|
Post by Trollock on Jun 28, 2018 12:17:39 GMT
I remember playing against him in MK2, and he was quite annoying with the pillars. Now those seem fairly weak though, but perhaps not? Then we have Creavasse that is pretty good against infantry, and a pretty cool spell for Geomancy, but magic ability 6-7 means that you will likely have a bit of trouble hitting infantry en masse. Curse of Shadows seem a good no-brainer. Not complaining about that one. Mirrage is nifty, especially for ranged models that ppl run and engage, but it is also fine as a threat extender in general. Infantry that relies on charging like it a lot since they can more easily "re-charge" a model they are in melee with. Sunhammer seems super weak, but i can see it being good against especially warbeasts, who have been damaged and healed in one aspect. A bit of russian roulette there, but nothing you can count on. The feat seems good against hordes and almost entirely pointless against warmachine. Sands of fate seems like a super corner case spell, but it could win you games by allowing you to score. I guess my problem is that i have no idea where to start when looking at his card. Should you go BoO and focus on Geomancy? Living warbeasts and protect them against shooting with cover on demand? Just play guns? It is really not obvious to me what he is meant to do... I built a Bones list just for the heck of it: conflictchamber.com/#c8201b_-0p4w4QjGjFjF4H4Hg4g45gc95e5e5f5y5fCircle Army - 75 / 75 points [Theme] The Bones of Orboros [Mohsar 1] Mohsar the Desertwalker [+27] - Megalith [20] - Wold Guardian [16] - Woldwarden [14] - Woldwarden [14] - Woldwyrd [9] - Woldwyrd [9] Blackclad Stoneshaper [0(3)] Blackclad Stoneshaper [0(3)] Blackclad Wayfarer [0(4)] Gallows Grove [2] Sentry Stone & Mannikins [5] Sentry Stone & Mannikins [5] Shifting Stones [3] - Stone Keeper [2] Shifting Stones [3] My idea was to have enough shooting (together with Curse) to threaten heavies at range. Then i have plenty of Geomancy and Mannikins to threaten infantry. Mirrage goes on a unit of mannikins to allow them to aim and disengage. The single stone keeper is there to be the "i need my caster to be over there right now"-solution, since he can run 12" and i can place there. I only have one Arc node, and that might not be enough, who knows? Its possible that the Guardian should be another Warden and an arc node. What have you guys tried? Same things or completely different?
|
|
|
Post by 36cygnar24guy36 on Jun 28, 2018 12:26:11 GMT
I hard talk of him being played with a Celestial Fulcrum to get to Magic ability 9
|
|
|
Post by macdaddy on Jun 28, 2018 12:32:02 GMT
I have an old Mohsar Tactica from early MK3 on him. A lot of it still applies today, just some upgrades with the fulcrum and such! lormahordes.freeforums.net/thread/468/macdaddys-mohsar-tacticaIts a bit dated but Maybe Ill update it Today or this weekend if I get time . He is arguably one of my favorite casters to play edit: Wow that is dated -___- defanitly updating for themes and such. Ok so a quick run down: 1: Weapons: Mohsar has a good gun. You wont use it often, but in a theme like devo host or Wild hunt you can leverage it to good effect. He is also Rat 6 base so with sand he can port, aim, and spray at rat 8! (9 if you have a fulcrum though only applicable in secret masters and bones.) 2: Spells: He has a great spell list, --Sands is not my favorite spell, but it threatens a nasty assassination with an argus and a good gunline. --Curse of shadows is a solid damage buff and our faction appreciates a solid damage buff. --Pillars can be game breaking, or be way to easy to remove. Gunlines really crap on them, they are best utilized in an all melee army or into beast/jack bricks --Don't underestimate Sunhammer, Into lists with BG's that have 5 or more heavies, the chip damage really adds up overtime. --Crevasse is an amazing infantry hate and scalpel spell. You can even crevasse a friendly model to spray down something hard to reach. --Mirage is great, a nice threat increase or un-jamming spell. 3: Feat: its kind of bad...actually its really bad. Opponents can play around it and it does little at all into warmachine because most jack lists have lots of ways to allocate outside of power up. Into hordes it has some silly potential to ruin an opponents day, but its more annoying than game changing. 4: Themes: He plays well with all our themes in my opinion. But I prefer him in bones. --Bones: He gains access to the fulcrum, making him Fury 9 for accuracy, and rat 7 on the spray, which are both amazing and mean he can safely not boost against most targets. This helps him with fury as he tends to spend everything. It also gives him access to more crevasse for infantry hate, and he makes the wolds hit really hard. He runs a solid combined arms gunline there. --Wild Hunt: I would only build for assassination here. Take reeves, a few war wolves, some purebloods and wyrds, and at least 1 argus. Sands of fate to within 2" of caster, Bark, spray, (maybe even curse if you have the fury). Proceed to shoot it to death. -Devo Host: He helps deliver the army with the pillars as cover, (do not play into guns though...) Mirage is strong on any unit in the theme making them threat really far. (ravagers threat 13"!) He also helps with hitting power and can use sands to threaten assassination. Finally, he dies to a stiff breeze, so always camp and be super aware of random assassinations. 14/14 is a terrible statline. (This is another reason why I play him in bones)
|
|
|
Post by streetpizza on Jun 28, 2018 13:12:18 GMT
A few synergies for Mohsar: - Druid wilder essentially makes him a fury 9 caster since you will always be upkeeping either mirage, sunhammer or CoS. This is one of the casters I actually like her with. - The wild argus animus is pure money with Mohsar. Got a high def enemy caster you want to burn down. Run a grunt next to the caster, sands in, cast the animus and then sands back out. You'll blow most of his stack but if this is the gambit then you're trying to end the game anyway. - Gallows groves are his prime way of getting his spells up field. Its not unusual to have two or more gallows with Mo - Fulcrum as previously mentioned for that sweet sweet Fury 9 casting - Sacrificial units. Be it bloodtrackers, bloodweavers, or wolves of orboros are all good to have around as sands targets. - Sunhammer + slaughter housers. Turns out that having a unit with finisher is really good when you can do auto damage to jacks and beasts. Also note that sunhammer is great into match ups like the 9 slayers list, power of Dhunia, call of the wild, Amon ect. The damage doesn't sound like a lot but when you add it up over multiple turns across multiple jack and beast activations it becomes significant. Its not a tool for every match but when it works it shines (heh!) - Pillars should not be relied upon however they can create order of activation head aches for your opponent. Only use them when you have spare fury and want to be annoying. How I would currently build for him: conflictchamber.com/#c8201b_-0q4w4B5l4zjFc9c95j5j4S5s4S5s4U4WCircle Army - 74 / 75 points [Theme] The Wild Hunt [Mohsar 1] Mohsar the Desertwalker [+27] - Warpwolf Stalker [19] - Wild Argus [7] - Feral Warpwolf [18] Gallows Grove [2] Gallows Grove [2] War Wolf [2] War Wolf [2] War Wolf [2] Reeves of Orboros (max) [16] - Reeve of Orboros Chieftain & Standard [0(4)] Reeves of Orboros (max) [16] - Reeve of Orboros Chieftain & Standard [0(4)] Wolves of Orboros (max) [11] - Wolves of Orboros Chieftain & Standard [4] conflictchamber.com/#c8201b_-0j4w4O5K4zc9c94Z5q525w525wCircle Army - 75 / 75 points [Theme] The Devourer's Host [Mohsar 1] Mohsar the Desertwalker [+27] - Feral Warpwolf [18] - Ghetorix [21] - Wild Argus [7] Gallows Grove [2] Gallows Grove [2] Tharn Bloodtrackers (max) [16] - Nuala the Huntress [4] Tharn Ravagers (max) [16] - Tharn Ravager Chieftain [0(5)] Tharn Ravagers (max) [16] - Tharn Ravager Chieftain [0(5)]
|
|
|
Post by Trollock on Jun 28, 2018 13:15:48 GMT
Thanks for the rundown!
I had not considered the Argus. Very good point there.
|
|
|
Post by macdaddy on Jun 28, 2018 13:28:01 GMT
Thanks for the rundown! I had not considered the Argus. Very good point there. A good opponent will see it coming, But its basically projecting a 18" bubble of Nope from Mohsar that a caster has to either avoid or be super cautious playing in
|
|
|
Post by paradox on Jun 29, 2018 20:45:19 GMT
Until we hit CID, and Dev Host list with tharn hearts but no Death Wolves to claim them looks like a mistake to me. Sure you dont want to wedge em in?
|
|
|
Post by macdaddy on Jun 29, 2018 22:15:58 GMT
Until we hit CID, and Dev Host list with tharn hearts but no Death Wolves to claim them looks like a mistake to me. Sure you dont want to wedge em in? I would always take death wolves. They even hit hard with Curse up. I struggle to take any dev host list without them honestly.
|
|
|
Post by jisidro on Jun 30, 2018 9:08:13 GMT
Sands cam also be used to prevent charges from garg/dangerous guys... It's 6 fury but perhaps worth it.
Feat is... Seriously underwhelming.
|
|
|
Post by phantomsig on Jul 30, 2018 1:50:15 GMT
Hi team!
Mohsar has been appealing to me for a while now, and with the CID on its way id like to start thinking and planning now. The biggest criticisms i have heard are his feat and pillars of salt.
Feat So in my mind this is a match up based feat, Arkadius for example is a common sight and i believe this feat is a hard counter to, am i wrong? Ossrum also suffers from a need for focus, so potentially removing power up during a key turn would be nice, then you have your normal nounspam lists that need to be catered for.
Pillars of salt I think not relying on these at all, but keeping them in mind as an option (again, against things mentioned in this thread) is the way to go. Slayer spam for example doesn't have a huge range of removal of these items (ranged arc nodes and spells). If one pillar takes up the activation of one slayer, then yay right?
That all being said, am i better off barking up a different tree?
|
|
|
Post by macdaddy on Jul 30, 2018 11:36:58 GMT
Hi team!
Mohsar has been appealing to me for a while now, and with the CID on its way id like to start thinking and planning now. The biggest criticisms i have heard are his feat and pillars of salt.
Feat So in my mind this is a match up based feat, Arkadius for example is a common sight and i believe this feat is a hard counter to, am i wrong? Ossrum also suffers from a need for focus, so potentially removing power up during a key turn would be nice, then you have your normal nounspam lists that need to be catered for.
Pillars of salt I think not relying on these at all, but keeping them in mind as an option (again, against things mentioned in this thread) is the way to go. Slayer spam for example doesn't have a huge range of removal of these items (ranged arc nodes and spells). If one pillar takes up the activation of one slayer, then yay right?
That all being said, am i better off barking up a different tree?
Ok so here are some tips: Feat:Particularly a smart opponent will be very careful with his Fury until you feat. With Arkadius, He will most likely not spend any until after he shoves all the heavies in your face. There are some primary uses for the feat I leverage that are match up dependent. 1: Trading: If you get the alpha, kill some heavies, then when your opponent commits what is left, Feat after he retaliates and buy yourself a 2 Turns for trading. (One for retaliation, the other for after his beasts and caster a useless) 2: Assassination: Warlocks caught by your feat have no way at all to gain fury. If you see a warlock who is naked or only camping one, You can feat and set up the assassination for next turn. This is difficult, but can be potent when used properly. 3: Resource denial: Into warmachine, the feat is pretty bad. Osssrum does not like losing Power up, but he has his feat to literally just face tank and kill you anyway. He should have enough shooting (esp with fire for effect) to remove pillars with ease. In general, I think you may be disappointed with Moh into Ossrum. If you really want to leverage this aspect of the feat, try looking at ways to make models stationary, or Knock them down. With your feat up, its very likely those jacks will be useless for a turn. Pillars:
Keep in mind with pillars that most opponents have the ability to remove them. In fact, most of the time they will remove them. But the key is making them expend the resources to remove them. Pillars soak attacks, they put forward a small puzzle for your opponent to sole, putting pressure on their clock, and order of activation. It takes a lot of practice to learn how to apply them, but I cast the spell every game. Its a very important aspect of his toolkit. There are also some other cute uses for them 1: Using them at targets for sprays to get through Cloud-walls or to scalpel key models 2: Frenzy targets for heavies 3: Use them for slams and throws for the additional die of damage. Once you put Moh on the table, you'll see how use-full pillars can be. Just use them with the mindset of "my opponent will remove them" But make sure that you are forcing your opponent into awkward and detrimental situations in order to clear them.
|
|
chuggyg
Junior Strategist
Posts: 474
|
Post by chuggyg on Jul 30, 2018 12:50:20 GMT
Spells his name Mohsar, for one.
|
|
unded
Junior Strategist
Posts: 760
|
Post by unded on Jul 30, 2018 14:09:53 GMT
Biggest thing to learn with Mohsar is that his pillars get stronger the longer the game goes on.
For a long time I kept trying to get real use out of his pillars on turn#2 and #3, and was constantly disappointed. Early on your opponent simple has too many resources for the pillars to be of much use. Later in the game, after there's been some serious piece-trading, suddenly those pillars begin to shine as you can take take 1-2 pieces out of the game for a turn every turn. Your best bet is to actually forget that pillars exist until turn #4, and then frustrate your opponent to hell thereafter.
|
|
|
Post by macdaddy on Jul 30, 2018 17:03:22 GMT
Biggest thing to learn with Mohsar is that his pillars get stronger the longer the game goes on. For a long time I kept trying to get real use out of his pillars on turn#2 and #3, and was constantly disappointed. Early on your opponent simple has too many resources for the pillars to be of much use. Later in the game, after there's been some serious piece-trading, suddenly those pillars begin to shine as you can take take 1-2 pieces out of the game for a turn every turn. Your best bet is to actually forget that pillars exist until turn #4, and then frustrate your opponent to hell thereafter. While the effectiveness of pillars increases as your opponent loses resources, I do think it’s inportant to use them throughout the game as they are your primary source of denial and protection.
|
|
unded
Junior Strategist
Posts: 760
|
Post by unded on Jul 30, 2018 18:18:35 GMT
I find if I rely on them for denial in the early turns I lose trades as a solo or a boosted spell removes a pillar I was relying on. Early on they’re good for wasting a resource or two, but usually my opponents can make a plan with a resource that wouldn’t have done anything anyway
|
|