Monday, February 20, 2012

Comparing Mohsar & pKrueger

I'm working on the next chapter of the "Beginning with Cryx" series, and the Amphibious Helljack Plastic Kit made for some interesting new ideas. I also ordered Mohsar on eBay as I'm not completely satisfied with pKrueger as my Warlock, and I find myself missing some shenanigans and armor debuffs. I think my current selection of models (including what I've ordered) will do well with Mohsar, and I've been comparing him with pKrueger.
Chain Lightning Vs. Crevasse
Chain Lightning has more potential, but Mohsar actually has the Fury to cast his spells as most of his power is in upkeep spells, and he has a potential nine Fury in a round. Crevasse is also less prone to "poor dice" syndrome, but more vulnerable to good placement. I don't think I'll ever use any of them much, so I'll call that even.
Deflection Vs. Curse of Shadows
Mohsar is the clear winner here, with pKruegers ability buffing models he really shouldn't be using. Curse of Shadows also puts the Shadowhorn at PS 18 with Primal, and the ninja goat become really bloody dangerous. The ability to charge straight through a unit is also amazing with a Stalker with Mirage and Hunter's Mark on the target, going 15" straight through as long as it can draw LoS.
Lightning Tendrils Vs. Mirage
Lightning Tendrils is the winner due to positioning and electro leap, but the increase in threat range is actually larger with Mirage (0.5" inches, but still). Mirage also has defensive applications, and can increase the threat range of models that already have reach. Lightning Tendrils are still better, but not by much.
Skyborne Vs. Sands of Fate
Skyborne is the winner since the added defense puts him way above Mohsar in survivability, but the unlimited range could make for some interesting plays with teleports. SoF also allows some seriously weird turns when combined with Shifting Stones, but I think it's mostly an "oh shit" button.
Tornado Vs. Sunhammer
Right now I'd rather have Sunhammer, but when the Gallows arrive I think Tornado might see some use. It's still the only spell beyond skyborne pKrueger will be casting in a round, and it means no upkeep spells if he does, unless he feels like hanging out without transfers. Sunhammer is an upkeep spell that passively damages big scary things, and it completely prevents the problematic "1 box Molik Karn healing two and taking down your caster" problem. I'll pick Sunhammer as the winner of this one.
Storm Ravager Vs. Pillar of Salt
Yes it's a feat compared to a spell, and the spell is winning. The last two games I've blocked my opponents advance with Storm Ravager, and while Pillars can be destroyed it's going to mess up his advance a lot, and I can reposition these babies. They can also mess up charge lanes, block LoS without needing the Druids, and that's what I really need. They don't do damage, and I won't always have the Fury to put up three (rarely actually), but they'll do.
The rest
Mohsars feat is devastating against Hordes, and useful against a few Warmachine lists, but pKrueger can assassinate personally while Mohsar cannot. Mohsar has no trouble with stealth models which i think is a huge bonus when it comes to stealth models/casters. Mohsar is much weaker defensively unless he uses his pillars to block LoS, which is possible but would reduce my offensive capacity a lot. I'm looking forward to trying it out on the field when everything arrives, but I think Mohsar will give me a slight boost in power, and suit my style better with access to debuffs.

Mohsar the Desertwalker
- Gorax
- Pureblood Warpwolf
- Shadowhorn Satyr
- Warpwolf Stalker
- Warpwolf Stalker
Shifting Stones
- Stone keeper
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Tharn Bloodweavers (Leader and 5 Grunts)
Druid Wilder
Gallows Grove
Gallows Grove
Lanyssa Ryssyll


  1. Yay, Mohsar. Looking forward to Pillar shenanigans!

  2. I actually have to disagree with you and think that pKrueger is much better at dealing with stealth models, I just don't think you're using him for that purpose.

    Krueger can absolutely decimate infantry as long as he has a couple of Woldwardens to geomancy the spell (for a mere 1 fury) and I rarely find myself casting it with Krueger at all, instead just using fury for his shooting attack and casting spells. Regarding dealing with stealth models, that's where your shifting stones come in. Instead of using the stones for teleporting shenanigans, feel free to use them as lightning rods - jumping them within 4" of a target then hitting the stone with chain lightning. Since it's a POW 10 it's not likely do deal any damage and it can still chain to hit stealth models and destroy infantry.

    1. Also, Crevasse is not as great because it needs to box it's target before it can spray, so things that have tough can stop it before it does anything useful, in addition to being useless against units that are immune to spells. Chain lightning can still affect things however with the lightning bounce.

  3. I disagree about the Geomancers. A couple of them are 18-20 points, and without any way of increasing damage beyond Primal the constructs hit like wet paper towels. They're very vulnerable to bad dice, and pow 10 hits are plentiful in our faction.

    I do have to agree with you about Crevasse though, as I had a game with it today and while it did get me some Gun Mages it wasn't really worth it. I also discovered that Lightning Tendrils are vastly superior to Mirage when considering threat range, as you have to assign the spell the round before you need it, and it does nothing to increase threat after Teleporting.

  4. But you also don't need any other models because the geomancers will deal with infantry in droves. Besides, don't forget about chain attack smite! While they don't get to ridiculous levels of damage, you often don't need to when you have a Feral and/or Stalker in the list. I usually take a Feral to deal with my heavy hitting anyway, and use my geomancers to clear out any (and all) infantry in the way, then rocket that Feral like no one's business. In the end, the Woldwardens are more like second-line heavies that can finish off previously weakened targets while soaking up some damage themselves. Granted, it depends a bit on your meta, but I often find that the two of them combined with Krueger can wreck almost any infantry models on the table by turn three and might even get the occasional jump onto a warcaster/warlock to ping for damage. It's not a one-hit kill like other lists, but you can eventually wear the opponent down so that Krueger can go in for the kill himself.

    I recommend giving it a chance, at least.

  5. Hmm. I just don't see infantry being a problem when I have Lightning Tendrils. The Bloodweavers and LoTF is the same price as a Geomancer and also wreck infantry, while bringing more options and even hitting harder than a Warden, but maybe you're right.