View Full Version : Make me buy Mulg
grim89
12-10-2009, 06:51 AM
With Mkii in full swing ive found that my go-to caster for most of my games has shifted from grim to doomshaper (pdoomy more often but epic is also fun). I'm known in my gaming group for running excessively beast heavy even when i shouldnt. (last night i ran a 35 point list with 2 heavies and 3 lights against menoth).
so yeah, i love beasts, and now that i love doomshaper so much ive been considering picking up his "pet mountain", however, his rules and stats just seem slightly underwhelming to me at first look. I mean, yes, he is an beat-stick of nigh incomparable level, but i could just pay 2 points less for a mauler that is just slightly less beatstick, but has a viable animus and a can actually move slightly faster than, you know, dead people.
i know AYGTET has the potential to push him along, but the rule just seems so fiddly. i mean, with his large base size how often is he really able to move "directly" towards the boxed model?
my point is, if anyone feels like singing the praises of mulg, thats exactly what i need to hear right now. what are some nice things about him? any good stories to go with it? with christmass fast approaching my wallet is sadly low in funds. if you can, someone convince me to drop the 50 bucks on this model.
Silopolis
12-10-2009, 07:07 AM
I'll watch this thread with interest, but I likely wouldn't buy Mulg until I see his final rules. Experience with the Warmachine Field Test taught me that if I'm already iffy about the model, I should wait until the final rules to see what happens to it. I'm currently glad I didn't buy two more Stalkers, for instance. :)
Personally, never having played him, I kinda wish they'd give him AYGTET as an animus and then give him Snacking, or something. I'd also be interested in a KSB-type buff (though not necessarily the same as the KSB) coming from the mountain on his back. As a beatstick, though, he's impressive, just not necessarily as impressive as the EBDT in my mind. There seem to be few things that wouldn't give the EBDT close to or equal to Mulg's P+S, but on two fists... and the things that wouldn't get him that high don't need POW that high to kill them... not to mention that the EBDT can be faster, better armored, and higher Def, depending on the situation, has Pathfinder, and can grant Elemental Communion to someone else. The EBDT also Snacks when it kills a living model, so one good Trample (perhaps with Carnage or Wild Aggression?) can refill a damaged EBDT, where the more diet-conscious Mulg wouldn't benefit nearly as much.
Honestly, I can see where AYGTET gives Mulg some threat range, but I'd give it up in a heartbeat for Snacking, and considering everything else, I can't imagine that would make him overpowered at +1 point cost over the Earthborn, or +2 over the fantastic Mauler/Blitzer.
simply put mulg is the best beat stick we have. ps 18, reach, mat 7, fury 5 is very amazing. those stats are likely to not change, and if they do they would go up in my opinion.
he's also the fastest beast we have. with aygtet he can move 8 inches before his activation. with careful placement of your own warrior models you can get him around corners and into places your opponent doesn't see coming.
he is phenomenal. when combined with the axer he gets better due to en animus and with edoomie his threat range is on the level of the escar nightmare silliness.
a common story about mulg. in my first field test game with him, i took an axer and edoomie the rest isn't important to the story. as the game progressed i had wild aggression on him and was trying to angel for a shot at my opponent's caster. on the feat turn mulg got rush to come out of some woods and eat a welp who was 3.5/4 inches away, then charged a foot across the table pulped a gorax and then cruger who was behind it on three of his 6 club swings.
even with his completely situational animus he is amazing.
Poise
12-10-2009, 07:41 AM
My main concern with him is compared to the other three named warbeasts (I know we really aren't suppose to compare via factions), he is very lack luster for special rules, style, fluff, etc. and not very enticing to use or purchase. As a named character model he just doesn't have enough depth even though he may be a close balance to the other three play wise.
Silopolis
12-10-2009, 07:48 AM
Flavor-wise, I wish he had more. It'd be neat if he had some kind of Dire-Troll buffing animus, like, "Dire Trolls within 5 inches of Mulg gain +2 MAT" or "Remove 1 Fury from Dire Trolls within CMD" or something like that. Soothing Song is 1 Fury for all warbeasts within 14" of Calendra, so 2 Fury for all Dires within 6" of Mulg wouldn't be too overpowered, I'd say, even with the ability to double-dip. It'd just mean that Calendra + Mulg = relatively docile Dires.
I think I'd have loved to see an Alpha Warbeast ability on him, like the way the Bronzeback affects other Titans or how Molik Karn affects Cyclopes. Mulg is THE LEADER of the Dire Trolls, the eldest of them all. He should have some effect on the other Dires, if they wanted to keep to the fluff.
As it is, he's a Mauler with Reach, no Chain Attack or Snacking, and free Rage on the club. He looks kinda fun, but he lacks character, and it's tough to imagine spending CAN $65 on him.
Zombied00d
12-10-2009, 07:52 AM
I'm not much of a painter, but for what it's worth: Mulg is a JOY to paint. There's just so much cool stuff on him.
I think to a certain extent he's kind of like the Slag and the Winter. When I saw the promo pics, I wasn't super enthusiastic, BUT once I got him home and started working on him, he was just a ton of fun to work on.
Splog
12-10-2009, 09:00 AM
How about Fury 6? That'd make him stand out :-D
I'd like to see his current animus spruced up a bit and moved to being a 'force to activate' ability for just him.
An animus that is an animus, not a "magic pile of stones" ability. "Ravenous Hunger" would be characterful, but what it would actually do....
And to a lesser extent, lose AYGTET and replace with good ol' snacking.
sepher32
12-10-2009, 09:28 AM
Be careful when asking to replace AYGET with snacking. As of right now, despite the cheesy way its used, its probably the best ability on his card. It gives him 4'' of additional threat range making him our biggest threat range beast (18'' with eDoomie and an Axer). If he loses AYGET he becomes in reality, what his stat line already suggests, really really slow. Snacking is great and all, but its not in the same league as AYGET.
If you don't think AYGET is that good then whelps need to be in your lists more, stand one out in front of Mulg 3.99'' between him and something he wants to kill and have doomshaper, or pretty much anything walk up and squish the whelp. If you're waiting on your opponent to make this ability work wonders for you, you will wait a long long time. Its also still effective once Mulg is in the enemy lines, if there's anything left of them, he can use AYGET during his own activation after hitting something with the club a couple inches away he can AYGET over to it like a free Goad.
If he does lose AYGET in its current incarnation, he will probably need to be boosted to speed 5 but then he really starts to look like a Mauler who picked up a tree and got too old to cast Rage. AYGET is his signature ability and my guess is it might change but I doubt it will be removed.
But onto the actual subject of the post. Mulg is the model that pointed me to trolls in the first place, he just looks really damn cool. But if you're more of a substance over appearance type, the afforementioned 18'' threat range (that can go around obstacles) is somewhat compelling, the next closest would be the earthborn at 15'' assuming good terrain. And if you're into minions the Nyss Sorceress can potentially add 2 more inches, but then you're getting into more of a house of cards situation. And he has reach, its hard to describe just how good reach is on a heavy like Mulg. Especially with Doomshaper who can goad him. With Wild Agression on he can kill entire units with a goad or two and a couple good slams (not hard to get with all boosted attack dice). His animus is complete garbage I grant you and is a big turn off for the model. Other than that, he's got everything, even a magic stick.
Personally I make Mulg an auto include in all my Doomshaper lists.
tl;dr I LOVE MULG
Silopolis
12-10-2009, 09:44 AM
What if they increased AYGTET to d6 wounds healed? The thing I think I'd miss from Snacking is the ability to eat units and come out of it fully healed. That's won me games in the past.
petegrrrr
12-10-2009, 09:46 AM
The AYGET charge is greatly overestimated and rarely acheived.
First, you basically never get four inches. It's always something shorter or it's just out of range.
Second, unless you kill your own models, you cannot choose the direction he goes, and his facing can get screwed up, negating potential charge targets.
Third, if you do kill your own model, you have a 33% chance of actually not killing them. Tough for the fail :)
i_like_tool
12-10-2009, 09:49 AM
You want to know why to get Mulg?
Because he will kill any and everything in the game.
eDoomy and him are best of buddies. I can't run eDoomy without Mulg since I started. over 25 games with the Fearsome duo and they rock
And I hated Mulg in Mk I. Still don't know if I would use him with anyone else, but eDoomy is my go to guy. Which means Mulg is my go to beast. Refuge or Wild Agression depends on what he is going after means he gets where he needs to be to murder things
The ONLY thing I don't care for is his Animus. i thought he was slow until I started using him, he's fine. Reach is a godsend for us.
sepher32
12-10-2009, 09:50 AM
Whelps are not tough. And if you start the whelp anywhere near mulg you just have it run to B2B with him then measure out 3.9 inches.
i_like_tool
12-10-2009, 09:52 AM
And as Pete pointed out, and I've learned, AYGTET almost never goes off the way you want it unless your making your other beast throw your Whelps. The ONE time it did go off though I did get to Caine and one shooted the little bastard
sepher32
12-10-2009, 10:01 AM
I guess I'm lucky or something, I've never had any trouble making AYGET effective. After the feat charge with the whelp setup, I mostly use it during his activation. Nothing bad about a reach model getting to move up to B2B with something he just killed, usually more than 1'' and almost as good as a free goad, and every once and a while the stars will align and there'll be an opportune target 3 or so inches away that Doomie can get with Primal Shock before Mulg's activation.
azaminkor
12-10-2009, 10:20 AM
Also using AYGTET on your own model effectively increases Mulg's cost.
AYGTET should probably heal d6 since it replaces snacking also I would give him Regeneration[d6] (also to the EBDT).
I like +1 fury, but it might be too much. Maybe some free fury abilities. Perhaps he could have an ability that let him and other dires regenerate without being forced. Or maybe something like eButchers Conferred Rage, When mulg declares a charge he and other faction warbeast can charges without being forced and gains +2" movement on charge attacks. Though I would prefer the free regeneration. Or he could give dires the d6 regeneration.
Lastly I think that his animus as is should go back to being a passive ability. Not sure what they would replace it with as his old animus wouldn't be allowed... either a beast debuff like enemy beasts cannot be forced while within a certain range or a self armor buff (usable by only mulg and our warlocks) +3 ARM that expires when this model is damaged by an attack.
theummhmmguy
12-10-2009, 10:46 AM
I got Mulg and think he looks fantastic. He was a bunch of fun to paint and assemble. He doesn't get as much Playtime as the other Dires... but he does get playtime.
Also, I'm not going to try and convince you to buy Mulg. Get him if you want him... don't get him if you have doubts. There are plenty of other more well rounded Trollish items you can purchase for less.
Silopolis
12-10-2009, 11:24 AM
I can't help but feel that a faction's Character heavy should be a must-buy.
Goris
12-10-2009, 11:36 AM
Molik Karn and Typhon are definitely their best options in most cases, simply because they are very strong for their points. Mulg, I think preforms just as well under most circumstances. He doesn't have the silly cheese that the others do, but when you need to kill something, he will do it...
petegrrrr
12-10-2009, 11:41 AM
My issue has always been that I had no trouble killing stuff with my other trolls.
A defensive minded troll, or a fast dire troll, or a dire troll that gave a bonus to other trolls...that would have be excellent and filled a niche.
Mulg is good at beating face, and his cost is more reasonable in mark 2, but I have never fealt the need to take for anything besides the fact that he is one of my best paintjobs, and I am a vain, vain man :P
bensliver
12-10-2009, 11:43 AM
I like the IDEA of AYGTET, but it never works out unless you kill whelps to get him where you want him. I wish it was the option to move and make one attack on every turn during the maintenance phase or something.
I think one of the biggest strikes against him is that every other warbeast we have has a good/great animus and Mulg has a sucky one. Really, they just need to fix that about him.
Silopolis
12-10-2009, 11:46 AM
I hate the idea of killing a whelp to get Mulg to move. It's all viable and crazy, but it just feels silly to me. Clearly Mulg has no compunctions against eating a live whelp. Maybe we should get the ability changed to "Meaty Goodness: Once per round, Mulg may move toward a friendly Whelp model within 4". Remove the Whelp from play and heal Mulg d6 wounds." ;)
Wicked E
12-10-2009, 11:47 AM
I used Mulg twice the other day under the Field Test. The First game, with Regular Hoarluk, he pwned face. Half killed a Feral Warpwolf, then AYGET the next turn when I had a Runeshaper kill it, and then charged Kaya.
I like him. Runebreaker is pretty nifty if you combine it with AYGET cause you move up unexpectedly, and all of a sudden the Warlock's cut off from certain Animus.
Invader Larb
12-10-2009, 12:17 PM
That animus has potnetial but is too easy to escape right now.
Waaargh
12-10-2009, 12:23 PM
Don't get him! AYGTET makes my brain curl with finding new ways to abuse it. It really took far too long time to combine it with Goad for a deadly walz. My opponent just found it wierd 3 Doomreavers charged him, and Mulg killed them off, along with 2 or 3 Kayaze Assassins. I had forgot about Affinity [Doomshaper] so I didn't get another Assassin. Had I known the Doomreapers could get to him I'd buff him up to ARM 23 with Transmute.
What I am saying is Mulg is an engine of war. Crappy Animus, awesome fighter.
Heh, and for the time being Mulg is the only dire troll able to be Goaded, the others sit with stuffed stomacs.
Sevwall
12-10-2009, 01:08 PM
The AYGTET charge is incredibly effective. Because its usually a trample.
People like to screen the caster. So you trample through them, eat the small free strikes, regen in necessary, and start whomping on casters with Mulg. This works best with eHoarluk, because of Wild Agression.
If they screen with a heavy, you just kill the damn heavy, then dare them to taqke out your ARM 19 with 31 health boxes (thats woldwarden territorry), whelps popping out all over to mess up thier movement.
If they screen with heavy infantry, you do the best you can, but thats not common in most factions.
As to getting the movement, arcing Primal Bolt through Mulg at a whelp in front of him is highly effectived, missing on dub ones, and you can recast it and still get Rush on Mulg.
If you are economical, you could use Bonegrinders instead.
theummhmmguy
12-10-2009, 02:38 PM
Heh, and for the time being Mulg is the only dire troll able to be Goaded, the others sit with stuffed stomacs.
any warbeast can be goaded.
Goris
12-10-2009, 03:24 PM
The misunderstanding is that if the warbeast kills the model, it's removed from play before goad can happen based on the wording...so you can still kill models and goad, just not goad on a model destroyed by the warbeast itself.
petegrrrr
12-10-2009, 03:25 PM
The AYGTET charge is incredibly effective. Because its usually a trample.
People like to screen the caster. So you trample through them, eat the small free strikes, regen in necessary, and start whomping on casters with Mulg. This works best with eHoarluk, because of Wild Agression.
If they screen with a heavy, you just kill the damn heavy, then dare them to taqke out your ARM 19 with 31 health boxes (thats woldwarden territorry), whelps popping out all over to mess up thier movement.
If they screen with heavy infantry, you do the best you can, but thats not common in most factions.
As to getting the movement, arcing Primal Bolt through Mulg at a whelp in front of him is highly effectived, missing on dub ones, and you can recast it and still get Rush on Mulg.
If you are economical, you could use Bonegrinders instead.
But Sev, how will you regen if you trample/charge the 16-19 inches?
Your out of your casters control area, unless you ran your caster way up front in some kind of mulg suicide pact :)
Zombied00d
12-10-2009, 03:37 PM
Odds are if you plan on trampling Mulg 20 or so inches you're ready for your endgame anyway so there's no reason not to move all the way up.
CerberusPuppy
12-10-2009, 07:20 PM
I don't actually own Mulg but I have played him on Vassal and in live games with a proxy. I've been pretty impressed so far. With Epic Doomshaper he can have a very long threat range, even without AYGTET. Add in Goad and free tramples and you get a MAT 7 POW 18 monster with reach who can chew through infantry (even multiwound elites) to get to the opposing caster. He's very dangerous.
As to what he has over the Mauler or Earthborn? +1 MAT, 18 POW all the time (as opposed to the conditional POW of the EB) and reach.
Granted, I've never run Mulg with any warlock other than E-Doomie, but if you plan on playing both versions of Doomshaper alot then Mulg is probably worth getting. I know his animus sucks, but it might change, ya never know.
grim89
12-10-2009, 07:30 PM
Overall the opinions on mulg seem to be pretty positive. there are lots of ideas that didn't occur to me, such as primal shocking a whelp through mulg to start off his movement. with eDoomshapers feat and an axer i can start to see how his low speed stat is actually pretty deceptive. i for one am sold, ill be placing the order for him later tonight. mission accomplished guys, thanks
Sevwall
12-10-2009, 08:21 PM
But Sev, how will you regen if you trample/charge the 16-19 inches?
Your out of your casters control area, unless you ran your caster way up front in some kind of mulg suicide pact :)
Well, this normally happens second turn. First turn Mulg generally ends near the caster, who rushed and charged to keep up some speed.
Generally I perform this with eHoaruk or eMadrak. Either one can rush themselves, or charge if necessary. They are then about 4" to 7" ahead of Mulg, which is plenty of control area to do what you need to do.
I usually rely on the (extremely likely) kill, so protection is not an issue. I do try to put a wall of whelps in the way, just in case.
Its not a bad position if I win, and in many cases even if it fails there is a big Mulg in your caster's grill that you need to extricate yourself from if you want to get at my warlock.
But thats just how I do it.
The Happy Anarchist
12-10-2009, 08:25 PM
But Sev, how will you regen if you trample/charge the 16-19 inches?
Your out of your casters control area, unless you ran your caster way up front in some kind of mulg suicide pact :)
Never been a problem for me. The game is over that turn so I generally charge/run my caster after dropping the appropriate buffs on Mulg.
Really, AYGET is so powerful on table. People accentuate the super long range charge/tramples because big numbers are awesome, but it is almost more powerful for being able to move around obstacles or obstructions. When I was testing Borka against eDoomy, literally every turn after the second I pointed out a way that he could have killed me with Mulg that turn. It may take a few buffs, the activation of other models and shenanigans, but if it kills the enemy caster that is game and it was worth it.
Whelps are required, and you will have to kill them. I have actually had great success killing them with Fell Callers or Chroniclers, who no longer have to use their action for buffs. You can also use Primal Shock, random shots from models, or if it is just an early 2" speed boost, Mulg himself. It is much easier to get off than it first appears.
Beyond that, it is much more useful in the scrap than I had first thought. It is basically a free Goad during Mulg's activation, and I no one should dispute how good goad is. In one instance, I had a Mauler engaging his beasts, and if he hadn't tried to kill it with his Axer, and instead headbutt he could have set up a quick and easy goad chain to Borka, with virtually nothing I could have done to stop it.
You have to start looking for opportunities, and domino like effects. If you do this, then this then his screening models are not in the way, caster dies. It is so hard to stop that if the Field Test rules were to go forward as they are now, there would be no (competitively speaking) reason not to have your two lists be Calandra+Dygmies and eDoomy+Mulg. That takes care of pretty much any caster you might have trouble with.
As a last little bit, lets say your opponent is doing a very good job of protecting his caster, maybe a wall of shocktroopers or Karchev + Jackbuddies or something. Mulg is still perfectly suited to wandering up and wrecking them as well. Throw Rage on him, have him charge for free with wild aggression and you get a grand total of 6 Pow 21 clubs (7 with Doomy) and a Pow 19 fist. One of those even has boosted damage. That is enough to total two Khador jacks I believe. 11 on charge attack, 5x 8 = 40 on others. 6 on fist. Free doomy attack for 8 more. 57 without Doomy, and 65 with. That is very close to scrapping outright (or with Doomy will scrap outright) two of the toughest jacks in the game. That is not shabby by any stretch of the imagination, particularly not for one beast. An Earthborn would have a much harder time of it. Only if they have a Juggernaught does he hit harder, he doesn't get the free attack and he doesn't have reach. The Earthborn does quite well, but doesn't bring the sheer damage output that Mulg does, particularly over an extended range. Also, slightly more likely to survive the counterattack. Luckily, with eDoomy you can, and should take both!
bakaryu
12-10-2009, 11:42 PM
I feel that perhaps the solution to make him great is slightly more elegant than the animus of d00m that we are all looking for right now. What if for example he had a 1 cost animus that did:
Ferocious Hunger
Cost 1.... RNG 6
Friendly faction warbeast gains Beat Back and Are You Going to Eat That? A model with Beast Back may push an enemy model hit by a melee attack 1 inch directly away. Once per turn a model with Are You Going to Eat That? may advance directly towards a model boxed within 4 inches. If this model is in base to base contact at the end of this movement, remove the boxed model from play and heal d3 damage points anywhere on the grid. Ferocious Hunger lasts for 1 round.
This helps give mobility to our trollblood beasts as well as a small measure of anti infantry by allowing one free "move" to get into melee range with more troopers.
sepher32
12-11-2009, 02:37 AM
Primal Shock does seem like the best tool for whelp AYGET setup, but sadly, enemy model only.
Waaargh
12-11-2009, 02:58 AM
The misunderstanding is that if the warbeast kills the model, it's removed from play before goad can happen based on the wording...so you can still kill models and goad, just not goad on a model destroyed by the warbeast itself.
Can you explain that to me more in detail? The way I read it the following happens:
1) Earthborn charges Winterguard and boxes him.
2) Boxing causes Snacking to come into effect. Snacking removes the Winterguard from play, and overrides destroyed, Hordes FT Rules, p. 35:
"After resolving any effects triggered by being disabled, if it
is still disabled it is considered to be boxed. When a model
is boxed, after resolving any effects triggered by being boxed
it is destroyed, triggering any relevant effects. Remove the
destroyed model from the table.
If an effect causes a model to leave play or cease being
disabled, such as when damage is removed on a successful
Tough roll, do not resolve any more effects triggered by the
model being disabled. The model does not become boxed
or destroyed, thus effects triggered by the model becoming
boxed or destroyed do not occur."
3) Goading comes into effect when a warbeast destroys a model, which can't happen since Snacking's removes from play happens instead of destroyed.
If I have misunderstood the rules, please explain how and where, so I can Goad my Earthborn again :D
theskyline00
12-11-2009, 03:17 AM
Whoever said that having Mulg be the King of Dire Trolls a la Molik Karn and Bronzebacks had the right idea. I think that embedded Krielstone on his back should be similar to the KSB with the following stats
Rune Rage - Mulg can be forced to activate Rune Rage. Dire Trolls including Mulg within 4" plus the current Fury on Mulg gain +1 MAT and +1 Threshold.
Lose AYGET for +1 SPD and gain Snacking...
That's going to be my feedback.
Goris
12-11-2009, 03:28 AM
Can you explain that to me more in detail? The way I read it the following happens:
1) Earthborn charges Winterguard and boxes him.
2) Boxing causes Snacking to come into effect. Snacking removes the Winterguard from play, and overrides destroyed, Hordes FT Rules, p. 35:
"After resolving any effects triggered by being disabled, if it
is still disabled it is considered to be boxed. When a model
is boxed, after resolving any effects triggered by being boxed
it is destroyed, triggering any relevant effects. Remove the
destroyed model from the table.
If an effect causes a model to leave play or cease being
disabled, such as when damage is removed on a successful
Tough roll, do not resolve any more effects triggered by the
model being disabled. The model does not become boxed
or destroyed, thus effects triggered by the model becoming
boxed or destroyed do not occur."
3) Goading comes into effect when a warbeast destroys a model, which can't happen since Snacking's removes from play happens instead of destroyed.
If I have misunderstood the rules, please explain how and where, so I can Goad my Earthborn again :D
Perhaps I wasn't clear, sorry... we do have ranged warbeasts, and beasts without snacking...I'm not trying to be rude but with all of our other very effective beasts, I'm not sure where the confusion is.
Goris
12-11-2009, 03:35 AM
while typing....I came up with this...
Mulg
Runbreaker: Mulg conquers all beasts with his will. He forces the runes on his back to channel other beasts animi though the scras on his back for his own or his controler's will.
Animus:
While in Mulgs command, Mulg can force himself for the same fury to cast on himself or another target any warbeasts animus originating in his control. The controlling warlock in Mulgs battlge group may then cast the same animus for the same fury cost as the orignal beast in question on any model in his control area.
Zombied00d
12-11-2009, 04:44 AM
But again, eDoomshaper already has that ability, if we're going to give Mulg the capacity to duplicate a spell, let's give him the capacity to duplicate a good spell.
I nominate Cataclysm
Buddhanutz
12-11-2009, 08:46 AM
My main concern with him is compared to the other three named warbeasts (I know we really aren't suppose to compare via factions), he is very lack luster for special rules, style, fluff, etc. and not very enticing to use or purchase. As a named character model he just doesn't have enough depth even though he may be a close balance to the other three play wise.
Nope. Make that when compared to 2 out of the five beasts. Megalith is by far the worse. And I play Trolls and Circle. In fact, I will give you Megalith for Mulg. I would love to have 1) a beast with a weapon and 2) a POW+Str 18 beast without the use of primal.
Wicked E
12-11-2009, 09:29 AM
So I had a game with Mulg the other day, again. 50pts of pure beasts. Chaos.
On Calandra's fear turn Mulg Charged a Feral Warpwolf, slammed it an inch and a half into a Woldwyrd, killed the warpwolf and then AYGET to the Warpwolf and then hit the Woldwyrd that was now in 2" melee range. He slammed the Woldwyrd into an Argus, and bloody killed the Woldwyrd in one club swing (It had been damaged by collateral damage admittedly.)
Yeah. Mulg kills things. He kills them until they're dead.
petegrrrr
12-11-2009, 09:45 AM
while typing....I came up with this...
Mulg
Runbreaker: Mulg conquers all beasts with his will. He forces the runes on his back to channel other beasts animi though the scras on his back for his own or his controler's will.
Animus:
While in Mulgs command, Mulg can force himself for the same fury to cast on himself or another target any warbeasts animus originating in his control. The controlling warlock in Mulgs battlge group may then cast the same animus for the same fury cost as the orignal beast in question on any model in his control area.
Goris, that is an excellent compromise.
Submit this as feedback, ASAP, and I suggest we all do the same.
It is powerful, as befits a character beast, but not game breaking. Useful without being overpowered or denying the other player their animi!
Cannibalbob
12-11-2009, 10:19 AM
Runebreaker Scars:
Whenever an enemy warbeast within 5" of this model is forced place an extra point of fury on that warbeast. An enemy warjack within 5" of this model must spend an extra point of focus to run, charge, purchase an extra attack, or boost an attack or damage roll.
There ya go. An very defensive animus that goes along with the fluff of Mulg dominating the wills of nearby models.
OR:
Runebreaker Scars:
Enemy models suffer -3 to attack rolls while within 5" of this model.
Zombied00d
12-11-2009, 11:38 AM
Wow. That would be an amazing defensive buff. It essentially puts Mulg up to def 15 in melee (meaning most jacks and beast hit him on a 9!) Plus it would bump all of our squishy casters up to a 17 in melee.
I like it, but it won't ever happen.
-3 to damage seems more reasonable to be honest.
Waaargh
12-11-2009, 11:43 AM
1) See todays update
2) Order Mulg
3) Profit
admanb
12-11-2009, 12:21 PM
1) See todays update
2) Order Mulg
3) Profit
This. So this.
bakaryu
12-11-2009, 12:41 PM
I will still wait to see what exactly they intend to change on the Mulginator but based on his current ruleset I would want to get him in my lists, but so hard to pick between the mauler, earthborn and Mulg! Maybe just take all three :)
Goris
12-11-2009, 03:12 PM
Goris, that is an excellent compromise.
Submit this as feedback, ASAP, and I suggest we all do the same.
It is powerful, as befits a character beast, but not game breaking. Useful without being overpowered or denying the other player their animi!
Thanks Petergrrr, I was just sort of musing tomyself and enjoying a beer and it just sort of hit me that this would be a great mix of abilities. In light however of the changes recently made to Mulg, it might be a little over the top, but that can be toned down to the same 5" that his current animus is.
Silopolis
12-11-2009, 04:13 PM
Mulg looks great now. So much that I don't really care what his Animus is anymore. The Animus could be 2 Fury, "This Animus has no effect" and I wouldn't care. Because Mulg isn't for having an Animus. Mulg is for murdering, snacking, goading, and... did I mention murdering?
Except for Burrowers (which I'm still on the fence about), every change for Trolls has been positive. I've been looking for a reason to buy Mulg, and I think this might have been it.
Of course, the FT isn't final, at all. I wouldn't be surprised if he wound up at 12 points (at which point my enthusiasm would dim back to about where it was).
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