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Post by randommovement on Mar 24, 2017 20:38:16 GMT
Discount games will have him stand alone plus check ebay.
Id also like to put a vote in for doomy3, he does well vs gun lines from what ive done.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Mar 25, 2017 2:48:30 GMT
Do most of you put the Earthborn animus on Doomy 2 each turn? I have not played NEAR long enough to know what models could potentially knock him down.
Also, what are thoughts on this Ragnor list to pair with Doomy 2? I'm considering if it would be worth it to drop anything to go max stone?
War Room Army
Theme: The Power of Dhunia 3 / 3 Free Cards 75 / 75 Army
Ragnor Skysplitter, the Runemaster - WB: +30 - Trollkin Runebearer - PC: 0 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Dire Troll Mauler - PC: 15 (Battlegroup Points Used: 11) - Dire Troll Mauler - PC: 15 - Earthborn Dire Troll - PC: 15 - Troll Axer - PC: 10 - Troll Bouncer - PC: 9 - Troll Bouncer - PC: 9
Janissa Stonetide - PC: 0 Troll Whelps - 5 Whelps: 0 Troll Whelps - 5 Whelps: 4
Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6 - Stone Scribe Elder - PC: 3
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gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Mar 25, 2017 8:46:07 GMT
I was testing a list VERY similar to this Ragnor list except the 2x bouncers were a second bomber and I dropped a set of whelps to max the stone. I wasn't loving it (didn't jive with how I wanted to play it) but the shell is QUITE powerful. Dig In plus hill is really helpful against casters that try to TK your beasts (hayley2 now needs a boosted 10 to TK a key mauler) and his inherent tankiness makes him able to handle lists that doomy struggles to survive against as long as you're willing to pay the speed cost.
It's also in ADR with Doom2 so you can side in Slag Troll spam if it tickles your fancy.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Mar 25, 2017 12:54:07 GMT
I'm likely headed in a good direction here then.
I couldn't pull 8 fury off of a pair of bombers and I usually do not place them in an area where they'll be attacked for a whelp to spawn until late game so I don't see me adding another of those. I foresee the bouncers REALLY helping me get up in the business turn two. They'll be ahead of the rest in charge lanes but still in the stone and with dig in. The other player will either have to be okay with a bouncer with Rage and Pulv getting a charge into their stuff or bringing in something able to handle ARM 21(which is unlikely to be a light). I expect the trade on the bouncers before the Alpha strike to be amazing. Or they trade a light and my bouncer is likely still standing and will be healed over the coming turns.
I honestly expect those bouncers to either cause the opposing player to trade big points trying to take them out or dramatically effect their positioning.
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Post by Trollock on Mar 25, 2017 14:47:23 GMT
Just for the record, you should deploy some whelps normally so you have them for Fury management. Relying on your opponent to attack your beasts to spawn whelps you need for Fury management is not a great idea.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Mar 25, 2017 15:10:03 GMT
I thought the same thing after I posted that. Had a face palm moment. Lol. I'll often drop one in at the beginning near one of the zones to drop it into a forest covered corner if a good spot exists.
When choosing to deploy or not do you have to deploy an entire unit or can you deploy 2 and save 3?
Edit: forest covered corner of a scenario I mean.
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Post by Trollock on Mar 25, 2017 15:50:36 GMT
you can deploy as many or as few as you want. If i have a single unit, i usually deploy 2-3 of them (assuming i run a bomber or GK. otherwise i deploy only like 1). If i play 2 units, it is usually because i have a super fury hungry battle group (2 bombers and perhaps even more fury hogs) i can deploy 5 and keep 5 in reserve.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Mar 26, 2017 16:27:23 GMT
In this Doomy 2 list how do you guys hit the alpha strike against an infantry heavy army?
Last night I played against lots of infantry and was cruising through them with overtake but that left me open against 3 warjacks. They took out both of my maulers which really left me crippled the rest of the game. My remaining beasts (earthborn, bomber) weren't able to take out the jacks they were in melee against without rage.
I suppose I have to be much more careful with my 2nd mauler and keep Mulg closer into the center (he had overtaken an entire 5 man boxed unit in one turn and was too far off to a side to get back to a jack).
Do you find yourself using feat for +3 speed on turn 2? Do you save it to threat an assassination run to force their caster/warlock to stay back? I'm sure these are all situational, just trying to get a feel for typical practice and why.
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Post by Trollock on Mar 26, 2017 19:45:20 GMT
Trampling on the feat turn is very common. If they try to block you with infantry, trample over those guys (you even get to overtake, though only once EDIT: I am wrong on this one!). You can buy attacks to kill a heavy afterwards
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Mar 26, 2017 20:18:07 GMT
So if infantry lines are just outside of charge distance out and you can't trample past the front line would you just walk in? Get as close to infantry as possible but outside of Jack charge distance perhaps?
I popped feat and rolled through TONS of infantry on alpha, but in the end taking out nearly three and a half entire units didn't swing it enough.
Perhaps I should have made a similar move but kept back my 2nd Mauler. Rage would have dramatically changed the 2nd half of that battle.
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Post by Trollock on Mar 26, 2017 20:33:47 GMT
A Bomber can help too. He can help clear landingzones. But yeah, losing access to Rage before you take down all heavies is a bad thing.
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gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Mar 27, 2017 3:54:56 GMT
Trampling on the feat turn is very common. If they try to block you with infantry, trample over those guys (you even get to overtake, though only once). You can buy attacks to kill a heavy afterwards I could be wrong, but you do not Overtake from a Trample as Overtake requires you to make a Basic Melee Attack.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Mar 27, 2017 3:57:33 GMT
A tournament judge ruled that you could overtake after thresher but only 1 time no matter how many were killed in the attack.
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gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Mar 27, 2017 3:58:23 GMT
A tournament judge ruled that you could overtake after thresher but only 1 time no matter how many were killed in the attack. You definitely can't overtake from Thresher. Thresher attacks are NOT Basic Melee Attacks. Yeah you cant overtake from trample either, just checked that. Trample attacks are not basic melee attacks.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Mar 27, 2017 5:33:34 GMT
That was asked literally last night. Lol.
I'm no judge... wouldn't even pretend to be.
Is it possible that the first enemy swung on is considered a basic melee and the others swung on are the special attack? In this case I had swung on and killed 3 with an axer thresher and was awarded an overtake.
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