Horgle2, Three Games and Three Lists

I tried Horgle into three different guys at 75, 35 and 75 points, in and out of theme.  I don’t have a good grasp of this guy.  He has a potentially powerful feat, providing everything is on fire before his feat.  He has a good Armor buff spell, and Solid Ground is pretty awesome.  His 3 point spell, consuming flames is better cast by the Trollkin Runebearer, aka “Troll Moses,” since he probably wants to keep solid ground running, needs to be at least 12″ from combat, and might want the inviolable resolve running as well.  That means he can only camp 1 Fury if he keeps two upkeep spells and casts the flambe.

Problem 1: Range and Exposure.

Into Cygnar, Horgle needs to be in range of their guns in order to cover them by his feat. Cygnar, especially Sloan, can seriously lay into Horgle if he can’t win on that turn or seriously put a dent in their hitting power.

Horgle should have won this game into Sloan, but her feat allowed her to pump some boosted weapon master shots followed by the Defender’s gun into Horgle for the kill.

Problem 2: Opponent’s Respect for the Feat

Savvy opponents keep the bulk of their forces far enough from Horgle but close enough to challenge his forces.

These Mercs kept firing shots into Horgle’s beasts. I was able to stay up on points, but was suffering losses from concentrated fire. Horgle’s feat helped wear down one heavy, but I couldn’t bring the sluggers to bear, so the feat didn’t help much. Magnus chose to let his jack reposition, but it opened a charge lane for the Mauler on Magnus, who couldn’t keep the beast’s massive attacks from penetrating his armor.

Problem 3: High Volume of Heavily Armored Jacks

Against a Khador heavy armor list, Horgle has to contend with snipers, heavy armor, and a lot of it.  Again, most Khador armies out range Horgle lists.  The beasts only have 10-12″ range weapons, and can usually only charge up to 8″, with a 0.5-2″ range.  If they’re really good, like the mountain king, they can assault, kill, and shoot.

Turn one is usually quick, with running, powering up the stone, and getting ready to light things up.

Turn 2, I haven’t figured out how not to lose the fire eaters after burning things. Also, it’s a waste if Horgle isn’t ready to feat.

Feat on turn 3 seems to get work done, but because of positioning, I waste a lot of time measuring stuff out and spending a lot of time rolling attacks.

Conclusions

I need to play faster

There is nothing I can do about time other than learn to play faster.  I kind of cheat time in my unit based Madrak3 list by ignoring attack opportunities.  I’m able to do that by using the feat as a delay.  My opponent could just as easily forgo attacks, and wait until Madrak’s feat turn is over.  But if I am up in points, I could theoretically have a better time of it.

With the current Horgle iteration, I don’t feel like I can delay hitting.  The feat turn will be long, and so will the preceding set up turn, when I start burning stuff.

War Room Army

Theme: No Theme Selected

75 / 75 Army

Horgle, the Anvil – WB: +29

– Pyre Troll – PC: 9

– Pyre Troll – PC: 9

– Slag Troll – PC: 10

– Slag Troll – PC: 10

– Mountain King – PC: 36 (Battlegroup Points Used: 29)

Northkin Fire Eaters – Leader, Trollkin Grunt, and Pyg Grunt: 7

Northkin Fire Eaters – Leader, Trollkin Grunt, and Pyg Grunt: 7

Trollkin Sluggers – Leader & 4 Grunts: 10

Krielstone Bearer & Stone Scribes – Leader & 3 Grunts: 6

I like when the sluggers manage to kick out enough boosted shots to kill a Khador heavy.  I don’t like when the sluggers have to tarpit or jam an advancing army.  They become wholly reliant on that 2/6 (33%) tough chance.  Maybe I could throw the shield buff on them, but that wouldn’t help against a juggernaut axe, since their ARM would only reach 19, and the damage would be straight dice.  Against Widowmakers, there is no hope but to take to cover.

For a minute, I almost forget why I even take the stone, but then I remember it isn’t for the troops.  Its there for the warbeasts.  The extra two points of ARM means a light warbeast might survive one more swing by a heavy jack.  The King might last a round of hits at ARM 21, or with Horgle keeping up Resolve, ARM 23.

The stone is also a good sacrificial target to keep Khador or Cygnar guns off my light beasts, sluggers, or fire eaters.

Reading is Still Hard

Note: This section was edited because writing is hard too.

All those damn rules get in the way of a good game.  While attacking with my pyre troll after activating Horgle and popping the feat, I scored a hit.  I told my opponent that his jack was on fire, and the damage roll would be boosted.  When asked for clarification,  I flipped over the Pyre troll card and read the part (and only the part) that said “immediately after the attack is resolved” and jumped to “model suffers continuous fire effect.”  In this case, I mistook the “It Burns” rule on the Pyre troll for a tactical tip on continuous fire, and didn’t really read closely because I was trying to keep from wasting time.

It Burns says that if the Pyre troll is hit by a melee attack, the attacking model suffers continuous fire after resolving the attack unless the attack killed the Pyre troll.

Continuous fire says it triggers on a hit.  It suffers the continuous fire effect when it is hit.  Which means on Horgle’s feat turn, the pyre can set sonething on fire, and gain the boosted attack

I don’t want to play down in points

The fire eaters are fun.  Two units are really fun. Seriously, I have only just started exploring how fun they can be.  But the eaters can’t be used in Power of Dhunia or Band of Heroes.   So I feel like I’m losing out on 12-15 points of solos, or 2-3 models.

Same problem with Sluggers.  But sluggers also have another issue.  Their shots are unboosted most of the time.  They can kill units, and might get a light, but not a heavy.  They need an attachment to boost them somehow.  Maybe giving them the ability to lay down covering fire? It wouldn’t help vs heavies, but could help fix their role a bit.  Can you imagine 5 covering fire wall templates?

In the Power of Dhunia theme, I see two options.

War Room Army

Trollblood – Horgle with Dhunia

Theme: The Power of Dhunia

3 / 3 Free Cards 75 / 75 Army

Horgle, the Anvil – WB: +29

– Trollkin Runebearer – PC: 4

– Pyre Troll – PC: 9

– Pyre Troll – PC: 9

– Mountain King – PC: 36 (Battlegroup Points Used: 29)

– Slag Troll – PC: 10

– Slag Troll – PC: 10

– Winter Troll – PC: 8

Janissa Stonetide – PC: 0

Northkin Shaman – PC: 0

Northkin Shaman – PC: 0

Krielstone Bearer & Stone Scribes – Leader & 3 Grunts: 6

– Stone Scribe Elder – PC: 3

Trollkin Runeshapers – Leader & 2 Grunts: 9

This option has knockdown or boosted Rock Hammers.  With Janissa,  we could pull off a boosted charge on a guy on fire and actually trigger battle wizard. The battle wizard dream is enough to want to swap out the Rune Bearer for a Chronicler,  but I’m not too convinced it could happen.  Option 2 for testing needs the Chronicler.

Option 3 gets crazy.

War Room Army

Trollblood – Horgle with Sea King

Theme: The Power of Dhunia

3 / 3 Free Cards 75 / 75 Army

Horgle, the Anvil – WB: +29

– Trollkin Runebearer – PC: 4

– Mountain King – PC: 36 (Battlegroup Points Used: 29)

– Sea King – PC: 42

Janissa Stonetide – PC: 0

Northkin Shaman – PC: 0

Northkin Shaman – PC: 0

Stone Scribe Chronicler – PC: 4

Krielstone Bearer & Stone Scribes – Leader & 3 Grunts: 6

– Stone Scribe Elder – PC: 3

Trollkin Runeshapers – Leader & 2 Grunts: 9

Low model count dumbbell, with each king deployed on either side of the two shaman, who cloud up the middle, in front of the Stone, Chronicler, Moses, Janissa, Shapers, and Horgle. They march up slowly, with the Sea King setting things on fire with the scuttering swarm. Also, vortex can bring grunts closer for a group burn with the Swarm.

End thoughts

I’m going to run the Sea King and Mountain king next week.  Won’t know how it plays until it’s played, right?

I’m not exploring Band of Heroes with Horgle, even though Warders with him reach a +6 ARM buff.  I already have a hero list.

I’m also not exploring the northkin or kriel themes until they are official, since they probably won’t be ready by Texicon.