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Post by midnight on Oct 24, 2017 4:24:49 GMT
Also, how do the tuffalos get around higher armor jacks? Trying to wrap my head around a heavier warrior list instead of beast list.
Thanks for the input
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Post by marwa on Oct 24, 2017 4:43:37 GMT
Under Maddy2 you can give them Bloodfury and create really fast unit of weaponmasters. Otherwise they are pretty much a meat shield and a first wave which helps you deliver something else. At least this was my plan with them
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Post by ninjastars on Oct 24, 2017 4:57:09 GMT
They’re not. Tuffaloes do the same job much better.
And tuffaloes don’t really kill jacks that well, I use them to jam them up and slam them back, then champs and the sons take them out.
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joedj
Junior Strategist
Posts: 513
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Post by joedj on Oct 24, 2017 5:52:45 GMT
Madrak2, with Blood Fury, currently, is the only warlock with which I field Fennblades. The spell enables them to destroy higher ARM. Alas, the presence of Fenns detracts from Long Riders, since 11 Weaponsmasters can spread out damage better and/or 40mm bases can array around a target(s) much better than five 50mms. I love(d) my two units of painted LRs, but my goal (after experimentation) is not to force use of every TB model I own, especially when IMO, better choice is present. And I own/play other factions whose Cavalry is very good/use-able (Stupid-lances/Jumping-murder-cats). I do like the added ARM to LRs, and will check to see if it makes any difference in increasing their zone-control presence/influence or added durability increases their damage dealing performance over more turns...
For Grissel1, the addition of an Arc Node, via Mulg, may make Calamity, a sufficient damage enabler for Fenns? Ideal: I'm imagining a successful Calamity, followed by a Bouncer engagement, Chronicler Charge of the Trolls to Fenns, then a Fenn charge with additional attack. Alas, this combo has great single model destructive capability, but is not great against multiple (not of the same unit) models of high ARM.
The other Warlock damage buff, non-Feat related, is Grim2's Mortality, which could be Mulg-placed on multiple units/models (Or put Pursuit on Mulg, what?!). Soften up with Mortality + ranged attacks, then send in the long distance charging Fenns. The synergy of Vengeance + Mirage for ludicrous threat range is an enticing combo.
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Post by Trollock on Oct 24, 2017 6:18:09 GMT
Why try to fit a square peg in a round hole? Unless you play Madrak 2, fennblades are not going to be good against the Khador style heavies (they are still good against legion style heavies though). See them as a tool to handle other infantry. There are a LOT of infantry around nowadays, and fennblades are superb against melee infantry. They out threaten most of them, and with effective MAT 8 and cleave they can do real work there.
They also soak up attacks very effectively against lists with high value attacks. If an enemy heavy spends its activation killing 2-3 fennblades, i think that is a win usually.
So if your list wants to fight against melee infantry, Fennblades are a tool in your toolbox. They are not the only tool there for that job, and they have weaknesses, but so does all the other tools too.
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Post by Bomma on Oct 24, 2017 9:02:44 GMT
As Trollock said they are a great tool to have -
Spd 6, 2" reach, hard, vengeance, cleave, mini feat of +2 spd and pathfinder, reposition 3 and 12 model tough medium based unit.. what is not to like about them for 20 points.
Use them to flood a zone, kill off some important solos or out threat another melee unit, let the enemy waste shots into them triggering vengeance, can't be trampled except for a select few models, take up board space with their 2" range.. I think they are a great package to have. If the enemy is wasting valuable resources killing these guys off and allowing your other beasts / units to get into position?
Give them the stone buff or cold stone buff, give them any buff really and they go to 11 real quick for what they are.
B.
edit - Fixt point value ;-)
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Post by robbleyourworld on Oct 24, 2017 14:12:43 GMT
As Trollock said they are a great tool to have - Spd 6, 2" reach, hard, vengeance, cleave, mini feat of +2 spd and pathfinder, reposition 3 and 12 model tough medium based unit.. what is not to like about them for 17 points. Use them to flood a zone, kill of some important solos or out threat another melee unit, let the enemy waste shots into them triggering vengeance, can't be trampled except for a select few models, take up board space with their 2" range.. I think they are a great package to have. If the enemy is wasting valuable resources killing these guys off and allowing your other beasts / units to get into position? Give them the stone buff or cold stone buff, give them any buff really and they go to 11 real quick for what they are. B. just a minor correction that package is 20 points. I do agree though
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A-Mo
Junior Strategist
Posts: 204
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Post by A-Mo on Oct 24, 2017 16:17:33 GMT
With the CID changes Longriders now in place, I'm not even sure if Fenns are worth it in Maddy2 anymore. Longriders just seem way better, and don't feel as overcosted. 20pts for a full Fenn package is too much!
Now I just need to get some testing in.
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Post by albertairish on Oct 24, 2017 16:36:24 GMT
Often times in any given tournament game I'm asked "what's their maximum threat range?", and the opponent will just stay outside of that. For Long Riders, it's 12". For Fennblades, it's 16". Sometimes that's a very useful difference.
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Oct 24, 2017 17:05:05 GMT
That's an interesting argument, A-mo. I think that quantity of dudes has a quality of its own, especially with a def buff, but the long riders may will take their slot. It'd be fun to run both with the long riders in back to charge and clear the Fenns so they can get even deeper in the enemy lines, since Fenns are Hard, it could work really well.
I think we need testing, but I don't have long riders to do it with. Please report back in a new thread!
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Post by emb on Oct 24, 2017 18:34:21 GMT
I think the Long Riders are a great anti-jack/beast unit even if they can't necessarily kill a stereotypical (i.e. Khador) jackspam list.
Boosted PS14/15 and boosted charge attack rolls murder high-DEF/low-ARM heavies (especially since you can actually fit them around another large base now that they have their 2" reach back).
Slams and Follow up/reposition are amazing for clearing high-ARM heavies (that you can't simply kill) out of zones and then keeping them out. Khador heavy spam lists are by-and-large only effective because of power-up. Knock them down and that advantage disappears.
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gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Oct 24, 2017 22:02:44 GMT
As Trollock said they are a great tool to have - Spd 6, 2" reach, hard, vengeance, cleave, mini feat of +2 spd and pathfinder, reposition 3 and 12 model tough medium based unit.. what is not to like about them for 17 points. Use them to flood a zone, kill of some important solos or out threat another melee unit, let the enemy waste shots into them triggering vengeance, can't be trampled except for a select few models, take up board space with their 2" range.. I think they are a great package to have. If the enemy is wasting valuable resources killing these guys off and allowing your other beasts / units to get into position? Give them the stone buff or cold stone buff, give them any buff really and they go to 11 real quick for what they are. B. just a minor correction that package is 20 points. I do agree though Though in BoH you might as well consider them 15-16 points because taking a full set gets you a free solo.
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Oct 25, 2017 1:00:57 GMT
I’m specifically looking at longriders with Grissel 2. She has some great synergy with them; particularly once the Northkin Stone Elder releases.
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Post by trollsareblue on Oct 25, 2017 4:33:30 GMT
I don't love Fenns, but we only have so many reasonable choices for infantry. I think the key is not to expect too much from them. If they get in the way and kill a few enemy models, they have succeeded.
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jarrow
Junior Strategist
Posts: 274
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Post by jarrow on Oct 25, 2017 5:07:34 GMT
I think Fennblades are somewhere between kriel warriors and longriders. They hit harder and more accurate than kriel warrioirs, but cost more, so if their only purpose is to be jammers, kriel warriors do it cheaper. But fenns are way better to kill enemy infantry. Unless on madrak2 they wont kill heavies, but no troll infantry kill heavies outside madrak2 (champions with cold-stone are quite good hitters with pow14 wm). Comparing them to longriders is harder, cos they do really different role. Longriders with arm20 resist shooting way better (especially pow10/12 shooting) but can fall to boosted high pow shooting and losing one is significant loss. (boosted pow14 do average 4p damage, so two will kill) Losing two fenn to boosted jack-shots is no big deal. And then longriders have to be on stone range. Fennblades on the other hand wont get help from stone, so they can spread out better.
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