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Showing posts with label pKrueger. Show all posts
Showing posts with label pKrueger. Show all posts

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

Saturday, February 18, 2012

pKrueger Vs. Siege & eMadrak

We had a lot of people cancel due to illness, and it turned into an organized game day instead of a tournament. Half my models haven't arrived, so it was another list of things I actually own. I think I'm closing in on what works with pKrueger, and a lot of these models aren't on that list.
Krueger the Stormwrath
. Gorax
. Feral Warpwolf
. Gnarlhorn Satyr
. Shadowhorn Satyr
Druids of Orboros (Leader and 5 Grunts)
- Druid of Orboros Overseer
Shifting Stones
- Stone keeper
Tharn Bloodweavers (Leader and 5 Grunts)
Blackclad Wayfarer
Druid Wilder
Lanyssa Ryssyll
Lord of the Feast
Let me first take the time to say, that while the Gnarlhorn is a frigging disaster in a pKrueger list the Shadowhorn is a dream come true. I got him last night and stayed up late to work on his pose, which was very rewarding and drew some attention. I've got a crappy picture, but he's had his arms, legs, and horns reposed.

Ninja-goat!
The first game was against the guy who spanked me with siege, but this time I had mostly useful models, though it's still a mile from being tuned. We had reinforcements and a scenario, but we never really got around to going for it.

Cygnar deployment
I won the roll and forced him to begin. After looking at the deployment types, scoring, distances, and special rules, I'm beginning to think it's an advantage to go second, but this time I just wanted to see where his Nyss Hunters would be. They took the right flank, and I was pretty sure they'd be coming through the area between the gate thingy and the rocks on the right: perfect.

Circle Deployment
All my beasts deployed across from Siege himself with the Druids out front to avoid the disaster from last time. I really have to find some way to make that cloud cover easier to handle, because it's a royal pain in the ass to set up and remove.

pKrueger, bastard...
He ran up exactly as I hoped he would, and I popped my feat to stop his entire advance. Nyss Hunters can't go through those lightning storms, and there was no going around them either. It was like removing ten points from his list and I got a few Rangers as well (there are a few proxy models in there in case you're wondering, and the Gun Mages are really Nyss Hunters).

Cloud cover engaged.
I felt confident, but as we all know confidence is something you have when you fail to comprehend every aspect of a situation, and I somehow missed Mage Sight. I know it will be better when I know what my own models can do, so I have time to consider his, but the defense wasn't entirely ineffective.

I will surviiiiiive!
Funny fact: Rangers require LoS to provide +2 to hit. Siege came out in front to catch me in his feat, which I think was game right there, but if he could take out all my Warbeasts I was screwed, but otherwise he would lose. If I were him I would have cut my losses and redeployed, giving me the initiative but keeping most of list intact, but he's a new player and got carried away with the major firepower he could bring to bear. 

Druids... well at least they did something right.
All three Warbeasts survived, mainly due to the fact that he wasn't getting his +2 to hit from the Rangers which caused some critical shots to miss, and Siege was alone with nothing but range and armor to keep him safe. The Junior Warcaster had thrown Arcane Shield on him, but the Druids pulled him forward, the Bloodweavers stripped it from him (I'm never leaving home without upkeep removal again), and the Feral slept with a full belly that night.

I messed up everything again, bunched up, blocked my own lanes, and while the Druids won me the game I think I'll try a few games without them and see how it goes. pKrueger is just some guy that puts up Lightning Tendrils and drop his feat on something, which is a little disappointing, so I swore I'd do something more with him next game, and throw some lightning on people.
Game 2
Trollbloods run by eMadrak: trouble. I've been up against eMadrak a couple of times and it rarely ends well. It was also an incredibly scary list to face with Circle, though I'd love a rematch with Terminus sometime in the future.
Madrak Ironhide, World Ender
- Troll Axer
- Mulg the Ancient
Kriel Warriors (Leader and 9 Grunts)
- 3 Kriel Warrior Caber Thrower
- Kriel Warrior Standard Bearer & Piper
Krielstone Bearer and 5 Stone Scribes
- Krielstone Stone Scribe Elder
Trollkin Long Riders (Leader and 4 Grunts)
Fell Caller Hero
Horthol, Long Rider Hero
Stone Scribe Chronicler
The Long Riders are such an amazing unit, and I knew I was up shit creek on this one. Again I got to go second, which in this case was a bad thing but mostly because of that cavalry. It was the "Incoming" scenario, but again we never really got around to it.

Brace for impact!
The Long Riders ran up 14" with Horthol right behind them, and his army followed wherever it could. I pushed up my defense, and hoped a screen of high defense druids would stop his assault short, but sadly I'd missed another little detail: boosted impact hits. I did stop his entire flank with Kruegers feat, and I must say it's a really powerful ability, but it didn't help me much.

I had so much to do that I didn't get a picture, but the Long Riders came in with boosted MAT 9 impact hits rolling my druid screen nicely, and more than a few of them managed to swing at the second line which sadly included a Shifting Stone (sigh). It wasn't as much of an disaster as I thought it would be, but Madrak charged forward after putting up Mulgs animus, forcing me to retreat with several models and making it harder to retaliate (without that move I probably would have won with some throwing action from the Shadowhorn).

I want my Gallows Groves you bastards!
I thought the Feral was in range of Madrak, and while it was unlikely to kill him it might clean up his shield, and with good dice I could do it since electro leap could take down his shield with some luck. I cleaned out the Cavalry that made it to my second line with the Bloodweavers (I love those girls so much), but I needed to pacify Mulg before going in or I'd be pulped. Looking around I noticed Lanyssa, and one critical freeze Ice Bolt later Mulg was looking mighty surprised in his little cage of ice (very funny, though I did have some backup plans).

I pulled the Gorax back to get Primal back, threw Primal (I had Tendrils from the round before) on the Feral and moved it up to kill Madrak... and was a cunt hair out of range (FUUUUCK!). I was in range of Mulg if I could take down a Long Rider blocking my LoS, so it wasn't a complete loss, but it took two hits to bring the Long Rider down, and then he made a tough check as well (I want my Gallows now!), which meant Mulg was left standing with half his boxes left. 

I had to finish Mulg or my army would be a smudge when he was done, so the Shadowhorn got Primal from the Wilder and Tendrils from Krueger, and jumped on Mulg. I love that guy, and I'm really tempted to get a second one for the list. It pulped Mulg, and got a few kills from the electro leaps as well (something the Feral also failed to do because of Tough!), and I ran up the Gnarlhorn to block the remaining Long Riders from moving down into my support, and hoped for the best.

Ouch!
I get a face full of aggressive army, and with Madraks own attacks, his feat, and the list in general my Feral died and the Shadowhorn was left with 1 box and was going to Frenzy anyway. Half the Bloodweavers die, my Shadowhorn and Gnarlhorn are knocked down, but I'm left with one chance. The Druids, Stonekeeper, and Lanyssa, tries to fry his shield but tough saves him (GALLOWS!) , and then I move up Krueger to use his famous infantry clearing abilities (and I did promise myself I'd do just that).

Chain Lightning, 1 leap, one kill. Chain Lightning, 1 leap, 1 kill. Yeah that was really impressive, and I had to use my last Fury to heal the Gnarlhorn so he could try for the assassination, which meant an all or nothing Gnarlhorn assassination run. Then I noticed that his Axer was full on Fury, which means no transfers, and I had managed to take him down to two models in his shield. The Gnarlhorn moves up, needs 6+ to hit and rolls at -2/-3 damage. He leaves Madrak at 8 hp after some really appalling dice, and Krueger dies.

Conclusion

I still have some packing to do, so I called it a day since it wasn't really a tournament and it had gotten late without time limits. I hate the Gnarlhorn. I learned quite a bit about my list, and the Shadowhorn Satyr is just the type of model I love to play. I hate the Gnarlhorn. I love the Bloodweavers and they're staying in my list. I hate the Gnarlhorn. I also believe that pKrueger is supposed to do nothing in his lists, except Cycle Lightning Tendrils and keeping safe. I hate the Gnarlhorn. The Blackclad is alright but I don't think I need him. I hate the Gnarlhorn.

I also hate the Gnarlhorn in case you missed that. I think he'll do well in my eKaya list when I get around to that, but he has no place in a pKrueger list. I messed up positioning with my Druids again, and I think I'll try something else next time. The Feral is still pretty good, but without Geomancy to cycle tendrils he takes up to many resources, and bringing a Geomancer takes up a lot of points as well.

/Lamoron

Wednesday, February 15, 2012

Circle: Tournament time!

Saturday is tournament time. I'm going up against a bunch of ETC players running trials on their ETC lists, and I'm bringing Circle. Since I've lost the title as most likely to fail, I'm aiming for the skies and 14th place instead. This will be my list, and I only have to borrow the Stalker and Stone Keeper. 

Krueger the Stormwrath
- Gorax
- Feral Warpwolf
- Shadowhorn Satyr
- Warpwolf Stalker
Druids of Orboros (Leader and 5 Grunts)
- Druid of Orboros Overseer
Shifting Stones
- Stone keeper
Tharn Bloodweavers (Leader and 5 Grunts)
Druid Wilder
Lanyssa Ryssyll
Lord of the Feast

I've come to realize, that unless I'm facing an all infantry list the Gorax cannot be allowed to die (worth remembering when I go up against Circle next time). That means I have to place him somewhere safe, and win the game with 4 points less than my opponent.
Feral Warpwolf
The Stalker brings Lightning Strike, which is pretty darn funny on a Feral Warpwolf with a speed warp and Lightning Tendrils. If I can get hunters mark up on the target, the Feral can charge 13", maul everything with reach (15") and Electro Leap, and then retreat 8" afterwards. This guy is on flank duty now.
Shadowhorn Satyr
I'm looking forward to fielding the Ninja-goat. He can move up 6", then jump 5", then with Tendrils and Primal he can take down most casters that come within 13" of him if there's room to land (MAT 8, PS 16/15/15 and 3 Fury to spare). I keep thinking of him as a really good light warbeast, and I think playing him like one is the key. If I lose the infantry exchange he's cheap enough to go crazy with Tendrils and make up for it as well.
Warpwolf Stalker
I like this one a lot. Pathfinder, built in reach, very high PS attacks, and even Berserk if I really need to blend some infantry. He's a jack of all trades, master of most of them, which is really impressive. Primal and strength can push him to PS 20, so the list of models he can't destroy is really really short. He also has Prowl, which is incredible on a heavy of his caliber, allowing me to avoid losing him to ranged attacks in 95% of my games (all theory of course).
Druids
*shakes fist* work you damn hippies! This time I'll spread them out like mad, and see how that works, and perhaps they don't all need to be on the front line to do their thing. I think I'll try three of them up front to provide concealment, and the rest as second line models.
Shifting Stones
There will be a lot of Cygnar players present (about 25% of the tournament actually), but most of their heavy guns don't ignore stealth. I still don't understand half the stunts these things can perform, but maybe I will after Saturday.
Bloodweavers
I've run into a problem with them, as they need a flank to play well, but the upkeep removal needs to be able to reach both sides of the table. Perhaps my beasts will need to flank more, while the Bloodweavers take the center, but against Warjack heavy lists (I know there will be an eNemo tier list) they'll have to settle for speed-bump duty.
Druid Wilder
Advance, throw Animus on something, then probably die. She'll be flanking with the Feral, so Krueger can remain safely hidden down back when I send the Feral on a Suicide/Sprint mission.
Lanyssa
The first game she died without doing anything. The second game she just didn't do anything. Third game must be the charm. I think she needs to get further up the field, and screw the risk of getting killed.
Lord of The Feast
Stupid Gun Mage, daddy Feast is coming for you. I just need him to advance some infantry within range of a charge, so I can boost the Raven and beam to the GM units. Cygnar players have so many nice things down back they don't like losing.

I've come to the conclusion that all players should run a second faction. It gives you an entirely different perspective on many things in the game, and when facing up against a list you know intimately you'll have a huge advantage (assuming you're not in a mirror match game of course).

/Lamoron

Monday, February 13, 2012

pKrueger Vs. Sturm & Drang

Tonight was interesting. I like fielding units without their UA at least once (getting a feel for the unit itself), and since I didn't have the Shifting Stone UA anyway I got that out of the way. My opponent had the following list.

Sturm und Drang
- Gun Boar
- War Hog
- War Hog
- War Hog
Farrow Bone Grinders (Leader and 3 Grunts)
Farrow Brigands (Leader and 5 Grunts)
Farrow Slaughterhousers (Leader and 5 Grunt)
Alten Ashley
Rorsh & Brine
Targ

Vs. 

Krueger the Stormwrath
- Gorax
- Feral Warpwolf
- Gnarlhorn Satyr
Cylena Raefyll & Nyss Hunters (Cylena and 5 Grunts)
Druids of Orboros (Leader and 5 Grunts)
- Druid of Orboros Overseer
Shifting Stones
Tharn Bloodweavers (Leader and 5 Grunts)
Druid Wilder
Lanyssa Ryssyll
Lord of the Feast
Totem Hunter

He won the roll and forced me to go first. I had a giant forest in my deployment zone as we rolled a radial scenario, which forced my beasts to go around, and I had to leave it in round two anyway if I wanted to advance.


Bloodweavers on the left, since stealth took care of their every defensive need in this game. Stones and Feral up the center with most of the solo characters, while Krueger hid in the forest. Druids put down clouds (I really need to find an easier way to place and remove them), and the Nyss Hunters and Gnarlhorn took the right flank. The Gorax is hanging out in the back, since Sturm & Drangs feat can shut down Fury generation almost completely for a round.


He ran his Brigands up to face my Bloodweavers and a Hog up behind them, his Slaughterhouses up to shield his other hogs, and Rorsh took my right flank. I forgot to snap a picture of it, but it was quite clever. I couldn't really engage with my Bloodweavers because Drang can Goad his hogs, and my Bloodweavers would die to a pin-balling MAT 8 Warhog if they came for the Brigands (which were tough so I couldn't even be sure I'd gain anything).


I brought a Lord of The Feast. I don't get why people complain about Tartarus when this guy is around. He charged in and ate three Brigands, then shot himself down the center and munched through half the Slaughterhouses as well: problem solved. The Bloodweavers sent up three ladies to finish the remaining Brigands and tempt the Warhog, while the Feral warped for armor and advanced an inch to far up the field.

I pulled up Brine, despite messing up badly with the Druids (I forgot I had included the UA this time, and that he was the leader, so the critical Druid was out of formation). The Lightning Tendril Nyss Hunters didn't have the impact I would have liked on Brine, since two thirds were out of range due to that missed pull, and I wrote them of as casualties. The Totem Hunter had chosen Rorsh as Prey and took up position near the Nyss, so he could get a shot at Rorsh when he came forward to force.


Rorsh is playing for keeps though, and has to get in range to force Brine. He moves up, throws his dynomite at the Totem Hunter, misses automatically due to stealth but still hits, boost damage and... there was much rejoicing in camp Bacon. Then he shoots a Nyss Hunter just to prove he can, and Brine munches a couple of more Nyss, but the real action was over on the left flank.

I forgot the pictures again, but Sturm pulled my Feral forward with a TK since I forgot all about putting a cloud down he could hide in, and a Warhog came for him (that inch to far I told you about before). My opponent forgot to turn the Feral around though, and since Sturm was driving team S&D this round it was good old MAT 6 against DEF 14 and the Feral lived. Sturm popped his feat, but I had spanked the Gorax really hard down by the forest so I had plenty of Fury to go around, and I thought I had had a win button to push, even with my Feral limited to 1 Fury.

There was an open space by his caster, and it was within teleport range, so the Wilder threw Primal on the Feral and I beamed it to Sturm. I knew he had Watcher up, but I figured I was safe enough with 8+ to hit and some seven damage if he did manage to land it, but I didn't realize that Watcher was a fully frigging boosted attack, and I began looking for damage control options. 

Then my opponent noticed the wording on Watcher "When an enemy model advances and ends its movement within 6˝ of this model", and since the Feral "must forfeit its movement after being placed this turn" it didn't advance at all, and Sturm died. I lost the title of "most likely to fail on Saturday", and got my first win with Circle.
So what did I learn
Warpwolves with Primal end just about anything. I'm really looking forward to getting my Stalker, since the ability to sprint away after killing something is just brilliant. I've never had much luck with it in Cryx, but it's darn impressive on giant furry killing machines.

Cylena is wasted points, and I need more heavy hitters anyway. I didn't get to play around with the Gnarlhorn, but his defensive stats leaves me thinking I'd rather have something else with pKrueger. I can see him working really well with stealth, so I'll run him with them. 

I still suck at using the Druids, but having the UA made everything easier. I need to stop trying to block LoS with the clouds, and settle for concealment on my models instead. It's almost impossible to maneuver when there's a line of Druids blocking everything on round two, and with enough stealth and high defense I should be alright anyway.

Lord of The Feast is a god, and that guy has so many options. When the Stalkers arrive I can have a sprinting Lord of The Feast with Lightning Tendrils, and that makes me all giddy inside. Charge in and kill every light infantry model within reach while bouncing lightning to targets all over the place, teleport to the next bunch and repeat the process, then sprint away to a defensive position.

I don't think I need the Totem Hunter, which is a damn shame since I've owned him for a year and always wanted to field him. I guess I'll have to find another caster where he does something I need, because that model is gorgeous. 
Ideas on beating Circle 
Shifting stones moved to the top of my kill list with Cryx. The other abilities are fine, but that teleport is pretty darn impressive when I think about it. It takes just one kill to neutralize it, so that's on my to do list from now on. 

Get rid of the Blackclad or Lanyssa, because if you see them they're there because he needs them. A Stalker can reach 11" threat which is a lot, but 13" is an entirely different world of hurt when compared to Cryx speed. If you can force him to warp speed on his Feral, or pop bounding instead of Primal when going in, you've got an edge.

The "Circle can't crack high armor" idea is flawed, but they do have very limited models that can do it. Get rid of that Gorax and many Circle casters will be unable to break a solid Cryx camp, since our casters are generally very difficult to hit as well.

/Lamoron

Tuesday, February 7, 2012

pKrueger: Not getting hit.

The big problem with my first list, besides being mostly units without UA, minimum units, or silly choices was that nothing could avoid being hit. The second problem was Upkeep Removal, and I don't care how many times people say they can play around it: make room for upkeep removal!

Krueger the Stormwrath (Skyborne)
- Gorax
- Gnarlhorn Satyr
- Warpwolf Stalker (Prowl)
- Warpwolf Stalker (Prowl)
Druids of Orboros (Leader and 5 Grunts) (Camouflage)
- Druid of Orboros Overseer (Camouflage)
Shifting Stones (Stealth)
- Stone keeper (Stealth)
Tharn Bloodweavers (Leader and 5 Grunts) (Stealth)
Blackclad Wayfarer
Gallows Grove (Prowl)
Gallows Grove (Prowl)
Lanyssa Ryssyll (Prowl)

I'm debating the Gnarlhorn, since it has no defense, and I would like the ability to create terrain features to activate prowl since clouds won't do it (it seems they do, win for me). This list also allows me to cast Deflection without feeling like a complete retard, since it only benefits faction warrior models. Some of the models haven't arrived yet, but I'm hoping I can borrow some for the tournament. I've also been debating including the much maligned Sentry Stone in order to create those woods I need to prowl.

/Lamoron

pKrueger, the slapping.

I took a virginity last night! I lost my first game with Circle, and my opponent had never won a real game before. It turns out he did have a bit more experience than I thought, and had won some games online, so he wasn't quite the rookie I thought he would be.


I was up against Siege, and I've never faced him before and didn't see what all the fuss was about. That's because I'm used to half my shit being stealthy, and I see that now. I honestly don't think I can write a complete report about it, since I was concentrating as hard as possible on not messing up three Warlocks at once, but I'll try for some highlights. It was a complete grind, with very little left on the table, but I had my shot at an assassination and I took it.


Druids pull in Siege, Megalith tramples to him and punches him to eight boxes left. Woldwatcher takes him down to three boxes with some average dice, and Krueger charges in for the kill. Siege had Arcane Shield up so he was armor twenty, and I should average two damage for every boosted attack, which meant I should do around eight damage. I did none and lost, but here are the highlights.
  • Boomhowlers making 9 out of 10 successful tough checks, then none after Boomhowler died.
  • Megalith getting himself killed by a Journeyman Warcaster with a gun (not on feat turn), though I think my opponent might have forgotten he assigned the Hunter to Junior, since it had two Focus at the end, Arcane Shield was upkept, and he had two Focus to shoot Megalith.
  • I made a mistake thinking the Woldwatcher was immune to slams, but in the end it didn't matter.
  • Snapjaw lived three rounds with four boxes left, snacking, healing and taking more damage. The game ended with him at three boxes, having been down to one box twice.
 

The first thing I need to do is get rid of Rorsh & Brine. Wrong Eye & Snapjaw were alright, though getting stuck in Boomhowlers that refused to fail Tough checks shut him down hard. I bought a Gnarlhorn so there's an obvious replacement. The Swamp Gobbers were a waste of time, and the Druids badly need that advanced deployment to work.

Lanyssa died early to blast damage, so adding a Wayfarer seem prudent. I completely forgot the Woldwatcher could shoot, so that's something to remember the next time if I bring it. I also used my feat a round to late, and I was missing Shifting stones to pull Kruegers behind out of the fire.

Still it was great fun being a complete noob-tard again, and I'm looking forward to more Circle action. I also think it'll make me a better player, as you always see flaws better when they're in your own lists :)

/Lamoron

Friday, February 3, 2012

Circle: The Age of Stupid

There's a local tournament in two weeks time, and I'm considering bringing Circle. Fourteen players signed up so far, and since it's just a local thing we don't have to bring painted models. Half my models are on order, and I've never actually played Circle (or any hordes list for that matter), which means I'll have two Monday nights to train, and then I'll be going into a 50 point tournament with ragtag army of minions: epic!

Krueger the Stormwrath
- Gorax
- Woldwatcher
- Megalith
Cylena Raefyll & Nyss Hunters (Cylena and 5 Grunts)
Druids of Orboros (Leader and 5 Grunts)
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Lanyssa Ryssyll
Rorsh
- Brine
Wrong Eye
- Snapjaw

Since my Warpwolf kits won't be joining me soon, I figure I'll use my Lesser Warlocks, since Lightning Tendrils and Primal kicks them into damn scary territory. Megalith will help out with Lightning Tendrils and punch whatever survives Brine & Snapjaw, while the Woldwatcher plays defense. 

Nyss Hunters will shoot or kamikaze whatever infantry is left after Kruegers feat round, and the Gobbers will make sure there is at least one cloud to hide in if the Druids go on offense. Lanyssa will walk around looking like an idiot, or help out Snapjaw with threat range if he needs it (non-living targets).

I'll be very surprised if I win a single game :D

Wednesday, January 25, 2012

Coming full Circle

A while back I talked about creating armies without spending hundreds of dollars, and last night I purchased enough for my first real Hordes list: Circle. Back then I tried to predict what I would need to spend in order to buy a list that would be tournament worthy (though probably not top-tier).
pKrueger. I would think it would be about 80-100 dollars to purchase sufficient beasts and support though.
That turned out to be an accurate prediction, though I would have preferred something else instead of the second Woldwarden, but beggars can't be choosers. I bought pKrueger, eKrueger, Woldwarden, Woldwarden, Woldwatcher, Gorax, Druid Wilder, and Druids of Orboros + Overseer (all second hand of course): 82 dollars.

Boo!
This should allow me to field nearly the same list with pKrueger and eKrueger, though I'm still considering the use of two Woldwardens, and will be on the lookout for something to replace one. I did consider Rorsh & Brine (and still do actually, as +2 MAT, +2 STR, and Reach makes him damn scary), but that would leave me a bit low on Fury generating beasts (still something to be tested).

Krueger the Stormwrath
- Gorax
- Woldwatcher
- Woldwarden
- Woldwarden/Rorsh & Brine/Shadowhorn & Lanyssa
Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts)
Druids of Orboros (Leader and 5 Grunts)
- Druid of Orboros Overseer
Wrong Eye & Snapjaw

pKrueger with Skyborne (2 Fury, non upkeep), Deflection (2 Fury, non-upkeep), Earth's Blessing (1 Fury, non-upkeep), and a cloud/forest will be sitting on defense 19, armor 14/16, with immunity to Knockdown, Pushes, and Stationary. He'll be camping 1-2 Fury and having the Woldwatcher nearby to soak something that does manage to hit.
  • Wrong Eye & Snapjaw
Wrong Eye and Snapjaw are there to take on enemy heavies and heavy infantry, and with Lightning Tendrils and Primal Snapjaw will eat just about anything. Against living enemies he'll be coming from 12" away with MAT 8 and PS 19, and a critical knockdown tail at PS 16. Against warjacks he's a lot slower, but then again Warjacks tend to be slower as well.
  • Nyss Hunters
The Nyss Hunters with Lightning tendrils seem batshit crazy, threatening 12" with a charge and electro leap. That should wipe just about any surviving infantry of the table, but they're also capable of hurting most heavies pretty badly if needed.
  • Druids
Druids are druids, and will be tasked with bringing in targets for the heavies, and will be defense 18 armor 13/15 with clouds and Deflection up. They'll also be tasked with keeping a member near Krueger to provide a cloud when needed.
  • Shadowhorn + Lanyssa/Wayfarer
I'm considering a Shadowhorn + Lanyssa instead of the second Woldwarden. The Shadowhorn with tendrils and Primal can surprise and destroy a lot of casters with leap, reach, four PS 16 attacks, two PS 15 attacks, and with good MAT to boot. Lanyssa will add another potential 2" to my beasts when they charge, and with tendrils the range becomes a bit silly, as even the Woldwarden comes rushing from 12" away. Edit: The Blackclad Wayfarer might a better choice. Thinking cap on!

This is all theory of course, but I'm looking forward to getting it on the table and trying it out. The main issue will be the amount of things in the list that relies on a spell that can't be everywhere at once, though I can upkeep it on one, cast it on another instead of deflection, and Woldwarden it on a third.