View Full Version : pMadrak 35 points: first try
12-14-2009, 11:58 PM
Hi to all!
I'd like to submit you my first experiment with MKII Rules, so here's my list:
Max Champions (10)
Max Kriel Warriors (6)
Min Kriel stone bearer (3)
Stone scribe Elder (1)
Min Pyg Bushwackers (5)
Swamp Gobber (1)
= 35 points
Obviously the core is the classica Madrak Brick, with a front line of Kriel warriors and the second line made of Champions.
Beasts, Stone, Gobbers and caster for support.
I left home the Fell Caller because between the Axer's animus and Madrak 's Carnage i can replicate most of his strengths.
I included the Pygs because I think they will alleviate the pressure on the main force, and maybe with their new range they could even kill something.
What do you think about this list?
Does it looks solid?
My concerns are:
- Should the gobber protect the first line or the Battlegroup?
-Who should be the target for Sure Foot?
12-15-2009, 03:32 AM
It looks solid.
Your list looks a lot like something I would like to try out - A fist full of Kriel Warriors to shove down my opponent throat. While he worries about them the rest of the force moves up. In other words Kriel Warriors make sure you get the first important charge off.
I love the idea about Bushwhackers. To harass a flank, to set up after my opponent and make him concerned about what they can do. It is also a lovely way to get rid of Alten Ashley, if he decides to stand against us, that fiendish sell sword.
Some of the choices may be replaced, but that also depends on which role you intend to grant them:
Mauler -> Pyre troll, if they just hang back to provide Fury and Animus, the Mauler's ability to smash something is not made use of, so perhaps the point are better spend on a similar Animus and ranged support.
Axer - > Hero, which is cheaper and do about as well under Crusher. You could also bring a second for the points saved.
If you do this you will be low on Fury, so dismissing the Swamp Gobbers for an Impaler will bring your Fury generation up to a positive, give more ranged attacks and improve on the Pyre and Madraks ranges.
12-15-2009, 04:25 AM
Thanks for the reply, Waargh.
About your suggestions, I was thinking about them, but the beasts I chose are there with Madrak to be the Third wave after the Kriel Warriors and the Champions.
As is, the Hero is too fragile for me, tough the Pyre and Impaler combo is really strong as it was in MK I.
I was thinking about swapping the Bushwackers for an Impaler, and I was even toying with the idea of inserting a Thumper and a Chronicler in the list for the same PC , but I think that MOAR BODIES is now the way to go in MK II Trolls.
What's your opinion?
12-15-2009, 08:02 AM
I really think you would find the Chronicler to be useful in that list. He is my favorite model so far in MKII>
I get a lot of benefits out of his 2 pts.
In your list I may be inclined to remove the bushwackers, and SSE and add
the Chronicler and maybe the Totem Hunter.
12-15-2009, 08:20 AM
So you say I should remove my ranged/skirmish support and a layer of buff to insert a stealthy and melee solo and the chronicler....
It may work, why not?
Maybe with the point left after the changes I could max the KSB unit...interesting....
So my idea about the Bushwackers is too bizarre and ineffective?
I mean, 5 points are 5 points, but with range 14 and bushwack they could interfere with the enemy lines,engage widowmakers/Alten Ashley or simply CRA to soften the main force's targets.
I would suggest to remove the ranged/skirmish support as with Madrak and Champs you don't really need it. After you're stuck in I feel like there will be nothing for your Pygs to do. I prefer to take the Impaler over them anyhow as snipe should not be overlooked on Madrak's axe.
-> Out comes Pygs
-> In goes Fell Caller and Whelps (because Whelps Rock!) OR
-> In goes Impaler
Also for your KW I would suggest dropping the unit down to 6 and adding a standard. The 4+ tough turn and immunity to KD is really helpful as surefoot is going to be on your slower champs, right?
-> Out Comes 4 KW and Swap Gobbers
-> In goes KW Standard
Also remember that with Madrak the Axer is just a 6 point hero with lower MAT.
12-15-2009, 12:37 PM
About the Pygs I also think that those 5 point could be better spent elsewhere as you 're telling me many times. But I'd like to try them and see for myself if they can really pull their weight in the starting phases of the match.
And if the opponent doesn't take care of them they could always go Caster Hunting, nobody likes a RAT 10 POW 16 shot in the face, especially from 14 away.
Of course, if the enemy caster is stuck in with my other models they will be sitting doing nothing, but it means that the enemy is playing at MY conditions.
About the Kriel Warrior I'm sincerely hoping that the PC of the UA will become 2, beacuse as is it's too expensive: I mean, for 3 points I can have 2 bodies and some abilities, but for 2 points I can have 4 bodies....
Considering that my KW are there mainly as a TARPIT and will be shot/targetted by spells/charged, maybe 2 more bodies and a smoke screen may serve me better than a turn of improved resistance.
About the Steady ability, maybe I can swap Sure Foot between the 2 units as the need should arise.
Finally, in this list without the Fell Caller the Axer isn't there only for Thresher and Crusher, but it is a ARM 18 beast that can reach up to POW 19 with reach (Mulg anyone?) AND is the only mean of having Pathfinder in this list (except, of course, the Bushwackers), and I'm not even considering that may be a transfer target and a Fury generator for Madrak.....
Thanks for your reply, keep them coming!
P.S.: you Trollkin guys are wonderful!
12-15-2009, 02:48 PM
Funny thing is I got a game arranged for later today (need sleep - now!) where my opponent is worried about ARM 23 Mulg, so to counter that in my own plotting way I make up something like this:
pMadrak (+6 WP)
Mauler (9) - opponent has mention warjacks as a way to do in Mulg. Rage would be good, I can also sacrifice Mulg... it's alright, he regenerates after the match.
Full KW (6)
Full KSB (4) - he hates them with a vengance so I will try to use them as a lure.
Full Bushwhacker (8) - I fear he will call on Alten, and these should prove just the thing for him.
I look forward to test out this stuff, maybe it'll work maybe it'll suck face. The game will probably be won through infantry, and I have 26 models to trade with.
12-15-2009, 11:59 PM
Very nice Waargh, you basically traded Mulg, some Bushwackers and the Hero for the Gobbers ,the Champions and the Axer.
I will try your list too, but I think it's more geared toward hard targets.
In my (actual) meta there are more infantry units around than jacks/beasts, so I will try mine before.
10 Bushwackers will strike fear in your opponents! (I would shudder at their sight)
12-16-2009, 01:02 PM
Good news. For me :)
I played the game today and it went really well. Key pieces performed far better than expected. Kriel Warriors got shredded by spray attacks, but the survivors took revenge on the feat turn, and cleared Mechaniks and Greylords in their area.
Mulg smashed his way to Behemoth and left just four boxes on it. Mauler didn't do much, but allowed me to play gung-ho with Mulg.
Bushwhackers fooled around, and their high point of the game was to let the Behemoth shoot one shot at them. Then I guessed awfully and had them advance across my battle line to have 1 or 2 models shoot, and next turn 3 fired off shots. I should just have had them sprint on first chance, to reposition instead of a half hearted move. In the end it mattered very little.
In short I would like to use the list again.
12-16-2009, 01:44 PM
I was suspecting it: this WORKS!
Tell me Waargh, have you missed in that match the Kriel Warriors UA?
Did the Hero managed to pay back his PC?
In a moment of the game did you missed a +1 STR from the SSE or the protection of the Gobber's cloud?
Thanks for posting!
12-17-2009, 01:28 AM
I had Sure foot on KW, but they failed their Tough rolls left and right (a fair roll of "4" I seem to recall), but in the end they did what was expected from them - tie up the enemy.
Hero didn't do much, missed second attack with Thresher, though he was a nice insurance I had something on my weak flank.
Protective Aura did nothing in the game, partly because I didn't brick up and partly because I didn't have the Fury. They stood to hew down a Doom Reaver or two though.
I ran with my warbeasts and had Cover and , but when my opponent really wanted to hit he did.
The only thing I would change was Bushwhackers: Either my use of them, or try to find points to exchange for Champions. Perhaps by removing four KW. Oh and I might have had more use out of Fennblades due to Reach. I didn't use CMA at all.
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