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Post by Big Fat Troll on Nov 13, 2017 22:27:49 GMT
conflictchamber.com/#c7201b_-0bfLjn9DiRjp0hjqhm7d6R0Nfl0l0mTrollbloods Army - 75 / 75 points [Theme] The Power of Dhunia !!! Your army contains a pre-release entry. (Ragnor 1) Ragnor Skysplitter, The Runemaster [+30] - Dire Troll Brawler [16] - Dire Troll Mauler [15] - Earthborn Dire Troll [14] - Mulg the Ancient [22] - Troll Axer [10] - Trollkin Runebearer [0(5)] Gremlin Swarm [3] Janissa Stonetide [0(4)] Troll Whelps [0(4)] Farrow Brigands (min) [9] - Farrow Brigand Warlord [4] Krielstone Bearer & Stone Scribes (max) [9] - Stone Scribe Elder [3] When we were debating the usefulness of the Brawler, I argued that the one warlock best able to use him was Ragnor. I built this list to demonstrate that, it's just that I originally had two Brawlers if only to prove my point. Here I have replaced the second one with a Gremlin Swarm and minimum Brigands. I think that might give me a better scenario game.
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gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Nov 14, 2017 5:32:51 GMT
I mean if you want to play a Ragnor list built for scenario, I have the ULTIMATE getup for you:
War Room Army
Trollblood - Ragnor KC
Theme: Kriel Company 3 / 3 Free Cards 75 / 75 Army
Ragnor Skysplitter, the Runemaster - WB: +30 - Trollkin Runebearer - PC: 0 - Mountain King - PC: 36 (Battlegroup Points Used: 30) - Pyre Troll - PC: 8
War Wagon - PC: 16 War Wagon - PC: 16
Fell Caller Hero - PC: 0
Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7 Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9 - Stone Scribe Elder - PC: 0 Pummeler Crew - Gunner & 2 Grunts: 6
THEME: Kriel Company ---
GENERATED : 11/13/2017 08:57:43 BUILD ID : 2054.17-11-04
>Top of 1 run >Top of 2 run and feat >Krielstone for no incorporeal so their only way in is through your arm 21 impervious flesh models >Score on bottom of 2 >Score on top of 3 win >GG EZ take a nap before the next round
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Post by Big Fat Troll on Nov 14, 2017 21:58:09 GMT
I've tried that list, though, and I still think it's too gimmicky and too easily shut down. They have two whole turns to stop you, and in that time you probably haven't killed more than a few grunts, tops. Most of the time it would still be very hard to completely block off all of the zones. And you've used your feat, and maybe they haven't. IMO more realistic is that you'll get an early jump to be up about 1 or 2 CP and then have a hard time holding onto that lead as the armor-cracking list that they probably dropped tears you to shreds.
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