The Troll King seeks to grind the realms of civilisation under his monstrous rule.
At the heart of an icy labyrinth, in an area of Troll Country strewn with the gnawed corpses of once-mighty heroes, sits the Troll King, Throgg. With the filth-encrusted heirlooms of eaten warriors decorating his yellowed tusks, he strikes out from his wind-whipped wasteland home to ambush, despoil, and feast. On his heels follows the bitter cold of winter, and his subjects - stinking monsters, drooling mutants, and tormented madmen. The slaughter he leaves in his Wintry wake has earned him such infamy that every season, great and lauded heroes ride northwards to attempt to slay him – and every season, the Troll King dines on their flesh. Disenchanted with these incessant, petty challenges, Throgg vows to bring about an age of ice and darkness and make all races of the Old World his slaves.
HUUUURGGEHH!!! BLUUUURGGEHH!!! HUUUUUUUURRRRRGGGGGGGGGGEHH!!!
There is no other choice. There never was.
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
This unit can hide in forests until enemy units get too close.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
The intense cold cuts into the flesh and burns the foe's extremities, greatly reducing their speed.
Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||40.00|
|Ch. Dist. to Adopt Pose||35.00|
|Ch. Dist. to Pick Target||35.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||8000|
|Unit Weight||Very Heavy|
|Unit Group||Hammer Infantry|
|Unit Group Parent||Lords|
|Bonus vs Cavalry|
|Bonus vs Large||28|
|Bonus vs Infantry|
|Weapon AP Damage||372|
|Missile Block Chance||0|
|Warband of the Hound|
|Warband of the Eagle|
|Warband of the Serpent|
|Warband of the Crow|
|Rival Norse Tribe|
|Rival Norse Tribe|