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  1. #1

    Default need 25pt list using baldur or.mosar. please help im new!!

    so I am new to war machine and I really need some help putting together a 25 point list. I really want to use baldur or mosar and I like the wolds and saytrs. I don't know where to start and any help would be greatly appreciated. all I have right now is the battle box for circle and I slowly want to go from an 11 to 15 to 25 and then 35.

    Thanks

  2. #2
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    I would say that neither Baldur or Mohsar really make good use of the Battlebox contents. Baldur prefers Wolds over living Warbeasts and Mohsar likes Beasts such as the Warpwolf Stalker and Pureblood Warpwolf as these aid a hit-and-run playstyle with him (use Lightning Strike from the Stalker to move to safety behind a Pillar Of Salt, using the Pureblood's Ghostly if necessary). Both Warlocks like Geomancers. I'm not a big fan of the Satyrs because they just aren't that great on the table, IMO - the Warpwolves are vastly superior for only a point or 2 more. My Satyrs only ever come out of the figure case when I am using one of the Kayas, and that is pretty rare to be honest.

    My favourite 25-point lists with these Warlocks are:

    Theme Force: Rock of Orboros Tier 2
    25+6 points, 17 models

    Baldur the Stonecleaver +6 points
    * Megalith 11 points
    * Woldwarden 9 points

    Druid Stoneward & Woldstalkers 5 points
    Sentry Stone & Mannikins 3 points
    Shifting Stones 2 points
    * Stone Keeper 1 point

    At 35-points, you can reach Tier 4, therefore getting discounted Warbeasts. At 35-points I would therefore add a Woldwyrd, another unit of Wold Stalkers (to meet Tier requirements) and either a second unit of Shifting Stones or a Blackclad Wayfarer.

    With this army you will be deploying quite far up the board (due to Tier bonuses) and can use the Woldwarden's animus, Mannikins and Baldur's Rapid Growth to hinder your opponents movement/lines of sight with forests, whilst constantly threatening a Tree Walker assassination. This all equates to fantastic board control. Megalith and the Woldwarden are your heavy hitters. They are actually pretty weak Warbeasts in melee normally, but Baldur grants them free charges and they can Geomancy Stone Skin onto themselves before making attack rolls, turning them into decent melee threats. They are pretty durable Warbeasts, but should rarely be getting charged themselves due to the blocking forests that you can create and the difficult terrain generated by Megalith's animus or Baldur's Feat.

    For Mohsar I would suggest:

    25+5 points, 14 models

    Mohsar the Desertwalker +5 points
    * Megalith 11 points
    * Warpwolf Stalker 10 points

    Gallows Grove 1 point
    Shifting Stones 2 points
    * Stone Keeper 1 point
    6 Tharn Bloodtrackers 5 points

    At 35 points, add Pureblood Warpwolf and second Gallows Grove.

    The most important thing for a beginner picking up Mohsar: get yourself a rulebook and learn how obstructions and structures work. These rules apply to Pillars of Salt - good use of this spell will win you games. Some Warlocks have a Feat or special ability that defines them. Mohsar has Pillars of Salt.

    With this army you need to keep Mohsar way back. He is an incredibly squishy Warlock so needs to stay away from the action. His huge control area makes this possible. Your offensive spells should be largely cast by Megalith, though you have the Grove to channel them when you need Mohsar to do the casting. Megalith is a great Maltreatment target for Mohsar because he will automatically heal most (or all!) of the damage which results from using this ability. This effectively turns Mohsar into a 9FURY Warlock. You should activate Mohsar last each turn and invest most of his Fury into Pillars Of Salt. These are crazy good for disrupting your opponent's plans, particularly in these smaller games where he might not have the resources to destroy the Pillars every turn. The Blood Trackers are Circle's best Mirage targets in my opinion, and are living infantry that you can target with Sands of Fate in a pinch. The Warpwolf Stalker's animus allows you to hit something and retreat to safety before blocking enemy charge lanes to the Warpwolf with Pillars. At 35-points the Pureblood aids this strategy by granting the option to Warp for Ghostly, thus letting you move through any Pillars created if Mohsar is forced to activate earlier in the turn (if you need him to heal a Warpwolf before it activates, for example).
    Last edited by mercury; 07-21-2012 at 12:14 PM.

  3. #3
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    I would just like to add the point that, since you like the Satyrs, the Gnarlhorn is not a bad Warbeast choice for Mohsar. The ability to perform super slams into Pillars is pretty decent, but in all honesty is not too difficult for an opponent to avoid (stay out of Slamming range) and is difficult to pull off with the Counter Slam ability, due to the 'directly towards' nature of Slams. With my playstyle, I think that he would be my fourth-choice heavy with Mohsar (after Megalith, a Stalker and a Pureblood; or Stalker, Pureblood and Woldwarden if character restrictions render Megalith unavailable). The problem is that I pretty much never have the desire to field 4 heavies with Mohsar.

    A Satyr would never appear in my Baldur lists-I like his Theme Force too much. Should I be persuaded to play out of Tier, then Ghetorix or a Feral would be my living heavies of choice, as the ARM bonus of Stone Skin stacks with their own buffs, and the the STR bonus would really allow them to break face.
    Last edited by mercury; 07-22-2012 at 02:02 PM.

  4. #4

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    Out of curiosity why does evryone steer away from the wold gaurdian?

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