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Post by maplewhisky on Feb 16, 2018 3:15:27 GMT
Thanks maplewhisky ! What about models like Ruin and Mulg? If I see them should i drop a different list? Ruin shouldn't be a problem. He needs souls which you don't really have / can easily deny him. Mulg is quite a bit harder, and I honestly don't know I don't have much experience vs him with Wurmwood but it isn't a big problem with Krueger. For what it's worth, I just wrote up a batrep with Wurmwood in my thread here if it's of interest. I made a lot of mistakes though sadly. lormahordes.freeforums.net/thread/6460/maplewhiskys-battle-reports?page=5&scrollTo=82827
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Post by radamanthys on Feb 16, 2018 20:35:47 GMT
my list with WW
War Room Army
Circle Orboros - Wurmwood 75p
Theme: No Theme Selected 74 / 75 Army
Stockpile - Steamroller Objective
Wurmwood, Tree of Fate & Cassius the Oathkeeper - WB: +27 - Wurmwood, Tree of Fate & Cassius the Oathkeeper (Cont.) - Warpwolf Stalker - PC: 19 (Battlegroup Points Used: 19) - Feral Warpwolf - PC: 18 (Battlegroup Points Used: 8) - Pureblood Warpwolf - PC: 17 - Woldwyrd - PC: 9 - Woldwyrd - PC: 9
Tharn Bloodtrackers - Leader & 9 Grunts: 16 Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Shifting Stones - Leader & 2 Grunts: 3
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Post by phantomsig on Feb 19, 2018 0:34:15 GMT
Did you get a game in Rada? Did the lack of theme hurt at all?
What are people's thoughts on the bone shrine? It's another arc node, and gives an extra fury should you be strapped at one point.
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Wurmwood
Feb 19, 2018 1:33:02 GMT
via mobile
Post by macdaddy on Feb 19, 2018 1:33:02 GMT
Did you get a game in Rada? Did the lack of theme hurt at all? What are people's thoughts on the bone shrine? It's another arc node, and gives an extra fury should you be strapped at one point. On the Wurmy list: I ran a similar list out of theme at Nova, and it is strong. My list had megs instead of a stalker and a fulcrum instead of the trackers. I also ran a min unit of bone grinders and Hutchuck. But that was back before Theme-ageddon. Granted everyone I played was in theme and I felt fine. Bone shrines are FF only my friend. So don’t but one Now the crock pot...that has some potential with puppet master and The boostable Drag Spell.
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Post by phantomsig on Feb 21, 2018 22:13:30 GMT
Thanks for the tip! Didn't end up taking it Now, new question, Wormwood into Ossrum? yay or nay? His feat sort of negates wurmy's, though the line of sight blocking is a good thing. He also has stranglehold, but no arc nodes?
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Post by newangel on Feb 22, 2018 13:45:14 GMT
Wurmwood can totally play into Ossrum, though you have to work hard at it. Beware the Battle Engine since it can remove stealth from any model (Cassius and Wurmwood himself are prime targets) so be sure to prioritize it (The fact that it brings back Hammer Dwarves is another concern so when opportunity permits use those Hellmouths to RFP his models). Another concern is the artillery with FFE. They generally sit too far back to be removed with our short range shooting and the damage really adds up.
Fortunately Ossrum is an upkeep heavy Caster so there will be opportunities for Woldwyrds to pull their weight. Throw in CoS for good measure and the armour is far less of a concern.
So aside from the recommendations above I would really try and hold onto your feat until Ossrum has used his. Use your guns, Stranglehold and forest creation to mitigate his LoS and force him to use his feat for an unfavourable trade. Then you counter feat and slow him down which can sometimes brings about a scenario win. Failing that you can play attrition but it is tough. Good Luck. A cool little trick is using your Shifting Stones to teleport Wurmwood into Command Range of the living infantry. Use your guns to start the soul train, then Dark Path back to where Cassius is waiting (hopefully somewhere safe).
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Post by phantomsig on Feb 23, 2018 0:17:58 GMT
Thanks for the advice The game went well (though i still lost). The armor was fairly hard to crack for stranglehold. My feat forced him to feat (didn't read your post newangel till today), but he just ran everything up. One of his heavy wasn't strangleheld, and beat wurmy down to 8 boxes (had three souls and one transfer). his list (From what i recall) Ossrum 2 drillers ~2 spray bunnies ~3 gun bunnies Battle engine Forge guard Twin eliminators Eilish Eirys 1 Ragman In retrospect, placing the forest to force the dwarves to position poorly would have been the best move. The thing i missed the most was indeed a worldwyrd, so I am trying to manipulate my list to have some. The below is what ive come up with. Previously i had a wold guardian, and an additional gallows grove, which were both swapped for twin woldwyrds. Thoughts? Wurmwood, Tree of Fate & Cassius the Oathkeeper - WB: +27 - Wurmwood, Tree of Fate & Cassius the Oathkeeper (Cont.) - Megalith - PC: 20 (Battlegroup Points Used: 20) - Woldwarden - PC: 14 (Battlegroup Points Used: 7) - Woldwarden - PC: 14 - Woldwarden - PC: 14 - Woldwyrd - PC: 9 - Woldwyrd - PC: 9 Blackclad Wayfarer - PC: 0 Blackclad Stoneshaper - PC: 0 Blackclad Stoneshaper - PC: 0 Feralgeist - PC: 2 Gallows Grove - PC: 2 Shifting Stones - Leader & 2 Grunts: 3 Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Farrow Bone Grinders - Leader & 3 Grunts: 5
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Post by newangel on Feb 24, 2018 14:00:58 GMT
It looks like a reasonable list though I hate the idea of taking Wurmwood without double shifting stones. Adept players will focus on removing a stone from a unit and target Cassius if at all possible. While you can certainly make it difficult it's just a constant nagging fear I have and the second unit is usually worthwhile insurance. I also worry about the lack of Fury management with so many Wolds on the table and no Fulcrum to help handle the load. I used to run a BE but dropped it and it also made me consider a 3rd Stoneshaper and the second unit of Shifting Stones to help tackle Fury management.
Not suggesting your list won't work, but some things to consider after you've put it on the table and had some practice with it. For reference my current list is:
Wurmwood + Cassius -Megalith -Woldwarden -Woldwarden -Woldwyrd -Woldwyrd -Woldwyrd
Sentry Stones Sentry Stones Shifting Stones Shifting Stones Farrow Valkyries
Blackclad Stoneshaper Blackclad Stoneshaper Blackclad Stoneshaper Blackclad Wayfarer
I've played it into Ossrum with success but the battles are always a challenge. Recent practice (today) I put it into Thyron and continuous Strangleholds were amazing. Wurmwood spent his time Hellmouthing the Retribution infantry into oblivion with Wyrds and Manakins picking up the slack. Opponent ran out of contesting models pretty fast which led to a scenario victory.
While the list I'm using lacks obvious soul collection I have found teleporting Wurmwood directly out with Shifting Stones and then murdering enemy infantry with Wyrds to be highly effective before using Dark Path to return to Cassius. I don't think I could put it into multiple high armor heavies since a lot of the power comes from Stranglehold and POW12 Wyrds, but your version looks to be stronger into that kind of thing. I recommend putting your version on the table, see how it fares and adjust from there. I have a feeling even if you don't switch out the Grove and Feralgeist for Shifting Stones you'll still consider a 3rd Stoneshaper, but that's just me.
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Post by phantomsig on Feb 25, 2018 9:48:21 GMT
That's great advice newangel thank you! I like the idea of teleporting wurmy and then using the wyrds to generate the souls. I'll do what you suggested and play a few games and go from there
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Post by radamanthys on Mar 8, 2018 19:02:48 GMT
my list with WW War Room Army Circle Orboros - Wurmwood 75p Theme: No Theme Selected 74 / 75 Army Stockpile - Steamroller Objective Wurmwood, Tree of Fate & Cassius the Oathkeeper - WB: +27 - Wurmwood, Tree of Fate & Cassius the Oathkeeper (Cont.) - Warpwolf Stalker - PC: 19 (Battlegroup Points Used: 19)- Feral Warpwolf - PC: 18 (Battlegroup Points Used: 8) - Pureblood Warpwolf - PC: 17 - Woldwyrd - PC: 9 - Woldwyrd - PC: 9 Tharn Bloodtrackers - Leader & 9 Grunts: 16 Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Shifting Stones - Leader & 2 Grunts: 3 Other option in this list its change Stalker for Mega
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Post by phantomsig on Mar 19, 2018 23:43:11 GMT
So i've been progressing fairly well with old Wurmy, the final iteration of my list is: Circle Army - 75 / 75 points [Theme] The Bones of Orboros (Wurmwood 1) Wurmwood, Tree of Fate [+27] - Megalith [20] - Wold Guardian [16] - Woldwarden [14] - Woldwyrd [9] - Woldwyrd [9] - Woldwyrd [9] Blackclad Stoneshaper [0(3)] Blackclad Stoneshaper [0(3)] Blackclad Stoneshaper [3] Blackclad Wayfarer [0(4)] Feralgeist [2] Gallows Grove [2] Gallows Grove [2] Sentry Stone & Mannikins [5] Sentry Stone & Mannikins [5] Shifting Stones [3] Shifting Stones [3] The lack of soul sacrifices is noted, but i decided id rather spend the points on other things. The second set of shifting stones is for serenity, contesting, and backup ww teleportation. My current challenge, and one that is with all my games unfortunately, is: clock time! I think it's a combination of my activations as well as coming up with the game plan, but I am clocking out a whole buttload. Any tips? maplewhisky?
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Post by maplewhisky on Mar 20, 2018 0:06:54 GMT
Pick a plan that is good enough, stick to it. Finding the absolute best plays with wurmwood/brad/krueger absolutely murders your clock.
Otherwise, just practice I'm afraid.
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Post by phantomsig on May 17, 2018 23:27:50 GMT
Hi all,
Still chugging along with Wurmy, but im at the point that i need to think about List chicken.
Question: What does Wurmwood in bones not like to see?
Current list below: WW Megalith WoldGuardian WoldWarden WoldWyrd WoldWyrd WoldWyrd Blackclad Wayfarer Black Stoneshaper Black Stoneshaper Eilish Gallows Grove Gallows Grove Sentry Stones + Mannikins Sentry Stones + Mannikins Shifting stones Shifting stones
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on May 18, 2018 15:00:40 GMT
Dropped the bone grinders?
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Post by macdaddy on May 20, 2018 4:26:10 GMT
So i've been progressing fairly well with old Wurmy, the final iteration of my list is: Circle Army - 75 / 75 points [Theme] The Bones of Orboros (Wurmwood 1) Wurmwood, Tree of Fate [+27] - Megalith [20] - Wold Guardian [16] - Woldwarden [14] - Woldwyrd [9] - Woldwyrd [9] - Woldwyrd [9] Blackclad Stoneshaper [0(3)] Blackclad Stoneshaper [0(3)] Blackclad Stoneshaper [3] Blackclad Wayfarer [0(4)] Feralgeist [2] Gallows Grove [2] Gallows Grove [2] Sentry Stone & Mannikins [5] Sentry Stone & Mannikins [5] Shifting Stones [3] Shifting Stones [3] The lack of soul sacrifices is noted, but i decided id rather spend the points on other things. The second set of shifting stones is for serenity, contesting, and backup ww teleportation. My current challenge, and one that is with all my games unfortunately, is: clock time! I think it's a combination of my activations as well as coming up with the game plan, but I am clocking out a whole buttload. Any tips? maplewhisky ? You really, really really want at least 2 turns worth of soul fodder my dude. Having 10 Fury on turns 2 and 3 has been super clutch for me in determining games. (though the past couple games my grinders really don't wanna kill each other -___-) Do you find the Extra wyrd to be worth it over the additional souls? I pretty much run the exact same list but only have 2 wyrds, max grinders, and eilish instead of the 3rd shaper and 2nd Gallows grove. The souls and craft talisman have been pretty darn relevant for me. The best thing you can do for clock is practice. mostly practice un-boxing, then get games in, as many as you can. Wurmwood, is one of those casters that has a lot of depth and options every turn, he can totally kill your clock even if you are demolishing your opponent in the process. I have only ever lost with him on clock. Typically he is crushing attrition or scenario if I plan my turns right. One of the good things about Hordes in general, is your activation can be forgiving because of the way fury works. You should be pre-planning turn 2, on turn 1 and during your opponents turn so you have an idea going int turn 2 which typically will take up most of your clock (and turn 3 as well) In my games, most of the game is decided in those turns, so its ok to burn most of your clock there, as long as you can seal the game in those two turns. An important thing to keep in mind, typically, if a plan feels like its taking too long to plan out, you should probably just stop, think of a simpler plan, and go with that. One game I caught myself spending 5 minutes of clock just pre-measuring a hellmouth pull. Granted, that pull won me attrition hard, but it cost a-lot of clock time pulling it off. Recently, I only ever go into the tank deep when plotting a random wurmwood assassination. Its OK to burn a bunch of clock when going all in for an assassination run, because you are probably losing the game if it fails anyway. Lastly, when creating a list with wurmwood, keep in mind he has a monstrous assassination threat, that can go off at any time. If you see an opening, don't be afraid to spend a minute or 2 testing the waters to see if you can pull the assassination trigger. It can get pretty absurd how far you can pull a caster out with hellmouth and manikin placement. Today I actually played game where 2 hell-mouths pulled arkadius off a hill and out from behind 2 heavies, while also getting a sweet boosted pow 12 on him with hell-mouth AOE. Wurmwood takes a lot of practice to get right, I still am far from mastering him, and I have been playing him on and off since mark 3 dropped!
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