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Post by grabsnikk on May 19, 2017 22:01:35 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. I played this list a few days ago too, into beast heavy Skorne unfortunately so it was a bad matchup from the start. Only one unit of infantry on the opponents side which was designed to die and give souls anyway so no need. With the opponent fielding multiple serpentine/aradus models the War Wagons Pounder is pretty laughable. No one is scared of a single unboostable POW16. Opponents always stay out of the War Wagons charge range easily using distance and/or terrain so I had to try and get use out of the guns which just arn't strong enough. Every time I activated a WW I wished I had a Bomber instead, boostable attacks are just so much better than what the WW can put out. I think the WW needs a complete change of role as it feels like it can never get any work done at all.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on May 20, 2017 0:00:01 GMT
I'd say that's a list issue rather than a WW issue. If you had more in the list that could damage jacks the WWs ability to knockdown and take lots of hits could be very useful, even if it's not dealing tons of damage.
A Bomber requiring 3 more points and whelps is not the right comparison anymore. It has a totally different function.
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Post by grabsnikk on May 20, 2017 2:50:59 GMT
Yeah its not a list that I will try again. Double WW seems like its just too many points. I think single WW will be where its at.
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Post by Trollock on May 20, 2017 13:01:37 GMT
That list should work fine against beast heavy skorne imo. You have rampager and stranglehold to piece trade effectively, the feat is really good, and you can kill paingivers with the WW. i only played the list one and that was in to Irusk2 with all the pikemen, and that worked just fine, but beast heavy skorne seems totally reasonable for me. Sure, the WW will not be what murders their list, but it will help control and nibble at the list, and a gladiator for example is not enough to one round the WW reliably (since he has to spend 1 to stand up most likely). Mulg and MK should be able to murder any number os skorne heavies they can reach, and the WWs are control pieces that you can give up in trade. I think you should give it another shot before giving up, and if you are against 2 units of infantry, the list is super strong i think
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Post by grabsnikk on May 20, 2017 17:36:47 GMT
Terrain was super relevant in that games, lots there was a forrest just outside of my deployment zone which caused Doomy and the infantry to have to go around which made getting anything into stranglehold or rampaged range super hard.
U fortunately the enemy heavies were all steady or had carapace so shooting them wasn't working very well. I was also playing against Morghoul2 so I was constantly trying to play around Blind which caused a bit of a headache.
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