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Post by Trollock on Oct 25, 2017 11:02:25 GMT
I got inspired by some one around here (sorry, cant remember who it was) to play Grim 1 with no stone. I think it was some one else who suggested a PoD list for Grissel 1 with Brigands, and i figured id try and combine the two ideas. This is the first rough list i came up with:
Trollbloods Army - 75 / 75 points
[Theme] The Power of Dhunia
(Grim 1) Grim Angus [+29] - Dire Troll Bomber [19] - Dire Troll Bomber [19] - Dire Troll Mauler [15] - Mulg the Ancient [22] - Troll Axer [10] - Trollkin Runebearer [0(5)]
Troll Whelps [0(4)] Troll Whelps [0(4)]
Farrow Brigands (max) [15] - Farrow Brigand Warlord [4]
I guess the idea is that with MfD (arced through Mulg if needed) the Brigands can murder even if they do not Prey upon that particular unit. That could allow them to Prey a heavy or something that you know the will be able to wipe out. It is SUPER annoying when you Prey a unit and the opponent simply runs one model back so you can never kill the entire unit, and thus not switch Prey. If you can instead Prey something they wont be able to just run and hide (such as a heavy) then you can kill that and switch Prey potentially multiple times.
In addition you have 4 heavies and an Axer to round things off. I think the list will be strong against any melee based army due to the feat and my very high damage output. It will not be as good against shooty armies since my heavies are lower ARM than usual, so my pairing would have to cover that. It doesnt seem to be a good GF drop, so Gunnbjorn is a possible pairing. Right now I will just try the concept out against what ever and see what happens.
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Post by Big Fat Troll on Oct 25, 2017 13:54:31 GMT
I think you can get away with it if you have enough board control and damage output, especially at range. Both threat ranges and a unit that can run interference if not screen the beasts. I have thought much the same more than once. I do like your list. In my experience, Grim often needs a fury sink, but access to an arc node allowing him to be more aggressive with his spells might lessen the need for the stone in that capacity too.
How do you think this would fare against Irusk?
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ravenfire
Junior Strategist
Me Mulg me SMASSSSSHHHH
Posts: 244
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Post by ravenfire on Oct 25, 2017 14:20:09 GMT
Trollock: I was that person with Grim. Only I play (for some unknown reason) Dahliah & Skar insteadof a unit of something. threat range is (with bait the line) 13 inches. Which is a good deterrent for your opponent (As I have experienced) Ranged threat is fantastic. 19 inch on your bomber and 23 on grim. The fury sink. yes mantrap is a easy way, but return fire on multiple beasts is also funny as hell. My list was designed (as yours primarily) for round 2 or 3 assasination. Seconday option is attrition Trollock: let me know if you like the brigands and if they perform as you intended.
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Oct 25, 2017 14:23:36 GMT
When I play Grim1 I always found return fire to be a tolerable fury sink, if not a particularly effective one. In this list you've got four great targets for it, so that seems quite adequate. You guys are making me want to buy the brigands, which is annoying because I don't like painting small bases, and have been planning to focus on larger things in the near future!
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Post by Trollock on Oct 25, 2017 14:45:04 GMT
When I play Grim1 I always found return fire to be a tolerable fury sink, if not a particularly effective one. In this list you've got four great targets for it, so that seems quite adequate. You guys are making me want to buy the brigands, which is annoying because I don't like painting small bases, and have been planning to focus on larger things in the near future! What do you guys mean by "fury sink" here? just something he can spend his fury on? I mean, casting Rush/Rage, or arcing MfD should mean you want MORE fury to spend every turn if you could have it. Sure, on turn 1 you probably just throw out 6 return fire (or just dump fury and run to get more space) but this cant possibly be a problem for any caster, right? Its not like he will be standing around wishing he had something to spend his fury on. Just his gun will use 2-3 fury a turn. Oh, and if you want Brigands... buy Company of Iron. Its the same plastic models as you get in the normal box. Split the models with your local cygnar buddy. The CoI game seems really fun as a casual alternative
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ravenfire
Junior Strategist
Me Mulg me SMASSSSSHHHH
Posts: 244
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Post by ravenfire on Oct 25, 2017 19:05:10 GMT
Trollock if you get first turn you will want to rush 4 times. One with the Axer on a random heavy and three times with grim to rush your other heavies. With the rb you will have one fury left to return fire something If you get second turn, rush is probably not required except for the bombers to walk seven and shoot 12 inch. I have had two times the first turn and man what a pressure is a wall of heavies running 12 inches up the board and the bombers can touch anything 19 inches up the board. This means that the opponent is forced to camp or stay back a long way.
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Oct 26, 2017 11:18:42 GMT
I've seen people say elsewhere that Angus needs a good place to spend fury on turn 1, but this list has that covered, doesn't it?
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Post by Trollock on Oct 26, 2017 12:08:37 GMT
Rush does seem to cover that yes... And in most other list, you have a stone to put it in, so i do not really see the problem. It is not like other hordes casters lament that they do not have to put 5 fury in a stone on turn 1 every game... Usually you put out an upkeep and dump fury and be happy...
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Post by Trollock on Oct 27, 2017 13:14:51 GMT
I built a list to pair with this that: 1) Should cover the weakness against shooting and ghost fleet 2) I actually also want to play right now Behold my originality Trollbloods Army - 75 / 75 points [Theme] The Power of Dhunia (Grim 1) Grim Angus [+29] - Dire Troll Bomber [19] - Dire Troll Bomber [19] - Dire Troll Mauler [15] - Mulg the Ancient [22] - Troll Axer [10] - Trollkin Runebearer [0(5)] Troll Whelps [0(4)] Troll Whelps [0(4)] Farrow Brigands (max) [15] - Farrow Brigand Warlord [4] Trollbloods Army - 75 / 75 points [Theme] Band of Heroes (Madrak 1) Madrak Ironhide, Thornwood Chieftain [+29] - Troll Bouncer [9] - Troll Bouncer [9] - Troll Impaler [11] - Trollkin Runebearer [0(5)] Fell Caller Hero [0(5)] Stone Scribe Chronicler [4] Swamp Gobber Chef [1] Krielstone Bearer & Stone Scribes (max) [9] - Stone Scribe Elder [3] Trollkin Champions (max) [16] - Skaldi Bonehammer [0(5)] - Trollkin Sorcerer (1) [3] Trollkin Champions (max) [16] - Trollkin Sorcerer (1) [3] Trollkin Warders (min) [10] Trollkin Warders (min) [10] What do you guys think?
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Post by goodk4t on Oct 27, 2017 13:32:32 GMT
are the sorcerers just to handle ghost fleet? i would like to test this list into several matchups, but cut the sorcs for fell Caller or 2nd Ssc. but thats just an uneducated guess.
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Post by Trollock on Oct 27, 2017 14:13:55 GMT
are the sorcerers just to handle ghost fleet? i would like to test this list into several matchups, but cut the sorcs for fell Caller or 2nd Ssc. but thats just an uneducated guess. The sorcerers are there for several reasons. 1) they increase the total amount of hit points the unit has. With sanguine bond (yes, that works on sorcerers!) it is very beneficial to have a good deal of HP. 2) they can remove crippling grasp. It will be hard to shoot down the champions with all those shield guards, but if you can slow them down with upkeeps you get more turns of shooting at them. It would be sad for a 21 point unit to be made useless for the rest of the game by one upkeep. 3) They help a little bit with the incorp spam. Their attack spell can also add up over the course of the game in the match ups where you do not need magical attacks or upkeep removal. This is not super important since i have redundancy with the stone, but it is nifty. Imo, the sorcerers are key in this particular set up.
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Post by macdaddy on Oct 27, 2017 14:21:53 GMT
Very cool Maddy 1 list Trollock. Have you considered a second chronicler for making both champs def 16 on the approach? Or is your plan to go with the champs in waves? I also like symmetry for some reason so having doubles of things makes my brain happy for some odd reason. lol I think sorcerers are going to be the new hotness until cryx gets taken off their high horse. Too many offensive upkeeps around. They are also great for stopping thins like rebuke
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Post by Trollock on Oct 27, 2017 19:56:31 GMT
Very cool Maddy 1 list Trollock. Have you considered a second chronicler for making both champs def 16 on the approach? Or is your plan to go with the champs in waves? I also like symmetry for some reason so having doubles of things makes my brain happy for some odd reason. lol I think sorcerers are going to be the new hotness until cryx gets taken off their high horse. Too many offensive upkeeps around. They are also great for stopping thins like rebuke Im not really worried about the DEF of the champions against shooting. With 8 shield guards, they wont be killing my champs any time soon with shooting. He is more there for annoying things like heroes tragedy and charge of the trolls. The champs are my ARM cracking, so i want them to really be able to wreck face. I really dislike paying for solos, and paying for two doesnt sound like a great plan to me. Id rather have more "stuff".
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Oct 27, 2017 21:58:50 GMT
Great, now I'm going to have to proxy stuff, because I really want to try that list. My meta may hate you for this, Trollock. On the other hand, they'll probably be grateful to not have to deal with M1's Fennblades. And so will I, they have never felt like so many models as they do when they are mixed deeply in with the rest of my army, which reminds me I am off to my painting area to re-arc each of my units in a different color, so I can pick them out more easily.
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Post by Big Fat Troll on Oct 28, 2017 3:21:03 GMT
Trollock I do think your lists are interesting but of course, I would tweak some things. For instance, you could give Madrak an Axer instead of the second Bouncer if you take out the Chef, or a Feralgeist instead of him if you go with a Pyre instead. If Madrak 1 makes multiple melee attacks in one round often enough, a Pyre might actually be worth it. Or if you go up against Menoth or Legion.
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