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Post by gordaunikus1 on May 15, 2017 0:44:00 GMT
Played 2 games with: Moh - Gorax, wild argus, moonhound, scarsfell - 2x Reeves + UA - 2x Woos + UA - Morraig - 2x War Wolves - 2x Gallows Grove
Ended up winning a small local steamroller with Baldur 1 in Bones as my other caster (Woldwrath, megalith, 2x Guardian is pretty cool gunline/menoth drop). Weirdly dropped Moh against Tannith and Kruger 2. The game against Tannith went really well. With a large battlegroup, there was really no way he could avoid me getting wolves of orboros to his caster. With mirage and reposition, I was able to get 2 wolves charging tannith (at mat 8), they power swelled and hit her def 15, then one repositioned closer so Mohsar could sand of fate, dopple bark, curse of shadows, boost initial damage, and buy another (rolled hot with opponent on 2 camp). The reeves were there to back it up.
The Krueger game went terribly. I only won bc opponent clocked himself (basically killing all 48 infantry). Where mirage is amazing on infantry like Wolves, Mohsar really has no way to protect units. Pillars can protect a few angles, but my Kruger opponent didn't have much trouble annihilating 13/13 infantry. I thought this list would be great into circle because it is so accurate with charging wolves of orboros, cra's, dopple bark, and Morraig. What I didn't account for is that sentry stones, purebloods, Kruger 2's 3'' aoe, and everything else in circle annihilates infantry. The one thing I can say is that so many infantry basically removed scenario as a win condition, so camping a ton and playing safe after like round 3 when I realized I couldn't win any other way really puts the onus on your opponent to figure out a way to win.
So for whatever it's worth. GOOD: Mirage on Wolves is crazy. That plus repo means they can get anywhere. The ambushing unit of wolves is also ridiculous. Neither of my opponents left anything within 14" of the board edge, but in both cases the ambushing full unit required a ton of resources to remove and did mayhem in opponent's back lines. Opponents with a small model count will have a lot of trouble (a) removing your hordes and (b) keeping wolves of orboros off their caster. Once a wolf or two gets on a caster, their accuracy, then dopple bark, then reeves seems amazing. 2 units of reeves + curse of shadows did about what you'd expect, take huge chunks of damage off heavies, but not kill or really even cripple them. BAD: It's not terribly great into beast/jack bricks bc it can only deliver a few big punches a game (charging woos with power swell). It doesn't attrition all that well bc the infantry die really quickly. If opponent can snipe out woos ua (say w placed manikans!) it looses a ton of hitting power. The battlegroup, other than dopple bark, was really hard to use bc the reeves take up so much space in the middle of the table. I love the idea of the moonhound, but it was almost useless bc it was so hard to position. The scarsfell was easier to use bc of flight.
Overall it's pretty fun to play, but probably not fun to play against because no one (except maybe you) is going to score scenario points and clocking the opponent out becomes a real strategy if they whittle you down before you can do big damage. I had a blast playing it this weekend, but don't see myself unpacking 50 doods for a casual game night.
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Post by gordaunikus1 on Jun 2, 2017 1:14:10 GMT
Have been getting steady games in with Mohsar. Been goofing around w some weird lists, but it's crazy how much different stuff seems to work w him. Anyway, been playing purposefully into what seem like bad matchups, but ambushing wolves of orboros and playing super cagey with 2 arcnodes seems to put a lot of pressure on your opponent.
For example, I initially thought lylith3 would be a terrible matchup Bc of her assassination. As long as you have terrain to keep you relatively safe, his huge focus stat and control range can keep you safe while you either arc spells or sands of fate back and forth.
The ambushing wolves are really take the heat off ur front lines Bc they are such a huge assassination threat w the usual sands of fate, dopplle bark, curse of shadows combo.
Current list is: Moh (wild hunt) - Wild argus 3x wyrd Pureblood
2x reeves w ua Min unit wolves w ua Shifting stones
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Post by macdaddy on Jun 2, 2017 2:14:16 GMT
Happy to see your having success with Moh in the Wild hunt! I haven't had any chance to get more in depth games in thanks to an upcoming wedding I am the lucky groom for! Hopefully after the honeymoon I can start getting back into my groove.
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Post by gordaunikus1 on Jun 2, 2017 3:40:13 GMT
Lol took me a read or two before I realized it was ur wedding. I was thinking - why is this dood going to someone else's honeymoon? Congrats man.
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Post by gordaunikus1 on Jun 2, 2017 3:42:52 GMT
Lol took me a read or two before I realized it was ur wedding. I was thinking - why is this dood going to someone else's honeymoon? Congrats man.
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Post by macdaddy on Jun 2, 2017 12:58:20 GMT
Lol took me a read or two before I realized it was ur wedding. I was thinking - why is this dood going to someone else's honeymoon? Congrats man. Haha you know some people like to keep thier options open? Thanks!
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Post by gordaunikus1 on Jun 7, 2017 14:21:13 GMT
I want to play wurmwood.... but I really really want to play Mohsar. After getting over a sort of hump after 10 or 15 games this guy is a blast. This is just a post for ppl frustrated after like 2 games or 5 games to keep trying it until u push over some hill. I'm sure everyone on this board is tired of slightly repetitive comments from me on this thread, but there's nothing else on this thread but druids dice so here we go:
- read Macdaddys tactica - read dan younts tactica - play games with arcnodes first so you don't just sands of fate every turn and piss yourself off w mistakes. Use sands sparingly when you need to dopple bark. - a core of 2 wyrds and 2 purebloods has worked well for me and is fun to play. Points are tight w 2 purebloods, but consider starting w shifting stones so you can recover when wyrds get a system knocked out. I find I'm playing either short assassination games or long games where it's ok to walk a wyrd back to shifting stones to heal. (In sr 2017). - consider wild hunt theme force. Ambushing a cheap unit of wolves and having at least one other sands of fate unit (reeves or wolves) has been a ton of fun. A million sands targets and a huge distraction that buys your battle group and sunhammer time to chip away at heavies. - who needs 9" command on units, take the standard bearer and put him somewhere safe and within 16" of where your units can be so u don't leave yourself without a return sands target. - don't rely on pillars - Mohsar is slow so keep your options open by having him in shifting stones when you can. - depending on your list, this has been an amazing answer to dood swarms w rfp, removing tough with arcnodes, wyrds, sprays, curse of shadows. Played into irusk2 a couple times recently. Used the arcnodes poorly the first game and got run over. The second game used them better and won. - sometimes a brutal drop into hordes, cutting for fury is a form of leaching so if you are able to feat w opponent caster in control, they can't get more fury. This makes assassination easier next turn so set up for this. Also works as control so if you bring up purebloods and wyrds within 10" to shoot, can feat to slightly mitigate return damage. - don't be afraid of all in assassination (jk - Mohsars 9 fury is usually enough to get out after sands , dopple bark, curse, sands.)
Would love to hear other Ppl's Mohsar experience here. Current list is: Moh Wild argus, 2x shrimp, 2x pureblood 2x full wolves ua Shifting stones 2x gallows groves 3x war wolves Reeve hunter (for running war wolves into place then assaulting from 21" away - pow 13, 15, 15 charges with curse of shadows again helps chip away at jacks).
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Post by Nahualli on Jun 7, 2017 15:15:45 GMT
I have not felt well with the two purebloods, I don't know if that doesn't fit my play style. From what I can understand from Dan's tactica, their purpose is to have a safer assassination run with two long sprays along with the wyrds. Since the list is not including a Gorax, I don't think he uses them for trades against other heavies. If he just wanted the animus in the list, then one would be enough, so that leads me to think the animus is not the main reason they belong there.
Now, you have more games with the purebloods than me, how are you using them? Do you consider them a must?
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Post by gordaunikus1 on Jun 7, 2017 15:54:32 GMT
I don't think I'd want to play this into a warmachine list with more than 3 heavies, maybe 4. Against hordes it's a little different I think Bc of dopple bark to control living beasts and the feat.
I like the 2 purebloods Bc (for me as a not op stud) they turn the list into something more general than assassination or pure gunline: - They add to shooting/assassination in that they are sprays that ignore stealth and concealment cover. Also u can assault and be ghostly. So 2 of them for me makes me more confident in any assassination run. - With curse of shadows and warp strength they hit effective pow 18 (don't forget wraithtbane), so I don't think primal is necessary. - The whole list design if attrition is to chip away at jacks so I hopefully won't be charging into a full strength heavy w just a pureblood at any time. If nothing else u can take a few points of a jack with a wyrd before charging. - Also, it should not be the case that you will get more than 3 jacks jammed into you if you are playing this against like 2 to 5 jacks. Hopefully these jacks have been chipped away at with sunhammer, wyrds, Mohsar spray. When jacks get left on a few boxes, u still have hopefully saved a powerswell wolf or two or your warwolves. Again, this is all just my best attempt at a good pairing, but I have my baldur1 list in bones to try to deal w gunlines and jack spam. - as far as trading heavies, I'm getting better at cheating a trade by just stealing a heavy from range w curse Mohsar spray, 2 wyrds, two sprays, powerswel wolf or 2, warwolves. These options combined in different ways can hopefully keep u away from their heavies or let you trade two for one.
I'm sure there are a million arguments against the two purebloods as well so I would like to hear them. They are super squishy and are only rat 5 mat 6. Spell ward helps, but they get smoked by shooting. I've found in a few games that ambushing unit helps mitigate them focus firing or cra'ing your purebloods down. Not to say that you won't be using regeneration to heal an aspect before many assassination runs.
A swap at a similar point level is a third wyrd and a moonhound argus to remove stealth.
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Post by Nahualli on Jun 7, 2017 17:26:32 GMT
I see your points, they make sense since you want a balanced list. Since my Mohsar list is designed to fight jack spam, two wolfs never made the difference for me. So I am losing assassination potential by removing those sprays but gaining more hitting power with my two units of Slaughterhousers.
My last game was against Vyros2, and the only issue for me was time (I am still a novice on how you not clock yourself while using a lot of models). At the end I had killed 4 griffin and 1 heavy. Some games before that I also did well against Butcher 1 with 6 jacks. My current pairing is Baldur2 to answer infantry and ranged lists.
But that's what I love about this caster. We can have different plans and army designs following that plan. I am convinced that the only thing stopping me from winning more often is my short tactical experience and time management.
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Post by gordaunikus1 on Jun 7, 2017 18:54:30 GMT
What is ur list for jack spam? Are you worried about menoth no spells?
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Post by Nahualli on Jun 7, 2017 20:03:56 GMT
I posted the list some days ago, you can see the list and explanation on the 2nd page of this thread. Basically I use an infantry approach with Wolves of Orboros, Druids, Wolf Riders and Slaughterhousers. I still have to test my pairing against Protectorate, since I was dropping Kromac1 before, so I am not sure now. The only problem would be the book, would need to test an aggressive melee attrition before going for the assassination. The only regular Protectorate player on my meta uses Harby and Sev2. Once I have some games with him I will comment my results.
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Post by gordaunikus1 on Jun 7, 2017 20:50:45 GMT
Oh yeah that looks like a neat list. How are the wolf calvary doing? I like slaughterhousers and wolves of orboros for killing jacks, but I have had a lot of trouble getting either units there.
My note about spells was more geared towards the choirs no spell song that would prevent you from getting curse onto jacks. Sev2 lists w a ton of heavies and templars for shield guard are absolutely brutal against a gunline like our Mohsar lists.
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Post by Nahualli on Jun 7, 2017 21:17:15 GMT
The riders are used mostly for back line harrasing and sands targets, since they are the fastest of our troopers.
I agree it's slower to get them across the field, but they have had more presence than the beasts I have tried. Eventually with more infantry hate thanks to Ghost Fleet that will be more difficult.
My hardest matches have been Magnus 2 for the knock down trick against shooting, and multiple shield guards, since I am relying on the Wyrds for the kills.
Once the Fulcrum is legal I will try more variations including it, this list could benefit from more shooting sources.
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