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Post by Trollock on May 13, 2017 7:46:34 GMT
With the WW costing only 16 points, you have actually spent only 39 points on units, so you only get one free thing. It is therefore a good idea to ditch the Pyre to get a Runeberaer and a thumper/pummeler so you qualify for your second free thing
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Post by Trollock on May 13, 2017 19:56:07 GMT
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Post by grabsnikk on May 13, 2017 21:34:22 GMT
Yeah Doomy is very squishy. Do you tjink that the list could be better run with Madrak3?
Spell Piercer sort of makes up for Dissolution and at least gives you game into Ghost Fleet and Menoth. Fortune and Rebuke can be pretty decent as well and Madrak is a lot more survivable at Def 14 Arm 20
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Post by Trollock on May 14, 2017 12:08:09 GMT
I think the list works fine with Madrak 3, though you change Mulg for a Bomber and add something like Whelps and a 5 point option instead of the stone. The thing is though that the reason you wanted dissolution here is to remove solid ground and sure foot so that the WWs can run over tough steady infantry. Madrak 3 does not help with that. Against ghost fleet he will do better though.
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A-Mo
Junior Strategist
Posts: 204
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Post by A-Mo on May 14, 2017 16:30:01 GMT
Trollock, great write up. Good job on the "Crushing Weight", rules question also. It was nice to see Pagani weigh in, and it seems like the rule will be modified to the "a model can only be hit once a turn," version that most people seem to be expecting.
Still feels like it will be pretty good versus infantry. Add a hit buff and it will get gross.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on May 14, 2017 16:57:54 GMT
The War Wagon under Calandra will be absolutely amazing. It's a shame the theme doesn't allow a Mauler and Earthborn to go in with it.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on May 14, 2017 18:20:41 GMT
I felt encouraged after the conversation in the other thread regarding Grim 2 and made some lists. Here's a list full of models I actually own and a list below optimized with some weapon crews.
War Room Army Trollblood - Knockdown Town Theme: No Theme Selected 86 / 75 Army (-2 for WW CID and -9 for two free models)
Hunters Grim - WB: +25 - Muggs & Krump - Trollkin Runebearer - PC: 4 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 6) - Slag Troll - PC: 10
War Wagon - PC: 18
Troll Whelps - 5 Whelps: 4 Fell Caller Hero - PC: 5
Pyg Burrowers - Leader & 9 Grunts: 13 Trollkin Sluggers - Leader & 4 Grunts: 10 Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6 - Stone Scribe Elder - PC: 3
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War Room Army Trollblood - Knockdown Town Theme: No Theme Selected 87 / 75 Army
Hunters Grim - WB: +25 - Muggs & Krump - Trollkin Runebearer - PC: 4 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 6) - Storm Troll - PC: 9
War Wagon - PC: 18
Troll Whelps - 5 Whelps: 4
Pyg Burrowers - Leader & 9 Grunts: 13 Trollkin Sluggers - Leader & 4 Grunts: 10 Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6 Thumper Crew - Gunner & 2 Grunts: 5 Thumper Crew - Gunner & 2 Grunts: 5
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Post by grabsnikk on May 14, 2017 19:17:28 GMT
I think the list works fine with Madrak 3, though you change Mulg for a Bomber and add something like Whelps and a 5 point option instead of the stone. The thing is though that the reason you wanted dissolution here is to remove solid ground and sure foot so that the WWs can run over tough steady infantry. Madrak 3 does not help with that. Against ghost fleet he will do better though. Yeah I can see your reasoning behind playing Doomy1 over Madrak3 to deal with Solid Ground. I have found that those casters which have Solid Ground or Surefoot often stay quite far back where Doomy can't reach because of SPD5. To that end I usually run Horgle2 against Solid Ground casters because Bombers with Fire Starter don't care if the opponents infantry are immune to blasts. I think that Horglel2 and Doomy1/Madrak3 could be a good pair for each other, and would give Menoth a headache too.
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Post by Trollock on May 14, 2017 19:31:29 GMT
The nice thing about Irusk with solid ground is that he needs to be within 10" of his guys to give them tough, so he can either stay really far back, but then his guys wont have tough, or he can be closer to the front, and then you can purify off his spells. Doomy is super vulnerable afterwards though, and if he has significant shooting, you simply die. Against infantry that is NOT both tough and steady though, the WW seems bonkers bananas good.
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Post by Big Fat Troll on May 15, 2017 0:29:36 GMT
Just for the record, the SK cant use overtake. The WW could though after mowing through a whole swathe of infantry with impact attacks Also, Pulverizer on the wagon could be really good and Bullet Dodger could be really silly.
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Post by Big Fat Troll on May 15, 2017 0:30:46 GMT
The War Wagon under Calandra will be absolutely amazing. It's a shame the theme doesn't allow a Mauler and Earthborn to go in with it. She likes volume of attacks but also moar dice.
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Post by robobengt on May 15, 2017 6:05:14 GMT
Just for the record, the SK cant use overtake. The WW could though after mowing through a whole swathe of infantry with impact attacks Also, Pulverizer on the wagon could be really good and Bullet Dodger could be really silly. Why? Pulverizer seems to do almost nothing for the wagon?
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Post by Trollock on May 15, 2017 8:19:51 GMT
Also, Pulverizer on the wagon could be really good and Bullet Dodger could be really silly. Why? Pulverizer seems to do almost nothing for the wagon? Agreed. Beat Back doesnt do much since you slam the guys you attack, and you do not have any extra attacks either. +2 STR will do absolutely nothing
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Post by Big Fat Troll on May 16, 2017 17:20:35 GMT
Why? Pulverizer seems to do almost nothing for the wagon? Agreed. Beat Back doesnt do much since you slam the guys you attack, and you do not have any extra attacks either. +2 STR will do absolutely nothing Which I completely spaced out on, sorry.
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cuberic
Junior Strategist
Posts: 129
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Post by cuberic on May 19, 2017 16:26:06 GMT
Trollbloods Army - 75 / 75 points [Theme] Kriel Company (CID) (Doomshaper 1) Hoarluk Doomshaper, Shaman of the Gnarls [+29] - Mountain King [36] - Mulg the Ancient [19] Fell Caller Hero [0(5)] Krielstone Bearer & Stone Scribes (min) [6] - Stone Scribe Elder [3] Scattergunners (min) [8] - Scattergunner Officer & Standard [0(4)] Trollkin War Wagon (CID) [16] Trollkin War Wagon (CID) [16] So I finally was able to play my list. The actual game was nothing of note as we didn't properly cid and go back on a few things that would have changed the outcome. It was more of a test to see if how the new rules of the wagon actually work together. Things of note was that the theme bonus of being able to see through your own models is great for scatter gunners. It makes it easier to spray through your own models and make sure you can hit as many models as you can. Having access to pathfinder was really helpful in the game I played, even though a runebearer would have been nice, it was not as necessary because doomy's high fury stat. The war wagon is legit into troops. My favourite new rule being the +2 to hit within 5" of the war wagon. The spray was more effective than I originally thought managing to kill way more than the big gun.
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