First "serious" list - input appreciated - 25 points
I've only played about 7 games so I'm still pretty new. Today I got my faction deck in the mail and sat down and really thought about what to do with my 25 points. Let me know what you think. Any input would be a great help. Thanks in advance!
Mulg (To get my kill on - also, one less point due to Edoom's 4th tier)
Troll Impaler (Needed for killing things that are dangerous to kill in melee)
Troll Axer (Using him for the rush ability to get my Mulg a truckin)
Trollkin Champions (Min)
Troll Whelps (Fury management and to keep Mulg alive a little longer)
Swamp Gobber Bellows Crew (What else am I to do with 1 point? Figured it could get the Champs across the table or maybe help protect Edoomy)
I'm excited to see my Mulg charge 14" across the table and smack something with reach. If your Warlock/caster gets within 16" of Mulg its gonna DIE! ( Mulg SPD:4 + 2SPD if hit +3SPD from Edoom feat +2 movement from rush + 3 for charge +2 for reach = 16" circle of death. Not to mention I can Goad him a bit further)
Destroyer of Worlds
Looks like fun!
But I think you could really use a second heavy.
I'd consider dropping Champs, Impaler, and Gobbers. That frees up 12 points. Perfect fit for Mauler and Janissa. Mauler, in addition to his own combat prowess, can also ensure Mulg kills at least one other heavy through use of the Rage animus, which is also a nice buff for the Axer in some situations. Janissa helps protect Doomy with Rock Wall, and has some other awesome abilities.
Personally I would start with a core list that is proven to be effective then tweak things as you become comfortable and gain experience.
The alternate to this list goes like this...
The first list is great for learning the game since a wall is more forgiving then a cloud. The idea with both lists is to alpha strike extremely hard on Doomy's feat turn (should be turn 2).
Have fun with the list if you want more in depth tips on its use ask and we can guide you through order of activation on feat turn, piece trading, and how to use Janissa or gobbers to max effect.
I made a mistake with the second list, use Runebearer instead of Whelps. I have whelps on the brain since mountain kings rules were spoiled.
Thanks guys! I discovered I misunderstood how tiers work and I don't get mulg for 11 points. Hes still twelve. I really like the look and sound of:
I love mulg, I'm also seeing the janissa ebdt combo and the list as a whole makes getting through rough terrain pretty easy. I played with swamp gobber bellows crew for two games and I have no idea how to use them with my army. I've been looking at rok, the mauler, I love the sound of whelps tho I haven't used them yet and the swamp troll sounds like he could be pretty interesting.
I was actually thinking about running an ebdt and mulg with a swamp troll right in the middle of them. I could use ebdts animus on mulg, use the swamp trolls animus on himself then use janissa to put a wall behind them (or depending on the situation, in front of them). Ebdt would sit at 20 arm, mulg at 21, the swamp troll would have def 16 and would make it harder to hit all three of them (as long as he sat in the middle as planned) he could also pull small and medium based creatures on over for the three of them to destroy. That would leave me with enough points to put in whelps. Thoughts?
Why runebearer? He sounds like garbage to me. I'd think whelps would be a much better choice.
Originally Posted by nosrek
Destroyer of Worlds
Runebearer can use mini feat to recast Wild Aggression on another beast in the same turn. Between upkeep, Doomy activation and Runebearer you can have it on 3 beasts for one turn.
Originally Posted by JAAJ711
Also the -1 cost on spells helps out alot without sacrificing transfer fury.
Oh wow. I didn't think about the potential of three different targets utilizing wild aggression in the same turn. That definitely is worth 2 points. I'm going to have to use the runebearer and see what happens.
Originally Posted by Celedor
Hard to give up janissa tho! She is pretty awesome.
If the runbearer casts wild aggression, Doomy is considered to be the source of the spell, so whatever you had WA on loses it.
Having said that, I dig you latest incarnation of a list. At 25 points, you bring alot of beef to the table, and people underestimate( the player himself sometimes) the value of throwing wa on the axer for a thresher attack to eat ALOT of infantry.
Originally Posted by ELJE
I understand that WA expires for each time it's cast.
With both eDoom and the Runebearer you can utilize it on 3 seperate warbeasts tho.
Say you have Mulg, EBDT and an Axer.
You upkeep WA on Mulg,
utilize WA on him,
cast WA on EBDT,
utilze WA on him,
cast WA on axer,
utilize WA on him.
If it weren't for the runebearer you could only utilize WA on two separate warbeasts. With the addition of the runebearer however, you are able to utilize it three times.
I believe that is what Celedor meant by "you can have it on 3 warbeasts for one turn".
Destroyer of Worlds
Yeah, while I agree with this, the reality of it is that we think about it in terms of being able to be used 2 times.. Because the critical turn starts with eHoarluk popping feat. So Hoarluk upkeeps Wild Aggression and potentially Refuge and your beasts activate. So Mulg charges in with Wild Aggression. Then later the Runebearer cycles Wild Aggression onto some other beast and he gets to use it.
Any beast that you activate before eHoarluk misses out on the bonus SPD from his feat. Which is why on the critical turn, it's usually not done.
Therefore, you usually see people having 2 beasts with Wild Aggression at best - people save the 1/game for feat turn, and other than that they're upkeep cycling it.
Originally Posted by sourclams