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Post by Big Fat Troll on Sept 30, 2017 22:25:29 GMT
Clock is no real issue. This is just like old cryx lists. you run your shit forward, and the opponent has to deal with it. You can easily get a clock advantage with this type of list. It might be a good idea to drop the chef and minimize one of the kriel units to add a second FC though... And keep the minimum unit back just to screen Madrak and fuel Grim Salvation? I can see that. I do like to get work out of Madrak himself when I do play any of the three versions, so I'm actually looking at Toby Nathan's BG. Impaler, for both Far Strike and reach, despite the way it is so badly over-costed, Bouncer for SG and the animus, and Pyre for a little more help at range but also the animus. Madrak can generate enough attacks with Rathrok's awakening to make that worthwhile. And it's still good to have transfer targets. Also, two beasts with reach can help with Charge of the Trolls if need be. The whole package comes in at 29 points, which is only 1 more than his allotment, which is pretty good. It will match exactly when the Pyre is discounted.
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Post by Big Fat Troll on Sept 30, 2017 23:09:45 GMT
What do you guys think of this, not necessarily as a tournament list, but for learning Madrak 2? conflictchamber.com/#c7201b_-0a4X030j0i6G6G2Q6T0k0m6m0b0c0b0cTrollbloods Army - 75 / 75 points [Theme] Band of Heroes (Madrak 2) Madrak Ironhide, World Ender [+28] - Pyre Troll [9] - Troll Bouncer [9] - Troll Impaler [11] Fell Caller Hero [0(5)] Fell Caller Hero [0(5)] Feralgeist [2] Horthol, Long Rider Hero [8] Krielstone Bearer & Stone Scribes (min) [6] - Stone Scribe Elder [3] Long Riders (max) [20] Trollkin Fennblades (max) [15] - Fennblade Officer and Drummer [0(5)] Trollkin Fennblades (max) [15] - Fennblade Officer and Drummer [5]
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Post by Trollock on Oct 1, 2017 6:51:12 GMT
Im super stoked for Madrak 2 in general. Both the 50-dudes type of list and the Longrider (with CID...) lists seem amazing. The Warder/champion lists may solve some nice problems too, though I am waiting for Madrak 1 to really make that package shine
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Post by allinontrolls on Oct 1, 2017 9:41:29 GMT
The changes to boh and the upcoming cid really open up design space. I am interested to see if we will add "real" units to our themes.
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Post by macdaddy on Oct 1, 2017 13:17:37 GMT
Long riders in SotN with Mradrack are gonna be disgusting. They hit like freight trains under Blood Fury and Northkin Elder haha. I cannot wait
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Post by Big Fat Troll on Oct 1, 2017 15:11:50 GMT
Long riders in SotN with Mradrack are gonna be disgusting. They hit like freight trains under Blood Fury and Northkin Elder haha. I cannot wait Just note that Blood Fury adds to both their impacts and charges but +2 str from the elder only adds to the charges.
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Post by macdaddy on Oct 1, 2017 15:32:19 GMT
Long riders in SotN with Mradrack are gonna be disgusting. They hit like freight trains under Blood Fury and Northkin Elder haha. I cannot wait Just note that Blood Fury adds to both their impacts and charges but +2 str from the elder only adds to the charges. I know. Pow 16 WM charges and Pow 14wm Impacts/mounts is as harder than champs with just the stone. That's a pretty great alpha to me. 3 of emwill Scrap the average heavy. And then your opponent has to remove 5 Arm 20 8 box large bases from thier face.
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Post by Big Fat Troll on Oct 1, 2017 17:06:09 GMT
macdaddy So in the Northkin build, are you using Raiders or Fire Eaters?
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Post by macdaddy on Oct 1, 2017 17:39:16 GMT
macdaddy So in the Northkin build, are you using Raiders or Fire Eaters? For madrack 2? Neither. Champs, Long riders, Kriel warriors and battle bears Madrack2 -Brawler -Mauler -Runebearer Max champs -Skaldi Max Long Riders Max Kriel Warriors -UA Battle Bears Champ Hero Kriel Warriors jam and contest. Long riders hit a hard alpha, champs are for late game grind, Bears are to keep the enemy more centralized and because bears are awesome! and the BG is for infantry surfing on Feat Turn and Heavy hitting in the late game. Not sure if mauler would be better as 2 lights instead.
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Post by Trollock on Oct 1, 2017 19:14:54 GMT
That build needs a fell caller more than a runebearer imo
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Post by macdaddy on Oct 1, 2017 19:23:11 GMT
That build needs a fell caller more than a runebearer imo Could replace the champ hero with a fell caller. My thinking was champs get pathfinder via Skaldi and all but the Warriors at Mat 7+ (bears may 8 with gang) but the more I think about it the more I realize you are right haha
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Post by Trollock on Oct 1, 2017 20:06:10 GMT
MAT 7 is pretty good, but you will not be able to chain with the feat. Even DEF 13 will stop you pretty soon. MAT 9 is a different animal entirely.
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Post by Big Fat Troll on Oct 1, 2017 20:06:35 GMT
Thing is, in my experience, Long Riders tend to wander well out of the aura. Even if they hold back and charge in last, keeping them in it would be easier said than done.
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Post by macdaddy on Oct 1, 2017 22:30:29 GMT
Thing is, in my experience, Long Riders tend to wander well out of the aura. Even if they hold back and charge in last, keeping them in it would be easier said than done. Max stone with proposed CiD changes can easily get up to an 11" bubble IME. Pre CiD it's probly 9-10" but if awaken stones stays in it might not be that hard to keep the riders within 11" for the initial punch. You just have to be within which does give you leeway. Even at just Pow 14 WM they hit pretty darn hard though. Doing an average of 9 each to a Heavy if they use the impact attack to hit the heavy. Or you can have them mulch through a screen of dudes at mat 9 under His Feat.
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ravenfire
Junior Strategist
Me Mulg me SMASSSSSHHHH
Posts: 244
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Post by ravenfire on Oct 2, 2017 13:07:11 GMT
If you do not care about your stone aura and there is noting to prevent you promoting the stone to another grunt then you can just run it forward and let it be killed.
Have done that loads of times and it helps in making sure you get the +1 str
But I was wondering the +2 str in north king is only for cold attacks right?
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