bashamer
11-26-2009, 08:21 AM
Disclaimer: My main beef w/ trolls was that the games took too long. Gams went to turn 5, and at steamrollers the last games to finish thended to be trolls.
I don't think MK2 fixed this.
The MK1 Tarpit
Kriel Wariors
At 100 points you could add a turn to the game. tehy just ran forward and could ensure that the only enemy charges of the game were v.s. the kriel wariors. They were the cornerstone of the survivability for a number of my lists as well and essencial for my Grisel lists. They were amazing and there was nothing short of zealoths w/ greather destiny that could provide a better speedbump.
The KrielStone
The Krielstone felt like a crutch. It was slow, cheap but extremely powerful. It made it way to tempting to chug around with an army at SPD 5, Except for Grisel who could hoof the stone, and that is where it really shone as the whole army would surge forward 10" a turn and plow into the enemy forces.
MK2
The Kriel Wariors
Got better. I mean it, for 8 points you end up with a better tarpit (due to the standard changes) and better offensive potential. Since my kriel tneded to run as a line anyway the CMD changes are minor for me. I'll miss the marble nuke of old, but an 1 point models probably should not be oneshotting casters.
The KrielStone
At 5 points (really why not) this unit is arguably also better. They will always grant +2 ARM, altough there are many more magical weapons these days, and then toss in some stuff for gravy. They are more survivable, it is better to hide your caster behind, and they only lost some offense.
At this point the old ~168 points of tarpittge became 13 points of tarpittage and arguably better.
The support
The fellcaller
Errrr.... well we won't stop running because of this guy. He is better offensive than defensive. At rat 6 his spray is very likable and the open road is still there.
The Chronicler
Still no Commander in sight; he became easier to use and is superior in faction concealment to bring instead of gobbers.
The Hero
Yep, that is our CMD folks. the Hero. It has always irked me that out of the 3 models that are trollblood and commanders in the game there is only one that will work for trollbloods. But yeah, if you want something better than your warlocks command, you have to bring a 3 point CMD 9 guy that really likes to get into fights.
Terror will be the bane of the trollblood tarpit. we are looking at 3 CMD 9 , 3 CMD 8 and 2 CMD 7 warlocks.
My MK1 Grisel list
Army: Grissel 2 Champions
Faction: Trollbloods
Army Points: 750/750
Victory Points: 26
Grissel Bloodsong [-5]
Pyre Troll [5]
Troll Impaler [5]
Winter Troll [6]
Fell Caller [3]
Kriel Warriors (9) [full for 6]
Kriel Warrior Caber Thrower [1]
Kriel Warrior Standard Bearer and Piper [3]
Krielstone Bearer and Stone Scribes (5) [full for 4]
Stone Scribe Elder [1]
Trollkin Champions [10]
Trollkin Champions [10]
Totem Hunter [3]
Swamp Gobber Bellows Crew [1]
53 points750 points
The gobbers would have to switch for a chronicler, and the totem hunter would be pushed out as well as the caber to get it down to 50 points.
It would still be a chamion delivery system that surges across the board at the same speed as before. the lack of pulse, and the reduced range on cacophany is a serious concern but no anything that we can do anything about short of importing midwinter.
I'll miss the bonus to hit on champions. and they are harder to buff than before (just give the pyre animus to the last guy that swings against the bug jack) but ARM 20 and charge prevention will still make them beasts.
Overall my list has reduced damage potential and is a better tarpit. my games will take longer, and that does not make me happy.
I don't think MK2 fixed this.
The MK1 Tarpit
Kriel Wariors
At 100 points you could add a turn to the game. tehy just ran forward and could ensure that the only enemy charges of the game were v.s. the kriel wariors. They were the cornerstone of the survivability for a number of my lists as well and essencial for my Grisel lists. They were amazing and there was nothing short of zealoths w/ greather destiny that could provide a better speedbump.
The KrielStone
The Krielstone felt like a crutch. It was slow, cheap but extremely powerful. It made it way to tempting to chug around with an army at SPD 5, Except for Grisel who could hoof the stone, and that is where it really shone as the whole army would surge forward 10" a turn and plow into the enemy forces.
MK2
The Kriel Wariors
Got better. I mean it, for 8 points you end up with a better tarpit (due to the standard changes) and better offensive potential. Since my kriel tneded to run as a line anyway the CMD changes are minor for me. I'll miss the marble nuke of old, but an 1 point models probably should not be oneshotting casters.
The KrielStone
At 5 points (really why not) this unit is arguably also better. They will always grant +2 ARM, altough there are many more magical weapons these days, and then toss in some stuff for gravy. They are more survivable, it is better to hide your caster behind, and they only lost some offense.
At this point the old ~168 points of tarpittge became 13 points of tarpittage and arguably better.
The support
The fellcaller
Errrr.... well we won't stop running because of this guy. He is better offensive than defensive. At rat 6 his spray is very likable and the open road is still there.
The Chronicler
Still no Commander in sight; he became easier to use and is superior in faction concealment to bring instead of gobbers.
The Hero
Yep, that is our CMD folks. the Hero. It has always irked me that out of the 3 models that are trollblood and commanders in the game there is only one that will work for trollbloods. But yeah, if you want something better than your warlocks command, you have to bring a 3 point CMD 9 guy that really likes to get into fights.
Terror will be the bane of the trollblood tarpit. we are looking at 3 CMD 9 , 3 CMD 8 and 2 CMD 7 warlocks.
My MK1 Grisel list
Army: Grissel 2 Champions
Faction: Trollbloods
Army Points: 750/750
Victory Points: 26
Grissel Bloodsong [-5]
Pyre Troll [5]
Troll Impaler [5]
Winter Troll [6]
Fell Caller [3]
Kriel Warriors (9) [full for 6]
Kriel Warrior Caber Thrower [1]
Kriel Warrior Standard Bearer and Piper [3]
Krielstone Bearer and Stone Scribes (5) [full for 4]
Stone Scribe Elder [1]
Trollkin Champions [10]
Trollkin Champions [10]
Totem Hunter [3]
Swamp Gobber Bellows Crew [1]
53 points750 points
The gobbers would have to switch for a chronicler, and the totem hunter would be pushed out as well as the caber to get it down to 50 points.
It would still be a chamion delivery system that surges across the board at the same speed as before. the lack of pulse, and the reduced range on cacophany is a serious concern but no anything that we can do anything about short of importing midwinter.
I'll miss the bonus to hit on champions. and they are harder to buff than before (just give the pyre animus to the last guy that swings against the bug jack) but ARM 20 and charge prevention will still make them beasts.
Overall my list has reduced damage potential and is a better tarpit. my games will take longer, and that does not make me happy.