Page 1 of 2 12 LastLast
Results 1 to 40 of 75
  1. #1
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default Epic Hoarluk Doomshaper, Rage of Dhunia - a Guide to our Dire troll warlock

    Hoarluk Doomshaper, Rage of Dhunia - Trollblood Trollkin Epic Warlock

    "I got a fever, and the only prescription...is more DIRES!!!"

    Epic Doomshaper is THE Trollbloods ultimate dire troll warlock. With his feat & spells, he is our prime delivery system of massive muscle, tooth and claw. He is a warlock who requires a bit of set up and positioning to be played effectively, but if done right your opponent's large and/or juicy targets will feel the full brunt of your dires.
    Red: Muy MUY IMPORTANTÉ!
    Orange: Very VERY GOOD
    Black: Average, for eDoomy's purposes anyway


    Statline
    Epic Doomshaper's stats won't be winning him any awards, by far. All of his stats are below average except for his FURY of 7. He has sub-par defense, only one more that the majority of the rest of our army's Def. His ARM isn't great either, the same as our Kriel warriors. His CMD is poor and his health boxes are a little below average as well. But despair not! We aren't taking him for his stats, aside from his FURY…

    Feat - Scroll of Grimmr
    Edoomy and Friendly faction warbeasts in his control area get to charge, slam, or trample without being forced and get +3" Speed when the performing one of those actions. This feat along with several other speed buffs allows for some massive charges for beasts under Doomshaper's control. The main point you must worry about is if your dire warbeast will be charging OUT of doom's 14" control range. It's happened a few times to me so you must be wary as well. Aside from attacking, the +3 speed also adds into running distances, which are doubled, and can help immensely if you need to get somewhere FAST! More on this feat in the tier and individual beast synergy section.

    Abilities
    Tough - The 1/3 staple among our faction
    Attuned Spirit - EDoomie gets to cast one Dire Troll's animus for free during his activation. This is a nice bonus as it basically saves you two FURY every round!
    Hyper Regeneration - If damaged, Edoomshaper heals d3 hit points at the start of every activation. While it's very unlikely that he'll be hurt and survive, Hyper Regeneration can be useful to heal damage incurred by leaching from his own life force.
    Goad - When a warbeast destroys a model in EDoomie's 14" control area he can force it to move 2". This is HUGE! Let's say your target is just outside your beast's charge range but there is an easily kill-able trooper near within charge range and near your target, you can simple charge the closer model, kill it, then goad 2" towards your intended target and go to work. That's the idea anyway.

    Weapon Abilities: Willbreaker
    Has an average P+S with some other abilities.
    • Magical Weapon
    • Reach
    • Powerful Attack - One focus boosts both attack and damage rolls. This makes eDoomy fairly efficient if he has to kill something in melee (and helps make up for his poor MAT). However you really shouldn't be using this as he shouldn't be in combat, EVER!

    Spells
    • Agitation - Place 1 FURY on every enemy beast in Doomshaper's control area. An expensive but good spell that can only be cast once per turn. Useful for preventing enemy Warlocks transferring damage to warbeasts on an assassination run. Or just maxing out their beasts so that one or more will possibly frenzy and be less useful next round.

    • Primal Shock - Troll's very first arc node type of spell! An offensive spell that allows use it even if the troll in question is engaged in melee. It's POW is equal to the troll's base STR. Mulg is an ideal target for this as he has base STR 13. Its also important to remember that because the warbeast is the point of origin, that means you can cast it against a Stealth target that is within 5" of the beast. Pretty cool when you want to run a beast 10" in some direction and have eDoomy use Primal Shock on Eyirss or something. Just remember to boost to hit on above average DEF targets. Heck, boost damage too!

    • Refuge -
    Upkeep that lets a friendly model move after it successfully makes an attack during its activation. It's immune to free strikes during this move. This is an amazing spell and only second to Wild Aggression! Lets say you have a heavy beast in your way to kill their warlock. Have this spell up & running on your first Dire Troll. They charge in and kill (or 2 handed throw in the case of a mauler) the Heavy beast. Then once he's done have it move it's full movement out of combat so that your second dire troll can charge in through the newly cleared hole! OR you need to get somewhere fast for a Scenario. Charge or trample in the direction, kill the model then move again to the intended spot.

    • Sunder Spirit - An offensive spell that causes a damaged Warbeast to lose its animus for one round. Another good spell but very situational. If you know how your enemies animus work and can see what he may be planning, this would be a good idea to use. Neither the beast nor the warlock will be able to cast the animus next turn and will throw a monkey wrench into their battle plans.

    • Wild Aggression - An upkeep that lets an affected warbeast charge for free and boosts all of its melee attack rolls. This is the true bread & butter of the Edoomy spell arsenal! You should have this upkept on a heavy warbeast AT ALL TIMES. Then when ready, have it charge in or continue it's attack's, then activate doomshaper after and have him re-cast it on another beast ready to charge for double use of this spell. If that's not possible, due to your need of the feat before hand, there's always our runebearer aka "Trollses". I can't speak highly enough of this spell. It has helped me hit DEF 16-19 warlocks with MULG and/or Earthborn consistently, for their ultimate beat down.

    Thoughts on Hoarluk Doomshaper, Rage of Dhunia
    Epic Doomshaper is in many ways a one turn of wonder caster. Pop his feat, cast Rush on a few beasts, and have them trample or charge off at 13.5" (14" for Mulg with his 2" reach) and get them into your opponents face, doing as much damage as possible. He can turn his warbeasts into a real assassination threat. Mulg Trampling 12" over a line of infantry to engage a caster is game over for that caster as he unleashes his 5 FURY worth of attacks into their face (boosted to hit if he has Wild Aggression on him, which you should have at all times!). He's also a very fun caster as he allows you to play an even more aggressive game than Trollbloods are normally capable of.
    Last edited by Gython; 07-17-2012 at 09:45 PM.

  2. #2
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    Syngergies

    Warbeasts: The bread & butter of your army!

    Bouncer Troll- Our best troll for helping to defend our 'locks from incoming range attacks. Edoomy is very squishy so his extra help can really come in handy, especially if the bouncer has put his animus on Edoomy. If you have the extra points, take him, otherwise he's not crucial but always a nice bonus. If you're torn between him and the impaler, go with the impaler: the best offense is a good defense.

    Pyre Troll- Primarily used for its animus to buff damage on other models. Works decently well if you're short on points for a mauler, but nothing spectacular. Take him if can't field a Mauler, don't have a slag and need a damage boost. Or if you're playing against a heavy fire using Legion or Menoth list.

    Slag Troll- Similar as the Pyre, great if your Meta is warmachine?s heavy (a lot are at the moment like mine). Good damage buff and great 2 ranged attacks, especially if you've managed to knock down your intended Warjack/Cryx/Wold target. Boost your damage rolls: +4d6 with corrosion is nothing short of beautiful! Take him if you're not taking a Mauler and need a damage boost.

    Swamp Troll- Really suffers if you don?t bring an Impaler. When you DO, he can conceivably have a 20" drag threat range on feat turn. But I have yet to play a savvy opponent that has his caster out in the open to pull him in so I don't see this tactic all that viable. The drag is nice on a light' arc' jack/beast or solo, but at a normal 8? range, your probably better off charging your models into their lines as a distraction. The animus is nice too but if you're casting it on edoomy in hopes of keeping him alive, then you've got bigger problems on your plate! Leave him at home.

    Winter Sucka- Sigh, this USED to be my favorite light beast in MK1 with it's wonderful 1-hit 'rime' ability. Alas all good things must come to an end and now it simply sucks big donkey d... Anyway, you feel my despair with this guy. Unless you're pairing up edoomy with Gunnbjorn for a mega 100 pt. brawl, leave this guy in the dark recces of your attic or basement. On second thought, go into your backyard, dig a deep hole and throw this hunk of metal in! No, seriously!

    Impaler- Can synergize very well depending on what other beasts you bring. If you have a Pyre, Slag, Swamp, Bomber, Blitzer or Alten in your list, this guy is an EXCELLENT choice! Again if you have the points & need the extra range, take him! His critical slam is also a wonderful ability but unfortunately can't be regularly counted on even when boosting to hit.

    Axer- Like the Impaler, except for melee. His Threashering reach weapon is amazing with Wild Aggression, leaving your 3 FURY for boosting damage rolls, provided he didn't use his RUSH animus. Speaking of, the true power of this model comes from his fantastic RUSH animus of +2" movement AND pathfinder. This is essential for getting your other beasts up the field (aka Mulg) and through rough terrain. An auto include in any edoomy army aside from his Tier list! If you don't take him, I will find you, put you in a rear naked choke hold until you DO field him!!! Yes, he's THAT important!

    Bomber- Depending on what your facing, this too could be an auto include. Let's say you are facing a horde of infantry aka Infantry-machine. No matter how much you trample, you're not going to get as many as you want. The bomber helps alleviate that problem by carpet bombing your opposition. You may not always hit your intended target but you will catch a few! The animus is a nice bonus if there is a lot of AoE spam [Khador/Mercs] in your Meta too. The bomber is also a very good target of the Refuge spell. Move up, carpet bomb, then move out of the way for your other Dires to charge/trample in on feat turn! If you can, take the Impaler with this guy, you won't regret it. If points are short to include an impaler, it's not as that big a deal on feat turn. Your only shy the extra 1".

    Blitzer- Another ranged option like the Bomber. The Impaler is less important for this guy since he is originally boasting a range 10? gun, but Far Strike can still do wonders with this guy. If your on the fence in which to get: Blitzer or Bomber, always go with the bomber for edoomy lists as he covers a larger saturation area.

    Mauler- A very viable option, boasting both a damage buff (which works on the Impalers thrown spear too!) and the ability to trash nearly any model in the game while being able to make the full range of power attacks after charging/trampling in. Brings both the ability be a case cracker, and the ability to stack Rage on a target (Mulg, Earthborn, Caber Throwers, Champ Hero, Horthol) and watch things crumble fast. A great possible tatctic with this monster is to cast refuge on him prior, then RAGE him up & charge/trample him forward to a heavy you NEED to be knocked down. Boost to hit twice so you connect with both fists, then 2-handed throw his a$$ back towards your other waiting heavies or POW 14 Dygmies. Finally have your Mauler stroll outta there like he owns the place, because he does!

    K- There comes a time when even the bomber has his problems vs. infantry machine. Yes, I'm talking about the absolutely frustrating Cryxian Satyxis Raider Sea Witch (or any other model that grants their troops Force Barrier or just plain old immunity to blast damage). Enter the Angry (Drunk) Santa, AKA: RöK! You may ask how his single assault cold spray can compare to the mighty bombers two powder kegs. Well thankfully it doesn't. What I speak of is his insane innate drunken berserk ability. While that in itself is only good against tightly packed troop formations, it's edoomy's goad that really makes Rök a troop grinding monster. The way it works is so: feat & have wild aggression & Rush (or your favorite damage animus buff if the enemy is close enough) on Rök. Then charge Rök into the unit (for free) that is immune to blast damage. Kill one or two enemies via berserk, then simply goad him 2" further into MORE troops. It is VERY conceivable to completely wipe out an entire unit this way with his pow 18 berserk axe & 5 fury worth of goad movement (= 10"). If you are fighting against particularly resilient troops that have 18-20 ARM and 5-8 health boxes & used rush to get there, it might be a good idea to use his PRIMAL animus to gain +2 MAT & STR before going to town. Using a POW 20 axe might help you chew through them easier than his normal POW 18 despite auto-frenzying next turn. You'll have to judge the primal use for yourself when weighing the pro's & cons.
    *Just remember that if you need to Snack while berserking, know that snacking stops the berserk attack chain. You'll have to spend a fury to buy another attack if you want to start up again.

    Earthborn- Ah yes, my second favorite beast. An absolutely all around great beast. He?s fast, he?s a heavy base cracker, BUT his animus & abilities are the real key. If rough terrain is on your half of the table, ALWAYS have him near it. The +2" to moment is amazing, coupled with his natural pathfinder, you can't go wrong. Here is where the Axer's animus comes in. When you need the distance, cast RUSH on him and use your feat. He will be charging/trampling 15" away! Just make sure you move edoomy forward prior so that he can still force and goad the EBDT 2" further if needed! If the Rush is not needed to get to your target, I highly recommend you lay your +2 or +3 damage boost animus on him. His ability to use the P of your opponents weapon is beautiful. Most heavies/warcasters have a +6 or +7 weapon. With Rage, you'll be damaging with a 21-22 hit every attack. Lastly, the EBDT is a prime target of wild aggression. He's almost guaranteed to hit his charged/trampled targets leaving his 5 fury for boosting damage and/or buying more attacks! Again, if you don't take this fantastic model with Edoomy, I will find you yet again and put you in an arm-bar until you field him. This is the #2 MUST TAKE!

    Mulg the Ancient-
    Here is my baby and money maker! My #1 go to boy with edoomy and personal favorite heavy warbeast. His 12 points is quite expensive but well worth it! Mulg has one of the most powerful reach weapons in the game, a very high mat, and an animus that can come in handy when your facing enemies that like to cast spells while within combat. Seriously this guy combined with a slag or mauler animus can kill anything you need with a P+S of 21-22! If he was damaged early on, use whelps to chew on to get him back up to speed, but don't forget, he gets an extra inch of movement too! The EBDT has pathfinder naturally, but Mulg get's bogged down in rough terrain [must be that huge mountain on his back constantly catching branches]. This is why the Axer's RUSH animus is key to getting him into the thick of it! Let's not forget his crit smite ability on his massive club. Again you see the importance of wild aggression on MULG: Slamming enemy models around is not only fun, but good for your opponent's colon as well! Lastly, Edoomy has his special affinity with Mulg, and why not? They both use rune'd-branches as weapons! If Mulg hasn't killed something with his final hit, he gets to attack it ONE, MORE, TIME! This is fantastic, especially when Wild aggression is already cast upon him. More than once, my opponent has sighed in great relief as I filled up his 5 Fury by trampling/goading towards his warcaster, only to hit him once. Then watching the color drain from his face as I explain that MULG can hit him once more, for the killing blow. His 'fear factor' element is alive and well in our opponents. Though not everyone can afford this pricey model, the EBDT makes a suitable replacement. Yes that means TWO EBDT's in your army if you can't field Mulg.
    Last edited by Gython; 07-17-2012 at 10:46 PM.

  3. #3
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    Units:
    As Edoomy is a Beast 'lock, he does nothing for our units but there are still uses for them.

    Fennblades- A good tarpit unit, especially with their U.A. While not as tough as Kriel warriors, the extra speed and reach attacks make these models a great choice. if you can't afford the cost of metal Kriels, plastic fennblades make a good alternative, despite being a bit more costly in points. But being a beast caster I say leave them at home. [see boomhowler below]

    Kriel Warriors-
    Our premiere 'in-faction' choice for a inexpensive tarpit unit. Despite their money cost, they are VERY cheap in points! The Caber tosser can be used in conjunction with the Mauler's Rage animus for a very nice slam attack! But if you have the points and need a distraction unit, take them or... [see boomhowler below]

    Champions- This is only one of two units you may take for Edoomy's tier list. Champs are a very nice second line unit. Boasting some of the highest resilience to damage of any Trollblood models. With two P+S 11 weaponmaster attacks, these guys can dish it out as well as take it, especially when you spam the Mauler's Rage animus among them. Another case cracker unit, add damage buffs, fellcaller love, and you have some charging P+S 13-14 +4d6 with another non charge +3d6 attack right after. Add in the KSB and they're now sitting comfortably at armor 20, 8 wounds apiece taunting your opponent. .

    Long Riders- Very similar in usage to the Champions, but they are much more effective at killing infantry. +3d6 to hit, Pow 14 impact attacks with Horthol creates a lot of dead infantry, and lets them keep moving on to the harder targets which they can then easily crack. One thing to note is that if you’re using Rage as your damage buff, only the axes will be effected by the extra str because the impact attacks just use the LR’s mounts pow. Slag and Pyre anima though add damage to all melee attacks and thus boost the impact attacks too. Their cost is too high so I say leave them home in all but the largest point games

    Burrowers- I’m sure you’ve all read The Burrownomicon by now so you know that these little bastards are likely to make your opponent roll his eyes at you. Cheap and easy with any of our 'locks. Always combine them with a fellcaller for the +2 to hit, UNLESS your intend target has just been knocked down by a Caber thrower or Mauler. A full unit with a fellcaller is 9 points. That could be a mauler for you too. But if you have the points and need a tough distraction unit with a sweet POW 14 sting, take them.

    Bushwackers- Often overlooked, these guys can actually be very valuable. Great for flanking and picking off models from a range. But being a beast caster I say leave them at home.

    Krielstone Bearer- Makes your army that much more durable and the UA gives a bunch of the most useful abilities know to all Trollkind! This is a great unit but I don't see their use as crucial to an Edoomy list not to mention they can't be taken in his tier list. Edoomy's fury is usually spoken for in the first two turns so filling up the stone is not as easy as it is with other casters. I say leave them at home.

    Runeshapers- Good flanking unit. I would only recommend them in higher point games, but they do bring something to the table that you won’t have a lot of: Magic attacks. If taken I find they work best on a flank. I say leave them at home.

    Scouts- A GREAT flanker unit and the second unit an Edoomy Tier list can take. Their lower cost [compared to 3 champions] and great abilities, ranged attacks & speed particularly, really make them shine off on the flanks, while Edoomy is hard at work with his Dire's. Take a unit in your tier list if you can.
    Last edited by Gython; 12-09-2010 at 09:48 AM.

  4. #4
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    Solo’s:

    Troll Whelps- ALWAYS take these little guys! They can do so much for only 2 points! Not to mention you need to take TWO units (10) in a tier list. Say your facing super high DEF troops that your bomber can't possibly hit, run two up next to your targets, then bomb the whelps! Have all your dire's charged/trampled forward, are maxed out on fury and look like their about to meltdown? Run a few up behind the closer Dire's to snack on and remove the excess fury next turn. Lastly as your beast's inevitably become damaged, these guys can pop out to give your living opponents a -1 to hit and can be eaten for d3 healing next turn. All this and they also make great charge blockers against everything but the large base tramplers! Take them! ALWAYS!

    Trollkin Runebearer- Ah yes, another must take. Edoomy will be constantly spamming animuses and casting/upkeeping spells, which will drain him quickly, despite being able to cast 1 Dire animus for free every round. A 1 fury savings every round will come in handy especially when you can once per game freely re-cast Wild aggression on your second EBDT or MULG for the final blow to your enemy!

    Champion Hero- The poor man's Axer, sans animus. Reach, weaponmaster with a powerful axe and allows champs to move through each other’s bases. Retaliatory strike is pretty awesome considering his high mat. Also has the commander advantage and a cmd of 10, which WILL be needed on your burrowers when facing Cryx. If you're taking champs/burrowers then take him if you have the points, otherwise leave him at home.

    Fell Caller- Our premiere toolbox of abilities! Not to mention he has some pretty good attack stats and a spray. Much like the Champion Hero: If you're taking units/burrowers then take him if you have the points, otherwise leave him at home.

    Stone Scribe Chronicler- I don't find this guy as important as the Fell Caller, but still very nice, especially if you use him in conjunction with your target unit and Mulg, Axer, or Implaer. Helps your army get up the board and can make certain units a pain to kill (read: Dygmies).

    Horthol- Only take if you have your Long Riders. While he’s a good Dragoon, and reach is amazing, he is expensive and a fair amount of his worth comes from what he gives to Long Riders. If you have LR’s then he is auto include, if not, you can probably spend your points better elsewhere.

    Janissa Stonetide- The cool shenanigans you can pull off with her & 3 Force Locking Runeshapers is amazing. Even her alone can provide a lot of defense to your army and/or Warlock with her Rock Wall placement. Especially of note is combining her with the EBDT. They will be able to have an ARM of 20 while near the wall or 22 with the KSB! A great defensive solo if you have the points, say a 50 point game, but I say leave her at home in the smaller games.

    Trollkin Skinner - Enough people have chimed in on his lackluster results. Edoomy does nothing for our troops let alone our "Daniel Boone" solo so I say leave him at home, despite his anti-beast-ness.

    ------------------------------------

    Minions:

    Swamp Gobber Bellows Crew- These guys are a great defensive measure to keep edoomy out of the line of fire. If you have a point left over, TAKE 'EM!

    Nyss Hunters- a great weaponmaster unit despite it's high cost and frail construction. In larger games, their hunter ability & CRA's are fantastic on the flanks but I say leave them at home in the smaller games.

    Gatormen Posse- A decently self sufficient and tough heavy infantry unit. Seeing as we already have champs, leave them at home.

    Totem Hunter- Just a 100% awesome model all around. I mean what’s not to love. This guy is freaking amazing. Take him any time you can, have the points & need a flank solo hunter. He will almost always repay his points.

    Boomhowler- Since Edoomy doesn't support our troops, I find this unit as one of his BEST tarpit units due to their 4+ 'Defiance' tough rolls. In medium to large games I say take these over our Kriels and fennblades if distraction/slowing down your enemy is the main focus for your unit! Boomhowler's 8 health boxes, coupled with natural 5+ tough will help him "keep on, keepin' on". Their CMA is simply gravy when engaging harder to hit units. And if you're really concerned over warbeast/warjack retaliation on the rest of your army, his Rage Howler can give you a nice added bonus to your armies DEF by making their MAT & RAT 2 less next turn. In addition, command checks on anything within 8" is also nice against feeble troopers.

    Thrullg- I have yet to use him but have heard he is crucial when facing enemy casters that cast spells upon our Dire Trolls to hamper their style. Take only if you are facing this type of opponent and/or druid-heavy Circle lists.

    Lanyssa Ryssl- Her hunters mark extends Mulg's threat range up to 16" on the feat charge or 17.5" for the Earthborn. At the very least you're giving your self a solid 14" threat every turn, provided she hit's her target. And you get to charge for FREE before and after your feat turn, if Wild Aggression isn't on a particular beast that is charging her targeted model. At the very least she gives you another magical attack against stealth and incorporeal.

    Bog Trogs- If you are playing a multiple list tournamant format, slipping a unit of these in a 35-50 list can be quite amazing! More than once they have come in on a side and wiped out a key solo (Eiryss, Circle Lord of the Feast, etc.) AND a juicy ranged unit (Circle Druids, Choir of Menoth, Long Gunners, Widowmakers, etc.)

    The remainder of the Minions are case by case situations as many people either love them or rather spend the points on something else better suited to "trollish synergy".
    Last edited by Gython; 08-02-2011 at 08:21 AM.

  5. #5
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    Sample 35 Highlander* point Edoomy list:
    *Highlander format is 1 caster, 1 unit, 1 solo, and the rest beasts, usually with no duplicates of heavy/lights.

    35+6 points, 8 models
    Hoarluk Doomshaper, Rage of Dhunia -6 points
    * Dire Troll Bomber +10 points
    * Earthborn Dire Troll +10 points
    * Mulg the Ancient +12 points
    * Troll Axer +6 points
    * Runebearer +2 points
    Swamp Gobber Bellows Crew + 1 point


    This is my goto 35pt. list that has done ridiculously well for me, Highlander format or NOT!

    Heavy forest/rough terrain board 35 point Edoomy list:


    Hoarluk Doomshaper, Rage of Dhunia -6
    * Troll Axer +6
    * Dire Troll Bomber +10
    * Earthborn Dire Troll +10
    * Earthborn Dire Troll +10
    * Trollkin Runebearer +2
    Troll Whelps +2
    Swamp Gobber Bellows Crew (Leader and 1 Grunt) +1


    On feat turn, the bomber is there to explode the forward infantry spam then get out out of the way via refuge (and moves back to protect edoomy), the axer's animus helps the EBDT's get where they need to be. Moses is there to put Wild agression on the second EBDT after the first charges/tramples in. And the gobbers provide a nice smoke screen for Edoomy- 'nuff said!
    Last edited by Gython; 08-02-2011 at 08:10 AM.

  6. #6
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    Tier List for Epic Hoarluk Doomshaper
    Warbeasts: Trollblood non-character Dire Trolls & Mulg the Ancient
    Units: Trollkin Scouts, Trollkin Champions
    Solos: Trollkin Skinner, Trollkin Runebearer, Troll Whelps

    Tier 1

    Requirements: Can only include listed models.
    Benefit: Increase the FA of Whelps by +1 for each Dire Troll in your army.

    Tier 2

    Requirements: Two or more units.
    Benefit: +1 on the starting roll for the game.

    Tier 3
    Requirements: Two or more Troll Whelp solos.
    Benefit: Heavy Warbeasts gain +2 SPD during your first turn.

    Tier 4
    Requirements: Mulg the Ancient.
    Benefits: Reduce the cost of Heavy Warbeasts by 1.


    Sample 50 point Tier list:

    Hoarluk Doomshaper, Rage of Dhunia -6
    Dire Troll Bomber +9
    Earthborn Dire Troll +9
    Earthborn Dire Troll +9
    Mulg the Ancient +11
    Trollkin Runebearer +2
    Trollkin Champions (Leader and 2 Grunts) +6
    Trollkin Champions (Leader and 2 Grunts) +6
    5 Troll Whelps +2
    5 Troll Whelps +2


    If you know you're heading into a scenario game where first position is key, this list will ROCKET you there despite not having the beloved Axer in your list. The +1 to go first is a nice added bonus to make sure you are first to activate. If you're able, place most of your army near the rough terrain in your deployment zone. Have Edoomy activate first, feat, put three EBDT animus's on himself, MULG and the bomber, cast your wild aggression spell then charge 11" forward. Your three Dire trolls will then be able to run forward a whopping 22"!!! Mulg will be a little slow at only 20", you know: the branches. You will then be in your opponents face and collecting your control points quickly.

    If you're not set on 6 champions protecting edoomy, take two units of Scouts for either flank, and add a third unit of whelps for added beast support and charge lane blockage.
    Last edited by Gython; 08-02-2011 at 08:10 AM.

  7. #7
    Destroyer of Worlds Saerko's Avatar
    Join Date
    Jul 2006
    Location
    Philadelphia, PA
    Posts
    2,159

    Default

    Added to the Tactica Sticky!
    Ben Varone, Male Nurse Extraordinaire | The Trollblood User's Guide

  8. #8
    Destroyer of Worlds Negative9's Avatar
    Join Date
    Nov 2006
    Location
    Marietta , GA
    Posts
    1,017

    Default

    Quote Originally Posted by Gython View Post
    Primal Shock - Troll's very first arc node type of spell! An offensive spell that is channeled through a troll, it does POW equal to the troll's base STR. Mulg is an ideal target for this as he has base STR 13. If a Mauler has put his rage animus on him and you have a KSB with the Strength Aura up, you'll be firing off a Str 17 shot at your target! Just remember to boost to hit on above average DEF targets. Heck, boost damage too!
    Go read that part about base strength.
    We will wrest our homelands from the grip of our enemies. When that is done, we will take anything else we desire.? Chief Madrak Ironhide.

  9. #9

    Default

    Great write-up! Really enjoyed it

  10. #10
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    Thanks RiTides. Hopefully it will help others understand his playability more clearly.

  11. #11
    Destroyer of Worlds
    Join Date
    Mar 2008
    Location
    Fenton, MI
    Posts
    1,632

    Default

    Quote Originally Posted by Gython View Post
    If you're not set on 6 champions protecting edoomy, take two units of Scouts for either flank, and add a third unit of whelps for added beast support and charge lane blockage.
    A buddy of mine takes the Scouts and it is pretty frightening how quickly he can get up in your grill.

    Great write-up; I'm looking forward to more.

  12. #12
    Destroyer of Worlds Phlippieskezer's Avatar
    Join Date
    May 2010
    Location
    British Columbia, Canada
    Posts
    1,443

    Default

    I think Trollkin Scouts should at least be orange. Champions are good, but Scouts can actually keep up with Doomie and concentrated fire doesn't eliminate them as quickly in my experience.

    Other than that, an enjoyable read.

  13. #13

    Default

    Love the read! Edoomy is my go to lock and Mulg is the heavey for causing terror. Recently used Mulg on feat turn to charge up beat apart an Angelius (hurt already), goad into a Scythean, soften up a ravagore (crit slam) and then stroll on back to doomy (refuge) just in case the DTM and EBDT didn't finish the job! Love that model!

  14. #14
    Conqueror Dark Angel's Avatar
    Join Date
    Nov 2010
    Location
    South Africa
    Posts
    214

    Default

    Good writeup, you based it on the Battlecollage one and just added to it right?

  15. #15
    ummhmm thegreatblah's Avatar
    Join Date
    Dec 2007
    Location
    Utah, way up in the mountains.
    Posts
    6,286

    Default

    Quote Originally Posted by Phlippieskezer View Post
    I think Trollkin Scouts should at least be orange. Champions are good, but Scouts can actually keep up with Doomie and concentrated fire doesn't eliminate them as quickly in my experience.

    Other than that, an enjoyable read.
    I have the opposite experience my DEF12 ARM 18 8 wound Champs live quite a bit longer than my DEF 13 ARM 13 single wound scouts. The Champs also hit harder.

    You can have that scouts are faster though.
    Banak Knucklebrew: Ban 0XP Blackwoods Guards: Kat 7XP

  16. #16

    Default

    I am very interested to see why scouts could be better... I had hoped to use a unit with eDoomie, but it seemed that the champs would be more useful to stand in front of him with.

    However, I don't like the champ models so it'll have to be scouts or fennblades in my lists!

  17. #17
    Destroyer of Worlds Sobek's Avatar
    Join Date
    Apr 2003
    Location
    Chesapeake, VA
    Posts
    3,317

    Default

    Quote Originally Posted by Gython View Post
    ? Primal Shock - Troll's very first arc node type of spell! An offensive spell that is channeled through a troll, it does POW equal to the troll's base STR. Mulg is an ideal target for this as he has base STR 13. Just remember to boost to hit on above average DEF targets. Heck, boost damage too!
    I don't have the book/card in front of me, but I don't think that this spell is actually Channeled. Therefore you can use it even if the troll in question is engaged in melee, unlike channeling a spell through an arc node. Unless it's been erratta'd, that is. Someone correct me if I'm wrong.
    "Either way, sometimes an Exemplar gets in the way of your horse and you have to put a spear in his face." -PPS_Dougseacat

    "Igitur qui desiderat pacem, praeparet bellum - He who wishes for peace, let him prepare for war."

  18. #18
    Destroyer of Worlds Loki77515's Avatar
    Join Date
    Jul 2006
    Posts
    3,737

    Default

    Quote Originally Posted by Sobek View Post
    I don't have the book/card in front of me, but I don't think that this spell is actually Channeled. Therefore you can use it even if the troll in question is engaged in melee, unlike channeling a spell through an arc node. Unless it's been erratta'd, that is. Someone correct me if I'm wrong.
    You are right, Sobek. The Warbeast is the point of origin of the spell, it is not channeled.

    Its also important to remember that because the warbeast is the point of origin, that means you can cast it against a Stealth target that is within 5" of the beast. Pretty cool when you want to run a beast 10" in some direction and have eDoomy use Primal Shock on Eyirss or something.

  19. #19
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    Excellent points. Updated!

  20. #20
    Destroyer of Worlds Lord Xalys's Avatar
    Join Date
    Nov 2006
    Location
    Hilversum, NL
    Posts
    1,692

    Default

    Good one, Gython!

    Some additions: Doomshaper2's feat actually grants +3SPD instead of +3" movement. This is also not contingent on either slam, charge or trample, so you can actually run with the feat as well. While it certainly isn't the premier use for it, your average warbeast does run 16" under the feat (now factor in Rush...). When you really need to tie up stuff fast, or better yet, claim scenario zones, a flat out run with your force might be advantageous. Also, Doomshaper himself gets the +3SPD as well. Quite handy for staying with your 'beasts during the big push.

    LX
    "Change the scheme! Alter the mood! Electrify the boys and girls, if you'd be so kind."

    - Castor/Zuse vs Daft Punk

  21. #21
    Conqueror Biggre's Avatar
    Join Date
    Jun 2009
    Posts
    260

    Default

    You forgot 1 rather important minion with eDoomie, lanyssa ryssl. Her hunters mark extends mulgs threat range up to 16" on the charge or 17.5" for the earthborn. At the very least you're giving yourele a solid 14" threat every turn. And you get to charge for FREE before and after your feat turn. At the very least she gives you another magical attack against stealth and incorporeal. Other than that, nice write up.

  22. #22
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    Thanks guys. Updated.

  23. #23
    Destroyer of Worlds FranzGrenstein's Avatar
    Join Date
    Sep 2008
    Location
    Charging the nearest windmill
    Posts
    2,784

    Default

    Great write up, I really like the format you used; it let me know the most important choices.
    "Sweat saves blood, blood saves lives, and brains save both."

    "Life is tough, it's even tougher if you are stupid." -John Wayne

  24. #24
    Annihilator Skorznex's Avatar
    Join Date
    Nov 2010
    Location
    Federal Way, WA.
    Posts
    500

    Default

    I am using eDoomy in a 30pt league

    my list is
    edoomy
    mulg
    mauler
    impaler
    slag
    swamp

  25. #25
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    I see by your beast selection your are requesting I first dislocate your shoulder, then choke you the 'F' out!
    Nevermind no whelps but TWO damage buff models AND NO Axer OR EBDT?!?! Send me your address NOW!!!

    Seriously, I think you may have gone for a serious sub-optimal list there for edoomy, not to mention you will be running so damn hot, at least 1 beast is sure to frenzy at the wrong time & place! Re-read the above guide my son and the edoomy universe shall open up unto thee!

  26. #26
    Annihilator Skorznex's Avatar
    Join Date
    Nov 2010
    Location
    Federal Way, WA.
    Posts
    500

    Default

    the list isnt set in stone i can change it from week to week. i have an axer but i wanna see how the swamp troll works out. and i dont have an *** load of money to be buying all sorts of 40$ models. and whats wrong with getting swamps drag up to 12" and dragging a model to my mauler to pick up and toss at a unit or a warcaster/lock
    Last edited by Skorznex; 12-09-2010 at 08:50 PM.

  27. #27
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    Yeah the money angle is a harsh one. If you can find a deal from a barter towner or in an online auction site, grab an earthborn & whelps asap! I promise you, you won't be sorry with your investment!

    As to the 12" snatch & grab, it could work, but why waste the points on ranged beasts like that when the mauler can simply charge in on feat turn, pummel away AND THEN 2 handed throw the feeble shell of a jack?

    Of course, you know your Meta better than I. Just keep an open mind to the glory of hand to hand with an edoomy list: it's what he was designed for and excels at. It's where the upclose & personal beasts thrive! If range beasts are your fancy, I HIGHLY recommend Gunbjornn as your 'lock with a Bomber replacing your Mauler. Your beasts will absolutely love him as all their ranged attacks will be boosted for free leaving to you to indulge on boosting damage dice where you please.
    Last edited by Gython; 12-09-2010 at 10:00 PM.

  28. #28
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    Double post
    Last edited by Gython; 12-09-2010 at 10:01 PM.

  29. #29
    ummhmm thegreatblah's Avatar
    Join Date
    Dec 2007
    Location
    Utah, way up in the mountains.
    Posts
    6,286

    Default

    Quote Originally Posted by Skorznex View Post
    the list isnt set in stone i can change it from week to week. i have an axer but i wanna see how the swamp troll works out. and i dont have an *** load of money to be buying all sorts of 40$ models. and whats wrong with getting swamps drag up to 12" and dragging a model to my mauler to pick up and toss at a unit or a warcaster/lock
    Swamp troll is fantastic with either Doomy because the animus helps protect him AND last night (the latest of many) the Swamp Troll dragged an enemy warlock up into charge range of a unit of Champions.
    Banak Knucklebrew: Ban 0XP Blackwoods Guards: Kat 7XP

  30. #30
    Conqueror Dark Angel's Avatar
    Join Date
    Nov 2010
    Location
    South Africa
    Posts
    214

    Default

    Ah yes, our innocent little swamp troll and his 17" threat range (or 20" on eDoomy's feat turn).
    Last edited by Dark Angel; 12-10-2010 at 04:42 AM.

  31. #31
    ummhmm thegreatblah's Avatar
    Join Date
    Dec 2007
    Location
    Utah, way up in the mountains.
    Posts
    6,286

    Default

    Quote Originally Posted by Dark Angel View Post
    Ah yes, our innocent little swamp troll and his 17" threat range (or 20" on eDoomy's feat turn).
    Well in all fairness, it did take me some work to clear out the guys in front of his caster... but who wouldn't do that work?
    Banak Knucklebrew: Ban 0XP Blackwoods Guards: Kat 7XP

  32. #32
    Conqueror
    Join Date
    Sep 2010
    Posts
    321

    Default

    Quote Originally Posted by Loki77515 View Post
    You are right, Sobek. The Warbeast is the point of origin of the spell, it is not channeled.

    Its also important to remember that because the warbeast is the point of origin, that means you can cast it against a Stealth target that is within 5" of the beast. Pretty cool when you want to run a beast 10" in some direction and have eDoomy use Primal Shock on Eyirss or something.
    Doesn't EDoomy still needs to target the said model? I believe the spell is very clear in its wordings. This means that EDoomy needs LOS.

    "Choose a friendly faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magic attack against it. The chosen warbeast is the attack's point of origin."

    I a bit rough on the rules about "point of origin", someone please fill me in.
    Last edited by Apollo; 12-10-2010 at 11:02 AM. Reason: Added rule text.

  33. #33
    Destroyer of Worlds Phlippieskezer's Avatar
    Join Date
    May 2010
    Location
    British Columbia, Canada
    Posts
    1,443

    Default

    Quote Originally Posted by theummhmmguy View Post
    I have the opposite experience my DEF12 ARM 18 8 wound Champs live quite a bit longer than my DEF 13 ARM 13 single wound scouts. The Champs also hit harder.

    You can have that scouts are faster though.
    Scouts are double the bodies, much faster, keep up with the army, and are sneaky. Also, that +1 DEF does a lot more than you may think.

    6 AD models that can hide in forests, hit with surprise and fairly hard versus 3 multi-wound models with a high ARM, hits hard, but doesn't manage to get up the field? Seriously, no competition IMO.
    Survivability is not merely base-stats, my friend.
    Scouts can effectively hide in forests, Champs can't.

    Maybe it's because I see a lot of Cygnar, but firepower really make the Champions cry. It might also be because of difference in terrain among our meta's. Also, if your champions are in front of your freakin' EPIC DOOMSHAPER army, you're probably doing it wrong.

  34. #34
    ummhmm thegreatblah's Avatar
    Join Date
    Dec 2007
    Location
    Utah, way up in the mountains.
    Posts
    6,286

    Default

    Quote Originally Posted by Phlippieskezer View Post

    Maybe it's because I see a lot of Cygnar, but firepower really make the Champions cry. It might also be because of difference in terrain among our meta's. Also, if your champions are in front of your freakin' EPIC DOOMSHAPER army, you're probably doing it wrong.
    Maybe you have something with LGS being different, because our Cygnar players shooty have no problem seeing and killing scouts whether they are taking advantage of prowl or not. RUnning champs out front is a bad idea, but using them as a second wave and to protect Doomy is a waaay better job for them. While the scouts run up and die your champs (who are the same speed as Doomy except on feat turn) get ready for the countercharge. That said, if I'm going to spend 5 points on a unit that is going to run up and die I'd rather bring burrowers for 6 points, who can't even get shot every other turn, have as many attacks and do more damage, admittedly they don't hit as well as scouts but Burrowers give you more models.
    Banak Knucklebrew: Ban 0XP Blackwoods Guards: Kat 7XP

  35. #35
    Warrior Turgon's Avatar
    Join Date
    Nov 2007
    Location
    Koblenz, Germany
    Posts
    31

    Default

    Great writeup. I really like your addition of some color to provide an easier read and some direct pointers to the included emphasis on some models/abilities. Of course this is tricky since someone might simply skip the non colored portions of the tactica.

  36. #36
    Destroyer of Worlds Lord Xalys's Avatar
    Join Date
    Nov 2006
    Location
    Hilversum, NL
    Posts
    1,692

    Default

    Quote Originally Posted by Gython View Post
    If you know you're heading into a scenario game where first position is key, this list will ROCKET you there despite not having the beloved Axer in your list. The +1 to go first is a nice added bonus to make sure you are first to activate. If you're able, place most of your army near the rough terrain in your deployment zone. Have Edoomy activate first, feat, put three EBDT animus's on himself, MULG and the bomber, cast your wild aggression spell then charge 11" forward. Your three Dire trolls will then be able to run forward a whopping 22"!!! Mulg will be a little slow at only 20", you know: the branches. You will then be in your opponents face and collecting your control points quickly.
    Emphasis mine.

    1) While the +1 is nice, it is nowhere near a sure win of the deployment roll;
    2) What rough terrain do you mean? I suppose rough terrein that might possibly be on the table, in your DZ?

    LX
    "Change the scheme! Alter the mood! Electrify the boys and girls, if you'd be so kind."

    - Castor/Zuse vs Daft Punk

  37. #37
    Annihilator Skorznex's Avatar
    Join Date
    Nov 2010
    Location
    Federal Way, WA.
    Posts
    500

    Default

    My reasoning behind taking the Slag and Swamp troll was to try and get some control of the game. Tempo is a big part of the game and if I can swing the tempo away from my opponent and get him off balance early enough I can run the game. The big reason I took the Slag Troll is because at my LGS the meta is mostly Warmachine. I need an answer for jacks to soften them up a bit so when I get to them I am not wasting turns pissing around in melee. Of the 14 people in the league 6 are playing Cryx and 4 of them are running a Deathjack. A Slag Troll eats most of their armies due them being "non living" models.
    Last edited by Skorznex; 12-11-2010 at 06:04 PM.

  38. #38

    Default

    Only 4 playing the deathjack? Thought that got the auto include... oh well. 5o pt game this afternoon saw e doomy and co trounce legion again with Mulg layin the beat down on ethagrosh after killing the carnivean...twice. took 4 turns to do it but it sure was fun, for me

  39. #39
    Annihilator Skorznex's Avatar
    Join Date
    Nov 2010
    Location
    Federal Way, WA.
    Posts
    500

    Default

    lol nice. yeah the deathjack is auto include ... if you have the money for the model lol.

  40. #40
    Destroyer of Worlds Gython's Avatar
    Join Date
    Jul 2008
    Location
    Los Angeles
    Posts
    1,345

    Default

    Quote Originally Posted by lurkernot1 View Post
    ...50 pt game this afternoon saw e doomy and co trounce legion again with Mulg layin the beat down on ethagrosh after killing the carnivean...twice. took 4 turns to do it but it sure was fun, for me
    Can you post the list used? And was it tailored against Legion or something else?

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •