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.

Trolls line up to face the undead cavalry.

 

Trolls flood the zone. Pathfinder from the Fell Caller helps push the infantry through the forest.

I like being able to spread out, but the second stone may be overkill. The dark shroud crap basically nixes the stone anyway.

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 could have played further upfield.  Madrak did shunt like 15 or so points of damage off to it.  I could have done that to any beast, so the Mauler is a possible piece to reconsider.

Cryx cavalry keeps repositioning, and the weird centaur guys keep going ghost. 

The Cryx caster, Goreshade on a horse,  charges in for a shot on Madrak.   He does a ton of damage, but Mauler takes most of it.  He has to reposition back, and it’s my turn to retaliate.  Madrak charges in and shoves his magic spear up Goreshade’s butt.  My Khador partner also managed to kill the Skorne guy at the same time, so it was game over.

I really liked how the troll swarm was able to take the zone.  I was surprised by the Winter Troll.  It not only gave Cryx a hard time with the freezing animus, but scored a crit on a boosted spray to freeze a bane knight.

Other honorable mentions include Scaldi, for ignoring the freezing feat from Goreshade.  The remove from play issue really screwed with his list, in how he positioned his guys.  Lastly, this is the first game where I used the Fury Battery ability of the stone, after some of my beasts died.

On the negative side, I’m not sure how useful the ARM skew is against the Cryx.  I feel like they have a lot of ARM debuffing, and can easily take down my tankiest guys.  It would be better if the champs had 8 boxes.  I also wish Skaldi gave his Northkin Champions cold immunity.  The champ hero didn’t get anything done either.  He was targeted pretty quick.  If I had two units of champs, then the champ hero would be more beneficial, but not by much.  Retaliatory Strike seems pretty silly sometimes.  The fennblades did ok.  They took the hits, but dice are dice, and I rolled low on feat turn.

What I think I need:  more melee attacks at a good range.  I think the longriders will help get further in with impact attacks and slams with follow up.  A first wave of fenns is also an idea I’ve been tossing around.  I am still undecided on whether I should run two minimum units of champions or a unit of champs and a unit of Warders.  The shield guard doesn’t always come up, but is useful when ranged attacks target key models.

Madrak 3’s Band of Heroes, v3

War Room Army

 

Trollblood – Madrak’s Band of Heroes (alt-1)

 

Theme: Band of Heroes

2 / 2 Free Cards 75 / 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)

 

Fennblade Kithkar – PC: 4

Fell Caller Hero – PC: 0

Horthol, Long Rider Hero – PC: 8

Fell Caller Hero – PC: 5

 

Trollkin Fennblades – Leader & 5 Grunts: 9

– Trollkin Fennblade Officer & Drummer – Officer & Drummer: 0

Trollkin Champions – Leader & 2 Grunts: 10

– Skaldi Bonehammer – PC: 5

– Trollkin Sorcerer – PC: 3

Trollkin Long Riders – Leader & 2 Grunts: 12

Trollkin Fennblades – Leader & 5 Grunts: 9

Trollkin Warders – Leader & 2 Grunts: 10

 

 

THEME: Band of Heroes

 

GENERATED : 06/20/2017 14:09:37

BUILD ID : 2042.17-05-22

This version incorporates some of the changes I’m planning.  The battlegroup kept the Bouncer, because being able to stay on your feet keeps you from getting killed.  The Impaler is there to give a 14″ threat with the spear and to help screen charges.  Pyre has an animus that is helpful in melee, and presents another ranged attack.

With two Fennblade units, I envision a wave to absorb alpha, then a second to retaliate.  The Kithkar helps MAT within a 14″ line.  Fell Caller Hero helps in so many great ways.

Horthol and the min unit of riders can really lay down the pain.  I am sure that they’ll be the Fell Caller’s first target, and actually might be argument to take out the Champ Hero and add a second Fell Caller.  I’ve done exactly that in this list.  Having the second caller means I can run one on each flank, to give out Pathfinder, buff MAT or make things stand.  It isn’t a bad combat solo either.  I think it’s probably better than the Champion Hero.

Finally, we dropped the stone, since the +1Mat isn’t doing much against the low ARM targets.  I tend to forget most of the time anyway.  Also, I can get like 9″ of armor aura from Madrak on turn 1, and 7″ turn 2.

The sorcerer on the champs with Skaldi also seems weird, but I can see debuffing that unit, and disbinding fixes enemy upkeep during my turn.  The attack spell is good, and the magic weapon on the unit allows them to engage ghosts outside of Madrak’s control range and Spellpiercer.

Those are the big changes.  Hopefully I will have many opportunities to test this before Texicon.  I think I have an idea for the pairing, so more to come on that.  I also have tweaked my Borka2 progression list, and can’t wait to try it out this weekend.  Hopefully the rain won’t be so bad that I can’t get to a game store.  😁