Post by ravenfire on Sept 27, 2017 13:44:55 GMT
Hi,
I am going to play a match tomorrow and thought to do something a little different for a change.
I am going to drop my training wheels and skip the stone unit in a POD list
Here is my list and my thoughts:
Theme: The Power of Dhunia
(75/75)
Grim Angus - WB: +29
- Trollkin Runebearer - PC: 0
- Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19)
- Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 10)
- Dire Troll Mauler - PC: 15
- Mulg the Ancient - PC: 22
- Troll Axer - PC: 10
- Troll Bouncer - PC: 9
Northkin Shaman - PC: 0
Troll Whelps - 5 Whelps: 0
Troll Whelps - 5 Whelps: 4
Dhunian Knot - Leader & 2 Grunts: 6
My idea is that Grim can present a decent threat range. He himself can reach (with farstrike) 23 inches and the bombers can reach 19 inches (including rush)
Grim can arc spells through mulg and thus increase its range on marked for death. Which helps in def decrease and stripping stealth and incorp.
He can give Hunter to a bomber to ignore cover and consealment.
This package is a nice assasination potential.
ofc Grim his enhanced feat that says.. no charging me on feat turn.
the runebearer to extend my control and mantrap anything within sight or reduce fury by one on spell for angus.
Mulg can arcane vortex annoying spells if required. And with return fire present some amazing threat (prima rage + return fire equals 2 basic attacks out of turn on any model... since it does not specify that you must attack the model that wounded you? anyone beg to differ on this, please let me know)
An axer for threat extension. This combine with bait the line can get a mauler to charge 13 inch and have to rage himself or 11 without rush.
The axer and the bombers can do some work on infantry.
Whelps, because they are whelps
A shaman to push grims def vs ranged to 18 or block los
the bouncer to take that hit that needs to be taken and be a piece you can offer the opponent.
The Knot... I am bad at rolling dice. that is my reasoning over the min stone If you ever seen me play, then you would also advice this hehe. I can roll tough like a boss (average 60%) but rolling to hit is mostly below average especially when it counts.
I think i can survive without the stone...
So what do you think?
I am going to play a match tomorrow and thought to do something a little different for a change.
I am going to drop my training wheels and skip the stone unit in a POD list
Here is my list and my thoughts:
Theme: The Power of Dhunia
(75/75)
Grim Angus - WB: +29
- Trollkin Runebearer - PC: 0
- Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19)
- Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 10)
- Dire Troll Mauler - PC: 15
- Mulg the Ancient - PC: 22
- Troll Axer - PC: 10
- Troll Bouncer - PC: 9
Northkin Shaman - PC: 0
Troll Whelps - 5 Whelps: 0
Troll Whelps - 5 Whelps: 4
Dhunian Knot - Leader & 2 Grunts: 6
My idea is that Grim can present a decent threat range. He himself can reach (with farstrike) 23 inches and the bombers can reach 19 inches (including rush)
Grim can arc spells through mulg and thus increase its range on marked for death. Which helps in def decrease and stripping stealth and incorp.
He can give Hunter to a bomber to ignore cover and consealment.
This package is a nice assasination potential.
ofc Grim his enhanced feat that says.. no charging me on feat turn.
the runebearer to extend my control and mantrap anything within sight or reduce fury by one on spell for angus.
Mulg can arcane vortex annoying spells if required. And with return fire present some amazing threat (prima rage + return fire equals 2 basic attacks out of turn on any model... since it does not specify that you must attack the model that wounded you? anyone beg to differ on this, please let me know)
An axer for threat extension. This combine with bait the line can get a mauler to charge 13 inch and have to rage himself or 11 without rush.
The axer and the bombers can do some work on infantry.
Whelps, because they are whelps
A shaman to push grims def vs ranged to 18 or block los
the bouncer to take that hit that needs to be taken and be a piece you can offer the opponent.
The Knot... I am bad at rolling dice. that is my reasoning over the min stone If you ever seen me play, then you would also advice this hehe. I can roll tough like a boss (average 60%) but rolling to hit is mostly below average especially when it counts.
I think i can survive without the stone...
So what do you think?