|
Post by phantomsig on Jul 31, 2018 5:08:01 GMT
Thanks everybody , so i am not severely hampering myself by giving him a go? Or will i have an easier time with a different caster?
|
|
|
Post by macdaddy on Jul 31, 2018 13:26:03 GMT
Thanks everybody , so i am not severely hampering myself by giving him a go? Or will i have an easier time with a different caster? He is not easy to play, but he is certainly viable and workable at a Local Level. He takes a while to learn and get used to. Particularly learning how to keep him safe while still being active is tough. But You'll do fine I find if I rely on them for denial in the early turns I lose trades as a solo or a boosted spell removes a pillar I was relying on. Early on they’re good for wasting a resource or two, but usually my opponents can make a plan with a resource that wouldn’t have done anything anyway ' You have to expect your opponent will remove them, its a matter of how much effort can you force your opponent to go through to accomplish it that matters. Don't use them to protect a heavy or anything, but using them to deny board space, or force an opponent to move a certain direction is more than enough.
|
|
unded
Junior Strategist
Posts: 760
|
Post by unded on Jul 31, 2018 14:30:05 GMT
That's a good way to look at it. I usually prefer spending his FURY early on to boost a curse or a crevasse. Sometimes even getting fancy with a sands-shoot-crevasse-sands if I'm feeling brave (read: "minimal ranged assassination threat or great LOS-blocked hiding space"). That move is viable surprisingly often if you play him in Wild Hunt. phantomsigYou will almost definitely have an easier time with any other caster. That being said, you're unlikely to have as much fun - Moh is just loads of fun, and has a serious amount of depth behind his nasty learning curve. I recommend giving him a go, and keeping at him for at least 3 months. Take with a grain of salt (hehe), I started Circle purely because I wanted to play Mohsar, so I'm very biased.
|
|
|
Post by phantomsig on Aug 2, 2018 22:27:18 GMT
Hey guys, played my first game with Mohsar with pre-cid Tharn. I had an amazing time! lots of fun indeed. Still considering how he will go in the tournament scene, but the Tharn were solid with him. Pillars of Salt was an inconvenience for my opponent, and the Sands of Fate Dopler Bark interaction won me the game (Rocketmen are less scary at base def 5). Forgot Mirage on the bloodtrackers as well as Sunhammer (which would have actually been relevant! Twice!) -_-, but i'll remember for next time. Will see how life progresses with him
|
|
|
Post by macdaddy on Aug 2, 2018 22:56:05 GMT
Hey guys, played my first game with Mohsar with pre-cid Tharn. I had an amazing time! lots of fun indeed. Still considering how he will go in the tournament scene, but the Tharn were solid with him. Pillars of Salt was an inconvenience for my opponent, and the Sands of Fate Dopler Bark interaction won me the game (Rocketmen are less scary at base def 5). Forgot Mirage on the bloodtrackers as well as Sunhammer (which would have actually been relevant! Twice!) -_-, but i'll remember for next time. Will see how life progresses with him What was your list?
|
|
|
Post by phantomsig on Aug 2, 2018 23:15:31 GMT
List below conflictchamber.com/#c8201b_-0j4w4B5l4zc9c954544Z5q4_525w525wCircle Army - 75 / 75 points [Theme] The Devourer's Host [Mohsar 1] Mohsar the Desertwalker [+27] - Gorax Rager [7] - Warpwolf Stalker [19] - Wild Argus [7] Gallows Grove [2] Gallows Grove [2] Tharn Ravager Shaman [0(5)] Tharn Ravager Shaman [0(5)] Tharn Bloodtrackers (max) [16] - Nuala the Huntress [4] Tharn Bloodweavers [8] Tharn Ravagers (max) [16] - Tharn Ravager Chieftain [0(5)] Tharn Ravagers (max) [16] - Tharn Ravager Chieftain [5] Bloodtrackers are a must IMO Gorax Rager could probably be replaced, but the list does lack in armour cracking. Ravagers were solid. Hard to remove, and one unit killed a heavy (gave them all the corpse tokens). The Shamans i feel are a 1:1 must get for ravagers. Arc node didn't get used, but solos for scoring and the option if i needed them is good. Bloodweavers were used for sands of fate, bloodtrackers were tied up. I think they are an include, as stealthed contesting models never hurt. Getting the battlegroup right and having all the tharn is difficult. I look forward to the CID as having two heavies would be good, but i don't know how to fit in two heavies and an argus.
|
|
|
Post by macdaddy on Aug 2, 2018 23:29:39 GMT
Looks good Keep in Mind CiD rules for ravagers would make them Pow 17 on the charge with curse of shadows! Trackers are great sands targets and can also crack heavies Ghetorix can replace the stalker post CiD as well. He goes down to 19 and you won’t need primal to trade with himwhivj fixes your gorax issue
|
|
|
Post by phantomsig on Aug 3, 2018 2:38:16 GMT
Nice! Surprisingly at 8 fury i find myself fury strapped with all the upkeeps and pillar and caster squishyness. Do we know if the Tharn UA has Arcane Support? (Arcane repeater would be nice too...).
Are we also expecting a cost decrease to ravagers?
|
|
unded
Junior Strategist
Posts: 760
|
Post by unded on Aug 3, 2018 6:26:59 GMT
Nice! Surprisingly at 8 fury i find myself fury strapped with all the upkeeps and pillar and caster squishyness. Don't forget that Mohsar hurts his battlegroup for an extra FURY, so he practically has 9 FURY every turn.
|
|
|
Post by phantomsig on Aug 20, 2018 2:38:24 GMT
Heya! Am i onto something valid here? Feral: With mirage, can threat 14. Just a big old beatstick Scarsfell: The animus could keep the old guy alive, plus i have enough fury to keep the old guy fully stocked to begin with. Bloodweaver Night Witches: Stealth solos for flags, and have the grievous wounds should i need them Totem Hunter: I really want to maximize that sweet prey, really putting the pressure on key solos. Alternatively, i'll just run this guy into the back lines. Ravagers are my main line, with UAs and Solos for support. Bloodtrackers: Awesome, skipping Nualla until CID conflictchamber.com/#c8201b_-0j4w4O5H4zfrfrc954544n4Z525w525wCircle Army - 75 / 75 points [Theme] The Devourer's Host [Mohsar 1] Mohsar the Desertwalker [+27] - Feral Warpwolf [18] - Scarsfell Griffon [8] - Wild Argus [7] Bloodweaver Night Witch [4] Bloodweaver Night Witch [4] Gallows Grove [2] Tharn Ravager Shaman [0(5)] Tharn Ravager Shaman [0(5)] Totem Hunter [6] Tharn Bloodtrackers (max) [16] Tharn Ravagers (max) [16] - Tharn Ravager Chieftain [0(5)] Tharn Ravagers (max) [16] - Tharn Ravager Chieftain [5]
|
|
|
Post by jisidro on Aug 20, 2018 8:58:56 GMT
The Feral missile is great and scraps mist stuff in the game... But for the fact that it is an 18pt non-pathfinder missile... CID will likely solve the pathfinder issue but it'll be an expensive missile anyway. Not saying it makes him bad, just saying it's too expensive to blindly trade.
|
|