Trollbloods, Oct 2017 Update

With the 2017 October live update, Trollblood players have a lot to digest.

I’m facing mild overstimulus with the update. The change with biggest effect is probably the Krielstone, followed up by the Runebearer. The Stone makes upkeep trolls more viable in all the themes, and allows our warlocks to fight in the game, rather than serve as a stone battery.

The Runebearer gives low fury warlocks the ability to actually catch things with their feat. High fury warlocks carry weight now.

Third in the list would be Mulg as an arc node. There will be new tactics and threat angles in development over the next few months.

On a side note, we have the reinvigorated warlocks. They may see lots of table time, as they are the new hotness. I’m tempted to give Madrak1 a whirl, but have been salivating over a Borka2 Power of Dhunia list and a Gunnbjorn/Sea King Band of Heroes list for too long.

As such, here are my two experimental troll lists.

Bearka Version 1

War Room Army

Theme: The Power of Dhunia
3 / 3 Free Cards 75 / 75 Army

Borka, Vengeance of the Rimeshaws – WB: +27
– Trollkin Runebearer – PC: 0
– Winter Troll – PC: 8 (Battlegroup Points Used: 8)
– Winter Troll – PC: 8 (Battlegroup Points Used: 8)
– Rök – PC: 19 (Battlegroup Points Used: 11)
– Troll Bouncer – PC: 9
– Dire Troll Mauler – PC: 15
– Storm Troll – PC: 9
– Pyre Troll – PC: 8

Northkin Shaman – PC: 0
Northkin Shaman – PC: 0
Troll Whelps – 5 Whelps: 4
Stone Scribe Chronicler – PC: 4

Krielstone Bearer & Stone Scribes – Leader & 5 Grunts: 9
– Stone Scribe Elder – PC: 3
Dhunian Knot – Leader & 2 Grunts: 6

Borka2, aka Bearka, makes all Warbeasts in his battlegroup Northkin and immune to cold.  He also casts an animus for free from Northkin troll beasts.  So he can cast an animus every turn for free.  Rage and Primal are the big ones, since that gives essentially 2 free fury.  It is also reasonable to let Bearka cast Earth’s Blessing from the Bouncer, to prevent assassination via knockdown.

The Winter Troll and it’s animus is an oddball choice for Bearka.  It acts almost like an extension of his feat, as does the Chronicler’s Hero’s Tale on the Krielstone.  Two winter trolls serve as a high guard to Bearka, and along with the two Shaman, help deter attacks from the side.

Rok and the Mauler are obviously the heavy hitters.  Both hit really hard, Mauler has that sweet chain attack, and Rock’s spray is one of many ice sprays that are simply ignored by the bulk of Borka’s army.

Runebearer, the Krielstone, Whelps and Dhunian Knot form the support element.   Control range buff keeps countercharging Warbeasts inside Bearka’s aura.  The Runebearer still reduces spell costs and can cast Bearka’s offensive spell if needed.  The Stone isn’t as large as it could be, but the 11″ swath keeps incorporeal models at bay.

The stone scribe chronicler serves as support for the Krielstone.  It can help them survive ranged hits, make a melee attack against them detrimental to the enemy, and even turns them into a fighting force when near Warbeasts.  But it could easily be replaced with Lanyssa Ryssyl.  Although she doesn’t benefit from Snow Shroud, she can hide in a Shaman cloud to make snipers have to work to kill her.

Bearka Version 2

War Room Army

Theme: The Power of Dhunia
3 / 3 Free Cards 75 / 75 Army

Borka, Vengeance of the Rimeshaws – WB: +27
– Trollkin Runebearer – PC: 0
– Winter Troll – PC: 8 (Battlegroup Points Used: 8)
– Rök – PC: 19 (Battlegroup Points Used: 19)
– Troll Bouncer – PC: 9
– Pyre Troll – PC: 8
– Earthborn Dire Troll – PC: 14
– Mulg the Ancient – PC: 22

Northkin Shaman – PC: 0
Northkin Shaman – PC: 0
Lanyssa Ryssyl, Nyss Sorceress – PC: 4

Krielstone Bearer & Stone Scribes – Leader & 5 Grunts: 9
– Stone Scribe Elder – PC: 3
Dhunian Knot – Leader & 2 Grunts: 6

This list incorporates a heavier battlegroup.  Mulg and the Earthborn replace the Mauler and Storm Troll.  Honestly, I’m not worried about e-leaps onto Bearka, so the Storm Troll can go.  Additionally, the list has enough cold sprays that the e-leaps provided by the Storm Troll become more of a nuisance than anything.

Mulg the ancient not only provides an arc node, but more importantly prevents spells from being cast at Bearka.  He will definitely be in range of Mortality and other troll killing magic, so Arcane Vortex becomes advantageous.  Primal Rage should deter ranged attacks against Mulg, and his P&S 19 club doesn’t need Rage to make it good.  I think the benefits of taking Mulg outweigh the benefits of taking a Mauler.

The Earthborn serves as another source of knockdown prevention for Bearka, has a great threat range, responds well to terrain, and loves a little Primal.

Lanyssa providing Hunter’s Mark makes this brick haul butt.  If nothing else, she becomes a target for assassins. 

The stone, Runebearer, Shaman and Dhunian Knot remain unchanged.  I let the whelps drop since Primal will force frenzy the beasts, forgoing the need to manage fury.

Gunnbjorn Version 1

War Room Army

Trollblood – RFP (Fennblades)

Theme: Band of Heroes
2 / 2 Free Cards 75 / 75 Army

Captain Gunnbjorn – WB: +28
– Sea King – PC: 36 (Battlegroup Points Used: 28)
– Dozer & Smigg – PC: 18
– Swamp Troll – PC: 8

Fell Caller Hero – PC: 0

Krielstone Bearer & Stone Scribes – Leader & 5 Grunts: 9
– Stone Scribe Elder – PC: 3
Kriel Warriors – Leader & 9 Grunts: 11
– Kriel Warrior Caber Thrower – PC: 2
– Kriel Warrior Standard & Piper – Standard & Piper: 3
– Kriel Warrior Caber Thrower – PC: 2
– Kriel Warrior Caber Thrower – PC: 2
Trollkin Fennblades – Leader & 5 Grunts: 9
– Trollkin Fennblade Officer & Drummer – Officer & Drummer: 0

Before we get into the many unit options for Band of Heroes, I want to discuss Gunnbjorn’s battlegroup.  Dozer & Smigg provides Lucky Shot, giving the Sea King RAT 7, and Gunnbjorn to RAT 8.  Lucky Shot doesn’t help Dozer out much, since his base RAT is only 2, after “inaccurate” is considered.  I tend to think of Dozer as a melee beast who happens to have a gun mounted.

The Sea King really shines though.  With the high P&S, it really doesn’t need Rage.  Its anchor simply smashes stuff.   With Lucky Shot, it stands a good chance of hitting even DEF 14.  It kills living models, at POW 13, bootable to a 4d6.  Explosivo provides RFP, or Snipe gives a 14″ range.  A note on explosivo: it looks like it works on the second AOE as well… or I haven’t seen any ruling otherwise.  I expect the internet to correct me if I’m wrong on this.

Finally, we have a swamp troll.  Just something to sit in some h2o, it has its own critical consume RFP.  More importantly,  the swamp troll drags things toward it. Snipe on this guy can pull something from 17″ out, landing it just in charge range of my slow trolls.

Now for the units.  The Krielstone goes without saying.  Armor bump, incorporeal fixer and stealth fixer, strength bump.  Good toolbox for the battlegroup and units.

Fennblades form the front line.  Vengeance and hard, long threat, RFP with melee.  All around good tar pit.  Follow them up with a full Kriel Warrior unit and Caber Throwers.  I still don’t understand how they call them throwers, since they don’t throw them, but they do have a neat slam thing, RFP with the Band of Heroes theme, and Combined Melee Attack.  Fell Caller Hero helps everyone with Pathfinder and +2 MAT.  I like this list, but it only has only one big damage dealer.  The high number of souls on the board could also be problematic.

War Room Army

Trollblood – RFP (Longriders)

Theme: Band of Heroes
1 / 1 Free Cards 75 / 75 Army

 

Captain Gunnbjorn – WB: +28
– Sea King – PC: 36 (Battlegroup Points Used: 28)
– Dozer & Smigg – PC: 18
– Swamp Troll – PC: 8

Fell Caller Hero – PC: 0
Horthol, Long Rider Hero – PC: 8
– Horthol, Long Rider Hero (Continued)

Krielstone Bearer & Stone Scribes – Leader & 5 Grunts: 9
– Stone Scribe Elder – PC: 3
Trollkin Long Riders – Leader & 2 Grunts: 12
Kriel Warriors – Leader & 5 Grunts: 7
– Kriel Warrior Caber Thrower – PC: 2

This version sports fewer souls, and instead of fennblades turns to Long Riders.  They threat just as far now, have a bit of an armor bump, and have all the cavalry bennies.  P&S 14 kicks butt against most infantry.  I usually play them off to the side, but terrain has made these guys less effective.  They don’t like not charging or slamming.

I am probably going to run the fennblades version for a while.  The Long Riders may have to wait a while.  The Fennblades have more mobility than the riders, and I can’t usually get an opponent to line up a good impact attack.  The fenns scare people more often than the riders.

My first tournament will be 11 November, so I will be practicing until then.