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Post by beardowski on Mar 12, 2017 14:55:25 GMT
I still don't understand how people think they can jam with KW when it takes them two turns to get past the center of the board. The only use I can see for them is flooding a zone with bodies. What unit would be better to jam with? Also, a speed buff caster could help KW move into a chosen area more quickly.
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Post by Trollock on Mar 12, 2017 15:06:50 GMT
If by "jam" you mean "running forth so fast that you can use the bodies of the troops to keep the enemy from entering relevant scenario zones" then Kriels are probably not your thing. If you instead mean "being in the way of important things" then they are pretty good. Using them to block off space around your warbeasts can be very good. Kriels are annoyingly difficult to remove with ranged attacks. POW 10s are a poor means to do it if they hang back under the stone aura. Sure, if the opponent really wants them gone, then he can kill them, but it will usually take activations that could have been important to down the warbeasts behind the kriels. If you want to "jam" in the first sense of the word, then Quickened Scouts could be your thing. Sounds absolutely awful, but they ARE fast
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Post by trollsareblue on Mar 12, 2017 21:05:08 GMT
Hmmm. I sense a disparity it terminology. I call running troops in front of other stuff "screening," and so do most folks I know IRL. "Jamming" is throwing a cheap, fast unit at your opponent with the idea they'll provide a roadblock (or at least a road bump) to enemy models. For screening, yeah, KW are fine. For jamming, no. Burrowers are probably the best unit trolls have for what I think of as jamming.
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Post by cayterpius on Mar 12, 2017 22:59:19 GMT
For their new roles you'd think KW's should be SPD6 and Fenns SPD5 ... helps KW's jam and Fenns get the UA to speed them up anyhow. Would be fluffier IMO.
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Post by Dave G on Mar 20, 2017 11:46:38 GMT
I haven't found KW survivable but I've also been struggling with keeping the stone both safe and full enough to catch anything but core stuff (in general).
They are a lot slower than I was expecting.(Which is obvious in looking at their stat line, I was just remembering mk2 playing against them.)
I've only used them a couple times as I'm new to trolls (not the game) and am experimenting all over the caster place. But they definitely did not work as a speed jam or the lone 10 man unit (alongside champs). They just ate all the normal anti infantry guns.
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tomw
Junior Strategist
Posts: 128
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Post by tomw on Mar 20, 2017 12:52:03 GMT
I love them with horgle 2- they can go up to armour 21 with no knockdown when thy pass their tough checks, making them a pain to shift, even with high quality attacks.
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Post by beardowski on Mar 23, 2017 2:22:14 GMT
I love them with horgle 2- they can go up to armour 21 with no knockdown when thy pass their tough checks, making them a pain to shift, even with high quality attacks. That does sound like a pain to deal with. I recently used them as a jam/screen unit last game without the stone and was pretty pleased with them. Knowing they were there to die with a purpose made me less nervous throwing them in the thick of it. That armor 17 was nice and I can now obviously see how the stone would reinforce their stubbornness. Armor 19 infantry doesn't seem like something to sneeze at, nonetheless armor 21 with Horgle 2, as you suggested. Having someone have to chew through an 11 point unit (at full force) seems to be worth it.
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Post by ryssen2 on Mar 23, 2017 10:10:32 GMT
The biggest problem for me when I look at the Kriels is the speed. With the casters I am thinking of using them, mainly Madrak2 maybe horgle2, they are way too slow for what they are to do. Speed 5 without any buffs means a run an engage of 11", which is still outside many guns. This is the main issue for me.
So when looking at casters with a speed buff, the fenns just excell since it pushed their threat up from 13-15" without vengence. Especially also since those casters do not have damage buffs, the kriels will have difficulties even denting lights (if they can hit them).
In mk2 I was a huge kriel warrior supporter. The kriel boat was incredible in my opinion, but by removing 2 ps, 2 mat, speed to get up the board, destoyed cabers, removal of steady and larger command, they just are left at a terrible place. Every time I look at them I decide it is not worth 10% of my list for nothing but blocking lanes.
And even when looking at lane blocking, I think there is an argument to be made for fennblades in this as well. They are more expensive, but you can deliver more of them from further away, they can clear more infantry, and do more damage to lights and heavies. It is just a matter of positioning.
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