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Post by deathbymelancholy on Feb 20, 2018 18:59:28 GMT
I've been gone a long time from the game, a year plus at this point, and even longer for trolls specifically. I would like to return with Ragnor, Madrak3, and maybe one other warlock.
I've got my lists for Ragnor and Mad3, but any advice on what you have found works well for them, is appreciated. I'm also trying to figure out a third I want to mess with. I'm leaning towards Borka2 or a Gunnbjorn, maybe a Grissel, so if there is anyone with a strong opinion for playing any of them I'll listen.
Other than that, it's all assembly, paint, and test while I rebuild my Troll army. Cheers.
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Post by Big Fat Troll on Feb 20, 2018 19:28:50 GMT
For new and returning players I'd say start with Ragnor then move on to Madrak 1 or Grim 1, whichever appeals more, then Borka 2 or Grissel 2, ditto. Those are probably the ones to learn first.
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Post by ninjastars on Feb 20, 2018 19:30:16 GMT
Well after our update, champs and long riders got rebalanced to be in a good place. I'm running Ragnar with champs and long riders right now, and its working great. Ragnar mostly helps troops with his feat, but they REALLY like his feat, and a few strategically dug in long riders go a long way. Pulverizer on a brawler or Rok is a really solid bonus too. The other new tech is channeling through Mulg, so if you want to stick to Ragnar in POD, I've been meaning to try out a list with mulg and 2 bombers where you channel shockwave at heavies (or casters!) and then blow them up with the bombers.
I don't have experience with Madrak3, but there was some dude a few posts back that was running double long riders with him and loving it. The grissels would work great with them too.
Of course, the ultimate new tech is madrak1 with champs, in case you didn't know, but if you're feeling madrak3 or ragnar, there's tons of stuff to try with them.
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Post by Big Fat Troll on Feb 20, 2018 19:31:22 GMT
Madrak 3 is not truly terrible, he's just weird. He doesn't always have a niche and might not be a great choice for newer players.
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Post by grabsnikk on Feb 20, 2018 21:43:29 GMT
Madrak 3 is not truly terrible, he's just weird. He doesn't always have a niche and might not be a great choice for newer players. Yeah hes not terrible but he is all over the place.
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Post by deathbymelancholy on Feb 21, 2018 13:15:37 GMT
Just means you need a real plan for him, and clear goals for what you are going to use him for.
What do you all think of Ragnor's power level? I had never played him but was a bit astounded by his tools and the power of them. Throwing a POW 21 Brawler with beatback 14 inches in my first game with him really opened my eyes (seemed to catch my opponent off guard too when I plastered his caster). But I don't see him in any of the tournament pairs anywhere. Is it just a Madrak/Grima hotness issue, or does he have a glaring weakness that I have't seen yet?
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Post by greenjello on Feb 21, 2018 14:07:51 GMT
I've been running this with Madrak3. I think the most interesting thing about him is the Protective Aura, since it allows us to split our forces in a way we seldom do, because of the stone. The plan is to split forces onto either flank, with Madrak3 taking one unit of Champs, and the second unit and stone taking the other flank. I put the long riders in the middle, and they can go where they're most effective. | Trollbloods Army - 75 / 75 points [Theme] Band of Heroes
(Madrak 3) Madrak, Great Chieftain [+29] |
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[/b] [*]Earthborn Dire Troll [14][*]Trollkin Runebearer [0(5)][/ul]Horthol, Long Rider Hero [8]Trollkin Champion Hero [0(5)]Krielstone Bearer & Stone Scribes ( max) [9][/b] [/ul]Long Riders (max) [20]Trollkin Champions (max) [16][/font]][/b] [*]Trollkin Sorcerer (1) [3][/ul]Trollkin Champions (max) [16][/td][/tr][/tbody][/table][/td][/tr][/tbody][/table]
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skurkious
Junior Strategist
For Kith and Kriel!
Posts: 206
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Post by skurkious on Feb 21, 2018 17:59:52 GMT
Just means you need a real plan for him, and clear goals for what you are going to use him for. What do you all think of Ragnor's power level? I had never played him but was a bit astounded by his tools and the power of them. Throwing a POW 21 Brawler with beatback 14 inches in my first game with him really opened my eyes (seemed to catch my opponent off guard too when I plastered his caster). But I don't see him in any of the tournament pairs anywhere. Is it just a Madrak/Grima hotness issue, or does he have a glaring weakness that I have't seen yet? The weaknesses that I've found with him so far: 1. He wants to be a spell slinger based on his great spell list but he is only Fury 6. 2. His schtick is being countered in current metas. At least the last couple games I've played(Nemo 3, Bradigus) didn't care about knockdown or being pushed. 3. He's kind of boring. Not really a table weakness but I think it scares people away from him. The pluses are that he can really help deliver an army and his feat is faction wide instead of just battlegroup. Dig in on a stick can be super useful for protecting solos on flags as well as himself. He's just tanky enough that I feel comfortable leaving little fury on him(if he's dug in) with steady. Really, I think the change to Mulg has really opened him up though and people just haven't made it back to him yet.
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Post by Big Fat Troll on Feb 24, 2018 7:04:23 GMT
I've been running this with Madrak3. I think the most interesting thing about him is the Protective Aura, since it allows us to split our forces in a way we seldom do, because of the stone. The plan is to split forces onto either flank, with Madrak3 taking one unit of Champs, and the second unit and stone taking the other flank. I put the long riders in the middle, and they can go where they're most effective. | Trollbloods Army - 75 / 75 points [Theme] Band of Heroes
(Madrak 3) Madrak, Great Chieftain [+29] |
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[/b] [*]Earthborn Dire Troll [14][*]Trollkin Runebearer [0(5)][/ul]Horthol, Long Rider Hero [8]Trollkin Champion Hero [0(5)]Krielstone Bearer & Stone Scribes ( max) [9][/b] [/ul]Long Riders (max) [20]Trollkin Champions (max) [16][/font]][/b] [*]Trollkin Sorcerer (1) [3][/ul]Trollkin Champions (max) [16][/td][/tr][/tbody][/table][/td][/tr][/tbody][/table][/quote]This was a full-blown archetype briefly when Madrak 3 first came out. There was a guy on the old forums who used the handle SteelheadHunter and he was the first whom I knew of to do it, then I started playing it, then it just got overshadowed by other options. When the new scenario system started, I remembered the Dual Aura lists and I kept wanting to see if the ability to split the force would be as strong as I thought it might. Then we got Awaken the Stone and that sounds perfect for this strategy I just never got around to actually playing it. The other day I came up with this wacky thing and I do feel a need to try it. This is technically a Dual Aura variant even though I'm kinda just running the stone for the Northkin Elder as much as anything. SPD 7 Raiders and FE seems legit. I don't think there is a great need for the Stone Scribe Elder because of Spell Piercer and the sprays. conflictchamber.com/#c7201b_-0DgPc6jojq6G2Qff0ki-ezezj509 Trollbloods Army - 75 / 75 points [Theme] Kriel Company (Madrak 3) Madrak, Great Chieftain [+29] - Mountain King [36] - Pyre Troll [8] - Trollkin Runebearer [0(5)] Fell Caller Hero [0(5)] Feralgeist [2] Croak Raiders (min) [10] Krielstone Bearer & Stone Scribes (min) [6] - Northkin Elder [3] Northkin Fire Eaters [7] Northkin Fire Eaters [7] Northkin Raiders (max) [15] Trollkin Sluggers (max) [10]
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snoozer
Junior Strategist
Posts: 467
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Post by snoozer on Feb 25, 2018 11:30:16 GMT
I think Ragnor is amazing. His feat stops lots of alphas, while Erthborns with Rush and Pulverizer as well as Bombers do get Alphas on lots of things. Possible aid of Lanyssa gets you to +6". Alpha then feat is absolutely crippling for opponents. Bouncers on the other Hand Block things and need to be removed by the opponent (they can get very dangerous with a +6 damage Swing - stone, pulverizer, Rage). His nukes solve lots of issues. Knockdown is Best achieved if you Run a whelp then have the runebearer cast it in its back. That is super dangerous for things like Warpwolves. Removing upkeeps is also very helpful. Finally Mulg allows very Safe application of one nuke per turn. My "Standard" would look something like this: conflictchamber.com/#c7201b_-0bfL0r9DiRjp0h0jjq7d6R0l0mTrollbloods Army - 71 / 75 points [Theme] The Power of Dhunia (Ragnor 1) Ragnor Skysplitter, The Runemaster [+30] - Dire Troll Bomber [19] - Dire Troll Mauler [15] - Earthborn Dire Troll [14] - Mulg the Ancient [22] - Troll Axer [10] - Troll Bouncer [9] - Trollkin Runebearer [0(5)] Janissa Stonetide [0(4)] Troll Whelps [0(4)] Krielstone Bearer & Stone Scribes (max) [9] - Stone Scribe Elder [3] Add: feralgeist, swampgobbers for scenario Or Bouncer to basher, Add lanyssa and gobbers for aggressive scenario play
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Post by grabsnikk on Feb 25, 2018 19:36:29 GMT
Possible aid of Lanyssa gets you to +6". Not sure how Lanyssa and an Axer adds to +6", by my count thats only +4" unless you mean an Earthborn starting within 2" of terrain which may not always be the case.
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snoozer
Junior Strategist
Posts: 467
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Post by snoozer on Feb 25, 2018 20:11:18 GMT
Possible aid of Lanyssa gets you to +6". Not sure how Lanyssa and an Axer adds to +6", by my count thats only +4" unless you mean an Earthborn starting within 2" of terrain which may not always be the case. I have yet to play a game where i could not park the EBDT in rough terrain to threaten a zone. That is part of why he is so good in practice. There is a lot of rough terrain out there. With SR17 also nearer to the Center. Water is much rarer and obatructions happen sometimes, but they need to be at good landing Spots so that +2" harder to achieve. Also getting hunters Mark of for +6" is rare ("living the dream")
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