Post by Voodoogk on Aug 18, 2017 21:05:53 GMT
Still no pictures.. I'm going to try really hard to remember this next time.
Trying a new Bump in the night version of KoN which I liked quite a bit
King
4 crabbits
cage rager
2 gorehounds
dreadrots full
dreadrots min
hollowmen full+ua
murder crows
twilight sisters
neighslayers
trapperkin
longfellow
glimmer imp
First game was against a doomy 2 list with mountain king, mauler, cid mulg, krielstone night troll, and a shaman.
scenario was spread the net, I chose the arcana fortunes path, this list practically requires the shadow since it doesnt have enough fury if the battlegroup dies, and of course his trump.
This army takes up most of the deployment zone when you layer the troops 2 deep, no problem, the gorehounds have extended control range, and longfellow likes to be out on the side as well. most of the troops take up the middle, the cage rager in back middle with the support and the king. I chose to go second because I'm really liking second in sr2017. Took a side with a hill touching my flag, so longfellow could be defense 20. I prey the mauler with the murdercrows.
he runs everything first turn sending the mountainking on the right side of the middle forest, so he's planning to take my square zone with it. I move up drop a few clouds in places I don't want his heavies to land so they'll have to take a mat hit if they go there and put longfellow on the flag, my gorehound races up to his square zone which seems like its going to be unopposed. I put the trapperkin in a hole where I figure the king might go past it.
My opponent feats sends the mauler in to kill most of my large unit of dreadrots with his battlegroup overtake, puts mulg in a place to counter punch anything that gets the mauler, charges with the king to where I Thought he would, killing most of my min unit of dread rots, and getting a neighslayer with the killshot. He runs the night troll up to engage some of the neighslayers.
I put my gorehound into his square zone, and run my hollowmen up there as well to get shots on the krielstone next turn and get in the way of anything trying to get in the zone, I cast scything touch on the other gorehound thats over near the mountainking/mauler/night troll. I then sands of fate into one of my hollowmen clear on the other side of the board. I try to blind the night troll with the glimmerimp and then am told he has eyeless sight, how sad for me, he's still -2 defense for being near him though. My gorehound walks up behind him and pulls him away from one of the neighslayers, I cant unstick both and still get shroud on mauler. The mauler dies to -2arm and neighslayer/dreadrot charges. The rest of the turn is rather lackluster, the mountain king gets prey, but since I couldnt also get it under the -2 aura it doesn't really even get hurt all that bad from 5 crows (one had to charge the shaman instead)... the poor trapperkin rolls 3 1's to hit.. a hollowman does some decent damage, but basically the mountain king is gonna heal next turn. But I score 2 with nothing close to either my flag or his zone. He cracks back with mulg, and kills the gorehound with the king. I use the dead gorehound to sands of fate within 5 " of mulg for next turn and trigger fortunes path off a miss in there somewhere. So next turn I'm going to have a 5 armor swing on mulg with the cage rager in charge range.. this is what the king does best.
But it doesn't matter, he hasn't scored once or contested my 2 so he loses automatically when he clocks over.
My next game is against syntherion 2 prime axioms, 2 flare lights, mechanics, two arcnode guys and a bunch of bomb bots. I could actually probably trigger shroud with some effort even with command 1, but I'm just going to pick the same animi because I want the armor crack of +1 +1. I prey one of his arc node guys that are on the left flank. He runs up turn one, I also move up, same table, I take the same flag and move for his zone with the same hound. This time I shroud my cage rager in clouds because I dont want him to die to infinite hotshot. I also place my neighslayers back a ways out of respect.
His turn 2 he magnetic holds my max dreadrots and kills all of them but one (made one tough check and he ran out of shots). I trigger the fortunes path arcana during this turn and completely forget to use it during mine ... yay. during my turn I decide I want his left axiom,I deploy my murdercrows on the opposite side of their prey target, I move up my hollowmen, and shoot the preyed arcnode guy.... why did I do that? they all had pow 16 charges later this turn.. but instead I shoot an arc node guy to move prey around, I'm good at this game I really am. I then cast scything touch on my gorehound and sands to within 5 inches of the target prime axiom.. leaving your caster within 5" of a colossal is a bad Idea you say? Pishposh!
With the 4 armor swing that should be 5, I charge both gorehounds, one neighslayer, and the trapperkin and do about 2/3rds of its damage. why oh why did I not charge it with the hollowmen they woulda been pow15 or 16 if I'd remember fortunes path. Longfellow takes a coupla cracks at it as well and gets one of the shield guarded, but leaves the colossal on like 15 boxes. The murdercrows switch their prey to a bomb bot on his flag which they charge and kill, then switch their prey target to syntherion. my min dread rots kills his other arcnode, I move one crabbit into my zone on the back right which is uncontested. I move the rest of the crabbits around the king so anything trying to kill the king will have to kill a crabbit first.
Except I didnt notice that I left my cage rager behind the king, so his plan is to pick up my gorehound and then throw it, knocking down the king.. disaster! He muddles his plan though when he moves a light into melee with a neighslayer, I trigger shadow and put a heavy between the light and the king.. that should be game because he's got lots of stuff about to kill synth but I let him take it back because I want to see if the king could survive. after being knocked down and shot a bunch of times, he triggers shadow again this time with his other prime, with a total of 4 transfers onto 2 heavies and 2 shield guards, the king dies on the last shot... I'm new with hordes though and I could have reaved the 2 fury off of the dead crabbits and would have survived even that brutal assassination.
This feels like the list I'm staying with, I made mistakes but I could see how good this guy is on the last game. positioning, awareness of real threats to the king, and just better fury management will make this list a real beast to deal with. KoN is as slippery as an eel, and is easily the most fun caster I've ever played.
Trying a new Bump in the night version of KoN which I liked quite a bit
King
4 crabbits
cage rager
2 gorehounds
dreadrots full
dreadrots min
hollowmen full+ua
murder crows
twilight sisters
neighslayers
trapperkin
longfellow
glimmer imp
First game was against a doomy 2 list with mountain king, mauler, cid mulg, krielstone night troll, and a shaman.
scenario was spread the net, I chose the arcana fortunes path, this list practically requires the shadow since it doesnt have enough fury if the battlegroup dies, and of course his trump.
This army takes up most of the deployment zone when you layer the troops 2 deep, no problem, the gorehounds have extended control range, and longfellow likes to be out on the side as well. most of the troops take up the middle, the cage rager in back middle with the support and the king. I chose to go second because I'm really liking second in sr2017. Took a side with a hill touching my flag, so longfellow could be defense 20. I prey the mauler with the murdercrows.
he runs everything first turn sending the mountainking on the right side of the middle forest, so he's planning to take my square zone with it. I move up drop a few clouds in places I don't want his heavies to land so they'll have to take a mat hit if they go there and put longfellow on the flag, my gorehound races up to his square zone which seems like its going to be unopposed. I put the trapperkin in a hole where I figure the king might go past it.
My opponent feats sends the mauler in to kill most of my large unit of dreadrots with his battlegroup overtake, puts mulg in a place to counter punch anything that gets the mauler, charges with the king to where I Thought he would, killing most of my min unit of dread rots, and getting a neighslayer with the killshot. He runs the night troll up to engage some of the neighslayers.
I put my gorehound into his square zone, and run my hollowmen up there as well to get shots on the krielstone next turn and get in the way of anything trying to get in the zone, I cast scything touch on the other gorehound thats over near the mountainking/mauler/night troll. I then sands of fate into one of my hollowmen clear on the other side of the board. I try to blind the night troll with the glimmerimp and then am told he has eyeless sight, how sad for me, he's still -2 defense for being near him though. My gorehound walks up behind him and pulls him away from one of the neighslayers, I cant unstick both and still get shroud on mauler. The mauler dies to -2arm and neighslayer/dreadrot charges. The rest of the turn is rather lackluster, the mountain king gets prey, but since I couldnt also get it under the -2 aura it doesn't really even get hurt all that bad from 5 crows (one had to charge the shaman instead)... the poor trapperkin rolls 3 1's to hit.. a hollowman does some decent damage, but basically the mountain king is gonna heal next turn. But I score 2 with nothing close to either my flag or his zone. He cracks back with mulg, and kills the gorehound with the king. I use the dead gorehound to sands of fate within 5 " of mulg for next turn and trigger fortunes path off a miss in there somewhere. So next turn I'm going to have a 5 armor swing on mulg with the cage rager in charge range.. this is what the king does best.
But it doesn't matter, he hasn't scored once or contested my 2 so he loses automatically when he clocks over.
My next game is against syntherion 2 prime axioms, 2 flare lights, mechanics, two arcnode guys and a bunch of bomb bots. I could actually probably trigger shroud with some effort even with command 1, but I'm just going to pick the same animi because I want the armor crack of +1 +1. I prey one of his arc node guys that are on the left flank. He runs up turn one, I also move up, same table, I take the same flag and move for his zone with the same hound. This time I shroud my cage rager in clouds because I dont want him to die to infinite hotshot. I also place my neighslayers back a ways out of respect.
His turn 2 he magnetic holds my max dreadrots and kills all of them but one (made one tough check and he ran out of shots). I trigger the fortunes path arcana during this turn and completely forget to use it during mine ... yay. during my turn I decide I want his left axiom,I deploy my murdercrows on the opposite side of their prey target, I move up my hollowmen, and shoot the preyed arcnode guy.... why did I do that? they all had pow 16 charges later this turn.. but instead I shoot an arc node guy to move prey around, I'm good at this game I really am. I then cast scything touch on my gorehound and sands to within 5 inches of the target prime axiom.. leaving your caster within 5" of a colossal is a bad Idea you say? Pishposh!
With the 4 armor swing that should be 5, I charge both gorehounds, one neighslayer, and the trapperkin and do about 2/3rds of its damage. why oh why did I not charge it with the hollowmen they woulda been pow15 or 16 if I'd remember fortunes path. Longfellow takes a coupla cracks at it as well and gets one of the shield guarded, but leaves the colossal on like 15 boxes. The murdercrows switch their prey to a bomb bot on his flag which they charge and kill, then switch their prey target to syntherion. my min dread rots kills his other arcnode, I move one crabbit into my zone on the back right which is uncontested. I move the rest of the crabbits around the king so anything trying to kill the king will have to kill a crabbit first.
Except I didnt notice that I left my cage rager behind the king, so his plan is to pick up my gorehound and then throw it, knocking down the king.. disaster! He muddles his plan though when he moves a light into melee with a neighslayer, I trigger shadow and put a heavy between the light and the king.. that should be game because he's got lots of stuff about to kill synth but I let him take it back because I want to see if the king could survive. after being knocked down and shot a bunch of times, he triggers shadow again this time with his other prime, with a total of 4 transfers onto 2 heavies and 2 shield guards, the king dies on the last shot... I'm new with hordes though and I could have reaved the 2 fury off of the dead crabbits and would have survived even that brutal assassination.
This feels like the list I'm staying with, I made mistakes but I could see how good this guy is on the last game. positioning, awareness of real threats to the king, and just better fury management will make this list a real beast to deal with. KoN is as slippery as an eel, and is easily the most fun caster I've ever played.