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Post by bohemianchops on Nov 4, 2017 8:35:16 GMT
I know people have an aversion to Jarl but with the new releases and updated models I think he might run Champs pretty well. My thought is run him in SotN so he doesn’t have to pay for his upkeeps. His Champs get up to SPD 8 thanks to the new Elder and Quicken. Feat can act as a delivery mechanism or a DEF booster against living targets.
I originally thought double Bombers was obvious but after thinking about it Rok is just good with him and costs the same as one Bomber. Let me know if I’m wrong but, assuming he doesn’t fail the charge, Rok can kill his Assault target and trigger Swift Hunter for a 2” move potentially getting into melee with another target.
Tac Sup goes on the Stone so it can still have an 8”-9” move and rile up Fury. Quicken goes on the Champs. Weald Secrets can go where needed but I was thinking Rok purely for the Pathfinder, this lets you upkeep every spell for no cost. You can always swap it to the Bomber when needed for Hunter.
Fire Eaters are great alpha units and give your Champs more time to get up the field. Whelps are Whelps but I am considering starting with one of them in play to be the Pyre Troll’s beacon to light the Fire Eaters.
I will be testing this list out next week and will try to report back. Does anyone else have some sweet Jarl tech I should watch for? When the Minions changes go live I might try and squeeze in a Mist Speaker for Guidance (dropping the Whelps most likely).
War Room Army
Trollblood - Jarl Champions
Theme: Storm of the North 2 / 2 Free Cards 75 / 75 Army
Jarl Skuld, Devil of the Thornwood - WB: +30 - Trollkin Runebearer - PC: 0 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Rok - PC: 19 (Battlegroup Points Used: 11) - Pyre Troll - PC: 8
Fell Caller Hero - PC: 0 Trollkin Champion Hero - PC: 5 Troll Whelps - 5 Whelps: 4
Trollkin Champions - Leader & 4 Grunts: 16 - Skaldi Bonehammer - PC: 5 - Trollkin Sorcerer - PC: 3 Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9 - Northkin Elder - PC: 3 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7
THEME: Storm of the North ---
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Post by dickovdk on Nov 4, 2017 8:56:14 GMT
Been having the same throught to be honest but settled on Madrak1 for pure def skrewing
Anyway I would change something up if I was going to run that core you have there first of all I love Fire Eaters, I mean they are just great but effective 11 points per unit due to adding the Pyre I would push them out for two unit of bears. They are super speedy and can come in from the side if need be or can be the focus point infront of the champions. I am not saying they are giving the same as the Fire Eaters but they seem utterly fun to me.
Here is my take on the same list War Room Army
Trollblood - New Army
Theme: Storm of the North 2 / 2 Free Cards 75 / 75 Army
Jarl Skuld, Devil of the Thornwood - WB: +30 - Trollkin Runebearer (free) - Dire Troll Bomber - Rök Fell Caller Hero Trollkin Champion Hero Valka Curseborn, Chieftain of the North (free) Troll Whelps Krielstone Bearer & Stone Scribes - Northkin Elder Northkin Bear Handler & Battle Bears Northkin Bear Handler & Battle Bears Trollkin Champions - Skaldi Bonehammer
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Post by bohemianchops on Nov 4, 2017 9:47:17 GMT
I like that change. Even if you only get the AD bonus (against themes that strip Ambush) they still occupy the same job and arguably do it better. I really dig that.
That also free up the spots the Whelps occupy for someone else. I’m looking very hard at Lanyssa in their spot (even in my current list). She benefits from Cold Stone +2 Cold damage and on feat turn you can put her up pretty far forward for a cheeky Winter Storm.
Edit: Something like this:
War Room Army
Trollblood - Jarl Champions v3
Theme: Storm of the North 3 / 3 Free Cards 75 / 75 Army
Jarl Skuld, Devil of the Thornwood - WB: +30 - Trollkin Runebearer - PC: 0 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Rök - PC: 19 (Battlegroup Points Used: 11)
Fell Caller Hero - PC: 0 Trollkin Champion Hero - PC: 0 Lanyssa Ryssyl, Nyss Sorceress - PC: 4
Trollkin Champions - Leader & 4 Grunts: 16 - Skaldi Bonehammer - PC: 5 - Trollkin Sorcerer - PC: 3 Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9 - Northkin Elder - PC: 3 Northkin Bear Handler & Battle Bears - Bear Handler & 2 Battle Bears: 10 Northkin Bear Handler & Battle Bears - Bear Handler & 2 Battle Bears: 10 Pyg Lookouts - Leader & 3 Grunts: 7
THEME: Storm of the North ---
GENERATED : 11/04/2017 06:56:31 BUILD ID : 2052.17-10-13
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Nov 4, 2017 22:40:56 GMT
Nice. I like how you snuck in the lookouts without even mentioning them, but the whole battle group will love them if they don't get slaughtered right quick.
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Post by dickovdk on Nov 5, 2017 4:39:33 GMT
Read the thread on FB also - Yes the change with the Lookouts is really cool. And glad you liked the idea of the bears. I am just such a fan of those.
as for keeping the look outs alive with they have ambush spd 6 cmd 7 so sent one within 5, shoot with the rest with rat6 pow11 before the bomber throw in hard damage on the target.
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Post by bohemianchops on Nov 5, 2017 4:45:14 GMT
Yeah when the Lookouts were brought to my attention I immediately threw them in the list. It just made sense. The whole battlegroup can benefit from those little guys. You can keep them pretty safe and really just run one up a turn (expecting to lose that one).
The more I think about this list the more excited I get to play it. Being able to get two Magic Bullets from Jarl each turn is cash money and putting one on the Bomber when needed can also be clutch.
I started painting my Jarl in anticipation for Tuesday’s game night.
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Post by dickovdk on Nov 5, 2017 4:47:34 GMT
Yeah when the Lookouts were brought to my attention I immediately threw them in the list. It just made sense. The whole battlegroup can benefit from those little guys. You can keep them pretty safe and really just run one up a turn (expecting to lose that one). The more I think about this list the more excited I get to play it. Being able to get two Magic Bullets from Jarl each turn is cash money and putting one on the Bomber when needed can also be clutch. I started painting my Jarl in anticipation for Tuesday’s game night. I am SOOOO stealing this list as my second list along with Madrak1 Def Dudes
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Post by profdikweed on Nov 5, 2017 5:05:57 GMT
This looks fantastic, can't wait to have a crack at it on the table. Good work playing around with the new lists, SoTN really helps jarl just dial it up with all that free fury, and the idea about repo on the stone is a great one.
As for the swift hunter pseudo range extender idea, it looks like it should work. Swift hunter is an immediately after attack rule, so it would fit between the assault spray and the combat action where you'd be making your initial attack. Downside is the damage roll won't be boosted on your new target, but its better catching someone off guard that 1 extra dice. even better if Lanyssa gave him the free charge.
Very good list building. Now where are my god damn lookouts? I want that snowman dude so badly.
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Post by bohemianchops on Nov 5, 2017 5:07:16 GMT
Edit: This was a response to a reply that mentioned not needing a Fell Caller. I will leave my response here for posterity and because I think it is useful to see my reasoning behind the Fell Caller.
You have a point there. Maybe Valka can be looked at more seriously. The Fell Calls are still useful in certain situations. +2 MAT is useful because MAT7 still can miss. Sometimes giving the Stone a Fell Call is the right choice. At the very least he can Fell Call himself and put in some work. I like the utility he brings even if he isn’t “needed” in every match.
Valka is a strong contender for the slot though. He is a book of rules on his card. He can defend a flag like a boss. He can hit hard and accurately with or without Cold Stone. I like him.
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Post by dickovdk on Nov 5, 2017 5:15:08 GMT
I removed the entry of that exact reason. FCH still have a place but could also leave the "free solo" out and upgrade Pygs to max unit. That way you have 2 points left for SwampGobbers
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Post by dickovdk on Nov 5, 2017 5:23:29 GMT
Trollblood - Jarl of the North
Theme: Storm of the North 3 / 3 Free Cards 75 / 75 Army
Jarl Skuld, Devil of the Thornwood - WB: +30 - Trollkin Runebearer - PC: 0 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Rök - PC: 19 (Battlegroup Points Used: 11) Lanyssa Ryssyl, Nyss Sorceress - PC: 4 Trollkin Champion Hero - PC: 0 Valka Curseborn, Chieftain of the North / Fell Caller Hero - PC: 0 Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9 - Northkin Elder - PC: 3 Northkin Bear Handler & Battle Bears - Bear Handler & 2 Battle Bears: 10 Northkin Bear Handler & Battle Bears - Bear Handler & 2 Battle Bears: 10 Trollkin Champions - Leader & 4 Grunts: 16 - Skaldi Bonehammer - PC: 5 - Trollkin Sorcerer - PC: 3 Pyg Lookouts - Leader & 3 Grunts: 7
is where we are at I take it ... GOSH I am going bankrupt
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Post by bohemianchops on Nov 5, 2017 5:26:38 GMT
Trollblood - Jarl of the North Theme: Storm of the North 3 / 3 Free Cards 75 / 75 Army Jarl Skuld, Devil of the Thornwood - WB: +30 - Trollkin Runebearer - PC: 0 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Rök - PC: 19 (Battlegroup Points Used: 11) Lanyssa Ryssyl, Nyss Sorceress - PC: 4 Trollkin Champion Hero - PC: 0 Valka Curseborn, Chieftain of the North / Fell Caller Hero - PC: 0 Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9 - Northkin Elder - PC: 3 Northkin Bear Handler & Battle Bears - Bear Handler & 2 Battle Bears: 10 Northkin Bear Handler & Battle Bears - Bear Handler & 2 Battle Bears: 10 Trollkin Champions - Leader & 4 Grunts: 16 - Skaldi Bonehammer - PC: 5 - Trollkin Sorcerer - PC: 3 Pyg Lookouts - Leader & 3 Grunts: 7 is where we are at I take it ... GOSH I am going bankrupt Yep that is the list I’ll be testing out. I also want to try out the initial list with the Fire Eaters to see what they offer vs. Battle Bears. I feel like the list we are at is the correct iteration though. Edit: Here is a minor update for the Fire Eater list: War Room Army Trollblood - Jarl Champions Theme: Storm of the North 2 / 2 Free Cards 75 / 75 Army Jarl Skuld, Devil of the Thornwood - WB: +30 - Trollkin Runebearer - PC: 0 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Rök - PC: 19 (Battlegroup Points Used: 11) - Pyre Troll - PC: 8 Fell Caller Hero - PC: 0 Trollkin Champion Hero - PC: 5 Feralgeist - PC: 2 Trollkin Champions - Leader & 4 Grunts: 16 - Skaldi Bonehammer - PC: 5 - Trollkin Sorcerer - PC: 3 Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9 - Northkin Elder - PC: 3 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7 Swamp Gobber Bellows Crew - Leader & Grunt: 2 THEME: Storm of the North --- GENERATED : 11/05/2017 00:30:04 BUILD ID : 2052.17-10-13
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Post by dickovdk on Nov 5, 2017 5:38:26 GMT
Okay then let me take it one step more: This is my current idea for a Def Skrewing Madrak1 hard hitting list. This list would have issues with combine ranged attacks as it can really hard def 14 champions. War Room Army
Trollblood - Madrak In the Cold
Theme: Storm of the North 3 / 3 Free Cards 75 / 75 Army
Madrak Ironhide, Thornwood Chieftain - WB: +29 - Trollkin Runebearer - PC: 0 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Dire Troll Brawler - PC: 16 (Battlegroup Points Used: 10) - Pyre Troll - PC: 8 Fell Caller Hero - PC: 0 Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9 - Northkin Elder - PC: 3 Trollkin Champions - Leader & 4 Grunts: 16 - Skaldi Bonehammer - PC: 0 Trollkin Champions - Leader & 4 Grunts: 16 - Trollkin Sorcerer - PC: 3 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7
Question is then would the Jarl of the North list cover that issue with against ranged attacks? I personally think so as the bears and pygs can ambush directly into the midst of the ranged units. But if the Jarl Champions and Rök get into action it will also rip armor apart fixing that vurability ranged handling often have.
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Post by bohemianchops on Nov 5, 2017 5:46:30 GMT
Okay then let me take it one step more: This is my current idea for a Def Skrewing Madrak1 hard hitting list. This list would have issues with combine ranged attacks as it can really hard def 14 champions. War Room Army Trollblood - Madrak In the Cold Theme: Storm of the North 3 / 3 Free Cards 75 / 75 Army Madrak Ironhide, Thornwood Chieftain - WB: +29 - Trollkin Runebearer - PC: 0 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Dire Troll Brawler - PC: 16 (Battlegroup Points Used: 10) - Pyre Troll - PC: 8 Fell Caller Hero - PC: 0 Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9 - Northkin Elder - PC: 3 Trollkin Champions - Leader & 4 Grunts: 16 - Skaldi Bonehammer - PC: 0 Trollkin Champions - Leader & 4 Grunts: 16 - Trollkin Sorcerer - PC: 3 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7 Question is then would the Jarl of the North list cover that issue with against ranged attacks? I personally think so as the bears and pygs can ambush directly into the midst of the ranged units. But if the Jarl Champions and Rök get into action it will also rip armor apart fixing that vurability ranged handling often have. So the Jarl list has one thing going for it imo. Speed. Your Champs run 16” turn 1. The Ambush threat of the Bears will keep units more central ideally. You alternatively deploy the bears on the AD line and saturate the field with fast threats. Jarl’s Feat can protect the approach on turn two or can be used to give the Champs an additional +2 DEF against living effectively by placing his clouds just in front of your Champs. Alternatively you put the clouds right on top of the enemy forcing them to move out or suffer -2 to attacks (this is where a high roll on his Feat helps you if you roll 3+3 clouds you can really position them aggressively). Enemies can’t charge you as they won’t see you (generally). Speed is king in SR17. Also remember you are putting two Snow Drifts out that will give the Champs concealment raising their DEF against shooting even higher.
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Nov 5, 2017 16:19:08 GMT
I am a little nervous about people calling champ-based lists hard hitting, having played them a bunch with the chronicler which has an equivalent damage effect to the cold stone. One unit will still not wreck a high arm heavy, even on the charge. Two units may will give enough bodies to let you two round a bunch of heavies, but one unit has not been sufficient for me to one round durable heavies.
Then again, I occasionally lost one champ placement to attack triggering charge of the trolls, so this may not be as big an issue as I think. We'll have to see how it works on the table.
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