dboeren
05-12-2011, 08:52 PM
Let's keep the other thread for theory, this one is for talking about actual experiences for everyone who is trying out the Slaughterhousers (regardless of faction). Feel free to ask questions about the battles as well, but moaning about how they weren't what you wanted or expected or what Santa said they'd be can go in the other thread.
So first, they are exactly as described, the spoilers are accurate for once. There is one addition though, they are also Fearless. Sometimes Carver gives it to you free, but you're not always in range so it's nice that it's an innate ability so you don't have to worry about them breaking.
I had the opportunity to try them out tonight against Circle. The list was built specifically as a Slaughterhouser list and I expect some of you might want to try something fairly similar.
Carver
2xWar Hogs
Blast Boar (could just as easily be a Gun Boar too)
6xSlaughterhousers
6xSlaughterhousers
Razorback
Razorback
Alten Ashley
35+6, Thornfall Alliance
vs.
Kromac
Feral Warpwolf
Pureblood Warpwolf
Gnarlhorn Satyr
5xSkinwalkers
6xBloodweavers
35+4
The Farrow list is built on the back of the Slaughterhousers and what I felt they would want as support. They want their targets to be hurt before they get there, so I put in a lot of ranged models to accomplish this. Also, they're vulnerable to light infantry, either ranged or simply faster than they are. For this reason, I included several AOEs. The combination of Slaughthousers + Razorback/Gun Boar/Blast Boar seems quite good as the AOE models both boost the Slaughterhousers and prey on the models that are most likely to give them trouble. Try it.
The whole cavalcade is put under the command of Carver who I think offers them the most, plus getting AD for all my units was critical for how I wanted the list to function.
Now, in this game my opponent didn't have much range, mainly just the spray on the Pureblood. The Skinwalkers charge range matches the Slaughterhousers, the Bloodweavers out-charge them but only by 1/2" which is usually too tricky to judge.
Here we see the game fairly early on. The Knights Exemplar are being proxied as my Slaugherhousers. Bloodweavers are trying to flank us from the left, Skinwalkers taking a bit of protection from that forest, and Kromac and his beasts sort of on the right. I've just spent two turns running to get here after winning initiative so starting from AD range we get up the table pretty quickly.
http://i15.photobucket.com/albums/a392/dboeren/198cbcf9.jpg
From there, the Skinwalkers charged and killed two Slaughterhousers, but one made his Tough roll. The forest protected me too you see, and their medium bases made them a little clumsy to get around each other - plus they were a little too slow to reach more of my guys. It was a good setup on my part. The thing is, they NEED to hit me or else I'm going after that Pureblood, so they really have little choice but to take my bait. The Pureblood sprays on two Slaughterhousers who somehow both make their Tough rolls. I know, very good luck w/ Tough so far but I think that's the last one we make all game. Anyway, this is significant because those Slaughterhousers are what's preventing the Gnarlhorn from charging my War Hog with Bounding. He wasn't going to kill me at ARM 21, but he'd put a sizable dent.
That's all Circle's got, and now it's time to find out why they're called Slaughterhousers. Upkeep Quagmire on the white unit. Pop feat, cast Mobility and Batten Down. The left is cloggy and we only manage to reach and kill two ARM 20 Skinwalkers. The guy who couldn't charge (knocked down from Tough) didn't get his. Alten shoots the Pureblood, and I charge it with two Slaugherhousers, getting one b2b for Quagmire so we're hitting on 4's. We're hitting a Warpwolf on FOURS. Turns out that was one Slaugherhouser too many as the first one takes it out by himself. Probably could have sent the other guy after one more Skinwalker if I'd known. Anyway, Kromac is unhappy because he can't reave. My War Hogs charges over the rough terrain from Rift and easily trashes the Gnarlhorn. AOE's get two Bloodweavers and honestly the game is pretty much sealed at this point. The second War Hog follows the first, to hit anyone that hits him.
http://i15.photobucket.com/albums/a392/dboeren/0b451f7b.jpg
That's really about it. Feral warps strength, almost kills my War Hog. Kromac finishes the job. Slaugherhousers (with Quagmire still upkept) charge at an effective MAT 10 for getting b2b and kill the Warpwolf (who has a couple points of damage left from being shot by Alten earlier in the game, despite Regenerating once to get rid of it), and just one gets the charge on Kromac so he's not dead yet but a moment later when the other War Hog hits him he sure is. Crit knockdown and choppity chop. The Bloodweavers and one Skinwalker did kill a few Slaughterhousers on the last turn, I ended up losing five total over the game, and one of the Skinwalkers hit my Blast Boar for some damage (in addition to the 3 he took pumping his gun) but there wasn't much of anything left at the end. Ending pic looked like this:
http://i15.photobucket.com/albums/a392/dboeren/3351a965.jpg
So this is just one game of course, and they would likely have more trouble against a shooty force. That holds true of any similar unit though. 5" with Reach isn't the longest charge threat on the block but it's not bad and they can run and engage from 12". We're still in the infancy of the faction too, someday we might get a speed or defensive buff.
What they can do REALLY well is kill injured warbeasts, particularly those that have better DEF and only moderate ARM. What else they can do really well is kill injured casters, particularly if you can stack Quagmire for an effective MAT 10. But even without it MAT 8 hits an awful lot of casters on average rolls. I highly recommend accompanying them with a marksman of some sort, Alten seems tailor made for the job. Saxon is good stuff too, and can give them Pathfinder if they need it, but his gun is shorter range and one less RAT so I prefer Alten. With AD in Thornfall you've hopefully got better odds on setting them up where they won't need Pathfinder for whatever that's worth. They're also good at killing high DEF infantry on a charge (which doesn't need to be hurt first). Overall, I have no problem with their performance and I'm buying two units. I should also mention that although they are a smaller unit than Brigands potentially can be, in a sense they are better Quagmire targets because as melee troops they WANT to get in contact with stuff where Brigands don't always.
Next I'd like to try a hybrid list with both Slaughterhousers and Brigands in it, and then sometime try them out with Arkadius. The first is easy, drop a unit, probably drop a Razorback with them, and pick up a full unit of Brigands.
The second I'd like to think through some more before building the list. Arkadius can zap things with Primal Shock to hurt them, so I think there is less need for ranged models to support them but I need to try it. I'll still bring SOME, but not so many. The thing is, it messes with his Tier at 35. You need a unit of Brigands to get to Tier 3/4 which grants you +1 on the starting roll and +2 SPD on your warbeasts for the first turn. I don't care so much about the starting roll (though it's nice) but I REALLY like having my beasts run up quickly so I hate to give that up. But there's not room for everything, so I guess the only way to make things fit is to drop Rorsch & Brine. What else can I do if I want 3 War Hogs, Brigands, Slaugherhousers, and Bone Grinders to get to Tier 4? I'll miss Rorsch's gun, that leaves me with fewer ranged options for pinging stuff so I'll really rely on Primal Shock more. Maybe take two units of Bone Grinders for more Arcane Bolts? Still mulling it over but I guess that puts you with something like this:
Arkadius
3xWar Hogs
Gun Boar / Blast Boar
6xSlaugherhousers
6xBrigands
4xBone Grinders
4xBone Grinders
Or, max the Brigands and drop the Gun Boar would be another option but there are so few small things you can put into an Arkadius Tier list. It'll be better when Targ comes out.
So that's it. If you get a chance to try them out please post your impressions here. Pics if you've got 'em but otherwise don't worry about it. The important thing is to get real experience with these guys and start building a better understanding of what they offer.
Oh yeah, one more thing - the models. They look better in person so I'm relieved about that. They come in three pieces each: body, head, weapon except the leader has an extra arm piece. They go together fairly easily. The heads are potentially swappable for Brigand heads, but will require a little greenstuffing because these heads have a little piece of hunchback on them so you'd need to fill that in. They can swivel a bit in their socket to give them a little bit of posability (mainly just their "expression") but that's all you're getting without significant conversion work. I'm going to prime mine tomorrow and see if I can get them painted up fairly quickly, maybe run them half-painted in a local tournament this Saturday.
So first, they are exactly as described, the spoilers are accurate for once. There is one addition though, they are also Fearless. Sometimes Carver gives it to you free, but you're not always in range so it's nice that it's an innate ability so you don't have to worry about them breaking.
I had the opportunity to try them out tonight against Circle. The list was built specifically as a Slaughterhouser list and I expect some of you might want to try something fairly similar.
Carver
2xWar Hogs
Blast Boar (could just as easily be a Gun Boar too)
6xSlaughterhousers
6xSlaughterhousers
Razorback
Razorback
Alten Ashley
35+6, Thornfall Alliance
vs.
Kromac
Feral Warpwolf
Pureblood Warpwolf
Gnarlhorn Satyr
5xSkinwalkers
6xBloodweavers
35+4
The Farrow list is built on the back of the Slaughterhousers and what I felt they would want as support. They want their targets to be hurt before they get there, so I put in a lot of ranged models to accomplish this. Also, they're vulnerable to light infantry, either ranged or simply faster than they are. For this reason, I included several AOEs. The combination of Slaughthousers + Razorback/Gun Boar/Blast Boar seems quite good as the AOE models both boost the Slaughterhousers and prey on the models that are most likely to give them trouble. Try it.
The whole cavalcade is put under the command of Carver who I think offers them the most, plus getting AD for all my units was critical for how I wanted the list to function.
Now, in this game my opponent didn't have much range, mainly just the spray on the Pureblood. The Skinwalkers charge range matches the Slaughterhousers, the Bloodweavers out-charge them but only by 1/2" which is usually too tricky to judge.
Here we see the game fairly early on. The Knights Exemplar are being proxied as my Slaugherhousers. Bloodweavers are trying to flank us from the left, Skinwalkers taking a bit of protection from that forest, and Kromac and his beasts sort of on the right. I've just spent two turns running to get here after winning initiative so starting from AD range we get up the table pretty quickly.
http://i15.photobucket.com/albums/a392/dboeren/198cbcf9.jpg
From there, the Skinwalkers charged and killed two Slaughterhousers, but one made his Tough roll. The forest protected me too you see, and their medium bases made them a little clumsy to get around each other - plus they were a little too slow to reach more of my guys. It was a good setup on my part. The thing is, they NEED to hit me or else I'm going after that Pureblood, so they really have little choice but to take my bait. The Pureblood sprays on two Slaughterhousers who somehow both make their Tough rolls. I know, very good luck w/ Tough so far but I think that's the last one we make all game. Anyway, this is significant because those Slaughterhousers are what's preventing the Gnarlhorn from charging my War Hog with Bounding. He wasn't going to kill me at ARM 21, but he'd put a sizable dent.
That's all Circle's got, and now it's time to find out why they're called Slaughterhousers. Upkeep Quagmire on the white unit. Pop feat, cast Mobility and Batten Down. The left is cloggy and we only manage to reach and kill two ARM 20 Skinwalkers. The guy who couldn't charge (knocked down from Tough) didn't get his. Alten shoots the Pureblood, and I charge it with two Slaugherhousers, getting one b2b for Quagmire so we're hitting on 4's. We're hitting a Warpwolf on FOURS. Turns out that was one Slaugherhouser too many as the first one takes it out by himself. Probably could have sent the other guy after one more Skinwalker if I'd known. Anyway, Kromac is unhappy because he can't reave. My War Hogs charges over the rough terrain from Rift and easily trashes the Gnarlhorn. AOE's get two Bloodweavers and honestly the game is pretty much sealed at this point. The second War Hog follows the first, to hit anyone that hits him.
http://i15.photobucket.com/albums/a392/dboeren/0b451f7b.jpg
That's really about it. Feral warps strength, almost kills my War Hog. Kromac finishes the job. Slaugherhousers (with Quagmire still upkept) charge at an effective MAT 10 for getting b2b and kill the Warpwolf (who has a couple points of damage left from being shot by Alten earlier in the game, despite Regenerating once to get rid of it), and just one gets the charge on Kromac so he's not dead yet but a moment later when the other War Hog hits him he sure is. Crit knockdown and choppity chop. The Bloodweavers and one Skinwalker did kill a few Slaughterhousers on the last turn, I ended up losing five total over the game, and one of the Skinwalkers hit my Blast Boar for some damage (in addition to the 3 he took pumping his gun) but there wasn't much of anything left at the end. Ending pic looked like this:
http://i15.photobucket.com/albums/a392/dboeren/3351a965.jpg
So this is just one game of course, and they would likely have more trouble against a shooty force. That holds true of any similar unit though. 5" with Reach isn't the longest charge threat on the block but it's not bad and they can run and engage from 12". We're still in the infancy of the faction too, someday we might get a speed or defensive buff.
What they can do REALLY well is kill injured warbeasts, particularly those that have better DEF and only moderate ARM. What else they can do really well is kill injured casters, particularly if you can stack Quagmire for an effective MAT 10. But even without it MAT 8 hits an awful lot of casters on average rolls. I highly recommend accompanying them with a marksman of some sort, Alten seems tailor made for the job. Saxon is good stuff too, and can give them Pathfinder if they need it, but his gun is shorter range and one less RAT so I prefer Alten. With AD in Thornfall you've hopefully got better odds on setting them up where they won't need Pathfinder for whatever that's worth. They're also good at killing high DEF infantry on a charge (which doesn't need to be hurt first). Overall, I have no problem with their performance and I'm buying two units. I should also mention that although they are a smaller unit than Brigands potentially can be, in a sense they are better Quagmire targets because as melee troops they WANT to get in contact with stuff where Brigands don't always.
Next I'd like to try a hybrid list with both Slaughterhousers and Brigands in it, and then sometime try them out with Arkadius. The first is easy, drop a unit, probably drop a Razorback with them, and pick up a full unit of Brigands.
The second I'd like to think through some more before building the list. Arkadius can zap things with Primal Shock to hurt them, so I think there is less need for ranged models to support them but I need to try it. I'll still bring SOME, but not so many. The thing is, it messes with his Tier at 35. You need a unit of Brigands to get to Tier 3/4 which grants you +1 on the starting roll and +2 SPD on your warbeasts for the first turn. I don't care so much about the starting roll (though it's nice) but I REALLY like having my beasts run up quickly so I hate to give that up. But there's not room for everything, so I guess the only way to make things fit is to drop Rorsch & Brine. What else can I do if I want 3 War Hogs, Brigands, Slaugherhousers, and Bone Grinders to get to Tier 4? I'll miss Rorsch's gun, that leaves me with fewer ranged options for pinging stuff so I'll really rely on Primal Shock more. Maybe take two units of Bone Grinders for more Arcane Bolts? Still mulling it over but I guess that puts you with something like this:
Arkadius
3xWar Hogs
Gun Boar / Blast Boar
6xSlaugherhousers
6xBrigands
4xBone Grinders
4xBone Grinders
Or, max the Brigands and drop the Gun Boar would be another option but there are so few small things you can put into an Arkadius Tier list. It'll be better when Targ comes out.
So that's it. If you get a chance to try them out please post your impressions here. Pics if you've got 'em but otherwise don't worry about it. The important thing is to get real experience with these guys and start building a better understanding of what they offer.
Oh yeah, one more thing - the models. They look better in person so I'm relieved about that. They come in three pieces each: body, head, weapon except the leader has an extra arm piece. They go together fairly easily. The heads are potentially swappable for Brigand heads, but will require a little greenstuffing because these heads have a little piece of hunchback on them so you'd need to fill that in. They can swivel a bit in their socket to give them a little bit of posability (mainly just their "expression") but that's all you're getting without significant conversion work. I'm going to prime mine tomorrow and see if I can get them painted up fairly quickly, maybe run them half-painted in a local tournament this Saturday.