Saturday, March 8, 2014

Jarl Skulds' 42 points of Ambush Attrition




When playing the trollkin, I often got frustrated that my assassination run always bit on nails. Either, I miss-attacked on high-DEF enemy models and couldn’t clear necessary charge lanes / shooting lines. Or I got stuck within too many tarpits and my opponent smashed his assassination beasts right into Jarl. I ended up being a good damage dealer, but on all the wrong targets.

Therefore I rethought my ideas with Jarl Skuld and gave him an attrition list, which is this:

Jarl Skuld  +6
- Bomber    10
- Pyre Troll   5
- Impaler    5
Fennblades (10)   8
+ UA     2
Fennblade Kithkar   2
War Wagon    9
Kriel Warriors (6)   4
Fell Caller Hero   3
= 48
(42 points is a very common army size on tournaments in Germany. For what reason I cannot tell.)

This list has a single approach on the sever attrition of the opponent’s force. I blast away on short range and spam through the holes in the enemy force’s defense line. Then I turn directly all boostable shots on important targets.

AOE-barrage sponsored by Dhunia
Four is a party
The War Wagon has AOE5 Pow 16 on 10”.
The Bomber has 2 shots of AOE4 Pow 16 on 8”.
The Pyre Troll has AOE3 Pow 12 on 8”.
The Impaler has no AOE but Pow 13 at 8”.
Jarl has 2 shots with no AOE with Pow 12 on 12”.

The Impaler is part of that battlegroup for its animus. Forcing him to use his animus and having Jarl cast the spell I can improve the range of four models. So one will get no boost, but that’s to take. When I do this, then Jarl has no Fury left - not for transferring, not for boosting.
That’s why I need to consider heavily what unit needs the extra 4” of shooting range most.  I mostly give it to the War Wagon and the Bomber, since they deal more damage with their base Pow 16. Also Jarl can give a model/unit +2 SPD (for 3 Fury it’s very expansive, but it’s an upkeep, too, so with smart casting in round 1 or 2, that’s no great problem to have the right the spell on the right unit at the right time).

Jarl’s Enliven and the Impaler’s Snipe help to improve all the shooter’s thread ranges. The War Wagon comes to 21”, the Bomber and the Pyre Troll to 19”, Jarl even makes 22”. So with the right positioning and strategizing on what enemy model will be engaged on what turn, there’s a good potential to have the War Wagon and the Bomber with a great thread range at the cost of Jarl’s total 6 Fury and the help of the Impaler. That’s a lot but helpful, too. I could improve all model’s thread range by taking in a Troll Axer (its animus gives +2SPD and Pathfinder), but since this fella has no shooting attack and comes for 6 points, I can see him fit that well on Jarl’s ambush-style.

When certain multi damage models are bombed down to a few damage points or certain enemy key models got knocked down from the War Wagon, the Fennblades charge in. Since they’re always placed on the front line, they can use their mini-feat for a very nice thread range of 13” and finish the left overs. Or they just go in front and keep the shooters save from wacky charges.

The positioning is the alpha and the omega in this list, but that’s something experience will teach nicely. To provide more immunity against charging there’s still Jarl’s awesome Feat where I place d3+3 AOE4 fog clouds that do not cover friendly model’s LOS. So Jarl is putting that fog line between the shooters and the Fennblades and still can shoot through it. It’s no one round of total invincibility, but it’s a problem not every opponent can cleverly cope with. That feat is no game winner, too, but it helps preparing the kill strike, when the attrition is done and there’s still a Warcaster/Warlock dares to live.

If it comes to the Fennblades, they feel well under Jarl’s spell Enliven. They can run 16” or charge (with their mini-feat) 15”. Considering a wisely used Vengeance-move makes it even 18”! The Fell Caller gives them an effective MAT8 and the Kithkar teaches them to jump over other Fennblades’ bases, so there ain’t no big problem of positioning either. The unit leader has an effective DIS12, so I can spread them widely on the field. This way I can engage opponent units with a lot of strikes or stress on flank the opponent most likely cannot afford to ignore. The Fell Caller has another nice song, to make all models within 9” stand up. Those are all great enemy model pounding capabilities for not that many points.  

The Kriel Warriors can basically do the same. They can have a thread range of 10.5” (or 12.5” with Enliven) but will most likely be slower, since they rather sing their song of +2MAT/+2POW instead of +2SPD.  They are included more to absorb damage than dealing it. They’re cheap and they got Tough. Adding the UA or making them a unit of 10 could be nice too, but I rather have lots of Fennblades so the Kriel Warriors have their job in the second wave of attacking.

That’s it.
This list has an assigned mission on every game. It has an awesome Robin-Hood-style Warcaster. And the list got a finished paint job. It’s all I could ask for. What do you think?

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Not so long ago, Privateer Press gave a preview video to the next Expansion Book for Hordes: Exigence.The video you can finde here:
On 05:29 is a new trollkin unit is shown. Pistoleros. Jarl's fanboys, most likely. I will get them definitely and add them to Jarl's Ambush Attrition. Me is getting excited for the new Hordes book (even more excited for the release of "Vengeance").

Thursday, March 6, 2014

Trollbloods War Wagon | Hoof 'em down, boys!



I finished the Trollbloods Battle Engine, the War Wagon, from the Expansion Book "Domination". T'was no great fun to build and to paint as was the Mountain King. The model gave me some problems when arranging the wheels and the two pairs of hind legs on the base (all four hind legs and the two front wheels where pinned through) and still leave the two bisons, the wagon and the middle part separate for painting.
 
I can has thread range 23"!
The upper part that represents metal was painted the same like all other metal parts. The lower section of armor plates I painted solely black (Matt Black | Warpaints) and let it go there. The runes (which I picked randomly from the Forces of Trollbloods-Cover) where painted dark blue (Kantor Blue | Citadel), highlighted (Cygnar Blue | P3) and a little more light blue at the edges (Ice Blue | Citadel). I fought about giving it another short silver drybrushing, but decided against, since I want to have at least one model not been a complete war weathered veteran. Well, the metal is ‘worn out’, however, the runes were painted freshly since … well, since cuz I did it. 


Much power -- so kd gun -- must have -- awesome battle engine!
For the base I used orange reed (Felsgras | Ziterdes) and some tufts (Long Tufts Winter | Mininatur). For the reed I drilled a hole from the bottom of the base. Then I took several reeds and rolled them to a bunch, put super glue in the middle and let it dry. After the drying I cut in half and jammed one half per hole. To cover the hole I used glue and tufts. Nice ‘n easy.