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Post by 3xhume on Apr 6, 2017 5:38:10 GMT
Hello All,
Actually im new to the forum but have been playing WMH on and off for almost a decade. I have a pretty big collection of Khador and Cryx. They will remain my primary factions in WMH.
So im branching to hordes and somehow has locked my choice to Trollbloods. What im reaching out in Trollbloods maybe a little bit different to common approach. Im looking to build shooty Trolls!!
I have done a bit of research and surprisingly trolls can do shooty and the options are quite many. Even legions which should be the shooty faction of hordes, dont have the number of options available to trolls (at least for warlock selections).
So i have decided to pick the Trollblood all in one army box 2017 and i want another centerpiece which led me to GLACIER KING!!
Damn, he is a beautiful model! But somehow i found very very little references about him. In my opinion, he can be a good shooty platform or at least on paper he is. 3 shots @ Pow 14 are quite good (based on behemoth experience). My lock for GK will be Gunnbjorn and Calandra, maybe Grim2. Gunnbjorn has guided fire, Calandra does seem stupidly insane with GK's concealment, bullet dodger, and Star Crossed!
So my new comrades, i want to have your opinion and also gaming experience with Glacier King. How would you use him? Is he a good buy? Competitively good?
Thank you very much.
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Post by Blargaliscious on Apr 6, 2017 6:19:26 GMT
Hello fellow Kommander!
Yes, the Glacier King is a pretty cool looking Gargantuan, and the Mountain King can be pretty good looking to when painted right. My vote for "Kewlest Looking Gargantuan" will always be the Archangel, though.
I don't know how well the Glacier King plays, but if you want to play a Glacier King, I say go for it! You might want to look around to see what synergizes with it well, though.
Speaking of synergizing, if you really want to play Gunnbjorn (which I encourage you to do if you're going shooty) I encourage you looking at the Dire Troll Blitzer and Dozer & Smigg. Dire Troll Bombers are nice also. If you use them and try to recreate Gunnbjorn's theme army from Mk2 I think you will have fun. (I sure did!) And the look on your opponent's face when you plop a handful of Dire Trolls on the table is *priceless*.
Here is a list I just posted in another thread. There is a lot of internal synergy in the list and I can't wait to run people over with it.
Trollbloods Army - 75 / 75 points [Theme] The Power of Dhunia
(Gunnbjorn 1) Captain Gunnbjorn [+28] - Dire Troll Blitzer [16] - Dire Troll Blitzer [16] - Dire Troll Bomber [19] - Dire Troll Bomber [19] - Dozer & Smigg [18] Trollkin Runebearer [0] Troll Whelps [0] Troll Whelps [0] Krielstone Bearer & Stone Scribes (min) [6] - Stone Scribe Elder [3] Dhunian Knot [6]
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Post by Trollock on Apr 6, 2017 7:53:18 GMT
The GK works very well with the casters you proposed. He is quite nice with Grissel 2 (she knocks things down), Horgle 2 (he likes a gargantuan, and +2 ARM makes the animus more useful), Doomy 1 (if some one gets too close, he punches them and makes them stationary during their turn) and so on. Many lists can run a GK to reasonable effect. I have one with Madrak 3 with two GKs that has worked surprisingly well.
Oh, and Make sure you read the fine print on Bullet Dodger. Yes, you CAN put it on Calandra, but you can actually put it on a beast now. A heavy Warbeast with DEF 14 and Dodge under Star crossed is simply incredible. If you are worried about ppl shooting calandra, it is probably easier to just block LoS with the GK and something else.
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Arcaux
Junior Strategist
Posts: 724
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Post by Arcaux on Apr 6, 2017 8:38:12 GMT
The main problem with the Gk is the range of his gun at 12 inches. Gunnbjorn and Grim2 fix that and so are excellent choice for it.
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Post by 3xhume on Apr 6, 2017 12:20:34 GMT
The main problem with the Gk is the range of his gun at 12 inches. Gunnbjorn and Grim2 fix that and so are excellent choice for it. Not only these two locks can give snipe. Isnt that you can have them through bomber and impaler? So i dont think GK's problem is his range
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Post by 3xhume on Apr 6, 2017 12:33:01 GMT
The GK works very well with the casters you proposed. He is quite nice with Grissel 2 (she knocks things down), Horgle 2 (he likes a gargantuan, and +2 ARM makes the animus more useful), Doomy 1 (if some one gets too close, he punches them and makes them stationary during their turn) and so on. Many lists can run a GK to reasonable effect. I have one with Madrak 3 with two GKs that has worked surprisingly well. Oh, and Make sure you read the fine print on Bullet Dodger. Yes, you CAN put it on Calandra, but you can actually put it on a beast now. A heavy Warbeast with DEF 14 and Dodge under Star crossed is simply incredible. If you are worried about ppl shooting calandra, it is probably easier to just block LoS with the GK and something else. Good advice here. I saw your sticky thread too Trollock. Horgle2 only synergy with gargantuan is his +2 arm buff even though it is a very good one. ARM23 gargantuan is hard to finish. But i dont see any benefit that horgle2 can bestow to the beast. And can we know your madrak3 list? In my eyes, all madraks are infantries lock. Thanks for the bullet dodger tip.
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Post by 3xhume on Apr 6, 2017 12:33:17 GMT
doublepost
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Apr 6, 2017 12:42:51 GMT
Not only these two locks can give snipe. Isnt that you can have them through bomber and impaler? So i dont think GK's problem is his range Bomber and Impaler animus is a spellcaster only spell. That means the only models with access to it are the warlock and the bomber/Impaler. In comparison, rage is a range 6 spell. A warlock or mauler (or mountain king) can cast rage on another war beast within 6 inches (it may read friendly faction model rather than just beast). With rage all beasts get access to the rage effect, but only the mauler/MK/warlock can cast the spell.
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Post by Trollock on Apr 6, 2017 13:09:52 GMT
Good advice here. I saw your sticky thread too Trollock. Horgle2 only synergy with gargantuan is his +2 arm buff even though it is a very good one. ARM23 gargantuan is hard to finish. But i dont see any benefit that horgle2 can bestow to the beast. And can we know your madrak3 list? In my eyes, all madraks are infantries lock. Thanks for the bullet dodger tip. Well Horgle 2 can also punch his huge base twice, doing roughly 0 damage and then trigger his chain attack, burning any nearby infantry to death, and putting any nearby heavies on fire so that the feat will be in effect. Also, the GK shooting becomes really good on the feat turn. It can shoot 3 fully boosted shots (assuming something lit up the target first) and then still have enough fury to put up his animus for next round. A GK with animus up who is NOT one rounded (and ARM 23 makes that hard) is terrifying. Alternatively, you can have Fire Starter on the GK early game, and have it light 3 things on fire on the feat turn for other things to murder. There are several small but great synergies here. Ill add the Madrak 3 list in question to my "random list" thread shortly.
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Post by 3xhume on Apr 6, 2017 14:08:40 GMT
Not only these two locks can give snipe. Isnt that you can have them through bomber and impaler? So i dont think GK's problem is his range Bomber and Impaler animus is a spellcaster only spell. That means the only models with access to it are the warlock and the bomber/Impaler. In comparison, rage is a range 6 spell. A warlock or mauler (or mountain king) can cast rage on another war beast within 6 inches (it may read friendly faction model rather than just beast). With rage all beasts get access to the rage effect, but only the mauler/MK/warlock can cast the spell. Yes, i didnt see that far strike is now range of self... thanks for the correction
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