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Mogrimm was received with mixed feelings by Heroscape players, even though players had been hoping for more Dwarf figures. Unlike older Heroscape Dwarves, Mogrimm is medium in height as opposed to small, as a result of his being a dwarf from the Wizards of the Coast's D&D re-formatting. Regardless, his special abilities are considered to be well designed.

Stats

  • Life: 6
  • Move: 5
  • Range: 1
  • Attack: 4
  • Defense: 2
  • Point Value: 120

Abilities

Combat Leader:
If at least one order marker is on Mogrimm Forgehammer, you may add 3 to your initiative roll.

Commander's Strike:
After moving and before attacking with Mogrimm Forgehammer, you may choose any opponent's figure within 5 clear sight spaces that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound.

Tough:
When rolling defense dice against a normal attack, Mogrimm Forgehammer always adds 1 automatic shield to whatever is rolled.

Synergy

As a Dwarf hero, he may benefit from the Axegriders of Burning Forge's Dwarven Strategic Bonding.

  • Roman Legionnaires Warlord Bonding As a warlord, he may benefit from the Roman Legionnaires' Warlord Bonding ability

Strategy

Hang this figure in the middle of your army. Barge in with other units, and then use his "Commander's Strike" ability to whittle down stronger figures (such as any Trolls your opponent may have) and use his normal attack to hit weaker figures. He is also a mini-initiative glyph. His "Tough" ability absorbs weaker normal attacks, and if you give him some height, he's hard to take down.

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