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Post by beardowski on Nov 30, 2018 15:47:12 GMT
I am planning to use Kriel warriors as a screen unit. I would like to know how everyone on the forum runs them. Should they be kept lean and mean, or should they take the Kriel Warrior Standard & Piper, Caber Thrower, or both? How else are you using the unit itself, besides screening and objective holding?
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Post by moridamn on Nov 30, 2018 15:56:36 GMT
I run them with borka1 to give them Arcane Ward and Fell Caller to bump their mat to respectable levels. I like adding the UA since repo and rise have come up, but your mileage may vary. Cabers are nice, especially with unit wide buffs and SotN stone.
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bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Nov 30, 2018 17:01:42 GMT
I played max unit with nothing else back when Madrak2 was broken (primarily as grim salvation targets) . Now I have considered 2 max units with no UA or WA, with Madrak3 as a spam/jam list to get as many bodies on the table as possible. I do like the UA and would fit it in if the points come out for it in the end, but the caber is not worth it imo.
If you only use them for screening (which I think is the only correct use for them), I would keep it cheap. Takedown is not uncommon out there, so spending 14 or even 20 points for a screen seems too much.
What is your list?
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Post by macdaddy on Nov 30, 2018 17:11:55 GMT
Madrack 3 has a cute spam list with them to abuse the feat. Horgle2 can get them to silly levels of arm.
They also are good in storm of the North because the cold stone makes them hit pretty respectably hard.
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Post by beardowski on Nov 30, 2018 17:25:36 GMT
If you only use them for screening (which I think is the only correct use for them), I would keep it cheap. Takedown is not uncommon out there, so spending 14 or even 20 points for a screen seems too much. What is your list? I have been working out a rough idea for this list with another Troll Player in my local meta drawing from models that I own. I think I would like to drop the Kriel Standard for a different support piece. I also understand Madrack would possibly be the better fit for this, but would like to give it a go with Grim1 first. I am also wondering if the runebearer is necessary for this list. The overall idea is buffs and debuffs. Theme: Band of Heroes 3 / 3 Free Cards 72 / 75 Army Grim Angus - WB: +29 - Trollkin Runebearer - PC: 0 - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19) - Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 10) Fell Caller Hero - PC: 0 Stone Scribe Chronicler - PC: 0 Kriel Warriors - Leader & 9 Grunts: 11 - Kriel Warrior Standard & Piper - Standard & Piper: 3 Trollkin Fennblades - Leader & 9 Grunts: 15 - Trollkin Fennblade Officer & Drummer - Officer & Drummer: 5 Trollkin Long Riders - Leader & 4 Grunts: 20 Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6 - Stone Scribe Elder - PC: 3
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Post by macdaddy on Dec 1, 2018 2:02:12 GMT
Runebearer is a must with Grim1. Mantrap on a stick, +2 Control and Harmonious are all really powerful buffs for grim to have.
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Post by beardowski on Dec 1, 2018 2:55:54 GMT
Runebearer is a must with Grim1. Mantrap on a stick, +2 Control and Harmonious are all really powerful buffs for grim to have. Very solid point!
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Post by beardowski on Dec 1, 2018 2:59:23 GMT
I am thinking double fell callers, over the 1 fell caller and 1 kriel standard may be more useful for the army as a whole, and add a bit of helpful buffs to the kriel warriors at the same time.
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Post by Trollock on Dec 1, 2018 8:00:00 GMT
I dislike kriels together with fennblades. It presents a question to your opponent: "should i kill the super fast modelst that murder infantry, or should i kill the slow models that kill nothing"? Most opponents will then kill the febnblades first and safely save the kriels for later. It sort of encourages them to play correctly If you have some serious buffs for kriels they will start reaching reasonable levels, but just throwing a random unit in there seems weak, ESPECIALLY if you add expensive and worthless attachments to them. Maxrak 2 can bring 3-4 units of them, and the guys who actually make it to melee can make a showing there with bloodfury abd +2 to hit. Cant think of any other instance where they seem viable to me
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Post by allinontrolls on Dec 1, 2018 15:43:49 GMT
I tried them as a screen for my garg against non shooting lists and that worked good. 11 points for 10 dudes is really cheap and they help delivering slow units like champions. I will try them next week as tarpet unit again to stay alive in scenario play.
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Post by macdaddy on Dec 2, 2018 14:47:27 GMT
Madrack 2 in Storm of the north does seem like an interesting build for them. Spammy conditional Weaponmasters.
Granted fenblades do the same thing...but are more expensive.
I still think madrack3 with a bazillion of the Units is the way to go. I think Kriel warriors are best when taken in packs heh
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Post by Big Fat Troll on Dec 2, 2018 16:52:52 GMT
Madrack 2 in Storm of the north does seem like an interesting build for them. Spammy conditional Weaponmasters. Granted fenblades do the same thing...but are more expensive. I still think madrack3 with a bazillion of the Units is the way to go. I think Kriel warriors are best when taken in packs heh I think betting the farm on Tough is not wise, though. It's unreliable on its own, even en masse, and there are so many things that just shut it down now, even before Doom Reavers, let alone after. And sadly, Madrak 3 doesn't quite work. His kit doesn't gel and his feat is too unreliable and weak.
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Post by ryssen2 on Dec 3, 2018 9:52:04 GMT
Madrack 2 in Storm of the north does seem like an interesting build for them. Spammy conditional Weaponmasters. Granted fenblades do the same thing...but are more expensive. I do not believe they are more expensive. Only on the card, but not on the table. Kriel warriors cant really reliably reach the oponent and only threats 9 inches in the list. They run to engage 11. 10/12 in SOTN. Fennblades threaten 11 base. 13 with minifeat, and 16 with vengeance. It is a matter of 6" difference between where you need to be with the kriels compared to the fennblades to do damage. This is also assuming you have no rough terrain in the way, as the kriel warriors do not have a minifeat to mitigate that. Its the difference between needing to be well in a zone to threaten toeing models, to being 4" outside. In any reasonable game you are most running to engage with the kriel warriors you have left after a round of shooting. I am confident in saying that it is easier to deliver more hurt with the fennblades compared to the kriel warriors and that the cost of running kriel warriors is higher than the fennblades in terms of bang per buck. I have tried the kriel warriors in some different lists and every time they are not good enough as everything they do needs fixing. Mat 5 is abyssmal, speed 5 is not good, pow 10 is sucky, reach 1 is not impressive, arm 15 is nothing to write home about. The points cost at that isnt that impressive either, Id rather have raiders for 2 points more in a SOTN list, which for 2 points gives you better mat, AD, pathfinder, better def, a ranged attack, better PS, better speed, quick work.
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jarrow
Junior Strategist
Posts: 274
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Post by jarrow on Dec 3, 2018 10:33:02 GMT
How do you run your Kriel Warriors? Old kriel warriors are quite good paperweights, but plastic ones can't do even that job. And cabers are even worst than regular ones. 2p is just 50% too much.
11p for 10 models is best use for them (sadly). On Horgle2 I could see running full unit, but Tuffalos are still just better option.
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Post by Trollock on Dec 3, 2018 13:28:56 GMT
ryssen2Well said. But raiders are 4 points more expensive, arent they?
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