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Post by Perry89 on Nov 12, 2017 5:26:20 GMT
The bomber is not there "just for snipe" imo. He is our best beast over all hands down. He kills stuff dead. The assassination potential alone is probably worth it. I DO love Eilish in the list though. Jarl REALLY likes puppet strings so he can shoot without boosting. So many good options i Agree , bombers are amazing not just a snipe bot, boosting damage can easily take out half a damage grid and back up due to swift hunter being 14" away or tac suprem 17".
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Post by bohemianchops on Nov 12, 2017 7:29:03 GMT
Fire Eaters game three. My Bears finally came in today so game four will feature them. We have a tournament coming up next weekend so we used a deathclock this game.
My opponent was Menoth fielding Harbinger with double Vessels. We played the Pit II. I won the roll and chose to go first. My Snow Drifts were placed side by side in the circle zone.
My 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: 5 - Rök - PC: 19 (Battlegroup Points Used: 19) - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 11) - Pyre Troll - PC: 8
Fell Caller Hero - PC: 0 Trollkin Champion Hero - PC: 0 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 & 1 Grunt: 2
THEME: Storm of the North ---
His list: War Room Army
Protectorate of Menoth - Harbinger - Jason
Theme: Exemplar Interdiction 1 / 1 Free Cards 79 / 75 Army
<! OVER POINT LIMIT !>
The Harbinger of Menoth - WJ: +24 - Devout - PC: 9 (Battlegroup Points Used: 9) - Vigilant - PC: 9 (Battlegroup Points Used: 9) - Dervish - PC: 7 (Battlegroup Points Used: 6)
Vessel of Judgment - PC: 18 Vessel of Judgment - PC: 18
Vassal Mechanik - PC: 1 Vassal Mechanik - PC: 1 Vassal Mechanik - PC: 1 Wrack - PC: 1
Exemplar Errants - Leader & 9 Grunts: 16 Knights Exemplar - Leader & 5 Grunts: 9 - Knights Exemplar Officer - PC: 0 Visgoth Juviah Rhoven & Honor Guard - Rhoven, Gius & Cassian: 9 Choir of Menoth - Leader & 3 Grunts: 4
THEME: Exemplar Interdiction ---
I didn’t realize in game that he played up four points. He realistically didn’t use his Choir at all so I guess it wasn’t a huge deal. It happens.
Turn 1: I begin with what is becoming my standard Jarl start. The Feralgeist and Pyre light up the Fire Eaters (FE). The FE run up into the left zone behind a forest. Runebearer walks up and Harmonious Exalts Jarl. Jarl puts Quicken on the Champs, dumps four into the Stone, and charges the BE on the right side. The Stone pops up +1 SPD walks up and riles for two more Fury. The Champs run 16” up the middle right behind the building in the center of the zone. Rok and the Bomber go wide to the right zone. I end my turn just under 52:00.
Harbinger moves the Vessel on the left side up and is able to get vision on one FE. He hits and rolls three bounces. Wiping out one unit in a single shot (tough rolls failed). He runs the Errants and Knights up to the right zone positioning just outside of the zone. Harbinger stays towards the center and camps a ton. The Dervish runs to the left zone and sits behind the tree opposite the FE. He ends his turn just under 50:00.
Turn 2: Fire stays up on the FE and they don’t hurt themselves. I decide to start the turn by Assaulting the enemy objective with my FE. They leave it on six boxes. I do minor damage with the spray to the Dervish. The Fell Caller walked into the Snow Drift (toeing the zone) and gives the Champs +2 MAT. Rok walks into the right zone and stays just outside of charge range of the Knights. Stone riles to full and pops +2 STR.
The Champs have Charge vectors to a few of the Errants between the house and the right forest. I end up getting three successful charges and run the rest to fill up B2B. Between Self-Sac and Martyrdom i kill three or four Errants and Harby has taken 7-8 damage. The Champ Hero runs up behind the Champs for the Retaliatory bubble.
I decide to go for more damage on Harby with Magic Bullets. I have the Runebearer put one Magic Bullet on the Bomber. Jarl is able to shoot the Vessel and bounce into Harby without needing Far Strike. He takes his two Magic Bullet shots and rolls double two both times. I feat and get four clouds. I block LOS to the Champs, Rok, and the Feralgeist (in the left zone).
I make a mistake with my final activation. I choose to run the Pyre to the left zone but forget to measure 4” away from my Feralgeist (oh the irony). I end my turn just under 31:00.
Harbinger gives two to the Dervish. The Vessel in the left zone walks over and shoots the Pyre twice killing the Feralgeist and the Pyre after boosting damage twice. The Dervish gets Pathfinder from the Objective and walks through the forest and tries to kill the three FE in the zone. He fails to kill two.
The Errants run/charge into the Champions (three were already engaging) he successfully gets one charge. He does piddly damage to the Champs and Retaliatory takes out two more Errants (he chose not to Martyr). The Knights run into the zone but he chooses not to engage Rok (I believe this is a mistake).
He walks Harby up and Feats. The Vessel on the right side gets eyeless sight from Rhoven and boosts a shoot into an engaged Champ. He misses. He ends his turn at around 11:00.
Turn 3: Fire stays on the FE. They don’t die to the Fire roll. I decide to start the turn killing his objective. I do so with my first spray and proceed to spray the Vessel with my second. They do a total of five damage to the Vessel.
The Fell Caller walks away from Harby, moving into the other Snow Drift, and puts +2 MAT on the Champs. He Stone sits still and pops +2 STR riling back to full. The Champs sit still and hit the Errants engaging them. He decides to let me kill all four. He has two remaining. Rok Assaults a Knight killing the Officer with the spray. I kill the Knight I charge and Berserk into two more, killing them. They are way outside of Martyrdom.
Runebearer puts Magic Bullet on the Bomber. I decide to use the Bomber to finish off the remaining Knights. I do so with the Bullet and two Bombs.
Jarl walks into the forest and Magic Bullets Harby again (using his Vigilant as the target). I am trying to keep pressure on her because she is healing up two d3 a turn from the Vessels. Again I roll ones and twos for my damage rolls doing nothing to her. I end my turn at around 8:00. I go up one point for my zone and one for killing the objective. 2-0
Harbinger starts by trying to kill the remaining FE in the left zone with the Dervish. The Pyg lives on a tough roll. He walks the Vessel up and chooses to take two pot shots at the Fell Caller who is DEF 14 in the Snow Drift. He misses both boosted shots. He uses the other Vessel to shoot Skaldi. He rolls boxcars on three dice and I choose to take the tough roll instead of Sanguine. Not Tough. He gets three bounces which do zero damage. He misses the second shot. The Devout charges a Champ and misses with the Halberd. He hits the Shield and does zero. Retaliatory does a little back to him. He runs the last two Errants into the right zone.
My opponent clocks at this point. We continue on to see how the rest goes. He finishes his turn by running the Choir in front of the Vessel and the Vigilant in front of Harby. Harby tosses out a spell into an engaged Champ (lol Focus 10) and smokes him after a failed tough roll. Neither score this turn. 2-0
Turn 4: I put Magic Bullet on Rok with the Runebearer. I charge Rok into the Vessel on the right side. I kill the Vessel between Assault, initials, and one bought attack. I Magic Bullet into Rhoven and kill him.
The Bomber boosts a shot into Harby. I hit and he shield Guards to one of Rhovens Co. Gius Dius.
At this point he concedes as both of my Heavies are full health and Rok is in walk and smack range of Harby.
Victory Trolls
Thoughts: I am getting some of the muscle memory down with this list. I wish my Bears had come in quicker as I won’t have as much practice with them come the tournament. I’m slowly making fewer mistakes and I’m learning from the ones I have made before. Progress.
I feel like taking every Magic Bullet into Harby was the right choice. He wasn’t able to Martyr out of fear that I would just get him with some good rolls.
I forgot to mention that after turn two he purified off Quicken and I never recast it. I also never cast a spell beside Magic Bullet after turn 1.
I like having the Bomber in this list. I feel like the second heavy brings so much to my list. He gets enough work to justify his point cost.
I am going to put together my Bears for Tuesday and will have my next Battle Report then.
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Post by Trollock on Nov 12, 2017 12:35:04 GMT
Here comes the backseat driver to criticize again 1) You can not attack or damage his objective on turn 2 if you go first. 2) The vessel is immune to fire, so fire eaters wont hurt it with sprays. Dont think it mattered over all though Great report again. Love the chip damage done to Harby to keep her honest. If she feels safe going down to 1, she will basically always win attrition. Well done there! You post the remaining time here, and you both were playing very slowly it seems. Spending 52 minutes on the first three turns when you go first is not great. Sure, the Harby player was even worse, but still. Something to work on for sure
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Post by bohemianchops on Nov 12, 2017 12:44:25 GMT
Here comes the backseat driver to criticize again 1) You can not attack or damage his objective on turn 2 if you go first. 2) The vessel is immune to fire, so fire eaters wont hurt it with sprays. Dont think it mattered over all though Great report again. Love the chip damage done to Harby to keep her honest. If she feels safe going down to 1, she will basically always win attrition. Well done there! You post the remaining time here, and you both were playing very slowly it seems. Spending 52 minutes on the first three turns when you go first is not great. Sure, the Harby player was even worse, but still. Something to work on for sure Good to know on the objectives. It’s not come up before. I probably would have kept the FE over there anyway and tried the same thing turn 3. I’ll have to remember that for the Vessel. He didn’t mention it but I guess I didn’t mention the sprays were fire. Yeah I need to speed up. I go into the think tank often. I’m taking 20 minute turns which is very poor. Thanks for taking the time to read my walls of text.
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Post by Perry89 on Nov 14, 2017 12:21:48 GMT
Jarl has been up in my top 3 Troll Locks and I think that SoTN opens him up in a big way, being able to upkeep spells for free. The hard thing I'm finding at the moment whether or not to put in a unit of Northkin raiders or leave them out and fit more Bears and fire eaters. Any of Jarls up Keeps would be good for them. But I have Quicken saved for my Champs ;-) , other then a Bomber what else do you think synergises well with him?
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brp
Baby's First Wargame
Posts: 7
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Post by brp on Nov 15, 2017 22:17:03 GMT
I'm starting to like these Jarl lists, and might even play him for the first time in MK3. Depending on when the Northkin stuff finally arrives in Europe... What are you planning to pair him with Bohemian?
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Post by bohemianchops on Nov 16, 2017 3:16:17 GMT
I'm starting to like these Jarl lists, and might even play him for the first time in MK3. Depending on when the Northkin stuff finally arrives in Europe... What are you planning to pair him with Bohemian? I’ve been back and forth about a pair for him. I figured this list does not want to see an ARM skew or Legion, generally. I will be seeing a fair bit of both in my local meta. This led me down of path of a resilient beast brick that I can make accurate when needed. I looked at Doomy2/3, Borka2, and Kolgrima. Ultimately I talked myself into Kolgrima because her kit specifically helps me in the matchups I need the list to face. Plus she’s new, and I like new toys. I’m going to start working her list more once I settle on a Jarl list for tournaments. Here is where I am sitting on a list for Kolgrima: Trollbloods Army - 75 / 75 points [Theme] The Power of Dhunia !!! Your army contains a pre-release entry. (Kolgrima 1) Kolgrima Stonetruth, Winter Witch [+28] - Dire Troll Bomber [19] - Dire Troll Brawler [16] - Dire Troll Mauler [15] - Mulg the Ancient [22] - Troll Bouncer [9] - Trollkin Runebearer [0(5)] Northkin Shaman [0(4)] Northkin Shaman [0(4)] Troll Whelps [4] Dhunian Knot [6] Krielstone Bearer & Stone Scribes (max) [9] - Stone Scribe Elder [3] Cursed Fate solves (to an extent) the mass ARM or DEF skewing infantry lists (particularly IFP, Kayazy, Sentinels, and Forge Guard). Cloud walls will deliver my beasts (even being useful in the Legion matchup thanks to Feat, and the -2 to attack rolls). Her beasts get to DEF 14 when the enemy is sitting in the cloud, DEF 15 when a Whelp pops out. Seems okay. ——————————- The Jarl list I’m going to take this Saturday is the bear variant but I am throwing in a unit of Kriel Warriors to help me contest/screen and just be a plain nuisance. They are another unit that can benefit from Tac Sup and the Fell Caller helping them get to MAT 7. They also bring me to the magical three free solo number for my list. Trollbloods Army - 75 / 75 points [Theme] Storm of the North (Skuld 1) Jarl Skuld, Devil of the Thornwood [+30] - Dire Troll Bomber [19] - Rok [19] - Trollkin Runebearer [0(5)] Fell Caller Hero [0(5)] Trollkin Champion Hero [0(5)] Kriel Warriors (max) [11] Krielstone Bearer & Stone Scribes (max) [9] - Northkin Elder [3] Northkin Bear Handle & Battle Bears [10] Northkin Bear Handle & Battle Bears [10] Trollkin Champions (max) [16] - Skaldi Bonehammer [5] - Trollkin Sorcerer (1) [3]
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Post by Trollock on Nov 16, 2017 7:16:27 GMT
Will those kriel warriors really be able to screen anything though? they are the slowest thing in the list pretty much
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Post by bohemianchops on Nov 16, 2017 8:18:13 GMT
Will those kriel warriors really be able to screen anything though? they are the slowest thing in the list pretty much Mainly the beasts. Turn 1 they can be SPD 6 which is good enough to get into position. Your point has been noted though. Testing will be done.
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Post by dirtyharrypotter on Nov 16, 2017 9:12:11 GMT
Have you considered the northkin shamans with Jarl in SotN? Tue ammount of clouds at your disposal seems kinda evil.
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Post by Trollock on Nov 16, 2017 9:14:34 GMT
Will those kriel warriors really be able to screen anything though? they are the slowest thing in the list pretty much Mainly the beasts. Turn 1 they can be SPD 6 which is good enough to get into position. Your point has been noted though. Testing will be done. I actually forgot about the +1 SPD from the stone. It is a serious option to get quicken on them turn 1 rather than the champs though. It messes with fury management, but i think you want kriels ahead of champs rather than the other way around... Best test that out too
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Post by bohemianchops on Nov 16, 2017 12:02:36 GMT
Mainly the beasts. Turn 1 they can be SPD 6 which is good enough to get into position. Your point has been noted though. Testing will be done. I actually forgot about the +1 SPD from the stone. It is a serious option to get quicken on them turn 1 rather than the champs though. It messes with fury management, but i think you want kriels ahead of champs rather than the other way around... Best test that out too Quicken on the Kriels sounds like a great idea for screening the Champs. If they are way up there, the Champs can then take two turns to catch up. Ten medium bases do a wonderful job blocking LOS to the six Champs. I shouldn't have an issue swapping Quicken thanks to Harmonious. Turn 2 tends to be a turn that Jarl doesn't get to Magic Bullet yet so the swap can happen then.
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Post by Big Fat Troll on Nov 16, 2017 14:29:06 GMT
I actually forgot about the +1 SPD from the stone. It is a serious option to get quicken on them turn 1 rather than the champs though. It messes with fury management, but i think you want kriels ahead of champs rather than the other way around... Best test that out too Quicken on the Kriels sounds like a great idea for screening the Champs. If they are way up there, the Champs can then take two turns to catch up. Ten medium bases do a wonderful job blocking LOS to the six Champs. I shouldn't have an issue swapping Quicken thanks to Harmonious. Turn 2 tends to be a turn that Jarl doesn't get to Magic Bullet yet so the swap can happen then. Agreed. Get your tarpit up the field and jamming first, then drop the upkeep and move it to the Champs. If they don't need more speed, though, feel free to put Tacs on the Champs instead, so they can spread out between charging and Overtake then repo back into b2b.
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Post by Trollock on Nov 17, 2017 7:01:17 GMT
Agreed. Get your tarpit up the field and jamming first, then drop the upkeep and move it to the Champs. If they don't need more speed, though, feel free to put Tacs on the Champs instead, so they can spread out between charging and Overtake then repo back into b2b. That sounds pretty nifty. Probably something that is better on the table than on paper too
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Post by bohemianchops on Nov 17, 2017 9:42:15 GMT
Agreed. Get your tarpit up the field and jamming first, then drop the upkeep and move it to the Champs. If they don't need more speed, though, feel free to put Tacs on the Champs instead, so they can spread out between charging and Overtake then repo back into b2b. That sounds pretty nifty. Probably something that is better on the table than on paper too Agreed. Repo 3” on the Champs is something I glossed over when looking at spell synergies in the list. I actually really like that idea. Charging has been quite awkward for me when I want to keep them B2B so Tac Sup would 100% make my play much easier.
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