Post by mattmcd on Apr 1, 2017 14:32:21 GMT
I was running Doomy 2 with a list I heard on the Trollblood Scrum podcast:
Hoarluk Doomshaper, Rage of Dhunia - WB: +27
- Trollkin Runebearer - PC: 4
- Mulg the Ancient - PC: 19 (Battlegroup Points Used: 19)
- Rök - PC: 21 (Battlegroup Points Used: 8)
- Dire Troll Mauler - PC: 15
- Troll Axer - PC: 10
Troll Whelps - 5 Whelps: 4
Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6
- Stone Scribe Elder - PC: 3
Trollkin Fennblades - Leader & 9 Grunts: 15
- Trollkin Fennblade Officer & Drummer - Officer & Drummer: 5
I was facing off against:
Grand Scrutator Severius - WJ: +28
- Blessing of Vengeance - PC: 13 (Battlegroup Points Used: 13)
- Eye of Truth - PC: 20 (Battlegroup Points Used: 15)
- Reckoner - PC: 16
Vessel of Judgment - PC: 18
Pyrrhus, Flameguard Hero - PC: 5
Vassal of Menoth - PC: 3
Vassal of Menoth - PC: 3
Allegiant of the Order of the Fist - PC: 3
Allegiant of the Order of the Fist - PC: 3
Temple Flameguard - Leader & 9 Grunts: 11
- Temple Flameguard Officer & Standard - Officer & Standard: 4
Choir of Menoth - Leader & 3 unit
We were playing Recon with terrain that I REALLY wanted. There was a bunker placed where I could camp Doomy but have reach for my beasts to clear zone and one flag. I won the roll and chose that side, protectorate chose to go first.
Protectorate turn 1: Temple flameguard and Pyrrhus went towards one flag. The remaining bulk of the army ran straight up the middle.
Trollbloods turn 1: Moved Doomy into bunker, and put Wild Aggression on Rok. Moved the rest of my fury into the stone (forgot to activate my runebearer first to save a fury). I ran Rok forward towards the flag with the flame guards and the Fennblades towards the other flag. The rest of the army moved forward enough to stay out of charge range.
Protectorate turn 2: The vessel of judgement did work on some Fennblades. The other jacks did some range on them and moved forward outside of Mulg's melee range. He did get 6 damage into Mulg as well. The interesting move was he put the Allegiants within 4 of the flag with the Fennblades, the other in the zone and sacrificed attacks to put up Shifting Sands (raising defense to 18!). Those guys would have made scenario victory quite difficult.
Trollbloods turn 2: I trampled Rok into the flameguards and took out half the unit. I got through that half and ended my Berzerk/Overtake run 1.05 inches away from Severius (so close!) but was close enough to the Reckoner to nearly kill it. With Rok that close to his Caster I decided to move Mulg forward and make it difficult for him to kill both of them in one turn. The Fennblades all got in the way of charge lanes towards Mulg and I scored a point on the Fennblades flag.
Protectorate turn 3: The remaining flameguards did WORK on Rok and got him close enough that my opponent decided to finish him off with Severius to free the Reckoner to charge Mulg. The VoJ cleared Fennblades for the Eye to charge Mulg as well and he was able to remove Rok and Mulg in one turn (ouch). He left 4 focus on his caster to prevent any primal shock tricks and felt like he was safe from any charge assassination attempts with the distance (almost 15" from my remaining Mauler) and path (jack and scenario in the way).
Trollbloods turn 3: I used Doomy in melee to clear a long charge path by finishing off the Reckoner (he wasn't expecting that), put Wild Aggression on the Mauler and popped feat for +3 speed. Then I walked the Axer over and put rush on the Mauler for another +2 movement. I moved the stone way forward with stone strength as well. I charged the Mauler 13 inches towards a choir member and took him out. I took 2 free strikes on the way but neither took out anything. I needed 8s to hit (all attacks boosted with Wild Aggression) and +1 on damage rolls (considering his focus) it came down to the last roll. Needed 8 to hit and 8 damage and got them. Crazy close!
If that misses or does 7 damage its clean up for him with the eye about 5 inches from Doomy.
I felt like this was the first game where I understood the power that Doomy brings with his feat, Wild Aggression, primal shock ect. Also, being able to trample any direction with any warbeast with +2 speed and pathfinder from the Axer is amazing. I can get Rok through the woods and into a unit with Berzerk and Overtake 11" away on any turn and 14" away on feat; even through a forest! Insane!
Hoarluk Doomshaper, Rage of Dhunia - WB: +27
- Trollkin Runebearer - PC: 4
- Mulg the Ancient - PC: 19 (Battlegroup Points Used: 19)
- Rök - PC: 21 (Battlegroup Points Used: 8)
- Dire Troll Mauler - PC: 15
- Troll Axer - PC: 10
Troll Whelps - 5 Whelps: 4
Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6
- Stone Scribe Elder - PC: 3
Trollkin Fennblades - Leader & 9 Grunts: 15
- Trollkin Fennblade Officer & Drummer - Officer & Drummer: 5
I was facing off against:
Grand Scrutator Severius - WJ: +28
- Blessing of Vengeance - PC: 13 (Battlegroup Points Used: 13)
- Eye of Truth - PC: 20 (Battlegroup Points Used: 15)
- Reckoner - PC: 16
Vessel of Judgment - PC: 18
Pyrrhus, Flameguard Hero - PC: 5
Vassal of Menoth - PC: 3
Vassal of Menoth - PC: 3
Allegiant of the Order of the Fist - PC: 3
Allegiant of the Order of the Fist - PC: 3
Temple Flameguard - Leader & 9 Grunts: 11
- Temple Flameguard Officer & Standard - Officer & Standard: 4
Choir of Menoth - Leader & 3 unit
We were playing Recon with terrain that I REALLY wanted. There was a bunker placed where I could camp Doomy but have reach for my beasts to clear zone and one flag. I won the roll and chose that side, protectorate chose to go first.
Protectorate turn 1: Temple flameguard and Pyrrhus went towards one flag. The remaining bulk of the army ran straight up the middle.
Trollbloods turn 1: Moved Doomy into bunker, and put Wild Aggression on Rok. Moved the rest of my fury into the stone (forgot to activate my runebearer first to save a fury). I ran Rok forward towards the flag with the flame guards and the Fennblades towards the other flag. The rest of the army moved forward enough to stay out of charge range.
Protectorate turn 2: The vessel of judgement did work on some Fennblades. The other jacks did some range on them and moved forward outside of Mulg's melee range. He did get 6 damage into Mulg as well. The interesting move was he put the Allegiants within 4 of the flag with the Fennblades, the other in the zone and sacrificed attacks to put up Shifting Sands (raising defense to 18!). Those guys would have made scenario victory quite difficult.
Trollbloods turn 2: I trampled Rok into the flameguards and took out half the unit. I got through that half and ended my Berzerk/Overtake run 1.05 inches away from Severius (so close!) but was close enough to the Reckoner to nearly kill it. With Rok that close to his Caster I decided to move Mulg forward and make it difficult for him to kill both of them in one turn. The Fennblades all got in the way of charge lanes towards Mulg and I scored a point on the Fennblades flag.
Protectorate turn 3: The remaining flameguards did WORK on Rok and got him close enough that my opponent decided to finish him off with Severius to free the Reckoner to charge Mulg. The VoJ cleared Fennblades for the Eye to charge Mulg as well and he was able to remove Rok and Mulg in one turn (ouch). He left 4 focus on his caster to prevent any primal shock tricks and felt like he was safe from any charge assassination attempts with the distance (almost 15" from my remaining Mauler) and path (jack and scenario in the way).
Trollbloods turn 3: I used Doomy in melee to clear a long charge path by finishing off the Reckoner (he wasn't expecting that), put Wild Aggression on the Mauler and popped feat for +3 speed. Then I walked the Axer over and put rush on the Mauler for another +2 movement. I moved the stone way forward with stone strength as well. I charged the Mauler 13 inches towards a choir member and took him out. I took 2 free strikes on the way but neither took out anything. I needed 8s to hit (all attacks boosted with Wild Aggression) and +1 on damage rolls (considering his focus) it came down to the last roll. Needed 8 to hit and 8 damage and got them. Crazy close!
If that misses or does 7 damage its clean up for him with the eye about 5 inches from Doomy.
I felt like this was the first game where I understood the power that Doomy brings with his feat, Wild Aggression, primal shock ect. Also, being able to trample any direction with any warbeast with +2 speed and pathfinder from the Axer is amazing. I can get Rok through the woods and into a unit with Berzerk and Overtake 11" away on any turn and 14" away on feat; even through a forest! Insane!