EvilGong

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Trolls

Catalogue listings suitable for Trolls
Packs EGP02
Individual codes - EG34-36, 10, 46, 73

What you need to know about Trolls

Trolls are three-metre tall humanoids whose bloodthirstiness is matched only by their stupidity.  Famous as raiders and plunderers, many cities have been content to bribe them rather than risk siege or battle.

Troll armies were semi-organised mobs of club wielding infantry.  An early impetuous charge of the Trolls could sweep away enemy, however Trolls could be undone by enemy skirmishers goading them into rash charges.  Troll raiding forces could include smaller swamp demons, hairy humanoid things and trained pet wolves.

Hairy men are bigfoot-like, swamp demons are humanoids with birdlegs and clawed hands - why these co-operate with Trolls remains a mystery.

Trolls were unarmoured, and mostly unclad, but thick skinned - ranging in colour from browns to olive - some trolls wore bits of captured kit.

DBFi Style Army list

Dry.  Ag 3.  Rv, M, Rgo, H (G), H (S), BUA, E, V.

C-in-C as troll @ 19AP       1
Ally-general as above @ 14AP         1-3
Trolls - Irr Behemoth (I) @ 9AP 12-60
Trained wolves - Irr Beasts (I) @ 3AP or all Irr LH (I) @ 3AP          0-4
Giant hairy men - Irr Lurker (O) @ 2AP          0-2
Swamp deamons - Irr Wb (F) @ 3AP or all Irr Sneaker (O) @ 2AP     0-6
Fortifications for camp TF @ 1AP   0-12

HOTT style armies

General Behemoth @ 4 AP     1         4
Trolls Behemoth @ 4 AP     2         12
Warband - massed less enthusiastic trolls @ 2AP  5     22
Beasts - wolves or swamp demons @ 2AP  1     24

Alternatives - Sneaker - swamp demon or hairy man @ 3AP, Lurker - hairyman @ 1AP, Hero Troll - @ 4AP.  Some Trolls are downgraded to Warband to meet the Hott requirements for 6-3 AP troops.  Trolls might be based 1 or 2 per element base to show different types.

Stronghold -  ruined city or temple with improvised fortifications.

FR! style army suggestions

Infantry

Massed less enthusiastic trolls - Handweapons + Shock Elite
+ Heavy Armour @40          6-18
Juvenile trolls and trollspawn - Beastmen + Heavy Armour @40          0-6
Hairy men - Handweapons + Elite @40          0-2

Chariots

Swamp Demons - Heavy Chariots + Fear + Paralysing Gaze @80          0-2

Monsters

Huge, ferocious or famous Trolls - Large Monster @80          1-2
Large Trolls - Small Monsters @60  2-4
Trained Wolves - Swarms @50          0-2

Characters

General @150      1
Heroes @20      0-2

Special Rules

The general and heroes must be permanently attached to a troll, in effect, they are the troll.

For assassination and character challenges, they are treated as having two free bodyguards, to simulate their superhuman prowess, and to compensate for the loss of flexibility.  These bodyguards cannot be permanently killed, they are just treated as “dead” if they lose for purposes of resolving this challenge.  If the unit the character is attached to is destroyed the character is dead.

Swamp Demons are treated as heavy chariots but count difficult going as if they were rangers. “Hairy Men”, if they are purchased,  may be deployed against any enemy unit currently in a forest, swamp or rocky ground.  They fight as normal, if they eventually destroy the enemy unit they are fighting, they may be taken off the table and redeployed again as desired.

Trolls are far too obtuse and visceral to master the esoteric disciplines of magic, and so have no magic users, but the same characteristics makes them very resistant to magic, the troll’s Army Pool magic points start at 20, and can obviously only be used to negate enemy magic.

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from the evil mind of   David F M Brown dfmbrown@mpx.com.au
this site was rapidly constructed by a gang of slavering orcs,

~ otherwise known as B Squared