Da Bomber:
Your Tactical Guide to one of the Best Ranged Models in the Game
by GreenJello
In a faction the specializes in blunt force trauma, Da Bomber does it from range, with a wicked gleam in his eye. He is one of, if not the best, ranged heavies in the game. His range is a bit low, but two shots, the ability to boost, and AOE4, POW16 attacks is sure to put the fear of trolls into your opponent. If that isn't enough, he can also get in there and mix it up in melee a bit. Only really puzzling thing about this guy is where he gets the next set of explosive barrels, he's not really wearing a bandoleer here....
The model it self is one of the stand outs in a standout range, just oozing character.
Battlefield Role
The role of the Bomber is to get out there and bomb! He's an excellent answer to a number of questions.
They're drunk Scottish football hooligans. The flaming caber just adds so much to that image. "'Ey lads, let's set it afire!" "YEEAAAHH" Oleeee ole ole oleeee... ~Not Dice~
23 December 2013
21 December 2013
Fennblades Tactica: Or How I Learned to Love the Alpha Strike
Fennblades:
Or How I Learned to Love the Alpha Strike
by GreenJello
Fennblades with their unit attachment are one of the best alpha strike units in the game. So good that I often refer to them as Trolls other cavalry unit.
Battlefield Role
Fennblades have a couple of roles in a Trolls army.
Or How I Learned to Love the Alpha Strike
by GreenJello
Fennblades with their unit attachment are one of the best alpha strike units in the game. So good that I often refer to them as Trolls other cavalry unit.
Battlefield Role
Fennblades have a couple of roles in a Trolls army.
18 December 2013
Slag Troll Tactica: Your Guide to Spitting Acid For Fun and Profit
Slag Troll Tactica:
Your Guide to Spitting Acid For Fun and Profit
by GreenJello
Slag Troll is one of our more versatile light warbeasts, with the ability to buff, spit acid, and do some melee. One of our "elemental" light warbeasts, along with the Pyre Troll (fire), Storm Troll (electricity), Swamp Troll (water), his niche is Acid. With his habit of eating metal, he's a real kick in the teeth to factions that like to field a lot of jacks. The model itself is totally badassed, with bits of metal poking through his skin, making oozing wounds that would make a pain giver cringe.
Battlefield Role
As a light warbeast, the Slag provides decent ranged support, a nice buff animus, fury generation, transfers, and some limited combat capabilities. He can be used to weaken models before they're hit with a melee charge. Against anything with construct, he's very nasty in the ranged roll, with the potential to finish things off in melee.
Your Guide to Spitting Acid For Fun and Profit
by GreenJello
Slag Troll is one of our more versatile light warbeasts, with the ability to buff, spit acid, and do some melee. One of our "elemental" light warbeasts, along with the Pyre Troll (fire), Storm Troll (electricity), Swamp Troll (water), his niche is Acid. With his habit of eating metal, he's a real kick in the teeth to factions that like to field a lot of jacks. The model itself is totally badassed, with bits of metal poking through his skin, making oozing wounds that would make a pain giver cringe.
Battlefield Role
As a light warbeast, the Slag provides decent ranged support, a nice buff animus, fury generation, transfers, and some limited combat capabilities. He can be used to weaken models before they're hit with a melee charge. Against anything with construct, he's very nasty in the ranged roll, with the potential to finish things off in melee.
16 December 2013
How to build a...House..part Deux!!!( that's 2 )
So who is ready to finish their house? What house you say? What you didnt read it well, here is the first part...
http://www.trollbloodscrum.com/2013/12/table-top-terrain-how-to-make-house.html?m=1 , Go and build then come back here for the rest. I'll wait.
For the rest of you here we go!!!
Step 2. Use a pair of scissors to cut out the rectangle and square. I've placed Pendrake with them so you can see the relative size of the door and window
Step 3. Place the door rectangle on the carton and draw around it. Do the same for the windows (one window on each side).
Use a hobby knife to cut the openings on the carton. It helps if the openings are slightly larger, so don't worry about making them perfect.
Step 4. Take some of your popsicle sticks and frame up the windowing glue it down. I made a simple box pattern. You can even stack a couple of sticks together to make a wider window seal if you want. When the glue dries paint it up with 2to 1 ratio of brown paint to water so you can see the wood grain of the sticks
Step 5. The roof!!!
Using a exacto blade I cut 2 pieces of matt board to make the roof. The long side is 4 1/4 "the short side is
2 5/8 ". Glue these to your roof .
Step 6 Because of the Iron Kingdoms love some slate roofs we are going to make some out of the remaining cereal box. Cut a 1/2 inch wide strip with a length equal to the roof plus 1 inch. Your going to need a lot of these. ( I cut about 25 out in case of mistakes
Now grab your ruler and measure out 1/2 inch marks on you strips with a pencil. Now cut those marks halfway into the strip.
Step 7. Now staring with the bottom of the roof, you are going to glue you first strip down, then line up your next strip so the flaps cover the slits of your previous strip. Glue it down. Replete til you reach the top of the roof. Then do the other side ( it doesn't have to be perfect ). You are going to have some over hang on the sides. Trim it off with some scissors.
Now at the apex glue two popsicle sticks down to frame the top of the roof. If you want you can add a chimney or a weather vane.
Step 8 paint the roof how ever you want I did mine in a slate blue ...as for the two sticks a 2 to 1 ratio of brown paint to water again
I hope you enjoyed this article
The more you make the easier it gets
Enjoy the build!
Hollow Echo
15 December 2013
Impaler Troll Tactica: Your Guide to Chucking Spears
Impaler Troll Tactica:
Your Guide to Chucking Spears!
by GreenJello
Pitching enormous spears with bone-crushing force, impalers are the living ballistae of the trolls. Each carries a quiver of massive wood-and-iron projectiles bearing only the most basic resemblance to the puny twigs smaller races call spears. These savage implements obliterate men and knock even the greatest beasts off their feet.
Battlefield Role
The Impaler is one of our more popular lights, which it's low points cost, decent light abilities, and support for our ranged game. This is in addition to it's abilities as a light warbeast to provide fury, transfers, and beat stuff up.
Your Guide to Chucking Spears!
by GreenJello
Pitching enormous spears with bone-crushing force, impalers are the living ballistae of the trolls. Each carries a quiver of massive wood-and-iron projectiles bearing only the most basic resemblance to the puny twigs smaller races call spears. These savage implements obliterate men and knock even the greatest beasts off their feet.
Battlefield Role
The Impaler is one of our more popular lights, which it's low points cost, decent light abilities, and support for our ranged game. This is in addition to it's abilities as a light warbeast to provide fury, transfers, and beat stuff up.
12 December 2013
Runebearer Tactica: Carrying the Stones of Success!
Runebearer Tactica:
Carrying the Stones of Success!
by GreenJello
The Runebearer solo, also known as Trollzes because of his resemblance to Moses with the 10 commandments, is a support piece that makes our normally fury starved casters operate more efficiently.
Battlefield Role
He's a support solo for your caster. Once per game he can cast a spell.
Carrying the Stones of Success!
by GreenJello
The Runebearer solo, also known as Trollzes because of his resemblance to Moses with the 10 commandments, is a support piece that makes our normally fury starved casters operate more efficiently.
Battlefield Role
He's a support solo for your caster. Once per game he can cast a spell.
10 December 2013
Janissa Stonetide: Or Rockwall on a Stick!
Janissa Stonetide:
Or Rockwall on a Stick!
by GreenJello
Janissa is probably one of our most useful solos, practically an auto include in a number of troll lists by virtue of her Wall of Stone ability. However, she's a lot more versatile than just a wall on a stick.
Battlefield Role
She's primarily a support solo with some interesting combat applications.
Or Rockwall on a Stick!
by GreenJello
Janissa is probably one of our most useful solos, practically an auto include in a number of troll lists by virtue of her Wall of Stone ability. However, she's a lot more versatile than just a wall on a stick.
Battlefield Role
She's primarily a support solo with some interesting combat applications.
07 December 2013
Stone Scribe Chronicler Tactica: Epic Stories... of DEATH!
Stone Scribe Chronicler:
Epic Stories... of DEATH!
by GreenJello
Okay, so he can't really kill stuff by telling stories, unlike the guy at your local watering hole, who can put people into coma's of boredom, but he can inspire his fell Trolls to great heights by recounting epic stories of their history.
Battlefield Role
The Stone Scribe Chronicler's (SSC) role is of a support model for our excellent infantry.
Epic Stories... of DEATH!
by GreenJello
Okay, so he can't really kill stuff by telling stories, unlike the guy at your local watering hole, who can put people into coma's of boredom, but he can inspire his fell Trolls to great heights by recounting epic stories of their history.
Battlefield Role
The Stone Scribe Chronicler's (SSC) role is of a support model for our excellent infantry.
06 December 2013
“Dude looks like a Lady” - Mabrothrax on eGrissel vs pMadrak
eGrissel & Armour Spam Discussion continued:
So we all know (or should at least) that armour stacking
is generally something Trollbloods can do well and do often. The key components
are usually the Kriel Stone and the Earthborn and Janissa combo.
With the Warders being a mighty ARM 17/19 (Battle Driven)
they get to the key ARM 21 under the Stone’s aura. As has been discussed before
here and elsewhere ARM 21 is difficult to deal with, significantly more so than
ARM 17 – 20.
What makes Warders so significant in this is that they
are cheap, and we can start to build a spam* list.
These are the options for that magical ARM 21 (when
within the Kriel Stone’s aura)
Warders
Mulg
Bouncer
Mountain King
War Wagon
Depending on circumstance and the use of Janissa’s Wall
with the Earthborn you can have an ARM 20/22 EBDT, or give any of the above an
additional +2 ARM. For the purpose of this discussion I’m going to assume that
like in my own lists (going by character restrictions) Janissa is elsewhere and
the EBDT therefore becomes a less desirable piece.
My pMadrak list:
This is what I have used with varying degrees of success.
Whilst it hasn't gotten as many victories as I would have liked, it has
conceded few models, stood up to a number of severe thrashings, and weathered
many storms giving people a real headache.
The issue I have above all others is the speed of the
Warders. I know all the naysayers bemoaned the meagre SPD 4 and will point and
say ‘told you so’, but I would in return utter ‘tish’ and ‘fipsy’.
One unit of SPD 4 Warders is manageable. Two units at SPD
4 is the problem. It hurts, frankly.
As I said at the end of my last post I was seriously
considering swapping pMadrak for eGrissel… so, let’s get on with it then.
I want a speed buff, and whilst prime Grissel and Jarl
offer very solid options, I want to go for Epic Grissel. Her spell Dash gives
all my warriors a simple and effective speed bonus. Beyond this, her feat
obviously adds to the ARM spam theme (as well as giving a small speed bonus in
the form of an out-of-activation move).
The less obvious thing is her low spell count. I’m not
going to be making hard choices on how to spend her Fury, and as such will have
plenty to keep the Kriel Stone as full as possible. Add in some decent defensive
stats and a nice gun with interesting effects and I’m certain the Marshall of
the Kriels is the lady for me.
Looking back over the list, the double Warders, Mulg, max
Stone + UA and twin Bouncers are staying. I like them and how they work; they
are the ARM 21 core.
Rok is an often overlooked beast. I really like the way
he complements the other beasts with his Primal animus, which also covers the
lack of buffs available in eGrissel’s spell list. For the time being he’s
staying in the list, but I might in the future experiment with a War Wagon.
The last model in the list is the Runebearer. In the
pMadrak list he was there to mini-feat first turn and cast Sure Foot, allowing
Madrak to set up the Kriel Stone, and then obviously help by reducing the cost
of Carnage. With eGrissel, I don’t have an expensive upkeep spell to set up and
she has one more point of Fury… Dash will almost certainly be cast most if not
all turns, but I’m not convinced that I need the Runebearer. I know, 2 points
to save one fury per turn, maybe two. My gut says I don’t need him.
If I took out the Runebearer, what would I replace him
with? A Kithkar? Triggering Righteous Vengeance should by virtue of the list be
a rare occurrence, and without Fennblades to buff he seems a little wasted. I
don’t think the Chronicler does much here either.
Two Sorcerers strikes me as an interesting option, each
adjunct to a unit of Warders. They can remove those upkeeps that threaten my
boys, and with two lots of Windwall (removing Pathfinder) in play, eGrissel’s
Inhospitable Ground could cripple an opponent on a vital turn. The list lacks
magical weapons as well, which they provide. Could be fun to try out. Sadly
there’s still no sign of the Sorcerer model on the PP release schedule which
means the earliest we’ll see him is currently March 2014. Boo.
So those are my thoughts. I will put them on the table and play with them in due course and get back to you. If anyone has any ideas or experience with similar lists and playstyle, please comment!
Till then, keep rolling Tough, and remember to #SpreadTheHatred
*Spam vs Skew.
Skew is a well-known concept – take one (or a few) thing
in your force and buff one of its abilities through the roof, whereas spamming
is taking an excess of something to the point of it being impossible to deal
with.
05 December 2013
Table top terrain - how to make a.... House part 1
Howdy folks, Hollow Echo here.
I decided to do a series of articles on how to make some terrain for the table top . So who is ready to get our hobby side on and build us a house..or a tavern... Ok so they sell tons of products in these cartons. Its a half-gallon mine was dragon fruit/mango juice box. You can buy them anywhere and they all the same size. That's why they're perfect for a build like this. You can cheat and build two house put them together and now you got a long house . Or repeat with a Pint carton and make a out house ...
Here is a list of the items you will need.
1.A half- gallon container
2.Small Popsicle sticks
3.Paint browns and blacks
4.A cereal box ( or 2 )
5.Glue ( craft or wood)
6.White or textured spray paint
7.Graph paper
8.A figure ( for size )
9.A pair of scissors
10.A ruler
11.A pencil
12. A old but goodie paint brush
Step 1. We need to remove the bottom of the carton. Hold the carton down with one hand, lay a pencil on the table and draw around the bottom.Use a hobby knife and ruler to cut off the bottom of the carton.
Step 2. Now measure up from the bottom 3" on each side. Measure up in the middle 4 1/2" (be sure it's precisely the middle). Draw lines to form the roof peak. Draw a peak on the opposite side of the carton as well.
Step 3. Cut out the carton using a hobby knife and a ruler.
Step 4: Most cartons have a waxy coated outside. You can paint on it, but the paint will scrape off. I suggest you spray paint the outside white. Spray paint sticks much better.
When dry, paint the whole thing a cream or off white color. If you intend to make a whole village, you might buy a can of off white or textured spray paint.
Step 5: To make the door, take another group of Popsicle sticks and line them up . We'll only be using 5 to make the door. Glue them to piece of mate board. let them dry then cut them to fit. Paint the door the same as the rest of the wood. For the rivets or nails I used a push pin. I clipped the head off and glued into place.
Step 6: Grab your brown paint, paint the corners of the house. This will help hide the gaps between the corner beams.
Well that's a good stopping point next time we will finish the roof and work on the windows..
Have fun!
Hollow Echo
Whelps Tactica: Or How Snacks On Legs Can Help You Win!
Whelps Tactica:
Or How Snacks On Legs Can Help You Win!
by GreenJello
Whelps are the annoying little buggers than spawn when a Dire Troll gets hit and loses a limb or something smaller. Due to their regenerative power, the severed part takes on a life of it's own.
Battlefield Role
Whelps can fill a surprising number of roles in the battlefield. At 5 for 2 points, it's quite a deal for an army that usually has a low model count.
Or How Snacks On Legs Can Help You Win!
by GreenJello
Whelps are the annoying little buggers than spawn when a Dire Troll gets hit and loses a limb or something smaller. Due to their regenerative power, the severed part takes on a life of it's own.
Battlefield Role
Whelps can fill a surprising number of roles in the battlefield. At 5 for 2 points, it's quite a deal for an army that usually has a low model count.
04 December 2013
Scrumcast Episode 33 ½
Dust off yer MP3 players folks The Scrumcast is back ahead of Schedule with a extra special episode featuring a few of our new authors. We talk shop with Britts, Aussies and one crack pot. Come take a listen and revel in the glory that is grand hyperbole!
Episode 33
Episode 33
03 December 2013
Yours Is No Disgrace (LTC Fail post)
Mabrothrax's LTC Fail.
Excuses
Well, first let’s get the shameful news out of the way…
the team I played for came last of 12. Both my team mates lost all 4 of their
games and I only won one. Overall I placed 28th of 36, which isn’t
amazing either. Actually, one of our team members got the day of the tournament
wrong and missed the first round, it was all downhill from there.
There is no substitute for a good night’s sleep. Going
into a long day of full on playing whilst exhausted and cranky is not the best
way to do things. Be prepared!
I did thoroughly enjoy the day and had some great games
and came away with some new ideas and more experience, so it wasn’t all that
bad…
Round 1 pMadrak vs
Cygnar (Siege Trial by Fired theme list tier 4)
Major Markus ‘Seige’ Brisbane
Triumph
Ironclad
Squire
Journeyman Warcaster
Hunter
Journeyman Warcaster
Charger
Captain Arlan Strangeways
Arcane Tempest Gun Mages
Arcane Tempest Officer
10 Long Gunners
4
Field Mechaniks
The scenario was Close Quarters.
I didn’t know this new theme force, and the three
trenches setup in close proximity (touching) my opponent’s flag was a blatant
move to entice me to his corner.
Being the first game, being tired and rushed to get to
the venue and slightly disorientated had me making seriously stupid mistakes. I
set up one unit of warders to go for his flag and challenge siege, but with a
handy piece of rough terrain in the way… and on the second turn I didn’t
actually move pMadrak into contact with my own flag and failed to score. Yeah,
that bad.
To be frank, once I’d given away the missed CP it was
over. I somehow let a journeyman warcaster survive to contest as well. I lost
the game 5-2.
On the plus side the ARM 21 brick was virtually
unkillable and it took my opponent forever to take down one unit of Warders,
and even with Siege’s feat he still had a hard time inflicting any damage.
Round 2 pMadrak vs
Cryx (pSkarre)
Pirate Queen Skarre
Deathjack
Skarlock
10 Bane Thralls
Bane Thrall Officer & Standard
10 Mechanathralls
10 Mechanathralls
Necrosurgeon + Stitch Thralls
Necrosurgeon + Stitch Thralls
10 Blood Witches
Blood Hag
Warwitch Siren
Warwitch Siren
Satyxis Raider Captain
3 Scrap Thralls
Saxon Orrik
Scenario: Into the Breach
Cryx are a pain, but they don’t scare me all that much.
To be honest I expected to be able to attrition this one like a charm, all it
would take is using a combination of Madrak’s feat and the careful use of the
bump animus to grab a juicy 2CP in the zone. At least, that was the plan.
You know how in some games you feel totally disconnected
from your opponent? He played his force, I played mine and the interaction was
minimal. Skarre ran for the flag and grabbed an early CP, I sat in the zone and
went about slowly trying to clear it. Things were going well until Skarre’s
feat turn where I lost a decent chunk of my force and went from being outnumbered
to overwhelmed. Ther was no way I was getting any CPs from the zone now.
However, Skarre had moved from the flag to the centre of the table and was in
clear range for Madrak to step up and have a go. Being 1-0 down and with very
little chance to win on control I went for the assassination.
Madrak charged Skarre with 5 fury and failed to hit with
all his attacks. He was then brutally murdered in return.
Balls.
Round 3 Calandra
vs Skorne (pMorghul)
Master Tormentor Morghoul
Basilisk Krea
Cyclops Brute
Bronzeback Titan
Molik Karn
Tiberion
Titan Gladiator
6 Paingiver Beast Handlers
6 Paingiver Beast Handlers
Extoler Soulward
Scenario: Supply and Demand
Now this was a fun
game. I’ve played Lewis before where he used a 35 point version of the same
list and was comfortable in knowing my opponent and his army. Admittedly the
Calandra list might not have been the best choice here, but I didn’t want to be
locked in for the fourth round.
Early on the Runeshapers took out my opponent’s objective
scoring me an early 1 CP. The rest of the game saw the ‘piece trade’ happen
smoothly with each of us throwing beasts at each other, but in the long run his
heavies out lasted my lights, and the bronzeback (just) managed to one round
the Mountain King., also, early on the Runeshapers and the Storm Troll put some
serious hurt on Morghul himself dropping him to two health.
Despite Star Crossed being up my opponent slowly wore me
down and I couldn’t quite capitalize on the 1 CP lead or Morghul being
practically dead. Then he managed to destroy my objective making it 1-1. Soon
after Dice Down was called and I lost on the third Tie breaker as he had more
points in the zone.
Round 4 pMadrak vs
Legion of Everblight (pVayl)
Vayl, Disciple of Everblight
Succubus
Seraph
Scythean
Naga Nightlurker
Typhon
Gatorman Witch Doctor
6 Blight Nyss Hex Hunters
10 Blighted Nyss Legionnaires
Captian Farilor & Standard
Spawning Vessel and 6 Acolytes
Scenario Chemical Reaction
I know full well what Vayl and her list is all about and
knew basically it would be a grind, which it was. Despite all his beasts and
spells and broken abilities I slowly weathered the losses of Mulg and Rok whilst Warders and Bouncers surrounded Vayl (and Typhon) and eventually splatted her.
Not much else to say here really. I won a game, at last.
Overall thoughts.
I played badly. There’s no getting around it, I needed
more sleep and time to relax beforehand. I had one of those epic dice fails in
the Cryx match, and mishandled a turn in the Skorne match that probably cost me
the game.
The pMadrak list is amazingly hard to deal with, it just
soaks up so much damage. Despite this, I found it hard to capitalise on my
opponent’s frustration and the Speed 4 Warders desperately wanted a buff.
pMadrak works perfectly well in the list and with his feat on a crucial turn
can work wonders, however, I am seriously considering keeping the list as is
but swapping pMadrak for eGrissel…
This is an early stage ‘test it in my head’ thing.
The pros of eGrissel:
·
One more point of Fury
·
Dash (SPD +1) for the Warders
·
Fell Blast adds some ranged threat, but not much
·
Feat takes the ARM 21 spam idea and turns it up
to 11 (well, 23) for one turn
The Cons:
·
Slightly less tough than pMadrak considering
lack of Sure foot etc
·
Without Crusher or Carnage there’s no melee
support going on
·
Feat is a bit ‘meh’
·
Erm… I don’t have her model yet?
Regarding the Calandra Theme list, I wish I’d had the balls
to put it on the table at least one more time. Funnily enough I found the
Warders in the list (in this game and others before) to be somewhat out of
place. They are amazingly good, but here… well I found myself wishing I had
more Runeshapers and another Storm Troll for some electro leap stuff. That’s a
straight swap that I’m going to try out. It has some obvious benefits: another
point of fury in the Kriel Stone to start with, more ranged threat, more
coverage for Janissa’s Force Lock ability, more electro leaps…
I know I’m losing hard as nails weapon masters, but
sometimes you have to go with your gut.
So there you have it. I’ll be trying the alternate
Calandra list at my local club soon, and perhaps the eGrissel/pMadrak swap
soon. Time to really get these lists to work in preparation for Smogcon in Feb
2014!
Keep rolling tough!
01 December 2013
Never Surrender! For Kith and Kriel!
I like to believe I am decent at this game, not great, but I don't suck. However I do feel I have the bad habit of giving up before the battle is really over. Often I find that my games start with attrition in favour of my opponents. They alpha strike hard and remove pieces of my list I'd thought would be sticking around longer, which is silly, because this game is about trading models for either attrition, scenario, or position. It would be wrong to expect I wouldn't lose models.
My disdain for losing models can then put me in a salt induced nosedive where sometimes I give up prematurely. I don't stop playing, but my heart is obviously no longer put into the game. This is bad and is something I am working to identify and overcome. I am not the only player I have seen do this, and from experience a salty player can sometimes make the game less fun to play. I don't want to be that player, especially when I'm giving up before the game is even over.
Trolls for all their weaknesses is not an easy faction to remove from the table. Even from a terrible scenario or attrition position a well played troll army can fight its way back. Trolls have a large number of models and effects that can work to bring on a come back.
For one we have tough, and as much as I hate this rule it does aid trolls in attrition. Every time I roll that die its a gamble, and I hate that. I know that sounds weird coming from a guy playing a game driven by dice, but I don't feel the dice as much as I do when I'm rolling a tough check. The whole game can ride of a tough check on a simple 1 in 3 chance. I realise logically all games probably hinge on a similar fraction or statistic, but I don't find it nearly as transparent as when I'm rolling tough for Madrak or Grissel. Tough irritates me to no end, it can make and break the game, and I hate that the whole faction is balanced around it. I try to ignore it, but when its a core mechanic of your faction and you spend a large portion of the game rolling tough checks, it can be hard.
One of my favourite things in this game are Warlocks and Warcasters that are hard to kill and I hate squishy casters that I have to worry about dying to stiff breeze, and man oh man is Trollbloods the right faction for me. Borka and the Madraks must be in the top 5 for Most Survivable Warcaster/Warlocks, and even warlocks like Doomie and Calandra are more durable then most, even with their old man stats. The krielstone alone provides more then most other factions do. Its a +2 ARM buff and can get rid of and prevent status effects, like continuous fire, which has a nasty habit of killing warlocks and warcasters. So when you take that with warlocks like the Madraks and Borka then your really having a party. Here take a look at how bullshit these guys really are:
Borka
- Stumbling Drunk - Borka's companion the Keg Carrier can give him the rule stumbling drunk, which prevents him from being knocked down, and if he is hit by an attack he stumbles away three inches in a direction determined by a deviation template.
- Unyielding - gains +2 ARM if engaged in combat
- Iron Flesh - +3 DEF, but -1 SPD, this isn't for early game, but for when you know he is going to be attacked, so he doesn't need to move far
- Wind Wall - Borka protects himself and any model completely within three inches of him from non-magical shooting, but protected models can also not shoot
Borka is incredibly hard to kill. With all these rule in effect and the in the Krielstone's aura Borka is ARM 21, DEF 17, may walk out of combat if you do mange to hit him, and can't be shot, except by magical guns. With all that he also has 3 fury to fall back on. This guy might be the harder model in the game to kill.
pMadrak
- Scroll of Grindar's Perserverence - once per game before the damage has been rolled Madrak can negate the roll's outcome
- Talisman of Subdual - beasts can not charge Madrak
- Sure Foot - a spell that provides +2 DEF and steady to models within 3" of the model who the spell is cast on
Not quite as hardy as Borka, but has some solid defensive abilities. A once per game damage negation is pretty handy, and immunity to beast charges is pretty nice, and sure foot is a spell so good it can be the focus of a list build.
eMadrak
- Grim Salvation - if Madrak takes damage a friendly trollkin model within an inch of him is removed from play and Madrak suffers neither the damage or effects triggering on damage, however this rule is mandatory
In an eMadrak list each infantry model is an extra transfer and it may seem that using models as wounds may seem like a bad attrition choice, just remember all the work he alone can do and the effectiveness of his feat. eMadrak only needs a few choice warrior models and a few beasts to get work done. This rule can be extremely frustrating opponents to work around. Their is a rule people in my meta live by and that is "Don't try and kill Madrak".
With warlocks this hard to kill as this and with the ability to do work themselves really need to stop getting discouraged when attritition starts to go poorly. Even if most of my infantry is dead, my opponent still has to deal with my crazy hard to kill warlock, and hope they don't lose too many models trying. It isn't uncommon for them to commit their caster out of necessity, but fail to make the kill and then losing their own warlock/warcaster to a toughed Madrak or Borka.
I love models like Champions and Warders that are very hard to remove from the table and while they may seem out numbered, in a prolonged match, they can often out attrition most other infantry. Enemy models are like waves hitting ineffectually against the shore, except the shore has blunt instruments with which it beats the waves back into submission. This however can be slow and when I'm salty I sometimes don't realise that losing 3 Warders is acceptable, because his unit of 12 is going to break before my 5, its just going to take awhile. The trick is to remain calm, because what I am often told after a game is just how frustrating the same situation is for the opponent, and objectively they probably have more reason to be angry, since attrition will eventually favour me as a troll player. The trick is to be patient.
When I look at units like the Warders and Fennblades who actually receive benefits and buffs from being attacked, I start to see that this is how the faction is designed. This seems to indicate that trolls are designed to be on the receiving end of an alpha strike, rather then alpha striking ourselves. We are built to absorb the hit and strike back from a disadvantaged position. Thats why often during the early game when it looks like we are losing, however it is late game where we really shine. When both of us are on our last legs, troll models are just that much more durable and will probably outlast most opponents.
When I look at units like the Warders and Fennblades who actually receive benefits and buffs from being attacked, I start to see that this is how the faction is designed. This seems to indicate that trolls are designed to be on the receiving end of an alpha strike, rather then alpha striking ourselves. We are built to absorb the hit and strike back from a disadvantaged position. Thats why often during the early game when it looks like we are losing, however it is late game where we really shine. When both of us are on our last legs, troll models are just that much more durable and will probably outlast most opponents.
Trolls are the anvil upon which the hammer strikes, and that hammer will keep striking until it breaks. As trollblood players I think I have to learn to receive a lot of punishment before I can really see hope of victory. This means I have to be psychologically prepared to be on the losing end of attrition for most of the game. If I can manage to keep a cool head and an open mind, I will often start to see all the options left open to me and making moves towards that oh-so satisfying comeback. This isn't only true for trolls, if you do play another faction don't lose your head if your game is going bad, every faction is built with some way to come back from a few bad turns, you just need to stay cool and look for it. This is a problem I do struggle with sometimes, but I am working to fix that. For those of you out their who find they have the same trouble I hope this helps, but I feel the best way to overcome this is to accept it, and to just play through it. If we come up the other side we will all be stronger players for it.
If you guys have any questions, comments, or suggestions throw me an email here, drop a comment below or pm on the forums, otherwise have a good week and may all your dice roll tough.
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