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  1. #1

    Default Grissel 35/50 pt. lists... suggestions please!

    Playing the two lists below. Looking for thoughts and/or opinions on how to fine tune them. I already posted this list on the Trollblood Community Forum and want to test the waters in the list discussion to see if I get different views. Thanks

    35 pt. list
    Grissel (+5)
    Dire Troll Mauler (9)
    Pyre Troll (5)
    *MAX*Kriel Warriors- 1 leader & 9 grunts (6)
    Caber Throwers x3 (3)
    KW UA Standard Bearer & Piper (2)
    Trollkin Long Riders- 1 leader & 2 grunts (7)
    Horthol Long Rider Hero (5)
    Fell Caller Hero (3)



    50 pt. list

    Grissel (+5)
    Dire Troll Mauler (9)
    Earthborn dire Troll (10)
    *MAX*Kriel Warriors- 1 leader & 9 grunts (6)
    Caber Throwers x3 (3)
    KW UA Standard Bearer & Piper (2)
    Min unit Krielstone Bearer & 3 Scribes (3)
    Krielstone Scribe Elder (1)
    Trollkin Long Riders- 1 leader & 2 grunts (7)
    Horthol Long Rider Hero (5)
    Fell Caller Hero (3)
    Sons of Bragg (6)

    I proxied the SOBs and it's really nice to have a sterdy flanking unit that you don't have to worry about being in Grissel's CMD. They Fell Call within themselves yet can still recieve buffs. These guys are monsters of MAT and should fit in nicely opposite the Long Riders and Horthol!

  2. #2
    Conqueror Lost Effect's Avatar
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    I really like your 35 point list.

    The 50 point list I think you should try to max the longriders and remove the Fell Caller.

    I would set it up like this:

    Battle Group
    Grissel +5
    ^Earthborn Dire Troll 10
    ^Pyre Troll 5
    Units
    Max Kriel Warriors 6
    ^Cabers Thrower (3) 3
    ^UA Standard Bearer & Piper 2
    Max Krielstone Bearer & Scribes 4
    ^Stone Scribe Elder 1
    Max Longriders 11
    Sons of Bragg 6
    Solos:
    Saxon Orrik 2
    Horthol, Long Rider Hero 5

    Now the REASONING!!!!!

    Saxon Orrik:
    Reasons:
    Advance Deployment-helps stay with longriders for second turn
    Pathfinder- Always great when you don't have to worry about those rocks or walls on the board.
    Reconnaissance - gives a unit/model pathfinder, this works well because the fell caller cannot buff the SOBs if they use their own Fell Calls.
    Stealth - some help vs. ranged
    He also has a nice ranged weapon for some quick ranged solo hunting

    Pyre Troll:
    Reasons:
    Animus: +2 melee damage, crit fire, immune to fire attacks
    I love this because it can one be used offensively boosting your cabers, longriders or earthborn. It also gives some good protection vs. Menoth and legion's ranged beasts.
    He might not be the massive beat stick that the mauler is but you are bringing longriders and their slams and charges will make up for it.

    Full Long riders:
    These guys are scary. People know them, seeing these guys jump on the table has a wow factor. A full unit that doesn?t have to stay in a range of Horthol to receive a bonus is powerful. They can use troll bowling to take down large swaths of high DEF enemies. Example: KW runs in front of a Winter guard Deathstar, and then is later slammed into them by his longrider brother. Nice way to work around high DEF.
    Saxon will be able to keep up with them to get pathfinder on them when they need it.

    Max Krielstone Bearer & Scribes with Stone Scribe Elder 1
    I maxed your Krielstone bearer and Scribes because you will like being able to cover more area with your protective aura. Also I had a point.
    "CONGLATURATION!!! YOU HAVE COMPLETED A GREAT GAME. AND PROOVED THE JUSTICE OF OUR CULTURE. NOW GO REST OUR HEROES!" (Ghostbusters)

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