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Post by Big Fat Troll on Dec 4, 2018 2:22:16 GMT
What do you think of this as an (admittedly extreme) answer just in case dudespam gets out of hand? Granted, Band of Heroes would answer mass Tough or a need for RFP, but for sheer volume of attacks, well... I guess Kriel Company is good for something. And of course, sprays are harder to resist than blast damage. Hot swapping Fortune might answer Rocketmen well enough. Spell Piercer sounds good here, and it lets the SSE not be missed. Since the Wagons and MK are the only models that need the aura and they are all huge bases, Madrak can maybe get by with it averaging a little smaller. And his feat might even be worth something if the Scats are allowed their Tough rolls. The Mountain King is really just there so I can actually kill an opposing colossal or the 2 to 3 heavies that dudespam lists still have. It could just as easily be any of the Kings, and I can see arguments for any of them. conflictchamber.com/#c7201b_-0DgPc6jq6G6G6t7r6t7rhUhUTrollbloods Army - 75 / 75 points [Theme] Kriel Company [Madrak 3] Madrak, Great Chieftain [+29] - Mountain King [36] - Trollkin Runebearer [0(5)] Fell Caller Hero [0(5)] Fell Caller Hero [0(5)] Scattergunners (max) [14] - Scattergunner Officer & Standard [4] Scattergunners (max) [14] - Scattergunner Officer & Standard [4] War Wagon [16] War Wagon [16]
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Post by datboi on Dec 4, 2018 18:39:16 GMT
I don't hate it as much as I thought I would.
How much work do you think you'll get out of the aura? You're effectively FURY 7 with the bearer, and if you cast spell piercer (2), activate aura (1), and upkeep fortune (1) you're sitting on 3 fury. If you're swapping fortune then you're down to a measly 1. You really only want the aura for madrak, the king, and the wagons though.
Thoughts on cloud or forest walls?
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Post by Trollock on Dec 4, 2018 19:16:16 GMT
They can target each other to bypass cloud walls B)
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Post by gobber on Dec 4, 2018 19:23:44 GMT
Thoughts on cloud or forest walls? Forest walls would still be a problem, but Clear! lets you spray through cloud walls with impunity by targeting your own scattergunners.
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Post by Trollock on Dec 4, 2018 20:00:44 GMT
Almost nothing handles a forest wall too. One just has to accept them unless one is playing vyross or tharn basically (i play tharn XP)
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Post by datboi on Dec 4, 2018 20:10:51 GMT
Yeah, I knew about the scatter gunner trick using clear. You still have 68 points tied up in 3 models that won't ignore the clouds. Maybe you just shoot a scatter gunner and accept that he might die
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Post by disgruntledwargamer on Dec 4, 2018 20:40:16 GMT
This would be my core for sprays:
Theme: Kriel Company 2 / 3 Free Cards 75 / 75 Army War Wagon - PC: 16 War Wagon - PC: 16 Fell Caller Hero - PC: 0 Fell Caller Hero - PC: 0 Scattergunners - Leader & 5 Grunts: 8 - Scattergunner Officer & Standard - Officer & Standard: 4 Scattergunners - Leader & 5 Grunts: 8 - Scattergunner Officer & Standard - Officer & Standard: 4 Pyg Lookouts - (max): 10
Krielstone (min) and elder: 9 ----- Mix and match your warlock and beast load. I like lookouts with Scattergunners because RAT 5 sucks. Clear prevents lookouts from dying. I tend to run the scats with an ARM reducing warlock because unboosted POW 12 is meh. It works for light infantry, but not so much elsewhere. Believe it or not, Grissel1 is helpful with Scattergunners, because of quick work and Calamity.
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Post by gobber on Dec 4, 2018 21:27:14 GMT
The king and wagons have enough tools into clouds that they can often find something to do; killshot/dual attack can be effective against model targeted cloudwalls or they can target off scattergunners when faced with the trencher/caster cloud variety. Most of the caster cloudwalls are <12" so wagons deployed on the flanks may still get LOS.
Maddy3's other tactic against forest walls and impermeable clouds is to just feat and run those scattergunners forward to jam up whatever's behind that wall.
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Post by macdaddy on Dec 4, 2018 22:00:43 GMT
Almost nothing handles a forest wall too. One just has to accept them unless one is playing vyross or tharn basically (i play tharn XP) Mage sight baby. I’m telling you Grim2 is gonna come back big
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Post by Big Fat Troll on Dec 4, 2018 22:17:13 GMT
If it's not Wurmwood, you might be able to just get Pathfinder from the Fell Callers and walk into 3 or 4-inch AOEs so you can shoot out of them.
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Post by Big Fat Troll on Dec 4, 2018 22:37:43 GMT
Now how could I forget the Lookouts? If I did this with Grim, I would keep the second wagon and drop the second Scattergunners instead, but let's face it, Madrak is never going to keep both wagons in his aura and he wants the two units more. Grim would also want the stone, but Mad 3 can bring in Hutch for more Ambush, Rust, and Quake. I like this better already, so thanks. conflictchamber.com/#c7201b_-0DgPc6jq6G6GfCj06t7r6t7rhUTrollbloods Army - 75 / 75 points [Theme] Kriel Company [Madrak 3] Madrak, Great Chieftain [+29] - Mountain King [36] - Trollkin Runebearer [0(5)] Fell Caller Hero [0(5)] Fell Caller Hero [0(5)] Hutchuk, Ogrun Bounty Hunter [6] Pyg Lookouts (max) [10] Scattergunners (max) [14] - Scattergunner Officer & Standard [4] Scattergunners (max) [14] - Scattergunner Officer & Standard [4] War Wagon [16] And I suppose that Bushwackers instead of the second unit could work if you want a 4 point solo instead of Hutch, which would almost certainly be the Mist Speaker. While I'm tweaking, do you think the Mountain King is the best choice? Or should it be the Sea King or Glacier King instead? The GK has easily the best gun unless you're worried about immunity to cold. The Sea King brings a little board control but mainly he would have an easier time getting into melee past all those grunts.
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Post by datboi on Dec 5, 2018 0:13:16 GMT
Really? You think the GK gun is better than the MK? I find the GK gun pretty disappointing in general
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Post by Big Fat Troll on Dec 5, 2018 0:50:02 GMT
Really? You think the GK gun is better than the MK? I find the GK gun pretty disappointing in general Well, I am used to running it with the Northkin Elder...
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Post by datboi on Dec 5, 2018 16:17:47 GMT
Yeah, but even at pow 16 it seems underwhelming because of having to buy the 2 shots. Only leaves you room for 3 boosts if you go completely full, which has its own issues.
I guess you could make the argument that -most- things you're shooting at you only need to either boost to hit or boost damage
Edit: and you only get the pow 16 if you're going for the cold damage aura, which can be a hard choice
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Post by Big Fat Troll on Dec 18, 2018 8:09:20 GMT
Actually, I think the way to go is the Sea King. I would need a plan for dealing with shield wall troops and I can see how the 4-inch reach on the anchor would get more mileage out of Spellpiercer. Against a colossal, I could jam in some Scattergunners so the King could reach it but not vice versa. The animus might also be handy.
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