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  1. #1
    Destroyer of Worlds Da-Rock's Avatar
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    Default Building for Jarl...........

    I just started playing Jarl, but have really enjoyed his style. I wanted to start posting how I would build a list around him one piece at a time. I have many pieces I like and will mention some things that stood out, but to start I will pick one unit and how it played out and what I think it will bring:

    Support Light Warbeast

    Impaler: A low cost light Warbeast that brings a no brainer Animus to the table = Farstrike (Snipe)

    I have used this Warbeast in a lot of my lists with various Warlocks. With Jarl it adds even more as Jarl getting x2 16" Hand Cannon shots is huge! The 2nd best part is it can spread that love to so many other targets in a Jarl list. Add in Magic bullet and things get interesting - (Thumper Crew's Momentum shot + Farstrike + Magic Bullet + POW 14 = goodness)

    In my last game the Impaler himself did not touch a single thing. In fact, he stood back behind Jarl and within 6" of Thumper Crew. It was pivotal in the game as both Jarl and the Thumper Crew would not have reached their targets.



    ** Edit: Just wanted to add, this is my own thoughts on building a list for Jarl and how I looked at it. No right or wrong, just one opinion to look at. Also, this is what I found my list needed under the constraints of being a 35pt build. At 50, things would change as you can spread out your beast options and troops etc.
    Last edited by Da-Rock; 04-29-2012 at 01:54 PM.



  2. #2
    Destroyer of Worlds Celedor's Avatar
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    But you forgot the Runebearer next. Just go ahead and add him. Because the heavy is debatable.

    And where did the Thumper Crew come from? Stay on track man! Let's not get ahead of ourselves here.

  3. #3
    Destroyer of Worlds Steampunk Jim's Avatar
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    Yes, the Runebearer is only behind the impaler in importance for Jarl. Add him next.

  4. #4
    Destroyer of Worlds Da-Rock's Avatar
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    Quote Originally Posted by Steampunk Jim View Post
    Yes, the Runebearer is only behind the impaler in importance for Jarl. Add him next.
    I debated for a long time about this part, but when it came to how Jarl would finish matches, I always found a need for a finisher.

    Heavy Warbeast

    Mulg: most will tell you a good heavy would be a Mauler or EBDT. I like both, but for me nothing beats Mulg. Mulg with Quicken is even better!

    Last game - Mulg vs Karchev and company = dead Karchev. (We have A LOT of armor in our meta)

    Mulg is the ultimate finisher!
    Last edited by Da-Rock; 04-29-2012 at 01:54 PM.



  5. #5
    Destroyer of Worlds machine007's Avatar
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    Quote Originally Posted by Da-Rock View Post
    I debated for a long time about this part, but when it came to how Jarl would finish matches, I always found a need for a finisher.

    Most will tell you a good heavy would be a Mauler or EBDT. I like both, but for me nothing beats Mulg. Mulg with Quicken is even better!

    Last game - Mulg vs Karchev and company = dead Karchev. (We have A LOT of armor in our meta)

    Mulg is the ultimate finisher!

    Bah I wish this was the case in my Meta. High DEF is more popular here = /
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  6. #6
    Destroyer of Worlds Celedor's Avatar
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    Quote Originally Posted by Da-Rock View Post
    I debated for a long time about this part, but when it came to how Jarl would finish matches, I always found a need for a finisher.

    Most will tell you a good heavy would be a Mauler or EBDT. I like both, but for me nothing beats Mulg. Mulg with Quicken is even better!

    Last game - Mulg vs Karchev and company = dead Karchev. (We have A LOT of armor in our meta)

    Mulg is the ultimate finisher!
    Wait, are you saying, as a result of some long internal struggle, that you discovered Mulg and the Runebearer are in direct contention for second most important spot in your list? There's a lot more that goes in to a match than the final blow :P

    Also, a single heavy when you're expecting Karchev and other high ARM lists seems like an unusual choice. How did you arrive at that?
    Last edited by Celedor; 04-27-2012 at 07:14 PM.

  7. #7
    Destroyer of Worlds Da-Rock's Avatar
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    Quote Originally Posted by Celedor View Post
    Also, a single heavy when you're expecting Karchev and other high ARM lists seems like an unusual choice. How did you arrive at that?
    Because I stated "Finisher". The rest of the lists sets up your Finisher. Mulg is a fantastic finisher and since you only need to kill one model in a Karchev list or in a scenarios you slow Karchev down and who better then Mulg?

    Wait, are you saying, as a result of some long internal struggle, that you discovered Mulg and the Runebearer are in direct contention for second most important spot in your list? There's a lot more that goes in to a match than the final blow
    No, I meant an internal debate on which Heavy I liked with Jarl. I settled on "Go Big or Go Home". His threat alone changes game play.



  8. #8
    Destroyer of Worlds Da-Rock's Avatar
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    I have not played with this model yet and therefore held it back until now. In my last game I constantly ran out of Fury and needed either a single boost or another Magic Bullet etc. My opponent advised of the Runebearer being a perfect fit. I looked it over and even though I wish you could double up the *action every turn ability with the *action once a game ability for a true Mini Feat, it still allows for one more boost or transfer and in a pinch a spell when you are dry.

    Warlock Attachment

    The Runebearer: (Moses) struck me as awesome until I read further and then I disliked it with many of my other favorite Warlocks. After working with Jarl I soon discovered what most already had, Jarl really needs his Fury and the Runebearer is almost a must.

    The *Action single spell costing less may not get you another spell off, but in the end it will at least give you a boost or transfer that Jarl would not normally have. The once a game ability to cast a spell may be hard to time right for maximum effect, but its going to be good even if you will want it earlier or later.
    Last edited by Da-Rock; 04-29-2012 at 01:55 PM.



  9. #9
    Destroyer of Worlds Da-Rock's Avatar
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    Specialty Unit

    Thumper Crew
    : Base Range and POW looking good and a solid RAT at a small cost. Downside of not being able to move a shoot can be lessened by Snipe and Tactical Supremacy. Giving it Magic bullet and combining its "Momentum" ability really gave me options early and late in the game.

    The threat alone kept certain models at bay. Opponents keep their caster back and or any high defense and low armor support models. In my last game I had the Impaler put on Farstrike Animus and then Jarl slapped on Magic Bullet.....fired at Drago......knocked him down and jumped a POW 12 on the Old Witch. Did that two more times, killing a Great Bear and knocking down a Heavy.

    (tiny trick: If a caster or target is too far back for a Magic bullet shot to be lined up.....find a small base target that will work and hit it....momentum slam distance first......then Magic Bullet jump to something juicy. Of course this will not work every game, but its just one more angle you have).
    Last edited by Da-Rock; 04-29-2012 at 01:55 PM.



  10. #10
    Destroyer of Worlds Steampunk Jim's Avatar
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    Quote Originally Posted by Da-Rock View Post
    I have not played with this model yet and therefore held it back until now. In my last game I constantly ran out of Fury and needed either a single boost or another Magic Bullet etc. My opponent advised of the Runebearer being a perfect fit. I looked it over and even though I wish you could double up the *action every turn ability with the *action once a game ability for a true Mini Feat, it still allows for one more boost or transfer and in a pinch a spell when you are dry.

    Warlock Attachment

    The Runebearer, (Moses) struck me as awesome until I read further and then I disliked it with many of my other favorite Warlocks. After working with Jarl I soon discovered what most already had, Jarl really needs his Fury and the Runebearer is almost a must.

    The *Action single spell costing less may not get you another spell off, but in the end it will at least give you a boost or transfer that Jarl would not normally have. The once a game ability to cast a spell may be hard to time right for maximum effect, but its going to be good even if you will want it earlier or later.

    The runebearer is good with most of our warlocks, FYI. Keep in mind that Harmonious Exaltation works on animi cast by your warlock.

  11. #11
    Destroyer of Worlds somnicide's Avatar
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    The Runebearer is AMAZING for cycling either quicken or (my favorite lately) tactical supremacy. I like to quicken run my jammers forward and then drop supremacy on them for another 3" to the jam after the rest of the army moved on turn 1. Then I put tac on jarl for the rest of the game. It is a lot of fun and truly frightening to see your kriel warriors blast 19" up the table or fenn blades scream forward to engage something 21" away.

    edit: clearly I don't mean put tac supremacy on 2 models. just thought I would clarify
    Last edited by somnicide; 04-28-2012 at 11:35 AM.
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  12. #12
    Destroyer of Worlds Da-Rock's Avatar
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    I play a lot of Borka, (like 98% of the time) and he doesn't use the Runebearer of course....so that is why I haven't used him much.



  13. #13
    Destroyer of Worlds Da-Rock's Avatar
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    I wanted to add in more utility solos for Jarl that help in a variety of ways.

    Solos

    Swamp Gobber Bellows Crew: For me this unit provides two things. 1 - Concealment for Jarl or any unit that Jarl wants to give Camo to. 2 - They are 15 Def models and can stand in front of Jarl to block Tramples and charges, (trample stopping would be if you set them close enough to where the Trampling base would end its movement and hope their Def 15 makes them miss and not be able to end the trample there).

    Feralgeist: This model has done well for me in two aspects - Taking over dead Warbeast and sitting in a Control area for points etc. Concerning Warbeasts - many use it to keep a Warbeast sitting on a control point or contesting. I like that and I like the ability to take any enemies Warbeast that Mulg kills and smack a caster or solo when they least expect it. Its not a sure thing the Feralgeist will do anything at all. It can block a charge lane or Trample only if the attacking unit tries to end its movement on the Feralgeist's base.....

    I went back and forth here because there is a ton of stuff at 2pts you can throw in. The Chronicler was here first, but I found he was never in position to block or attack anything and literally only gave a buff a turn. He's still awesome with Troll infantry, but I was looking for something that helped me with utility after my primary infantry was dead or beaten up etc.

    Fell Caller Hero: Our premiere Solo. It has so much utility that you see this guy in almost every list. Just looking at his buff abilities makes him useful across the board, (Fell Calls work on himself and Warlocks)......Weapon Master and a good spray attack, (which I always forget about). The Fell Caller has pushed my other models into becoming extremely dangerous charging models, has helped me out of a bind with Knockdown and his smackdown ability on a charge along with 8 health boxes and Tough makes him an easy pick.
    Last edited by Da-Rock; 04-29-2012 at 01:55 PM.



  14. #14

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    Another great solo is the Chronicler.
    He give concealment to the unit you have Weald Secrets on and voila, instant +4 def vs ranged/magic

  15. #15
    Destroyer of Worlds Sardonic Artery's Avatar
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    I'm an Earthborn man myself, but being able to run Mulg without an Axer is nice for Jarl.

    Full Gatormen Posse is a staple of my Jarl lists. Chronicler with Quickened Fennblades gives them decent defense.
    Huh. Six months away from Cygnar and I've forgotten how to win... until Kara Sloan goes all 'bullet to the head' several games in a row. It's good to be back.

  16. #16
    Conqueror Grifter13's Avatar
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    Da-rock, I like seeing your thought process on building around Jarl. I've just gotten him and plan on using him in a week or two. It is nice to see someone else's point of view on how other models work with him. Take the swamp gobbers as an example. In my area everyone thinks they are useless, but I was thinking of using them just how you do. What players local to me thought about them made me reconsider them and take them out of my list.

    I'd like to see how this comes to fruition.

  17. #17
    Destroyer of Worlds Da-Rock's Avatar
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    @ Sardonic - I am a big fan of Big Daddy too as he is in most of my other lists. Before buying and even after buying Rok, the Earthborn and Borka are good friends!

    @ Grifter - Thank you. I have used the little dudes before and they have helped. They are not hardcore "Must" models in any list out there, but they bring more then enough utility at a 1pt cost value. Don't let them sit around....at Def 15 even with smoke they should be standing in front of your caster blocking charge lanes or just getting in the way. I play them like a version of Whelps.



  18. #18
    Annihilator kneemus's Avatar
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    I played a couple of games with Rok in a Jarl list and he did well. Jarl makes our stuff faster and a little harder to hit, but beyond that he doesn't help with the MAT/RAT/POW on anything really. Rok makes our lights a viable threat now. That Impaler can actually kill something in a pinch, so could the Swamp Troll. And a Primal'd Rok can definitely trash that high armor heavy, maybe two (if one is softened up, and Jarl casts Primal on him...)
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  19. #19
    Destroyer of Worlds Goris's Avatar
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    Rök can solve a lot fo problems in list building. He really makes enarly any of our beasts better and more versatile. I find I don't need him as much with Jarl, also Character Restrictions really hurt us now with the new SR2012 rules. I think Jarl absolutely needs a heavy. He just can't bust armor well enough otherwise. Yeah he can bring champs or Long riders but there's onyl so much they can do against a list with more then 1 heavy. The one thing I'm not certain about is if he can get away with Just an Earthborn as his heavy. I have been testing him at 50 with that and find it works pretty well, but it needs a little more observation.
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  20. #20
    Destroyer of Worlds Da-Rock's Avatar
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    Rok helps out in a variety of multi beast lists - with Jarl he is just under Mulg in face smashing and since the only other beast I am running is an Impaler it doesn't push Mulg out of first place.

    I ran a Rok + Mulg with Borka and Tuffaloes and it was a thing of beauty popping Feat, Tuffaloes knocking down Karchev plus Beast-09 + Kodiak + Destroyer + Juggy, then handing Rok and Mulg Primal Rage and watching the two beat so much face and get a win!

    You can definitely run a different beatstick beast and still do well with Jarl - Mauler, Earthborn or Rok, but Mulg just makes it easier and tends to scare the opponent a tad more...............



  21. #21
    Annihilator Magnus0740's Avatar
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    I would take the Earthborn over either Rok or Mulg. I love Mulg, but he's a bit pricy





  22. #22
    Destroyer of Worlds Da-Rock's Avatar
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    Quote Originally Posted by Magnus0740 View Post
    I would take the Earthborn over either Rok or Mulg. I love Mulg, but he's a bit pricy

    With Jarl it comes down to 2pts. What does Mulg give for that 2pts with Jarl as his Warlock and what would you do with the 2pts if you dropped him? Does that 2pts cover what you lose by dropping Mulg?

    For me, using Jarl and Mulg gives you multiple things that some will not be seen by the opponent. The first is Mulg having Spd 6 instead of 4. Spd 8 if hit prior. Pathfinder and Def 16 against Range in a Cloud as you set him up for a smash run. (using Feat turn or Swamp Gobbers - lots of options and variations here).

    Mulg also has Reach and Protective Fit. High armor and Health, beats face and his animus can screw with your opponents plans on occasion, (shouldn't really plan on that working all of the time). Regeneration and snacking add enough utility to a face smasher.

    You can add a 2pt solo who may or may not make an impact, but I know Mulg will. If it was 3pts I would look harder at other options as that opens up various more solos, (Janissa, another Fell Caller etc)
    Last edited by Da-Rock; 04-29-2012 at 01:35 PM.



  23. #23
    Destroyer of Worlds Da-Rock's Avatar
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    Lets Talk Troops. I dislike most Infantry in WarmaHordes and then I came to Trollbloods, oh my....so so beautiful! I try not to over do it and others have had to set me down and explain again that Warbeasts give Fury. (I play too much Borka where running a single 5 Fury Warbeast works fine).

    Infantry: I will break this into a melee and a shooty section.

    Melee/Tarpit
    Fennblades (Min) + Unit Attachment
    : Coming from playing a pimped out Borka list, I knew that these guys would be my first pick even though I really like Kriel Warriors too. The UA for this is just good enough to almost always have. The way Jarl will use them, the UA is almost required.

    I like to put Quicken here early game and setup a Mini Feat turn when its time to Press/Jam my opponent. SPD 8 + 2" movement is awesome! Often if the situation requires it I will run them 18" just to put a big massive dent in my opponents plan and allow me more time to set up what I want. Also great at slowing the opponent down so much that you can get scenario points. Great unit will enough kick and survivability.

    Ranged/Support
    Scattergunners (Min) + Unit Attachment
    : Before the UA I would most likely not add these guys to most lists. With Jamming infantry like Fennblades they can be downright mean. Jarl can support them in several ways with Quicken and even Tactical Supremacy for movement. Spraying through your own troops or even targeting them to spray the opponent has worked wonders for me. Standing still with Rat 7 or using CMA really increases their utility and both infantry and solo removal.

    In my last game they destroyed Old Witch's Scrapjack in a turn. Having a large screen on Tough Fennblades allowed them to survive Scrapjacks Avatar of Slaughter round at full Focus, (well, only two Fennblades lived through it and one was the Drummer!), but the Scattergunners not only took out Scrapjack in a turn, but clogged up Jarl's entire right flank which allowed me the freedom to Press the Old Witch using Magic Bullet.

    Would I like a Full unit of both? Just look at my 50pt list for an answer. I almost look at these two Min units as one Combined Arms Max unit.
    Last edited by Da-Rock; 04-29-2012 at 01:57 PM.



  24. #24
    Destroyer of Worlds Da-Rock's Avatar
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    Ok, here is the final build:



    Jarl Skuld, Devil Of Thornwood

    Troll Impaler

    Mulg the Ancient

    Trollkin Runebearer

    Swamp Gobber Bellows Crew

    Thumpercrew

    Trollkin Fennblades (Leader and 5 Grunts)

    Trollkin Fennblade Officer & Drummer

    Trollkin Scattergunners (Leader and 5 Grunts)

    Trollkin Scattergunner Officer & Standard

    Fell Caller Hero

    Feralgeist
    Last edited by Da-Rock; 04-30-2012 at 08:07 AM.



  25. #25
    Destroyer of Worlds Steampunk Jim's Avatar
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    Taking min units with UA is so inefficient. I'd drop the thumper, the feralgeist and the gobbers to max out both units.

  26. #26
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    You really have had success with this list? I'm a bit astonished, I'd never thought of playing Scattergunners or Mulg with Jarl. I always found that SG's need help hitting which Jarl doesn't provide. Did you roll really hot when they destroyed the Scrapjack? Also Mulg is so pricey in 35p. I'd rather take another heavy. Either the Bomber since you already have the Impaler or maybe an EBDT or a Mauler. Actually I took a Bomber and a Mauler in 35p. but I didn't test this enough to recommend it.

  27. #27
    Destroyer of Worlds Da-Rock's Avatar
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    inefficient does = doesn't work. Too many tourney players have jumped on that bandwagon. At 35pts its hard to Max two infantry units. As I stated earlier the Thumper crew is apart of what the list does. I would run this list at all without the pieces. I would just go low brow and throw in Tuffaloes. Min units by themselves will always be weaker in a sense, but if two units support each other then it tends to work. At 50pts and using the same list I max the units out and add other beasts.



  28. #28
    Annihilator razcalking's Avatar
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    I'm running a similar list for an upcoming 25-point tournament:

    Jarl Skuld, Devil Of Thornwood (*6pts)
    * Troll Impaler (5pts)
    * Mulg the Ancient (12pts)
    * Trollkin Runebearer (2pts)
    Trollkin Fennblades (Leader and 5 Grunts) (5pts)
    * Trollkin Fennblade Officer & Drummer (2pts)
    Fell Caller Hero (3pts)
    Stone Scribe Chronicler (2pts)

    Hard decisions between Mulg vs. Mauler + Fellcaller or taking the Fennblades up to max unit size. Alternate list would look like this:

    Jarl Skuld, Devil Of Thornwood (*6pts)
    * Troll Impaler (5pts)
    * Dire Troll Mauler (9pts)
    * Trollkin Runebearer (2pts)
    Trollkin Fennblades (Leader and 9 Grunts) (8pts)
    * Trollkin Fennblade Officer & Drummer (2pts)
    Fell Caller Hero (3pts)
    Stone Scribe Chronicler (2pts)

  29. #29
    Destroyer of Worlds Da-Rock's Avatar
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    Quote Originally Posted by Digestive View Post
    You really have had success with this list? I'm a bit astonished, I'd never thought of playing Scattergunners or Mulg with Jarl. I always found that SG's need help hitting which Jarl doesn't provide. Did you roll really hot when they destroyed the Scrapjack? Also Mulg is so pricey in 35p. I'd rather take another heavy. Either the Bomber since you already have the Impaler or maybe an EBDT or a Mauler. Actually I took a Bomber and a Mauler in 35p. but I didn't test this enough to recommend it.

    Scattergunners had Tactical Supremacy on the turns before and therefore were in a good position behind the Fennblades, they just aimed and fired. Standard rolls, well I think it was 8s, but 7 guys shooting.......

    I gave a reason behind Mulg in a 35pt list. I agree that its hard, but the point was if you are going with a single finisher you should always "Go Big or Go Home". What do you add for 2pts to make the Bomber at range 12" and bad melee ability better? Don't forget, Quicken on Mulg makes him really really scary to the opponent...............each piece of the list has to help another part of it.

    Its not easy, but you can make it flow....when it does flow = wham!



  30. #30
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    Quote Originally Posted by Da-Rock View Post
    Scattergunners had Tactical Supremacy on the turns before and therefore were in a good position behind the Fennblades, they just aimed and fired. Standard rolls, well I think it was 8s, but 7 guys shooting.......
    You need 7's to hit and would do 3 damage on an avarage roll. Even if all 7 SG's hit they wouldn't destroy the Scrapjack on average rolls. So you rolled really good and I wouldn't base my appreciation of a unit on one match where the dice were hot.

    I gave a reason behind Mulg in a 35pt list. I agree that its hard, but the point was if you are going with a single finisher you should always "Go Big or Go Home". What do you add for 2pts to make the Bomber at range 12" and bad melee ability better? Don't forget, Quicken on Mulg makes him really really scary to the opponent...............each piece of the list has to help another part of it.
    With Quicken the Bomber has a threat range of 19". With Jarl you can often open LOS to the caster; you don't even need a whole charge lane ...
    And if you leave Mulg and the SG's out you can max the Fenns and take a Mauler and a Bomber:

    Jarl -6
    Impaler, Bomber & Mauler 24
    Runebearer 2
    Fenns + UA 10
    FCH 3
    SSC 2

    But actually I think Beckmans List in that other thread is better :-)

    Also: If you had success with your list, then by all means use that. I particularly like your Thumper idea and will definately steal it

  31. #31
    Destroyer of Worlds Da-Rock's Avatar
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    Quote Originally Posted by Digestive View Post
    You need 7's to hit and would do 3 damage on an avarage roll. Even if all 7 SG's hit they wouldn't destroy the Scrapjack on average rolls. So you rolled really good and I wouldn't base my appreciation of a unit on one match where the dice were hot.



    With Quicken the Bomber has a threat range of 19". With Jarl you can often open LOS to the caster; you don't even need a whole charge lane ...
    And if you leave Mulg and the SG's out you can max the Fenns and take a Mauler and a Bomber:

    Jarl -6
    Impaler, Bomber & Mauler 24
    Runebearer 2
    Fenns + UA 10
    FCH 3
    SSC 2

    But actually I think Beckmans List in that other thread is better :-)

    Also: If you had success with your list, then by all means use that. I particularly like your Thumper idea and will definitely steal it
    What do you do when you have nothing solid for Bomber to do or it fails to kill and you are looking at losing it next turn? As I stated in my meta we have a lot of high Armor lists. The Bomber is almost worthless against an all armor Karchev list which I see every week.

    The bomber has its place, but almost never a good choice as a solo Warbeast or finisher.



  32. #32
    Destroyer of Worlds Beckman's Avatar
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    Quote Originally Posted by Digestive View Post
    But actually I think Beckmans List in that other thread is better :-)
    You mean, THIS LIST???

    Jarl Skuld, Devil Of Thornwood (*6pts)
    * Pyre Troll (5pts)
    * Troll Impaler (5pts)
    Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts) (10pts)
    Farrow Slaughterhousers (Leader and 5 Grunt) (6pts)
    Farrow Slaughterhousers (Leader and 5 Grunt) (6pts)
    Gatormen Posse (Leader and 4 Grunts) (9pts)

    *slinks away*
    Quote Originally Posted by sourclams View Post
    I have no F-ing clue why MtK lost regen, and I have no F-ing clue how monsters that are basically the DnD Tarrasque in the 'fluff', eating the earth utterly barren and sometimes even eating the rocks left over, suddenly become connosieurs that care whether the screaming biped they just ingested is fresh or not.

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    Destroyer of Worlds Da-Rock's Avatar
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    Quote Originally Posted by Beckman View Post
    You mean, THIS LIST???

    Jarl Skuld, Devil Of Thornwood (*6pts)
    * Pyre Troll (5pts)
    * Troll Impaler (5pts)
    Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts) (10pts)
    Farrow Slaughterhousers (Leader and 5 Grunt) (6pts)
    Farrow Slaughterhousers (Leader and 5 Grunt) (6pts)
    Gatormen Posse (Leader and 4 Grunts) (9pts)

    *slinks away*
    Unfortunately does horrible against High Armor lists and requires Minions in bulk. With Spriggan Bull Dozing and Karchev lists along with Legion and other things in my Meta it would either pack no punch or die to anti infantry lists along with Jarl being in a bad spot often and only two lights as a deterrent.



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    Quote Originally Posted by Da-Rock View Post
    What do you do when you have nothing solid for Bomber to do or it fails to kill and you are looking at losing it next turn? As I stated in my meta we have a lot of high Armor lists. The Bomber is almost worthless against an all armor Karchev list which I see every week.

    The bomber has its place, but almost never a good choice as a solo Warbeast or finisher.
    The Bomber can either deal with Hi-Def infantry or can soften up 'Jacks. In your Karchev example you can use the Fenns to slow his battlegroup while Jarl and the Bomber deal with the mechanics and other support. Also there is still a mauler in the list.

    Unfortunately does horrible against High Armor lists and requires Minions in bulk. With Spriggan Bull Dozing and Karchev lists along with Legion and other things in my Meta it would either pack no punch or die to anti infantry lists along with Jarl being in a bad spot often and only two lights as a deterrent.
    You plink with Jarl and then the slaughterhousers do 25 (27 with Pyre animus) damage on the charge and they have two attacks, iirc. Again you have Nyss to deal with support or for big cra's. Pyre's animus is nice against Legion.

    I still don't see how only having Mulg helps you with a Karchev List, probably sporting 3 heavies (plus Karchev) at 35p.

  35. #35
    Destroyer of Worlds Da-Rock's Avatar
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    Quote Originally Posted by Digestive View Post
    You plink with Jarl and then the slaughterhousers do 25 (27 with Pyre animus) damage on the charge and they have two attacks, iirc. Again you have Nyss to deal with support or for big cra's. Pyre's animus is nice against Legion.
    Animus is single model, how are you getting that on 6 models?

    I still don't see how only having Mulg helps you with a Karchev List, probably sporting 3 heavies (plus Karchev) at 35p.
    Because you only need to kill Karchev - a Bomber isn't going to do it. Mulg can and will. "Finisher"



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    Quote Originally Posted by Da-Rock View Post
    Animus is single model, how are you getting that on 6 models?
    You can buff up to 4 models but realistically only 2 to 3. But if you kill the mechanics you can just charge with 3 and slowly feed your army chipping away on his jacks. Also: Nyss.



    Because you only need to kill Karchev - a Bomber isn't going to do it. Mulg can and will. "Finisher"
    As will a mauler. I still don't see why he shouldn't just cast sidearms and run every round till he reaches you. Neither your fenns nor your SG's will do anything. And Mulg alone will not even reach Karchev behind 3 Jacks. With sidearms the jacks will have def 13 and you cannot knock them down. Karchev will go to def 15.

    Actually with a list like yours you probably should go for a scenario-win.

    Well, you have already played these games and I'm only theorymachining here, so are probably right.

  37. #37
    Destroyer of Worlds EvilFuzzyDoom's Avatar
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    Swap 1 Fury per turn for a SPD 6 Mulg? Yeah sure. Done.
    Quote Originally Posted by Professor Lust View Post
    i am now calling my MTK "Bruce" because these threads all die hard but some poor sap always seems motivated to make a sequel.

    Mountain King Tactica! - Old League Logs on the PP Forums and Trollblood Scrum

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    I've had very good luck with Mulg in 35pt games and with different casters. All I find I really have to do is get him moving faster and he's worth the points. As for the min sized units that is something I do as well. The main reason, and this is stupid, those medium bases take up a lot of space. Cutting back from a full ten troll unit plus attachment has changed the way I play with good results. Larger pts games I do take, on average, one full unit with attachment. At 35 pts I would rather have the couple pts for a solo.

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    Destroyer of Worlds Beckman's Avatar
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    Quote Originally Posted by Da-Rock View Post
    Unfortunately does horrible against High Armor lists and requires Minions in bulk. With Spriggan Bull Dozing and Karchev lists along with Legion and other things in my Meta it would either pack no punch or die to anti infantry lists along with Jarl being in a bad spot often and only two lights as a deterrent.
    Not really, I had a good game (beat) a Sorcha list with Man-o-Wars, Beast-09, and a Spriggan... at 35... While you're right, I don't think a high ARM list is the best matchup... if you're going up against a balanced list, I think you're fine. Karchev is a different animal. pThags, Xerxis Brick, Troll Beast Brick - They're going to be tough matches unless you're bringing a list that has a strength against high ARM.

    Most lists are going to have some matchups where they've got issues. I don't think that an Mulg/Pyre + other troll infantry has a better matchup against armor than this list. You kill a heavy with Mulg, then you lose Mulg to the retaliation. In order to get a better matchup VS armor, I think you're into more heavies. Which I don't think is the way to go with Jarl at 35.

    If you're that crazy about anti-armor,
    Jarl Skuld, Devil Of Thornwood (*6pts)
    * Pyre Troll (5pts)
    * Mulg the Ancient (12pts)
    * Trollkin Runebearer (2pts)
    Farrow Slaughterhousers (Leader and 5 Grunt) (6pts)
    Farrow Slaughterhousers (Leader and 5 Grunt) (6pts)
    Gatormen Posse (Leader and 4 Grunts) (9pts)
    Swamp Gobber Bellows Crew (Leader and 1 Grunt) (1pts)

    Would be a better bet. But I think it's overkill. Posse ties the enemy up/prevents tramples, charge with Slaughterhausers as the second wave. Hit with Mulg's club. But I think it's just too much of one dimension. The Quickened Nyss really make life hard with DEF17 against magic/shooting.
    Quote Originally Posted by sourclams View Post
    I have no F-ing clue why MtK lost regen, and I have no F-ing clue how monsters that are basically the DnD Tarrasque in the 'fluff', eating the earth utterly barren and sometimes even eating the rocks left over, suddenly become connosieurs that care whether the screaming biped they just ingested is fresh or not.

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    Destroyer of Worlds Da-Rock's Avatar
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    Very good points, but I don't trade my single heavy. He's a finisher or kills isolated models. If something threatens close to Jarl, I jam with troops and move back, usually this pulls the threat farther from support and then Mulg walks up and smashes.



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