Thursday, October 27, 2011

List Building - Madrak

Trollbloods
Standard Army
PCs: 35 / 35
15 models

[00] Madrak Ironhide, Thornwood Chieftain (0 / 6 WB)
[12]  >> Mulg the Ancient
[09]  >> Dire Troll Mauler
[03] Trollkin Champion Hero
[03] Krielstone Bearer & Stone Scribes (3 grunts)
[01]  >> Stone Scribe Elder
[10] Trollkin Champions (4 grunts)
[03]  >> Skaldi Bonehammer

I think we need one more example, this is a list built not around a caster but around a tactic, that tactic has the rather unexciting name of "the brick" and it's about as hard as one. It's almost the polar opposite of the Doomshaper list and makes a good second army for steamroller tournaments for that reason. So what's in the army and why:

Madrak - Small control range is not a big issue as this army stays close together. His feat allows every model to advance 1" and make an additional attack whenever they kill a model with a melee attack. He has a spell Carnage which adds +2 to melee hit rolls. His other spells are good too but not so important in making the list. He has 5 Fury so you want enough beasts to generate that even when you have lost your biggest one. His feat and spells mean you are looking at the melee beasts.

Mulg - simply the best troll beast. High MAT and high P+S + reach. Will destroy whole units with ease on feat turn and anything else at any time. Protective fit means that as long as he is close to your warlock anything attempting to harm your warlock will have to kill him first or be willing to sacrifice itself. His slow speed is irrelevant as this is a defensive list. 

Mauler - Not only is the mauler a force of destruction but it has a strength boosting animus. That's the important thing here that distinguishes him from the Earthborn. Sometimes you need the ability to hit harder than is entirely sensible and the other strength boosting beasts are shooters. 

Any more beasts and we'll need to take whelps for fury management so lets move onto units

Krielstone - This makes the list. It'll give you +2 ARM to everything and immunity to continuous effects or +1 Strength or no incorporeal models. That will put your beasts at ARM 20 and 21 and your champions at ARM 20 as well. With your entire front line at ARM 20 or greater your opponent will find it very difficult to kill anything with infantry and jacks and beasts will struggle to do much damage without strength boosts. 

Champions - In because of their high ARM and multiple wounds. Skaldi gives the overtake and pathfinder on a charge (both very useful) and the solo lets them walk through each other. This generally means you want to have Skaldi behind the unit and them have him countercharge through the unit. The solo has reach and thresher and weapons master. A very nasty combination. 

What you get is a list with an ARM 20 front line equivalent MAT 9 or better except for the Mauler which fights like MAT 8 and high POW or POW 12 weapon masters. And on feat turn every kill means another step forward and another attack. It's slow but most things bounce off it so it doesn't mind going second. The only problem is that it does not split up very well other than that it is a very difficult list to fight. 

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