gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Jul 25, 2017 0:42:30 GMT
This is also a big buff for Ragnor who was competing with Doom3 and had a not insignificant disadvantage from not being able to field Mulg.
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Post by Stormsmith Dropout on Jul 25, 2017 1:26:43 GMT
I have changed my sig in honor of this glorious CID cycle.
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Post by gobber on Jul 25, 2017 2:53:24 GMT
Want to deal with Mulg on Doomy3 feat turn? Have fun.
Three movement effects: -Admonition (quite good at lining up smites...) -Countercharge -Primal Rage
Two attacks with ~39% crit smite chance; if your opponent backstops to negate the slam they're giving you the chance at an extra damage die instead. Even more out of activation healing (snacking) on feat turn is also nice. -Countercharge (boosted pow19; if you ever manage the 4 die countercharge that's 13dmg to khador heavies) -Primal Rage (pow19)
Other tricks: -Can't be moved/knocked down (implacable) -Can't be debuffed/targeted by spells (arcane vortex); may need to pay double to cast (Hand of Yolandi) -Effective arm 25-27 on feat turn (barring grievous wounds) -If you fail to one-round him, he heals aspects (redundant with fieldmarshal though). -Strategic whelping can be used in all sorts of ways with that many movement effects -Whelp Baseball: get hit. Drop a whelp. Thwack it with primal rage and hope for a crit smite to knock down an enemy's small based models. Or drop the whelp behind a small based target to get a chance at an extra die.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Jul 25, 2017 3:55:27 GMT
If Mulg doesn't change point cost from current CID and the EBDTs keep their discount in CID, my Doom2 list doesn't need to change and is not insignificantly buffed. Like, if CID Mulg goes live, the Butcher matchup gets even better and he's probably playable into Haley2. I run your list often (and as you noted from one of my battle reports I named it after you) so I was just telling one of my buddies the same thing earlier. That list already fits in points and just got even better! I also think Ragnor is in the conversation with Doomy 2/3 now. Pulverizer and Stone Strength on Mulg will have him hitting out of activation POW 22s. Pow 25s with rage... whew! The right roll can take out an important aspect there. Question: where is the order of effects list in the rules? I am wanting to check to see when an effect like primal rage will take place vs a spell like admonition. Would I get to counter-charge, then admonition away? 2nd question: I've only played Trollbloods so I have never used an arc node. They need to be out of melee, but does that mean Mulg can't be within 2" of any enemy? Or does he have to be within THEIR melee range? Could I swing on something that has a 1" melee range from 2" away and still arc a spell through afterwards?
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Post by Cryptix on Jul 25, 2017 4:00:33 GMT
If Mulg doesn't change point cost from current CID and the EBDTs keep their discount in CID, my Doom2 list doesn't need to change and is not insignificantly buffed. Like, if CID Mulg goes live, the Butcher matchup gets even better and he's probably playable into Haley2. 2nd question: I've only played Trollbloods so I have never used an arc node. They need to be out of melee, but does that mean Mulg can't be within 2" of any enemy? Or does he have to be within THEIR melee range? Could I swing on something that has a 1" melee range from 2" away and still arc a spell through afterwards? You can't be engaged, so feel free to swing at you average jack.
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Post by gobber on Jul 25, 2017 4:48:31 GMT
If Mulg doesn't change point cost from current CID and the EBDTs keep their discount in CID, my Doom2 list doesn't need to change and is not insignificantly buffed. Like, if CID Mulg goes live, the Butcher matchup gets even better and he's probably playable into Haley2. I run your list often (and as you noted from one of my battle reports I named it after you) so I was just telling one of my buddies the same thing earlier. That list already fits in points and just got even better! I also think Ragnor is in the conversation with Doomy 2/3 now. Pulverizer and Stone Strength on Mulg will have him hitting out of activation POW 22s. Pow 25s with rage... whew! The right roll can take out an important aspect there. Question: where is the order of effects list in the rules? I am wanting to check to see when an effect like primal rage will take place vs a spell like admonition. Would I get to counter-charge, then admonition away? 2nd question: I've only played Trollbloods so I have never used an arc node. They need to be out of melee, but does that mean Mulg can't be within 2" of any enemy? Or does he have to be within THEIR melee range? Could I swing on something that has a 1" melee range from 2" away and still arc a spell through afterwards? Pg91 of the warroom rulebook, pg94-95 of the little digest things in the battleboxes. You can trigger admonition and countercharge off the same trigger in the order you choose. This includes admo'ing backwards to get charge distance and moving back to where you started, as well as the charge then disengage you're suggesting. privateerpressforums.com/archive/index.php/t-257368.htmlPrimal Rage triggers on damage rather than at the end of an enemy's move so it's a bit different. Cryptix has it right. Good fun with Jackhammer!
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Post by ninjastars on Jul 25, 2017 5:02:22 GMT
Btw if I'm reading things right, mulg being in POD isn't a cid thing. You can put him in POD lists starting today. It's not in warroom yet, but you can add him out of theme and then activate the theme to include him in lists.
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gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Jul 25, 2017 5:03:17 GMT
If Mulg doesn't change point cost from current CID and the EBDTs keep their discount in CID, my Doom2 list doesn't need to change and is not insignificantly buffed. Like, if CID Mulg goes live, the Butcher matchup gets even better and he's probably playable into Haley2. I run your list often (and as you noted from one of my battle reports I named it after you) so I was just telling one of my buddies the same thing earlier. That list already fits in points and just got even better! I also think Ragnor is in the conversation with Doomy 2/3 now. Pulverizer and Stone Strength on Mulg will have him hitting out of activation POW 22s. Pow 25s with rage... whew! The right roll can take out an important aspect there. Question: where is the order of effects list in the rules? I am wanting to check to see when an effect like primal rage will take place vs a spell like admonition. Would I get to counter-charge, then admonition away? 2nd question: I've only played Trollbloods so I have never used an arc node. They need to be out of melee, but does that mean Mulg can't be within 2" of any enemy? Or does he have to be within THEIR melee range? Could I swing on something that has a 1" melee range from 2" away and still arc a spell through afterwards? Ragnor's output is cool and all but consider this: on average dice, a Rage'd Mulg with a free charge (lanyssa, or doom2 feat / wild aggression) plus the bond with Doomshaper one rounds an arcane shield-ed stormwall on average.
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Post by gobber on Jul 25, 2017 5:11:15 GMT
Ragnor's output is cool and all but consider this: on average dice, a Rage'd Mulg with a free charge (lanyssa, or doom2 feat / wild aggression) plus the bond with Doomshaper one rounds an arcane shield-ed stormwall on average. If Lanyssa and Stone Elder are in the picture Ragnor can do this too (avg 61.5 if everything hits). Also horgle with rage/stone/feat, avg 67 (all damage is boosted, so unaffected by charging).
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gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Jul 25, 2017 5:18:26 GMT
Ragnor's output is cool and all but consider this: on average dice, a Rage'd Mulg with a free charge (lanyssa, or doom2 feat / wild aggression) plus the bond with Doomshaper one rounds an arcane shield-ed stormwall on average. If Lanyssa and Stone Elder are in the picture, ragnor can do this too (avg 61.5 if everything hits). Also horgle with rage/stone/feat, avg 67 (damage is unaffected by charging) Yeah but IMO doom2 does it better (you can play in theme so no need for lanyssa for the free charge) and Doom3 synergizes better with Mulg's kit (feat toughness is comparable in a meta of low amounts of grievous, the defensive power and admo + countercharge / primal rage is obnoxious).
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Post by gobber on Jul 25, 2017 5:33:37 GMT
Come to think of it, just Rage+Stone Elder is 46 base so only 10 damage to go. Calandra, Grissel1, Madrak3, Grim2, or anyone with Hutchuck can also pull it off. Madrak1 comes close to killing two (avg102/112): 1 fist (6), 5 regular swings (40), and 7 jackhammers with the help of bloodboon and runebearer (56).
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cuberic
Junior Strategist
Posts: 129
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Post by cuberic on Jul 25, 2017 6:51:06 GMT
I'm just excited to arc rampagers or strangleholds with doomy1.
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Post by gobber on Jul 25, 2017 8:43:16 GMT
Also, Janissa has some new synergy with mulg, helping clear the pesky jammers that arc nodes attract as well as letting your arc node ignore intervening models for targeting (elevation!)
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Post by jisidro on Jul 25, 2017 8:59:34 GMT
Primal Rage is not a good ability IMO. Especially with Crit Smite. Arcane Vortex? Again? Are there no other abilities?
IMO this hyper-active imagination regarding melee should be applied to ranged. Doesn't he have a mountain on his back? Give him carapace, make him a credible melee threat, some anti-magic and a ranged nightmare.
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Post by gobber on Jul 25, 2017 10:34:24 GMT
I like the layered "no!" effects, but judging by our comments on the CID forum we have different definitions of "good ability"
Stuff I'd like to try
Kolgrima -Mulg -Mauler -Brawler -Brawler -Earthborn -Axer Janissa, Whelps, Runebearer KSB+Northkin Elder
Grissel1 -Mulg (boundless+hoof=dead stormwall) -Mauler -Brawler -Earthborn -Earthborn -Basher (with calamity+rage+hoof+stone, can 1rd a khador heavy) -Basher Minstone+SSE 2x whelps, runebearer
Madrak3 POD (3ptsfree, either gremlin swarm or chef+gobbers if theme allows minions) -Sea King -Mulg -Mauler -Earthborn -Earthborn Runebearer, NK Shaman x2, Whelps
Ragnor POD sans rage... -Sea King -Mulg -Earthborn -Earthborn -Slag Troll/Axer Minstone+SSE 2x whelps, runebearer
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