Post by she3pdog on Jun 20, 2022 15:54:16 GMT
Thank you for your report!
I had my first games last weekend since January 2020 and I didn't do too well. Therefore I have to change my lists (or at least get a second list, because taking part in a tournament with just one list isn't the best thing one can do).
Well, some questions regarding Rask:
1) You include Kwaak, Orin Midwinter and Witch Doc in your Rask lists. Can you explain, why these particular models?
2) you mentioned that a Mist Speaker will help against certain problem matchups. Can you explain this?
3) 2 out of 4 games I had to fight against Def 16+ (Madrak1 Champions and Bennet Flying Circus). What do you do against high Def? Is there any good solution in Minions?
4) You said that you tested Grim2 in Vengeance of Dhunia. I'm highly interested in this caster. Can you please tell us about the basics of the lists you tested?
Thanks in advance!
I'll answer these in order:
1) Kwaak is a great utility piece that can cast 2 spells on his card per turn. Typically this is 2 Enliven which can help you cheat trades with your heavies or back out of range of certain guns, particularly if you also have Hermit around to cancel the free strike. Kwaak is vital in matches against other battlgroup-centric lists to make sure you can get a 2-for-1 trade with your living heavies. Mudfoot, healing, and even his spray come up sometimes as well. Orin is there almost entirely for TK casters like Kreuger2 and Lukas as he can cancel spells cast at models within 3" of him. The Witch Doc mostly hands out ghostly which allows you to get your models into places that they might not otherwise be able to go, especially Malvin & Mayhem or other flying models as they can fly through enemy models without taking free strikes when they have ghostly on them.
2) Mist Speaker helps against lists that bring clouds. Lukas, Kreuger0, and Asphyxious4 are common enough that this can be problematic. He also increases Rask's RAT which is quite the boon for his gun while also providing a Call to Sacrifice model which is marginally beneficial.
3) High Defense can be difficult, and a good portion of why my lists are built the way they are is to account for this. Boomhowler3 and the Primal Archons in Rask's list all have knockdown weapons, Boomhowler3 can increase attack rolls of warrior models by 2, paralysis on Rask's gun, Shadowbind on the Primal Archons, and Murderous Intent for Barny0 and his Swamp Horror help out a lot. For Maelok, Mortality is a fantastic debuff that hands out -2 DEF and gives the effect to a whole unit which is particularly useful against the Flying Circus. You also have rerolls built into the Posse along with Barny0's henchmen rule which increases MAT for 1 posse unit by 1. Maelok's also got the Death Archons which can stationary things and natively have the ability to give themselves a MAT buff, the croc pot can hand out a reroll, and you still have Murderous Intent for Barny0 and his Boneswarm. On top of that, your opponent isn't likely breaking your armor if they're playing something like Flying Circus, so you are likely to go up on attrition even if the game ends up being a bit grindy.
4) Grim2 is a frustrating caster. He has a lot of tools that you'd expect to see on a quality caster like a threat range extenders (Mirage + Feat), hit fixers (Mortality, knockdown weapon, and feat), and a damage buff in Mortality. He's also available in Vengeance of Dhunia which gives him access to a large quantity of high-value solos and units. However, he has old-man stats, is a warlock unit (rules headache), is fury 6, and has no arc node in VoD. This makes him difficult to use despite having pretty good tools.
Minions
[Theme] Vengeance of Dhunia
[Grim 2] Hunters Grim [+29]
- Dire Troll Bomber [16]
- Gun Boar [7]
- Splatter Boar [8]
General “Thunderstone” Brug [4]
Dhunian Archon [6]
Dhunian Knot [0(6)]
Krielstone Bearer & Stone Scribes (min) [5]
- Northkin Elder [3]
Dez & Gubbin, Dynamite Duo [0(5)]
Malvin2 [0(5)]
Princess Delores Graciela [6]
Trollkin Gunnery Sergeant [3]
Farrow Brigands (max) [12]
- Farrow Brigand Warlord [4]
Farrow Razorback Crew [4]
Pyg Burrowers (min) [7]
Trollkin Champions (max) [16]
- Skaldi Bonehammer [3]
I'd like to mess with him a little more as it feels like there is something there to unlock, but ultimately other casters have my interest right now and the difficulty involved in trying to get him to work is not worth it to me presently. The basic idea is that you put Mirage on the Brigands turn 1. This gives them a respectable threat range (2" place, 5" + 1" walk w/ Brug, 10" gun + 4" Snipe feat) potential turn 2 that is hard to escape for their prey target, and if your opponent gets within 16", you can just aim with them with Brug around and get the +2 POW as well. The Pyg Burrowers are there to help get the +2 attack rolls for feat, and they have a respectable first turn on the board under feat with Snipe. Once your Brigands engage, swap Mirage to the Champs for a sweet 13" threat between Brug, Mirage, and the Northkin Elder. Most of the rest of the list is just good solos that like Grim's feat and Mortality. If I were to try it again now, I'd probably drop the Burrowers, Dhunian Archon and a solo to get 2 Barrage Teams in there. I'd really like to try to get Boomhowler3 or Ledfoot & Tredz in there as well to help him cast Mortality and retreat to safety.