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Cryx Drop
Feb 9, 2018 19:18:01 GMT
via mobile
Post by grabsnikk on Feb 9, 2018 19:18:01 GMT
Storm would definitely help vs nemo but does the gk not need a mist speaker to be really effective vs cryx? I have been playing the GK with Grim1 as an anti-Cryx drop and I have to say that I don't really think that the Mist Speaker is needed at all. Grim1 lets you play really aggressively so you can often get a Marked For Death or a Stone Aura up to remove Stealth and Incorporeal.
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Cryx Drop
Feb 9, 2018 21:38:36 GMT
via mobile
Post by allinontrolls on Feb 9, 2018 21:38:36 GMT
I will test it. Will be interesting and challenging to play a cloud caster+ Hugh base.
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Post by Ajax on Feb 26, 2018 17:57:23 GMT
It's been pretty quiet in this thread, but I'd love to get your guys' opinion on how my Grim2 list would fare against your typical Cryx drops (Gaspy3/Skarre1/Denny1). Unfortunately, we don't have many Cryx players in the local meta, so I don't see them very often to get practice in.
Trollbloods Army - 75 / 75 points [Theme] Storm of the North
(Grim 2) Hunters Grim [+25] - Glacier King [35] - Pyre Troll [8] - Trollkin Runebearer [0(5)] Bog Trog Mist Speaker [4] Krielstone Bearer & Stone Scribes (min) [6] - Northkin Elder [0(3)] Northkin Fire Eaters [7] Northkin Fire Eaters [7] Northkin Raiders (max) [15] Hearthgut Hooch Hauler [18]
I really hate the idea of not having Eilish to hand out puppet master for mortality, but the Mist Speaker probably provides more useful utility for the GK's shots. I'm hoping that the amount of aoe damage, and continuous fire can help with removing enough infantry on the way up. This list is meant to be my "all comers" list, but will be paired with Borka2 in PoD to deal with heavy armor or lists that can outshoot me.
My main concerns are whether or not I have enough magic attacks to deal with a wraith engine (or god forbid, 2), or Skarre1 lists with all of the satyxis (no blast damage seems to counter a lot of my game plan), though it seems that those types of lists have fallen out of favor a bit. Additionally, will this play into Grymkin adequately?
I appreciate your C&C!
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bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Feb 26, 2018 18:36:30 GMT
Why not play your list in Kriel Company Theme? You can get the same stuff except HHH but War Wagon is equally good (or better) against Cryx imo. Or lose the battle engine entirely for Sluggers who love Grim2. Might just be me who thinks the fire-HHH-synergy is more cute than good
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Post by Ajax on Feb 26, 2018 21:55:35 GMT
Why not play your list in Kriel Company Theme? You can get the same stuff except HHH but War Wagon is equally good (or better) against Cryx imo. Or lose the battle engine entirely for Sluggers who love Grim2. Might just be me who thinks the fire-HHH-synergy is more cute than good I considered all of what you said while building the list, actually! Here are some of my justifications, which are by no means final say. KC: This is something I'm still going back and forth on. Ultimately I decided to stay with SotN, as the HHH is not yet included in KC (grumble grumble PP), and the snowdrift/rough terrain from the clouds provides a bit more utility than the +1 starting roll. HHH: Generally I agree with you, but with Grim able to cast mortality, I figure boosted pow 14's (Oil, mortality) at effectively rat 8 from the raiders is really valuable, and provides a crumple zone for contesting. It kind of helps with being able to crack armor when the need arises, and they don't fall apart as fast in melee as the sluggers would. HHH vs. WW: Actually, I think the HHH is more effective right? Even on missed blast shots, we're looking at boosted pow 8's w/ continuous fire, which should do more damage than the flat pow 10 HE damage than the WW. I could certainly be wrong, a lot of this is still theorycrafting until I get to try it out.
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ravenfire
Junior Strategist
Me Mulg me SMASSSSSHHHH
Posts: 244
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Post by ravenfire on Feb 27, 2018 7:01:50 GMT
My most succesfull list into cryx (about 90% of the time) is my Grim 1 'The Glass Cannon'. Grim1 RB Bomber x2 Mauler Mulg Axer Janissa Whelps Daliah + Skarath Gobbers I must say that all matched ended quickly in an assination of the cryx caster. And at that time I had no cryx caster with pesky stealth to deal with That helps. Now my regular cryx drop is madrak1 in boh, uless I see DH and black industries in pair. Then problably my Kolgrima in Storm of the north with double bears.
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jarrow
Junior Strategist
Posts: 274
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Post by jarrow on Feb 27, 2018 7:32:37 GMT
How do those gun lines play against Asphy3 jackspam? 10 slayers with arm21 against shooting is something trolls do not crack ranged.
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Post by Trollock on Feb 27, 2018 8:29:45 GMT
Why not play your list in Kriel Company Theme? You can get the same stuff except HHH but War Wagon is equally good (or better) against Cryx imo. Or lose the battle engine entirely for Sluggers who love Grim2. Might just be me who thinks the fire-HHH-synergy is more cute than good I considered all of what you said while building the list, actually! Here are some of my justifications, which are by no means final say. KC: This is something I'm still going back and forth on. Ultimately I decided to stay with SotN, as the HHH is not yet included in KC (grumble grumble PP), and the snowdrift/rough terrain from the clouds provides a bit more utility than the +1 starting roll. HHH: Generally I agree with you, but with Grim able to cast mortality, I figure boosted pow 14's (Oil, mortality) at effectively rat 8 from the raiders is really valuable, and provides a crumple zone for contesting. It kind of helps with being able to crack armor when the need arises, and they don't fall apart as fast in melee as the sluggers would. HHH vs. WW: Actually, I think the HHH is more effective right? Even on missed blast shots, we're looking at boosted pow 8's w/ continuous fire, which should do more damage than the flat pow 10 HE damage than the WW. I could certainly be wrong, a lot of this is still theorycrafting until I get to try it out. What!? The snow banks have been functionally useless in every game i have played, except where they prevented MY models from going where i wanted them. +1 to go first on the other hand is probably the strongest theme benefit one could have (that does not change how the actual models work of course. +3 boxes on posse or carapace on jacks are obviously better) The HHH synergizes way better with the Raiders than the WW would, so in this list i would lean towards that (especially once they finally allow the HHH in KC). If you compare the two models in a vacuum though, then yes the HHH will do more damage with shooting, BUT the WW is not really meant to shoot. It is meant to run over an entire unit of infantry. Mirrage can extend the threat range of it, then you charge through an entire unit and THEN you shoot some things. The HHH can not come close to that kind of mayhem. It does offer some nifty support instead, but i do not think it is nearly as strong a table presence in and of itself as a WW.
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ravenfire
Junior Strategist
Me Mulg me SMASSSSSHHHH
Posts: 244
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Post by ravenfire on Feb 27, 2018 9:08:31 GMT
How do those gun lines play against Asphy3 jackspam? 10 slayers with arm21 against shooting is something trolls do not crack ranged. never see that type of army in my meta.. even not on the dutch nationals probably
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Post by Ajax on Feb 27, 2018 19:46:20 GMT
What!? The snow banks have been functionally useless in every game i have played, except where they prevented MY models from going where i wanted them. +1 to go first on the other hand is probably the strongest theme benefit one could have (that does not change how the actual models work of course. +3 boxes on posse or carapace on jacks are obviously better) The HHH synergizes way better with the Raiders than the WW would, so in this list i would lean towards that (especially once they finally allow the HHH in KC). If you compare the two models in a vacuum though, then yes the HHH will do more damage with shooting, BUT the WW is not really meant to shoot. It is meant to run over an entire unit of infantry. Mirrage can extend the threat range of it, then you charge through an entire unit and THEN you shoot some things. The HHH can not come close to that kind of mayhem. It does offer some nifty support instead, but i do not think it is nearly as strong a table presence in and of itself as a WW. Actually, what I'm really waiting for is to include both once KC gets the HHH included! I think KC will be much better off when we can take both battle engines. I'd probably end up swapping the Glacier King out for the WW and a bomber (finding points somehow). I still think that our engines are one of the most efficient uses of our points. I can see getting tied up by your own snowdrifts happening, but not very often. Aren't most of your infantry immune to cold? Concealment just seems like a great way to deliver fire eaters on that turn 1 run up the board.
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bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Feb 27, 2018 19:48:26 GMT
Did PP officially say that the HHH will be in KC in the future?
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gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Feb 27, 2018 20:04:41 GMT
+1 is indubitably better than the snow banks, but I've slowly come to love them. Between the Glacier King and those snow banks, my army has concealment until I get into the scrum with my opponent. It gives stealth to Lanyssa and the bears which is HUGE, and if you have Fire Eaters / Raiders in a snow bank on a hill under Even Ground, they're def 19 vs shooting. They can be annoying if you don't plan for them but TBH I've been consistently surprised by how helpful they are.
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Post by Ajax on Mar 1, 2018 1:12:27 GMT
Can't forget about SotN's free upkeeps as well. As mentioned, mirage helps to extend the HHH's range, and freeing up another fury for Grim2 helps a lot. The exclusion of Eilish means I REALLY wanna boost that mortality when it's necessary.
Combined with the snow banks, I still feel like SotN's benefits outweigh KC, for this list anyway.
I'm curious though, what are people typically having a hard time with their own snowbanks?
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Post by Trollock on Mar 1, 2018 8:11:31 GMT
Can't forget about SotN's free upkeeps as well. As mentioned, mirage helps to extend the HHH's range, and freeing up another fury for Grim2 helps a lot. The exclusion of Eilish means I REALLY wanna boost that mortality when it's necessary. Combined with the snow banks, I still feel like SotN's benefits outweigh KC, for this list anyway. I'm curious though, what are people typically having a hard time with their own snowbanks? I would love to place them centrally so the kriel stone could hide in them, but then they interfere too much with my caster and beasts assuming those are not NK I played a SotN mirror match and both of us place the snow banks in the middle of the back of our deployment zone. That way they wouldnt be in the way, and our opponent couldnt use them to cover his ambushing bears! (pro tip: you know what is really good at killing bears? other bears! we kept trading one unit for another unit. He ambushed in a unit of bears and attacked something. I ambushed in a unit and killed his bears. He ambushed his second unit and killed min, and i ambushed my last unit killing his bears. Bears absolutely tear other bears to shreds )
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rufess
Baby's First Wargame
Posts: 3
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Post by rufess on Mar 12, 2018 9:35:44 GMT
A fellow is going to a upcoming master tournament so he came to me as the only troll player in the LGS for practicing. Here is out lists: Madrak1 in BoH -Runebearer -Mauler -Impaler -Axer
Fell Caller Eilish
Champion (max) -Skaldi -Sorcerer Fennblade (max) -Officer Long Rider (min) Krielstone (max) -Elder | Dene1 in SotBC -Priestess -Deathripper -Deathripper -Stalker -Stalker
[Solo * 2 from CiD] Raider Captain Raider Captain Ragman Misery Cage
Raider (max) -Sea Witch Raider (max) -Sea Witch Blood Witches -Blood Hag Gunslingers |
Since he was out-threaten me so I had to feat to protect my army from charge at the turn 2. It turned out that with the feat, parasite and dark shroud, he can finished almost my whole champion unit without charge bonus nor the horn attack. His other spell, crippling grasp, went to my fennblade on the other side of the table followed by 2nd unit of raider. With good luck of tough rolls I had about half of the unit still standing after the raid. And the dusts almost settled at this point. He did run out of time in the middle of game, however we decided to go on since it is a practice more than a real match. In the end he finished all my unit and left me full wound beasts and Madrak, while he had only half unit of raider and blood witch left on the table. I think if I have another unit of fennblade instead of the long rider I might have more chance. Because my power is much greater than his arm, so I think, at least in this case, quantity over quality. My Madrak1 list is in SotN instead of the above one, and I believe it will be more easy match up than the BoH as well. Fire Eater can out threat raider and the bears ambush after Dene's feat can keep their non-debuffed status which may help a lot at the feat-turn counter punch. Not had a stable Cryx drop before, and am more struggling now after the game.
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