This guy looks so sweet that there has to be a way to get some actual use out of him.
Lets start with his abilities:
Stealth - Pretty good on a warbeast, even a light as you aren't going to kill him with blast damage at ARM 15 (17 in most lists). Makes him survivable if he doesn't get thrown into combat however he does not have a ranged attack so if you are keeping him back he's not doing anything. You could sprint him but if you are paying 18 points for Rorsh, Brine and a Road Hog you probably have higher priority targets for the animus.
Man Eater - Free charge against living models. However without reach he is going to struggle to tear up units. MAT 5 hurts a bit too.
Beguile - his animus is a great late game piece (living non-caster models within 5" must advance towards the nearest model with this animus, costs 1). Once you have attritioned your opponent down and they don't have a lot left you can control the movement of some key infantry models or beasts. The short range on it and the lack of survivability of the beast when it gets stuck in means that you probably don't want to be using him early game. It may be cute to put a Janissa wall between him and some non-reach infantry but you really don't want to be wasting the wall on a 4 point light.
Paralysis - both his claws have paralysis, and it's straight paralysis, not crit paralysis either. Takes living models hit down to DEF 7 and stops them from running or charging.
Adds up to - If he's going to have a place it's going to be against in the hordes match up, Circle and Legion in particular (hordes is varied enough that you can't just take an anti-hordes caster). Paralysing an Angelius or a warpwolf will mean that troll beasts have no problem taking them down. And late game you have the ability to exercise some control over that one beast/unit that you are worried about. The stealth will let him survive to the late game but doing that means you are playing 4 points down for most of the game.
Lets go through lists:
Borka (Family Reunion) - His claws are not open fists so he's out.
Calandra - I think I found a home for him here. I love Burrowers with Calandra and she plays them very differently than other casters, she likes to keep them closer to the rest of her army rather than using them as an early rush. What that does is it opens up the possibility of troll gang (charge of the trolls) and having a cheap beast with paralysis to charge whatever the burrowers are after, kept alive with stealth... I think it works.
Captain Gunnbjorn - No idea. Never played this guy, don't intend to.
Grim Angus - No. Grim if I take him is my Cryx match up. Grim is pretty good against circle too (I did have that one epic game where I completely tabled a circle army in one turn) but he's usually bombing beasts to death and you don't want a crappy light engaging them when you do that.
Grissel1 - Another Cryx match up. Grissel wants troops so her warbeast points are very tight. However the extra melee troops does mean that a cheap charge of the trolls target would be nice, however unlike Calandra she needs infantry clearing which means that the thresher on the Axer or the aoe on the Pyre are also needed to contribute. Probably not in this list.
Grissel2 - Grissel2 is an underrated monster in the protectorate match up and provides a real problem for a lot of builds (inhospitable ground, lots of high ARM multi wound troops and great shooting). The night troll does absolutely nothing for her.
Doomshaper1 - Loves the hordes match up and you can fit a night troll in his theme force if you drop a Mauler down to a Pyre troll. I would not do this. He has plenty of AOEs and the Mauler fits better with the ARM skew and helps out against colossals.
Doomshaper2 - Again he can technically fit but you want to take a unit and all the dire trolls you can. The stuff he does is not needed in this list.
Hunters Grim - Maybe. Probably not. I have no where near enough experience with the caster to tell. He does seem like a good hordes match up because of Mortality but I'm not really seeing him wanting beguile or paralysis.
Jarl - I tend to run a lot of minions with Jarl which means he's battle group needs to be able to kill heavies and I want an Impaler for Jarl himself. Again it's a maybe, I need more games with Jarl too.
Madrak1 - He has no place in a stereotypical troll brick.
Madrak2 - Madrak2 lacks a hit buff and he has a lot of infantry. A bit of control would not go astray here. I'm sot quite sure how to fit him into the list but he is an option here. Beguile on Madrak himself seems like a strong move too given how damn near invincible that guy is.
Showing posts with label dojo. Show all posts
Showing posts with label dojo. Show all posts
Wednesday, August 7, 2013
Saturday, May 25, 2013
In the Dojo - High Reclaimer
Been having a look at the lesser used casters in my factions of late, trying to see if I can put together a strong list with them. In Menoth one of the casters I'm looking at is the High Reclaimer. I think he has a lot of potential, clouds are really painful and he makes more clouds than anyone else in the game, I can screen the entire army with clouds without difficulty. His feat brings back trooper models at full health so I want some 8 wound trooper models. I prefer Bastions over Cinerators because of reach and Bastions if delivered will kill the world, the clouds ensure that they are delivered. The clouds also help once delivered because living enemy models suffer -2 to hit while in the clouds so high DEF models. I can stack that with Ashen Veil from a Reckoner as well.
Protectorate of Menoth
Standard Army
PCs: 35 / 35
29 models
[00] The High Reclaimer (0 / 6 WJ remaining)
[02] >> Hierophant
[08] >> Reckoner
[03] Bastion Seneschal
[02] Vassal of Menoth
[01] The Wrack (3)
[02] Choir of Menoth (3 grunts)
[08] Exemplar Bastions (4 grunts)
[08] Exemplar Bastions (4 grunts)
[05] Daughters of the Flame
[02] Anastasia Di Bray
Protectorate of Menoth
Standard Army
PCs: 35 / 35
29 models
[00] The High Reclaimer (0 / 6 WJ remaining)
[02] >> Hierophant
[08] >> Reckoner
[03] Bastion Seneschal
[02] Vassal of Menoth
[01] The Wrack (3)
[02] Choir of Menoth (3 grunts)
[08] Exemplar Bastions (4 grunts)
[08] Exemplar Bastions (4 grunts)
[05] Daughters of the Flame
[02] Anastasia Di Bray
The other benefit is that I can Battle every turn. Since you can't shoot the reckoner as it is behind a cloud wall it can shoot at POW 15 every turn. Also using enliven to move back behind clouds if it fails to kill its charge target is particularly obnoxious. The main reason Anastasia is in this list is because she becomes very difficult to kill. She can hide behind clouds until it is time to strike and then she can use her own move after espionage to get back behind the clouds.
I like the high reclaimers feat at 35 points too as it is always a fixed value. At 50 points a unit of Bastions can be a problem at 35 points it can be particularly brutal. I am planning on playing this list at a tournament next weekend but I don't know what I will do if I can't get a hold of a Bastion Seneschal. They are supposed to be released but no one seems to have them.
Subscribe to:
Posts (Atom)