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Madrak 1
Oct 21, 2017 1:20:13 GMT
via mobile
Post by trollquinn on Oct 21, 2017 1:20:13 GMT
I wonder, with the stone and rage on madrak he becomes pow 19. He charges a cluster of warrior models, kills something and blood boon activates, cast jackhammer on himself and repeat... is this right? I know it's situational but kinda scary knowing how he can just keep on attacking like That! Lol
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Madrak 1
Oct 21, 2017 1:41:57 GMT
via mobile
Post by Dorgren on Oct 21, 2017 1:41:57 GMT
Unfortunately blood boon is "once per activation".
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Madrak 1
Oct 21, 2017 1:46:54 GMT
via mobile
Post by Dorgren on Oct 21, 2017 1:46:54 GMT
Now that I think of it you could 'run' a heavy in to the caster. EBDT can run 14 with only rough terrain. Then have Madrak charge something he can kill to blood boon a jackhammer then just cast 5 more jackhammers. Now that would be funny. Wonder how long the threat range of the EBDT can get? Situational with the 6 inch range... But still if some does this please post it!
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Post by gobber on Oct 21, 2017 1:57:51 GMT
Now that I think of it you could 'run' a heavy in to the caster. EBDT can run 14 with only rough terrain. Then have Madrak charge something he can kill to blood boon a jackhammer then just cast 5 more jackhammers. Now that would be funny. Wonder how long the threat range of the EBDT can get? Situational with the 6 inch range... But still if some does this please post it! Glacier King uses this trick pretty well, but you want to blood boon a guided hand onto it first. Then its first jackhammer gets a boosted to-hit-roll that stationaries the target making further jackhammers autohit. It can also "stationary all the things!" via jackhammers and leave them to the rest of the army to finish off
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Post by grabsnikk on Oct 21, 2017 2:34:16 GMT
I wonder, with the stone and rage on madrak he becomes pow 19. He charges a cluster of warrior models, kills something and blood boon activates, cast jackhammer on himself and repeat... is this right? I know it's situational but kinda scary knowing how he can just keep on attacking like That! Lol Hate to burst your bubble but Rage only works on warbeasts.
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Madrak 1
Oct 21, 2017 6:05:42 GMT
via mobile
Post by trollquinn on Oct 21, 2017 6:05:42 GMT
Dang... 😔
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joedj
Junior Strategist
Posts: 513
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Post by joedj on Oct 21, 2017 18:20:28 GMT
I wonder, with the stone and rage on madrak he becomes pow 19. He charges a cluster of warrior models, kills something and blood boon activates, cast jackhammer on himself and repeat... is this right? I know it's situational but kinda scary knowing how he can just keep on attacking like That! Lol Hate to burst your bubble but Rage only works on warbeasts. But back in the day... A Rage-d Skinner could, um...Nah.
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joedj
Junior Strategist
Posts: 513
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Post by joedj on Oct 21, 2017 18:24:36 GMT
Madrak1 with Sea King, Raged and KSB Elder +1 STR. Destroy 2 Khador warjacks at 4" deep, then Jackhammer possible two more at 2". 4 Khador 'jacks down from one model in one turn without a ARM debuff or FEAT? <-- I will live this dream!
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Post by cptpescanova on Oct 26, 2017 13:44:17 GMT
What do you guys think about this list? conflictchamber.com/#c7201b_-0a4N9DiRjq6G6M6O0k0m2NiTbKcCiT0b0cTrollbloods Army - 75 / 75 points [Theme] Band of Heroes (Madrak 1) Madrak Ironhide, Thornwood Chieftain [+29] - Dire Troll Mauler [15] - Earthborn Dire Troll [14] - Trollkin Runebearer [0(5)] Fell Caller Hero [0(5)] Stone Scribe Chronicler [4] Trollkin Champion Hero [0(5)] Krielstone Bearer & Stone Scribes (min) [6] - Stone Scribe Elder [3] Swamp Gobbers Bellows Crew [2] Trollkin Champions (max) [16] - Skaldi Bonehammer [5] - Trollkin Sorcerer (1) [3] Trollkin Champions (max) [16] Trollkin Fennblades (max) [15] - Fennblade Officer and Drummer [5] Changes that could be done: - Remove sorcerer and gobbers, to add a second fell caller. - Remove sorcerer to make stone full. - Remove champion to add a second fell caller. - Remove chrolicler to add the second sorcerer and cheff. I'm planning about pairing it with a PoD list, not sure if it will be Gunny MK list, Doomy3 or Doomy2. What do you guys think?
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Post by macdaddy on Oct 26, 2017 13:50:59 GMT
What about Warders? On the approach you can shield guard the few shots that do connect with the Def 16 champs to Arm 21 heavy infantry. the extra 3 points can add another sorcerer to your other champ unit.
I also recommend a full stone. You can easily get the bubble to 10+ inches a turn thanks to awaken and being able to spread out is really going to help in SR2017. Champ hero seems unnecessary though. Mayby another chronicler for 2 def 16 champ units on approach?
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Post by cptpescanova on Oct 26, 2017 14:44:22 GMT
What should i remove to get 10 points for warders? And i think that fennblades will soak the shots going there.
I see the point on having the full stone, that means removing the sorcerer.
Another option could be to remove fenns, and add two min warder unit. But don't know about removing 11 guys to get 6. The list will become much slower for sure.
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Post by macdaddy on Oct 26, 2017 15:42:24 GMT
What should i remove to get 10 points for warders? And i think that fennblades will soak the shots going there. I see the point on having the full stone, that means removing the sorcerer. Another option could be to remove fenns, and add two min warder unit. But don't know about removing 11 guys to get 6. The list will become much slower for sure. It is for sure a trade off. The speed is a big deal but madrack is a best moving 8" a turn which means your fens may outpace is defense bubble. But Def 16 fenblades is a thing especially with feign death! I think it is a matter of preference. Warders are really good second wave contesting pieces and are great at protecting champs on the approach from high pow/accuracy attacks. My idea was to have the champ bricks with chroniclers putting concealment on them each turn so they are def 16 and then the warders can deflect whatever troublesome shooting hits them with sanguine bond and arm 18 pow 12's are not exactly scary and against a shooty army you can use the feat to heal back the chip damage/heal the warders. The issue is going to be spread the net. You are going to struggle spreading out and remaining within 12" of the stone AND madrack.
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Post by adakai on Oct 26, 2017 19:45:12 GMT
What should i remove to get 10 points for warders? And i think that fennblades will soak the shots going there. I see the point on having the full stone, that means removing the sorcerer. Another option could be to remove fenns, and add two min warder unit. But don't know about removing 11 guys to get 6. The list will become much slower for sure. It is for sure a trade off. The speed is a big deal but madrack is a best moving 8" a turn which means your fens may outpace is defense bubble. But Def 16 fenblades is a thing especially with feign death! I think it is a matter of preference. Warders are really good second wave contesting pieces and are great at protecting champs on the approach from high pow/accuracy attacks. My idea was to have the champ bricks with chroniclers putting concealment on them each turn so they are def 16 and then the warders can deflect whatever troublesome shooting hits them with sanguine bond and arm 18 pow 12's are not exactly scary and against a shooty army you can use the feat to heal back the chip damage/heal the warders. The issue is going to be spread the net. You are going to struggle spreading out and remaining within 12" of the stone AND madrack. Still relatively new to trolls - how do the fennblades go up to def 16?
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Post by macdaddy on Oct 26, 2017 19:48:35 GMT
adakai def12 +2 for even ground +2 for chronicler concealment buff Def 14 with even ground Def 16 with concealment.
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Post by adakai on Oct 26, 2017 19:54:37 GMT
oh wow! okay cool! HAHA didn't see concealment on the chronicler's card!
Thanks, great to consider
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