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  1. #1

    Default Is it just me or is Mulg...

    ...one of the coolest looking models in the game, hands down.

    So, question: Is he any good? I mean, I was originally planning to buy Cygnar for WM, but the WM models are kind of uninspiring compared to what Hordes players get, imo.

    How should I go about building a starter list for Trolls (say...15pts)? What's good? What sucks? Oh...and how can I incorporate Mulg?

  2. #2

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    At 12 points he will take up too much army for 15 points imho but hes worth every point huge spiral, reach massive pow magic weapon (the only beast we have with a magic weapon atm too) Try either doomy for fun results with Mulg reach plus goad can get silly

  3. #3
    Combatant
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    He is good, however expensive. Best with Doomshaper, not as usual with some others....

  4. #4

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    eDoomshaper has +6 Warbeast points, meaning that at 15pts, I can take Mulg and a Mauler. Muahahahaha! Prolly too much heavy for that size game. I really don't like infantry though. :P

  5. #5
    Destroyer of Worlds Celedor's Avatar
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    EDoomshaper
    Mulg
    Axer
    Janissa

    At 15 points would be fun.

  6. #6

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    Going a bit against the grain here. As others have said, Doomy and Mulg are like... well two things that you can think of that go well together. That said, Doomy is not the only warlock that can make him sing. And Doomy can be difficult to master. Personally, I love Mulg with Grim and a Earthborn. But, I think just about any warlock will do. Mulg is like peanut butter, he just makes other good things taste better.

  7. #7
    Annihilator Gdead909's Avatar
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    Mulg is amazing! He always earns back his points when i use him

  8. #8
    Destroyer of Worlds machine007's Avatar
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    Mulg works fairly well with almost all of our warlocks, and definetly better with certain warlocks. I typically run Mulg with the doomies, EMaddy and on ocassion I'll throw him around with everyone but Gunny and Grim. He is definetly worth to bringing to the table. Some opponents will cringe when they see him while others will shrug it off. Is he borken? Nope. But is he good? Hell yea!
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  9. #9

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    15pts

    eDoomshaper ~$18
    Mulg the Ancient ~$60
    Dire Troll Mauler (Plastic Kit if Magnetized 3 different Beasts) ~$35

    Total ~$113
    Expensive for a starter army but it's the way I started and I have been an eDoomy fan ever since. Magnetizing is a great way to get versatility out of the 3 beast plastic when you start to expand your collection.

  10. #10
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    Quote Originally Posted by Martacus View Post
    eDoomshaper has +6 Warbeast points, meaning that at 15pts, I can take Mulg and a Mauler. Muahahahaha! Prolly too much heavy for that size game. I really don't like infantry though. :P
    You can never have too many heavies for eDoomshaper :P
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  11. #11
    Destroyer of Worlds LunarSol's Avatar
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    Quote Originally Posted by Martacus View Post
    eDoomshaper has +6 Warbeast points, meaning that at 15pts, I can take Mulg and a Mauler. Muahahahaha! Prolly too much heavy for that size game. I really don't like infantry though. :P
    It's really not a probably of having too many heavies. The real problem is that both Mulg and the Mauler REALLY want an Axer in your list to shine.

    Mulg is awesome, and works great with a number of warlocks. Probably the best of the bunch are either Doomshaper, either Madrak, and Borka, but for the latter, his cost can cut into some of your infantry and support in games even as high as 35 points. I love the guy though and field him all the time.

  12. #12
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    When oppenent loves infantry machine pMadrak carnage +feat and watch your oppenent when mulg did remove all his warrior models :P

  13. #13
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    How about this for 15 points:

    pDoomshaper
    --Mulg the Ancient
    Kriel Warriors, max
    Runeshapers

    You've got a big old unit that functions as a tarpit as well as a capable melee force in their own right, you've got the beatstick of doom in Mulg, and the Runeshapers give you some ranged attack and fun utility. Doomshaper himself is really squishy, but Mulg can mitigate that somewhat via his protective abilities. Fortune is a top quality spell and is useful for all models in this list, and Doomshaper's other spells and abilities can all come in handy. Only huge downside I see here is that Doomshaper is Fury 7 and Mulg is only Fury 5, so you'll have to be careful with how you spend your Fury or you'll run out - but since Doomshaper has plenty of situational spells, I can see you not needing to spend more than 5 fury a turn on Doomshaper anyways.

    And yes, Mulg is amazing. In my eyes his only fault is that he tends to draw alot of attention and get focused on by your opponent. This is why your Kriel Warriors need to be screening him whenever possible.

  14. #14
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    Hordes in general struggles at the 15pt level due to a need to have at least as much fury available on your beasts as your warlock's FURY stat and often more. This problem is even more noticable for Trollbloods who generally lack anything resembling a cheap heavy as well as the synergy-based style of their gameplay.

    For example with pDoomshaper I would want to take enough beasts to have at LEAST 7-10 fury available to float around on the field. If you went for the latter then you would need two melee heavies (or a ranged heavy and two lights) of which the cheapest you would find would cost 18 points (for 2 maulers) leaving you with a paltry 4 points to get some kind of infantry or a Krielstone on the table.
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  15. #15

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    Quote Originally Posted by bakaryu View Post
    Hordes in general struggles at the 15pt level due to a need to have at least as much fury available on your beasts as your warlock's FURY stat and often more. This problem is even more noticable for Trollbloods who generally lack anything resembling a cheap heavy as well as the synergy-based style of their gameplay.

    For example with pDoomshaper I would want to take enough beasts to have at LEAST 7-10 fury available to float around on the field. If you went for the latter then you would need two melee heavies (or a ranged heavy and two lights) of which the cheapest you would find would cost 18 points (for 2 maulers) leaving you with a paltry 4 points to get some kind of infantry or a Krielstone on the table.

    I don't think this mind set is the right one to take when playing such a small point game. As rarely will you be using all your fury in a turn on your caster, it is always nice to have some redundant fury generation beasts in a list. I just find at 15 points it isn't needed in the same way it is in 50 point games. Also in 15 point games you tend to face a lot of 2 heavies + caster lists, so taking 2 of your own isn't a bad thing.

    @OP yes Mulg is an awesome looking Model.

  16. #16
    Annihilator tallted's Avatar
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    PDoomshaper
    Mulg
    EBDT
    This is my go to 15pt list. This one owns mm/tc.

  17. #17
    Destroyer of Worlds zor's Avatar
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    Mulg is good, really good. Learn how to use protective fit properly and your opponents will be frustrated for as long as mulg is alive. He also looks awesome and hits like a brick. Buy him and you will not regret it.
    Shred the Gnar(ls)!

  18. #18
    Destroyer of Worlds EvilFuzzyDoom's Avatar
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    Excellent 15pt list:
    pMadrak
    Mulg
    Mauler

    So much delicious goo.
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  19. #19
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    Quote Originally Posted by Mountain King View Post
    I don't think this mind set is the right one to take when playing such a small point game. As rarely will you be using all your fury in a turn on your caster, it is always nice to have some redundant fury generation beasts in a list. I just find at 15 points it isn't needed in the same way it is in 50 point games. Also in 15 point games you tend to face a lot of 2 heavies + caster lists, so taking 2 of your own isn't a bad thing.

    @OP yes Mulg is an awesome looking Model.
    You misunderstand me, I am not saying that its a bad thing to have two heavies in a 15pt list, in fact I typically prefer heavy warbeasts to light warbeasts even though we as a faction are uniquely suited to hiding our lights from the fighting until we are ready for them to be exposed.

    And I typically tend to think that it is indeed the correct mindset that Hordes is worse off in the smaller point levels compared to Warmachine. Warcasters as a general rule of thumb have access to more powerful spells and typically more effective feats as well as the freedom of being able to send their jacks outside of their control area while remaining effective - warlocks instead have the flexibility towards a portion of their spell list that animi provide (albeit often only temporarily), the frontload efficiency of the fury system and easier access to healing warbeasts than vice versa for warcasters.

    In a 15pt game it is not all that uncommon for both sides to lose most of if not all of their beasts and jacks - as soon as this happens warlocks are faced with a profound disadvantage.
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  20. #20

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    You misunderstand what I was trying to say, most due to me not actually saying it.

    Going in with the mind set that you need to have enough beasts to cover or generate more than your fury stat is the wrong mindset to have in a small 15 point game. That is all I was trying to say. I think hordes and trolls especially run low point games really poorly.

  21. #21
    Destroyer of Worlds Celedor's Avatar
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    Quote Originally Posted by Mountain King View Post
    You misunderstand what I was trying to say, most due to me not actually saying it.

    Going in with the mind set that you need to have enough beasts to cover or generate more than your fury stat is the wrong mindset to have in a small 15 point game. That is all I was trying to say. I think hordes and trolls especially run low point games really poorly.
    I'm not sure this is good advice. Can you elaborate on why it might be better to field less beasts than the amount needed to replenish fury?

  22. #22
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    I played a 15 an 35 against an Irusk Army yesterday.... Using the 23arm beast brick for 35 and mulg and a mauler for 15 (edoomie)

    Needless to say in both games mulg got the win, goad is so awesome for wading through infanty to the caster..... both times it just took 2 fury to finish off (with the free attack as well)

    In 15 it can be alot of fun with mulg+mauler
    I wildagression the mauler and he made 3 tramples through infantry snacking his face off, then a primal shock for good measure on irusk to help mulg out

    35pt mulg 23 armor just makes people cry (and all your heavies being 22 does too lol)
    I think people are always taken aback with a arm22 axer tho lol... I love our light-heavy little guy 2

  23. #23
    Conqueror duende's Avatar
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    I play this saturday a 15 pts list with Mulg

    Edoomie
    -Mulg
    Axer
    Janissa.

    This list was great ! with wild agresion in the axer cleaning infantry and the Mulg with refuge smashing big things and coming back to Janissa. ( then cover him with the Rock Wall ).

    I got a question about the 23 arm Mulg, why he get arm 23 ? with the Krielstone Bearer he get Protective aura ( for 1 round friendly faction models gain +2 arm while within 4^ ( inch ) of this model +1 ^ ( Inch ) per fury point on this model).

    He normaly has arm 19 +2 = 21 .. Why are you saying Mulg arm 23 ?

  24. #24
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    Quote Originally Posted by duende View Post
    He normaly has arm 19 +2 = 21 .. Why are you saying Mulg arm 23 ?
    Earthborn Animus near Janissa's Wall gives Mulg another +2 ARM.

  25. #25
    Conqueror duende's Avatar
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    Oh nice, thanks alexander !

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