mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Jun 24, 2017 2:28:24 GMT
I just grabbed Horgle2 and have been trying to put a few lists together for him but I don't love any of them right now. So, what lists do y'all have for him?
Note: do all of our beasts seem to have a mat issue to anyone else? I find every caster who doesn't come with mat help for them difficult to play. I just think hitting an above average number of your strikes is too important in POD.
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Post by Trollock on Jun 24, 2017 6:58:49 GMT
My current version of PoD with him is: conflictchamber.com/#c7201b_-0bgL0r9Dfm0hbL7d6R6R0l0m6nTrollbloods Army - 75 / 75 points [Theme] The Power of Dhunia (Horgle 2) Horgle, the Anvil [+29] - Dire Troll Bomber [19] - Dire Troll Mauler [15] - Glacier King [35] - Troll Axer [10] - Trollkin Runebearer [0(4)] Janissa Stonetide [0(4)] Troll Whelps [0(4)] Troll Whelps [4] Krielstone Bearer & Stone Scribes (max) [9] - Stone Scribe Elder [3] Trollkin Runeshapers [9] Have not much interest in playing him though. I am fairly pleased with the list, but the times i have played Horgle i have not liked it very much. Dont really know why. About the MAT thing, i do not really agree. Yest, MAT 7 would be better, but i am willing to roll the dice against DEF 12 and hope to hit. Against DEF 14 i boost hit and damage and often two-shot legion beasts. DEF 13 is uncommon enough that i do not really care. If you are up against something like Imperatus, i headbut him with one beast and kill him with another, or i boost a Bomber shot or two in to a high-ish DEF target, so that it is enough to do boost hit and damage with and EBDT to finish it off. If you want to handle higher DEF like Fyannas beasts more reliably, use a Shaman instead of Janissa. That helps a lot. You still have to boost, but you hit most of the time. This list also has the GK who only need to hit once. I have played this list (roughly) in to Fyanna, and the GK just boosts hit against everything it can reach on the feat turn, and then you can easily dispatch the things you hit with your other beasts. Just dont keep punching the things you stationary with the GK unless you have no other targets in reach. His job there is to procc stationary, not to kill things. The rest of the list can do that. Use Bulldoze to be able to reach as many targets as possible. Then Horgle can activate, feat and punch the GK twice to light up everything nearby. Even the kriel stone will kill Legion heavies that are stationaried, and they can even do work against non-frozen things that are on fire too.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Jun 24, 2017 14:35:30 GMT
I was not considering the feat to help against high def. That's a huge help. I like your list better than any I'd come up with already. That's a great start!
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Post by ninjastars on Jul 1, 2017 4:05:43 GMT
I Played this list a couple times the other day:
Horgle runebearer Bomber Mulg Dozer War Wagon Whelps Fire eaters x 2 min stone + elder
And it worked really well. I won both games easily
before that, I tried a similar tier list as trollock, just with the mk:
Horgle Runebearer MK Mauler Blitzer axer Janissa Min stone+ elder 2x runeshapers
Both lists follow the same basic plan, which is to put inviolable resolve on your huge base and face tank your opponent. Your opponent can't jam a huge base with infantry because of horgle's chain attack. It takes three heavies to remove the huge base under most circumstances, and they can still fail with some bad dice. Regardless of whether your huge base dies, you spend the next turn feating and killing the three heavies they committed to removing it. under horlge's feat it usually takes me a heavy and a light and some infantry to kill the three heavies (boosted runeshapers are no joke.) I think this plan works slightly better with the war wagon, because its faster and is a lower point commitment, and you also get fire eaters, but on the other hand horgle really does love the dhunia tier benefits, so the mk list is fun as well.
I imagine horgle will really love the new tier options that are coming out in the fall, because those tiers will have fire eaters and the war wagon (hopefully the war wagon is in the northkin theme).
I should say after playing both him and ragnor a fair amount i think ragnor is just better, or at leat easier to use. ragnors feat is much easier to take advantage of, because you only need to get your own model's in his control area, and the option to feat defensively gives him more versatility than horgle. Horgle has better anti infantry tech and is probably more fun to play, so its not a huge disadvantage, just something to keep in mind.
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Post by trollquinn on Jul 5, 2017 5:52:55 GMT
How do you guys feel about this list?
War Room Army
Trollblood - Horgle
Theme: No Theme Selected 75 / 75 Army
Horgle, the Anvil - WB: +29 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Dire Troll Mauler - PC: 15 (Battlegroup Points Used: 10) - Pyre Troll - PC: 9 - Dire Troll Blitzer - PC: 16
Feralgeist - PC: 2
Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9 - Stone Scribe Elder - PC: 3 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7 Trollkin Highwaymen - Leader & 9 Grunts: 15 Swamp Gobber Bellows Crew - Leader & 1 Grunt: 2
---
GENERATED : 07/04/2017 22:48:37 BUILD ID : 2042.17-05-22
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Post by ninjastars on Jul 5, 2017 7:01:18 GMT
Seems decent. I dont think a pyre is necessary with horgle. He has other ways to light fire eaters and I find I can spread the fire around enough with them and his spells for the feat. I'd also combine the minion solos into some whelps.
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Post by trollquinn on Jul 5, 2017 9:16:20 GMT
Seems decent. I dont think a pyre is necessary with horgle. He has other ways to light fire eaters and I find I can spread the fire around enough with them and his spells for the feat. I'd also combine the minion solos into some whelps. Sounds about right... the pyre does seem a bit unnecessary
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gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Jul 5, 2017 21:21:57 GMT
I'm dojoing a Kriel Company list for him that looks pretty brutal. The volume of fire makes dealing with massed infantry a lot more viable but you've got the punch to deal with heavy stuff if you need to. Two units of Sluggers will one round pretty much every gargossal in the game on feat turn before armor buffs.
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Post by Warsmith on Jul 5, 2017 23:14:34 GMT
Have not much interest in playing him though. I am fairly pleased with the list, but the times i have played Horgle i have not liked it very much. Dont really know why. I agree with this sentiment. I have played Horgle in POD with the Mountain King and he performs well. I have won with him and the king is solid as hell with him, but I just don't like Horgle. He's boring to me. Upkeep a lot and stand there. Now mind you, I am not an upfront Warlock kind of guy and maybe Horgle should be played more to the front, but I just didn't like him very much. His strategy is easy enough. His spell list is generally all good. Plus his feat can destroy an enemy army, but he just never really did anything for me. I hope you have better luck with him.
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Post by grabsnikk on Jul 6, 2017 0:33:53 GMT
I'm dojoing a Kriel Company list for him that looks pretty brutal. The volume of fire makes dealing with massed infantry a lot more viable but you've got the punch to deal with heavy stuff if you need to. Two units of Sluggers will one round pretty much every gargossal in the game on feat turn before armor buffs. Helios being the the exception due to immunity fire I suppose but the Sluggers are pretty brutal against everything else.
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gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Jul 6, 2017 0:59:45 GMT
I'm dojoing a Kriel Company list for him that looks pretty brutal. The volume of fire makes dealing with massed infantry a lot more viable but you've got the punch to deal with heavy stuff if you need to. Two units of Sluggers will one round pretty much every gargossal in the game on feat turn before armor buffs. Helios being the the exception due to immunity fire I suppose but the Sluggers are pretty brutal against everything else. Don't even get me started on the Horgle2 mirror match Yeah Helios is a pain, depending on what they're running Helios in I'd either spend the game killing literally everything else / trying to land the MK on them, or drop my other list. In all reality, I think this has game into Hayley2, Fyanna2 (arm 23 mk is hard for angelii to take down one round - dice + 3 on the charge, dice - 6 on every other attack), and Ghost Fleet which are the biggest boogeymen for Doom2 in my opinion.
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Post by TrollBossJusmu on Jul 6, 2017 7:59:57 GMT
I reaaaly like Horgle for some reason and here is what i have been runing with him lately to some success. Yeah i know its not the typical list you would expect from Horgle i gess and one of the few lists i like currently outside of PoD. For the last 10 points i been switching up with Axer and max unit of Sluggers unable to decide what to prefer.
Trollbloods Army - 65 / 75 points
(Horgle 2) Horgle, the Anvil [+29] - Dire Troll Bomber [19] - Dire Troll Mauler [15] - Mulg the Ancient [19] - Trollkin Runebearer [4] Kriel Warriors (max) [11] Krielstone Bearer & Stone Scribes (max) [9] - Stone Scribe Elder [3] Northkin Fire Eaters [7] Northkin Fire Eaters [7]
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Post by Trollock on Jul 6, 2017 15:19:13 GMT
A GK seems like a very good fit for Horgle. ARM 23 works on him too (not just the MK) and he offers great shooting on the feat turn and SOME control even. He can naturally kill anything in melee on the feat, and even if you do not bring Rage, POW 20 should be enough to crack what ever is left after the feat is down. He also just happens to be very good against high DEF beasts by making them stationary.
I like the MK as much as the next guy, but the GK has a place, especially as a match up fixer. Against Legion and circle, he is better than the MK imo, and there are other examples too.
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Post by ninjastars on Jul 6, 2017 16:33:33 GMT
My theory is that with the mk, the point is to get him into melee as quickly as possible, which Horgle supports with IR. With the gk, the point is to keep him back as long as possible and shoot, am dthen use him as a late game finisher, which is more like something calandra or the grims support. I mean both are fine of course, and we're probably just splitting hairs.
I see the synergy with his feat, but the issue for me, and for using his feat to back shooting more generally, is that you need to get him so far up the board to take advantage of it there's a good chance he'll get assassinated the next turn.
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Post by Trollock on Jul 6, 2017 16:44:53 GMT
My theory is that with the mk, the point is to get him into melee as quickly as possible, which Horgle supports with IR. With the gk, the point is to keep him back as long as possible and shoot, am dthen use him as a late game finisher, which is more like something calandra or the grims support. I mean both are fine of course, and we're probably just splitting hairs. I see the synergy with his feat, but the issue for me, and for using his feat to back shooting more generally, is that you need to get him so far up the board to take advantage of it there's a good chance he'll get assassinated the next turn. That is a good point, but remember that you CAN have IR on another target to begin with. Something like an EBDT or a War Wagon can start with IR early game, and then you can switch it over to the GK late game. In the Fyanna match up for example though, it is just not possible to keep it back far enough and still be relevant. then you might start with IR on it right off the bat.
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