Post by jarrow on Dec 22, 2017 7:04:01 GMT
First of all, I'm not salty, but I totally see why most people think Grissel1 is now poor lock. Feat used to be one of the best feats on MK2 and now it's just a joke. BUT I concentrate on good sides:
I made following list:
Theme: The Power of Dhunia
3 / 3 Free Cards 75 / 75 Army
Grissel Bloodsong, Fell Caller - WB: +29
- Trollkin Runebearer - PC: 0
- Earthborn Dire Troll - PC: 14 (Battlegroup Points Used: 14)
- Dire Troll Mauler - PC: 15 (Battlegroup Points Used: 15)
- Mulg the Ancient - PC: 22
- Troll Basher - PC: 7
- Troll Basher - PC: 7
Horgle Ironstrike - PC: 0
- Slag Troll - PC: 10
Troll Whelps - 5 Whelps: 0
Swamp Gobber Chef - PC: 1
Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9
- Stone Scribe Elder - PC: 3
Croak Raiders - Leader & 9 Grunts: 16
Idea is pretty simple. At first wave Grissel cast calamity through Mulg to enemy heavy or unit and Croaks do their job with rat8 pow13. Then Mulg Hoof's away from threat range. Croak riders are scary enough, that enemy have to kill them, and if Croaks killed the only unit that can do it, enemy have to use beasts/jacks. I have 6 beasts, that can all one-round heavyjack with rage, boundless charge and heroic ballad. Also Slag can wreck even colossals on his own with all buffs. (Slag do average 61p of damage to arm 21 with rage, calamity, heroic ballad, hot shot and free charge).
Played two games yesterday. First game was against Baldur2 where we both tested how hard Woldwrath actually is. Slag and Basher charged it and do 56p of damage (against arm23) and left if to 2 box. I was left behind on attrition (because Croaks were killed by crevasses) , but Baldur walked a little too close to me and too Mulg to his face. Dice+10 was too much.
Second game was against Dreamer. Croak riders killed Rattler on turn 2 and most of them was then killed by Skin&Moans. But opponent made huge mistake and left his second S&M so that mulg could charge first one and swing all clubs to second one. He missed 3 attacks and S&M was left alive. Luckily First one was optimal condition and Mauler could throw it to second one with grab'n'smash and killed both. We continue game couple of turns and opponent get quite bad assassination attempt, but mostly game was there. We ended game when I had lost croak riders and enemy had lost all his beasts and half Dead rots.
But overall I really liked the list (actually liked the list so much that it made me to tough decisions should I play it even on next tournament that I had planned to play Borka1-Borka2. But at least Grissel1 is really good backup list if I don't have time to paint all northkins). I really want to have Axer to list so Mulg could treat bit further. One option could be downgrade EDBT to axer and upgrade one basher to slag, but I really like how tough EDBT is.
- Hoof It and Heroic ballad are still same.
- Cacophony do not prevent charges any more, but stops now animis
- Spray has deafen and is magical
- She got boundless charge
- Calamity is de-buff, so minions can use it. It is also RNG10
- We have now an arc node
I made following list:
Theme: The Power of Dhunia
3 / 3 Free Cards 75 / 75 Army
Grissel Bloodsong, Fell Caller - WB: +29
- Trollkin Runebearer - PC: 0
- Earthborn Dire Troll - PC: 14 (Battlegroup Points Used: 14)
- Dire Troll Mauler - PC: 15 (Battlegroup Points Used: 15)
- Mulg the Ancient - PC: 22
- Troll Basher - PC: 7
- Troll Basher - PC: 7
Horgle Ironstrike - PC: 0
- Slag Troll - PC: 10
Troll Whelps - 5 Whelps: 0
Swamp Gobber Chef - PC: 1
Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9
- Stone Scribe Elder - PC: 3
Croak Raiders - Leader & 9 Grunts: 16
Idea is pretty simple. At first wave Grissel cast calamity through Mulg to enemy heavy or unit and Croaks do their job with rat8 pow13. Then Mulg Hoof's away from threat range. Croak riders are scary enough, that enemy have to kill them, and if Croaks killed the only unit that can do it, enemy have to use beasts/jacks. I have 6 beasts, that can all one-round heavyjack with rage, boundless charge and heroic ballad. Also Slag can wreck even colossals on his own with all buffs. (Slag do average 61p of damage to arm 21 with rage, calamity, heroic ballad, hot shot and free charge).
Played two games yesterday. First game was against Baldur2 where we both tested how hard Woldwrath actually is. Slag and Basher charged it and do 56p of damage (against arm23) and left if to 2 box. I was left behind on attrition (because Croaks were killed by crevasses) , but Baldur walked a little too close to me and too Mulg to his face. Dice+10 was too much.
Second game was against Dreamer. Croak riders killed Rattler on turn 2 and most of them was then killed by Skin&Moans. But opponent made huge mistake and left his second S&M so that mulg could charge first one and swing all clubs to second one. He missed 3 attacks and S&M was left alive. Luckily First one was optimal condition and Mauler could throw it to second one with grab'n'smash and killed both. We continue game couple of turns and opponent get quite bad assassination attempt, but mostly game was there. We ended game when I had lost croak riders and enemy had lost all his beasts and half Dead rots.
But overall I really liked the list (actually liked the list so much that it made me to tough decisions should I play it even on next tournament that I had planned to play Borka1-Borka2. But at least Grissel1 is really good backup list if I don't have time to paint all northkins). I really want to have Axer to list so Mulg could treat bit further. One option could be downgrade EDBT to axer and upgrade one basher to slag, but I really like how tough EDBT is.