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Post by LordStark on Oct 10, 2017 6:06:39 GMT
Hi guys i'm getting my MK in a few days. It is my first garg so I would like some advice on how to field him? I'm looking to pair the Ragnor list with one of the two KC lists further down. Is it bad to have MK in both lists? Any tips in relation to the lists or just about Bruce in general would be much appreciated Trollbloods Army - 75 / 75 points [Theme] The Power of Dhunia (Ragnor 1) Ragnor Skysplitter, The Runemaster [+30] - Dire Troll Bomber [19] - Dire Troll Mauler [15] - Earthborn Dire Troll [15] - Mountain King [36] - Troll Axer [10] - Trollkin Runebearer [0(4)] Janissa Stonetide [0(4)] Swamp Gobber Chef [1] Troll Whelps [0(4)] Krielstone Bearer & Stone Scribes (min) [6] - Stone Scribe Elder [3] Trollbloods Army - 73 / 75 points [Theme] Kriel Company (Grim 2) Hunters Grim [+25] - Dire Troll Bomber [19] - Mountain King [36] - Trollkin Runebearer [0(4)] Swamp Gobber Chef [1] Krielstone Bearer & Stone Scribes (min) [6] - Stone Scribe Elder [3] Pyg Burrowers (max) [13] Thumper Crew [0(5)] Trollkin Sluggers (max) [10] Trollkin Sluggers (max) [10] Trollbloods Army - 75 / 75 points [Theme] Kriel Company (Horgle 2) Horgle, the Anvil [+29] - Dire Troll Bomber [19] - Mountain King [36] - Trollkin Runebearer [0(4)] Troll Whelps [4] Krielstone Bearer & Stone Scribes (max) [9] - Stone Scribe Elder [3] Pyg Burrowers (max) [13] Thumper Crew [0(5)] Trollkin Sluggers (max) [10] Trollkin Sluggers (max) [10]
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Post by Big Fat Troll on Oct 10, 2017 7:19:04 GMT
In my opinion, most of our warlocks can use a Mountain King, but the best are:
Borka 1: Arcane Ward on a gargantuan can be amazing, and having one huge beast in the place of two large ones can be very helpful for his low capacity to leech.
Doomy 3: His feat and scrolls are perfect. I can see running the other Doomies with the MK, but 3 is the best for that, hands down.
Grim 1: He can protect it, help it hit, and extend its threat range. The King fits his DEF-debuffing theme and gives him a hard-hitting piece with quality attacks that really benefit from rarely missing. As an added bonus, the MK is the one model in our faction that makes Return Fire truly scary.
Grissel 2: Any given thing that she does for the MK might not look that great. It can't reposition and it doesn't gain much from Deflection. But- it adds up. Discord on the MK can be amazing against infantry and spellcasters, especially on the feat turn. Her feat really can swing games with resilient models, especially expensive ones. The King adds brilliantly to both her assassination and attrition game plans.
Gunnbjorn: A Mountain King with him is almost required. Seriously. The synergies are just that good. He can't give it Snipe and his field marshal is redundant but Gunny can place his Rock Wall to reduce the number of enemies who can engage it in melee. Guided Fire and Explosivo with its spray are just plain gross. And his feat makes his army almost immune to shooting for a whole round.
Horgle 2: Horgle is almost really good. I think somebody just needs to suss out a build for him in Storm of the North. I still insist that his best synergies are in the Northkin theme, though Merc Inclusion for all of our themes does help him. Even regardless of all that, Firestarter is good on the King and Inviolable Resolve is even better. Horgle's chain attack on the King itself can clear it out of an infantry jam. The MK can do a ton of damage on his feat turn.
Ragnor: Last but not least, Ragnor can protect the King quite well with his feat and he always needs a fury sink of some kind, in this case, Rage. He can also put his Pulverizer upkeep on it, and while gargs can't Beat Back, +2 STR on one can be ridiculous. He can strip upkeeps off of its prey or knock that down before the MK attacks.
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Post by vortex255 on Oct 10, 2017 10:30:33 GMT
Playstyle-wise, he is quite interesting. I mostly use him in two/three roles (admittedly, I am not sure if these things work on Pro players. Likely not. But, it does work well enough on random people you might play with :-):
- as a tank: place him such that your opponent needs to fight him instead of something else. While the MK is tough, he can be brought down, so this only works well if you pair him with a defensive caster like Doomy3/Ragnor/(or even Horgle) or some really good defense buffs. You need to make sure that nobody puts Grievous Wounds on him (EDIT: Unnecessary. Gargantuans recently had a rule change making them immune to mundane stuff like GW...), and block some access to him that your opponent can hurt him badly, but not kill him completely. Best case scenario is that your opponent really does commit to killing him during your feat turn (because you positioned in such a way that you would threaten him badly next turn, and he cannot really get to anything else but the MK), and then barely fails, leaving you with a very angry badly wounded MK which eats ~12 whelps to heal up and then takes revenge. If he should die, well, let's hope at least that your opponent spent considerable resources to make this happen, and now you are in a favorable position to avenge him.
- Surprise Threat Vector: One thing many of my opponents usually do not consider is that his spray hits hard and reaches VERY far if you go for this (most people see him as a melee piece which just happens to also have a spray). Mountain King + Axer Animus + Assault Charge alone has a max threat range of 20", maybe even more with additional speed buffs you might have. Most non-pro players do not see this coming, and I did kill/badly wound some unlucky squishy casters with this quite early in the game with lucky dice rolls. (Now, if you assault him aggressively forward, he will, of course, be attacked next turn quite badly. This tactic can nicely be combined with tanking if you brought the right tools :-)
- General Purpose Destruction Engine: Well, the MK is a really powerful fighter. He will kills stuff when he gets close. I really like bringing him, and just having him in an army as powerful second wave thread, and he looks very badass :-)
In any case, make sure that you have ~10 Whelps available when fielding him, and maybe a bag of empty bases to proxy additional whelps (if your opponent has this really stupid idea of killing him with small-arms fire, you might spawn A LOT of whelps....)
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