Turn 1 - Both : Khador advanced up the table, Butcher cast two upkeep spells and stayed behind the Behemoth. Trolls ran up the table to just under half way.

Turn 2 – Khador : Butcher upkeeps spells and assigns focus to the Behemoth. The Behemoth fires at the Earthborn hitting once for minimal damage and missing with the second shot, Beserker advances, Butcher keeps the Behemoth between himself and Angus.

Turn 2 – Trolls: First of three tactical blunders sees Angus forget to leach his fury, and while this does not lead to any Frenzied beasts, it does mean that he has no focus and his beasts all have some fury on them, and his upkeep spells all expire. Second blunder comes shortly afterwards as the Earthborne using the rought terrain speed increase and the Axer Animus charges to attack the Behemoth, three attacks leaves some minor paint damage . The other Trolls have advanced to where the Earthborne was.

Turn 3 – Khador : Butcher upkeeps his spells, keeps all his focus. Activates pops his feat, steps up to within 2″ of the Earthborne and proceeds to decapitate it in two blows. Fury is lost as Angus forgets to reave in a fit of anguish. The Besrker charges the distant Axer to get itself between the Troll forces and the Butcher. The Behemoth fires at Angus and hits! Additional damage for the active feat, it could have been all over but the damage roll was feeble

Turn 3 – Trolls: Angus moves up into the cover of the ruins, fires at The Burtcher causing a minimal damage, then pops his feat to prevent the Khador forces moving away from a central point positioned 2 inches in front of The Butcher (which was to proove to be the third tactical error). Axer and charges the Beserker and damages it badly, Winter Troll charges and finishes it off.

Turn 4 – Khador : Unable to move far, but far enough, The Butcher charges the Axer directly across the teether point, and with his reach manages to reach the Axer, he’s made of tougher stuff than the Earthborne and it takes 4 hits to kill him. Behemoth fires at the winter Troll, taking out it’s Spirit

Turn 4 – Trolls: Angus moves Deeper into the ruins, shoots Butcher with a spell but fails to damage him. The Winter troll charges in, misses, hits with a follow up and the is forced to use Rime. Remaining engaged with The Butcher. Angus is looking a little desperate now as he is down to one Fury 3 beast!

Turn 5 – Khador : The Butcher keeps all his focus, casts his double up strength spell and goes for the all  in one kill on the Winter Troll, boosts the damage on the easy hit and turns the beast into a pile of blood and melting frost. The Behemoth doesn’t move (not moved since turn 2) and fires at Angus, missing twice

Turn 5 – Trolls: Angus has three fury and so cuts himself for another 3, he fires a spell at The Butcher , hitting him and knocking him down, shoots his gun hits but the damage barely reduces The Butcher to half hits. Angus sits behind the ruins, wondering if the Butcher can reach him

Turn 6 – Khador : While killing Angus would have been hugely satisfying, the reality was that it was an un-necessary risk. So The Butcher camped his focus. Then activating he stood up and moved away, The Behemoth finally moves and positions itself inbetween Angus and its warcaster. With Armour 24 and 11 wounds left, it’s looking good.

Turn 6 – Trolls : Angus cuts himself for 5, leaving him with 2 wounds. Moving out of the ruins and getting an angle on The Butcher, fires his gun , boosted shot, hits, boosted damage, just 5 wounds…The Butcher lives, Angus casts a final spell, misses and it’s all over.

==================================================================

Post battle thoughts : This was my first victory over Angus, and it was hugely helped by some very uncharacteristic errors by Kobby, most of all his attempt to charge the Behemoth and both failing and ending up in The Butchers kill range. It was also nice to have the Butcher in the thick of combat, with him killing all three enemy beasts in melee.