Post by streetpizza on Oct 29, 2017 9:58:52 GMT
So with the wold CID changes pending and after a year hiatus I'm pretty excited to come back to my first love Circle. There's obviously a ton of power in Bones and Call has its own special appeal but I loves me some infantry and want a horde list to pair with the beast heavy stuff going on in the other two themes. This got me thinking about another one of my MKII love affairs, Morvahna2.
The way I see her in MKIII is as a heavy infantry support piece that applies pseudo damage buff through scales and generally makes life miserable for your opponent since he'll have to kill everything twice. Alternatively you could also make a case for a strong ranged list leveraging scales for damage buffing but I don't think you can get the most out of the feat that way.
This leads me to Devourer's Host or The Wild Hunt (we don't talk about secret masters ... EVER!!!! ... because its secret ... shhhhhh)
Kreuger1 obviously does a stellar job of running DH double ravager and this could be effective here to but I think I can do something different with Morv. That is use wolf riders and/or blood pack.
I know I know ... stay with me though.
Morv can't really help the ravagers that much since they'll outpace her bubble for scales pretty quickly and they don't like carnivore that much since it interferes with corpse colleciton. One unit is still going to be good though since feating back a unit with tough and no knockdown for a second round of chargring is a beautiful thing. Intead I think Morv can really leverage scales to get the most out of weapon master ranged attacks and pow 13 bows.
conflictchamber.com/#c8201b_-0jcG5K5lfr545i5icK525w56
Circle Army - 74 / 75 points
[Theme] The Devourer's Host
(Morvahna 2) Morvahna the Dawnshadow [+27]
- Ghetorix [21]
- Warpwolf Stalker [19]
Bloodweaver Night Witch [4]
Tharn Ravager Shaman [0(5)]
Tharn Ravager White Mane [0(5)]
Tharn Ravager White Mane [0(5)]
Tharn Blood Pack (max) [18]
Tharn Ravagers (max) [16]
- Tharn Ravager Chieftain [5]
Tharn Wolf Riders (max) [18]
Fog of war delivers the list and then you settle in for the grind using the ravagers as a frontline delay unit keeping one model WAYYYYY back so that when they die you get the entire unit back to do it again and the blood pack and wolves skirmish and have their (hopefully minor) losses replaced on the same turn. Carnivore goes on Gehtorix or the stalker to help them get work done and heal Morvahna.
Stay away from high armor spam lists and this should have play. Bones or Call will handling the armor skews anyway. I see this having play in opposing ranged infantry lists or any infantry dependent builds like exemplar, cats, Madrak1 ect ...
Some tweaks here would be to work in ravager unit #2 or 2x blood weavers as some cheap fodder. Blood trackers may also have play under scales but I wasn't getting much done with them in early MKIII so I'm a little gun shy on them now. A set of shifting stones would also be great here as would hutchuk. Might work them in with future iterations.
My second list for her is built on the quantity is its own quality mentality. Wild hunt with just a ton of bodies to drown your opponent in.
conflictchamber.com/#c8201b_-0qcG4B4M4z5f5ocp5ocp4U4W4U4W4U
Circle Army - 74 / 75 points
[Theme] The Wild Hunt
(Morvahna 2) Morvahna the Dawnshadow [+27]
- Gorax Rager [7]
- Pureblood Warpwolf [17]
- Wild Argus [7]
Shifting Stones [3]
Warpborn Skinwalkers (max) [15]
- Warpborn Skinwalker Alpha [0(4)]
Warpborn Skinwalkers (max) [15]
- Warpborn Skinwalker Alpha [0(4)]
Wolves of Orboros (max) [11]
- Wolves of Orboros Chieftain & Standard [0(4)]
Wolves of Orboros (max) [11]
- Wolves of Orboros Chieftain & Standard [4]
Wolves of Orboros (max) [11]
Thought process here is that the skins lead the way and soak the charge making my opponent lead with something that can handle arm 16/18 8 wound models. Follow up with weapon master charges feating back the dead skins and then following up with the feated models after the wolves die. Layering the feated models is pretty critical as that allows them to actually deal with the loss of their action the round they come back.
The battle group here is mostly to add some extra utility and a little bit of punch where required. The majority of the lifting should be handled by the weapon masters and P+S 14 charge attacks from the skins with spikes from scales. The stones are there to port Morv forward for scales so that she can retreat using repo 5" during her activation. Scales damage healing should never be a problem since Skinwalkers take carnivore so well and A LOT of wolves will be killed each turn.
Possible changes here are to lose the third wolves unit entirely and add in war wolves a gallows grove or upgrade the battle group. Alternatively losing a unit of skins and putting in reeves could also work but I'm really trying to maximize the feat turn. I also like the thought of getting Eilish in here and double punishing opponents for having upkeep spells out on the field. Damage would really start to wrack up quickly on some of the more upkeep heavy casters unless they're willing to let the spells go.
My heart is set on the wild hunt list but I think the host list will perform better. I'll be testing this out and letting you guys know how it goes.
Now to find a second unit of skin walkers +UA somewhere ...
The way I see her in MKIII is as a heavy infantry support piece that applies pseudo damage buff through scales and generally makes life miserable for your opponent since he'll have to kill everything twice. Alternatively you could also make a case for a strong ranged list leveraging scales for damage buffing but I don't think you can get the most out of the feat that way.
This leads me to Devourer's Host or The Wild Hunt (we don't talk about secret masters ... EVER!!!! ... because its secret ... shhhhhh)
Kreuger1 obviously does a stellar job of running DH double ravager and this could be effective here to but I think I can do something different with Morv. That is use wolf riders and/or blood pack.
I know I know ... stay with me though.
Morv can't really help the ravagers that much since they'll outpace her bubble for scales pretty quickly and they don't like carnivore that much since it interferes with corpse colleciton. One unit is still going to be good though since feating back a unit with tough and no knockdown for a second round of chargring is a beautiful thing. Intead I think Morv can really leverage scales to get the most out of weapon master ranged attacks and pow 13 bows.
conflictchamber.com/#c8201b_-0jcG5K5lfr545i5icK525w56
Circle Army - 74 / 75 points
[Theme] The Devourer's Host
(Morvahna 2) Morvahna the Dawnshadow [+27]
- Ghetorix [21]
- Warpwolf Stalker [19]
Bloodweaver Night Witch [4]
Tharn Ravager Shaman [0(5)]
Tharn Ravager White Mane [0(5)]
Tharn Ravager White Mane [0(5)]
Tharn Blood Pack (max) [18]
Tharn Ravagers (max) [16]
- Tharn Ravager Chieftain [5]
Tharn Wolf Riders (max) [18]
Fog of war delivers the list and then you settle in for the grind using the ravagers as a frontline delay unit keeping one model WAYYYYY back so that when they die you get the entire unit back to do it again and the blood pack and wolves skirmish and have their (hopefully minor) losses replaced on the same turn. Carnivore goes on Gehtorix or the stalker to help them get work done and heal Morvahna.
Stay away from high armor spam lists and this should have play. Bones or Call will handling the armor skews anyway. I see this having play in opposing ranged infantry lists or any infantry dependent builds like exemplar, cats, Madrak1 ect ...
Some tweaks here would be to work in ravager unit #2 or 2x blood weavers as some cheap fodder. Blood trackers may also have play under scales but I wasn't getting much done with them in early MKIII so I'm a little gun shy on them now. A set of shifting stones would also be great here as would hutchuk. Might work them in with future iterations.
My second list for her is built on the quantity is its own quality mentality. Wild hunt with just a ton of bodies to drown your opponent in.
conflictchamber.com/#c8201b_-0qcG4B4M4z5f5ocp5ocp4U4W4U4W4U
Circle Army - 74 / 75 points
[Theme] The Wild Hunt
(Morvahna 2) Morvahna the Dawnshadow [+27]
- Gorax Rager [7]
- Pureblood Warpwolf [17]
- Wild Argus [7]
Shifting Stones [3]
Warpborn Skinwalkers (max) [15]
- Warpborn Skinwalker Alpha [0(4)]
Warpborn Skinwalkers (max) [15]
- Warpborn Skinwalker Alpha [0(4)]
Wolves of Orboros (max) [11]
- Wolves of Orboros Chieftain & Standard [0(4)]
Wolves of Orboros (max) [11]
- Wolves of Orboros Chieftain & Standard [4]
Wolves of Orboros (max) [11]
Thought process here is that the skins lead the way and soak the charge making my opponent lead with something that can handle arm 16/18 8 wound models. Follow up with weapon master charges feating back the dead skins and then following up with the feated models after the wolves die. Layering the feated models is pretty critical as that allows them to actually deal with the loss of their action the round they come back.
The battle group here is mostly to add some extra utility and a little bit of punch where required. The majority of the lifting should be handled by the weapon masters and P+S 14 charge attacks from the skins with spikes from scales. The stones are there to port Morv forward for scales so that she can retreat using repo 5" during her activation. Scales damage healing should never be a problem since Skinwalkers take carnivore so well and A LOT of wolves will be killed each turn.
Possible changes here are to lose the third wolves unit entirely and add in war wolves a gallows grove or upgrade the battle group. Alternatively losing a unit of skins and putting in reeves could also work but I'm really trying to maximize the feat turn. I also like the thought of getting Eilish in here and double punishing opponents for having upkeep spells out on the field. Damage would really start to wrack up quickly on some of the more upkeep heavy casters unless they're willing to let the spells go.
My heart is set on the wild hunt list but I think the host list will perform better. I'll be testing this out and letting you guys know how it goes.
Now to find a second unit of skin walkers +UA somewhere ...