Friday, March 11, 2011

Forced Evolution: Fell Caller Hero


Fell Caller Hero
Trollblood Trollkin Solo

The sons and daughters of Bragg - the legendary father of the fell caller bloodline - are paragons of Trollkin culture and pride.  Their powerful. booming voices raised in song can rally nearby trollkin to heroic efforts or shatter bone and flesh through a singular sonic attack.  Between battles this hardy bunch find joy in living the good life, even in difficult and troublesome times.

Speed (SPD) ██████
Strength (STR) ███████
Melee Attack (MAT) ███████
Ranged Attack (RAT) ██████
Defense (DEF) ████████████
Armor (ARM) ███████████████
Command (CMD) █████████

Melee: Sword (x2) POW ███ P+S ██████████

Ranged: Sonic Blast Range (RNG) Spray ████████Rate of Fire (ROF) █ Area of Effect (AOE) N/APower (POW) ████████████

Special Abilities

Fearless
Tough
Fell Call, Overcome - Makes a friendly Faction warrior model/unit cross over rough terrain easier.
Fell Call, Reveille - Helps up a friendly Faction model up its feet. Sadly, still no Khadoran Pegasus tricks with this one.
Fell Call, War Cry - Bumps up a friendly Faction warrior model/unit close combat capability.
Weapon Master, Sword

Product Information
Classification Solo
Base Size 40mm (Medium Base)
PIP Code 71019
Price $13.99 (610.127 Php, 699.50 Php Fortress estimate)
Model Count 1
Packaging Blister

Feel free to join in the discussion! Click on Comments below to start or join in the discussion!

15 comments:

  1. Ahh the Fell Caller MK2. Where do I begin?

    While the model and its abilities appear to be the same, this model IMO took a nosedive from MK1 goodness to MK2 mediocrity.

    Back in the day, this solo is an auto-include in most Troll armies as it can buff everything (melee, ranged and on occasion even magic attacks). War cry has been nerfed to only buff melee attack rolls now. Inspire was removed. His MAT and RAT has been increased which makes him contribute better to attacking the enemy but for me his ability to buff your army and make them more effective far outweighs his two weaponmaster attacks or his occasional spray.

    The other fell calls still remain almost unchanged. He no longer has rally though nor the ability to provide fearless within his CMD.

    I guess PP decided trolls to be more axe to mouth but for one who plays gunline Trolls, the changes they made for the FC is literally game changing (or in my case, army-changing LOL).

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  2. as a player introduced to Trollbloods MKII I have limited play time with the Trolls

    I dont seeit as an autoinclude for some lists, specially with 'locks like Calandra and Borka making you hit better.

    It is still a major consideration for most lists though as bumping up mat is never a bad idea. The Fellcaller is essential in an eMadrak/Dygmy list as it boosts the pygmies' paltry mat to something decent.

    The Fellcaller is also good with the Fennblades. The goodness gets jacked up to crazy once you add the UA into the mix.

    I guess PP wanted to refocus the Fellcaller into their melee buffer. This does take away its autoinclude status but i can just see that as a good thing.

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  3. All I know is to kill it as fast as I can. Haha!

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  4. I just fought against one yesterday, and with Grim Angus no less! Grim's feat (a different post for drama LOL) plus its Sonic Blast equals lots of dead Khadoran Motherhuggers!

    Next to warbeasts, Fell Callers have always been next to my priority list when fighting Trollbloods. Sure they got nerfed but I still hate them. If a Fell Caller is left out and I have an opportunity to bring it down, I take it. But most of the time, it goes on cheerleader mode, waiting for Burrowers to come out.

    Plus there's always the Tough special ability. It's already difficult to figure in the head math (for inferior beings like me) to see if a boost is needed or not, but things Khadorans whack at should stay down. Sadly, the hardy Trollbloods shrug that off - and the Fell Caller standing up after several Battle Lust or Signs and Portents attacks is downright disheartening. It probably has a greater purpose it has yet to accomplish - which make for good war stories.

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  5. Yep its definitely got its place on the field. Calling what happened to the fellcaller a "nerf" is a bit unfair since the whole system got a shakeup.

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  6. I disagree. It's a nerf. The Manhunter still retained what he had from Mk1 to Mk2. He didn't get nerfed. The Drakhun lost some abilities, some of it changed, and when compared to its Mk1 incarnation, is weaker - hence nerfed. Same shit with the Fellcaller. However angle I look at it, a +2 to melee and ranged buff is better than just a +2 to melee only - again, hence nerfed.

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  7. Maybe you will see a difference in perspective if you get to use him as he was MK1. The Fell Caller was nerfed. There is no denying that.

    The fact that its no longer an autoinclude model in Troll armies proves that it has lost its utility along the way. What I gripe about is that the Trolls lost a good deal of flexibility and customization because of this. That is how the Fell Caller affected army construction for Trolls MK1. ^_^

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  8. If the 'caller was "nerfed" then the Black 13th were definitely "nerfed" as well but I don't see the players complaining about it in the current environment.

    I prefer the term refocused. If it gets a tweak later that weakens it in the same environment ill call it a "nerf"

    having a sour experience with a model just because it doesn't function the same as it did in the previous environment is kind of a myopic way of looking at stuff and really doesn't help folks understand how a model works now.

    Now if you want to take a look at a model that really took a nosedive I suggest looking at the Sentry Stones ;) Trolls should count their lucky stars. If we had the MKII sentry stones in the MKI environment the sweet tears of our enemies will flood the streets. But right now a lot of folks are having difficulty fitting one unit into their lists as it is.

    Did the stones get better? Arguably...yes. But they arent autoincludes nor are they even all includable now. whats up with that? the current environment makes their new skills marginal.

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  9. The Fell Caller lost Inspire, Victory Howl and Rallying Point. Yep, lost. Not replaced. Lost.

    It's War Cry's effectivity has been reduced. I say "reduced effectivity" because a "buff to melee and ranged attacks" is STILL more effective than just a "buff to melee attacks."

    The above are my reasons for calling it a nerf, regardless if people in the current environment complain about it or not; regardless if the whole system or part of it got a shakeup.

    Black 13th nerfed? In my opinion, yeah they were nerfed - again regardless if people complain about it or not, regardless of system shakeup.

    Kei enjoyed his gaming with shooty Trollbloods and I enjoyed the games on the receiving end of being shot at by War Cry Pyg Bushwhackers and Burrowers (as well as others who have played against that list). It was a choice he took that the previous set of rules provided him - an army with no Champs but had Pygs instead. It was different and offered a unique challenge. Now in Mk2, you can't use the same shooty Trollbloods list as effectively as Mk1 because of the Fell Caller nerf.

    If you're going to brand that way of thinking as myopic, then you're as entitled to do that as I am entitled to voice out my opinion about the matter.

    You prefer to call it refocused. I prefer to call it nerf. Some people might agree with your definition of the word. Some people might agree with mine. Therefore, it's just one of those things that we can agree to disagree about.

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  10. Of course you would prefer the term "refocused." You never played the Fell Caller in MK1. Unless you have an army back then that uses this model, you will not be able to appreciate how much support it can provide a Troll army be it shooty or otherwise.

    I don't see it as myopic at all. What I'm stating is a fact backed by my experience in using that model in both environments. From MK1 to MK2 it was clearly nerfed.

    Back then everybody was saying that a Troll shooty army is impossible. With the Fell Caller MK1, I was able to prove them wrong. I loved the Trollblood faction as it can give you what you need at any given time through synergies with their models. Now I can say that playing shooty Trolls is no longer viable. At least not with the MK2 Fell Caller.

    My original post was not meant as a mini tactica for players to understand how to use this model. I am simply stating my personal sentiments. If new players cannot figure out what this model can do for them by the stats posted above, they can just play and figure out for themselves.

    ^_^

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  11. my point: if the Fellcaller got "nerfed" and the Sentry stones got "buffed" what do the terms mean in the current field?

    this really is a raw point for Kei isnt it? lol

    anyway conceding the point that the 'caller lost abilities from the transition can folks really brand the solo as mediocre in MKII?

    i think thats the more valid question right there.

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  12. With regards to your first sentence: the discussion is about the Fell Caller Hero, not about a term's correct usage in the current field or ruleset.

    As for branding the Fell Caller Hero as mediocre, to each his own opinion. You can elaborate how great it is, and Kei can express his disdain for it -- both impressions showed and read publicly. It doesn't mean you post your opinion of it makes it solely right, nor does it make Kei's solely right. And that, dear friends, is the beauty of open discussion.

    I would have preferred reading how much the Fell Caller Hero is a threat to your faction/s and how you deal with it, rather than debating if it's a "great auto-include" or a "mediocre choice".

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  13. Oh this is really a raw point for me LOL. I used to field two Fell Callers every time for any list I make for Trolls. They are that awesome!

    As for the Fell Caller being called mediocre, I admit that I'm a little biased about that. Certainly melee oriented armies with lots of warrior models would benefit with him for support. Having said that, he definitely is no longer an auto-include.

    He would still generate enough threat (fell calls, 2X weaponmaster, spray) that I will spend resources to neutralize him but it would be situational unlike before when everybody seems to want to get him. I would try to get him if I can, but otherwise I'll spend most of my resources dealing with other threats.

    Terms like nerfed or buffed are just words thrown about by players which means nothing really in the current MK2 environment. WarmaHordes is an evolving game with a really good ruleset which is why I like it. While people like me may gripe about the changes, I still like to play the game. Bottomline: adapt or play some other faction (erm I mean game) LOL.

    ^_^

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  14. as a Circle Player the biggest difficulty I have with the Fellcaller is that on its own its not much of a threat. Given a charge lane the 'caller is as good as dead as any solo out there.

    The threat comes from everything else around it. The caller is a support solo regardless what its spray and weaponmaster abilities say. Ferals are at def 14 which is high for a heavy but that feral is going down real fast when charged by 10 models at pow14 @3dice (or 4 with eMadrak. the kicker here is that those 10 pygmies are at mat 4 usually so they dont hit reliably. the fell caller makes them hit a lot more often. Champs, fenns and kriel warriors all benefit from the caller. def 14 just isnt that hard to hit anymore with the dude around.

    with the medium bases the trolls have and the lack of good shooting that circle suffers from, the fell caller is usually safe as long as it isnt out in the open.

    Circle players would do best to just grin and bear the buffs the 'caller can dish out and just remove the direct threats.

    easier said than done :P

    right now id go as far and say that the 'caller is one of the 3 must-have solos of the faction and square in the middle (the top being Janissa and the last being a tie between champ solo or chronicler)

    @Kim: you aight man?

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  15. No worries, dude. It's all good. A good discussion is a good discussion.

    Past experiences, I've never taken a Trollblood list without a Fell Caller. I knew what it can provide my force. I'd play them behind the lines using their Fell Calls to buff Champions on the way in but not too far from my warlock (it sort of effectively served as the warlock's bodyguard). If something gets too close, the Fell Caller should be able to charge it and slay it with Weapon Master attacks.

    Against Khadoran warjacks, most Trollbloods don't need any more buffs on attacking. The War Cry would probably be needed more against Kayazy Assassins, and tagging the warcasters with the War Dog.

    With recent experience, the Fell Callers are usually matched up against Yuri or his Manhunters. Again, a charge should drop a Fell Caller easy, but you can't discount Tough. Khadoran cavalry (Drakhun, Uhlans, Fenris and Markov) can be assigned to down hunt these mobile buffers.

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