View Full Version : eDoomy - 35 pts. Please lend a hand
02-09-2010, 02:43 PM
Enlightened that Goad works on friendly models, I have got new hope for Mulg and Doomshaper. Right now the list is a mess so please help me shape it into a fine tool of war.
Kriel Warriors (min) 4
Fennblades (max) 8
Bushwhackers (min) 5
Plan is simply to have the trollkin to the front, dire trolls in the second line and Bushwhackers deal with any trouble or control the board a little. When it gets time to lock lines the Whelps will get into positions from where I can get most out of Goad and Overtake.
Edit: Changed UA into WA which was an old typo and added tag, to make it more clear for Whicken's iBodger project.
02-09-2010, 03:04 PM
drop the kriels for KSBs with UA they will protect your army better
02-09-2010, 11:10 PM
You advice me to have them running up front, or trailing behind? The role I have planned for the trollkin is to take incoming flak and block charge lanes to the warbeasts.
02-10-2010, 07:30 AM
The KSB is a must, maybe you could switch it with the Fennblades or the Kriels?
02-10-2010, 09:21 AM
My experience is I play too defensive when using the KSB with some heavy beasts. I'd rather like to run the units in front and warbeasts behind. What I read between the lines is one unit to the front will be enough. As you want to help me that info would be good to have.
02-10-2010, 09:31 AM
drop whelps for an SSC, e doomy can handle two beasts, with the KSB and tale of mist your fenns will have added survivability, plus then they can wreck in combat with mulg or play jack support for a mauler. Then yes, just them infront might be enough, obviously you need to play test.
02-10-2010, 09:39 AM
I suggest dropping the kriels for the full stone as well. Remember that doomy loves beasts much more than infantry, and if you loose one heavy your out of the game there.
Drop the fenns for a light beast like the axer, and another pack of whelps or farrow bone grinders.
02-10-2010, 09:40 AM
i disagree with dropping the fenns, if he like em im sure we can find a way to keep em, though i do agree with adding an axer so its very tough
02-10-2010, 09:50 AM
The Axer will be considered once I have been in a situation where it's assets is missed. Until then it won't be in the list.
02-10-2010, 09:59 AM
I'll second the nomination for the SSC you can put Tale of Mists on the Fenns to keep them alive longer. If you do want the KSB drop the KW for them and use them in a similar fashion... though I think Id rather have a KW speed bump even if it is a min unit.
Honestly I'd take your same list and drop the whelps to add a full unit of KW but thats just preference in the way I run the warriors. For me they die horribly, on purpose, to allow me to get into position and screw with my enemies ability to do the same thing.
02-10-2010, 11:00 AM
The point about the Whelps is they can be positioned where Mulg can make a Goad from them at a critical time. I could use Kriel Warriors, but they risk making a Tough roll at the wrong time, costing Mulg a point of fury.
I had a game recently (before 29th of January) where Mulg almost had the enemy warcaster. Unfortunately I was short by 2 or 3 millimeters. Had I been able to run a Whelp forward Mulg could have charged it, then been Goaded another 2", contact the enemy infantry unit and finally use Overtake and/or Goad to get into contact with the warcaster.
02-10-2010, 12:00 PM
so what is your list currently looking like, thow up a second draft so we know what your working with now that were a little into conversation.
02-10-2010, 05:39 PM
Second the call for KSB and SSE rather than kriel warriors
Just charge your beasts out of the KSB aura when you can inflict critical damage from edoomie's feat. Besides, they're fearless and get in the way almost as well... It's just Doomie gets +2 ARM from them... And you can stop eDoomie from dying to fire, lol. Frail old trolls do not like fire.
02-10-2010, 11:36 PM
The backbone of the list is:
I need to spend 18 points on units, that will help the dire trolls deliver the package. I can see I wasn't quite clear about what I saw as a mess. It's the units that I can't quite figure out.
When I played with some melee infantry (10) during FT, they got shred a tad too fast, though they grabbed all attention for one turn. I want for my infantry to deal with any troublesome enemies that can hinder the warbeasts from slaughtering the important targets.
Bushwhackers are very useful for adding ranged attacks to the army and acting as a distraction.
Kriel Warriors are our cheapest unit. They are really good for posing an immediate treat that cannot be ignored.
Fennblades are more expensive, but Vengeance means they have to take heavy casualties for one turn, or they will make the opponent pay. They also have a longer threat range than Kriel Warriors, and with Reach they can each engage and lock down several models.
There are more units of course but those are not quite what I am looking for, the Champions are too expensive for the sacrificial task they'll get. KSB are nice, but nothing more. Last time around they weren't needed (and gobbling down Whelps will make up for the lack of Protective Aura most of the time, if needing to heal).
Have I explained myself better now?
02-10-2010, 11:43 PM
Yes you have.
If the role of your infantry is board control I would go for Kriel Warriors, they can fill up a serious amount of space on the table. So what you will have to do is use the Kriel warriors to decide where your opponent is going, or more importantly where he is not going. Mulg should then make sure that you get the caster kill.
If you are not playing caster kill, the list will not work so well, as you will have a hard time against infantry armies, and lacking some serious staying power.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.