do any circle warlocks need more than 2 GG's? I'm thinking the magic number is 3 for the caster locks.
do any circle warlocks need more than 2 GG's? I'm thinking the magic number is 3 for the caster locks.
I haven't found the need for more than 2 yet, and I play Mohsar and the Kruegers.
I've bought 4, but I have only gotten 2 of them so far. I have a Morvana list that needs 3.
I have found 2 is best, though I have had 3 with casters but one ends up being "Back up grove" which stays back till late game. I think Morvahna and Mohsar (And now Baldur 2 I suppose) make use out of more than 2 for the Entropic Force, so EoL and Crevasse always go off.
I think for casting spells, 2 is the right number. If you want to make use of Entropic Force for anti-tough or to Meta against Tough or healing then 3 is good. I have only used 4 once and it was with Cassius, basically just so I could AD half a forest!
I'm looking at cassius,mohsar, morvahnna. if it's worth it to pick up more than 2.
I only use 1-2 at 35 points. I would probably be tempted to use 3 at 50 points, if my caster has some good spells to arc. I usually take more with Mohsar and Morvahna. People like Baldur2 usually get one, to be a Roots of the Earth distribution center.
only play once in a blue, so just asking feedback.
I play 1-2. Their role sometimes comes down to being able to cast spells on my own models in my casters back arc. Deep down Krueger is a melee warlock![]()
I despise only taking one, but have done it. Something feels especially fragile of just a single tree and I like the extra redunancy. Looking on iBodger at my lists:
Baldur1 - 0
Baldur2 - 2
Cassius - 3
Grayle - 2
Kaya1 - 2
Kaya2 - 0
Kromac - 2
Krueger1 - 2
Kruger2 - 2
Mohsar - 3
Morvahna - 3
I honestly wonder if FA 4 on them is a result of packaging more than a result of how PP wanted them to be costed PC-wise sometimes. I have tried four and nto gotten good resulsts, but I think they probably of cost a tad more to get all four had they been separate. World may never know.
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I prefer 2. As Blaque noted, one feels fragile and I would add a bit pointless, as it will generally die pretty quickly barring you really guarding it. I usually take 2 and instead put one on each flank, with my caster in the center of the board (unless I'm doing something crazy with eKaya, but then I don't take them with her anyways...).
Essentially to me it feels like 3 is too many, 1 is not enough, and 2 is just right. 4 gives you some major redundancy and flexibility, but the only one I can really see making use if it would be Cassius/Morvahna/Mohsar - essentially any 'lock that really relies on spellslinging.
Its not spellslinging, its our massive amount of "triggers on destroyed" stuff. Morvahna, Mohsar and Baldur 2 need to kill models to trigger the good bits of their spells, ravagers, berserk, sprint, LotF... all really buffed by Entropic Force.
For me, if you are taking more than 2 (And its not 1 point spare so I'll take one) then its for EF rather than channeling.
I'll agree with Cassius, Morvahna and Mohsar wanting upto 3 of them at 50 points. I think I'd consider 4 maybe at 75 points, but it would depend. I could probably lean towards 2 with anyone else expect for Kaya2 and Baldur1. I do agree that having additional groves above 2 makes me willing to sacrifice one or 2 of them to use entropic force as a few people have said.
I thought for sure I was going to need 3 or 4 when they were announced, and was only going to have 2 for a short time.... but I have not found I need more than 2 yet.
Don't blame bad dice rolls for your losses. It was your lack of planning that made you roll trip-ones.
This is also what I thought. I have 4 painted up and ready to go, but really only ever find need for 2 if that. Their usefulness changes as the board changes (concealment) or with the presence of Druids and/or swamp gobbers. I want to try more with my mohsar list, as an option to do some spellslinging, but for the most part, I believe their main use is range extenders to on demand buffs (Roots, Mirage, wild agression etc) rather than offensive spells and debuffs (bonejacks).
When the use of entropic force comes up though, it is boss. The opponent immediately destroys it though (no one likes being denied tough because of a 1 point model).
I rarely use more than 2. In 100 point games I usually bring 4, but other than joke lists with cassius I think the best number is 2.
Groves + Woldstalkers are great for killing bane thralls, by the way. Get the grove up in their grill and deny a couple of them tough rolls, shoot down some with the woldstalkers and then arc an offensive spell through the grove at some of the other ones.
Three also shows-up in my lists when I am dealing with Flank stuff, actually. They make decent reinforcements.
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it really depends on your point level. i generally take more (3-4) at 50pt games and higher. at 35pts the magic number is about 2-3, depending on caster
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Playing Cassius I like 2, but reinforcements scenarios make me want a third depending on what I'm bringing. A grove coming in on the side seems helpful even if you already have 2.
Anyone think that with the release of the Gator Witch Doctor and increasing ubiquity of tough outside of trolls that grove stock might go up?