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Post by gordaunikus1 on Nov 6, 2017 16:23:56 GMT
Played some games w Wurmwood in bones this weekend. Will post my list at the end. I was in a sr so I only used current stats. I’m wondering how this will change when cid drops Bc I want to stick w it as I found it good. My list has mega, 3 wyrds, and fulcrum. No stoneshapers. I was originally thinking take out mega and the fulcrum for wardens and Stuff but mega is a monster and the fulcrum is amazing.
Additionally I want to keep the brigands. They did bonkers work. Early game u have less souls but I found myself full on turns 3 and Forward (spoiler alert, this list wants to play a long games).
This is all just to say can y’all help me change this list for when wardens go down in points and shapers are required?
War Room Army
Circle Orboros - Ww pre
Theme: The Bones of Orboros 2 / 2 Free Cards 75 / 75 Army
Wurmwood, Tree of Fate & Cassius the Oathkeeper - WB: +27 - Wurmwood, Tree of Fate & Cassius the Oathkeeper (Cont.) - Megalith - PC: 20 (Battlegroup Points Used: 20) - Woldwyrd - PC: 9 (Battlegroup Points Used: 7) - Woldwyrd - PC: 9 - Woldwyrd - PC: 9
Celestial Fulcrum - PC: 19
Blackclad Wayfarer - PC: 0 Blackclad Wayfarer - PC: 0 Swamp Gobber Chef - PC: 1
Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Shifting Stones - Leader & 2 Grunts: 3 Shifting Stones - Leader & 2 Grunts: 3 Farrow Brigands - Leader & 9 Grunts: 15 - Farrow Brigand Warlord - PC: 4
THEME: The Bones of Orboros ---
GENERATED : 11/06/2017 10:23:38 BUILD ID : 2052.17-10-13
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Post by Fudly on Nov 6, 2017 17:16:50 GMT
I think Wurmwood has a lot of potential in bones. conflictchamber.com/#c8201b_-0p5vjFjFjF4H4Hg4g45gf40Ofl5e5e5f5fCircle Army - 75 / 75 points [Theme] The Bones of Orboros !!! Your army contains CID entries. (Wurmwood 1) Wurmwood, Tree of Fate [+27] - Woldwarden [14] - Woldwarden [14] - Woldwarden [14] - Woldwyrd [9] - Woldwyrd [9] Blackclad Stoneshaper [0(3)] Blackclad Stoneshaper [3] Blackclad Wayfarer [0(4)] Swamp Gobber River Raider [4] Farrow Brigands (max) [15] - Farrow Brigand Warlord [4] Sentry Stone & Mannikins [5] Sentry Stone & Mannikins [5] Shifting Stones [3] Shifting Stones [3] The river raiders are 3 souls for 4 points.
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Post by gordaunikus1 on Nov 6, 2017 17:42:13 GMT
GReat suggestion. I’m trying to be greedy and keep the fulcrum in. How does this look:
War Room Army
Circle Orboros - New Army
Theme: The Bones of Orboros 2 / 2 Free Cards 79 / 75 Army
<! OVER POINT LIMIT !>
Wurmwood, Tree of Fate & Cassius the Oathkeeper - WB: +27 - Wurmwood, Tree of Fate & Cassius the Oathkeeper (Cont.) - Woldwarden - PC: 16 (Battlegroup Points Used: 16) - Woldwarden - PC: 16 (Battlegroup Points Used: 11) - Woldwyrd - PC: 9 - Woldwyrd - PC: 9
Celestial Fulcrum - PC: 19
Blackclad Wayfarer - PC: 0 Blackclad Stoneshaper - PC: 0 Feralgeist - PC: 2
Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Shifting Stones - Leader & 2 Grunts: 3 Shifting Stones - Leader & 2 Grunts: 3 Farrow Brigands - Leader & 9 Grunts: 15 - Farrow Brigand Warlord - PC: 4
THEME: The Bones of Orboros ---
GENERATED : 11/06/2017 11:41:27 BUILD ID : 2052.17-10-13
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Post by gordaunikus1 on Nov 6, 2017 17:43:05 GMT
Am I too light on wayfarers or shapers? The answer is probably yes but I’m a point short of that second shaper and w 3 fury on wardens I want at least one wayfarer
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Post by Fudly on Nov 6, 2017 23:24:50 GMT
If you're gonna have a fulcrum, I don't think you need 2 sets of shifting stones, so that could be another stoneshaper. I'd also rather see a gallows grove than a feralgeist.
I'm not sure what wizard support 2 woldwardens want either.
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Post by macdaddy on Nov 7, 2017 2:55:16 GMT
I actually really like megalith woth Wurmwood.
Mat7 is excellent. Control animus that is also an accuracy fixer MA 7 on a stranglehold is excellent Pow 21 woth curse and enrage with a potential of 6 attacks with a Wayfarer is awesome.
I think he is worth it woth wurmeood in Bones.
I also think Wurmy and a Fulcrum with a couple Wyrds is an excellent gunboat that can remove a heavy a turn. All while you toss out 2-3 stranglehold’s with Wurmy and the Geomamcers.
I run this: Wurmwood; -Megs -Warden -2 Wyrds Fulcrum 2 Gallows Groves 2 Stone shapers Shifting Stones 2 Sentry Stones Max bone grinders
You can run the battlegroup full on Fury every turn and never have any left over between the fulcrum and shifting stones/shapers. It’s pretty much the same list I took to nova but with no pureblood and some extra solos. (If only Wurmwood was allowed in secret masters...)
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Post by gordaunikus1 on Nov 7, 2017 17:09:42 GMT
Mac I agree about megalith. After building a couple lists I think I just have to make a decision by brigands and megalith. I landed on 2 wardens, 2 wyrds, fulcrum, and brigands. But those bonegrinders seems great too. I’m pretty sure this decision is Bc I just assembled and painted the brigands so I’m not just gonna drop em.
Fudly I think including the fulcrum means u absolutely need 2 sets of stones. If against shooting, then u need 2 sets in case they shoot a stone and Cassius off the table. Not moving wurmwood past turn 2 or 3 really sucks. If ur stones are safe, the ur probably against Melee, in that case porting the fulcrum back after decimating anything within 10-13” is awesome.
Point taken about arc node over gheist. I’m pushing this idea that I want to put like 80% of my force on one side of the table and contest the other, which means I’m sticking the the gheist for now. U are probably right tho.
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Post by Fudly on Nov 7, 2017 17:39:49 GMT
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Post by macdaddy on Nov 7, 2017 17:53:51 GMT
I actually only ever really port my fulcrum in my Krueger 2 Bones List
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Post by gordaunikus1 on Nov 7, 2017 17:54:43 GMT
Again ur probably right about the stones w wurmwood. However, anyone showing up in th se tourney results is undoubtedly better at protecting their stones than I am. I tend to put redundant stuff in my lists for when I goof and lose a stone. Other examples are blackclads
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Post by gordaunikus1 on Nov 7, 2017 19:37:43 GMT
Mac why do you think it’s nexessary to have 2 arcnodes in ur wurmwood list. I have been running zero and find it ok. I know arcnodes are always better, by I find they die so easily and are hard To protect so that they aren’t worth it w ww.
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Post by macdaddy on Nov 7, 2017 19:53:02 GMT
Mac why do you think it’s nexessary to have 2 arcnodes in ur wurmwood list. I have been running zero and find it ok. I know arcnodes are always better, by I find they die so easily and are hard To protect so that they aren’t worth it w ww. Been running double gallows for a variety of reasons. 1:In bones they can hide behind sentry stones and wurmwoods forest until you commit them. 2: In later turns I don't have to use cassius and invest resources into dark path meaning more spells/boosts 3: Them denying tough and healing comes up more than you would think 4: If I goof up or my opponent somehow gets cassius early on I'm not crippled in my spellcasting (also why I have the grinders) for 4 points I get some insurance and increased options for wurmwood as well as tough and healing denial ina list that can actually shield them and protect them on the approach independent of table terrain. I could probably get away with only taking 1 but I already have hutchuck as my minion solo and grinders as my unit so I don't see a better option for 2 points.
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Post by gordaunikus1 on Nov 7, 2017 23:33:03 GMT
All good points. I was trying that in bones w Mohsar for a while - why waste 4 fury and trooper (obviously not in bones) when u could just have 2 groves. That may be a good enough argument to flip me.
Switching gears, how have people been playing wurmwood since sr17? I have been making a conscious effort in every game to try and just annialate one side of the board with like 90% of my army. That means I can push Cassius and wurmwood farther up safely. I think I heard Greg Collison say that was basically just how u have to play circle now. It stinks Bc the 10” feat doesn’t help the other side of the board not get overrun, but Man U can focus fire on what’s in front of you. The 4” placed forest and stranglehold help deter their pieces in the middle and wrong side of the board from contributing. Sentry stones also help.
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