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Post by emb on Oct 10, 2018 5:54:59 GMT
conflictchamber.com/#c7201b_-0Gfnc6jpjq0l0miZiZezezTrollbloods Army - 75 / 75 points [Theme] Storm of the North [Doomshaper 3] Hoarluk Doomshaper, Dire Prophet [+26] - Mountain King [36] - Mulg the Ancient [22] - Trollkin Runebearer [0(5)] Krielstone Bearer & Stone Scribes (max) [9] - Stone Scribe Elder [0(3)] Northkin Bear Handlers & Battle Bears [10] Northkin Bear Handlers & Battle Bears [10] Northkin Fire Eaters [7] Northkin Fire Eaters [7] Using the POD, Trogs, Mulg thread as inspiration, I played a Doomy3 list with Ambushers against a Caine2/Gravediggers list (so basically worst case scenario as far as Grievous Wounds goes) and I actually really liked it. It had only one problem: For as much work as the Trog Ambushers did (and they really did. I think they and a lone Earthborn managed to keep the left zone in Standoff clear for 3 CPs) they're just not Trolls. So I'm thinking SotN for the bears and then going comparatively light on the battlegroup. The MK does MK things with almost complete impunity on Doomy's feat turn. Mulg does the same if there is no GW or he hides behind the MK and casts arcane vortex as needed if there is. Fire Eaters clear infantry as required. Bears keep things nice and central for the MK. Bears can also be placed to keep them protected from being focused by an opponent during Doomy's feat. It seems to me that I'm gaining a lot more with this list than I'm losing compared to a more traditional D3 POD list. There is a distinct lack of solos, but that is mitigated somewhat by MK-generated whelps. Other than that, are there any problems to this list? Ways to improve it?
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Post by moridamn on Oct 10, 2018 14:57:44 GMT
So, the short answer is yes, you are crazy.
However, I could see where this list could be viable. It's going to struggle with a lack of solos, especially early on if they aren't hitting MK. I might give this list a try and see how it plays out. My biggest concern is the smaller model count compared to some other SotN lists, but the list has sprays for days with double FE and MK, so it could clear alot of infantry potentially.
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joedj
Junior Strategist
Posts: 513
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Post by joedj on Oct 10, 2018 23:38:53 GMT
You won't lose on deathclock time out!
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Oct 11, 2018 0:10:30 GMT
That infantry signs&portents minifeat is going to be really brutal, too! It may be crazy, but I think there is a good chance it is the smart kind of crazy. Please report the results when you try it!
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Post by emb on Oct 26, 2018 20:57:37 GMT
Played this against a Xerxis2 Bronzeback/Gladiator brick on The Pit (so solos didn't matter). My opponent was so excited about how fast his stuff was that I was able to get Unminding off on his lone Gladiator on the top 2 after he had moved everything with the assumption that he would have access to Pathfinder. The game went downhill for him from there. I play against him somewhat regularly and frankly, he was having an awful day and needed a beer and a nap so I'm not reading too much into this.
That said... It felt good. I won the roll and went first. The Fire Eaters and Bears tied up his heavies on his side of the table so I was able to save the feat for the top of 3 and he was unable to get enough damage off on the MK at that point that he conceded after his final remaining Bronzeback frenzied, leaving him with no way to kill the MK (which was sitting on 36 boxes at that point). I'd be interested in a rematch since I honestly think that Unminding in this particular match up played just as big of a role as the Feat and allowed me to play farther forward with Mulg and the King than I maybe otherwise would have been able to (although at the same time, he'd be stuck in a position where he needs to keep his Gladiator out of the fight for as long as Mulg is alive to channel as well.) In summary: Too soon to tell, but early results (even accounting for a seemingly perfect storm) are positive.
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