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The Book of Thorgrim the Viking Champion

dnutt99

Well-known member
The Book of Thorgrim the Viking Champion
Rise of the Valkyrie - Master Set​

513D223B-8285-479E-9A16-DCDE42D68763.jpg
If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio” Not so aggressive as his brother Finn, Thorgrim is more thoughtful, almost a poet-warrior. He has a keen eye for an opponent's weaknesses and a penchant for perfectionism, always adjusting his warband, closing gaps, realigning his forces. Thorgrim's loyal followers have come to trust his instincts as a natural tactician. Like his brother Finn, Thorgrim received an enchanted weapon
from his benefactor, Jandar: the Shield of Gerda. With this shield, Thorgrim is able to project a force field that protects both himself and all who battle beside him.
(Hasbro)

_________________________________________________________________
-Rulings and Clarifications-
  • - WARRIOR’S ARMOR SPIRIT 1 : Which Unique Army Card
    For Warrior’s Armor Spirit 1, it just says “place this figure on any unique Army Card”. Can I place Thorgrim on any unique Army Card in the game (including my opponent’s), on any friendly card, or only my own unique Army Card?
    You may place Thorgrim on any unique Army Card that is in play. It can be a friendly Army Card, or an opponent’s Army Card. (Hasbro FAQ)

    - WARRIOR’S ARMOR SPIRIT 1 : Optional Ability
    Do you have to place Thorgrim on a Unique Army Card once he is destroyed, or is Warrior’s Armor Spirit 1 an optional ability?
    It is an optional ability. You are not forced to help your opponent’s figures. ANSWER (Hasbro FAQ)

    - DEFENSIVE AURA 1 : Friendly Figures
    What figures are considered friendly?
    Per the Master Set rules (page 9) friendly figures are your own figures and teammate’s figures. All figures you control are always considered friendly. Whenever you are allied with a teammate at the beginning of a scenario, any figures you both control are considered friendly. A temporary alliance between opponents during a battle doesn’t change anything. Remember, alliances can always change (unless stated at the beginning of a scenario), so even when you have a temporary truce with an opponent, that opponent’s figure is never considered friendly. (Hasbro FAQ)

    - WARRIOR'S ARMOR SPIRIT 1 : Placing Destroyed Thorgrim on Cards Whose Units ARE NOT on the Board
    Can I place Thorgrim's "Warrior's Armor Spirit 1" on the Airborne Elite Army Card even though the Airborne Elite have not yet Dropped?
    Yes, you can place it on any unique army card, yours or your opponents, on the battlefield, or not. This includes the Airborne Elite before they drop as well as the Retchets. HOWEVER. You do not get to use any of the special powers on that Army Card if the order marker is turned over and they are not on the board. (Hasbro FAQ)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - KNIGHTS OF WESTON / MAC DIRK WARRIORS : Human Champion Bonding
    As a Human Champion, Thorgrim the Viking Champion may benefit from Knights of Weston and Mac Dirk Warriors HUMAN
    CHAMPION BONDING activation bonus

Synergy Benefits Offered
  • - DEFENSIVE AURA 1 : Adjacent Friendly Figures
    [list:790c55f747]* DEFENSIVE AURA 1 benefits all friendly units adjacent to Thorgrim the Viking Champion

- WARRIOR’S ARMOR SPIRIT 1 : Any Unique Army Card
  • * WARRIOR’S ARMOR SPIRIT 1 may benefit any unique army card still in play.

- 4th MASSACHUSETTS LINE : Valiant Army Defense Bonus
Having a Valiant personality, Thorgrim the Viking Champion may aid the 4th Massachusetts Line with their VALIANT ARMY DEFENSE BONUS
*NOTE: See The Book of 4th Massachusetts Line for proper application.

C3V and SoV Custom Synergies
Spoiler Alert!

_________________________________________________________________
-Strategy, Tactics and Tips-

  • - TBA

_________________________________________________________________
-Heroscapers Community Contributions-

Power Ranking and Master Index
MKSentinel said:
Power Ranking
Thorgrim the Viking Champion- With Gilbert out now, Thorgrim has trouble seeing the light of day. C+

Thorgrim
Vs Finn/Eldgrim http://www.heroscapers.com/community/showthread.php?t=9319

Unit Strategy Review
 
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I like to use Thorgrim with Brunak. I just charge Brunak into the front lines blood hungrying away carrying thorgrim with him everywhere he goes. With 8 def (9 with height) he can usually wipe out any squads without getting any wounds.
 
I think Thorgrim is great in a samurai army. Samurai are unique for the armor spirit and are great for defensive walls that can be made with Thorgrim's defense aura 1.
 
WARRIOR’S ARMOR SPIRIT 1 - Death of helped unit?

Hello fellow scapers.

I apologise in advance if this question has been answered before but I looked around and could not find it.

If Thorgrim's Warrior's Armor Spirit is on an army card and that hero gets destroyed can Thorgrim's Warrior's Armor Spirit move to another unique army card or is the spirit lost too?

Thanks for the Books of Heroscape - they are a great help!
 
Re: WARRIOR’S ARMOR SPIRIT 1 - Death of helped unit?

WarpedPoodle said:
Hello fellow scapers.

I apologise in advance if this question has been answered before but I looked around and could not find it.

If Thorgrim's Warrior's Armor Spirit is on an army card and that hero gets destroyed can Thorgrim's Warrior's Armor Spirit move to another unique army card or is the spirit lost too?

Thanks for the Books of Heroscape - they are a great help!
The Warrior's Armor Spirit (and other similar effects) does not transfer once the initial recipient dies.
 
Decided to pull this up from page 38, the book that was not posted in for such a long time. There are more down there.

Thorgrim is pretty nice, and I have learned from a game against MI Tiger that you better not leave any good uniques on the field when he is killed.
 
I've been playing him in my 550 point junk army:

Airborne Elite
Krav Maga Agents
Marro Warriors
Tarn Vikings
Thorgrim
Finn
Eldgrim
Me-Burk-Sa

There's almost always a unique army card to put Thorgrim, Finn, and Eldgrim on, making a mega unit. Wait until you see the KMAs boosted with another movement, defense, and attack!
 
Rev, I've always liked the original Super Viking Bros. as well as having a couple good options to place their spirits on after they've bitten the dust.

At 500 points, I like the looks of something like this:

100 Krav Maga Agents
080 Finn
080 Thorgrim
140 Knights of Weston x2
070 Zettian Guards
030 Eldgrim

Krav provide your initial ranged cover. If they're still alive later, put the Spirits on them If not, your 5/7/3/8 Soulborgs make a sick cleanup crew. There are plenty of other ranged options for the last 170 points (after Knights/Viking Bros.), including another favorite option: Nakita Agents/Marro Warriors. Play it the same way: Nakitas for initial cover, Marro for great cleanup (four 7/6/3/4s).
 
I suppose it's a good time to ponder two questions:

1) What have I learned about the game since the last time I used Thorgrim?

2) What new units have I acquired since the last time I used Thorgrim?

It makes for a fascinating bit of ponder.

Three things stand out for #1:
-I have learned that life/endurance is king.
-I have learned that the KoW are competitive.
-I have learned that there is a major boost in survivability from three to four defense.

For #2 I recognize that there are several high life, three defense heroes that have been taken out of their packaging since then. A few examples include Braxas, Sonlen, Sir Dupuis and Laglor.

Any of those four benefit greatly from Thorgrim's defense and are at least moderately good additions to KoW armies (which is how units like Krug got excluded). Sonlen and Sir Dupuis deserve special mention I think.

Already an excellent unit for range support and difficult to kill due to his healing abilities, Sonlen slides very easily into an army with 2xKoW and Thorgrim. A defense of four puts him in the same toughness range as Zelrig and Nilfheim, but with a roll for healing every turn. In fact, I think this army is tourney ready:

Sonlen 160
Kaemon Awa 120
Thorgrim 80
2xKoW 140

Sir Dupuis is just a bit of a paper tiger - not much, but that three defense makes it difficult for him to survive in the heat of battle. Since he is optomized when used in conjunction with the KoW, Thorgrim is a natural fit to bring him to his full potential. I'd be interested in seeing how he performed in this build:

Sir Dupuis 150
Thorgrim 80
Eldgrim 30
KMA 100
2xKoW 140

~Aldin, who prefers the Titans to the Vikings but that's a different story
 
Play it the same way: Nakitas for initial cover, Marro for great cleanup (four 7/6/3/4s).
-I have learned that there is a major boost in survivability from three to four defense.

Adding these two thoughts together with my NHSD tournament experience, I went against Mouser who did just this (minus Eldgrim). He was able to destroy Raelin RotV and got three hits on Major Q10 before I finally was able to finish the last Marro Warrior. Even with Q10's Wrist Rocket, the 4 defense (plus one for tree cover) made them extremely tough to defeat, and just when I thought I had finished them about 4 times he would respawn them in the swamp water!

Thorgrim's Spirit on the Marro Warriors is a great strategic choice.
~ET86
 
Sir Dupuis 150
Thorgrim 80
Eldgrim 30
KMA 100
2xKoW 140

~Aldin, who prefers the Titans to the Vikings but that's a different story
I'd love to give that army a try. But I may grab Guilty instead of Eldgrim.
Even without the convenience of bonding, I feel I do better with the Lawman.

On that same Viking spirit note - I wish Guerillinator would get on these forums more often! He's been doing some wonderful, potent things with Thorgrim's brother. For instance, he sends out two sets of KoWs with Finn and keeps Realin back with Q10 and Zetacron. Once Finn goes down, Zeta gets that boost. It's ouch.
 
Sir Dupuis 150
Thorgrim 80
Eldgrim 30
KMA 100
2xKoW 140

~Aldin, who prefers the Titans to the Vikings but that's a different story
I'd love to give that army a try. But I may grab Guilty instead of Eldgrim.
Even without the convenience of bonding, I feel I do better with the Lawman.
I was going to say the same thing. Guilty with a chance at survival (3D vs 2D) can do some real damage. However, if there were some good glyphs to grab, I would send out Eldgrim first. Thorgrim can always catch up to the Knights with his superior move.
 
Erik the Viking Champion

4 life
5 move
6 range
3 attack
2 def

Berserker Charge Bonus +1

Double Attack (Make the fig wielding two throwing axes.)

Range Spirt Bonus

Unique figs with at least 4 range get +3 range.

130 points

Tarn Viking Rangers

unique 4 squad

1 life
4 move
5 range
2 attack
2 def

Double attack( Two throwing axes and weapons along the line of that.)

Beserker Charge

90 Points

The Vikings would get instant play time at my home maps. If we can manage some feral warriors that have Berserker Charge,(Dreadgulls anyone?) then a total viking swarm would be great. +2 to Beserker Charge. The dreadgulls would need to be common though.
 
I've been thinking about trying this army out with Thorgrim:

Thorgrim - 80
Krav Maga Agents - 180
Nakita Agents - 300
Laglor - 410
Feral Troll - 500

Setup a pod with the Nakitas and Krav surrounding Thorgrim, and Laglor casting his aura over. If Thorgrim is killed before the Krav are weakened, his spirit goes there. Otherwise, it goes on the Troll. The Troll is saved for cleanup, hoping the Agents/Monkey can take care of most of the squads and put a couple of wounds on heroes before the crazy, feral, 2 defense, regenerating Troll comes to the party.
 
I like the idea of giving the Troll extra defense, killercactus. It's a great buffer for helping him survive longer (extra chance of a shield should block at least 3 wounds per game if I'm guessing right). I almost might want to stick the other two Viking champions in for larger games, especially if they're to go on the Feral Troll- 8 Life, 6 Move, 4 + 3 Attack, and 3 defense would be great.

Unfortunately, though, Finn's regular aura wouldn't synergize with the ranged pod, so...
 
I believe there would also be a Synergy Benefit Offered to the MacDirk Warriors. As a Human Champion, Thorgrim the Viking Champion may aid the MacDirk Warriors with their Highland Fury attack bonus.
 
Can you place Thorgrim's Spirit (or Finn's or Eldgrim's) on a teammates or opponent's unit who has Thorgrim in their army? Similarly, if your viking is destroyed and his spirit is on a hero in your army, can you mind-shackle an opponent's viking.? Per the FAQ you cannot have two of the same units ever, but how about a unit and a spirit of a unit?
 
You may, in fact, place a Viking's spirit on a team-mate's or an opponent's figure's card. (Why, exactly, you would do the latter, I'm not at all sure.)

As to the unlikely chance that one could mind-shackle or soul-devour an opponent's Viking, having already lost one's own; I don't see why that could not happen. You could even stack the powers, I suppose. (I'd love to see a statistical analysis of the likelihood or a report of a strict-rule game where this actually happened.)
 
The no-mindshackle (or soul devour/mind exchange/enslave) rule applies even after a figure is dead, so no, you couldn't get a second Thorgrim in your army for any reason. You could, however, get two Thorgrims on the same card (i.e. double spirits) if, say, you and your ally both had Thorgrim in a team game, and you decided to stack them on the same hero after their death. You could also have a Thorgrim on a Thorgrim card, if you wanted.

In other words, spirits can go anywhere, but only one live Thorgrim per army, ever.
 
OK so I think dok is saying that if you start with a unit in your army, you can never minshackle/soul devour a the same unit from someone else even if yours is dead. So I have 4 options, two that were presented in my previous question and two new highly improbably but possible one, and you tell me how to reconcile the following statement from the rulebook with them:
You can never under any circumstances have 2 of the same Unique figures in your Army.
  1. You and a friendly player or opponent both draft Thorgrim. The Thorgrim of another player dies but your Thorgrim is still alive - can he place the spirit on a unique hero in your army?
  2. You and a friendly player or opponent both draft Thorgrim. Your Thorgrim dies and you place his spirit on on a unique hero in your army. Then the Thorgrim of another player dies - can he place the spirit on a unique hero in your army?
  3. You and a friendly player or opponent both draft Thorgrim. Your Thorgrim dies and you place his spirit on on a unique hero in your army. Can you mindshackle an opponent's Thorgrim?
  4. You and an opponent both draft Thorgrim. Your Thorgrim dies and you place his spirit on on a unique hero on a friendly player. Can you mindshackle an opponents Thorgrim?

I would say all are legal because you never have more than one of the same figure, only cards. But if you interpret that as more than one of the same unique card than only 4 above is legal, or if you interpret it as you can never minsdshacle if you started with the same unique than only 1 & 2 are legal (this interpretation only makes sense if you think of a dead figure (but not card) as still in your army).

To show that this is plausible, I played a 3-player FFA last weekend and my opponent had Eldgrim and I almost drafted another copy of him (but drafted Isamu & Marcu instead). Because opponent A was in the lead and killed opponent B's Eldgrim (his last hero) he decided to put his spirit on my Isamu so I could attack opponent A's unit on a glyph of Thorian Speed the next turn. Had I drafted Eldgrim myself, situation 1 or 2 above could have come up. The mindshackling situations are less likely but still possible, so we need an answer.
 
I think the answer to all 4 of those questions is still the same answer I posed above.

The rules prevent you from ever having the same unique figure as part of your army. It doesn't say anything about spirits.

1) Yes, he can
2) Yes, he can
3) No, you can't, but it has nothing to do with the spirit
4) No, you can't, but it has nothing to do with the spirit
 
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