|
Post by macdaddy on May 9, 2017 4:13:59 GMT
Loving yalls write ups. I read these and Druid dices battle reports and basically subbed my Baldur 2 bones list w mohsar tonight. Him with the fulcrum as it currently is in cid was really fun. Two arcnodes made apply curse possible. Even got off a crucial crevasse. List was Moh Woldwrath Wyrd 3x Fulcrum Wayfarer x2 (free) Shaper (free) Gallows grove 2x Sentry stone 2x Shifting stones +ua Played against zaal 2 and butcher 3. Agree w above that he can play a Grindy game, using shooting and terrain and pillars. Great thing is 17 scenarios are dead, so extra 2" deployment means u can shoot with huge bases probably on your first turn if u go second. Maltreat works on constructs which is great. Arm 20 jack under curse probably dies to fulcrum and 2 wyrds. Sunhammer chips away. Was really a blast to play. One problem with Moh and fulcrum is that even filling up al the way on my beasts I had to cut for one fury every turn. I ended up losing the butcher game while I was way up on attrition Bc I stupidly filled al my beasts thinking I needed fury for next turn. Honestly the only reason I have a warden in my Bones list with the fulcrum is so he can be the extra 3 Fury that fuels it haha. 2 Wyrds and Wrath is just enough for Moh to fill up The warden may not be the best substitution but it's still a work in progress. I love abusing the lack of scenario in SR2017 (#sarcasm) can't wait for the salt trucks to call Mohsar OP when I sit back and eat thier army with Rock people guns I'll just use the loads to make more Pillars
|
|
|
Post by gordaunikus1 on May 10, 2017 14:48:15 GMT
I know it's no good to switch lists all the time but I'm playing in a steamroller this weekend and want to try something wacky before fulcrum comes out. I always play a prime morvahna dood swarm. So I'm taking essentially that list and plugging into Mohsar w some changes. I always try to answer questions rather than ask them, but I'm excited about this Bc it asks a question to any list that doesn't have huge assassination threat. And if there is a fatty arm watever colossal on the board I think I go straight for reeves assassination.
Moh (wild hunt) Gorax W argus 3x
WooS + ua WooS + ua Reeves + ua Reeves + ua
Morrag Reeves hunter Gallows grove 2x
Any thoughts? I know eSevy is popular and I know there is often a couple menoth players. I think that would be another situation where you have to push straight for assassination.
|
|
|
Post by macdaddy on May 10, 2017 16:14:40 GMT
do you really need primal in a list with only lights and where most of your dps comes from reeves and wolves of orboros?
|
|
|
Post by Nahualli on May 10, 2017 16:52:01 GMT
Also, with that amount of shooting, you can substitute one of the argus for a Moonhound. You don't need more than one Argus if you are just doing it for Dopplebark. If the point is just because you want lights, Scarfells perform better I think.
|
|
|
Post by gordaunikus1 on May 10, 2017 17:37:52 GMT
Great points. I'll definitely sub in 1 moonhound. My thought on w argus and primal was that I need this list to crack heavies definitely for khador and probably for menoth. Menoth will probably be tough for this list tho.
So primal takes that combo strike charge up to a pow 18 and backs it up w a boostable pow 14 (that's all 3 fury). I was messing w the math and it looks like a couple reeve combo strikes + 1 of the solos plus a primaled argus beats up curse of shadowed heavies with a little wiggle room. If it's a no spells menoth jack I think primal is probably necessary.
Appreciate yalls input.
|
|
|
Post by macdaddy on May 10, 2017 18:20:27 GMT
If its a no spells menoth list you probably shouldn't drop mohsar with that set up One of the big draws to me with BoO and the fulcrum with Mohsar is the long range magical shooting. Ghost fleet, Chior, etc all struggle against that. Reeves are still great but in that menoth jack spam match up I don't think you'd want to drop this as they can ignore a lot of your game plan. Primal ed Argus bullets are great though I cant deny that, Still think the moonhounmd suggestion is good just because the ignores stealth is actually pretty darn important. Play around with it! I think Moh in the Wild hunt has serious legs so I cant wait to see how it goes!
|
|
|
Post by subversive on May 10, 2017 18:41:01 GMT
|
|
|
Post by Nahualli on May 10, 2017 18:55:18 GMT
Awesome news! I was fearing I wouldn't see this before next year hehe. I am sad that Snipe still works tough...
|
|
|
Post by streetpizza on May 10, 2017 20:27:54 GMT
Gord have you considered 3x war wolves (the free model benefit should've been to take all three as a free package like wracks but I digress) over the Reeve solo and a gallows? Under curse of shadows they add 1x pow13 and 2x pow15 boosted attack roll charges on whatever the reeves tag. That's a hefty chunk of damage for only 6pts. They can run 14" to get into position before the shot too so they're pretty reliable on the delivery.
I like the reeve hunter in a Grayle list where he can dash back and forth through models but with Moh he just feels kind of lack luster. The groves can be good but usually you'll be using sands of fate to get Moh's spells up field so they're probably not really required either. That's a play style preference though.
|
|
|
Post by subversive on May 10, 2017 21:37:39 GMT
Gord have you considered 3x war wolves (the free model benefit should've been to take all three as a free package like wracks but I digress) over the Reeve solo and a gallows? Under curse of shadows they add 1x pow13 and 2x pow15 boosted attack roll charges on whatever the reeves tag. That's a hefty chunk of damage for only 6pts. They can run 14" to get into position before the shot too so they're pretty reliable on the delivery. Other sweet tech for War Wolves with Moh is Cursing a unit that's jamming and getting the wolves through the lines from way downtown. You can reach out and touch something 24" away from their starting point. You don't get as much damage as hitting the CoS'ed target, but you get a bunch of solos disrupting their game plan.
|
|
|
Post by macdaddy on May 10, 2017 22:12:00 GMT
The groves can be good but usually you'll be using sands of fate to get Moh's spells up field so they're probably not really required either. That's a play style preference though. Well here's the thing about SoF that I've Been finding in SR2017. It's actually not nearly as usefull. Mohsar plays better sitting back casting pillars and the odd curse of shadows and letting his army do work. At least from my perspective. Gallows Groves are so darn usefull. The negating tough is huge when it comes up and being able to sit back comfortably and arc a Fury 9 3 dice curse of shadows is just spectacular also with maltreat after upkeeps that still lets you cast 2 Pillars and sit safeley far away (even if you lack Transfers) anyway I'm still in love with the fulcrum and bones theme so it's defaniteley a preference thing
|
|
|
Post by gordaunikus1 on May 11, 2017 15:26:16 GMT
Awesome advice! I mostly had the Reeve hunter in for quickwork for the reeves (lololol why does he do that!?).
Ive played a few games with the gallows grove and Mohsar seems to have like 4 more fury on those turns when u would have double sand of fated just to apply curse. Also, I had been frustrated w Moh but two arcnodes simplifies things a lot actually.
I'll post about games this weekend if y'all are interested. I think the dood swarm will be fine to manage, but I've always had trouble playing reeves. I think the key is to just simplify by taking two cra's per unit rather than 22 shots w tannith.
Another plus for Mohsar is the Los blocking terrain that has to be in the center of the table for sr17. He feels a lot safer in those games (especially in the games w woldwrath and fulcrum to block Los).
|
|
|
Post by macdaddy on May 11, 2017 16:26:07 GMT
Awesome advice! I mostly had the Reeve hunter in for quickwork for the reeves (lololol why does he do that!?). Ive played a few games with the gallows grove and Mohsar seems to have like 4 more fury on those turns when u would have double sand of fated just to apply curse. Also, I had been frustrated w Moh but two arcnodes simplifies things a lot actually. I'll post about games this weekend if y'all are interested. I think the dood swarm will be fine to manage, but I've always had trouble playing reeves. I think the key is to just simplify by taking two cra's per unit rather than 22 shots w tannith. Another plus for Mohsar is the Los blocking terrain that has to be in the center of the table for sr17. He feels a lot safer in those games (especially in the games w woldwrath and fulcrum to block Los). Well in my experience if you plop a decent sized obstruction in the middle of the baord Mohs ability to deny board space and the effectiveness of pillars becomes insanely more effective. SR2017 is definitely really good for Moh in a lot of ways.
|
|
|
Post by gordaunikus1 on May 12, 2017 18:48:03 GMT
Attempting not to work so here's a thought on double reeves with Mohsar, morraig, and a moonhound. Say you are playing into iron fangs. Curse on the unit you are shooting at, run moonhound for +2 attack and having Morraig between the two units (thinking hold him back anyway). This gives 44 rat 8 (or rat 6 if outside of moonhound) shots at essentially pow 10. Of you want to roll less dice you could have 22 shots at pow 12 or 12ish shots at pow 13/14.
That seems pretty wild. I played into like 40 iron fang a couple times lately and got overrun. This is pretty much a plug into any caster, but I'm playing that wild hunt list this weekend w Mohsar. It's like 46 points (free ua's) but that list still has 2 full units of WooS with ua, lights, and support.
I'm thinking it's worth that much Bc the reeves stay pretty safe and can still combine range attacks for higher arm targets.
|
|
|
Post by macdaddy on May 12, 2017 20:24:19 GMT
Can't wait to see how it goes! Im debating purchasing a second unit of reeves...it's a hard choice because o also don't want to have to paint them haha
|
|