• Weapon Crews

    Weapon Crews in Warmachine Not every faction has access to a weapon crew.  Some weapon crews are worth their points, and others gather dust on the shelves of frustrated Warmachine players. Weapon crews vary between 3 and 6 points.  Oddly enough, some of the most useful are also the cheapest. Picking the best weapon crews depends on a lot of factors.  Some of them have well defined roles, others less so.  Based on the Trencher CID, we can begin to drop weapon crews into three categories. Weapon Crew Types Anti-Infantry Chaingun Crew (Unit) (RAT 6, Rng 10, POW 10, PC

    [Read More...]
  • Trollblood Runeshapers

    Trollkin Runeshapers in Mk3 A Little History The changes to Runeshapers from mk2 to mk3 hurt their value immensely in the eyes of troll players. Way back in the height of mk2, the Runeshapers could charge and unleash a knockdown, at a 10” threat. That changed in January 2016, to a 5.71” threat, as the knockdown turned into an automatic knockdown in a 3” AOE centered on the trollkin. In mk3, the AOE widened to 4”. Force Lock also got dropped in mk3, replaced by battle wizard. They used to prevent movement, and now they get a free casting after

    [Read More...]
  • Road to Texicon, Final List Selection

    Best Laid Plans The ugly truth of list building boils down to two truths: Accessibility and Familiarity. More than any other factor, these two concepts form the core of list creation. Accessibility Simply put, accessibility is having a model built, painted, ready for war.  Borrowing is a possibility, but comes with the anxiety with breaking or losing another player’s pieces, or not having access to them on game day. Familiarity Another easy to understand concept, this is knowing the list, the models in the list, and having played them several times. How Accessibility and Familiarity Affected my Texicon Lists I

    [Read More...]
  • Dhunian Knot

    Trolls get to play with colors and schemes in ways that Cygnar and the more organized faction armies don’t.   I’ll base these models shortly, and they’ll be table ready. My paint job isn’t super high quality, but at this point I only need to be able to play at the “must be painted” tables. Tactics The Dhunian Knot doesn’t want to fight in hand to hand combat.  Against single HP dudes, they only have a rough 25% chance at a kill.  So what does this unit have to offer the Trollblood army? Healing At first, I thought the healing

    [Read More...]
  • Road to Texicon, Ragnor test, v2

    Things don’t always work.  In last night’s test game, things didn’t work. I played into a merc list. War Room Army   Mercenary – New Army   Theme: No Theme Selected 74 / 75 Army     Magnus the Traitor – WJ: +30 – Renegade – PC: 10 (Battlegroup Points Used: 10) – Renegade – PC: 10 (Battlegroup Points Used: 10) – Mangler – PC: 15 (Battlegroup Points Used: 10)   Hammerfall Siege Crawler – PC: 18   Master Gunner Dougal MacNaile – PC: 4 Gastone Crosse – PC: 4 – Mariner – PC: 14   Cylena Raefyll & Nyss

    [Read More...]
  • Road to Texicon, Ragnor

    Ragnor Lothbrok Not quite. He’s Ragnor Skysplitter, the Runemaster, and he’s Madrak’s pairing for day one of Texicon.  I considered taking the Borka2 list, but I feel like Ragnor has a touch more punch.  His feat affects all attacks, and reduces enemy punch by a whole die.  With the stone running, we have ARM 21 beasts and 1 less die on the feat turn. Pulverizer gives +2 and beat back, and when combined with the stone elder and Rage, we have a POW19 Slag Troll, POW 21 Earthborn, POW 25 Mountain King, and yes, even the Winter troll becomes POW

    [Read More...]
  • Road to Texicon, Borka2

    I love this model!  Why don’t I run him more often?  Honestly, I do not know.  I think it stems from one of my early losses with him, where my opponent simply backs up and waits for my feat to expire, then hacks out some sort of assassination run. I’ve come to the conclusion that Borka, Vengeance of the Rimshaws is probably fine, and that my tactics need adjustment.  Unfortunately for me, all of Borka and Northkin is about to change, due to the CID beginning soon.  Texicon is only two weeks away at this point, and I loathe the

    [Read More...]
  • Road to Texicon ’17 Madrak 3, V3

    War Room Army   Trollblood – Madrak’s Band of Heroes (alt-1)   Theme: Band of Heroes 2 / 2 Free Cards 74 / 75 Army     Effigy of Valor – Steamroller Objective   Madrak, Great Chieftain – WB: +29 – Troll Impaler – PC: 11 (Battlegroup Points Used: 11) – Troll Bouncer – PC: 9 (Battlegroup Points Used: 9) – Pyre Troll – PC: 9 (Battlegroup Points Used: 9)   Fell Caller Hero – PC: 0 Horthol, Long Rider Hero – PC: 8 Fell Caller Hero – PC: 5   Trollkin Fennblades – Leader & 9 Grunts: 15 –

    [Read More...]
  • Minion Friendly Trollblood Warlocks

    Trollblood with Minions? Yes.  With the themes of Mk3, and the tendency of Trollbloods to be outright racist, the internet seems to have forgotten that some minions will actually work for Trollbloods.  Unfortunately,  no minions, not even the trollkin or adoptive trollkin models are partisan.  That means we can’t apply feats or spells that specify “Friendly Faction” models. What to we do with that limitation?  We min-max.  Which warlocks work best with minions in their army?  Do we have any warlocks that actually make minions a good choice?  How do we fit these potentially powerful sell-swords into our forces? Pro-minion

    [Read More...]
  • Road to Texicon ’17 Madrak 3, V3

    I’m still thinking Madrak 3 should by my primary list.  Last weekend I had a 2v2 Khador/Trollblood vs Cryx/Skorne with a few guys at one of the LGS.  We ended up splitting the space so that I could face off with the Cryx army, who placed most of their forces opposite me, except for a unit of ghost pirates who took the flank on the other side of the Skorne forces.   During the game, the Mauler ends up doing hardly anything.  It kills ooff a light jack in like one hit, without even having Rage running.  I suppose it

    [Read More...]