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Post by Trollock on Jul 12, 2017 11:59:47 GMT
Added the final section on warbeasts and the HHH. I have started building lists and it is quite challenging. You want to bring everything with everyone but you cant. There will be LOTS of dojoing for me in the near future with both Kriel Company and this theme. It is a good time to be a troll player for sure!
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Jul 12, 2017 12:15:20 GMT
I think the Basher with Wild Aggression or Doomy 3s feat will be an absolute nightmare for opponents.
Duel bouncers to initiate the trades and force a trade up, with duel bashers to follow up. That's good stuff.
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Post by dicebedamned on Jul 12, 2017 12:23:03 GMT
I think the Pyre troll still has a place with Borka 2. The free animus lets him get the Pyre animus onto himself, where he can then use it to boost this fighting prowess even further.
I really like the idea of the bear unit, and I am excited to see the HH model, but I agree that stumbling drunk everywhere is going to be random and often not helpful, not to mention all the clock it will eat up.
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A-Mo
Junior Strategist
Posts: 204
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Post by A-Mo on Jul 12, 2017 16:00:02 GMT
I'm wondering if Madrak 2 could see some play in the new theme. +2 strength from the new stone and blood fury seems like it could put a solid dent in armor. Weapon master bears sounds fun.
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Robbe
Light Addition
Posts: 65
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Post by Robbe on Jul 13, 2017 6:18:42 GMT
You can't play fennblades with Madrak2 then...
Only champs, bears and the other northkin stuff and long riders
don't know if thats enough
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Post by Swampmist on Jul 13, 2017 7:27:30 GMT
Trade Fenns for the Raiders and Bears?
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Post by Trollock on Jul 13, 2017 11:25:58 GMT
Raiders can be POW 13 weaponmasters. I think that is a fine reason to play Madrak 2. I built the following list for him off the top off my head:
(Madrak 2) Madrak Ironhide, World Ender [+28] - Rok (CID) [19] - Troll Bouncer [9] Fell Caller Hero [0(5)] Valka Curseborn, Chieftain of the North (CID) [0(6)] Krielstone Bearer & Stone Scribes (min) [6] - Northkin Elder (CID) [0(4)] Northkin Bear Handle & Battle Bears (CID) [9] Northkin Bear Handle & Battle Bears (CID) [9] Northkin Raiders (CID) (max) [15] - Trollkin Sorcerer (1) [3] Northkin Raiders (CID) (max) [15] Hearthgut Hooch Hauler (CID) [18]
According to Pagani, the non-northkin solos should be available as free models in the future. You have bears to force the opponent to pack together more in the middle. Madrak likes that a lot. You have infantry clear for days (even incorporeal infantry due to the sorcerer. You have a lot of really high MAT attacks from everything, and even though 1" reach is way worse than 2" for the feat, you have the bouncer at MAT 8, not to mention the serious shooting you bring to the table. The list is weak to shooting unless the terrain is super favorable but it sounds legit in to many things. It is unclear to me how this would play in to ghost fleet. They will be good at killing infantry for sure, but your models can do a disproportionate amount of work on the feat, and Raiders will absolutely murder pirates with quick work and AoEs. Sure, you have no RFP, but you have a LOT of attacks.
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A-Mo
Junior Strategist
Posts: 204
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Post by A-Mo on Jul 13, 2017 15:05:39 GMT
Yeah, that is right along the lines I was thinking. Seems fun!
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Jul 13, 2017 15:13:49 GMT
That list looks absolutely amazing btw... Particularly with quick work. Plus the ability to oil high arm targets beforehand... Incredible. I wanna play this before they take quick work off. Lol
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meldrel
Baby's First Wargame
Posts: 2
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Post by meldrel on Jul 16, 2017 11:05:40 GMT
No one talks about whelps, am I the only one that seems to be one of the worst ways to manage the fury in the game? 4 points for 5, I think it's a bit expensive, but I do not see anyone in the CID testing them
Sorry for my English, it's not my language, and it costs me a little to write.
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Post by Trollock on Jul 16, 2017 11:49:37 GMT
I think whelps are among the best fury management in the game tbh. They remove ALL fury form a beast if needed. Beast masters and shepherds only remove one point each, and they require a *action to do it (so they can only do it at a short range). Sure, they can be killed, but having them pop out during the opponents turn is borederline broken. Im completely happy with them at 4 points as is. If they want to make them 3 points, i wont complain ofc, but i really love em as is.
I play a lot against Legion, and usually i can force basically all i want for a turn and then use whelps to prevent fenzies. His Fyanna list though tries to do an alpha strike and has feat up, but if i do not kill 2+ of his beasts on his feat turn (and i may not) a lot of them will frenzy the next turn. Whelps are less reliable, but they can remove such a huge number of Fury that they make up for it. No other faction can do a full bonkers turn with 5 heavies and be totally fine next turn. I regularly do that with whelps. If you do not like them, perhaps you arent bringing enough of them? 2 units are superb in PoD imo. You obviously have to be careful with where and when you place them, but they work wonders for me.
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Post by starwoof on Jul 17, 2017 6:20:56 GMT
No one talks about whelps, am I the only one that seems to be one of the worst ways to manage the fury in the game? 4 points for 5, I think it's a bit expensive, but I do not see anyone in the CID testing them Sorry for my English, it's not my language, and it costs me a little to write. I used to think the same, but then I got whelps and everything changed forever. They are absolutely amazing.
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Post by cayterpius on Jul 18, 2017 0:02:42 GMT
Lots of people are discussing the bears and suggesting a nerf.
I disagree, I think we need more of our options pulled up to their power level not dragged down to where the faction resides now.
I could understand at first as all the cool new Trollblood toys were revealed and I thought no way PP can be so good to us. Then I saw the keynote and all the goodies everyone else is getting. Bears are at the right level in comparison outside of our faction, other things in our faction should be improved to match.
Anyone else think so?
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Jul 18, 2017 0:18:37 GMT
I like them where they are at also. I think they could make the Bears unable to be effected by the stone if needed to stay in the points. We NEED a unit like them that can hit hard and survive outside of the stone.
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Post by allinontrolls on Jul 18, 2017 14:55:04 GMT
I really like the idea of making them immune to the stone aura. I would love to add this for long riders too. This would open space for these kind of units to be flexible without being too strong with the stone. This would also include a strong long rider buff.
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